New feature: Getting and using intel allows for more spy-related roleplay.

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23643&goto=352475&#msg_352475

Requires GameDir >= r2401.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8522 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-02-18 23:17:34 +00:00
parent ee73811cfe
commit e55b480996
83 changed files with 3784 additions and 937 deletions
+7 -15
View File
@@ -1912,11 +1912,8 @@ void LoadGameExternalOptions()
gGameExternalOptions.fPlayerCanAsktoSurrender = iniReader.ReadBoolean("Strategic Gameplay Settings","PLAYER_CAN_ASK_TO_SURRENDER", TRUE);
gGameExternalOptions.ubPrisonerReturntoQueenChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_RETURN_TO_ARMY_CHANCE", 50, 0, 100);
gGameExternalOptions.ubPrisonerProcessChance[PRISONER_INTERROGATION_DEFECT] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_DEFECT_CHANCE", 25, 0, 100 );
gGameExternalOptions.ubPrisonerProcessChance[PRISONER_INTERROGATION_INFO] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INFO_BASECHANCE", 25, 0, 100 );
gGameExternalOptions.ubPrisonerProcessInfoNumberChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INFO_NUMBER_CHANCE", 30, 0, 100);
gGameExternalOptions.ubPrisonerProcessInfoDirectionChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INFO_DIRECTION_CHANCE", 40, 0, 100);
gGameExternalOptions.ubPrisonerProcessChance[PRISONER_INTERROGATION_INTEL] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INTEL_CHANCE", 25, 0, 100 );
gGameExternalOptions.ubPrisonerProcessChance[PRISONER_INTERROGATION_RANSOM] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_RANSOM_CHANCE", 25, 0, 100 );
gGameExternalOptions.ubPrisonerProcessChance[PRISONER_INTERROGATION_NOTHING] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_NOTHING_CHANCE", 25, 0, 100 );
gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_ADMIN] = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INTERROGATION_POINTS_ADMIN", 30, 10, 1000);
gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_REGULAR] = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INTERROGATION_POINTS_REGULAR", 50, gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_ADMIN], 1000);
@@ -1926,16 +1923,7 @@ void LoadGameExternalOptions()
gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_CIVILIAN] = iniReader.ReadInteger("Strategic Gameplay Settings", "PRISONER_INTERROGATION_POINTS_CIVILIAN", 25, 10, 1000 );
gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_SECRET1] = 100;
gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_SECRET2] = 100;
gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_ADMIN] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ADMIN", 0, 0, 100 );
gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_REGULAR] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_REGULAR", 1, gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_ADMIN], 100 );
gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_ELITE] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE", 10, gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_REGULAR], 100 );
gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_OFFICER] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER", 60, gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_ELITE], 100 );
gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_GENERAL] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_GENERAL", 80, gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_OFFICER], 100 );
gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_CIVILIAN] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_CIVILIAN", 0, 0, 100 );
gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_SECRET1] = 0;
gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_SECRET2] = 0;
// CHRISL: Determine how Skyrider should handle landing in enemy occupied sectors
gGameExternalOptions.ubSkyriderHotLZ = iniReader.ReadInteger("Strategic Gameplay Settings", "ALLOW_SKYRIDER_HOT_LZ", 0, 0, 3);
@@ -2338,6 +2326,9 @@ void LoadGameExternalOptions()
gGameExternalOptions.fUseXMLSquadNames = iniReader.ReadBoolean("Strategic Assignment Settings", "USE_XML_SQUADNAMES", FALSE);
//################# Intel Settings ##################
gGameExternalOptions.fIntelResource = iniReader.ReadBoolean("Intel Settings", "RESOURCE_INTEL", TRUE );
//SaveGame slot by Jazz
// WANNE: No need to make it external to switch between old/new. We always use the new save/load screen with more save slots
//gGameExternalOptions.fSaveGameSlot = iniReader.ReadBoolean("Extension","SAVE_GAMES_SLOT",FALSE);
@@ -3347,7 +3338,8 @@ void LoadGameAPBPConstants()
APBPConstants[AP_READFILE] = DynamicAdjustAPConstants( iniReader.ReadInteger( "APConstants", "AP_READFILE", 50 ), 50 );
APBPConstants[AP_WATERTAP] = DynamicAdjustAPConstants( iniReader.ReadInteger( "APConstants", "AP_WATERTAP", 20 ), 20 );
APBPConstants[AP_SODAMACHINE] = DynamicAdjustAPConstants( iniReader.ReadInteger( "APConstants", "AP_SODAMACHINE", 30 ), 30 );
APBPConstants[AP_CAMERA] = DynamicAdjustAPConstants( iniReader.ReadInteger( "APConstants", "AP_CAMERA", 30 ), 30 );
APBPConstants[AP_ENTER_VEHICLE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_ENTER_VEHICLE",30),30);
APBPConstants[AP_EXIT_VEHICLE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_EXIT_VEHICLE",30),30);
APBPConstants[AP_CHANGE_SEAT_VEHICLE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CHANGE_SEAT_VEHICLE",20),20);
+4 -5
View File
@@ -205,9 +205,8 @@ enum
enum
{
PRISONER_INTERROGATION_DEFECT = 0,
PRISONER_INTERROGATION_INFO,
PRISONER_INTERROGATION_INTEL,
PRISONER_INTERROGATION_RANSOM,
PRISONER_INTERROGATION_NOTHING,
PRISONER_INTERROGATION_MAX
};
@@ -753,6 +752,9 @@ typedef struct
INT32 ubRepairRateDivisor;
INT32 ubCleaningRateDivisor;
// Flugente: intel
BOOLEAN fIntelResource;
//Misc settings
BOOLEAN fAmmoDynamicWeight; //Pulmu
BOOLEAN fEnableCrepitus;
@@ -1424,10 +1426,7 @@ typedef struct
BOOLEAN fPlayerCanAsktoSurrender;
UINT8 ubPrisonerReturntoQueenChance;
UINT8 ubPrisonerProcessChance[PRISONER_INTERROGATION_MAX];
UINT8 ubPrisonerProcessInfoNumberChance;
UINT8 ubPrisonerProcessInfoDirectionChance;
UINT16 ubPrisonerInterrogationPoints[8]; // points needed to interrogate a prisoner of a specific type
UINT8 ubPrisonerInterrogationEnemyGeneralInfoChance[8]; // chance that when getting info from interrogation, this prisoner will tell us about general we do not yet know about
// Flugente: sexism/racism/etc.
INT8 sMoraleModAppearance;
+9 -9
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@@ -15,9 +15,9 @@
#ifdef JA2EDITOR
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8516 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8522 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8516 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8522 (Development Build)" };
#endif
// ------------------------------
@@ -27,11 +27,11 @@
//DEBUG BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8516 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8522 (Development Build)" };
#elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8516 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8522 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8516 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8522 (Development Build)" };
#endif
#elif defined CRIPPLED_VERSION
@@ -46,16 +46,16 @@
//RELEASE BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8516 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8522 (Development Build)" };
#elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8516 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8522 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Release v1.13.8516 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release v1.13.8522 (Development Build)" };
#endif
#endif
CHAR8 czVersionNumber[16] = { "Build 18.01.10" }; //YY.MM.DD
CHAR8 czVersionNumber[16] = { "Build 18.02.18" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
// SAVE_GAME_VERSION is defined in header, change it there
+1
View File
@@ -159,6 +159,7 @@ AP_HACK,
AP_READFILE,
AP_WATERTAP,
AP_SODAMACHINE,
AP_CAMERA,
AP_ENTER_VEHICLE,
AP_EXIT_VEHICLE,
+2
View File
@@ -138,6 +138,8 @@ enum definedDropDowns
DROPDOWNNR_MSGBOX_1,
DROPDOWNNR_MSGBOX_2,
DROPDOWN_INTEL_BUY,
DROPDOWN_MILTIAWEBSITE_FILTER_DEAD,
DROPDOWN_MILTIAWEBSITE_FILTER_RANK,
DROPDOWN_MILTIAWEBSITE_FILTER_ORIGIN,
+8 -1
View File
@@ -67,6 +67,8 @@ enum
BOBBYR_ALREADY_SENT_EMAIL,
};
// Flugente: intel
#define INTELINFO_MAXNUMBER 2
typedef struct
{
@@ -174,7 +176,12 @@ typedef struct
FLOAT dMilitiaArmourPool;
FLOAT dMilitiaMiscPool;
UINT8 bPadding[ 60 ];
// Flugente: intel
FLOAT dIntelPool;
UINT32 usMapIntelFlags;
INT16 sIntelInfoForThisHour[INTELINFO_MAXNUMBER];
UINT8 bPadding[ 48 ];
} LaptopSaveInfoStruct;
+8
View File
@@ -626,6 +626,10 @@
RelativePath=".\insurance.h"
>
</File>
<File
RelativePath=".\Intelmarket.h"
>
</File>
<File
RelativePath=".\Laptop All.h"
>
@@ -976,6 +980,10 @@
RelativePath=".\insurance.cpp"
>
</File>
<File
RelativePath=".\Intelmarket.cpp"
>
</File>
<File
RelativePath=".\laptop.cpp"
>
+8
View File
@@ -626,6 +626,10 @@
RelativePath="insurance.h"
>
</File>
<File
RelativePath="Intelmarket.h"
>
</File>
<File
RelativePath="Laptop All.h"
>
@@ -978,6 +982,10 @@
RelativePath="insurance.cpp"
>
</File>
<File
RelativePath="Intelmarket.cpp"
>
</File>
<File
RelativePath="laptop.cpp"
>
+4 -2
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@@ -95,7 +95,8 @@
<ClInclude Include="insurance Info.h" />
<ClInclude Include="Insurance Text.h" />
<ClInclude Include="insurance.h" />
<ClInclude Include="Laptop All.h" />
<ClInclude Include="Intelmarket.h" />
<ClInclude Include="Laptop All.h" />
<ClInclude Include="laptop.h" />
<ClInclude Include="LaptopSave.h" />
<ClInclude Include="merccompare.h" />
@@ -184,7 +185,8 @@
<ClCompile Include="insurance Contract.cpp" />
<ClCompile Include="insurance Info.cpp" />
<ClCompile Include="insurance.cpp" />
<ClCompile Include="laptop.cpp" />
<ClCompile Include="Intelmarket.cpp" />
<ClCompile Include="laptop.cpp" />
<ClCompile Include="merccompare.cpp" />
<ClCompile Include="mercs Account.cpp" />
<ClCompile Include="mercs Files.cpp" />
+7 -1
View File
@@ -185,6 +185,9 @@
</ClInclude>
<ClInclude Include="insurance.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Intelmarket.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Laptop All.h">
<Filter>Header Files</Filter>
@@ -452,7 +455,10 @@
<ClCompile Include="insurance.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="laptop.cpp">
<ClCompile Include="Intelmarket.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="laptop.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="mercs Account.cpp">
+2
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@@ -95,6 +95,7 @@
<ClInclude Include="insurance Info.h" />
<ClInclude Include="Insurance Text.h" />
<ClInclude Include="insurance.h" />
<ClInclude Include="Intelmarket.h" />
<ClInclude Include="Laptop All.h" />
<ClInclude Include="laptop.h" />
<ClInclude Include="LaptopSave.h" />
@@ -184,6 +185,7 @@
<ClCompile Include="insurance Contract.cpp" />
<ClCompile Include="insurance Info.cpp" />
<ClCompile Include="insurance.cpp" />
<ClCompile Include="Intelmarket.cpp" />
<ClCompile Include="laptop.cpp" />
<ClCompile Include="merccompare.cpp" />
<ClCompile Include="mercs Account.cpp" />
+7 -1
View File
@@ -176,6 +176,9 @@
</ClInclude>
<ClInclude Include="insurance.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Intelmarket.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Laptop All.h">
<Filter>Header Files</Filter>
@@ -443,7 +446,10 @@
<ClCompile Include="insurance.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="laptop.cpp">
<ClCompile Include="Intelmarket.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="laptop.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="mercs Account.cpp">
+2
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@@ -95,6 +95,7 @@
<ClInclude Include="insurance Info.h" />
<ClInclude Include="Insurance Text.h" />
<ClInclude Include="insurance.h" />
<ClInclude Include="Intelmarket.h" />
<ClInclude Include="Laptop All.h" />
<ClInclude Include="laptop.h" />
<ClInclude Include="LaptopSave.h" />
@@ -184,6 +185,7 @@
<ClCompile Include="insurance Contract.cpp" />
<ClCompile Include="insurance Info.cpp" />
<ClCompile Include="insurance.cpp" />
<ClCompile Include="Intelmarket.cpp" />
<ClCompile Include="laptop.cpp" />
<ClCompile Include="merccompare.cpp" />
<ClCompile Include="mercs Account.cpp" />
+4
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@@ -3740,6 +3740,10 @@ BOOLEAN HandleMailSpecialMessages( UINT16 usMessageId, INT32 *iResults, EmailPtr
fReDrawScreenFlag = TRUE;
break;
case INTEL_ENRICO_INTRO:
SetBookMark( INTELMARKET_BOOKMARK );
fReDrawScreenFlag = TRUE;
break;
#endif
}
+3
View File
@@ -384,6 +384,9 @@
#define MILITIAROSTER_INTRO (KINGPIN_BOUNTY_TARGET_GOTAWAY + KINGPIN_BOUNTY_TARGET_GOTAWAY_LENGTH)
#define MILITIAROSTER_INTRO_LENGTH 4
#define INTEL_ENRICO_INTRO (MILITIAROSTER_INTRO + MILITIAROSTER_INTRO_LENGTH)
#define INTEL_ENRICO_INTRO_LENGTH 5
#endif
// WANNE: New 1.13 MERC merc mail text for level up that Speck sends
+90 -12
View File
@@ -91,6 +91,7 @@
#include "WHO.h" // added by Flugente
#include "PMC.h" // added by Flugente
#include "MilitiaWebsite.h" // added by Flugente
#include "Intelmarket.h" // added by Flugente
#endif
#include "connect.h"
@@ -1071,6 +1072,9 @@ INT32 EnterLaptop()
SetBookMark( WHO_BOOKMARK );
else
RemoveBookmark( WHO_BOOKMARK );
if ( !gGameExternalOptions.fIntelResource )
RemoveBookmark( INTELMARKET_BOOKMARK );
}
LoadLoadPending( );
@@ -1505,6 +1509,18 @@ void RenderLaptop()
case LAPTOP_MODE_MILITIAROSTER_MAIN:
RenderMilitiaWebsiteMain( );
break;
case LAPTOP_MODE_INTELMARKET_BUYINFO:
RenderIntelmarket();
break;
case LAPTOP_MODE_INTELMARKET_SELLINFO:
RenderIntelmarket_Sell();
break;
case LAPTOP_MODE_INTELMARKET_ABOUT:
RenderIntelmarket_About();
break;
}
if( guiCurrentLaptopMode >= LAPTOP_MODE_WWW )
@@ -1969,6 +1985,18 @@ void EnterNewLaptopMode()
case LAPTOP_MODE_MILITIAROSTER_MAIN:
EnterMilitiaWebsiteMain( );
break;
case LAPTOP_MODE_INTELMARKET_BUYINFO:
EnterIntelmarket();
break;
case LAPTOP_MODE_INTELMARKET_SELLINFO:
EnterIntelmarket_Sell();
break;
case LAPTOP_MODE_INTELMARKET_ABOUT:
EnterIntelmarket_About();
break;
}
// first time using webbrowser in this laptop session
@@ -2248,8 +2276,19 @@ void HandleLapTopHandles()
case LAPTOP_MODE_MILITIAROSTER_MAIN:
HandleMilitiaWebsiteMain( );
break;
}
case LAPTOP_MODE_INTELMARKET_BUYINFO:
HandleIntelmarket();
break;
case LAPTOP_MODE_INTELMARKET_SELLINFO:
HandleIntelmarket_Sell();
break;
case LAPTOP_MODE_INTELMARKET_ABOUT:
HandleIntelmarket_About();
break;
}
}
extern BOOLEAN gfPrintFrameBuffer;
@@ -2835,6 +2874,18 @@ UINT32 ExitLaptopMode(UINT32 uiMode)
case LAPTOP_MODE_MILITIAROSTER_MAIN:
ExitMilitiaWebsiteMain();
break;
case LAPTOP_MODE_INTELMARKET_BUYINFO:
ExitIntelmarket();
break;
case LAPTOP_MODE_INTELMARKET_SELLINFO:
ExitIntelmarket_Sell();
break;
case LAPTOP_MODE_INTELMARKET_ABOUT:
ExitIntelmarket_About();
break;
}
if( ( uiMode != LAPTOP_MODE_NONE )&&( uiMode < LAPTOP_MODE_WWW ) )
@@ -4479,6 +4530,27 @@ void GoToWebPage(INT32 iPageId )
}
}
break;
case INTELMARKET_BOOKMARK:
{
guiCurrentWWWMode = LAPTOP_MODE_INTELMARKET_BUYINFO;
guiCurrentLaptopMode = LAPTOP_MODE_INTELMARKET_BUYINFO;
// do we have to have a World Wide Wait
if ( LaptopSaveInfo.fVisitedBookmarkAlready[INTELMARKET_BOOKMARK] == FALSE )
{
// reset flag and set load pending flag
LaptopSaveInfo.fVisitedBookmarkAlready[INTELMARKET_BOOKMARK] = TRUE;
fLoadPendingFlag = TRUE;
}
else
{
// fast reload
fLoadPendingFlag = TRUE;
fFastLoadFlag = TRUE;
}
}
break;
}
#ifdef JA2UB
@@ -6254,21 +6326,27 @@ void HandleKeyBoardShortCutsForLapTop( UINT16 usEvent, UINT32 usParam, UINT16 us
}
else if ((usEvent == KEY_DOWN )&& ( usParam == 's' ))
{
if( ( usKeyState & ALT_DOWN ) )
{
SetBookMark( AIM_BOOKMARK );
SetBookMark( BOBBYR_BOOKMARK );
SetBookMark( IMP_BOOKMARK );
SetBookMark( MERC_BOOKMARK );
SetBookMark( FUNERAL_BOOKMARK );
SetBookMark( FLORIST_BOOKMARK );
if( ( usKeyState & ALT_DOWN ) )
{
SetBookMark( AIM_BOOKMARK );
SetBookMark( BOBBYR_BOOKMARK );
SetBookMark( IMP_BOOKMARK );
SetBookMark( MERC_BOOKMARK );
SetBookMark( FUNERAL_BOOKMARK );
SetBookMark( FLORIST_BOOKMARK );
#ifdef JA2UB
if (gGameUBOptions.LaptopLinkInsurance == TRUE )
if (gGameUBOptions.LaptopLinkInsurance == TRUE )
SetBookMark( INSURANCE_BOOKMARK );
#else
SetBookMark( INSURANCE_BOOKMARK );
SetBookMark( INSURANCE_BOOKMARK );
#endif
}
SetBookMark( CAMPAIGNHISTORY_BOOKMARK );
SetBookMark( MERCCOMPARE_BOOKMARK );
SetBookMark( WHO_BOOKMARK );
SetBookMark( PMC_BOOKMARK );
SetBookMark( MILITIAROSTER_BOOKMARK );
SetBookMark( INTELMARKET_BOOKMARK );
}
}
//help screen stuff
+7 -1
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@@ -95,7 +95,7 @@ extern BOOLEAN fReDrawBookMarkInfo;
enum
{
LAPTOP_MODE_NONE=0,
LAPTOP_MODE_NONE = 0,
LAPTOP_MODE_FINANCES,
LAPTOP_MODE_PERSONNEL,
LAPTOP_MODE_HISTORY,
@@ -164,6 +164,11 @@ enum
// Flugente: militia roster
LAPTOP_MODE_MILITIAROSTER_MAIN,
// Flugente: intel websites
LAPTOP_MODE_INTELMARKET_BUYINFO,
LAPTOP_MODE_INTELMARKET_SELLINFO,
LAPTOP_MODE_INTELMARKET_ABOUT,
LAPTOP_MODE_BOBBYR_SHIPMENTS,
@@ -245,6 +250,7 @@ enum{
WHO_BOOKMARK, // added by Flugente
PMC_BOOKMARK, // added by Flugente
MILITIAROSTER_BOOKMARK, // added by Flugente
INTELMARKET_BOOKMARK, // added by Flugente
TEXT_NUM_LAPTOP_BOOKMARKS
};
+7 -4
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@@ -906,6 +906,9 @@ BOOLEAN LoadArmsDealerInventoryFromSavedGameFile( HWFILE hFile )
delete [] pOldArmsDealersInventory;
}
// we need to refresh our selection at this point, as lua data may depend on campaign specifics
HandlePossibleArmsDealerIntelRefresh( TRUE );
return( TRUE );
}
@@ -8526,8 +8529,8 @@ BOOLEAN SaveGeneralInfo( HWFILE hFile )
//New stuff for the Prebattle interface / autoresolve
sGeneralInfo.fPersistantPBI = gfPersistantPBI;
sGeneralInfo.ubEnemyEncounterCode = gubEnemyEncounterCode;
sGeneralInfo.ubExplicitEnemyEncounterCode = gubExplicitEnemyEncounterCode;
sGeneralInfo.ubEnemyEncounterCode = GetEnemyEncounterCode();
sGeneralInfo.ubExplicitEnemyEncounterCode = GetExplicitEnemyEncounterCode();
sGeneralInfo.fBlitBattleSectorLocator = gfBlitBattleSectorLocator;
sGeneralInfo.ubPBSectorX = gubPBSectorX;
sGeneralInfo.ubPBSectorY = gubPBSectorY;
@@ -9101,8 +9104,8 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
//New stuff for the Prebattle interface / autoresolve
gfPersistantPBI = sGeneralInfo.fPersistantPBI;
gubEnemyEncounterCode = sGeneralInfo.ubEnemyEncounterCode;
gubExplicitEnemyEncounterCode = sGeneralInfo.ubExplicitEnemyEncounterCode;
SetEnemyEncounterCode( sGeneralInfo.ubEnemyEncounterCode );
SetExplicitEnemyEncounterCode( sGeneralInfo.ubExplicitEnemyEncounterCode );
gfBlitBattleSectorLocator = sGeneralInfo.fBlitBattleSectorLocator;
gubPBSectorX = sGeneralInfo.ubPBSectorX;
gubPBSectorY = sGeneralInfo.ubPBSectorY;
+42 -4
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@@ -74,7 +74,8 @@ UINT32 gASD_Flags = 0;
// enemy heli constants
#define ENEMYHELI_DESTROYED 0x00000001
#define ENEMYHELI_ORDER_GOTODESTINATION 0x00000002
#define ENEMYHELI_KNOWNTOPLAYER 0x00000008 // the player knows about this heli (it will this be displayed on the map)
#define ENEMYHELI_KNOWNBYINTEL 0x00000004 // the player knows about this heli from intel (it will be displayed on the map)
#define ENEMYHELI_KNOWNTOPLAYER 0x00000008 // the player knows about this heli (it will be displayed on the map)
#define ENEMYHELI_ORDER_DROPTROOPS 0x00000010
#define ENEMYHELI_ORDER_PICKUPTROOPS 0x00000020
@@ -585,7 +586,7 @@ void ENEMY_HELI::Destroy( )
flagmask |= ENEMYHELI_DESTROYED;
// if the player knows about this heli, play a sound and leave a message
if ( flagmask & ENEMYHELI_KNOWNTOPLAYER )
if ( flagmask & (ENEMYHELI_KNOWNBYINTEL|ENEMYHELI_KNOWNTOPLAYER) )
{
CHAR16 pStr2[128];
GetSectorIDString( SECTORX( sector_current ), SECTORY( sector_current ), 0, pStr2, FALSE );
@@ -740,7 +741,7 @@ std::set<UINT8> GetEnemyHeliSectors( BOOLEAN afKnownToPlayer )
continue;
// if the player doesn't know about this heli, don't add this
if ( afKnownToPlayer && !((*it).flagmask & ENEMYHELI_KNOWNTOPLAYER) )
if ( afKnownToPlayer && !((*it).flagmask & (ENEMYHELI_KNOWNBYINTEL|ENEMYHELI_KNOWNTOPLAYER)) )
continue;
set.insert( (*it).sector_current );
@@ -749,6 +750,39 @@ std::set<UINT8> GetEnemyHeliSectors( BOOLEAN afKnownToPlayer )
return set;
}
std::vector<INT16> GetEnemyHeliIDKnowledgeStatus()
{
INT16 id = -1;
std::vector<INT16> vec;
std::vector<ENEMY_HELI>::iterator itend = gEnemyHeliVector.end();
for ( std::vector<ENEMY_HELI>::iterator it = gEnemyHeliVector.begin(); it != itend; ++it )
{
++id;
if ( ( ( *it ).flagmask & ( ENEMYHELI_DESTROYED | ENEMYHELI_KNOWNBYINTEL | ENEMYHELI_KNOWNTOPLAYER ) ) )
vec.push_back( -1 );
else
vec.push_back( id );
}
return vec;
}
void BuyHeliInfoWithIntel( INT16 id )
{
if ( id >= 0 && id < gEnemyHeliVector.size() )
{
ENEMY_HELI& heli = gEnemyHeliVector[id];
// if the heli is already destroyed, nothing to do here
if ( heli.flagmask & ENEMYHELI_DESTROYED )
return;
heli.flagmask |= ENEMYHELI_KNOWNBYINTEL;
}
}
void UpdateEnemyHeliRepair( INT16 id )
{
if ( id >= 0 && id < gEnemyHeliVector.size( ) )
@@ -1094,7 +1128,7 @@ void EnemyHeliMANPADSCheck( INT16 id )
return;
// if the player doesn't know about this heli, he can't shoot it down
if ( !(heli.flagmask & ENEMYHELI_KNOWNTOPLAYER) )
if ( !(heli.flagmask & ( ENEMYHELI_KNOWNBYINTEL|ENEMYHELI_KNOWNTOPLAYER)) )
return;
INT8 heli_x = SECTORX( heli.sector_current );
@@ -1205,6 +1239,10 @@ void EnemyHeliCheckPlayerKnowledge( INT16 id )
if ( id >= 0 && id < gEnemyHeliVector.size( ) )
{
ENEMY_HELI& heli = gEnemyHeliVector[id];
// if we already know about this from intel, nothing to do here
if ( heli.flagmask & ENEMYHELI_KNOWNBYINTEL )
return;
INT8 current_x = SECTORX( heli.sector_current );
INT8 current_y = SECTORY( heli.sector_current );
+4
View File
@@ -92,6 +92,10 @@ void EnemyHeliTroopDrop( UINT8 aSector );
std::set<UINT8> GetEnemyHeliSectors( BOOLEAN afKnownToPlayer );
// returns vector of all helis, -1 if known to player, id otherwise
std::vector<INT16> GetEnemyHeliIDKnowledgeStatus();
void BuyHeliInfoWithIntel( INT16 id );
void UpdateEnemyHeliRepair( INT16 id );
void UpdateEnemyHeliRefuel( INT16 id );
void UpdateEnemyHeli( INT16 id );
+1013 -309
View File
File diff suppressed because it is too large Load Diff
+19 -13
View File
@@ -92,6 +92,8 @@ enum
FACILITY_REPAIR,
FORTIFICATION, // Flugente: sectors can be fortified according to external layout plans
TRAIN_WORKERS,
CONCEALED, // Flugente: spy hides among the population
GATHERINTEL, // gathers information while disguised in enemy territory
NUM_ASSIGNMENTS,
};
@@ -107,6 +109,8 @@ enum
#define IS_REPAIR(assignment) ((assignment == REPAIR) || (assignment == FACILITY_REPAIR))
#define CASE_REPAIR case REPAIR: case FACILITY_REPAIR
#define SPY_LOCATION(assignment) ((assignment == CONCEALED) || (assignment == GATHERINTEL) )
// strings for snitch exposition
enum
{
@@ -176,6 +180,8 @@ BOOLEAN CanCharacterTreatSectorDisease( SOLDIERTYPE *pSoldier );
BOOLEAN CanCharacterFortify( SOLDIERTYPE *pSoldier );
BOOLEAN CanCharacterSpyAssignment( SOLDIERTYPE *pSoldier );
// can this character be assigned as a repairman?
BOOLEAN CanCharacterRepair( SOLDIERTYPE *pCharacter );
@@ -280,19 +286,12 @@ FLOAT GetBestSAMOperatorCTH_Player( INT16 sSectorX, INT16 sSectorY, INT16 sSecto
INT16 GetTrainWorkerPts(SOLDIERTYPE *pSoldier);
// Flugente: via various means, the player can get info on the enemy - this can be enemy positions, movement, or the position of important targets
enum
{
INFO_TYPE_NORMAL,
INFO_TYPE_VIP,
INFO_TYPE_MAX,
};
// this function gives a random bit of information to the player. The type of info depends on aInfoType.
// If higher-order info cannot be given (for example if all info is already known to the player), lower-order info wil be given instead
// returns TRUE if info was given, FALSE if not
BOOLEAN GiveInfoToPlayer( UINT8 aInfoType );
// Flugente: intel shenanigans
void BuildIntelInfoArray();
void CalcIntelInfoOfferings();
void GetIntelInfoOfferings( int aInfo[] );
void GetIntelInfoTextAndPrice( int aInfoNumber, STR16 aString, int& arIntelCost );
void BuyIntelInfo( int aInfoNumber );
// get bonus tarining pts due to an instructor for this student
// HEADROCK HAM 3.5: Three functions below have lost an argument which is no longer required ("uiAtGunRange", which was "uiAtFacility" in HAM 3.4)
@@ -319,6 +318,7 @@ extern INT32 ghRepairBox;
extern INT32 ghTrainingBox;
extern INT32 ghMoveItemBox;
extern INT32 ghDiseaseBox;
extern INT32 ghSpyBox;
extern INT32 ghAttributeBox;
extern INT32 ghRemoveMercAssignBox;
extern INT32 ghContractBox;
@@ -354,6 +354,7 @@ extern BOOLEAN fShownAssignmentMenu;
extern BOOLEAN fShowRepairMenu;
extern BOOLEAN fShowMoveItemMenu;
extern BOOLEAN fShowDiseaseMenu;
extern BOOLEAN fShowSpyMenu;
extern BOOLEAN fFirstClickInAssignmentScreenMask;
@@ -401,6 +402,11 @@ void CreateDestroyMouseRegionForDiseaseMenu( void );
void DiseaseMenuMvtCallback( MOUSE_REGION * pRegion, INT32 iReason );
void DiseaseMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason );
// Flugente: spy menu
void CreateDestroyMouseRegionForSpyMenu( void );
void SpyMenuMvtCallback( MOUSE_REGION * pRegion, INT32 iReason );
void SpyMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason );
// HEADROCK HAM 3.6: Facility Menu
void CreateDestroyMouseRegionForFacilityMenu( void );
void FacilityMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason );
+12 -12
View File
@@ -621,7 +621,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve1");
gpAR->uiPreRandomIndex = guiPreRandomIndex;
//Determine who gets the defensive advantage
switch( gubEnemyEncounterCode )
switch( GetEnemyEncounterCode() )
{
case ENEMY_ENCOUNTER_CODE:
gpAR->ubPlayerDefenceAdvantage = 21; //Skewed to the player's advantage for convenience purposes.
@@ -635,7 +635,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve1");
default:
//shouldn't happen
#ifdef JA2BETAVERSION
ScreenMsg( FONT_RED, MSG_ERROR, L"Autoresolving with entering enemy sector code %d -- illegal KM:1", gubEnemyEncounterCode );
ScreenMsg( FONT_RED, MSG_ERROR, L"Autoresolving with entering enemy sector code %d -- illegal KM:1", GetEnemyEncounterCode() );
#endif
break;
}
@@ -750,7 +750,7 @@ void AssociateEnemiesWithStrategicGroups()
UINT8 ubDirAmount;
UINT8 ubCurrSI;
if( gubEnemyEncounterCode == CREATURE_ATTACK_CODE )
if( GetEnemyEncounterCode() == CREATURE_ATTACK_CODE )
return;
pSector = &SectorInfo[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ];
@@ -1100,7 +1100,7 @@ void CalculateSoldierCells( BOOLEAN fReset )
gpEnemies[ index ].xp = (UINT16)(gpAR->sCenterStartX + 141 + 55*x);
gpEnemies[ index ].yp = iStartY + y*47;
if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
if( GetEnemyEncounterCode() != CREATURE_ATTACK_CODE )
{
if ( index < gpAR->ubElites )
gpEnemies[ index ].uiFlags = CELL_ELITE;
@@ -1671,7 +1671,7 @@ void RenderAutoResolve()
SetFontForeground( FONT_WHITE );
SetFontShadow( FONT_NEARBLACK );
switch( gubEnemyEncounterCode )
switch( GetEnemyEncounterCode() )
{
case NO_ENCOUNTER_CODE:
swprintf( str, gpStrategicString[STR_AR_ATTACK_HEADER] );
@@ -1807,7 +1807,7 @@ void RenderAutoResolve()
case BATTLE_DEFEAT:
HandleMoraleEvent( NULL, MORALE_HEARD_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
if( GetEnemyEncounterCode() != CREATURE_ATTACK_CODE )
{
gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
}
@@ -1833,7 +1833,7 @@ void RenderAutoResolve()
gpAR->uiTotalElapsedBattleTimeInMilliseconds += 300000;
if( ProcessLoyalty() )HandleLoyaltyImplicationsOfMercRetreat( RETREAT_AUTORESOLVE, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
if( GetEnemyEncounterCode() != CREATURE_ATTACK_CODE )
{
gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
}
@@ -2148,7 +2148,7 @@ void CreateAutoResolveInterface()
ARCreateMilitiaSquad( &cnt, ubEliteMilitia, ubRegMilitia, ubGreenMilitia, sX, sY );
}
if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
if( GetEnemyEncounterCode() != CREATURE_ATTACK_CODE )
{
for( i = 0, index = 0; i < gpAR->ubElites; ++i, ++index )
{
@@ -2620,7 +2620,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
gpBattleGroup = NULL;
if( gubEnemyEncounterCode == CREATURE_ATTACK_CODE )
if( GetEnemyEncounterCode() == CREATURE_ATTACK_CODE )
{
gubNumCreaturesAttackingTown = 0;
gubSectorIDOfCreatureAttack = 0;
@@ -2919,7 +2919,7 @@ void CalculateAutoResolveInfo()
Assert( gpAR->ubSectorX >= 1 && gpAR->ubSectorX <= 16 );
Assert( gpAR->ubSectorY >= 1 && gpAR->ubSectorY <= 16 );
if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
if( GetEnemyEncounterCode() != CREATURE_ATTACK_CODE )
{
// GetNumberOfEnemiesInSector( gpAR->ubSectorX, gpAR->ubSectorY,
GetNumberOfEnemiesInFiveSectors( gpAR->ubSectorX, gpAR->ubSectorY,
@@ -5190,7 +5190,7 @@ BOOLEAN IsBattleOver()
{
if( gpEnemies[ i ].pSoldier->stats.bLife )
{
if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
if( GetEnemyEncounterCode() != CREATURE_ATTACK_CODE )
{
gpEnemies[ i ].pSoldier->DoMercBattleSound( BATTLE_SOUND_LAUGH1 );
}
@@ -5477,7 +5477,7 @@ void ProcessBattleFrame()
return;
}
CONTINUE_BATTLE:
if( IsBattleOver() || gubEnemyEncounterCode != CREATURE_ATTACK_CODE && AttemptPlayerCapture() )
if( IsBattleOver() || GetEnemyEncounterCode() != CREATURE_ATTACK_CODE && AttemptPlayerCapture() )
return;
iRandom = PreRandom( iTotal );
+5 -3
View File
@@ -95,9 +95,11 @@ enum //strategic values for each sector
#define SF_HAVE_SAID_PLAYER_QUOTE_NEW_SECTOR 0x00001000
#endif
#define SF_ASSIGN_NOTICED_ENEMIES_HERE 0x00002000 // Flugente: info from assigment: enemies were found
#define SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER 0x00004000 // Flugente: info from assigment: enemies were found, and we know their number
#define SF_ASSIGN_NOTICED_ENEMIES_KNOW_DIRECTION 0x00008000 // Flugente: info from assigment: enemies were found, and we know the direction they are moving in
#define SF_ASSIGN_NOTICED_ENEMIES_HERE 0x00002000 // Flugente: flag deleted after 1 hour, info from assigment: enemies were found
#define SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER 0x00004000 // Flugente: flag deleted after 1 hour, info from assigment: enemies were found, and we know their number
#define SF_ASSIGN_PERMAINFO_ENEMIES_HERE 0x00008000 // Flugente: permanent flag, info from buying info: enemies were found
#define SF_ASSIGN_PERMAINFO_ENEMIES_KNOW_NUMBER 0x00010000 // Flugente: permanent flag, info from buying info: enemies were found, and we know their number
#define SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS 0x00100000 //Temp File starts with sm_
#define SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS 0x00200000 //Temp File starts with l_
+11 -6
View File
@@ -49,6 +49,7 @@
#include "finances.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "Player Command.h" // added by Flugente
#include "LuaInitNPCs.h" // added by Flugente
#endif
#include "connect.h"
@@ -502,9 +503,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
// No PCM in UB
#else
case EVENT_PMC_EMAIL:
// only send the email if we hven't already visited the site, otherwise continue to spam ;-)
if ( !IsBookMarkSet(PMC_BOOKMARK) )
AddEmail( PMC_INTRO, PMC_INTRO_LENGTH, PMC, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
AddEmail( PMC_INTRO, PMC_INTRO_LENGTH, PMC, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
break;
#endif
@@ -613,9 +612,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
// No Kingpin Events in UB
#else
case EVENT_MILITIAROSTER_EMAIL:
// only send the email if we haven't already visited the site, otherwise continue to spam ;-)
if ( !IsBookMarkSet( MILITIAROSTER_BOOKMARK ) )
AddEmail( MILITIAROSTER_INTRO, MILITIAROSTER_INTRO_LENGTH, MAIL_ENRICO, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
AddEmail( MILITIAROSTER_INTRO, MILITIAROSTER_INTRO_LENGTH, MAIL_ENRICO, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
break;
#endif
@@ -639,6 +636,14 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
case EVENT_WEATHER_SNOW:
ChangeWeather( (UINT8)pEvent->uiParam, WEATHER_FORECAST_SNOW );
break;
case EVENT_INTEL_ENRICO_EMAIL:
AddEmail( INTEL_ENRICO_INTRO, INTEL_ENRICO_INTRO_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT );
break;
case EVENT_INTEL_PHOTOFACT_VERIFY:
LuaVerifyPhotoState( (INT16)pEvent->uiParam );
break;
}
gfPreventDeletionOfAnyEvent = fOrigPreventFlag;
return TRUE;
+3
View File
@@ -140,6 +140,9 @@ enum
EVENT_WEATHER_SANDSTORM,
EVENT_WEATHER_SNOW,
EVENT_INTEL_ENRICO_EMAIL, // Flugente: Enrico sends us an email introduction to intel
EVENT_INTEL_PHOTOFACT_VERIFY, // verification of a photo fact
NUMBER_OF_EVENT_TYPES_PLUS_ONE,
NUMBER_OF_EVENT_TYPES = NUMBER_OF_EVENT_TYPES_PLUS_ONE - 1
};
+2 -2
View File
@@ -661,7 +661,7 @@ void HourlyStealUpdate()
pSoldier = MercPtrs[ cnt ];
// merc must be alive, not travelling and awake. If he is in the currently loaded sector, we may not be in tactical (we would see an item suddenly disappearing) and not in combat
if ( pSoldier && !pSoldier->flags.fBetweenSectors && pSoldier->bActive && !pSoldier->flags.fMercAsleep && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_POW &&
if ( pSoldier && !pSoldier->flags.fBetweenSectors && pSoldier->bActive && !pSoldier->flags.fMercAsleep && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_POW && !SPY_LOCATION( pSoldier->bAssignment ) &&
!( ( ( gWorldSectorX == pSoldier->sSectorX ) && ( gWorldSectorY == pSoldier->sSectorY ) && (gbWorldSectorZ == pSoldier->bSectorZ ) ) && (gTacticalStatus.fEnemyInSector || guiCurrentScreen == GAME_SCREEN )) )
{
if ( pSoldier->HasBackgroundFlag( BACKGROUND_SCROUNGING ) )
@@ -675,7 +675,7 @@ void HourlyStealUpdate()
{
pOtherSoldier = MercPtrs[ cnt2 ];
// note - snitches stop others, but can scrounge themselves (if they have scrounging specifically set in background...)
if( pOtherSoldier && !pOtherSoldier->flags.fBetweenSectors && pOtherSoldier->bAssignment != IN_TRANSIT && pOtherSoldier->bAssignment != ASSIGNMENT_POW &&
if( pOtherSoldier && !pOtherSoldier->flags.fBetweenSectors && pOtherSoldier->bAssignment != IN_TRANSIT && pOtherSoldier->bAssignment != ASSIGNMENT_POW && SPY_LOCATION( pOtherSoldier->bAssignment ) &&
pOtherSoldier->bActive && !pOtherSoldier->flags.fMercAsleep && pSoldier->ubProfile != pOtherSoldier->ubProfile )
{
if ( ProfileHasSkillTrait( pOtherSoldier->ubProfile, SNITCH_NT ) && !( pSoldier->usSoldierFlagMask2 & SOLDIER_PREVENT_MISBEHAVIOUR_OFF ) )
+143 -11
View File
@@ -842,7 +842,7 @@ static int l_ProfilesStrategicInsertionData (lua_State *L);
static int l_ResetBoxers( lua_State *L );
static int l_AddVolunteers( lua_State *L );
static int l_AddInfo( lua_State *L );
static int l_AddIntel( lua_State *L );
static int l_CreateArmedCivilain( lua_State *L );
static int l_CreateCivilian( lua_State *L );
@@ -871,6 +871,10 @@ static int l_SoldierSpendMoney( lua_State *L );
static int l_SetAdditionalDialogue( lua_State *L );
static int l_PlaySound( lua_State *L );
static int l_AddArmsDealerAdditionalIntelDataItem( lua_State *L );
static int l_SetPhotoFactLaptopData( lua_State *L );
static int l_GetNumHostilesInSector( lua_State *L );
using namespace std;
@@ -1721,7 +1725,7 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
lua_register(L,"StartDialogueMessageBox", l_StartDialogueMessageBox);
lua_register( L, "AddVolunteers", l_AddVolunteers );
lua_register( L, "AddInfo", l_AddInfo );
lua_register( L, "AddIntel", l_AddIntel );
lua_register(L, "CreateArmedCivilain", l_CreateArmedCivilain );
lua_register( L, "CreateCivilian", l_CreateCivilian );
@@ -1750,6 +1754,10 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
lua_register( L, "SetAdditionalDialogue", l_SetAdditionalDialogue );
lua_register( L, "PlaySound", l_PlaySound );
lua_register( L, "AddArmsDealerAdditionalIntelDataItem", l_AddArmsDealerAdditionalIntelDataItem );
lua_register( L, "SetPhotoFactLaptopData", l_SetPhotoFactLaptopData );
lua_register( L, "GetNumHostilesInSector", l_GetNumHostilesInSector );
}
#ifdef NEWMUSIC
BOOLEAN LetLuaMusicControl(UINT8 Init)
@@ -3620,15 +3628,13 @@ return 1;
static int l_CurrentPlayerProgressPercentage(lua_State *L)
{
UINT8 n = lua_gettop(L);
UINT8 val;
val = CurrentPlayerProgressPercentage( );
UINT8 n = lua_gettop(L);
UINT8 val = CurrentPlayerProgressPercentage( );
lua_pushinteger(L, val);
return 1;
return 1;
}
static int l_SetgMercProfilesbTown(lua_State *L)
@@ -13054,13 +13060,13 @@ static int l_AddVolunteers( lua_State *L )
}
// add info
static int l_AddInfo( lua_State *L )
static int l_AddIntel( lua_State *L )
{
if ( lua_gettop( L ) )
{
UINT8 infotype = lua_tointeger( L, 1 );
int intel = lua_tointeger( L, 1 );
GiveInfoToPlayer( infotype );
AddIntel( intel, TRUE );
}
return 0;
@@ -13432,3 +13438,129 @@ void LuaHandleAdditionalDialogue( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ,
LuaFunction( _LS.L, "HandleAdditionalDialogue" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<int>( ubProfile ).Param<int>( iFaceIndex ).Param<int>( usEventNr ).Param<int>( aData1 ).Param<int>( aData2 ).Param<int>( aData3 ).Call( 9 );
}
void LuaAddArmsDealerAdditionalIntelData()
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS( true );
IniFunction( _LS.L(), TRUE );
IniGlobalGameSetting( _LS.L() );
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
LuaFunction( _LS.L, "AddArmsDealerAdditionalIntelData" ).Call( 0 );
}
extern void AddArmsDealerAdditionalIntelData( UINT16 ausDealer, UINT16 usItem, INT16 sIntelPrice, INT16 sOptimalNumber );
static int l_AddArmsDealerAdditionalIntelDataItem( lua_State *L )
{
if ( lua_gettop( L ) >= 4 )
{
UINT16 usDealer = lua_tointeger( L, 1 );
UINT16 usItem = lua_tointeger( L, 2 );
INT16 sIntelPrice = lua_tointeger( L, 3 );
INT16 sOptimalNumber = lua_tointeger( L, 4 );
AddArmsDealerAdditionalIntelData( usDealer, usItem, sIntelPrice, sOptimalNumber );
}
return 0;
}
void LuaAddPhotoData( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, INT32 sGridNo, INT8 bLevel, UINT8 ubPhotographerProfile, UINT16 room, UINT8 usTargetProfile )
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS( true );
IniFunction( _LS.L(), TRUE );
IniGlobalGameSetting( _LS.L() );
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
LuaFunction( _LS.L, "AddPhotoData" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<int>( sGridNo ).Param<int>( bLevel ).Param<int>( ubPhotographerProfile ).Param<int>( room ).Param<int>( usTargetProfile ).Call( 6 );
}
void LuaGetPhotoData( UINT8 aType )
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS( true );
IniFunction( _LS.L(), TRUE );
IniGlobalGameSetting( _LS.L() );
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
LuaFunction( _LS.L, "GetPhotoData" ).Param<int>( aType ).Call( 1 );
}
void LuaSetPhotoState( INT16 asIndex, UINT8 aState )
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS( true );
IniFunction( _LS.L(), TRUE );
IniGlobalGameSetting( _LS.L() );
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
LuaFunction( _LS.L, "SetPhotoState" ).Param<int>( asIndex ).Param<int>( aState ).Call( 2 );
}
void LuaVerifyPhotoState( INT16 asIndex )
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS( true );
IniFunction( _LS.L(), TRUE );
IniGlobalGameSetting( _LS.L() );
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
LuaFunction( _LS.L, "VerifyPhotoState" ).Param<int>( asIndex ).Call( 1 );
}
extern void AddPhotoFactTaken( UINT8 aType, INT16 asIndex, STR16 aText );
static int l_SetPhotoFactLaptopData( lua_State *L )
{
if ( lua_gettop( L ) >= 3 )
{
UINT8 type = lua_tointeger( L, 1 );
INT16 sIndex = lua_tointeger( L, 2 );
size_t len = 0;
const char* str = lua_tolstring( L, 3, &len );
CHAR16 w_str[1000];
MultiByteToWideChar( CP_UTF8, 0, str, -1, w_str, sizeof( w_str ) / sizeof( w_str[0] ) );
w_str[sizeof( w_str ) / sizeof( w_str[0] ) - 1] = '\0';
AddPhotoFactTaken( type, sIndex, w_str );
}
return 0;
}
extern UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
static int l_GetNumHostilesInSector( lua_State *L )
{
if ( lua_gettop( L ) >= 3 )
{
INT16 sSectorX = lua_tointeger( L, 1 );
INT16 sSectorY = lua_tointeger( L, 2 );
INT16 sSectorZ = lua_tointeger( L, 3 );
lua_pushinteger( L, NumHostilesInSector( sSectorX, sSectorY, sSectorZ ) );
}
return 1;
}
+5
View File
@@ -93,4 +93,9 @@ extern BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode,
extern BOOLEAN LetLuaMusicControl(UINT8 Init);
void LuaHandleAdditionalDialogue( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3 );
void LuaAddArmsDealerAdditionalIntelData();
void LuaAddPhotoData( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, INT32 sGridNo, INT8 bLevel, UINT8 ubPhotographerProfile, UINT16 room, UINT8 usTargetProfile );
void LuaGetPhotoData( UINT8 aType );
void LuaSetPhotoState( INT16 asIndex, UINT8 aState );
void LuaVerifyPhotoState( INT16 asIndex );
#endif
+82 -58
View File
@@ -1222,10 +1222,11 @@ INT32 ShowAssignedTeam(INT16 sMapX, INT16 sMapY, INT32 iCount)
// given number of on duty members, find number of assigned chars
// start at beginning of list, look for people who are in sector and assigned
// Flugente: concealed mercs also show up here, to give the illusion they are present
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
( pSoldier->sSectorX == sMapX) &&
( pSoldier->sSectorY == sMapY) &&
( pSoldier->bSectorZ == iCurrentMapSectorZ ) &&
( ( pSoldier->bSectorZ == iCurrentMapSectorZ ) || ( SPY_LOCATION( pSoldier->bAssignment) && ( pSoldier->bSectorZ - 10 == iCurrentMapSectorZ ) ) ) &&
( pSoldier->bAssignment >= ON_DUTY ) && ( pSoldier->bAssignment != VEHICLE ) &&
( pSoldier->bAssignment != IN_TRANSIT ) &&
( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
@@ -6573,15 +6574,59 @@ UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
// making it easier to detect or even count enemies in distant sectors.
// This option can be combined with either of the two above.
// Facilities can set a flag that allows detection in some sectors. We can read flags directly from the sector
// data to know whether we should show the enemies there. This overrides ANYTHING else.
if ( SectorInfo[SECTOR( sSectorX, sSectorY )].ubDetectionLevel & 1 )
{
fDetection = TRUE;
fDirection = TRUE;
}
if ( SectorInfo[SECTOR( sSectorX, sSectorY )].ubDetectionLevel & ( 1 << 2 ) )
{
fDetection = TRUE;
fCount = TRUE;
fDirection = TRUE;
}
// Flugente: check intel sector flags
int mapregion = ( (sSectorX - 1) / 4 ) + 4 * ( (sSectorY - 1) / 4 );
if ( LaptopSaveInfo.usMapIntelFlags & ( 1 << mapregion ) )
{
fDetection = TRUE;
if ( LaptopSaveInfo.usMapIntelFlags & ( 1 << (16 + mapregion) ) )
{
fCount = TRUE;
fDirection = TRUE;
}
}
if ( uiSectorFlags & ( SF_ASSIGN_NOTICED_ENEMIES_HERE | SF_ASSIGN_PERMAINFO_ENEMIES_HERE ) )
{
fDetection = TRUE;
// we know how many there are
if ( uiSectorFlags & ( SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER | SF_ASSIGN_PERMAINFO_ENEMIES_KNOW_NUMBER ) )
{
fCount = TRUE;
}
}
// Flugente: we can buy info on enemy groups with intel
GetInfoFromGroupsInSector( sSectorX, sSectorY, ENEMY_TEAM, fDetection, fCount, fDirection );
// Detection through active recon.
// Mercs provide recon in the same sector they're in.
// Militia provide recon in any adjacent sector (diagonals included)
// There's also a special case flag used when players encounter enemies in a sector, then retreat. You can only
// see the size of their force while the clock is paused. When unpaused, the flag is reset.
if ( CanMercsScoutThisSector( sSectorX, sSectorY, 0 ) ||
CanSomeoneNearbyScoutThisSector( sSectorX, sSectorY, FALSE ) || // merged militia check with scouting check - SANDRO
( uiSectorFlags & SF_PLAYER_KNOWS_ENEMIES_ARE_HERE ) )
// only do this check if we don't already know what's here
if ( !(fDetection && fCount) &&
( ( uiSectorFlags & (SF_PLAYER_KNOWS_ENEMIES_ARE_HERE| SF_ASSIGN_PERMAINFO_ENEMIES_HERE ) ) ||
CanMercsScoutThisSector( sSectorX, sSectorY, 0 ) ||
CanSomeoneNearbyScoutThisSector( sSectorX, sSectorY, FALSE ) ) )// merged militia check with scouting check - SANDRO
{
fDetection = TRUE;
@@ -6592,34 +6637,29 @@ UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
fCount = TRUE;
}
}
// SADNRO - Scouting trait check for detection of nearby enemies
if (CanSomeoneNearbyScoutThisSector( sSectorX, sSectorY, TRUE )) // scouting trait check
if ( !( fDetection && fCount ) && gSkillTraitValues.fSCCanDetectEnemyPresenseAround && CanSomeoneNearbyScoutThisSector( sSectorX, sSectorY, TRUE ) ) // scouting trait check
{
if (gSkillTraitValues.fSCCanDetectEnemyPresenseAround)
{
// show their presence
fDetection = TRUE;
// show their numbers
if (gSkillTraitValues.fSCCanDetermineEnemyNumbersAround)
fCount = TRUE;
}
// show their presence
fDetection = TRUE;
// show their numbers
if ( gSkillTraitValues.fSCCanDetermineEnemyNumbersAround )
fCount = TRUE;
}
// Explored Sector Detection
// Enemy can be detected in any previously-visited sector.
// This is also enabled by some facilities, provided a merc is present and available to do it.
if( GetSectorFlagStatus( sSectorX, sSectorY, 0, SF_ALREADY_VISITED ) == TRUE )
// HEADROCK HAM 3.2: When enabled, this INI setting disallows detection of enemy roamers beyond merc/militia recon range.
if( !fDetection && !gGameExternalOptions.fNoEnemyDetectionWithoutRecon && GetSectorFlagStatus( sSectorX, sSectorY, 0, SF_ALREADY_VISITED ) == TRUE )
{
// HEADROCK HAM 3.2: When enabled, this INI setting disallows detection of enemy roamers beyond merc/militia
// recon range.
if (!gGameExternalOptions.fNoEnemyDetectionWithoutRecon)
{
// then he always knows about any enemy presence for the remainder of the game, but not exact numbers
fDetection = TRUE;
}
// then he always knows about any enemy presence for the remainder of the game, but not exact numbers
fDetection = TRUE;
}
// if Skyrider noticed the enemis in the sector recently
// if Skyrider noticed the enemies in the sector recently
if ( uiSectorFlags & SF_SKYRIDER_NOTICED_ENEMIES_HERE )
{
// and Skyrider is still in this sector, flying
@@ -6634,38 +6674,7 @@ UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
SectorInfo[ SECTOR( sSectorX, sSectorY ) ].uiFlags &= ~SF_SKYRIDER_NOTICED_ENEMIES_HERE;
}
}
// Flugente: we know that enemies are here
if ( uiSectorFlags & SF_ASSIGN_NOTICED_ENEMIES_HERE )
{
fDetection = TRUE;
// we know how many there are
if ( uiSectorFlags & SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER )
{
fCount = TRUE;
}
// we know the direction they are moving in
if ( uiSectorFlags & SF_ASSIGN_NOTICED_ENEMIES_KNOW_DIRECTION )
{
fDirection = TRUE;
}
}
// Facilities can set a flag that allows detection in some sectors. We can read flags directly from the sector
// data to know whether we should show the enemies there. This overrides ANYTHING else.
if (SectorInfo[ SECTOR( sSectorX, sSectorY ) ].ubDetectionLevel & 1)
{
fDetection = TRUE;
fDirection = TRUE;
}
if (SectorInfo[ SECTOR( sSectorX, sSectorY ) ].ubDetectionLevel & (1<<2) )
{
fCount = TRUE;
fDirection = TRUE;
}
// HEADROCK HAM 5: New cases below
if (!fDetection)
{
@@ -6685,11 +6694,11 @@ UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
else if (!fDirection)
{
// Accurate information
return KNOWS_HOW_MANY;
return KNOWS_THEYRE_THERE_AND_HOW_MANY;
}
// Accurate information including direction of travel!
return KNOWS_HOW_MANY_AND_WHERE_GOING;
return KNOWS_THEYRE_THERE_AND_WHERE_GOING_AND_HOW_MANY;
}
@@ -6836,7 +6845,7 @@ void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
ShowNonPlayerGroupsInMotion( sSectorX, sSectorY, ENEMY_TEAM );
break;
case KNOWS_HOW_MANY:
case KNOWS_THEYRE_THERE_AND_HOW_MANY:
{
// Flugente: tanks get a special icon, so we need to count them separately
usNumEnemyArmedVehicles = NumEnemyArmedVehiclesInSector( sSectorX, sSectorY, ENEMY_TEAM );
@@ -6847,7 +6856,7 @@ void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
break;
// HEADROCK HAM 5: New case for showing enemy groups AND where the are headed.
case KNOWS_HOW_MANY_AND_WHERE_GOING:
case KNOWS_THEYRE_THERE_AND_WHERE_GOING_AND_HOW_MANY:
{
// Flugente: tanks get a special icon, so we need to count them separately
usNumEnemyArmedVehicles = NumEnemyArmedVehiclesInSector( sSectorX, sSectorY, ENEMY_TEAM );
@@ -7988,6 +7997,21 @@ void DisplayMilitiaGroupBox()
swprintf( sString, L"%5.2f", val_armour );
mprintf( x, y, sString );
}
y -= GetFontHeight( FONT12ARIAL ) + 2;
if ( gGameExternalOptions.fIntelResource )
{
x = MapScreenRect.iLeft + 20;
CHAR16 sString[200];
FLOAT intel = GetIntel();
SetFontForeground( FONT_FCOLOR_GREEN );
swprintf( sString, L"Intel: %5.2f", intel );
mprintf( x, y, sString );
}
}
if ( !gMilitiaGroupBoxCreated )
+2 -5
View File
@@ -231,7 +231,6 @@ void CopyPathToCharactersSquadIfInOne( SOLDIERTYPE *pCharacter );
void InitMapSecrets( void );
enum {
ABORT_PLOTTING = 0,
PATH_CLEARED,
@@ -243,14 +242,12 @@ enum {
KNOWS_NOTHING = 0,
KNOWS_THEYRE_THERE,
KNOWS_THEYRE_THERE_AND_WHERE_GOING,
KNOWS_HOW_MANY,
KNOWS_HOW_MANY_AND_WHERE_GOING,
KNOWS_THEYRE_THERE_AND_HOW_MANY,
KNOWS_THEYRE_THERE_AND_WHERE_GOING_AND_HOW_MANY,
};
// scroll bounds
#define EAST_ZOOM_BOUND 378
#define WEST_ZOOM_BOUND 42
@@ -935,8 +935,8 @@ void AddCommonInfoToBox(void)
break;
// HEADROCK HAM 5: New case
case KNOWS_HOW_MANY:
case KNOWS_HOW_MANY_AND_WHERE_GOING:
case KNOWS_THEYRE_THERE_AND_HOW_MANY:
case KNOWS_THEYRE_THERE_AND_WHERE_GOING_AND_HOW_MANY:
// show exactly how many
if (numEnemiesOnMap != ubNumEnemies)
swprintf( wString, L"%d (%d)", numEnemiesOnMap, ubNumEnemies );
+18 -6
View File
@@ -1612,7 +1612,11 @@ void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId )
//INT32 iCounter = 0;
INT32 sGridNo, sTempGridNo;
if( Menptr[ uiMercId ].sSectorX != gWorldSectorX || Menptr[ uiMercId ].sSectorY != gWorldSectorY || Menptr[ uiMercId ].bSectorZ != gbWorldSectorZ )
INT8 sectorz = Menptr[uiMercId].bSectorZ;
if ( SPY_LOCATION( Menptr[uiMercId].bAssignment ) )
sectorz = max( 0, sectorz - 10 );
if( Menptr[ uiMercId ].sSectorX != gWorldSectorX || Menptr[ uiMercId ].sSectorY != gWorldSectorY || sectorz != gbWorldSectorZ )
{
// ATE: Use insertion gridno if not nowhere and insertion is gridno
if ( Menptr[ uiMercId ].ubStrategicInsertionCode == INSERTION_CODE_GRIDNO && !TileIsOutOfBounds(Menptr[ uiMercId ].usStrategicInsertionData) )
@@ -1649,7 +1653,7 @@ void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId )
UINT32 uiFoundItems = 0;
Inventory invTemporaryBeforeDrop;
if( Menptr[ uiMercId ].sSectorX != gWorldSectorX || Menptr[ uiMercId ].sSectorY != gWorldSectorY || Menptr[ uiMercId ].bSectorZ != gbWorldSectorZ )
if( Menptr[ uiMercId ].sSectorX != gWorldSectorX || Menptr[ uiMercId ].sSectorY != gWorldSectorY || sectorz != gbWorldSectorZ )
{
for( UINT32 iCounter = 0; iCounter < invsize; ++iCounter )
{
@@ -1662,7 +1666,7 @@ void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId )
}
}
// anv: add all items at once (less file operations = less lag)
AddItemsToUnLoadedSector( Menptr[ uiMercId ].sSectorX, Menptr[ uiMercId ].sSectorY, Menptr[ uiMercId ].bSectorZ , sGridNo, uiFoundItems, &(invTemporaryBeforeDrop[0]) , Menptr[ uiMercId ].pathing.bLevel, WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE, 0, 1, FALSE );
AddItemsToUnLoadedSector( Menptr[ uiMercId ].sSectorX, Menptr[ uiMercId ].sSectorY, sectorz, sGridNo, uiFoundItems, &(invTemporaryBeforeDrop[0]) , Menptr[ uiMercId ].pathing.bLevel, WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE, 0, 1, FALSE );
}
else
{
@@ -2299,6 +2303,14 @@ void UpdateMapScreenAssignmentPositions( void )
SetBoxPosition( ghDiseaseBox, pPoint );
}
if ( fShowSpyMenu )
{
GetBoxPosition( ghSpyBox, &pPoint );
pPoint.iY = giBoxY + ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_SPY;
SetBoxPosition( ghSpyBox, pPoint );
}
// HEADROCK HAM 3.6: Facility Menu
if( fShowFacilityMenu )
{
@@ -3743,7 +3755,7 @@ void SetUpMovingListsForSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ];
if( ( pSoldier->bActive ) &&
( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) &&
( pSoldier->sSectorX == sSectorX ) && ( pSoldier->sSectorY == sSectorY ) && ( pSoldier->bSectorZ == sSectorZ ) )
{
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
@@ -5769,12 +5781,12 @@ BOOLEAN HandleTimeCompressWithTeamJackedInAndGearedToGo( void )
if ( NumNonPlayerTeamMembersInSector( gubPBSectorX, gubPBSectorY, ENEMY_TEAM ) > 0 )
{
gfBlitBattleSectorLocator = TRUE;
gubEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
SetEnemyEncounterCode(ENTERING_ENEMY_SECTOR_CODE);
}
else
{
gfBlitBattleSectorLocator = FALSE;
gubEnemyEncounterCode = NO_ENCOUNTER_CODE;
SetEnemyEncounterCode(NO_ENCOUNTER_CODE);
}
InitHelicopterEntranceByMercs( );
+1
View File
@@ -131,6 +131,7 @@ enum {
ASSIGN_MENU_TRAIN,
ASSIGN_MENU_MOVE_ITEMS, // added by Flugente
ASSIGN_MENU_FORTIFY, // added by Flugente
ASSIGN_MENU_SPY, // added by Flugente
ASSIGN_MENU_FACILITY, // HEAROCK HAM 3.6: Facility List menu
ASSIGN_MENU_CANCEL,
MAX_ASSIGN_STRING_COUNT,
+137 -78
View File
@@ -175,6 +175,9 @@ BOOLEAN gfPersistantPBI = FALSE;
//dictates the header that is used at the top of the PBI.
UINT8 gubEnemyEncounterCode = NO_ENCOUNTER_CODE;
UINT8 GetEnemyEncounterCode() { return gubEnemyEncounterCode;}
void SetEnemyEncounterCode( UINT8 aCode ) { gubEnemyEncounterCode = aCode; }
//The autoresolve during tactical battle option needs more detailed information than the
//gubEnemyEncounterCode can provide. The explicit version contains possibly unique codes
//for reasons not normally used in the PBI. For example, if we were fighting the enemy
@@ -182,6 +185,9 @@ UINT8 gubEnemyEncounterCode = NO_ENCOUNTER_CODE;
//would turn hostile, which would disable the ability to autoresolve the battle.
BOOLEAN gubExplicitEnemyEncounterCode = NO_ENCOUNTER_CODE;
UINT8 GetExplicitEnemyEncounterCode() { return gubExplicitEnemyEncounterCode; }
void SetExplicitEnemyEncounterCode( UINT8 aCode ) { gubExplicitEnemyEncounterCode = aCode; }
BOOLEAN gubSpecialEncounterCodeForEnemyHeli = FALSE;
//Location of the current battle (determines where the animated icon is blitted) and if the
@@ -327,7 +333,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
// InitializeTacticalStatusAtBattleStart();
// CJC, Oct 5 98: this is all we should need from InitializeTacticalStatusAtBattleStart()
if( gubEnemyEncounterCode != BLOODCAT_AMBUSH_CODE && gubEnemyEncounterCode != ENTERING_BLOODCAT_LAIR_CODE )
if( GetEnemyEncounterCode() != BLOODCAT_AMBUSH_CODE && GetEnemyEncounterCode() != ENTERING_BLOODCAT_LAIR_CODE )
{
if ( !CheckFact( FACT_FIRST_BATTLE_FOUGHT, 0 ) )
{
@@ -406,40 +412,44 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
if( HostileCiviliansPresent() )
{
//There are hostile civilians, so no autoresolve allowed.
gubExplicitEnemyEncounterCode = HOSTILE_CIVILIANS_CODE;
SetExplicitEnemyEncounterCode( HOSTILE_CIVILIANS_CODE );
}
else if( HostileBloodcatsPresent() )
{
//There are bloodcats in the sector, so no autoresolve allowed
gubExplicitEnemyEncounterCode = HOSTILE_BLOODCATS_CODE;
SetExplicitEnemyEncounterCode( HOSTILE_BLOODCATS_CODE );
}
else if( gbWorldSectorZ > 0 )
{
UNDERGROUND_SECTORINFO *pUnderGroundSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
Assert( pUnderGroundSector );
//We are underground, so no autoresolve allowed
if( pSector->ubCreaturesInBattle )
if( pUnderGroundSector->ubCreaturesInBattle )
{
gubExplicitEnemyEncounterCode = FIGHTING_CREATURES_CODE;
SetExplicitEnemyEncounterCode( FIGHTING_CREATURES_CODE );
}
else if( pSector->ubAdminsInBattle || pSector->ubTroopsInBattle || pSector->ubElitesInBattle )
else if( pUnderGroundSector->ubAdminsInBattle || pUnderGroundSector->ubTroopsInBattle || pUnderGroundSector->ubElitesInBattle || pUnderGroundSector->ubTanksInBattle || pUnderGroundSector->ubJeepsInBattle )
{
gubExplicitEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
SetExplicitEnemyEncounterCode( ENTERING_ENEMY_SECTOR_CODE );
}
}
else if ( pBattleGroup && pBattleGroup->usGroupTeam != OUR_TEAM && NumNonPlayerTeamMembersInSector( pBattleGroup->ubSectorX, pBattleGroup->ubSectorY, MILITIA_TEAM ) > 0 )
{
gubEnemyEncounterCode = ENEMY_ENCOUNTER_CODE;
SetEnemyEncounterCode( ENEMY_ENCOUNTER_CODE );
}
else if( gubEnemyEncounterCode == ENTERING_ENEMY_SECTOR_CODE ||
gubEnemyEncounterCode == ENEMY_ENCOUNTER_CODE ||
gubEnemyEncounterCode == ENEMY_AMBUSH_CODE ||
gubEnemyEncounterCode == ENEMY_INVASION_CODE ||
gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE ||
gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE ||
gubEnemyEncounterCode == CREATURE_ATTACK_CODE ||
gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE ||
gubEnemyEncounterCode == ENEMY_INVASION_AIRDROP_CODE )
else if( GetEnemyEncounterCode() == ENTERING_ENEMY_SECTOR_CODE ||
GetEnemyEncounterCode() == ENEMY_ENCOUNTER_CODE ||
GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE ||
GetEnemyEncounterCode() == ENEMY_INVASION_CODE ||
GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE ||
GetEnemyEncounterCode() == ENTERING_BLOODCAT_LAIR_CODE ||
GetEnemyEncounterCode() == CREATURE_ATTACK_CODE ||
GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE ||
GetEnemyEncounterCode() == ENEMY_INVASION_AIRDROP_CODE ||
GetEnemyEncounterCode() == CONCEALINSERTION_CODE )
{ //use same code
gubExplicitEnemyEncounterCode = gubEnemyEncounterCode;
SetExplicitEnemyEncounterCode( GetEnemyEncounterCode() );
}
else
{
@@ -596,6 +606,10 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
usDeploymentLeadership = max( usDeploymentLeadership, deploymentleadership );
gAmbushRadiusModifier = max( gAmbushRadiusModifier, ambushradiusmodifier / 100 );
// Flugente: if a merc is inserted from concealed state, retreat is forbidden, as at least this merc will have to extract manually
if ( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION )
fRetreatAnOption = FALSE;
}
else
{
@@ -616,26 +630,31 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
{
if ( gubSpecialEncounterCodeForEnemyHeli )
{
if ( gubEnemyEncounterCode != ENEMY_INVASION_AIRDROP_CODE )
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
if ( GetEnemyEncounterCode() != ENEMY_INVASION_AIRDROP_CODE )
SetEnemyEncounterCode( ENEMY_INVASION_CODE);
}
else
{
//creature's attacking!
gubEnemyEncounterCode = CREATURE_ATTACK_CODE;
SetEnemyEncounterCode( CREATURE_ATTACK_CODE);
}
}
else if ( gpBattleGroup->usGroupTeam == OUR_TEAM )
{
if( gubEnemyEncounterCode != BLOODCAT_AMBUSH_CODE && gubEnemyEncounterCode != ENTERING_BLOODCAT_LAIR_CODE )
if( GetEnemyEncounterCode() != BLOODCAT_AMBUSH_CODE && GetEnemyEncounterCode() != ENTERING_BLOODCAT_LAIR_CODE )
{
if( ubNumStationaryEnemies )
// Flugente: if the group that causes a battle is a result of a merc no longer being concealed, special code
if ( gpBattleGroup->pPlayerList->pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION )
{
gubEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
SetEnemyEncounterCode( CONCEALINSERTION_CODE );
}
else if( ubNumStationaryEnemies )
{
SetEnemyEncounterCode( ENTERING_ENEMY_SECTOR_CODE);
}
else
{
gubEnemyEncounterCode = ENEMY_ENCOUNTER_CODE;
SetEnemyEncounterCode( ENEMY_ENCOUNTER_CODE );
// Flugente: no ambushes on an airdrop
if ( !fAirDrop )
@@ -648,7 +667,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
// SANDRO - Scout prevents ambushes no matter what
if ( !fScoutPresent )
{
gubEnemyEncounterCode = ENEMY_AMBUSH_CODE;
SetEnemyEncounterCode( ENEMY_AMBUSH_CODE );
}
else
{
@@ -663,7 +682,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
// SANDRO - Scout prevents ambushes no matter what
if ( !fScoutPresent )
{
gubEnemyEncounterCode = ENEMY_AMBUSH_CODE;
SetEnemyEncounterCode( ENEMY_AMBUSH_CODE );
}
else
{
@@ -733,7 +752,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
{
if ( !fScoutPresent )
{
gubEnemyEncounterCode = ENEMY_AMBUSH_CODE;
SetEnemyEncounterCode( ENEMY_AMBUSH_CODE );
}
else
{
@@ -746,9 +765,9 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
}
// Flugente: improved ambush: if a real squadleader is present, we may deploy our mercs instead of having them being dropped into combat randomly
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_CODE && usDeploymentLeadership > 120 )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE && usDeploymentLeadership > 120 )
{
gubEnemyEncounterCode = ENEMY_AMBUSH_DEPLOYMENT_CODE;
SetEnemyEncounterCode( ENEMY_AMBUSH_DEPLOYMENT_CODE );
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
@@ -757,12 +776,18 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
else
{ //Are enemies invading a town, or just encountered the player.
if( GetTownIdForSector( gubPBSectorX, gubPBSectorY ) )
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
SetEnemyEncounterCode( ENEMY_INVASION_CODE );
//SAM sites not in towns will also be considered to be important
else if( pSector->uiFlags & SF_SAM_SITE )
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
SetEnemyEncounterCode( ENEMY_INVASION_CODE );
else
gubEnemyEncounterCode = ENEMY_ENCOUNTER_CODE;
SetEnemyEncounterCode( ENEMY_ENCOUNTER_CODE );
}
// haxx
if ( pBattleGroup && pBattleGroup->usGroupTeam == OUR_TEAM && pBattleGroup->pPlayerList->pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION )
{
//SetEnemyEncounterCode( CONCEALINSERTION_CODE );
}
}
@@ -770,7 +795,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - merc records - ambush experienced
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_CODE || gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE || gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE || fAmbushPrevented )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE || GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE || fAmbushPrevented )
{
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
@@ -778,7 +803,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
{
if ( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) && MercPtrs[ i ]->ubProfile != NO_PROFILE )
{
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_CODE || gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE || gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE || GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
gMercProfiles[ MercPtrs[ i ]->ubProfile ].records.usAmbushesExperienced++;
else if ( fAmbushPrevented && HAS_SKILL_TRAIT( MercPtrs[ i ], SCOUTING_NT ) ) // Scouts actually get this as number of prevented ambushes
gMercProfiles[ MercPtrs[ i ]->ubProfile ].records.usAmbushesExperienced++;
@@ -818,7 +843,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
}
HideButton( giMapContractButton );
if( gubEnemyEncounterCode == ENEMY_ENCOUNTER_CODE )
if( GetEnemyEncounterCode() == ENEMY_ENCOUNTER_CODE )
{ //we know how many enemies are here, so until we leave the sector, we will continue to display the value.
//the flag will get cleared when time advances after the fEnemyInSector flag is clear.
@@ -831,20 +856,29 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
//when necessary.
if( gfPersistantPBI )
{
if( gubEnemyEncounterCode == ENTERING_ENEMY_SECTOR_CODE ||
gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE )
if( GetEnemyEncounterCode() == ENTERING_ENEMY_SECTOR_CODE ||
GetEnemyEncounterCode() == ENTERING_BLOODCAT_LAIR_CODE )
{ //Don't allow autoresolve for player initiated invasion battle types
DisableButton( iPBButton[ 0 ] );
SetButtonFastHelpText( iPBButton[ 0 ], gpStrategicString[ STR_PB_DISABLED_AUTORESOLVE_FASTHELP ] );
}
else if( gubEnemyEncounterCode == ENEMY_AMBUSH_CODE ||
gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE ||
gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
else if( GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE ||
GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE ||
GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
//Don't allow autoresolve for ambushes
DisableButton( iPBButton[ 0 ] );
SetButtonFastHelpText( iPBButton[ 0 ], gzNonPersistantPBIText[ 3 ] );
}
else if ( GetEnemyEncounterCode() == CONCEALINSERTION_CODE )
{
// Don't allow autoresolve
DisableButton( iPBButton[0] );
SetButtonFastHelpText( iPBButton[0], gpStrategicString[STR_PB_DISABLED_AUTORESOLVE_FASTHELP] );
// No retreat possible, we must go to tactical
fRetreatAnOption = FALSE;
}
else
{
SetButtonFastHelpText( iPBButton[ 0 ], gpStrategicString[ STR_PB_AUTORESOLVE_FASTHELP ] );
@@ -863,10 +897,10 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
}
if( gfAutomaticallyStartAutoResolve || !fRetreatAnOption ||
gubEnemyEncounterCode == ENEMY_AMBUSH_CODE ||
gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE ||
gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE ||
gubEnemyEncounterCode == CREATURE_ATTACK_CODE ||
GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE ||
GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE ||
GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE ||
GetEnemyEncounterCode() == CREATURE_ATTACK_CODE ||
is_client)
{
DisableButton( iPBButton[ 2 ] );
@@ -891,7 +925,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
DisableButton( iPBButton[ 2 ] );
SetButtonFastHelpText( iPBButton[ 2 ], gzNonPersistantPBIText[ 0 ] );
SetButtonFastHelpText( iPBButton[ 1 ], gzNonPersistantPBIText[ 1 ] );
switch( gubExplicitEnemyEncounterCode )
switch( GetExplicitEnemyEncounterCode() )
{
case CREATURE_ATTACK_CODE:
case ENEMY_ENCOUNTER_CODE:
@@ -922,6 +956,15 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
DisableButton( iPBButton[ 0 ] );
SetButtonFastHelpText( iPBButton[ 0 ], gzNonPersistantPBIText[ 7 ] );
break;
case CONCEALINSERTION_CODE:
// Don't allow autoresolve
DisableButton( iPBButton[0] );
SetButtonFastHelpText( iPBButton[0], gpStrategicString[STR_PB_DISABLED_AUTORESOLVE_FASTHELP] );
// No retreat possible, we must go to tactical
DisableButton( iPBButton[2] );
SetButtonFastHelpText( iPBButton[2], gzNonPersistantPBIText[9] );
break;
}
}
@@ -1135,7 +1178,7 @@ void RenderPBHeader( INT32 *piX, INT32 *piWidth)
{
swprintf( str, gzNonPersistantPBIText[8] );
}
else switch( gubEnemyEncounterCode )
else switch( GetEnemyEncounterCode() )
{
case ENEMY_INVASION_CODE:
swprintf( str, gpStrategicString[ STR_PB_ENEMYINVASION_HEADER ] );
@@ -1165,6 +1208,9 @@ void RenderPBHeader( INT32 *piX, INT32 *piWidth)
case ENEMY_INVASION_AIRDROP_CODE:
swprintf( str, gpStrategicString[STR_PB_ENEMYINVASION_AIRDROP_HEADER] );
break;
case CONCEALINSERTION_CODE:
swprintf( str, gpStrategicString[STR_PB_ENEMYENCOUNTER_HEADER] );
break;
}
width = StringPixLength( str, FONT10ARIALBOLD );
x = 130 - width / 2;
@@ -1257,18 +1303,19 @@ void RenderPreBattleInterface()
mprintf( 65 - width + xResOffset , 17 + yResOffset, str );
SetFont( BLOCKFONT );
if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
if( GetEnemyEncounterCode() == CREATURE_ATTACK_CODE )
{
swprintf( str, gpStrategicString[ STR_PB_ENEMIES ] );
swprintf( str, gpStrategicString[STR_PB_CREATURES ] );
}
else if( gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE || gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE )
else if( GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE || GetEnemyEncounterCode() == ENTERING_BLOODCAT_LAIR_CODE )
{
swprintf( str, gpStrategicString[ STR_PB_BLOODCATS ] );
}
else
{
swprintf( str, gpStrategicString[ STR_PB_CREATURES ] );
swprintf( str, gpStrategicString[ STR_PB_ENEMIES ] );
}
width = StringPixLength( str, BLOCKFONT );
if( width > 52 )
{
@@ -1321,10 +1368,10 @@ void RenderPreBattleInterface()
//enemy
SetFont( FONT14ARIAL );
if( gubEnemyEncounterCode == CREATURE_ATTACK_CODE ||
gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE ||
gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE ||
WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) < KNOWS_HOW_MANY ) // HEADROCK HAM 5: New case above this one...
if( GetEnemyEncounterCode() == CREATURE_ATTACK_CODE ||
GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE ||
GetEnemyEncounterCode() == ENTERING_BLOODCAT_LAIR_CODE ||
WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) < KNOWS_THEYRE_THERE_AND_HOW_MANY ) // HEADROCK HAM 5: New case above this one...
{
// don't know how many
swprintf( str, L"?" );
@@ -1549,10 +1596,11 @@ void GoToSectorCallback( GUI_BUTTON *btn, INT32 reason )
}
if ( gfPersistantPBI && gpBattleGroup && gpBattleGroup->usGroupTeam == OUR_TEAM &&
gubEnemyEncounterCode != ENEMY_AMBUSH_CODE &&
gubEnemyEncounterCode != CREATURE_ATTACK_CODE &&
gubEnemyEncounterCode != BLOODCAT_AMBUSH_CODE &&
gubEnemyEncounterCode != ENEMY_INVASION_AIRDROP_CODE )
GetEnemyEncounterCode() != ENEMY_AMBUSH_CODE &&
GetEnemyEncounterCode() != CREATURE_ATTACK_CODE &&
GetEnemyEncounterCode() != BLOODCAT_AMBUSH_CODE &&
GetEnemyEncounterCode() != ENEMY_INVASION_AIRDROP_CODE &&
GetEnemyEncounterCode() != CONCEALINSERTION_CODE )
{
gfEnterTacticalPlacementGUI = TRUE;
}
@@ -1874,46 +1922,53 @@ void CalculateNonPersistantPBIInfo()
{ //Either the locator isn't on or the locator info is in a different sector
//Calculated the encounter type
gubEnemyEncounterCode = NO_ENCOUNTER_CODE;
gubExplicitEnemyEncounterCode = NO_ENCOUNTER_CODE;
SetEnemyEncounterCode( NO_ENCOUNTER_CODE );
SetExplicitEnemyEncounterCode( NO_ENCOUNTER_CODE );
if( HostileCiviliansPresent() )
{ //There are hostile civilians, so no autoresolve allowed.
gubExplicitEnemyEncounterCode = HOSTILE_CIVILIANS_CODE;
{
//There are hostile civilians, so no autoresolve allowed.
SetExplicitEnemyEncounterCode( HOSTILE_CIVILIANS_CODE );
}
else if( HostileBloodcatsPresent() )
{ //There are bloodcats in the sector, so no autoresolve allowed
gubExplicitEnemyEncounterCode = HOSTILE_BLOODCATS_CODE;
{
//There are bloodcats in the sector, so no autoresolve allowed
SetExplicitEnemyEncounterCode( HOSTILE_BLOODCATS_CODE );
}
else if( gbWorldSectorZ > 0 )
{
UNDERGROUND_SECTORINFO *pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
Assert( pSector );
if( pSector->ubCreaturesInBattle )
{
gubExplicitEnemyEncounterCode = FIGHTING_CREATURES_CODE;
SetExplicitEnemyEncounterCode( FIGHTING_CREATURES_CODE );
}
else if( pSector->ubAdminsInBattle || pSector->ubTroopsInBattle || pSector->ubElitesInBattle )
else if( pSector->ubAdminsInBattle || pSector->ubTroopsInBattle || pSector->ubElitesInBattle || pSector->ubTanksInBattle || pSector->ubJeepsInBattle )
{
gubExplicitEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
gubEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
SetExplicitEnemyEncounterCode( ENTERING_ENEMY_SECTOR_CODE );
SetEnemyEncounterCode( ENTERING_ENEMY_SECTOR_CODE );
}
}
else
{
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
Assert( pSector );
if( pSector->ubCreaturesInBattle )
{
gubExplicitEnemyEncounterCode = FIGHTING_CREATURES_CODE;
SetExplicitEnemyEncounterCode( FIGHTING_CREATURES_CODE );
}
else if( pSector->ubAdminsInBattle || pSector->ubTroopsInBattle || pSector->ubElitesInBattle )
else if( pSector->ubAdminsInBattle || pSector->ubTroopsInBattle || pSector->ubElitesInBattle || pSector->ubTanksInBattle || pSector->ubJeepsInBattle )
{
gubExplicitEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
gubEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
SetExplicitEnemyEncounterCode( ENTERING_ENEMY_SECTOR_CODE );
SetEnemyEncounterCode( ENTERING_ENEMY_SECTOR_CODE );
}
}
if( gubExplicitEnemyEncounterCode != NO_ENCOUNTER_CODE )
{ //Set up the location as well as turning on the blit flag.
if ( GetExplicitEnemyEncounterCode() != NO_ENCOUNTER_CODE )
{
//Set up the location as well as turning on the blit flag.
gubPBSectorX = (UINT8)gWorldSectorX;
gubPBSectorY = (UINT8)gWorldSectorY;
gubPBSectorZ = (UINT8)gbWorldSectorZ;
@@ -2347,7 +2402,7 @@ void LogBattleResults( UINT8 ubVictoryCode)
GetCurrentBattleSectorXYZ( &sSectorX, &sSectorY, &sSectorZ );
if( ubVictoryCode == LOG_VICTORY )
{
switch( gubEnemyEncounterCode )
switch( GetEnemyEncounterCode() )
{
case ENEMY_INVASION_CODE:
AddHistoryToPlayersLog( HISTORY_DEFENDEDTOWNSECTOR, 0, GetWorldTotalMin(), sSectorX, sSectorY );
@@ -2370,6 +2425,8 @@ void LogBattleResults( UINT8 ubVictoryCode)
case ENTERING_BLOODCAT_LAIR_CODE:
AddHistoryToPlayersLog( HISTORY_SLAUGHTEREDBLOODCATS, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
case CONCEALINSERTION_CODE:
break;
}
// Flugente: campaign stats
@@ -2377,7 +2434,7 @@ void LogBattleResults( UINT8 ubVictoryCode)
}
else
{
switch( gubEnemyEncounterCode )
switch( GetEnemyEncounterCode() )
{
case ENEMY_INVASION_CODE:
AddHistoryToPlayersLog( HISTORY_LOSTTOWNSECTOR, 0, GetWorldTotalMin(), sSectorX, sSectorY );
@@ -2400,10 +2457,12 @@ void LogBattleResults( UINT8 ubVictoryCode)
case ENTERING_BLOODCAT_LAIR_CODE:
AddHistoryToPlayersLog( HISTORY_KILLEDBYBLOODCATS, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
case CONCEALINSERTION_CODE:
break;
}
}
switch( gubEnemyEncounterCode )
switch( GetEnemyEncounterCode() )
{
case ENEMY_INVASION_CODE:
gCurrentIncident.usIncidentFlags |= INCIDENT_ATTACK_ENEMY;
+5 -2
View File
@@ -42,6 +42,7 @@ enum
ENEMY_AMBUSH_DEPLOYMENT_CODE, // Flugente: an ambush in which we can deploy our mercs (somewhat)
ENEMY_INVASION_AIRDROP_CODE, // Flugente: enemy airdrop
CONCEALINSERTION_CODE, // Flugente: a spy is no longer concealed, this causes us to drop into combat
};
extern BOOLEAN gfAutoAmbush;
@@ -64,14 +65,16 @@ extern BOOLEAN gfPersistantPBI;
//Contains general information about the type of encounter the player is faced with. This
//determines whether or not you can autoresolve the battle or even retreat. This code
//dictates the header that is used at the top of the PBI.
extern UINT8 gubEnemyEncounterCode;
UINT8 GetEnemyEncounterCode();
void SetEnemyEncounterCode( UINT8 aCode );
//The autoresolve during tactical battle option needs more detailed information than the
//gubEnemyEncounterCode can provide. The explicit version contains possibly unique codes
//for reasons not normally used in the PBI. For example, if we were fighting the enemy
//in a normal situation, then shot at a civilian, the civilians associated with the victim
//would turn hostile, which would disable the ability to autoresolve the battle.
extern BOOLEAN gubExplicitEnemyEncounterCode;
UINT8 GetExplicitEnemyEncounterCode();
void SetExplicitEnemyEncounterCode( UINT8 aCode );
//Location of the current battle (determines where the animated icon is blitted) and if the
//icon is to be blitted.
+5 -4
View File
@@ -3931,13 +3931,14 @@ BOOLEAN LoadStrategicAI( HWFILE hFile )
InitBloodCatSectors();
//This info is used to clean up the two new codes inserted into the
//middle of the enumeration for battle codes.
if( gubEnemyEncounterCode > CREATURE_ATTACK_CODE )
if( GetEnemyEncounterCode() > CREATURE_ATTACK_CODE )
{
gubEnemyEncounterCode += 2;
SetEnemyEncounterCode( GetEnemyEncounterCode() + 2 );
}
if( gubExplicitEnemyEncounterCode > CREATURE_ATTACK_CODE )
if( GetExplicitEnemyEncounterCode() > CREATURE_ATTACK_CODE )
{
gubExplicitEnemyEncounterCode += 2;
SetExplicitEnemyEncounterCode( GetExplicitEnemyEncounterCode() + 2 );
}
}
+98 -24
View File
@@ -120,7 +120,7 @@ UINT32 uniqueIDMask[8] = { 0, 0, 0, 0, 0, 0, 0, 0 };
UINT8 AddGroupToList( GROUP *pGroup );
void HandleOtherGroupsArrivingSimultaneously( UINT8 ubSectorX, UINT8 ubSectorY, UINT8 ubSectorZ );
void HandleOtherGroupsArrivingSimultaneously( UINT8 ubSectorX, UINT8 ubSectorY, UINT8 ubSectorZ, GROUP* pArrivingGroup = NULL );
BOOLEAN PossibleToCoordinateSimultaneousGroupArrivals( GROUP *pGroup );
void HandleNonCombatGroupArrival( GROUP *pGroup, BOOLEAN fMainGroup, BOOLEAN fNeverLeft );
@@ -241,6 +241,11 @@ BOOLEAN AddPlayerToGroup( UINT8 ubGroupID, SOLDIERTYPE *pSoldier )
if( !pGroup->pPlayerList )
{
pGroup->pPlayerList = pPlayer;
// Flugente: no groups in odd locations
if ( pSoldier->bSectorZ >= 10 )
pSoldier->bSectorZ -= 10;
pGroup->ubGroupSize = 1;
pGroup->ubPrevX = SECTORX( pSoldier->ubPrevSectorID );
pGroup->ubPrevY = SECTORY( pSoldier->ubPrevSectorID );
@@ -1193,10 +1198,10 @@ BOOLEAN CheckConditionsForBattle( GROUP *pGroup )
if( !DidGameJustStart() )
{
gubEnemyEncounterCode = NO_ENCOUNTER_CODE;
SetEnemyEncounterCode( NO_ENCOUNTER_CODE );
}
HandleOtherGroupsArrivingSimultaneously( pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubSectorZ );
HandleOtherGroupsArrivingSimultaneously( pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubSectorZ, pGroup );
curr = gpGroupList;
while( curr )
@@ -1274,7 +1279,7 @@ BOOLEAN CheckConditionsForBattle( GROUP *pGroup )
StopTimeCompression();
}
if( fBattlePending && (!fBloodCatAmbush || gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE) )
if( fBattlePending && (!fBloodCatAmbush || GetEnemyEncounterCode() == ENTERING_BLOODCAT_LAIR_CODE) )
{
if( PossibleToCoordinateSimultaneousGroupArrivals( pGroup ) )
{
@@ -1351,7 +1356,7 @@ BOOLEAN CheckConditionsForBattle( GROUP *pGroup )
gpInitPrebattleGroup = pGroup;
if( gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE || gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE )
if( GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE || GetEnemyEncounterCode() == ENTERING_BLOODCAT_LAIR_CODE )
{
NotifyPlayerOfBloodcatBattle( pGroup->ubSectorX, pGroup->ubSectorY );
return TRUE;
@@ -2045,6 +2050,11 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
ubInsertionDirection = SOUTHEAST;
ubStrategicInsertionCode = INSERTION_CODE_NORTH;
}
else if ( pGroup->usGroupTeam == OUR_TEAM && pGroup->pPlayerList->pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION )
{
ubInsertionDirection = DIRECTION_IRRELEVANT;
ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
}
else
{
Assert(0);
@@ -2260,7 +2270,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
else
{
//Handle cases for pre battle conditions
pGroup->uiFlags = 0;
pGroup->uiFlags &= ~GROUPFLAGS_TODELETE;
if( gubNumAwareBattles )
{
@@ -2449,8 +2459,9 @@ void HandleNonCombatGroupArrival( GROUP *pGroup, BOOLEAN fMainGroup, BOOLEAN fNe
RemovePGroup( pGroup );
}
}
//Clear the non-persistant flags.
pGroup->uiFlags = 0;
pGroup->uiFlags &= ~GROUPFLAGS_TODELETE;
}
@@ -2459,7 +2470,7 @@ void HandleNonCombatGroupArrival( GROUP *pGroup, BOOLEAN fMainGroup, BOOLEAN fNe
//groups that may arrive at the same time -- enemies or players, and blindly add them to the sector
//without checking for battle conditions, as it has already determined that a new battle is about to
//start.
void HandleOtherGroupsArrivingSimultaneously( UINT8 ubSectorX, UINT8 ubSectorY, UINT8 ubSectorZ )
void HandleOtherGroupsArrivingSimultaneously( UINT8 ubSectorX, UINT8 ubSectorY, UINT8 ubSectorZ, GROUP* pArrivingGroup )
{
STRATEGICEVENT *pEvent;
UINT32 uiCurrTimeStamp;
@@ -2479,7 +2490,7 @@ void HandleOtherGroupsArrivingSimultaneously( UINT8 ubSectorX, UINT8 ubSectorY,
{
GroupArrivedAtSector( (UINT8)pEvent->uiParam, FALSE, FALSE );
pGroup->uiFlags |= GROUPFLAG_GROUP_ARRIVED_SIMULTANEOUSLY;
gubNumGroupsArrivedSimultaneously++;
++gubNumGroupsArrivedSimultaneously;
DeleteStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup->ubGroupID );
pEvent = gpEventList;
continue;
@@ -2488,6 +2499,30 @@ void HandleOtherGroupsArrivingSimultaneously( UINT8 ubSectorX, UINT8 ubSectorY,
}
pEvent = pEvent->next;
}
// Flugente: concealed spies are added if a battle occurs
if ( !IsGroupTheHelicopterGroup( pArrivingGroup ) )
{
UINT16 uiCnt = 0;
SOLDIERTYPE* pSoldier = NULL;
for ( uiCnt = 0, pSoldier = MercPtrs[uiCnt]; uiCnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiCnt, ++pSoldier )
{
if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && SPY_LOCATION( pSoldier->bAssignment ) )
{
if ( ( pSoldier->sSectorX == ubSectorX ) && ( pSoldier->sSectorY == ubSectorY ) && ( pSoldier->bSectorZ - 10 == ubSectorZ ) )
{
INT8 bNewSquad = GetFirstEmptySquad();
if ( bNewSquad == -1 )
continue;
pSoldier->usSoldierFlagMask2 |= SOLDIER_CONCEALINSERTION;
AddCharacterToSquad( pSoldier, bNewSquad );
}
}
}
}
}
//The user has just approved to plan a simultaneous arrival. So we will syncronize all of the involved
@@ -2634,7 +2669,7 @@ BOOLEAN PossibleToCoordinateSimultaneousGroupArrivals( GROUP *pFirstGroup )
{
pStr = gpStrategicString[ STR_DETECTED_PLURAL ];
}
if( gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE )
if( GetEnemyEncounterCode() == ENTERING_BLOODCAT_LAIR_CODE )
{
pEnemyType = gpStrategicString[ STR_PB_BLOODCATS ];
}
@@ -5361,7 +5396,7 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
// We know about the lair
if( gubFact[ FACT_PLAYER_KNOWS_ABOUT_BLOODCAT_LAIR ] )
{
gubEnemyEncounterCode = ENTERING_BLOODCAT_LAIR_CODE;
SetEnemyEncounterCode( ENTERING_BLOODCAT_LAIR_CODE );
}
else
{
@@ -5373,12 +5408,12 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
fBloodCatAmbushPrevented = TRUE;
gubEnemyEncounterCode = ENTERING_BLOODCAT_LAIR_CODE;
SetEnemyEncounterCode( ENTERING_BLOODCAT_LAIR_CODE );
}
else
{
// Ambush in the lair.
gubEnemyEncounterCode = BLOODCAT_AMBUSH_CODE;
SetEnemyEncounterCode( BLOODCAT_AMBUSH_CODE );
}
}
}
@@ -5392,12 +5427,12 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_BLOODCATS_AMBUSH_PREVENTED] );
fBloodCatAmbushPrevented = TRUE;
gubEnemyEncounterCode = NO_ENCOUNTER_CODE;
SetEnemyEncounterCode( NO_ENCOUNTER_CODE );
}
else
{
// Ambush occurs.
gubEnemyEncounterCode = BLOODCAT_AMBUSH_CODE;
SetEnemyEncounterCode( BLOODCAT_AMBUSH_CODE );
}
}
// merc recoeds - get a point to scouts
@@ -5417,13 +5452,13 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
}
}
}
return( ( gubEnemyEncounterCode == NO_ENCOUNTER_CODE ) ? FALSE : TRUE);
return( ( GetEnemyEncounterCode() == NO_ENCOUNTER_CODE ) ? FALSE : TRUE);
///////////////////////////////////////////////////////////////////////////////////////////
}
else
{
// No special bloodcat encounter. This ALWAYS happens in STATIC PLACEMENT sectors.
gubEnemyEncounterCode = NO_ENCOUNTER_CODE;
SetEnemyEncounterCode( NO_ENCOUNTER_CODE );
return FALSE;
}
#endif
@@ -5433,12 +5468,12 @@ void NotifyPlayerOfBloodcatBattle( UINT8 ubSectorX, UINT8 ubSectorY )
{
CHAR16 str[ 256 ];
CHAR16 zTempString[ 128 ];
if( gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE )
if( GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE )
{
GetSectorIDString( ubSectorX, ubSectorY, 0, zTempString, TRUE );
swprintf( str, pMapErrorString[ 12 ], zTempString );
}
else if( gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE )
else if( GetEnemyEncounterCode() == ENTERING_BLOODCAT_LAIR_CODE )
{
GetSectorIDString( ubSectorX, ubSectorY, 0, zTempString, FALSE );
swprintf( str, pMapErrorString[ 13 ], zTempString );
@@ -5815,8 +5850,9 @@ BOOLEAN GroupHasInTransitDeadOrPOWMercs( GROUP *pGroup )
if ( pPlayer->pSoldier )
{
if( ( pPlayer->pSoldier->bAssignment == IN_TRANSIT ) ||
( pPlayer->pSoldier->bAssignment == ASSIGNMENT_POW ) ||
( pPlayer->pSoldier->bAssignment == ASSIGNMENT_DEAD ) )
( pPlayer->pSoldier->bAssignment == ASSIGNMENT_POW ) ||
SPY_LOCATION( pPlayer->pSoldier->bAssignment ) ||
( pPlayer->pSoldier->bAssignment == ASSIGNMENT_DEAD ) )
{
// yup!
return( TRUE );
@@ -5923,6 +5959,29 @@ BOOLEAN ScoutIsPresentInSquad( INT16 ubSectorNumX, INT16 ubSectorNumY )
return ( fScoutPresent );
}
// Flugente: concealed mercs are in a different sector level, but we pretend they aren't... so we gain scout vision if a concealed merc is 'present'
BOOLEAN ConcealedMercInSector( INT16 ubSectorNumX, INT16 ubSectorNumY, BOOLEAN aScoutsOnly )
{
if ( !gGameOptions.fNewTraitSystem )
return FALSE;
for ( int i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i )
{
if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife >= OKLIFE && SPY_LOCATION( MercPtrs[i]->bAssignment ) )
{
if ( MercPtrs[i]->sSectorX == ubSectorNumX && MercPtrs[i]->sSectorY == ubSectorNumY && MercPtrs[i]->bSectorZ == 10 )
{
if ( !aScoutsOnly || HAS_SKILL_TRAIT( MercPtrs[i], SCOUTING_NT ) )
{
return TRUE;
}
}
}
}
return FALSE;
}
#ifdef JA2UB
GROUP* CreateNewEnemyGroupDepartingFromSectorUsingZLevel( UINT32 uiSector, UINT8 ubSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks )
{
@@ -5996,13 +6055,13 @@ void CheckCombatInSectorDueToUnusualEnemyArrival( UINT8 aTeam, INT16 sX, INT16 s
BOOLEAN fCombatAbleMerc = FALSE;
BOOLEAN fBloodCatAmbush = FALSE;
gubEnemyEncounterCode = ENEMY_INVASION_AIRDROP_CODE;
SetEnemyEncounterCode( ENEMY_INVASION_AIRDROP_CODE );
gubSectorIDOfCreatureAttack = SECTOR(sX, sY);
gubSpecialEncounterCodeForEnemyHeli = TRUE;
HandleOtherGroupsArrivingSimultaneously( sX, sY, sZ );
HandleOtherGroupsArrivingSimultaneously( sX, sY, sZ, NULL );
curr = gpGroupList;
while ( curr )
@@ -6125,7 +6184,7 @@ void CheckCombatInSectorDueToUnusualEnemyArrival( UINT8 aTeam, INT16 sX, INT16 s
//gpInitPrebattleGroup = pGroup;
if ( gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE || gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE )
if ( GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE || GetEnemyEncounterCode() == ENTERING_BLOODCAT_LAIR_CODE )
{
NotifyPlayerOfBloodcatBattle( sX, sY );
@@ -6175,3 +6234,18 @@ void CheckCombatInSectorDueToUnusualEnemyArrival( UINT8 aTeam, INT16 sX, INT16 s
}
}
}
void GetInfoFromGroupsInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam, BOOLEAN& arDetection, BOOLEAN& arCount, BOOLEAN& arDirection )
{
GROUP* pGroup = gpGroupList;
while ( pGroup )
{
if ( pGroup->usGroupTeam == ubTeam && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
if ( pGroup->uiFlags & GROUPFLAG_KNOWN_POSITION ) arDetection = TRUE;
if ( pGroup->uiFlags & GROUPFLAG_KNOWN_NUMBER ) arCount = TRUE;
if ( pGroup->uiFlags & GROUPFLAG_KNOWN_DIRECTION ) arDirection = TRUE;
}
pGroup = pGroup->next;
}
}
+14 -3
View File
@@ -80,19 +80,25 @@ typedef struct ENEMYGROUP
//NOTE: ALL FLAGS ARE CLEARED WHENEVER A GROUP ARRIVES IN A SECTOR, OR ITS WAYPOINTS ARE
// DELETED!!!
#define GROUPFLAG_SIMULTANEOUSARRIVAL_APPROVED 0x00000001
#define GROUPFLAG_SIMULTANEOUSARRIVAL_APPROVED 0x00000001
#define GROUPFLAG_SIMULTANEOUSARRIVAL_CHECKED 0x00000002
//I use this flag when traversing through a list to determine which groups meet whatever conditions,
//then add this marker flag. The second time I traverse the list, I simply check for this flag,
//apply my modifications to the group, and remove the flag. If you decide to use it, make sure the
//flag is cleared.
#define GROUPFLAG_MARKER 0x00000004
#define GROUPFLAG_MARKER 0x00000004
//Set whenever a group retreats from battle. If the group arrives in the next sector and enemies are there
//retreat will not be an option.
#define GROUPFLAG_JUST_RETREATED_FROM_BATTLE 0x00000008
#define GROUPFLAG_HIGH_POTENTIAL_FOR_AMBUSH 0x00000010
#define GROUPFLAG_GROUP_ARRIVED_SIMULTANEOUSLY 0x00000020
#define GROUPFLAG_GROUP_ARRIVED_SIMULTANEOUSLY 0x00000020
#define GROUPFLAGS_TODELETE 0x0000003F
// Flugente: these flags determine whether a group will always be visible on the map
#define GROUPFLAG_KNOWN_POSITION 0x00000040
#define GROUPFLAG_KNOWN_DIRECTION 0x00000080
#define GROUPFLAG_KNOWN_NUMBER 0x00000100
typedef struct GROUP
{
@@ -320,6 +326,11 @@ BOOLEAN GroupHasInTransitDeadOrPOWMercs( GROUP *pGroup );
BOOLEAN ScoutIsPresentInSquad( INT16 ubSectorNumX, INT16 ubSectorNumY ); // added by SANDRO
// Flugente: concealed mercs are in a different sector level, but we pretend they aren't... so we gain scout vision if a concealed merc is 'present'
BOOLEAN ConcealedMercInSector( INT16 ubSectorNumX, INT16 ubSectorNumY, BOOLEAN aScoutsOnly );
void CheckCombatInSectorDueToUnusualEnemyArrival( UINT8 aTeam, INT16 sX, INT16 sY, INT8 sZ );
void GetInfoFromGroupsInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam, BOOLEAN& arDetection, BOOLEAN& arCount, BOOLEAN& arDirection );
#endif
+30 -3
View File
@@ -33,6 +33,7 @@
#include "Game Event Hook.h" // added by Flugente
#include "MilitiaIndividual.h" // added by Flugente
#include "Campaign.h" // added by Flugente
#include "message.h" // added by Flugente
#endif
// HEADROCK HAM 3: include these files so that a militia trainer's Effective Leadership can be determined. Used
@@ -432,10 +433,11 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
}
// Flugente: if we trained militia, the PMC notices us and offers their services
if ( gGameExternalOptions.fPMC )
if ( gGameExternalOptions.fPMC && !IsBookMarkSet( PMC_BOOKMARK ) )
AddStrategicEvent( EVENT_PMC_EMAIL, GetWorldTotalMin() + 60 * (1 + Random(6)), 0 );
AddStrategicEvent( EVENT_MILITIAROSTER_EMAIL, GetWorldTotalMin( ) + 60 * (1 + Random( 4 )), 0 );
if ( !IsBookMarkSet( MILITIAROSTER_BOOKMARK ) )
AddStrategicEvent( EVENT_MILITIAROSTER_EMAIL, GetWorldTotalMin( ) + 60 * (1 + Random( 4 )), 0 );
}
@@ -1382,6 +1384,9 @@ BOOLEAN CanSomeoneNearbyScoutThisSector( INT16 sSectorX, INT16 sSectorY, BOOLEAN
UINT8 ubScoutingRange = 1;
BOOLEAN bScout = FALSE;
if ( ConcealedMercInSector( sSectorX, sSectorY, FALSE ) )
return TRUE;
// get the sector value
sSector = sSectorX + sSectorY * MAP_WORLD_X;
@@ -1404,7 +1409,7 @@ BOOLEAN CanSomeoneNearbyScoutThisSector( INT16 sSectorX, INT16 sSectorY, BOOLEAN
}
// SANDRO - STOMP traits - Scouting check
if (fScoutTraitCheck && gGameOptions.fNewTraitSystem && ScoutIsPresentInSquad( sCounterA, sCounterB ))
if (fScoutTraitCheck && gGameOptions.fNewTraitSystem && ( ScoutIsPresentInSquad( sCounterA, sCounterB ) || ConcealedMercInSector( sCounterA, sCounterB, TRUE ) ) )
{
// if diagonal sector and not allowed
if (!gSkillTraitValues.fSCDetectionInDiagonalSectors &&
@@ -2809,3 +2814,25 @@ void DevalueResources( UINT8 aOldProgress, UINT8 aNewProgress )
LaptopSaveInfo.dMilitiaArmourPool *= modifier;
LaptopSaveInfo.dMilitiaMiscPool *= modifier;
}
// Flugente: intel
void AddIntel( FLOAT aValue, BOOLEAN aDoMessage )
{
LaptopSaveInfo.dIntelPool = max( 0, LaptopSaveInfo.dIntelPool + aValue );
if ( aDoMessage )
{
if ( aValue >= 0.0f )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Gained %.2f intel.", aValue );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Spent %.2f intel.", -aValue );
}
if ( !IsBookMarkSet( INTELMARKET_BOOKMARK ) )
AddStrategicEvent( EVENT_INTEL_ENRICO_EMAIL, GetWorldTotalMin() + 60 * ( 1 + Random( 3 ) ), 0 );
}
FLOAT GetIntel()
{
return LaptopSaveInfo.dIntelPool;
}
+4
View File
@@ -133,4 +133,8 @@ void GetResources( FLOAT& arValue_Gun, FLOAT& arValue_Armour, FLOAT& arValue_Mis
FLOAT ResourceProgressModifier( UINT8 aProgress );
void DevalueResources(UINT8 aOldProgress, UINT8 aNewProgress);
// Flugente: intel
void AddIntel( FLOAT aValue, BOOLEAN aDoMessage = FALSE );
FLOAT GetIntel();
#endif
+35 -52
View File
@@ -6926,8 +6926,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
{
case ESC:
gfDontStartTransitionFromLaptop = TRUE;
if( gfPreBattleInterfaceActive && !gfPersistantPBI )
{ //Non persistant PBI. Allow ESC to close it and return to mapscreen.
KillPreBattleInterface();
@@ -6977,47 +6976,17 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
// stop showing current assignment box
if( fShowAttributeMenu == TRUE )
{
fShowAttributeMenu = FALSE;
fMapPanelDirty = TRUE;
}
// stop showing current assignment box
if( fShowFacilityAssignmentMenu == TRUE )
{
fShowFacilityAssignmentMenu = FALSE;
fMapPanelDirty = TRUE;
}
else if( fShowTrainingMenu == TRUE )
{
fShowTrainingMenu = FALSE;
}
else if( fShowSquadMenu == TRUE )
{
fShowSquadMenu = FALSE;
}
else if( fShowRepairMenu == TRUE )
{
fShowRepairMenu = FALSE;
}
else if( fShowMoveItemMenu == TRUE )
{
fShowMoveItemMenu = FALSE;
}
else if ( fShowDiseaseMenu == TRUE )
{
fShowDiseaseMenu = FALSE;
}
// HEADROCK HAM 3.6: Facility Menu
else if( fShowFacilityMenu == TRUE )
{
fShowFacilityMenu = FALSE;
}
else
{
fShowAssignmentMenu = FALSE;
}
fShowAttributeMenu = FALSE;
fShowFacilityAssignmentMenu = FALSE;
fShowTrainingMenu = FALSE;
fShowSquadMenu = FALSE;
fShowRepairMenu = FALSE;
fShowMoveItemMenu = FALSE;
fShowDiseaseMenu = FALSE;
fShowSpyMenu = FALSE;
fShowFacilityMenu = FALSE;
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// restore background to glow region
RestoreBackgroundForAssignmentGlowRegionList( );
@@ -10833,7 +10802,7 @@ 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 ) )
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) )//&& !SPY_LOCATION( pSoldier->bAssignment ) )
{
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
@@ -10886,7 +10855,7 @@ 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 ) )
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) )
{
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
@@ -11075,7 +11044,7 @@ void TeamListAssignmentRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
// Select all characters in squad
INT16 iCounter;
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; ++iCounter )
{
if( gCharactersList[ iCounter ].fValid == TRUE )
{
@@ -14605,6 +14574,10 @@ void ChangeSelectedMapSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
// disallow going underground while plotting (surface) movement
if ( ( bMapZ != 0 ) && ( ( bSelectedDestChar != -1 ) || fPlotForHelicopter ) )
return;
// make sure we don' try to display bad levels
if ( bMapZ >= 10 )
bMapZ -= 10;
sSelMapX = sMapX;
sSelMapY = sMapY;
@@ -15364,9 +15337,10 @@ BOOLEAN AnyMovableCharsInOrBetweenThisSector( INT16 sSectorX, INT16 sSectorY, IN
// POWs, dead guys, guys in transit can't move
if ( ( pSoldier->bAssignment == IN_TRANSIT ) ||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
( pSoldier->stats.bLife == 0 ) )
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
SPY_LOCATION( pSoldier->bAssignment ) ||
( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
( pSoldier->stats.bLife == 0 ) )
{
continue;
}
@@ -15957,11 +15931,19 @@ void GetMapscreenMercLocationString( SOLDIERTYPE *pSoldier, CHAR16 sString[] )
}
else
{
if( pSoldier->bAssignment == ASSIGNMENT_POW )
// Flugente: if we have intel on a POW, DO show their location
if ( pSoldier->bAssignment == ASSIGNMENT_POW && !( pSoldier->usSoldierFlagMask2 & SOLDIER_MERC_POW_LOCATIONKNOWN ))
{
// POW - location unknown
swprintf( sString, L"%s", pPOWStrings[ 1 ] );
}
else if ( SPY_LOCATION( pSoldier->bAssignment ) )
{
swprintf( pTempString, L"%s%s%s",
pMapVertIndex[pSoldier->sSectorY], pMapHortIndex[pSoldier->sSectorX], pMapDepthIndex[max(0, pSoldier->bSectorZ - 10)] );
swprintf( sString, L"%s*", pTempString );
}
else
{
swprintf( pTempString, L"%s%s%s",
@@ -15993,8 +15975,9 @@ 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->stats.bLife == 0 ) )
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
SPY_LOCATION( pSoldier->bAssignment ) ||
( pSoldier->stats.bLife == 0 ) )
{
return;
}
+42 -35
View File
@@ -2222,7 +2222,7 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
// GridNo = NOWHERE, which causes this assertion to fail
//CHRISL: There's also an issue with vehicles. Soldiers in any vehicle are considered to be in sGridNo = NOWHERE
// This will result in an assertion error, so let's skip the assertion if the merc is assigned to a vehicle
if ( !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE )
if ( !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE && !SPY_LOCATION( MercPtrs[i]->bAssignment ) )
{
//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds( MercPtrs[i]->sGridNo ) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
@@ -2729,7 +2729,7 @@ void PrepareLoadedSector( )
PostSchedules( );
}
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_CODE || gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE || gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE || GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
if ( gMapInformation.sCenterGridNo != NOWHERE )
{
@@ -3221,37 +3221,44 @@ void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
if ( pSoldier->bActive )
{
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
if ( gMapInformation.sCenterGridNo != NOWHERE && gfBlitBattleSectorLocator &&
(gubEnemyEncounterCode == ENEMY_AMBUSH_CODE || gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE) && pSoldier->bTeam != CIV_TEAM )
{
// Flugente: improved ambush
if ( gGameExternalOptions.fAmbushSpreadMercs )
{
UINT8 ubDirection;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = FindRandomGridNoFromSweetSpotExcludingSweetSpot( pSoldier, gMapInformation.sCenterGridNo, gGameExternalOptions.usAmbushSpreadRadiusMercs, &ubDirection );
// have the merc look outward. We add + 100 because later on we use this to signify that we want really enforce this direction
pSoldier->ubInsertionDirection = (UINT8)GetDirectionToGridNoFromGridNo( gMapInformation.sCenterGridNo, pSoldier->usStrategicInsertionData ) + 100;
}
else
{
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = gMapInformation.sCenterGridNo;
}
}
else if ( gfOverrideInsertionWithExitGrid )
{
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = gExitGrid.usGridNo;
}
}
if ( pSoldier->sSectorX == sSectorX && pSoldier->sSectorY == sSectorY && pSoldier->bSectorZ == bSectorZ && !pSoldier->flags.fBetweenSectors )
{
if ( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
if ( gMapInformation.sCenterGridNo != NOWHERE && gfBlitBattleSectorLocator &&
( GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE || GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE ) && pSoldier->bTeam != CIV_TEAM )
{
// Flugente: improved ambush
if ( gGameExternalOptions.fAmbushSpreadMercs )
{
UINT8 ubDirection;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = FindRandomGridNoFromSweetSpotExcludingSweetSpot( pSoldier, gMapInformation.sCenterGridNo, gGameExternalOptions.usAmbushSpreadRadiusMercs, &ubDirection );
// have the merc look outward. We add + 100 because later on we use this to signify that we want really enforce this direction
pSoldier->ubInsertionDirection = (UINT8)GetDirectionToGridNoFromGridNo( gMapInformation.sCenterGridNo, pSoldier->usStrategicInsertionData ) + 100;
}
else
{
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = gMapInformation.sCenterGridNo;
}
}
else if ( gfOverrideInsertionWithExitGrid )
{
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = gExitGrid.usGridNo;
}
// Flugente: override if entering from concealment
if ( pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION )
{
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = pSoldier->sMTActionGridNo;
}
}
gbMercIsNewInThisSector[pSoldier->ubID] = 1;
UpdateMercInSector( pSoldier, sSectorX, sSectorY, bSectorZ );
@@ -3297,10 +3304,10 @@ void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
}
}
}
else
/*else
{
pSoldier->bInSector = FALSE;
}
}*/
}
}
}
@@ -6521,9 +6528,9 @@ BOOLEAN HandlePotentialBringUpAutoresolveToFinishBattle( int pSectorX, int pSect
gubPBSectorZ = (UINT8)pSectorZ;
gfBlitBattleSectorLocator = TRUE;
gfTransferTacticalOppositionToAutoResolve = TRUE;
if ( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
if ( GetEnemyEncounterCode() != CREATURE_ATTACK_CODE )
{
gubEnemyEncounterCode = ENEMY_INVASION_CODE; //has to be, if militia are here.
SetEnemyEncounterCode( ENEMY_INVASION_CODE ); //has to be, if militia are here.
}
else
{
+115 -5
View File
@@ -18,6 +18,7 @@
#include "Scheduling.h"
#include "GameSettings.h"
#include "Overhead.h" // added by Flugente for MercPtrs[]
#include "LuaInitNPCs.h" // added by Flugente
#endif
#ifdef JA2UB
@@ -42,6 +43,9 @@
void ConvertCreatureBloodToElixir( void );
// Flugente: if we are a lua-based merchant, stop selling items we didn't explicitly want to be sold
void RemoveNonIntelItems();
UINT8 gubLastSpecialItemAddedAtElement = 255;
// Flugente 2012-12-19: merchant data has been externalised - see XML_Merchants.cpp
@@ -237,6 +241,64 @@ void ShutDownArmsDealers()
gArmsDealersInventory.clear();
}
typedef struct
{
UINT16 usItem;
INT16 sIntelPrice;
INT16 sOptimalNumber;
} ARMS_DEALER_ITEM_INTEL;
std::map<UINT16, std::vector<ARMS_DEALER_ITEM_INTEL> > gArmsDealerAdditionalIntelData;
void AddArmsDealerAdditionalIntelData( UINT16 ausDealer, UINT16 usItem, INT16 sIntelPrice, INT16 sOptimalNumber )
{
ARMS_DEALER_ITEM_INTEL data;
data.usItem = usItem;
data.sIntelPrice = sIntelPrice;
data.sOptimalNumber = sOptimalNumber;
gArmsDealerAdditionalIntelData[ausDealer].push_back( data );
}
void ArmsDealers_ReadIntelData()
{
gArmsDealerAdditionalIntelData.clear();
// ask lua on what to use
LuaAddArmsDealerAdditionalIntelData();
}
void HandlePossibleArmsDealerIntelRefresh( BOOLEAN aForceReread )
{
if ( gArmsDealerAdditionalIntelData.empty() || aForceReread )
{
ArmsDealers_ReadIntelData();
// replace xml-based possible inventory with what lua gave us
for ( std::map<UINT16, std::vector<ARMS_DEALER_ITEM_INTEL> >::iterator it = gArmsDealerAdditionalIntelData.begin(); it != gArmsDealerAdditionalIntelData.end(); ++it)
{
UINT16 dealerid = ( *it ).first;
DEALER_POSSIBLE_INV* pDealerInv = GetPointerToDealersPossibleInventory( dealerid );
memset( pDealerInv, 0, sizeof( DEALER_POSSIBLE_INV )*MAXITEMS );
int cnt = 0;
for ( std::vector<ARMS_DEALER_ITEM_INTEL>::iterator it2 = (*it).second.begin(); it2 != ( *it ).second.end(); ++it2 )
{
ARMS_DEALER_ITEM_INTEL data = ( *it2 );
pDealerInv[cnt].uiIndex = cnt;
pDealerInv[cnt].sItemIndex = data.usItem;
pDealerInv[cnt].ubOptimalNumber = data.sOptimalNumber;
++cnt;
}
}
}
}
BOOLEAN SaveArmsDealerInventoryToSaveGameFile( HWFILE hFile )
{
UINT32 uiNumBytesWritten;
@@ -313,7 +375,7 @@ void DailyUpdateOfArmsDealersInventory()
{
// if Gabby has creature blood, start turning it into extra elixir
ConvertCreatureBloodToElixir();
//Simulate other customers buying inventory from the dealer
SimulateArmsDealerCustomer();
@@ -323,6 +385,10 @@ void DailyUpdateOfArmsDealersInventory()
#else
DailyCheckOnItemQuantities();
#endif
// Flugente: if we are a lua-based merchant, stop selling items we didn't explicitly want to be sold
RemoveNonIntelItems();
//make sure certain items are in stock and certain limits are respected
AdjustCertainDealersInventory( );
}
@@ -423,6 +489,8 @@ void DailyCheckOnItemQuantities()
UINT32 uiArrivalDay;
UINT8 ubReorderDays;
HandlePossibleArmsDealerIntelRefresh(TRUE);
//loop through all the arms dealers
for( ubArmsDealer=0;ubArmsDealer<NUM_ARMS_DEALERS; ++ubArmsDealer )
{
@@ -603,6 +671,32 @@ void ConvertCreatureBloodToElixir( void )
}
}
// Flugente: if we are a lua-based merchant, stop selling items we didn't explicitly want to be sold
void RemoveNonIntelItems()
{
for ( UINT8 ubArmsDealer = 0; ubArmsDealer<NUM_ARMS_DEALERS; ++ubArmsDealer )
{
if ( gArmsDealerStatus[ubArmsDealer].fOutOfBusiness )
continue;
if ( armsDealerInfo[ubArmsDealer].uiFlags & ARMS_DEALER_DEALWITHINTEL )
{
std::vector<UINT16> baditemsvector;
for ( DealerItemList::iterator iter = gArmsDealersInventory[ubArmsDealer].begin(); iter != gArmsDealersInventory[ubArmsDealer].end(); ++iter )
{
if ( iter->ItemIsInInventory() == true && CalcValueOfItemToDealer( ubArmsDealer, iter->object.usItem, TRUE ) < 1 )
baditemsvector.push_back( iter->object.usItem );
}
for ( std::vector<UINT16>::iterator it2 = baditemsvector.begin(); it2 != baditemsvector.end(); ++it2 )
{
RemoveItemFromArmsDealerInventory( ubArmsDealer, (*it2), 100 );
}
}
}
}
BOOLEAN AdjustCertainDealersInventory( )
{
//Adjust Tony's items (this restocks *instantly* 1/day, doesn't use the reorder system)
@@ -2083,15 +2177,15 @@ UINT32 CalculateSimpleItemRepairCost( UINT8 ubArmsDealer, UINT16 usItemIndex, IN
BOOLEAN DoesItemAppearInDealerInventoryList( UINT8 ubArmsDealer, UINT16 usItemIndex, BOOLEAN fPurchaseFromPlayer )
{
DEALER_POSSIBLE_INV *pDealerInv=NULL;
UINT16 usCnt;
// Flugente: a dealer's inventory is defined in lua if they deal in intel
HandlePossibleArmsDealerIntelRefresh(FALSE);
// the others will buy only things that appear in their own "for sale" inventory lists
pDealerInv = GetPointerToDealersPossibleInventory( ubArmsDealer );
DEALER_POSSIBLE_INV* pDealerInv = GetPointerToDealersPossibleInventory( ubArmsDealer );
Assert( pDealerInv != NULL );
// loop through the dealers' possible inventory and see if the item exists there
usCnt = 0;
UINT16 usCnt = 0;
while( pDealerInv[ usCnt ].sItemIndex != LAST_DEALER_ITEM )
{
//if the initial dealer inv contains the required item, the dealer can sell the item
@@ -2119,6 +2213,22 @@ UINT16 CalcValueOfItemToDealer( UINT8 ubArmsDealer, UINT16 usItemIndex, BOOLEAN
usBasePrice = Item[ usItemIndex ].usPrice;
// Flugente: if we deal with intel, get the price of an item straight from LUA
if ( ( armsDealerInfo[ubArmsDealer].uiFlags & ARMS_DEALER_DEALWITHINTEL ) )
{
if ( !gArmsDealerAdditionalIntelData[ubArmsDealer].empty() )
{
for ( std::vector<ARMS_DEALER_ITEM_INTEL>::iterator it = gArmsDealerAdditionalIntelData[ubArmsDealer].begin(); it != gArmsDealerAdditionalIntelData[ubArmsDealer].end(); ++it )
{
if ( ( *it ).usItem == usItemIndex )
return ( *it ).sIntelPrice;
}
}
return 0;
}
if ( usBasePrice == 0 )
{
// worthless to any dealer
+4
View File
@@ -101,6 +101,7 @@ enum
#define ARMS_DEALER_HARDWARE 0x00400000 | ARMS_DEALER_KIT
#define ARMS_DEALER_MEDICAL 0x00800000 | ARMS_DEALER_MEDKIT
#define ARMS_DEALER_DEALWITHINTEL 0x01000000 // 16777216 // Flugente: this dealer does not accept money, only intel
#define ARMS_DEALER_CREATURE_PARTS 0x02000000 // 33554432
#define ARMS_DEALER_ROCKET_RIFLE 0x04000000 // 67108864
#define ARMS_DEALER_ONLY_USED_ITEMS 0x08000000 // 134217728
@@ -348,6 +349,9 @@ void RemoveItemFromArmsDealerInventory( UINT8 ubArmsDealer, UINT16 usItemIndex,
BOOLEAN IsMercADealer( UINT8 ubMercID );
INT8 GetArmsDealerIDFromMercID( UINT8 ubMercID );
// Flugente: update possible intel data
void HandlePossibleArmsDealerIntelRefresh(BOOLEAN aForceReread);
BOOLEAN SaveArmsDealerInventoryToSaveGameFile( HWFILE hFile );
void DailyUpdateOfArmsDealersInventory();
+23 -2
View File
@@ -1128,7 +1128,6 @@ void HandleDialogue( )
if ( QItem->uiSpecialEventFlag & DIALOGUE_SPECIAL_EVENT_SHOPKEEPER )
{
if( QItem->uiSpecialEventData < 3 )
{
// post a notice if the player wants to withdraw money from thier account to cover the difference?
@@ -1136,8 +1135,14 @@ void HandleDialogue( )
InsertCommasForDollarFigure( zMoney );
InsertDollarSignInToString( zMoney );
}
else if ( QItem->uiSpecialEventData > 7 )
{
// post a notice if the player wants to withdraw money from thier account to cover the difference?
swprintf( zMoney, L"%d", QItem->uiSpecialEventData2 );
InsertCommasForDollarFigure( zMoney );
}
switch( QItem->uiSpecialEventData )
switch( QItem->uiSpecialEventData )
{
case( 0 ):
swprintf( zText, SkiMessageBoxText[ SKI_SHORT_FUNDS_TEXT ], zMoney );
@@ -1184,6 +1189,22 @@ void HandleDialogue( )
EnableButton( guiSKI_TransactionButton );
}
break;
case8:
//if the player is trading items
swprintf( zText, SkiMessageBoxText[SKI_QUESTION_TO_DEDUCT_INTEL_FROM_PLAYERS_ACCOUNT_TO_COVER_DIFFERENCE], zMoney );
//ask them if we should deduct money out the players account to cover the difference
DoSkiMessageBox( MSG_BOX_BASIC_STYLE, zText, SHOPKEEPER_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmToDeductIntelFromPlayersAccountMessageBoxCallBack );
break;
case 9:
swprintf( zText, SkiMessageBoxText[SKI_QUESTION_TO_DEDUCT_INTEL_FROM_PLAYERS_ACCOUNT_TO_COVER_COST], zMoney );
//ask them if we should deduct money out the players account to cover the difference
DoSkiMessageBox( MSG_BOX_BASIC_STYLE, zText, SHOPKEEPER_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmToDeductIntelFromPlayersAccountMessageBoxCallBack );
break;
}
}
+43 -22
View File
@@ -1647,9 +1647,10 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
FLOAT bPtsAvailable = 0.0; // Flugente: sometimes, we want to display float values...
UINT16 usMaximumPts = 0;
CHAR16 sString[ 32 ];
UINT16 usTextWidth;
UINT16 usTextWidth = 0;
BOOLEAN fShowNumber = FALSE;
BOOLEAN fShowMaximum = FALSE;
BOOLEAN fShowCustomText = FALSE;
SOLDIERTYPE *pSoldier;
INT16 sFontX, sFontY;
INT16 sX1, sY1, sY2, sX2;
@@ -1670,9 +1671,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
UINT32 uiFaceTwo=0;
BOOLEAN drawOpponentCount = FALSE;
CHAR16 wShortText[ 8 ]; // added by Flugente to display sector names
// If we are using an extern buffer...
if ( fUseExternBuffer )
{
@@ -2375,11 +2374,10 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
{
sIconIndex_Assignment = 15;
fDoIcon_Assignment = TRUE;
GetShortSectorString( SECTORX(pSoldier->usItemMoveSectorID), SECTORY(pSoldier->usItemMoveSectorID), wShortText );
fShowNumber = TRUE;
fShowMaximum = TRUE;
fShowCustomText = TRUE;
GetShortSectorString( SECTORX(pSoldier->usItemMoveSectorID), SECTORY(pSoldier->usItemMoveSectorID), sString );
}
break;
@@ -2467,6 +2465,27 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
usMaximumPts = (INT16)(pSectorInfo->dFortification_MaxPossible);
}
}
break;
case CONCEALED:
case GATHERINTEL:
sIconIndex_Assignment = 34;
fDoIcon_Assignment = TRUE;
fShowCustomText = TRUE;
if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] )
{
swprintf( sString, L"Hide %dh", pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] );
}
else
{
bPtsAvailable = MercPtrs[pFace->ubSoldierID]->GetIntelGain();
usMaximumPts = (UINT16)( MercPtrs[pFace->ubSoldierID]->GetUncoverRisk() );
swprintf( sString, L"%4.2f/%d%%%%", bPtsAvailable, usMaximumPts );
usTextWidth = StringPixLength( sString, FONT10ARIAL ) - 10;
}
break;
}
@@ -2494,30 +2513,32 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
BltVideoObjectFromIndex( uiRenderBuffer, guiASSIGNMENTICONS, sIconIndex_Assignment, sIconX, sIconY, VO_BLT_SRCTRANSPARENCY, NULL );
// ATE: Show numbers only in mapscreen
if( fShowNumber )
if ( fShowNumber || fShowCustomText )
{
if ( fShowNumber )
{
if ( fShowMaximum )
{
swprintf( sString, L"%d/%d", sPtsAvailable, usMaximumPts );
}
else
{
swprintf( sString, L"%d", sPtsAvailable );
}
}
SetFontDestBuffer( uiRenderBuffer, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
if ( fShowMaximum )
{
if ( pSoldier->bAssignment == MOVE_EQUIPMENT )
swprintf( sString, L"%s", wShortText );
else
swprintf( sString, L"%d/%d", sPtsAvailable, usMaximumPts );
}
else
{
swprintf( sString, L"%d", sPtsAvailable );
}
if ( !usTextWidth )
usTextWidth = StringPixLength( sString, FONT10ARIAL );
usTextWidth = StringPixLength( sString, FONT10ARIAL );
usTextWidth += 1;
SetFont( FONT10ARIAL );
SetFontForeground( FONT_YELLOW );
SetFontBackground( FONT_BLACK );
mprintf( sFaceX + pFace->usFaceWidth - usTextWidth, ( INT16 )( sFaceY + 3 ), sString );
mprintf( sFaceX + pFace->usFaceWidth - usTextWidth, (INT16)( sFaceY + 3 ), sString );
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
}
+88 -2
View File
@@ -1421,6 +1421,30 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
}
}
// Flugente: camera
if ( HasItemFlag( usHandItem, CAMERA ) )
{
sAPCost = APBPConstants[AP_CAMERA];
if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, gsInterfaceLevel, 0, TRUE, CALC_FROM_WANTED_DIR, TRUE ) )
{
TakePhoto( pSoldier, usMapPos, gsInterfaceLevel );
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
}
else
{
return( ITEM_HANDLE_NOAPS );
}
}
// Flugente: apply misc items to other soldiers
if ( ItemCanBeAppliedToOthers( usHandItem ) )
{
@@ -9238,6 +9262,9 @@ void ReadEquipmentTable( SOLDIERTYPE* pSoldier, std::string name )
// the temperature of the water in this sector (temperature reflects the quality)
FLOAT wateraddtemperature = OVERHEATING_MAX_TEMPERATURE;
// if we try to add an attachment that cannot be added by this function (we don't perform skill checks here), warn the player of the offending item
UINT16 attachmenttowarnabout = NOTHING;
// 1. loop over the gear we should pick up and remove mismatching items if we can find a fitting one in the sector
for (std::vector<GEAR_NODE>::iterator it = vec.begin(); it != vec.end(); ++it)
@@ -9381,7 +9408,7 @@ void ReadEquipmentTable( SOLDIERTYPE* pSoldier, std::string name )
UINT8 index = 0;
if ( GetBetterObject_InventoryPool( item_attachment, 0, poolslot, index ) )
{
(pInventoryPoolList[poolslot].object).RemoveObjectAtIndex( index, &gItemPointer );
( pInventoryPoolList[poolslot].object ).RemoveObjectAtIndex( index, &gItemPointer );
BOOLEAN isAttachedNow = pObj->AttachObject( pSoldier, &gItemPointer, FALSE, i ); //do the actual attaching
@@ -9396,6 +9423,10 @@ void ReadEquipmentTable( SOLDIERTYPE* pSoldier, std::string name )
}
}
}
else
{
attachmenttowarnabout = item_attachment;
}
}
}
}
@@ -9657,7 +9688,11 @@ void ReadEquipmentTable( SOLDIERTYPE* pSoldier, std::string name )
DeleteObj( &gItemPointer );
}
}
}
}
else
{
attachmenttowarnabout = item_attachment;
}
}
}
}
@@ -9809,6 +9844,12 @@ void ReadEquipmentTable( SOLDIERTYPE* pSoldier, std::string name )
else if ( attachmentsound )
PlayJA2Sample( ATTACH_TO_GUN, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
// warn us if we tried to attach something we can't attach
if ( attachmenttowarnabout != NOTHING )
{
ScreenMsg( color, MSG_INTERFACE, szGearTemplateText[5], Item[attachmenttowarnabout].szItemName, attachmenttowarnabout );
}
// 6. redraw inventory
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
@@ -9820,3 +9861,48 @@ void ReadEquipmentTable( SOLDIERTYPE* pSoldier, std::string name )
MarkAButtonDirty( giItemDescAmmoButton ); // Required for tactical screen
}
}
// Flugente: intel
void TakePhoto(SOLDIERTYPE* pSoldier, INT32 sGridNo, INT8 bLevel )
{
if ( !pSoldier || TileIsOutOfBounds( sGridNo ) )
return;
// if we take a photo, take note of all rooms & NPC we see. We then send that to LUA, where we store anything worthwhile
// later on, we can then sell worthwhile information 'gathered' this way for intel
// to make this simple, check only tiles in a radius around the gridno we targetted
INT16 sBaseX, sBaseY;
ConvertGridNoToXY( sGridNo, &sBaseX, &sBaseY );
int radius = 3;
for ( int x = -radius; x < radius; ++x )
{
int diff = sqrt( radius*radius - x*x );
for ( int y = -diff; y < diff; ++y )
{
INT32 newgridno = MAPROWCOLTOPOS( (sBaseY + y), ( sBaseX + x ));
// can we see this gridno?
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, newgridno, bLevel, 0, TRUE, CALC_FROM_WANTED_DIR, TRUE ) )
{
// check if this is a room
UINT16 room = NO_ROOM;
if ( !bLevel )
InARoom( newgridno, &room );
// check if there is someone here
UINT16 ubid = WhoIsThere2( newgridno, bLevel );
LuaAddPhotoData( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, newgridno, bLevel, pSoldier->ubProfile, room, ( ubid == NOBODY ) ? NO_PROFILE : MercPtrs[ubid]->ubProfile );
}
}
}
DeductPoints( pSoldier, APBPConstants[AP_CAMERA], 0, 0 );
// Play sound
PlayJA2SampleFromFile( "Sounds\\camera1.wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
}
+4
View File
@@ -305,4 +305,8 @@ extern ITEM_POOL *gpItemPool;//dnl ch26 210909
void DoInteractiveAction( INT32 sGridNo, SOLDIERTYPE *pSoldier );
void DoInteractiveActionDefaultResult( INT32 sGridNo, UINT8 ubID, BOOLEAN aSuccess );
BOOLEAN SpendMoney( SOLDIERTYPE *pSoldier, UINT32 aAmount ); // character spends money - either from inventory or the account
// Flugente: intel
void TakePhoto( SOLDIERTYPE* pSoldier, INT32 sGridNo, INT8 bLevel );
#endif
+8
View File
@@ -4660,6 +4660,14 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
return( FALSE );
}
if ( ubItemCursor == CAMERACURS )
{
if ( HasItemFlag( ( &( pSoldier->inv[HANDPOS] ) )->usItem, CAMERA ) && SoldierTo3DLocationLineOfSightTest( pSoldier, usMapPos, gsInterfaceLevel, 0, TRUE, CALC_FROM_WANTED_DIR, TRUE ) )
return TRUE;
return FALSE;
}
if ( ubItemCursor == APPLYITEMCURS )
{
if ( ItemCanBeAppliedToOthers( (&(pSoldier->inv[HANDPOS]))->usItem ) )
+3
View File
@@ -233,6 +233,9 @@ UICursor gUICursors[ NUM_UI_CURSORS ] =
MINIGAME_GREY_UICURSOR, UICURSOR_FREEFLOWING, CURSOR_MINIGAME, 0,
MINIGAME_RED_UICURSOR, UICURSOR_FREEFLOWING, CURSOR_MINIGAME_RED, 0,
CAMERA_GREY_UICURSOR, UICURSOR_FREEFLOWING, CURSOR_CAMERA, 0,
CAMERA_RED_UICURSOR, UICURSOR_FREEFLOWING, CURSOR_CAMERA_RED, 0,
};
+3
View File
@@ -210,6 +210,9 @@ typedef enum
MINIGAME_GREY_UICURSOR,
MINIGAME_RED_UICURSOR,
CAMERA_GREY_UICURSOR,
CAMERA_RED_UICURSOR,
NUM_UI_CURSORS
} UICursorDefines;
+17
View File
@@ -2720,6 +2720,15 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
MSYS_EnableRegion( &gUDBFasthelpRegions[iFirstDataRegion + cnt] );
++cnt;
}
//////////////////// CAMERA
if ( HasItemFlag( gpItemDescObject->usItem, CAMERA ) )
{
swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[41], szUDBGenSecondaryStatsExplanationsTooltipText[41] );
SetRegionFastHelpText( &( gUDBFasthelpRegions[iFirstDataRegion + cnt] ), pStr );
MSYS_EnableRegion( &gUDBFasthelpRegions[iFirstDataRegion + cnt] );
++cnt;
}
}
//////////////////////////////////////////////////////
@@ -6256,6 +6265,14 @@ void DrawSecondaryStats( OBJECTTYPE * gpItemDescObject )
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 38, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
++cnt;
}
//////////////////// CAMERA
if ( ( HasItemFlag( gpItemDescObject->usItem, CAMERA ) && !fComparisonMode ) ||
( fComparisonMode && HasItemFlag( gpComparedItemDescObject->usItem, CAMERA ) ) )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 39, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
cnt++;
}
}
void DrawPropertyValueInColour( INT16 iValue, UINT8 ubNumLine, UINT8 ubNumRegion, BOOLEAN fComparisonMode, BOOLEAN fModifier, BOOLEAN fHigherBetter, UINT16 uiOverwriteColour = 0, BOOLEAN fPercentSign = FALSE )
+1 -1
View File
@@ -737,7 +737,7 @@ extern OBJECTTYPE gTempObject;
//#define EMPTY_SANDBAG 0x00000001 //1
#define MANPAD 0x00000002 //2 // this item is a MAn-Portable Air-Defense System
#define BEARTRAP 0x00000004 //4 // a mechanical trap that does no explosion, but causes leg damage to whoever activates it
//#define CONCERTINA 0x00000008 //8
#define CAMERA 0x00000008 //8
#define WATER_DRUM 0x00000010 //16 // water drums allow to refill canteens in the sector they are in
#define MEAT_BLOODCAT 0x00000020 //32 // retrieve this by gutting a bloodcat
+1
View File
@@ -373,6 +373,7 @@ enum
FACTORY_GROUP,
ADMINISTRATIVE_STAFF_GROUP,
LOYAL_CIV_GROUP, // civil population deeply loyal to the queen
BLACKMARKET_GROUP, // black market dealer and bodyguards
UNNAMED_CIV_GROUP_34,
UNNAMED_CIV_GROUP_35,
UNNAMED_CIV_GROUP_36,
+58 -41
View File
@@ -6774,51 +6774,53 @@ BOOLEAN GetPlayerControlledPrisonList( std::vector<UINT8>& arSectorIDVector )
return ( !arSectorIDVector.empty() );
}
extern INT32 giReinforcementPool;
extern void DoInterrogation( INT16 sMapX, INT16 sMapY, FLOAT aChanceModifier, INT16 aPrisoners[] );
// we cannot simply move all prisoners of a sector. It might be a prison we are already using, so we would move all inmates, not just the new ones
INT16 gsNumPrisoner[PRISONER_MAX] = {0};
void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
{
UINT8 usSectorID = (UINT8)(DropDownTemplate<DROPDOWNNR_MSGBOX_1>::getInstance( ).GetSelectedEntryKey( ));
// if sector is still not set, then we did not select one - release prisoners
if ( usSectorID == 0 )
if ( DropDownTemplate<DROPDOWNNR_MSGBOX_1>::getInstance().GetSelectedEntryKey() < 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_RELEASED] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[PRISONER_FIELDINTERROGATION_STR] );
DoInterrogation( gWorldSectorX, gWorldSectorY, 0.5f, gsNumPrisoner );
}
BOOLEAN success = FALSE;
INT16 prisonerstobemoved = 0;
for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i )
prisonerstobemoved += gsNumPrisoner[i];
if ( usSectorID > 0 )
else
{
SECTORINFO *pPrisonSectorInfo = &(SectorInfo[usSectorID]);
UINT8 usSectorID = (UINT8)( DropDownTemplate<DROPDOWNNR_MSGBOX_1>::getInstance().GetSelectedEntryKey() );
if ( pPrisonSectorInfo )
// if sector is still not set, then we did not select one - release prisoners
if ( usSectorID == 0 )
{
success = TRUE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_RELEASED] );
}
ChangeNumberOfPrisoners( pPrisonSectorInfo, gsNumPrisoner );
BOOLEAN success = FALSE;
INT16 prisonerstobemoved = 0;
for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i )
prisonerstobemoved += gsNumPrisoner[i];
CHAR16 wString[128];
GetSectorIDString( SECTORX( usSectorID ), SECTORY( usSectorID ), 0, wString, TRUE );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_SENTTOSECTOR], prisonerstobemoved, wString );
if ( usSectorID > 0 )
{
SECTORINFO *pPrisonSectorInfo = &( SectorInfo[usSectorID] );
if ( pPrisonSectorInfo )
{
success = TRUE;
ChangeNumberOfPrisoners( pPrisonSectorInfo, gsNumPrisoner );
CHAR16 wString[128];
GetSectorIDString( SECTORX( usSectorID ), SECTORY( usSectorID ), 0, wString, TRUE );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_SENTTOSECTOR], prisonerstobemoved, wString );
}
}
}
for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i )
gsNumPrisoner[i] = 0;
if ( !success )
{
// send some prisoners back to queen's pool
// there is a chance that escaped prisoners may return to the queen...
giReinforcementPool += (prisonerstobemoved * gGameExternalOptions.ubPrisonerReturntoQueenChance) / 100;
}
}
@@ -6960,7 +6962,7 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
gsNumPrisoner[i] = sNumPrisoner[i];
std::vector<std::pair<INT16, STR16> > dropdownvector_1;
std::vector<UINT8>::iterator itend = prisonsectorvector.end( );
for ( std::vector<UINT8>::iterator it = prisonsectorvector.begin( ); it != itend; ++it )
{
@@ -6970,6 +6972,9 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
dropdownvector_1.push_back( std::make_pair( (INT16)(usSectorID), gPrisonSectorNamesStr[usSectorID] ) );
}
// field interogation is always possible
dropdownvector_1.push_back( std::make_pair( -1, TacticalStr[PRISONER_FIELDINTERROGATION_SHORT_STR] ) );
DropDownTemplate<DROPDOWNNR_MSGBOX_1>::getInstance( ).SetEntries( dropdownvector_1 );
@@ -6978,22 +6983,12 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, sString, GAME_SCREEN, (MSG_BOX_FLAG_OK | MSG_BOX_FLAG_DROPDOWN_1), PrisonerMessageBoxCallBack, NULL );
}
// if we control no prison, we have to let them go...
// if we control no prison, do a field interrogation
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[PRISONER_NO_PRISONS_STR] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[PRISONER_FIELDINTERROGATION_STR] );
// some prisoners volunteer to work for us
UINT16 volunteers = Random( ubNumPrisoners / 3 );
if ( volunteers )
{
AddVolunteers( volunteers );
// we add the volunteers anyway, but only show the message if this feature is on
if ( gGameExternalOptions.fMilitiaVolunteerPool )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_TURN_VOLUNTEER], volunteers );
}
DoInterrogation( sMapX, sMapY, 0.5f, sNumPrisoner );
}
}
}
@@ -10089,6 +10084,28 @@ BOOLEAN HostileZombiesPresent( )
return( FALSE );
}
BOOLEAN HostileCreaturesPresent()
{
SOLDIERTYPE* pSoldier;
if ( gTacticalStatus.Team[CREATURE_TEAM].bTeamActive == FALSE )
{
return( FALSE );
}
for ( INT32 iLoop = gTacticalStatus.Team[CREATURE_TEAM].bFirstID; iLoop <= gTacticalStatus.Team[CREATURE_TEAM].bLastID; ++iLoop )
{
pSoldier = MercPtrs[iLoop];
if ( pSoldier && pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 )
{
return( TRUE );
}
}
return( FALSE );
}
void HandleCreatureTenseQuote( )
{
// WDS - make number of mercenaries, etc. be configurable
+1
View File
@@ -319,6 +319,7 @@ BOOLEAN HostileCiviliansWithGunsPresent( );
BOOLEAN HostileCiviliansPresent( );
BOOLEAN HostileBloodcatsPresent( );
BOOLEAN HostileZombiesPresent( );
BOOLEAN HostileCreaturesPresent();
UINT8 NumPCsInSector( );
void SetSoldierNonNeutral( SOLDIERTYPE * pSoldier );
+126 -29
View File
@@ -54,6 +54,7 @@
#include "InterfaceItemImages.h"
#include "Encyclopedia_new.h"
#include "Animation Control.h" // added by Flugente
#include "Town Militia.h" // added by Flugente
#endif
#ifdef JA2UB
@@ -555,7 +556,6 @@ BOOLEAN RemoveRepairItemFromDealersOfferArea( INT16 bSlot );
INT8 GetInvSlotOfUnfullMoneyInMercInventory( SOLDIERTYPE *pSoldier );
void ClearPlayersOfferSlot( INT32 ubSlotToClear );
void ClearArmsDealerOfferSlot( INT32 ubSlotToClear );
void ConfirmToDeductMoneyFromPlayersAccountMessageBoxCallBack( UINT8 bExitValue );
BOOLEAN DoSkiMessageBox( UINT8 ubStyle, STR16 zString, UINT32 uiExitScreen, UINT8 ubFlags, MSGBOX_CALLBACK ReturnCallback );
@@ -1551,8 +1551,14 @@ BOOLEAN RenderShopKeeperInterface()
swprintf( zMoney, L"%d", gArmsDealerStatus[gbSelectedArmsDealerID].uiArmsDealersCash );
InsertCommasForDollarFigure( zMoney );
InsertDollarSignInToString( zMoney );
DrawTextToScreen( zMoney, SKI_BUDGET_X, SKI_BUDGET_OFFSET_TO_VALUE, SKI_BUDGET_WIDTH, FONT10ARIAL, SKI_ITEM_PRICE_COLOR, FONT_MCOLOR_BLACK, TRUE, CENTER_JUSTIFIED );
CHAR16 zTemp2[64];
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
swprintf( zTemp2, L"%s Intel", zMoney );
else
swprintf( zTemp2, L"$%s", zMoney );
DrawTextToScreen( zTemp2, SKI_BUDGET_X, SKI_BUDGET_OFFSET_TO_VALUE, SKI_BUDGET_WIDTH, FONT10ARIAL, SKI_ITEM_PRICE_COLOR, FONT_MCOLOR_BLACK, TRUE, CENTER_JUSTIFIED );
//if the dealer repairs
if( armsDealerInfo[ gbSelectedArmsDealerID ].ubTypeOfArmsDealer == ARMS_DEALER_REPAIRS )
@@ -1570,11 +1576,20 @@ BOOLEAN RenderShopKeeperInterface()
DisplayWrappedString( SKI_PLAYERS_CURRENT_BALANCE_X, SKI_PLAYERS_CURRENT_BALANCE_Y, SKI_PLAYERS_CURRENT_BALANCE_WIDTH, 2, SKI_LABEL_FONT, SKI_TITLE_COLOR, SkiMessageBoxText[ SKI_PLAYERS_CURRENT_BALANCE ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
//Display the players current balance value
swprintf( zMoney, L"%d", LaptopSaveInfo.iCurrentBalance );
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
{
swprintf( zMoney, L"%d", (int)(GetIntel()) );
InsertCommasForDollarFigure( zMoney );
swprintf( zTemp2, L"%s Intel", zMoney );
}
else
{
swprintf( zMoney, L"%d", LaptopSaveInfo.iCurrentBalance );
InsertCommasForDollarFigure( zMoney );
swprintf( zTemp2, L"$%s", zMoney );
}
InsertCommasForDollarFigure( zMoney );
InsertDollarSignInToString( zMoney );
DrawTextToScreen( zMoney, SKI_PLAYERS_CURRENT_BALANCE_X, SKI_PLAYERS_CURRENT_BALANCE_OFFSET_TO_VALUE, SKI_PLAYERS_CURRENT_BALANCE_WIDTH, FONT10ARIAL, SKI_ITEM_PRICE_COLOR, FONT_MCOLOR_BLACK, TRUE, CENTER_JUSTIFIED );
DrawTextToScreen( zTemp2, SKI_PLAYERS_CURRENT_BALANCE_X, SKI_PLAYERS_CURRENT_BALANCE_OFFSET_TO_VALUE, SKI_PLAYERS_CURRENT_BALANCE_WIDTH, FONT10ARIAL, SKI_ITEM_PRICE_COLOR, FONT_MCOLOR_BLACK, TRUE, CENTER_JUSTIFIED );
//Display the total value text
DisplayWrappedString( SKI_TOTAL_VALUE_X, SKI_TOTAL_VALUE_Y, SKI_TOTAL_VALUE_WIDTH, 2, SKI_LABEL_FONT, SKI_TITLE_COLOR, SKI_Text[SKI_TEXT_TOTAL_VALUE], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
@@ -1734,10 +1749,11 @@ void DisplayAllDealersCash()
{
UINT16 usPosY=0;
CHAR16 zTemp[512];
CHAR16 zTemp2[64];
UINT8 ubForeColor;
//loop through all the shopkeeper's and display their money
for ( INT8 bArmsDealer = 0; bArmsDealer<NUM_ARMS_DEALERS; bArmsDealer++ )
for ( INT8 bArmsDealer = 0; bArmsDealer<NUM_ARMS_DEALERS; ++bArmsDealer )
{
//Display the shopkeeper's name
DrawTextToScreen( gMercProfiles[ armsDealerInfo[ bArmsDealer ].ubShopKeeperID ].zNickname, SCREEN_X_OFFSET + 540, SCREEN_Y_OFFSET + usPosY, 0, FONT10ARIAL, SKI_TITLE_COLOR, FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED );
@@ -1746,9 +1762,14 @@ void DisplayAllDealersCash()
swprintf( zTemp, L"%d", gArmsDealerStatus[ bArmsDealer ].uiArmsDealersCash );
InsertCommasForDollarFigure( zTemp );
InsertDollarSignInToString( zTemp );
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
swprintf( zTemp2, L"%s Intel", zTemp );
else
swprintf( zTemp2, L"$%s", zTemp );
ubForeColor = ( UINT8 ) ( ( bArmsDealer == gbSelectedArmsDealerID ) ? SKI_BUTTON_COLOR : SKI_TITLE_COLOR );
DrawTextToScreen( zTemp, SCREEN_X_OFFSET + 590, SCREEN_Y_OFFSET + usPosY, 0, FONT10ARIAL, ubForeColor, FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED );
DrawTextToScreen( zTemp2, SCREEN_X_OFFSET + 590, SCREEN_Y_OFFSET + usPosY, 0, FONT10ARIAL, ubForeColor, FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED );
usPosY += 17;
}
}
@@ -2376,7 +2397,7 @@ void SelectPlayersOfferSlotsRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason
SetSkiCursor( EXTERN_CURSOR );
//if the item we are adding is money
if( Item[ PlayersOfferArea[ ubSelectedInvSlot ].sItemIndex ].usItemClass == IC_MONEY )
if( Item[ PlayersOfferArea[ ubSelectedInvSlot ].sItemIndex ].usItemClass == IC_MONEY && !( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL ) )
{
//Since money is always evaluated
PlayersOfferArea[ ubSelectedInvSlot ].uiFlags |= ARMS_INV_PLAYERS_ITEM_HAS_VALUE;
@@ -2491,6 +2512,8 @@ void InitializeShopKeeper( BOOLEAN fResetPage )
gpTempDealersInventory.clear();
HandlePossibleArmsDealerIntelRefresh(FALSE);
//Get the number of distinct items in the inventory
//Create the shopkeeper's temp inventory
DetermineArmsDealersSellingInventory( );
@@ -2794,8 +2817,14 @@ UINT32 DisplayInvSlot( UINT16 ubSlotNum, UINT16 usItemIndex, UINT16 usPosX, UINT
{
swprintf( zTemp, L"%d", uiItemCost );
InsertCommasForDollarFigure( zTemp );
InsertDollarSignInToString( zTemp );
DrawTextToScreen( zTemp, (UINT16)(usPosX+SKI_INV_PRICE_OFFSET_X), (UINT16)(usPosY+SKI_INV_PRICE_OFFSET_Y), SKI_INV_SLOT_WIDTH, SKI_ITEM_DESC_FONT, SKI_ITEM_PRICE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
CHAR16 zTemp2[64];
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
swprintf( zTemp2, L"%s Intel", zTemp );
else
swprintf( zTemp2, L"$%s", zTemp );
DrawTextToScreen( zTemp2, (UINT16)(usPosX+SKI_INV_PRICE_OFFSET_X), (UINT16)(usPosY+SKI_INV_PRICE_OFFSET_Y), SKI_INV_SLOT_WIDTH, SKI_ITEM_DESC_FONT, SKI_ITEM_PRICE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
}
//if the there is more then 1 or if the item is stackable and some of it has been bought and only 1 remains
@@ -3453,8 +3482,14 @@ void DisplayArmsDealerOfferArea()
//Display the total cost text
swprintf( zTemp, L"%d", uiTotalCost );
InsertCommasForDollarFigure( zTemp );
InsertDollarSignInToString( zTemp );
DrawTextToScreen( zTemp, SKI_ARMS_DEALER_TOTAL_COST_X, (UINT16)(SKI_ARMS_DEALER_TOTAL_COST_Y+5), SKI_INV_SLOT_WIDTH, SKI_LABEL_FONT, SKI_ITEM_PRICE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
CHAR16 zTemp2[64];
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
swprintf( zTemp2, L"%s Intel", zTemp );
else
swprintf( zTemp2, L"$%s", zTemp );
DrawTextToScreen( zTemp2, SKI_ARMS_DEALER_TOTAL_COST_X, (UINT16)(SKI_ARMS_DEALER_TOTAL_COST_Y+5), SKI_INV_SLOT_WIDTH, SKI_LABEL_FONT, SKI_ITEM_PRICE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
}
}
@@ -3586,7 +3621,7 @@ INT8 AddItemToPlayersOfferArea( UINT8 ubProfileID, INVENTORY_IN_SLOT* pInvSlot,
SetSkiFaceRegionHelpText( &PlayersOfferArea[bCnt], &gPlayersOfferSlotsSmallFaceMouseRegions[ bCnt ], PLAYERS_OFFER_AREA );
//if the item we are adding is money
if( Item[ PlayersOfferArea[ bCnt ].sItemIndex ].usItemClass == IC_MONEY )
if( Item[ PlayersOfferArea[ bCnt ].sItemIndex ].usItemClass == IC_MONEY && !( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL ) )
{
//Since money is always evaluated
PlayersOfferArea[ bCnt ].uiFlags |= ARMS_INV_PLAYERS_ITEM_HAS_VALUE;
@@ -3716,8 +3751,14 @@ void DisplayPlayersOfferArea()
//Display the total cost text
swprintf( zTemp, L"%d", uiTotalCost );
InsertCommasForDollarFigure( zTemp );
InsertDollarSignInToString( zTemp );
DrawTextToScreen( zTemp, SKI_TOTAL_VALUE_X, SKI_TOTAL_VALUE_OFFSET_TO_VALUE, SKI_INV_SLOT_WIDTH, SKI_LABEL_FONT, SKI_ITEM_PRICE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
CHAR16 zTemp2[64];
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
swprintf( zTemp2, L"%s Intel", zTemp );
else
swprintf( zTemp2, L"$%s", zTemp );
DrawTextToScreen( zTemp2, SKI_TOTAL_VALUE_X, SKI_TOTAL_VALUE_OFFSET_TO_VALUE, SKI_INV_SLOT_WIDTH, SKI_LABEL_FONT, SKI_ITEM_PRICE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
}
}
@@ -3779,6 +3820,10 @@ UINT32 CalculateTotalArmsDealerCost()
UINT32 CalculateTotalPlayersValue()
{
// we can't substitute money for intel
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
return 0;
UINT32 uiTotal = 0;
for ( int ubCnt = 0; ubCnt < gPlayersOfferActiveRegions; ++ubCnt )
@@ -3850,13 +3895,17 @@ void PerformTransaction( UINT32 uiMoneyFromPlayersAccount )
//if the player doesn't have enough money to pay for what he's buying
if( uiArmsDealersItemsCost > uiPlayersTotalMoneyValue )
{
INT32 balance = LaptopSaveInfo.iCurrentBalance;
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
balance = GetIntel();
//if the player doesn't have enough money in his account to pay the rest
if( uiArmsDealersItemsCost > uiPlayersTotalMoneyValue + LaptopSaveInfo.iCurrentBalance )
if( uiArmsDealersItemsCost > uiPlayersTotalMoneyValue + balance )
{
// tell player he can't possibly afford this
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_SHOPKEEPER, 6,0, 0, giShopKeeperFaceIndex, DIALOGUE_SHOPKEEPER_UI );
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_SKIP_A_FRAME, 0,0, 0, giShopKeeperFaceIndex, DIALOGUE_SHOPKEEPER_UI );
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_SHOPKEEPER, 0, ( uiArmsDealersItemsCost - ( LaptopSaveInfo.iCurrentBalance + uiPlayersTotalMoneyValue ) ), 0, giShopKeeperFaceIndex, DIALOGUE_SHOPKEEPER_UI );
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_SHOPKEEPER, 0, ( uiArmsDealersItemsCost - ( balance + uiPlayersTotalMoneyValue ) ), 0, giShopKeeperFaceIndex, DIALOGUE_SHOPKEEPER_UI );
}
else
{
@@ -3865,10 +3914,20 @@ void PerformTransaction( UINT32 uiMoneyFromPlayersAccount )
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_SKIP_A_FRAME, 0,0, 0, giShopKeeperFaceIndex, DIALOGUE_SHOPKEEPER_UI );
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_SHOPKEEPER, 6,0, 0, giShopKeeperFaceIndex, DIALOGUE_SHOPKEEPER_UI );
if( uiPlayersTotalMoneyValue )
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_SHOPKEEPER, 1, ( uiArmsDealersItemsCost - uiPlayersTotalMoneyValue ), 0, giShopKeeperFaceIndex, DIALOGUE_SHOPKEEPER_UI );
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
{
if ( uiPlayersTotalMoneyValue )
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_SHOPKEEPER, 8, ( uiArmsDealersItemsCost - uiPlayersTotalMoneyValue ), 0, giShopKeeperFaceIndex, DIALOGUE_SHOPKEEPER_UI );
else
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_SHOPKEEPER, 9, ( uiArmsDealersItemsCost - uiPlayersTotalMoneyValue ), 0, giShopKeeperFaceIndex, DIALOGUE_SHOPKEEPER_UI );
}
else
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_SHOPKEEPER, 2, ( uiArmsDealersItemsCost - uiPlayersTotalMoneyValue ), 0, giShopKeeperFaceIndex, DIALOGUE_SHOPKEEPER_UI );
{
if ( uiPlayersTotalMoneyValue )
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_SHOPKEEPER, 1, ( uiArmsDealersItemsCost - uiPlayersTotalMoneyValue ), 0, giShopKeeperFaceIndex, DIALOGUE_SHOPKEEPER_UI );
else
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_SHOPKEEPER, 2, ( uiArmsDealersItemsCost - uiPlayersTotalMoneyValue ), 0, giShopKeeperFaceIndex, DIALOGUE_SHOPKEEPER_UI );
}
}
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_SHOPKEEPER, 7,0, 0, giShopKeeperFaceIndex, DIALOGUE_SHOPKEEPER_UI );
@@ -4649,7 +4708,7 @@ INT16 AddInventoryToSkiLocation( INVENTORY_IN_SLOT *pInv, UINT16 ubSpotLocation,
IfMercOwnedCopyItemToMercInv( pInv );
//if the item is money
if( Item[ PlayersOfferArea[ ubSpotLocation ].sItemIndex ].usItemClass == IC_MONEY )
if( Item[ PlayersOfferArea[ ubSpotLocation ].sItemIndex ].usItemClass == IC_MONEY && !(armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL) )
{
//Since money is always evaluated
PlayersOfferArea[ ubSpotLocation ].uiFlags |= ARMS_INV_PLAYERS_ITEM_HAS_VALUE;
@@ -5304,7 +5363,9 @@ void EnableDisableEvaluateAndTransactionButtons()
fItemEvaluated = TRUE;
//else if it is not a repair dealer, and the item is money
else if( armsDealerInfo[ gbSelectedArmsDealerID ].ubTypeOfArmsDealer != ARMS_DEALER_REPAIRS && Item[ PlayersOfferArea[ ubCnt ].sItemIndex ].usItemClass == IC_MONEY )
else if( armsDealerInfo[ gbSelectedArmsDealerID ].ubTypeOfArmsDealer != ARMS_DEALER_REPAIRS &&
Item[ PlayersOfferArea[ ubCnt ].sItemIndex ].usItemClass == IC_MONEY &&
!( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL ) )
fItemEvaluated = TRUE;
}
}
@@ -5354,8 +5415,12 @@ void EnableDisableEvaluateAndTransactionButtons()
{
DisableButton( guiSKI_TransactionButton );
}
if( uiArmsDealerTotalCost > uiPlayersOfferAreaTotalCost + LaptopSaveInfo.iCurrentBalance )
INT32 balance = LaptopSaveInfo.iCurrentBalance;
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
balance = GetIntel();
if( uiArmsDealerTotalCost > uiPlayersOfferAreaTotalCost + balance )
{
DisableButton( guiSKI_TransactionButton );
}
@@ -5415,6 +5480,10 @@ void AddItemToPlayersOfferAreaAfterShopKeeperOpen( OBJECTTYPE *pItemObject)
BOOLEAN IsMoneyTheOnlyItemInThePlayersOfferArea( )
{
// we can't substitute money for intel
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
return FALSE;
BOOLEAN fFoundMoney = FALSE;
for ( int ubCnt = 0; ubCnt < gPlayersOfferActiveRegions; ++ubCnt )
@@ -5438,6 +5507,10 @@ BOOLEAN IsMoneyTheOnlyItemInThePlayersOfferArea( )
UINT32 CalculateHowMuchMoneyIsInPlayersOfferArea( )
{
// we can't substitute money for intel
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
return 0;
UINT32 uiTotalMoneyValue=0;
for ( int ubCnt = 0; ubCnt < gPlayersOfferActiveRegions; ++ubCnt )
@@ -5868,6 +5941,27 @@ void ConfirmToDeductMoneyFromPlayersAccountMessageBoxCallBack( UINT8 bExitValue
gubSkiDirtyLevel = SKI_DIRTY_LEVEL2;
}
void ConfirmToDeductIntelFromPlayersAccountMessageBoxCallBack( UINT8 bExitValue )
{
// yes, deduct the money
if ( bExitValue == MSG_BOX_RETURN_YES )
{
UINT32 uiPlayersOfferAreaValue = CalculateTotalPlayersValue();
UINT32 uiArmsDealersItemsCost = CalculateTotalArmsDealerCost();
INT32 iMoneyToDeduct = (INT32)( uiArmsDealersItemsCost - uiPlayersOfferAreaValue );
//Perform the transaction with the extra money from the players account
PerformTransaction( iMoneyToDeduct );
AddIntel( -iMoneyToDeduct, TRUE );
}
// done, re-enable calls to PerformTransaction()
gfPerformTransactionInProgress = FALSE;
gubSkiDirtyLevel = SKI_DIRTY_LEVEL2;
}
// run through what the player has on the table and see if the shop keep will aceept it or not
BOOLEAN WillShopKeeperRejectItemFromPlayer( INT8 bDealerId, UINT16 usItem )
{
@@ -5875,13 +5969,16 @@ BOOLEAN WillShopKeeperRejectItemFromPlayer( INT8 bDealerId, UINT16 usItem )
if ( Item[usItem].usItemClass == IC_MONEY )
{
fRejected = FALSE;
// we can't substitute money for intel
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
fRejected = TRUE;
else
fRejected = FALSE;
}
else if ( CanDealerTransactItem( gbSelectedArmsDealerID, usItem, TRUE ) )
{
fRejected = FALSE;
}
else
{
fRejected = TRUE;
+1
View File
@@ -106,6 +106,7 @@ void DrawHatchOnInventory_MilitiaAccess( UINT32 uiSurface, UINT16 usPosX, UINT
BOOLEAN ShouldSoldierDisplayHatchOnItem( UINT8 ubProfileID, INT16 sSlotNum );
INT8 AddItemToPlayersOfferArea( UINT8 ubProfileID, INVENTORY_IN_SLOT* pInvSlot, INT16 bSlotIdInOtherLocation );
void ConfirmToDeductMoneyFromPlayersAccountMessageBoxCallBack( UINT8 bExitValue );
void ConfirmToDeductIntelFromPlayersAccountMessageBoxCallBack( UINT8 bExitValue );
void ConfirmDontHaveEnoughForTheDealerMessageBoxCallBack( UINT8 bExitValue );
void SkiHelpTextDoneCallBack( void );
+9 -3
View File
@@ -200,12 +200,18 @@ INT8 EffectiveExpLevel( SOLDIERTYPE * pSoldier, BOOLEAN fTactical )
if (pSoldier->ubProfile != NO_PROFILE)
{
// Flugente: drugs can temporarily cause a merc to be claustrophobic
if ( DoesMercHaveDisability( pSoldier, CLAUSTROPHOBIC ) && pSoldier->bActive && pSoldier->bInSector && gbWorldSectorZ > 0 )
if ( DoesMercHaveDisability( pSoldier, CLAUSTROPHOBIC ) && pSoldier->bActive && pSoldier->bInSector )
{
INT8 sectorz = pSoldier->bSectorZ;
if ( SPY_LOCATION( pSoldier->bAssignment ) )
sectorz -= 10;
// claustrophobic!
iEffExpLevel -= 2;
if ( sectorz > 0 )
iEffExpLevel -= 2;
}
else if ( DoesMercHaveDisability( pSoldier, FEAR_OF_INSECTS ) && MercIsInTropicalSector( pSoldier ) )
if ( DoesMercHaveDisability( pSoldier, FEAR_OF_INSECTS ) && MercIsInTropicalSector( pSoldier ) )
{
// SANDRO - fear of insects, and we are in tropical sector
iEffExpLevel -= 1;
+32 -2
View File
@@ -139,10 +139,11 @@ TraitSelection::Setup( UINT32 aVal )
CHAR16 pStr[300];
// create entries for the sub-menus for each trait
const UINT8 num = 2;
const UINT8 num = 3;
UINT8 traitarray[num];
traitarray[0] = RADIO_OPERATOR_NT;
traitarray[1] = VARIOUSSKILLS;
traitarray[1] = INTEL;
traitarray[2] = VARIOUSSKILLS;
for ( int i = 0; i < num; ++i)
{
swprintf( pStr, gzMercSkillTextNew[traitarray[i]] );
@@ -239,6 +240,26 @@ SkillSelection::Setup( UINT32 aVal )
}
break;
case INTEL:
{
for ( UINT32 uiCounter = SKILLS_INTEL_FIRST; uiCounter <= SKILLS_INTEL_LAST; ++uiCounter )
{
swprintf( pStr, pTraitSkillsMenuStrings[uiCounter] );
pOption = new POPUP_OPTION( &std::wstring( pStr ), new popupCallbackFunction<void, UINT32>( &Wrapper_Function_SkillSelection, uiCounter ) );
// if we cannot perform this skill, grey it out
if ( !( pSoldier->CanUseSkill( uiCounter, TRUE ) ) )
{
// Set this option off.
pOption->setAvail( new popupCallbackFunction<bool, void*>( &Popup_OptionOff, NULL ) );
}
GetPopup()->addOption( *pOption );
}
}
break;
case VARIOUSSKILLS:
{
for(UINT32 uiCounter = SKILLS_VARIOUS_FIRST; uiCounter <= SKILLS_VARIOUS_LAST; ++uiCounter)
@@ -293,6 +314,15 @@ SkillSelection::Setup( UINT32 aVal )
}
break;
case INTEL:
{
for ( UINT32 uiCounter = SKILLS_INTEL_FIRST; uiCounter <= SKILLS_INTEL_LAST; ++uiCounter )
{
SetRegionFastHelpText( &( GetPopup()->MenuRegion[cnt++] ), pSoldier->PrintSkillDesc( uiCounter ) );
}
}
break;
case VARIOUSSKILLS:
{
for(UINT32 uiCounter = SKILLS_VARIOUS_FIRST; uiCounter <= SKILLS_VARIOUS_LAST; ++uiCounter)
+9 -8
View File
@@ -1228,7 +1228,7 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO
}
else
{
if(is_client && (pSoldier->ubStrategicInsertionCode == INSERTION_CODE_GRIDNO))
if ( ( is_client && (pSoldier->ubStrategicInsertionCode == INSERTION_CODE_GRIDNO) ) || ( pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) )
{
sGridNo = pSoldier->sInsertionGridNo;
ubCalculatedDirection = pSoldier->ubDirection;
@@ -1625,14 +1625,15 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDir
{
if ( pSoldier->bTeam == gbPlayerNum )
{
RevealRoofsAndItems( pSoldier, TRUE, FALSE, pSoldier->pathing.bLevel, TRUE );
if ( !( pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) )
RevealRoofsAndItems( pSoldier, TRUE, FALSE, pSoldier->pathing.bLevel, TRUE );
// ATE: Patch fix: If we are in an non-interruptable animation, stop!
if ( pSoldier->usAnimState == HOPFENCE )
{
pSoldier->flags.fInNonintAnim = FALSE;
pSoldier->SoldierGotoStationaryStance( );
}
// ATE: Patch fix: If we are in an non-interruptable animation, stop!
if ( pSoldier->usAnimState == HOPFENCE )
{
pSoldier->flags.fInNonintAnim = FALSE;
pSoldier->SoldierGotoStationaryStance( );
}
pSoldier->EVENT_StopMerc( sGridNo, ubDirection );
}
+329 -92
View File
@@ -15725,15 +15725,11 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
// 0 - civilians are always ok
// 1 - civilians are suspicious at night
// 2 - civilians are always suspicious
// if underground, we still use the surface value
UINT8 sectordata = 0;
UINT8 ubSectorId = SECTOR( gWorldSectorX, gWorldSectorY );
if ( gbWorldSectorZ > 0 )
// underground we are always suspicious
sectordata = 2;
else if ( ubSectorId >= 0 && ubSectorId < 256 )
sectordata = SectorExternalData[ubSectorId][gbWorldSectorZ].usCurfewValue;
UINT8 ubSectorId = SECTOR( this->sSectorX, this->sSectorY );
UINT8 sectordata = SectorExternalData[ubSectorId][0].usCurfewValue;
if ( sectordata > 1 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN], this->GetName( ) );
@@ -15746,83 +15742,15 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
return FALSE;
}
// check wether we are around a fresh corpse - this will make us much more suspicious
INT32 cnt;
ROTTING_CORPSE * pCorpse;
for ( cnt = 0; cnt < giNumRottingCorpse; ++cnt )
{
pCorpse = &(gRottingCorpse[cnt]);
if ( pCorpse && pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 && PythSpacesAway( this->sGridNo, pCorpse->def.sGridNo ) <= 5 )
{
// check: is this corpse that of an ally of the observing soldier?
BOOLEAN fCorpseOFAlly = FALSE;
if ( pSoldier->bTeam == ENEMY_TEAM )
{
// check wether corpse was one of soldier's allies
for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
{
if ( COMPARE_PALETTEREP_ID( pCorpse->def.VestPal, gUniformColors[i].vest ) && COMPARE_PALETTEREP_ID( pCorpse->def.PantsPal, gUniformColors[i].pants ) )
{
fCorpseOFAlly = TRUE;
break;
}
}
}
else if ( pSoldier->bTeam == OUR_TEAM || pSoldier->bTeam == MILITIA_TEAM )
{
// check wether corpse was one of soldier's allies
for ( UINT8 i = UNIFORM_MILITIA_ROOKIE; i <= UNIFORM_MILITIA_ELITE; ++i )
{
if ( COMPARE_PALETTEREP_ID( pCorpse->def.VestPal, gUniformColors[i].vest ) && COMPARE_PALETTEREP_ID( pCorpse->def.PantsPal, gUniformColors[i].pants ) )
{
fCorpseOFAlly = TRUE;
break;
}
}
}
// a corpse was found near our position. If the soldier observing us can see it, he will be alarmed
if ( fCorpseOFAlly && SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->GetName( ) );
return FALSE;
}
}
}
}
if ( this->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
{
// if our equipment is too good, that is suspicious... not covert!
if ( this->EquipmentTooGood( (distance < discoverrange) ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SUSPICIOUS_EQUIPMENT], this->GetName( ) );
return FALSE;
}
// are we targeting a buddy of our observer?
if ( this->ubTargetID != NOBODY && MercPtrs[this->ubTargetID] && MercPtrs[this->ubTargetID]->bTeam == pSoldier->bTeam )
{
// if we are aiming at a soldier, others will notice our intent... not covert!
if ( WeaponReady( this ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TARGETTING_SOLDIER], this->GetName( ), MercPtrs[this->ubTargetID]->GetName( ) );
return FALSE;
}
}
// even as a soldier, we will be caught around fresh corpses
// assassins will not be uncovered around corpses, as the AI cannot willingly evade them... one could 'ward' against assassins by surrounding yourself with fresh corpses
if ( distance < gSkillTraitValues.sCOCloseDetectionRangeSoldierCorpse && !this->IsAssassin( ) )
// do this check only if we are in the currently loaded sector
if ( this->sSectorX == gWorldSectorX && this->sSectorY == gWorldSectorY && this->bSectorZ == gbWorldSectorZ )
{
// check wether we are around a fresh corpse - this will make us much more suspicious
// I deem this necessary, to avoid cheap exploits by nefarious players :-)
INT32 cnt;
ROTTING_CORPSE * pCorpse;
for ( cnt = 0; cnt < giNumRottingCorpse; ++cnt )
{
pCorpse = &(gRottingCorpse[cnt]);
pCorpse = &( gRottingCorpse[cnt] );
if ( pCorpse && pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 && PythSpacesAway( this->sGridNo, pCorpse->def.sGridNo ) <= 5 )
{
@@ -15856,7 +15784,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
// a corpse was found near our position. If the soldier observing us can see it, he will be alarmed
if ( fCorpseOFAlly && SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->GetName( ) );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->GetName() );
return FALSE;
}
}
@@ -15864,13 +15792,89 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
}
}
if ( this->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
{
// if our equipment is too good, that is suspicious... not covert!
if ( this->EquipmentTooGood( (distance < discoverrange) ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SUSPICIOUS_EQUIPMENT], this->GetName( ) );
return FALSE;
}
// do this check only if we are in the currently loaded sector
if ( this->sSectorX == gWorldSectorX && this->sSectorY == gWorldSectorY && this->bSectorZ == gbWorldSectorZ )
{
// are we targeting a buddy of our observer?
if ( this->ubTargetID != NOBODY && MercPtrs[this->ubTargetID] && MercPtrs[this->ubTargetID]->bTeam == pSoldier->bTeam )
{
// if we are aiming at a soldier, others will notice our intent... not covert!
if ( WeaponReady( this ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TARGETTING_SOLDIER], this->GetName(), MercPtrs[this->ubTargetID]->GetName() );
return FALSE;
}
}
// even as a soldier, we will be caught around fresh corpses
// assassins will not be uncovered around corpses, as the AI cannot willingly evade them... one could 'ward' against assassins by surrounding yourself with fresh corpses
if ( distance < gSkillTraitValues.sCOCloseDetectionRangeSoldierCorpse && !this->IsAssassin() )
{
// check wether we are around a fresh corpse - this will make us much more suspicious
// I deem this necessary, to avoid cheap exploits by nefarious players :-)
INT32 cnt;
ROTTING_CORPSE * pCorpse;
for ( cnt = 0; cnt < giNumRottingCorpse; ++cnt )
{
pCorpse = &( gRottingCorpse[cnt] );
if ( pCorpse && pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 && PythSpacesAway( this->sGridNo, pCorpse->def.sGridNo ) <= 5 )
{
// check: is this corpse that of an ally of the observing soldier?
BOOLEAN fCorpseOFAlly = FALSE;
if ( pSoldier->bTeam == ENEMY_TEAM )
{
// check wether corpse was one of soldier's allies
for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
{
if ( COMPARE_PALETTEREP_ID( pCorpse->def.VestPal, gUniformColors[i].vest ) && COMPARE_PALETTEREP_ID( pCorpse->def.PantsPal, gUniformColors[i].pants ) )
{
fCorpseOFAlly = TRUE;
break;
}
}
}
else if ( pSoldier->bTeam == OUR_TEAM || pSoldier->bTeam == MILITIA_TEAM )
{
// check wether corpse was one of soldier's allies
for ( UINT8 i = UNIFORM_MILITIA_ROOKIE; i <= UNIFORM_MILITIA_ELITE; ++i )
{
if ( COMPARE_PALETTEREP_ID( pCorpse->def.VestPal, gUniformColors[i].vest ) && COMPARE_PALETTEREP_ID( pCorpse->def.PantsPal, gUniformColors[i].pants ) )
{
fCorpseOFAlly = TRUE;
break;
}
}
}
// a corpse was found near our position. If the soldier observing us can see it, he will be alarmed
if ( fCorpseOFAlly && SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->GetName() );
return FALSE;
}
}
}
}
}
}
// uncover if merc is using flashlight and alert is raised
if ( pSoldier->bTeam == ENEMY_TEAM &&
pSoldier->aiData.bAlertStatus >= STATUS_RED &&
(NightTime( ) || gbWorldSectorZ > 0) &&
(NightTime( ) || this->bSectorZ > 0) &&
this->GetBestEquippedFlashLightRange( ) > 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s has flashlight!", this->GetName( ) );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s has a flashlight!", this->GetName( ) );
return FALSE;
}
@@ -16045,7 +16049,7 @@ void SOLDIERTYPE::ApplyCovert( BOOLEAN aWithMessage )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_CIVILIAN], this->GetName( ) );
}
}
// reevaluate sight - otherwise we could hide by changing clothes in plain sight!
OtherTeamsLookForMan( this );
}
@@ -17458,7 +17462,22 @@ void SOLDIERTYPE::SoldierPropertyUpkeep( )
{
// these effects last only one turn
this->usSoldierFlagMask &= ~(SOLDIER_AIRDROP_TURN | SOLDIER_ASSAULT_BONUS | SOLDIER_RAISED_REDALERT);
this->usSoldierFlagMask2 &= ~SOLDIER_CONCEALINSERTION;
// this looks bizarre, but is required
if ( this->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION_DISCOVERED )
{
this->usSoldierFlagMask2 &= ~SOLDIER_CONCEALINSERTION_DISCOVERED;
// we loose our disguise
this->LooseDisguise();
if ( gSkillTraitValues.fCOStripIfUncovered )
this->Strip();
HandleInitialRedAlert( ENEMY_TEAM, FALSE );
}
if ( HasBackgroundFlag( BACKGROUND_EXP_UNDERGROUND ) && this->bSectorZ )
++bExtraExpLevel;
@@ -17550,6 +17569,63 @@ BOOLEAN SOLDIERTYPE::CanUseSkill( INT8 iSkill, BOOLEAN fAPCheck, INT32 sGridNo )
canuse = TRUE;
break;
case SKILLS_INTEL_CONCEAL:
case SKILLS_INTEL_GATHERINTEL:
// in order to conceal, we need:
// - enemy team not aware of us (otherwise we could use this skill to instantly escape from combat)
// - an enemy presence (otherwise, why bother)
// - we must be alone (otherwise player could start combat again, at which point we'd need to appear from thin air)
// - no militia present (same reason)
// - no hostile civilians or creatures
// - valid disguise
{
canuse = TRUE;
// we might already be on assignment, so be careful here
INT8 sectorz = this->bSectorZ;
if ( SPY_LOCATION( this->bAssignment ) )
sectorz = max( 0, sectorz - 10 );
// if we are disguised as a civilian, but there is a curfew here, don't allow that
if ( ( this->usSoldierFlagMask & SOLDIER_COVERT_CIV ) )
{
// civilians are suspicious if they are found in certain sectors. Especially at night
// sector specific value:
// 0 - civilians are always ok
// 1 - civilians are suspicious at night
// 2 - civilians are always suspicious
// if underground, we still use the surface value
UINT8 ubSectorId = SECTOR( this->sSectorX, this->sSectorY );
UINT8 sectordata = SectorExternalData[ubSectorId][sectorz].usCurfewValue;
if ( sectordata > 1 )
canuse = FALSE;
// is it night?
else if ( sectordata == 1 && GetTimeOfDayAmbientLightLevel() < NORMAL_LIGHTLEVEL_DAY + 2 )
canuse = FALSE;
}
if ( canuse && NumEnemiesInAnySector( this->sSectorX, this->sSectorY, sectorz ) > 0 &&
NumPlayerTeamMembersInSector( this->sSectorX, this->sSectorY, this->bSectorZ ) == 1 &&
( sectorz || NumNonPlayerTeamMembersInSector( this->sSectorX, this->sSectorY, MILITIA_TEAM ) == 0 ) &&
SeemsLegit( this->ubID ) )
{
// additional checks if we are in the currently loaded sector
if ( this->sSectorX == gWorldSectorX && this->sSectorY == gWorldSectorY && this->bSectorZ == gbWorldSectorZ )
{
if ( gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition ||
( gTacticalStatus.uiFlags & INCOMBAT ) ||
HostileCiviliansPresent() ||
HostileCreaturesPresent() )
{
canuse = FALSE;
}
}
}
}
break;
case SKILLS_SPOTTER:
if ( (!fAPCheck || EnoughPoints( this, APBPConstants[AP_SPOTTER], 0, FALSE )) && CanSpot( ) )
canuse = TRUE;
@@ -17623,6 +17699,33 @@ BOOLEAN SOLDIERTYPE::UseSkill( UINT8 iSkill, INT32 usMapPos, UINT32 ID )
return SwitchOffRadio( );
break;
case SKILLS_INTEL_CONCEAL:
case SKILLS_INTEL_GATHERINTEL:
{
// ATE: Patch fix If in a vehicle, remove from vehicle...
TakeSoldierOutOfVehicle( this );
// we store our location and later retrieve it, as the gridno will be set to NOWHERE
this->sMTActionGridNo = this->sGridNo;
// remove from squad
RemoveCharacterFromSquads( this );
ChangeSoldiersAssignment( this, CONCEALED + iSkill - SKILLS_INTEL_CONCEAL );
// Remove soldier's graphic
this->RemoveSoldierFromGridNo();
UpdateMercsInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
CheckForEndOfBattle( FALSE );
CheckAndHandleUnloadingOfCurrentWorld();
return TRUE;
}
break;
case SKILLS_SPOTTER:
return BecomeSpotter( usMapPos );
break;
@@ -17704,6 +17807,26 @@ STR16 SOLDIERTYPE::PrintSkillDesc( INT8 iSkill )
break;
case SKILLS_INTEL_CONCEAL:
case SKILLS_INTEL_GATHERINTEL:
//swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_COVERTTRAIT] );
//wcscat( skilldescarray, atStr );
swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_ENEMYSECTOR] );
wcscat( skilldescarray, atStr );
swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_SINGLEMERC] );
wcscat( skilldescarray, atStr );
swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_NOALARM] );
wcscat( skilldescarray, atStr );
swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_DISGUISE_CIV_OR_MIL] );
wcscat( skilldescarray, atStr );
break;
case SKILLS_SPOTTER:
swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_AP], APBPConstants[AP_SPOTTER] );
wcscat( skilldescarray, atStr );
@@ -19734,6 +19857,117 @@ void SOLDIERTYPE::CancelDrag()
this->sDragCorpseID = -1;
}
// Flugente: spy assignments
extern UINT32 gCoolnessBySector[256];
UINT8 SOLDIERTYPE::GetUncoverRisk()
{
if ( this->stats.bLife < OKLIFE || ( this->usSoldierFlagMask & SOLDIER_POW ) )
return 0;
if ( !SPY_LOCATION(this->bAssignment) )
return 100;
// base value:
// 15% level
// 15% stealth
// 70% covert trait
UINT32 val = 15 * EffectiveExpLevel ( this, FALSE )
+ 1.5f * GetWornStealth( this )
+ 350 * NUM_SKILL_TRAITS( this, COVERT_NT );
ReducePointsForFatigue( this, &val );
// personality/disability modifiers
FLOAT modifier = 1.0f;
if ( DoesMercHaveDisability( this, NERVOUS ) ) modifier -= 0.05f;
if ( DoesMercHavePersonality( this, CHAR_TRAIT_SOCIABLE ) ) modifier += 0.05f;
if ( DoesMercHavePersonality( this, CHAR_TRAIT_COWARD ) ) modifier -= 0.05f;
// personal value in [0; 100]
int personalvalue = (FLOAT)(val * modifier) / 10.0f;
personalvalue = min( 100, max( 0, personalvalue ) );
// if we do this disguised as a soldier, risk will be much higer, as we are under much more scrutiny. This makes up for the increased gain in soldier disguise
// less risk if we are asleep, just hiding or forced to hide
UINT8 typemultiplier = ( this->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER ) ? 5 : 2;
if ( ( this->bAssignment == CONCEALED ) || this->flags.fMercAsleep || this->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] )
typemultiplier = 1;
// we now take the sector coolness as a measurement of how important the sector is, and thus how intel we gain
// correct outliers - value in[0; 100]
UINT32 sectorvalue = typemultiplier * min( 20, gCoolnessBySector[SECTOR( this->sSectorX, this->sSectorY )] );
UINT8 totalvalue = sectorvalue * ( 110 - personalvalue ) / 100;
totalvalue = min(100, max(0, totalvalue ) );
// A most awesome merc in Meduna palace, disguised as a soldier, would have a value of 1.05 * 4. 63 * 4 = 10.649 at this point.
// This would be the place where we modify our intel gain rate.
return totalvalue;
}
FLOAT SOLDIERTYPE::GetIntelGain()
{
if ( this->stats.bLife < OKLIFE || ( this->usSoldierFlagMask & SOLDIER_POW ) )
return 0.0f;
// if not on correct assignments, no gain
if ( this->bAssignment != GATHERINTEL )
return 0.0f;
// if we're asleep, or on a penalty, we accomplish nothing
if ( this->flags.fMercAsleep || this->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] )
return 0.0f;
// the covert trait isn't that important in determining the intel gain. It is much more important in mitigating the risk of exposure, however
// base value:
// 50% wisdom
// 10% level
// 5% scout trait
// 15% covert trait
// 20% snitch trait
UINT32 val = 5 * EffectiveWisdom( this )
+ 10 * EffectiveExpLevel ( this, FALSE )
+ 50 * NUM_SKILL_TRAITS( this, SCOUTING_NT )
+ 75 * NUM_SKILL_TRAITS( this, COVERT_NT )
+ 200 * NUM_SKILL_TRAITS( this, SNITCH_NT );
ReducePointsForFatigue( this, &val );
// personality/disability modifiers
FLOAT modifier = 1.0f;
if ( DoesMercHaveDisability( this, FORGETFUL ) ) modifier -= 0.15f;
if ( DoesMercHaveDisability( this, PSYCHO ) ) modifier -= 0.05f;
if ( DoesMercHavePersonality( this, CHAR_TRAIT_SOCIABLE ) ) modifier += 0.10f;
if ( DoesMercHavePersonality( this, CHAR_TRAIT_LONER ) ) modifier -= 0.10f;
if ( DoesMercHavePersonality( this, CHAR_TRAIT_ASSERTIVE ) ) modifier += 0.05f;
if ( DoesMercHavePersonality( this, CHAR_TRAIT_PRIMITIVE ) ) modifier -= 0.10f;
FLOAT personalvalue = (FLOAT)(val * modifier) / 1000.0f;
// we now take the sector coolness as a measurement of how important the sector is, and thus how intel we gain
// correct outliers
UINT32 ubLocationModifier = 1 + max(2, min(20, gCoolnessBySector[SECTOR( this->sSectorX, this->sSectorY )] ) );
// in order not to make the differences to great, alter these values - will now be in [0.6; 4.63]
FLOAT sectorvalue = log( ubLocationModifier );
sectorvalue *= sectorvalue / 2.0f;
FLOAT totalvalue = personalvalue * sectorvalue;
// if we do this disguised as a soldier, we get more info
if ( this->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
totalvalue *= 2;
// A most awesome merc in Meduna palace, disguised as a soldier, would have a value of 1.15 * 4.63 * 2 = 10.649 at this point.
// This would be the place where we modify our intel gain rate.
return totalvalue;
}
INT32 CheckBleeding( SOLDIERTYPE *pSoldier )
{
INT8 bBandaged; //,savedOurTurn;
@@ -21807,11 +22041,10 @@ void DebugValidateSoldierData( )
// reset frame counter
uiFrameCount = 0;
// Loop through our team...
cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; cnt++, pSoldier++ )
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt, pSoldier++ )
{
if ( pSoldier->bActive )
{
@@ -21820,7 +22053,11 @@ void DebugValidateSoldierData( )
if ( pSoldier->stats.bLife > 0 && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
// Alive -- now check for proper group IDs
if ( pSoldier->ubGroupID == 0 && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_POW && !(pSoldier->flags.uiStatusFlags & (SOLDIER_DRIVER | SOLDIER_PASSENGER)) )
if ( pSoldier->ubGroupID == 0 &&
!SPY_LOCATION( pSoldier->bAssignment ) &&
pSoldier->bAssignment != IN_TRANSIT &&
pSoldier->bAssignment != ASSIGNMENT_POW &&
!(pSoldier->flags.uiStatusFlags & (SOLDIER_DRIVER | SOLDIER_PASSENGER)) )
{
// This is bad!
swprintf( sString, L"Soldier Data Error: Soldier %d is alive but has a zero group ID.", cnt );
@@ -21833,9 +22070,9 @@ void DebugValidateSoldierData( )
fProblemDetected = TRUE;
}
}
else
//else
{
if ( pSoldier->ubGroupID != 0 && (pSoldier->flags.uiStatusFlags & SOLDIER_DEAD) )
//if ( pSoldier->ubGroupID != 0 && (pSoldier->flags.uiStatusFlags & SOLDIER_DEAD) )
{
// Dead guys should have 0 group IDs
//swprintf( sString, L"GroupID Error: Soldier %d is dead but has a non-zero group ID.", cnt );
@@ -21847,7 +22084,7 @@ void DebugValidateSoldierData( )
if ( (pSoldier->bAssignment != IN_TRANSIT) &&
((pSoldier->sSectorX <= 0) || (pSoldier->sSectorX >= 17) ||
(pSoldier->sSectorY <= 0) || (pSoldier->sSectorY >= 17) ||
(pSoldier->bSectorZ < 0) || (pSoldier->bSectorZ > 3)) )
(pSoldier->bSectorZ < 0) || (pSoldier->bSectorZ > (SPY_LOCATION( pSoldier->bAssignment ) ? 13 : 3) ) ) )
{
swprintf( sString, L"Soldier Data Error: Soldier %d is located at %d/%d/%d.", cnt, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
fProblemDetected = TRUE;
@@ -22051,7 +22288,7 @@ BOOLEAN HAS_SKILL_TRAIT( SOLDIERTYPE * pSoldier, UINT8 uiSkillTraitNumber )
return FALSE;
// Flugente: compatibility with skills
if ( uiSkillTraitNumber == VARIOUSSKILLS )
if ( uiSkillTraitNumber == INTEL || uiSkillTraitNumber == VARIOUSSKILLS )
return TRUE;
INT8 bNumMajorTraitsCounted = 0;
+15
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@@ -414,6 +414,10 @@ enum
#define SOLDIER_COVERT_NOREDISGUISE 0x00001000 // this soldier does not want to be redisguised
#define SOLDIER_TRAIT_FOCUS 0x00002000 // 'focus' skill is active
#define SOLDIER_BAYONET_RUNBONUS 0x00004000 // we are performing a bayonet attack after transitioning from running, giving our attack extra force
#define SOLDIER_CONCEALINSERTION 0x00008000 // we enteri a sector by transition from concealed state (which causes us to spawn at the location we left the sector in)
#define SOLDIER_CONCEALINSERTION_DISCOVERED 0x00010000 // we enter a sector by transition from concealed state, but as we were 'discovered', set red alert
#define SOLDIER_MERC_POW_LOCATIONKNOWN 0x00020000 // we are a POW, but the player has discovered our location
#define SOLDIER_INTERROGATE_ALL 0x000001F8 // all interrogation flags
// ----------------------------------------------------------------
@@ -584,6 +588,12 @@ enum{
SKILLS_RADIO_TURNOFF,
SKILLS_RADIO_LAST = SKILLS_RADIO_TURNOFF,
// spy
SKILLS_INTEL_FIRST,
SKILLS_INTEL_CONCEAL = SKILLS_INTEL_FIRST, // assignment: spy hides among the population
SKILLS_INTEL_GATHERINTEL, // assignment: spy gathers information while disguised
SKILLS_INTEL_LAST = SKILLS_INTEL_GATHERINTEL,
// various
SKILLS_VARIOUS_FIRST,
SKILLS_SPOTTER = SKILLS_VARIOUS_FIRST,
@@ -608,6 +618,7 @@ enum {
SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_SECONDS = 0,
SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_APS,
SOLDIER_COOLDOWN_CRYO, // counts how many turns character will be frozen
SOLDIER_COOLDOWN_INTEL_PENALTY, // after being discovered, we can't gain intel from the assignment for this many hours
SOLDIER_COOLDOWN_MAX = 20, // enough space for fillers
};
@@ -1964,6 +1975,10 @@ public:
void SetDragOrderPerson( UINT16 usID );
void SetDragOrderCorpse( UINT32 usID );
void CancelDrag();
// Flugente: spy assignments
UINT8 GetUncoverRisk();
FLOAT GetIntelGain();
//////////////////////////////////////////////////////////////////////////////
}; // SOLDIERTYPE;
+1 -1
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@@ -4170,7 +4170,7 @@ void CopyProfileItems( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruc
//NOTE: We don't want to add Mike or Iggy if this is being called from autoresolve!
void OkayToUpgradeEliteToSpecialProfiledEnemy( SOLDIERCREATE_STRUCT *pp )
{
if( !gfProfiledEnemyAdded && gubEnemyEncounterCode != ENEMY_ENCOUNTER_CODE && gubEnemyEncounterCode != ENEMY_INVASION_CODE )
if( !gfProfiledEnemyAdded && GetEnemyEncounterCode() != ENEMY_ENCOUNTER_CODE && GetEnemyEncounterCode() != ENEMY_INVASION_CODE )
{
if( gubFact[ FACT_MIKE_AVAILABLE_TO_ARMY ] == 1 && !pp->fOnRoof )
{
+2 -2
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@@ -775,8 +775,8 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
}
// Flugente: if this is an enemy, and we are using ambush code, place us somewhat away from the map center, where the player will be
if ( (tempDetailedPlacement.bTeam == ENEMY_TEAM && (gubEnemyEncounterCode == ENEMY_AMBUSH_CODE || gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE) ) ||
(tempDetailedPlacement.bTeam == CREATURE_TEAM && gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE) )
if ( (tempDetailedPlacement.bTeam == ENEMY_TEAM && ( GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE) ) ||
(tempDetailedPlacement.bTeam == CREATURE_TEAM && GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE) )
{
if ( (gGameExternalOptions.uAmbushEnemyEncircle == 1 && PythSpacesAway( tempDetailedPlacement.sInsertionGridNo, gMapInformation.sCenterGridNo ) <= gAmbushRadiusModifier * gGameExternalOptions.usAmbushEnemyEncircleRadius1) ||
( gGameExternalOptions.uAmbushEnemyEncircle == 2) )
+4
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@@ -397,6 +397,10 @@ BOOLEAN AddCharacterToSquad( SOLDIERTYPE *pCharacter, INT8 bSquadValue )
SetCurrentSquad( bSquadValue, TRUE );
}
if ( SPY_LOCATION( pCharacter->bOldAssignment ) )
{
pCharacter->usSoldierFlagMask2 |= SOLDIER_CONCEALINSERTION;
}
return ( TRUE );
}
+30 -8
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@@ -51,6 +51,7 @@ UINT8 HandleWirecutterCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCur
UINT8 HandleRepairCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags );
UINT8 HandleRefuelCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags );
UINT8 HandleRemoteCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags );
UINT8 HandleCameraCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags );
UINT8 HandleBombCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags );
UINT8 HandleJarCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags );
UINT8 HandleTinCanCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags );
@@ -238,14 +239,14 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos
if ( fActivated )
{
if ( !gfUIHandlePhysicsTrajectory )
{
ubCursorID = HandleNonActivatedTossCursor( pSoldier, sTargetGridNo, fRecalc, uiCursorFlags, ubItemCursor );
}
else
{
ubCursorID = HandleActivatedTossCursor( pSoldier, sTargetGridNo, ubItemCursor );
}
if ( !gfUIHandlePhysicsTrajectory )
{
ubCursorID = HandleNonActivatedTossCursor( pSoldier, sTargetGridNo, fRecalc, uiCursorFlags, ubItemCursor );
}
else
{
ubCursorID = HandleActivatedTossCursor( pSoldier, sTargetGridNo, ubItemCursor );
}
}
else
{
@@ -278,6 +279,10 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos
ubCursorID = HandleBombCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
break;
case CAMERACURS:
ubCursorID = HandleCameraCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
break;
case REMOTECURS:
ubCursorID = HandleRemoteCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
@@ -2184,6 +2189,19 @@ UINT8 HandleRemoteCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivat
}
}
UINT8 HandleCameraCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags )
{
// DRAW PATH TO GUY
HandleUIMovementCursor( pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_HANDCUFF );
// do we have handcuffs in our hand?
if ( HasItemFlag( ( &( pSoldier->inv[HANDPOS] ) )->usItem, CAMERA ) && SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, gsInterfaceLevel, 0, TRUE, CALC_FROM_WANTED_DIR, TRUE ) )
{
return CAMERA_GREY_UICURSOR;
}
return CAMERA_RED_UICURSOR;
}
UINT8 HandleBombCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags )
{
@@ -2847,6 +2865,10 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
if ( gGameExternalOptions.fAllowPrisonerSystem && HasItemFlag(usInHand, HANDCUFFS) )
ubCursor = HANDCUFFCURS;
// Flugente: camera cursor
if ( HasItemFlag( usInHand, CAMERA ) )
ubCursor = CAMERACURS;
// Flugente: interactive actions
// we only check whether an action is possible in principle, not whether this particular guy can do it. That way we know an action is possible here even if we can't perform it at the moment.
// only do this if the item doesn't already allow us to do something else
+3 -2
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@@ -179,8 +179,9 @@ typedef enum
#define NEWTRAIT_MERCSKILL_EXPERTOFFSET (NUM_MAJOR_TRAITS + NUM_MINOR_TRAITS)
#define NEWTRAIT_MERCSKILL_OFFSET_ALL (NEWTRAIT_MERCSKILL_EXPERTOFFSET + NUM_MAJOR_TRAITS)
// Flugente: various skills that do not need a trait still need a number
#define VARIOUSSKILLS (2 * NEWTRAIT_MERCSKILL_EXPERTOFFSET + 2)
// Flugente: these aren't really traits, but it is convenient to pretend so
#define INTEL (2 * NEWTRAIT_MERCSKILL_EXPERTOFFSET + 2)
#define VARIOUSSKILLS (INTEL + 1)
// SANDRO - new set of character traits
typedef enum
+2 -5
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@@ -150,11 +150,8 @@ INT32 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
pbPublOL = gbPublicOpplist[pSoldier->bTeam];
// sevenfm: sector information
UINT8 sectordata = 0;
if ( gbWorldSectorZ > 0 ) // underground we are always suspicious
sectordata = 2;
else
sectordata = SectorExternalData[SECTOR( gWorldSectorX, gWorldSectorY )][gbWorldSectorZ].usCurfewValue;
UINT8 ubSectorId = SECTOR( gWorldSectorX, gWorldSectorY );
UINT8 sectordata = SectorExternalData[ubSectorId][0].usCurfewValue;
// look through this man's personal & public opplists for opponents heard
for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop)
+1 -1
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@@ -1405,7 +1405,7 @@ INT32 SearchForClosestPrimaryMapEdgepoint(INT32 sGridNo, UINT8 ubInsertionCode,
break;
}
// WANNE - MP: Center
if ( ( (is_networked || gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE ) && ubInsertionCode == INSERTION_CODE_CENTER) || ubInsertionCode == INSERTION_CODE_CHOPPER )
if ( ( (is_networked || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE ) && ubInsertionCode == INSERTION_CODE_CENTER) || ubInsertionCode == INSERTION_CODE_CHOPPER )
{
InitCenterEdgepoint( ubInsertionCode == INSERTION_CODE_CENTER );
psArray = gps1stCenterEdgepointArray;
+13 -9
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@@ -347,6 +347,7 @@ void InitTacticalPlacementGUI()
CurrentBattleSectorIs( MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY, MercPtrs[i]->bSectorZ ) &&
!( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) && // ATE Ignore vehicles
MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW &&
!( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) &&
MercPtrs[ i ]->bAssignment != IN_TRANSIT )
{
++giPlacements;
@@ -362,6 +363,7 @@ void InitTacticalPlacementGUI()
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !MercPtrs[ i ]->flags.fBetweenSectors &&
CurrentBattleSectorIs( MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY, MercPtrs[i]->bSectorZ ) &&
MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW &&
!( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) &&
MercPtrs[ i ]->bAssignment != IN_TRANSIT &&
!( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) ) // ATE Ignore vehicles
{
@@ -375,7 +377,7 @@ void InitTacticalPlacementGUI()
gfCenter = TRUE;
}
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
gMercPlacement[giPlacements].ubStrategicInsertionCode = INSERTION_CODE_CENTER;
MercPtrs[i]->ubStrategicInsertionCode = INSERTION_CODE_CENTER;
@@ -431,8 +433,9 @@ void InitTacticalPlacementGUI()
++giPlacements;
}
}
//add all the faces now
for( i = 0; i < giPlacements; i++ )
for( i = 0; i < giPlacements; ++i )
{
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
@@ -488,7 +491,8 @@ void InitTacticalPlacementGUI()
if( gubDefaultButton == GROUP_BUTTON )
{
ButtonList[ iTPButtons[ GROUP_BUTTON ] ]->uiFlags |= BUTTON_CLICKED_ON;
for( i = 0; i < giPlacements; i++ )
for( i = 0; i < giPlacements; ++i )
{ //go from the currently selected soldier to the end
if( !gMercPlacement[ i ].fPlaced )
{ //Found an unplaced merc. Select him.
@@ -768,7 +772,7 @@ void RenderTacticalPlacementGUI()
if( gbCursorMercID == -1 )
{
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
INT16 sCellX = 0;
INT16 sCellY = 0;
@@ -940,7 +944,7 @@ void RenderTacticalPlacementGUI()
}
}
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
INT16 sCellX = 0;
INT16 sCellY = 0;
@@ -1256,10 +1260,10 @@ void TacticalPlacementHandle()
// WANNE - MP: Center
if ( gfCenter && (is_networked ||
gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE ||
GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE ||
( gGameExternalOptions.ubSkyriderHotLZ == 3 && gMercPlacement[gbSelectedMercID].pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP )) )
{
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
INT32 testgridno = NOWHERE;
@@ -1404,7 +1408,7 @@ void ChooseRandomEdgepoints()
{
if ( !( gMercPlacement[ i ].pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
UINT8 ubDirection;
@@ -1804,7 +1808,7 @@ void PutDownMercPiece( INT32 iPlacement )
pSoldier->EVENT_SetSoldierPosition( (FLOAT)sCellX, (FLOAT)sCellY );
}
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
ubDirection = (UINT8)GetDirectionToGridNoFromGridNo( gMapInformation.sCenterGridNo, sGridNo ) + 100;
}
+19 -1
View File
@@ -142,6 +142,9 @@ CursorFileData CursorFileDatabase[] =
{"CURSORS\\minigame.sti" , FALSE, 0, ANIMATED_CURSOR, 3, NULL}, // Flugente: minigames
{"CURSORS\\minigame_r.sti" , FALSE, 0, ANIMATED_CURSOR, 3, NULL},
{ "CURSORS\\camera.sti" , FALSE, 0, ANIMATED_CURSOR, 3, NULL }, // Flugente: camera
{ "CURSORS\\camera_r.sti" , FALSE, 0, ANIMATED_CURSOR, 3, NULL },
{ "CURSORS\\can_01.sti" , FALSE, 0, 0, 0, NULL },
{ "CURSORS\\can_02.sti" , FALSE, 0, 0, 0, NULL },
@@ -1308,7 +1311,7 @@ CursorData CursorDatabase[] =
0, 0, 0, 0, 0,
2, CENTER_CURSOR, CENTER_CURSOR, 0, 0, 0, 0},
// Flugente: minigames
// Flugente: minigames
{C_TRINGS, 6, 0, HIDE_SUBCURSOR, HIDE_SUBCURSOR,
C_MINIGAME, 0, 0, CENTER_SUBCURSOR, CENTER_SUBCURSOR,
0, 0, 0, 0, 0,
@@ -1322,6 +1325,21 @@ CursorData CursorDatabase[] =
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
2, CENTER_CURSOR, CENTER_CURSOR, 0, 0, 0, 0},
// Flugente: camera
{ C_TRINGS, 6, 0, HIDE_SUBCURSOR, HIDE_SUBCURSOR,
C_CAMERA, 0, 0, CENTER_SUBCURSOR, CENTER_SUBCURSOR,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
2, CENTER_CURSOR, CENTER_CURSOR, 0, 0, 0, 0 },
{ C_TRINGS, 6, 0, HIDE_SUBCURSOR, HIDE_SUBCURSOR,
C_CAMERA_RED, 0, 0, CENTER_SUBCURSOR, CENTER_SUBCURSOR,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
2, CENTER_CURSOR, CENTER_CURSOR, 0, 0, 0, 0 },
{ C_TRINGS, 6, 0, HIDE_SUBCURSOR, HIDE_SUBCURSOR,
C_FUEL , 0, 0, CENTER_SUBCURSOR, CENTER_SUBCURSOR,
+5
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@@ -177,6 +177,9 @@ typedef enum
CURSOR_MINIGAME,
CURSOR_MINIGAME_RED,
CURSOR_CAMERA,
CURSOR_CAMERA_RED,
CURSOR_FUEL,
CURSOR_FUEL_RED,
@@ -266,6 +269,8 @@ typedef enum
C_SODAMACHINE_RED,
C_MINIGAME,
C_MINIGAME_RED,
C_CAMERA,
C_CAMERA_RED,
C_FUEL,
C_FUEL_RED,
C_ACTIONMODERED_NCTH,
+59 -1
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@@ -1099,7 +1099,8 @@ enum
WEAPON_CLEANING_STR,
PRISONER_NO_PRISONS_STR,
PRISONER_FIELDINTERROGATION_STR,
PRISONER_FIELDINTERROGATION_SHORT_STR,
PRISONER_DECIDE_STR,
PRISONER_LETGO_STR,
PRISONER_OFFER_SURRENDER,
@@ -1963,6 +1964,10 @@ enum
SKI_DONE_BUTTON_HELP_TEXT,
SKI_PLAYERS_CURRENT_BALANCE,
SKI_QUESTION_TO_DEDUCT_INTEL_FROM_PLAYERS_ACCOUNT_TO_COVER_DIFFERENCE,
SKI_QUESTION_TO_DEDUCT_INTEL_FROM_PLAYERS_ACCOUNT_TO_COVER_COST,
TEXT_NUM_SKI_MBOX_TEXT
};
@@ -2641,6 +2646,11 @@ enum
TEXT_SKILL_DENIAL_PRONEPERSONORCORPSE,
TEXT_SKILL_DENIAL_CROUCH,
TEXT_SKILL_DENIAL_FREEHANDS,
TEXT_SKILL_DENIAL_COVERTTRAIT,
TEXT_SKILL_DENIAL_ENEMYSECTOR,
TEXT_SKILL_DENIAL_SINGLEMERC,
TEXT_SKILL_DENIAL_NOALARM,
TEXT_SKILL_DENIAL_DISGUISE_CIV_OR_MIL,
TEXT_SKILL_DENIAL_MAX,
};
@@ -2941,7 +2951,14 @@ enum
TEXT_DISEASE_UNDIAGNOSED
};
enum
{
TEXT_SPY_CONCEAL,
TEXT_SPY_GETINTEL,
};
extern STR16 szDiseaseText[];
extern STR16 szSpyText[];
extern STR16 szFoodText[];
extern STR16 szIMPGearWebSiteText[];
@@ -3001,6 +3018,47 @@ extern STR16 szLaptopStatText[];
// Flugente: gear templates
extern STR16 szGearTemplateText[];
// Flugente: intel
enum
{
// defaults
TEXT_INTEL_TITLE,
TEXT_INTEL_SUBTITLE,
TEXT_INTEL_LINK_1,
TEXT_INTEL_LINK_2,
TEXT_INTEL_LINK_3,
// buy info
TEXT_INTEL_BUDGET,
TEXT_INTEL_TEXT_1,
TEXT_INTEL_TEXT_2,
TEXT_INTEL_OFFER_1,
TEXT_INTEL_AIRREGION,
TEXT_INTEL_AIRREGION_BUY1,
TEXT_INTEL_AIRREGION_BUY2,
TEXT_INTEL_DROPDOWN_HELPTEXT,
TEXT_INTEL_MAPREGION_1,
// about us
TEXT_INTEL_ABOUTUS_1 = TEXT_INTEL_MAPREGION_1 + 16,
TEXT_INTEL_ABOUTUS_MAX = TEXT_INTEL_ABOUTUS_1 + 6,
// sell info
TEXT_INTEL_SELL_1 = TEXT_INTEL_ABOUTUS_MAX,
TEXT_INTEL_SELL_BUTTON_1,
TEXT_INTEL_SELL_BUTTON_2,
TEXT_INTEL_SELL_BUTTON_3,
TEXT_INTEL_SELL_ALREADYGOT_1,
};
extern STR16 szIntelWebsiteText[];
extern STR16 szIntelText[];
#define TACTICAL_INVENTORY_DIALOG_NUM 16
#define TACTICAL_COVER_DIALOG_NUM 16
+105 -2
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@@ -2468,6 +2468,8 @@ STR16 pAssignmentStrings[] =
L"修理", // repairing
L"筑防", //L"Fortify", build structures according to external layout
L"培训工人",//L"Train W.",
L"Hide", // TODO.Translate
L"GetIntel",
};
@@ -2571,6 +2573,8 @@ STR16 pPersonnelAssignmentStrings[] =
L"修理",
L"筑防区域", //L"Fortify sector", build structures according to external layout
L"培训工人",//L"Train workers",
L"Hide while disguised", // TODO.Translate
L"Get intel while disguised",
};
@@ -2633,6 +2637,8 @@ STR16 pLongAssignmentStrings[] =
L"修理",
L"筑防区域", // L"Fortify sector", build structures according to external layout
L"培训工人",//L"Train workers",
L"Hide while disguised", // TODO.Translate
L"Get intel while disguised",
};
@@ -2754,6 +2760,7 @@ STR16 pAssignMenuStrings[] =
L"训练",
L"搬运物品", // get items
L"筑防", //L"Fortify", fortify sector
L"Intel", // covert assignments // TODO.Translate
L"设施", // the merc is using/staffing a facility //ham3.6
L"取消",
};
@@ -2791,6 +2798,10 @@ STR16 pTraitSkillsMenuStrings[] =
L"呼叫支援", //L"Call reinforcements",
L"关闭接收器", //L"Switch off radio set",
// spy
L"Hide assignment", // TODO.Translate
L"Get Intel assignment",
// various
L"侦查员",
L"聚焦", //L"Focus",
@@ -2808,6 +2819,10 @@ STR16 pTraitSkillsMenuDescStrings[] =
L"从邻区呼叫支援。", //L"Call in reinforcements from neighbouring sectors.",
L"关闭无线电设备。", //L"Turn off radio set.",
// spy
L"Assignment: hide among the population.", // TODO.Translate
L"Assignment: hide among the population and gather intel.",
// various
L"侦查一个区域,友军狙击手在瞄准你所观察到的目标时会增加命中率值。",
L"提高中断修正 (malus outside of area)", //L"Increase interrupt modifier (malus outside of area)",
@@ -2830,6 +2845,11 @@ STR16 pTraitSkillsDenialStrings[] =
L" - 在佣兵旁边放下人或尸体\n", //L" - prone person or corpse next to merc\n",
L" - 下蹲姿势\n", //L" - crouched position\n",
L" - free main hand\n", // TODO.Translate
L" - covert trait\n",
L" - enemy occupied sector\n",
L" - single merc\n",
L" - no alarm raised\n",
L" - civilian or soldier disguise\n",
};
STR16 pSkillMenuStrings[] =
@@ -3184,6 +3204,7 @@ STR16 gzMercSkillTextNew[] =
L"Placeholder", // for snitch (minor trait)
L"生还者", // for survival (minor trait)
L"更多...", // 47
L"Intel", // for INTEL // TODO.Translate
L"多种技能", // for VARIOUSSKILLS
};
//////////////////////////////////////////////////////////
@@ -3985,7 +4006,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"%s 清理了 %s",
// added by Flugente: decide what to do with prisoners
L"你现在没有可用的监狱关押这些俘虏,你不得不放他们走。", //L"You have no prison for these prisoners, you have to let them go",
L"As we have no prison, a field interrogation is performed.", // TODO.Translate
L"Field interrogation",
L"你打算把 %d 俘虏送到哪里去?",//L"Where do you want to send the %d prisoners?",
L"放俘虏离开",//L"Let them go",
L"你想要做什么?",
@@ -5012,6 +5034,7 @@ STR16 pBookMarkStrings[] =
L"世界卫生组织", //L"WHO", 
L"Kerberus安保公司", //L"Kerberus",
L"民兵总览",//L"Militia Overview",
L"R.I.S.",
};
STR16 pBookmarkTitle[] =
@@ -5135,6 +5158,9 @@ STR16 pWebPagesTitles[] =
L"Kerberus安保公司 - 雇佣队伍", //L"Kerberus - Hire a Team",
L"Kerberus安保公司 - 独立协议", //L"Kerberus - Individual Contracts",
L"民兵总览", //L"Militia Overview",
L"Recon Intelligence Services - Information Requests", // TODO.Translate
L"Recon Intelligence Services - Information Verification",
L"Recon Intelligence Services - About us",
L"Bobby Ray - 最近的运货",
L"百科全书",
L"百科全书 - 数据",
@@ -6067,6 +6093,9 @@ STR16 SkiMessageBoxText[] =
L"请求商人修理选定物品",
L"结束对话",
L"当前余额",
L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate
L"Do you want to transfer %s Intel to cover the cost?",
};
@@ -6935,6 +6964,7 @@ STR16 gzLaptopHelpText[] =
L"世界卫生组织", //L"World Health Organization",
L"Kerberus - 安保公司",//L"Kerberus - Experience In Security",
L"民兵总览",//L"Militia Overview",
L"Recon Intelligence Services", // TODO.Translate
};
@@ -8393,6 +8423,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|面|部|防|护", //L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n",
L"|感|染|防|护", //L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39
L"|护|盾", //L"|S|h|i|e|l|d",
L"|C|a|m|e|r|a", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8438,6 +8469,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \n如果你脸上带了这个,这就将降低\n传播给其他人的几率。", //L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
L"\n \n如果保存在物品栏\n降低\n传染给其他人的几率。", //L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \n拿在手里,就可以抵挡前方的伤害。", //L"\n \nIf equipped in a hand, this will block incoming damage.",
L"\n \nYou can take photos with this.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -8875,7 +8907,7 @@ STR16 szFoodTextStr[]=
STR16 szPrisonerTextStr[]=
{
L"%d 军官,%d 精英士兵,%d 普通士兵,%d 巡逻官,%d 平民 都被审问。", //L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.",
L"%d 名俘虏已支付赎金", //L"%d prisoners paid ransom money.",
L"Gained $%d as ransom money.", // TODO.Translate
L"%d 名俘虏已供出同伙位置", //L"%d prisoners revealed enemy positions.",
L"%d 军官,%d 精英士兵,%d 普通士兵,%d 巡逻官 加入了我方。", //L"%d officers, %d elites, %d regulars and %d admins joined our cause.",
L"俘虏掀起大规模暴动!在 %s 监狱!", //L"Prisoners start a massive riot in %s!",
@@ -10949,6 +10981,12 @@ STR16 szDiseaseText[] =
L"\n\n%s (未诊断的) - %d / %d\n", //L"\n\n%s (undiagnosed) - %d / %d\n",
};
STR16 szSpyText[] =
{
L"Hide", // TODO.Translate
L"Get Intel",
};
STR16 szFoodText[] =
{
L"\n\n|水: %d%%\n", //L"\n\n|W|a|t|e|r: %d%%\n",
@@ -11255,6 +11293,71 @@ STR16 szGearTemplateText[] =
L"所选佣兵不在这个区域。", //L"Selected mercenary is not in this sector.",
L"%s 不在这个区域。", //L"%s is not in that sector.",
L"%s无法装备%s。", //L"%s could not equip %s.",
L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate
};
STR16 szIntelWebsiteText[] =
{
L"Recon Intelligence Services",
L"Your need to know base",
L"Information Requests",
L"Information Verification",
L"About us",
L"You have %d Intel.",
L"We currently have information on the following items, available in exchange for intel as usual:",
L"There is currently no other information available.",
L"%d Intel - %s",
L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.",
L"Buy data - 50 intel",
L"Buy detailed data - 70 Intel",
L"Select map region on which you want info on:",
L"North-west",
L"North-north-west",
L"North-north-east",
L"North-east",
L"West-north-west",
L"Center-north-west",
L"Center-north-east",
L"East-north-east",
L"West-south-west",
L"Center-south-west",
L"Center-south-east",
L"East-south-east",
L"South-west",
L"South-south-west",
L"South-south-east",
L"South-east",
// about us
L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.",
L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..",
L"Some of that information may be of temporary nature.",
L"On the 'Information Verification' page, you can upload data you took of significant intelligence.",
L"We will verify the data (this process usually takes several hours) and compensate you accordingly.",
L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).",
// sell info
L"You can upload the following facts:",
L"Previous",
L"Next",
L"Upload",
L"You have already received compensation for the following:"
};
STR16 szIntelText[] =
{
L"No more enemies present, %s is no longer in hiding!",
L"%s has been discovered and goes into hiding for %d hours.",
L"%s has been discovered, going to sector!",
};
// WANNE: Some Chinese specific strings that needs to be in unicode!
+105 -2
View File
@@ -2467,6 +2467,8 @@ STR16 pAssignmentStrings[] =
L"Repareer", // repairing
L"Fortify", // build structures according to external layout // TODO.Translate
L"Train W.",
L"Hide", // TODO.Translate
L"GetIntel",
};
@@ -2570,6 +2572,8 @@ STR16 pPersonnelAssignmentStrings[] =
L"Repareer", // repairing
L"Fortify sector", // build structures according to external layout // TODO.Translate
L"Train workers",
L"Hide while disguised", // TODO.Translate
L"Get intel while disguised",
};
@@ -2632,6 +2636,8 @@ STR16 pLongAssignmentStrings[] =
L"Repareer", // repairing
L"Fortify sector", // build structures according to external layout // TODO.Translate
L"Train workers",
L"Hide while disguised", // TODO.Translate
L"Get intel while disguised",
};
@@ -2753,6 +2759,7 @@ STR16 pAssignMenuStrings[] =
L"Train", // the merc is training
L"Get Item", // get items // TODO.Translate
L"Fortify", // fortify sector // TODO.Translate
L"Intel", // covert assignments // TODO.Translate
L"Facility", // the merc is using/staffing a facility // TODO.Translate
L"Stop", // cancel this menu
};
@@ -2790,6 +2797,10 @@ STR16 pTraitSkillsMenuStrings[] = // TODO.Translate
L"Call reinforcements",
L"Switch off radio set",
// spy
L"Hide assignment", // TODO.Translate
L"Get Intel assignment",
// various
L"Spotter", // TODO.Translate
L"Focus",
@@ -2807,6 +2818,10 @@ STR16 pTraitSkillsMenuDescStrings[] =
L"Call in reinforcements from neighbouring sectors.",
L"Turn off radio set.", // TODO.Translate
// spy
L"Assignment: hide among the population.", // TODO.Translate
L"Assignment: hide among the population and gather intel.",
// various
L"Observe an area, granting allied snipers a bonus to cth on anything you see.", // TODO.Translate
L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate
@@ -2829,6 +2844,11 @@ STR16 pTraitSkillsDenialStrings[] =
L" - prone person or corpse next to merc\n", // TODO.Translate
L" - crouched position\n",
L" - free main hand\n",
L" - covert trait\n",
L" - enemy occupied sector\n",
L" - single merc\n",
L" - no alarm raised\n",
L" - civilian or soldier disguise\n",
};
STR16 pSkillMenuStrings[] = // TODO.Translate
@@ -3183,6 +3203,7 @@ STR16 gzMercSkillTextNew[] =
L"Placeholder", // for snitch (minor trait)
L"Placeholder", // for survival (minor trait)
L"More...", // 47
L"Intel", // for INTEL // TODO.Translate
L"various", // for VARIOUSSKILLS
};
//////////////////////////////////////////////////////////
@@ -3986,7 +4007,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"%s cleaned %s",
// added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go",
L"As we have no prison, a field interrogation is performed.", // TODO.Translate
L"Field interrogation",
L"Where do you want to send the %d prisoners?", // TODO.Translate
L"Let them go",
L"What do you want to do?",
@@ -5020,6 +5042,7 @@ STR16 pBookMarkStrings[] =
L"WHO",
L"Kerberus",
L"Militia Overview", // TODO.Translate
L"R.I.S.",
};
STR16 pBookmarkTitle[] =
@@ -5143,6 +5166,9 @@ STR16 pWebPagesTitles[] =
L"Kerberus - Hire a Team",
L"Kerberus - Individual Contracts",
L"Militia Overview",
L"Recon Intelligence Services - Information Requests", // TODO.Translate
L"Recon Intelligence Services - Information Verification",
L"Recon Intelligence Services - About us",
L"Bobby Ray's - Recent Shipments",
L"Encyclopedia",
L"Encyclopedia - Data",
@@ -6076,6 +6102,9 @@ STR16 SkiMessageBoxText[] =
L"Vraag de dealer om de gesel. items te repareren",
L"Einde conversatie",
L"Huidige Saldo",
L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate
L"Do you want to transfer %s Intel to cover the cost?",
};
@@ -6952,6 +6981,7 @@ STR16 gzLaptopHelpText[] =
L"World Health Organization",
L"Kerberus - Excellence In Security",
L"Militia Overview", // TODO.Translate
L"Recon Intelligence Services", // TODO.Translate
};
@@ -8410,6 +8440,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n",
L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39
L"|S|h|i|e|l|d", // TODO.Translate
L"|C|a|m|e|r|a", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8455,6 +8486,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
L"\n \nYou can take photos with this.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -8893,7 +8925,7 @@ STR16 szFoodTextStr[]=
STR16 szPrisonerTextStr[]=
{
L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", // TODO.Translate
L"%d prisoners paid ransom money.",
L"Gained $%d as ransom money.", // TODO.Translate
L"%d prisoners revealed enemy positions.",
L"%d officers, %d elites, %d regulars and %d admins joined our cause.",
L"Prisoners start a massive riot in %s!",
@@ -10967,6 +10999,12 @@ STR16 szDiseaseText[] =
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
};
STR16 szSpyText[] =
{
L"Hide", // TODO.Translate
L"Get Intel",
};
STR16 szFoodText[] =
{
L"\n\n|W|a|t|e|r: %d%%\n",
@@ -11273,6 +11311,71 @@ STR16 szGearTemplateText[] = // TODO.Translate
L"Selected mercenary is not in this sector.",
L"%s is not in that sector.",
L"%s could not equip %s.",
L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate
};
STR16 szIntelWebsiteText[] =
{
L"Recon Intelligence Services",
L"Your need to know base",
L"Information Requests",
L"Information Verification",
L"About us",
L"You have %d Intel.",
L"We currently have information on the following items, available in exchange for intel as usual:",
L"There is currently no other information available.",
L"%d Intel - %s",
L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.",
L"Buy data - 50 intel",
L"Buy detailed data - 70 Intel",
L"Select map region on which you want info on:",
L"North-west",
L"North-north-west",
L"North-north-east",
L"North-east",
L"West-north-west",
L"Center-north-west",
L"Center-north-east",
L"East-north-east",
L"West-south-west",
L"Center-south-west",
L"Center-south-east",
L"East-south-east",
L"South-west",
L"South-south-west",
L"South-south-east",
L"South-east",
// about us
L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.",
L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..",
L"Some of that information may be of temporary nature.",
L"On the 'Information Verification' page, you can upload data you took of significant intelligence.",
L"We will verify the data (this process usually takes several hours) and compensate you accordingly.",
L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).",
// sell info
L"You can upload the following facts:",
L"Previous",
L"Next",
L"Upload",
L"You have already received compensation for the following:"
};
STR16 szIntelText[] =
{
L"No more enemies present, %s is no longer in hiding!",
L"%s has been discovered and goes into hiding for %d hours.",
L"%s has been discovered, going to sector!",
};
#endif //DUTCH
+105 -2
View File
@@ -2468,6 +2468,8 @@ STR16 pAssignmentStrings[] =
L"Repair", // repairing
L"Fortify", // build structures according to external layout
L"Train W.",
L"Hide",
L"GetIntel",
};
@@ -2571,6 +2573,8 @@ STR16 pPersonnelAssignmentStrings[] =
L"Repair",
L"Fortify sector", // build structures according to external layout
L"Train workers",
L"Hide while disguised",
L"Get intel while disguised",
};
@@ -2633,6 +2637,8 @@ STR16 pLongAssignmentStrings[] =
L"Repair",
L"Fortify sector", // build structures according to external layout
L"Train workers",
L"Hide while disguised",
L"Get intel while disguised",
};
@@ -2754,6 +2760,7 @@ STR16 pAssignMenuStrings[] =
L"Train", // the merc is training
L"Get Item", // move items
L"Fortify", // fortify sector
L"Intel", // covert assignments
L"Facility", // the merc is using/staffing a facility
L"Cancel", // cancel this menu
};
@@ -2791,6 +2798,10 @@ STR16 pTraitSkillsMenuStrings[] =
L"Call reinforcements",
L"Switch off radio set",
// spy
L"Hide assignment",
L"Get Intel assignment",
// various
L"Spotter",
L"Focus",
@@ -2808,6 +2819,10 @@ STR16 pTraitSkillsMenuDescStrings[] =
L"Call in reinforcements from neighbouring sectors.",
L"Turn off radio set.",
// spy
L"Assignment: hide among the population.",
L"Assignment: hide among the population and gather intel.",
// various
L"Observe an area, granting allied snipers a bonus to cth on anything you see.",
L"Increase interrupt modifier (penalty outside of area).",
@@ -2830,6 +2845,11 @@ STR16 pTraitSkillsDenialStrings[] =
L" - prone person or corpse next to merc\n",
L" - crouched position\n",
L" - free main hand\n",
L" - covert trait\n",
L" - enemy occupied sector\n",
L" - single merc\n",
L" - no alarm raised\n",
L" - civilian or soldier disguise\n",
};
STR16 pSkillMenuStrings[] =
@@ -3184,6 +3204,7 @@ STR16 gzMercSkillTextNew[] =
L"Placeholder", // for snitch (minor trait)
L"Placeholder", // for survival (minor trait)
L"More...", // 47
L"Intel", // for INTEL
L"various", // for VARIOUSSKILLS
};
//////////////////////////////////////////////////////////
@@ -3985,7 +4006,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"%s cleaned %s",
// added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go",
L"As we have no prison, a field interrogation is performed.",
L"Field interrogation",
L"Where do you want to send the %d prisoners?",
L"Let them go",
L"What do you want to do?",
@@ -5013,6 +5035,7 @@ STR16 pBookMarkStrings[] =
L"WHO",
L"Kerberus",
L"Militia Overview",
L"R.I.S.",
};
STR16 pBookmarkTitle[] =
@@ -5136,6 +5159,9 @@ STR16 pWebPagesTitles[] =
L"Kerberus - Hire a Team",
L"Kerberus - Individual Contracts",
L"Militia Overview",
L"Recon Intelligence Services - Information Requests",
L"Recon Intelligence Services - Information Verification",
L"Recon Intelligence Services - About us",
L"Bobby Ray's - Recent Shipments",
L"Encyclopedia",
L"Encyclopedia - Data",
@@ -6068,6 +6094,9 @@ STR16 SkiMessageBoxText[] =
L"Ask the dealer to repair the selected items",
L"End conversation",
L"Current Balance",
L"Do you want to transfer %s Intel to cover the difference?",
L"Do you want to transfer %s Intel to cover the cost?",
};
@@ -6936,6 +6965,7 @@ STR16 gzLaptopHelpText[] =
L"World Health Organization",
L"Kerberus - Experience In Security",
L"Militia Overview",
L"Recon Intelligence Services",
};
@@ -8394,6 +8424,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n",
L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39
L"|S|h|i|e|l|d",
L"|C|a|m|e|r|a",
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8439,6 +8470,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \nIf equipped in a hand, this will block incoming damage.",
L"\n \nYou can take photos with this.",
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -8876,7 +8908,7 @@ STR16 szFoodTextStr[]=
STR16 szPrisonerTextStr[]=
{
L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.",
L"%d prisoners paid ransom money.",
L"Gained $%d as ransom money.",
L"%d prisoners revealed enemy positions.",
L"%d officers, %d elites, %d regulars and %d admins joined our cause.",
L"Prisoners start a massive riot in %s!",
@@ -10951,6 +10983,12 @@ STR16 szDiseaseText[] =
L"\n\n%s (undiagnosed) - %d / %d\n",
};
STR16 szSpyText[] =
{
L"Hide",
L"Get Intel",
};
STR16 szFoodText[] =
{
L"\n\n|W|a|t|e|r: %d%%\n",
@@ -11257,6 +11295,71 @@ STR16 szGearTemplateText[] =
L"Selected mercenary is not in this sector.",
L"%s is not in that sector.",
L"%s could not equip %s.",
L"We cannot attach %s (item %d) as that might damage items.",
};
STR16 szIntelWebsiteText[] =
{
L"Recon Intelligence Services",
L"Your need to know base",
L"Information Requests",
L"Information Verification",
L"About us",
L"You have %d Intel.",
L"We currently have information on the following items, available in exchange for intel as usual:",
L"There is currently no other information available.",
L"%d Intel - %s",
L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.",
L"Buy data - 50 intel",
L"Buy detailed data - 70 Intel",
L"Select map region on which you want info on:",
L"North-west",
L"North-north-west",
L"North-north-east",
L"North-east",
L"West-north-west",
L"Center-north-west",
L"Center-north-east",
L"East-north-east",
L"West-south-west",
L"Center-south-west",
L"Center-south-east",
L"East-south-east",
L"South-west",
L"South-south-west",
L"South-south-east",
L"South-east",
// about us
L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.",
L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..",
L"Some of that information may be of temporary nature.",
L"On the 'Information Verification' page, you can upload data you took of significant intelligence.",
L"We will verify the data (this process usually takes several hours) and compensate you accordingly.",
L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).",
// sell info
L"You can upload the following facts:",
L"Previous",
L"Next",
L"Upload",
L"You have already received compensation for the following:"
};
STR16 szIntelText[] =
{
L"No more enemies present, %s is no longer in hiding!",
L"%s has been discovered and goes into hiding for %d hours.",
L"%s has been discovered, going to sector!",
};
#endif //ENGLISH
+105 -2
View File
@@ -2476,6 +2476,8 @@ STR16 pAssignmentStrings[] =
L"Réparat.", // repairing
L"Fortify", // build structures according to external layout // TODO.Translate
L"Train W.",
L"Hide", // TODO.Translate
L"GetIntel",
};
@@ -2579,6 +2581,8 @@ STR16 pPersonnelAssignmentStrings[] =
L"Réparation",
L"Fortify sector", // build structures according to external layout // TODO.Translate
L"Train workers",
L"Hide while disguised", // TODO.Translate
L"Get intel while disguised",
};
@@ -2641,6 +2645,8 @@ STR16 pLongAssignmentStrings[] =
L"Réparation",
L"Fortify sector", // build structures according to external layout // TODO.Translate
L"Train workers",
L"Hide while disguised", // TODO.Translate
L"Get intel while disguised",
};
@@ -2762,6 +2768,7 @@ STR16 pAssignMenuStrings[] =
L"Formation", // the merc is training
L"Dépl obj.", // move items
L"Fortify", // fortify sector // TODO.Translate
L"Intel", // covert assignments // TODO.Translate
L"Affectat.", // the merc is using/staffing a facility
L"Annuler", // cancel this menu
};
@@ -2799,6 +2806,10 @@ STR16 pTraitSkillsMenuStrings[] =
L"Appeler des renforts",
L"Éteindre la radio",
// spy
L"Hide assignment", // TODO.Translate
L"Get Intel assignment",
// various
L"Guetteur",
L"Focus", // TODO.Translate
@@ -2816,6 +2827,10 @@ STR16 pTraitSkillsMenuDescStrings[] =
L"Appeler des renforts des secteurs voisins.",
L"Éteindre la radio.",
// spy
L"Assignment: hide among the population.", // TODO.Translate
L"Assignment: hide among the population and gather intel.",
// various
L"Observer une zone avec un tireur d'élite donne un bonus de CDT sur tout ce que vous voyez.",
L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate
@@ -2838,6 +2853,11 @@ STR16 pTraitSkillsDenialStrings[] =
L" - prone person or corpse next to merc\n", // TODO.Translate
L" - crouched position\n",
L" - free main hand\n",
L" - covert trait\n",
L" - enemy occupied sector\n",
L" - single merc\n",
L" - no alarm raised\n",
L" - civilian or soldier disguise\n",
};
STR16 pSkillMenuStrings[] =
@@ -3192,6 +3212,7 @@ STR16 gzMercSkillTextNew[] =
L"Placeholder", // for snitch (minor trait)
L"Placeholder", // for survival (minor trait)
L"Plus...", // 47
L"Intel", // for INTEL // TODO.Translate
L"Divers", // for VARIOUSSKILLS
};
//////////////////////////////////////////////////////////
@@ -3991,7 +4012,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"%s a nettoyé %s",
// added by Flugente: decide what to do with prisoners
L"Vous n'avez pas de prison. Vous les laissez partir.",
L"As we have no prison, a field interrogation is performed.", // TODO.Translate
L"Field interrogation",
L"Où voulez-vous envoyer les %d prisonniers ?",
L"Les relâcher",
L"Voulez-vous proposer ?",
@@ -5025,6 +5047,7 @@ STR16 pBookMarkStrings[] =
L"WHO",
L"Kerberus",
L"Militia Overview", // TODO.Translate
L"R.I.S.",
};
STR16 pBookmarkTitle[] =
@@ -5148,6 +5171,9 @@ STR16 pWebPagesTitles[] =
L"Kerberus - Hire a Team",
L"Kerberus - Individual Contracts",
L"Militia Overview", // TODO.Translate
L"Recon Intelligence Services - Information Requests", // TODO.Translate
L"Recon Intelligence Services - Information Verification",
L"Recon Intelligence Services - About us",
L"Bobby Ray : Dernières commandes",
L"Encyclopédie",
L"Encyclopédie : Données",
@@ -6081,6 +6107,9 @@ STR16 SkiMessageBoxText[] =
L"Demander au vendeur de réparer les objets sélectionnés",
L"Terminer l'entretien",
L"Solde actuel",
L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate
L"Do you want to transfer %s Intel to cover the cost?",
};
@@ -6949,6 +6978,7 @@ STR16 gzLaptopHelpText[] =
L"World Health Organization",
L"Kerberus - Experience In Security",
L"Militia Overview", // TODO.Translate
L"Recon Intelligence Services", // TODO.Translate
};
@@ -8397,6 +8427,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n",
L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39
L"|S|h|i|e|l|d", // TODO.Translate
L"|C|a|m|e|r|a", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8442,6 +8473,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
L"\n \nYou can take photos with this.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -8875,7 +8907,7 @@ STR16 szFoodTextStr[]=
STR16 szPrisonerTextStr[]=
{
L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", // TODO.Translate
L"Prisonnier(s) ayant payé une rançon : %d.",
L"Gained $%d as ransom money.", // TODO.Translate
L"Prisonnier(s) ayant révélé les positions ennemies : %d.",
L"Prisonnier(s) ayant rejoint notre cause : %d officiers, %d élite(s), %d régulier(s) et %d administratif(s).",
L"Prisonnier(s) ayant commencé une émeute en %s !",
@@ -10949,6 +10981,12 @@ STR16 szDiseaseText[] =
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
};
STR16 szSpyText[] =
{
L"Hide", // TODO.Translate
L"Get Intel",
};
STR16 szFoodText[] =
{
L"\n\n|W|a|t|e|r: %d%%\n",
@@ -11255,6 +11293,71 @@ STR16 szGearTemplateText[] = // TODO.Translate
L"Selected mercenary is not in this sector.",
L"%s is not in that sector.",
L"%s could not equip %s.",
L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate
};
STR16 szIntelWebsiteText[] =
{
L"Recon Intelligence Services",
L"Your need to know base",
L"Information Requests",
L"Information Verification",
L"About us",
L"You have %d Intel.",
L"We currently have information on the following items, available in exchange for intel as usual:",
L"There is currently no other information available.",
L"%d Intel - %s",
L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.",
L"Buy data - 50 intel",
L"Buy detailed data - 70 Intel",
L"Select map region on which you want info on:",
L"North-west",
L"North-north-west",
L"North-north-east",
L"North-east",
L"West-north-west",
L"Center-north-west",
L"Center-north-east",
L"East-north-east",
L"West-south-west",
L"Center-south-west",
L"Center-south-east",
L"East-south-east",
L"South-west",
L"South-south-west",
L"South-south-east",
L"South-east",
// about us
L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.",
L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..",
L"Some of that information may be of temporary nature.",
L"On the 'Information Verification' page, you can upload data you took of significant intelligence.",
L"We will verify the data (this process usually takes several hours) and compensate you accordingly.",
L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).",
// sell info
L"You can upload the following facts:",
L"Previous",
L"Next",
L"Upload",
L"You have already received compensation for the following:"
};
STR16 szIntelText[] =
{
L"No more enemies present, %s is no longer in hiding!",
L"%s has been discovered and goes into hiding for %d hours.",
L"%s has been discovered, going to sector!",
};
#endif //FRENCH
+106 -3
View File
@@ -2481,6 +2481,8 @@ STR16 pAssignmentStrings[] =
L"Repar.", // repairing
L"Fortify", // build structures according to external layout // TODO.Translate
L"Train W.",
L"Hide", // TODO.Translate
L"GetIntel",
};
STR16 pMilitiaString[] =
@@ -2580,6 +2582,8 @@ STR16 pPersonnelAssignmentStrings[] =
L"Reparieren",
L"Fortify sector", // build structures according to external layout // TODO.Translate
L"Train workers",
L"Hide while disguised", // TODO.Translate
L"Get intel while disguised",
};
// refer to above for comments
@@ -2640,6 +2644,8 @@ STR16 pLongAssignmentStrings[] =
L"Reparieren",
L"Fortify sector", // build structures according to external layout // TODO.Translate
L"Train workers",
L"Hide while disguised", // TODO.Translate
L"Get intel while disguised",
};
// the contract options
@@ -2757,6 +2763,7 @@ STR16 pAssignMenuStrings[] =
L"Training", // the merc is training
L"Umzug", // move items
L"Fortify", // fortify sector // TODO.Translate
L"Intel", // covert assignments // TODO.Translate
L"Betrieb", // the merc is using/staffing a facility
L"Abbrechen", // cancel this menu
};
@@ -2794,6 +2801,10 @@ STR16 pTraitSkillsMenuStrings[] =
L"Verstärkung rufen",
L"Radiogerät ausschalten",
// spy
L"Hide assignment", // TODO.Translate
L"Get Intel assignment",
// various
L"Spotter",
L"Fokus",
@@ -2811,6 +2822,10 @@ STR16 pTraitSkillsMenuDescStrings[] =
L"Verstärkung aus dem Nachbarsektor anfordern.",
L"Radiogerät ausschalten.",
// spy
L"Assignment: hide among the population.", // TODO.Translate
L"Assignment: hide among the population and gather intel.",
// various
L"Bestimmtes Gebiet beobachten, damit Scharfschützen einen Bonus auf deren Treffsicherheit erhalten.",
L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate
@@ -2833,6 +2848,11 @@ STR16 pTraitSkillsDenialStrings[] =
L" - prone person or corpse next to merc\n", // TODO.Translate
L" - crouched position\n",
L" - free main hand\n",
L" - covert trait\n",
L" - enemy occupied sector\n",
L" - single merc\n",
L" - no alarm raised\n",
L" - civilian or soldier disguise\n",
};
STR16 pSkillMenuStrings[] = // TODO.Translate
@@ -3199,7 +3219,8 @@ STR16 gzMercSkillTextNew[] =
L"Placeholder", // for radio operator (minor trait)
L"Placeholder", // for snitch(minor trait)
L"Placeholder", // for survival (minor trait)
L"Mehr...", //47
L"Mehr...", // 47
L"Intel", // for INTEL // TODO.Translate
L"diverse", // for VARIOUSSKILLS
};
@@ -3993,7 +4014,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"%s reinigte %s",
// added by Flugente: decide what to do with prisoners
L"Sie haben kein Gefängnis für die Gefangenen und müssen diese nun laufen lassen",
L"As we have no prison, a field interrogation is performed.", // TODO.Translate
L"Field interrogation",
L"Wohin mit den %d Gefangenen?",
L"Freilassen",
L"Was möchten Sie tun?",
@@ -4969,6 +4991,7 @@ STR16 pBookMarkStrings[] =
L"WHO",
L"Kerberus",
L"Militia Overview", // TODO.Translate
L"R.I.S.",
};
STR16 pBookmarkTitle[] =
@@ -5084,6 +5107,9 @@ STR16 pWebPagesTitles[] =
L"Kerberus - Hire a Team",
L"Kerberus - Individual Contracts",
L"Miliz - Übersicht",
L"Recon Intelligence Services - Information Requests", // TODO.Translate
L"Recon Intelligence Services - Information Verification",
L"Recon Intelligence Services - About us",
L"Bobby Rays - Letzte Lieferungen",
L"Enzyklopädie",
L"Enzyklopädie - Daten",
@@ -5923,6 +5949,9 @@ STR16 SkiMessageBoxText[] =
L"Händler bitten, Gegenstände zu reparieren",
L"Unterhaltung beenden",
L"Kontostand",
L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate
L"Do you want to transfer %s Intel to cover the cost?",
};
//OptionScreen.c
@@ -6782,6 +6811,7 @@ STR16 gzLaptopHelpText[] =
L"World Health Organization",
L"Kerberus - Experience In Security",
L"Militia Overview", // TODO.Translate
L"Recon Intelligence Services", // TODO.Translate
};
STR16 gzHelpScreenText[] =
@@ -8226,6 +8256,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n",
L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39
L"|S|h|i|e|l|d", // TODO.Translate
L"|C|a|m|e|r|a", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8271,6 +8302,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
L"\n \nYou can take photos with this.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -8705,7 +8737,7 @@ STR16 szFoodTextStr[]=
STR16 szPrisonerTextStr[]=
{
L"%d Offiziere, %d Elite-, %d Reguläre, %d Hilfssoldaten, %d Generäle und %d Zivilisten wurden verhört.",
L"%d Gefangene wurden gegen Lösegeld freigelassen.",
L"Gained $%d as ransom money.", // TODO.Translate
L"%d Gefangene haben uns Truppenstandorte verraten.",
L"%d Offiziere, %d Elite-, %d Reguläre und %d Hilfssoldaten laufen zu uns über.",
L"Gefangenenaufstand in %s!",
@@ -10779,6 +10811,12 @@ STR16 szDiseaseText[] =
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
};
STR16 szSpyText[] =
{
L"Hide", // TODO.Translate
L"Get Intel",
};
STR16 szFoodText[] =
{
L"\n\n|W|a|t|e|r: %d%%\n",
@@ -11085,6 +11123,71 @@ STR16 szGearTemplateText[] = // TODO.Translate
L"Selected mercenary is not in this sector.",
L"%s is not in that sector.",
L"%s could not equip %s.",
L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate
};
STR16 szIntelWebsiteText[] =
{
L"Recon Intelligence Services",
L"Your need to know base",
L"Information Requests",
L"Information Verification",
L"About us",
L"You have %d Intel.",
L"We currently have information on the following items, available in exchange for intel as usual:",
L"There is currently no other information available.",
L"%d Intel - %s",
L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.",
L"Buy data - 50 intel",
L"Buy detailed data - 70 Intel",
L"Select map region on which you want info on:",
L"North-west",
L"North-north-west",
L"North-north-east",
L"North-east",
L"West-north-west",
L"Center-north-west",
L"Center-north-east",
L"East-north-east",
L"West-south-west",
L"Center-south-west",
L"Center-south-east",
L"East-south-east",
L"South-west",
L"South-south-west",
L"South-south-east",
L"South-east",
// about us
L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.",
L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..",
L"Some of that information may be of temporary nature.",
L"On the 'Information Verification' page, you can upload data you took of significant intelligence.",
L"We will verify the data (this process usually takes several hours) and compensate you accordingly.",
L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).",
// sell info
L"You can upload the following facts:",
L"Previous",
L"Next",
L"Upload",
L"You have already received compensation for the following:"
};
STR16 szIntelText[] =
{
L"No more enemies present, %s is no longer in hiding!",
L"%s has been discovered and goes into hiding for %d hours.",
L"%s has been discovered, going to sector!",
};
#endif //GERMAN
+105 -2
View File
@@ -2462,6 +2462,8 @@ STR16 pAssignmentStrings[] =
L"Riparare", // repairing
L"Fortify", // build structures according to external layout // TODO.Translate
L"Train W.",
L"Hide", // TODO.Translate
L"GetIntel",
};
@@ -2565,6 +2567,8 @@ STR16 pPersonnelAssignmentStrings[] =
L"Riparare",
L"Fortify sector", // build structures according to external layout // TODO.Translate
L"Train workers",
L"Hide while disguised", // TODO.Translate
L"Get intel while disguised",
};
@@ -2627,6 +2631,8 @@ STR16 pLongAssignmentStrings[] =
L"Ripara",
L"Fortify sector", // build structures according to external layout // TODO.Translate
L"Train workers",
L"Hide while disguised", // TODO.Translate
L"Get intel while disguised",
};
@@ -2748,6 +2754,7 @@ STR16 pAssignMenuStrings[] =
L"Si esercita", // the merc is training
L"Get Item", // get items // TODO.Translate
L"Fortify", // fortify sector // TODO.Translate
L"Intel", // covert assignments // TODO.Translate
L"Facility", // the merc is using/staffing a facility // TODO.Translate
L"Annulla", // cancel this menu
};
@@ -2785,6 +2792,10 @@ STR16 pTraitSkillsMenuStrings[] = // TODO.Translate
L"Call reinforcements",
L"Switch off radio set",
// spy
L"Hide assignment", // TODO.Translate
L"Get Intel assignment",
// various
L"Spotter", // TODO.Translate
L"Focus", // TODO.Translate
@@ -2802,6 +2813,10 @@ STR16 pTraitSkillsMenuDescStrings[] =
L"Call in reinforcements from neighbouring sectors.",
L"Turn off radio set.", // TODO.Translate
// spy
L"Assignment: hide among the population.", // TODO.Translate
L"Assignment: hide among the population and gather intel.",
// various
L"Observe an area, granting allied snipers a bonus to cth on anything you see.", // TODO.Translate
L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate
@@ -2824,6 +2839,11 @@ STR16 pTraitSkillsDenialStrings[] =
L" - prone person or corpse next to merc\n", // TODO.Translate
L" - crouched position\n",
L" - free main hand\n",
L" - covert trait\n",
L" - enemy occupied sector\n",
L" - single merc\n",
L" - no alarm raised\n",
L" - civilian or soldier disguise\n",
};
STR16 pSkillMenuStrings[] = // TODO.Translate
@@ -3179,6 +3199,7 @@ STR16 gzMercSkillTextNew[] =
L"Placeholder", // for snitch (minor trait)
L"Placeholder", // for survival (minor trait)
L"More...", // 47
L"Intel", // for INTEL // TODO.Translate
L"various", // for VARIOUSSKILLS
};
//////////////////////////////////////////////////////////
@@ -3980,7 +4001,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"%s cleaned %s",
// added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go",
L"As we have no prison, a field interrogation is performed.", // TODO.Translate
L"Field interrogation",
L"Where do you want to send the %d prisoners?", // TODO.Translate
L"Let them go",
L"What do you want to do?",
@@ -5007,6 +5029,7 @@ STR16 pBookMarkStrings[] =
L"WHO",
L"Kerberus",
L"Militia Overview", // TODO.Translate
L"R.I.S.",
};
STR16 pBookmarkTitle[] =
@@ -5130,6 +5153,9 @@ STR16 pWebPagesTitles[] =
L"Kerberus - Hire a Team",
L"Kerberus - Individual Contracts",
L"Militia Overview",
L"Recon Intelligence Services - Information Requests", // TODO.Translate
L"Recon Intelligence Services - Information Verification",
L"Recon Intelligence Services - About us",
L"Bobby Ray's - Recent Shipments",
L"Encyclopedia",
L"Encyclopedia - Data",
@@ -6062,6 +6088,9 @@ STR16 SkiMessageBoxText[] =
L"Rivolgetevi all'operatore per riparare gli oggetti selezionati",
L"Fine conversazione",
L"Bilancio attuale",
L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate
L"Do you want to transfer %s Intel to cover the cost?",
};
@@ -6936,6 +6965,7 @@ STR16 gzLaptopHelpText[] =
L"World Health Organization",
L"Kerberus - Experience In Security",
L"Militia Overview", // TODO.Translate
L"Recon Intelligence Services", // TODO.Translate
};
@@ -8400,6 +8430,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n",
L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39
L"|S|h|i|e|l|d", // TODO.Translate
L"|C|a|m|e|r|a", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8445,6 +8476,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
L"\n \nYou can take photos with this.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -8883,7 +8915,7 @@ STR16 szFoodTextStr[]=
STR16 szPrisonerTextStr[]=
{
L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", // TODO.Translate
L"%d prisoners paid ransom money.",
L"Gained $%d as ransom money.", // TODO.Translate
L"%d prisoners revealed enemy positions.",
L"%d officers, %d elites, %d regulars and %d admins joined our cause.",
L"Prisoners start a massive riot in %s!",
@@ -10958,6 +10990,12 @@ STR16 szDiseaseText[] =
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
};
STR16 szSpyText[] =
{
L"Hide", // TODO.Translate
L"Get Intel",
};
STR16 szFoodText[] =
{
L"\n\n|W|a|t|e|r: %d%%\n",
@@ -11264,6 +11302,71 @@ STR16 szGearTemplateText[] = // TODO.Translate
L"Selected mercenary is not in this sector.",
L"%s is not in that sector.",
L"%s could not equip %s.",
L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate
};
STR16 szIntelWebsiteText[] =
{
L"Recon Intelligence Services",
L"Your need to know base",
L"Information Requests",
L"Information Verification",
L"About us",
L"You have %d Intel.",
L"We currently have information on the following items, available in exchange for intel as usual:",
L"There is currently no other information available.",
L"%d Intel - %s",
L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.",
L"Buy data - 50 intel",
L"Buy detailed data - 70 Intel",
L"Select map region on which you want info on:",
L"North-west",
L"North-north-west",
L"North-north-east",
L"North-east",
L"West-north-west",
L"Center-north-west",
L"Center-north-east",
L"East-north-east",
L"West-south-west",
L"Center-south-west",
L"Center-south-east",
L"East-south-east",
L"South-west",
L"South-south-west",
L"South-south-east",
L"South-east",
// about us
L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.",
L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..",
L"Some of that information may be of temporary nature.",
L"On the 'Information Verification' page, you can upload data you took of significant intelligence.",
L"We will verify the data (this process usually takes several hours) and compensate you accordingly.",
L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).",
// sell info
L"You can upload the following facts:",
L"Previous",
L"Next",
L"Upload",
L"You have already received compensation for the following:"
};
STR16 szIntelText[] =
{
L"No more enemies present, %s is no longer in hiding!",
L"%s has been discovered and goes into hiding for %d hours.",
L"%s has been discovered, going to sector!",
};
#endif //ITALIAN
+105 -2
View File
@@ -2474,6 +2474,8 @@ STR16 pAssignmentStrings[] =
L"Naprawa", // repairing
L"Fortify", // build structures according to external layout // TODO.Translate
L"Train W.",
L"Hide", // TODO.Translate
L"GetIntel",
};
@@ -2577,6 +2579,8 @@ STR16 pPersonnelAssignmentStrings[] =
L"Naprawa",
L"Fortify sector", // build structures according to external layout // TODO.Translate
L"Train workers",
L"Hide while disguised", // TODO.Translate
L"Get intel while disguised",
};
@@ -2639,6 +2643,8 @@ STR16 pLongAssignmentStrings[] =
L"Naprawa",
L"Fortify sector", // build structures according to external layout // TODO.Translate
L"Train workers",
L"Hide while disguised", // TODO.Translate
L"Get intel while disguised",
};
@@ -2760,6 +2766,7 @@ STR16 pAssignMenuStrings[] =
L"Szkolenie", // the merc is training
L"Get Item", // get items // TODO.Translate
L"Fortify", // fortify sector // TODO.Translate
L"Intel", // covert assignments // TODO.Translate
L"Facility", // the merc is using/staffing a facility // TODO.Translate
L"Anuluj", // cancel this menu
};
@@ -2797,6 +2804,10 @@ STR16 pTraitSkillsMenuStrings[] = // TODO.Translate
L"Call reinforcements",
L"Switch off radio set",
// spy
L"Hide assignment", // TODO.Translate
L"Get Intel assignment",
// various
L"Spotter", // TODO.Translate
L"Focus", // TODO.Translate
@@ -2814,6 +2825,10 @@ STR16 pTraitSkillsMenuDescStrings[] =
L"Call in reinforcements from neighbouring sectors.",
L"Turn off radio set.", // TODO.Translate
// spy
L"Assignment: hide among the population.", // TODO.Translate
L"Assignment: hide among the population and gather intel.",
// various
L"Observe an area, granting allied snipers a bonus to cth on anything you see.", // TODO.Translate
L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate
@@ -2836,6 +2851,11 @@ STR16 pTraitSkillsDenialStrings[] =
L" - prone person or corpse next to merc\n", // TODO.Translate
L" - crouched position\n",
L" - free main hand\n",
L" - covert trait\n",
L" - enemy occupied sector\n",
L" - single merc\n",
L" - no alarm raised\n",
L" - civilian or soldier disguise\n",
};
STR16 pSkillMenuStrings[] = // TODO.Translate
@@ -3189,6 +3209,7 @@ STR16 gzMercSkillTextNew[] =
L"Placeholder", // for snitch(minor trait)
L"Placeholder", // for survival (minor trait)
L"Więcej...", // 47
L"Intel", // for INTEL // TODO.Translate
L"różne", // for VARIOUSSKILLS
};
//////////////////////////////////////////////////////////
@@ -3991,7 +4012,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"%s cleaned %s",
// added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go",
L"As we have no prison, a field interrogation is performed.", // TODO.Translate
L"Field interrogation",
L"Where do you want to send the %d prisoners?", // TODO.Translate
L"Let them go",
L"What do you want to do?",
@@ -5022,6 +5044,7 @@ STR16 pBookMarkStrings[] =
L"WHO",
L"Kerberus",
L"Militia Overview", // TODO.Translate
L"R.I.S.",
};
STR16 pBookmarkTitle[] =
@@ -5145,6 +5168,9 @@ STR16 pWebPagesTitles[] =
L"Kerberus - Hire a Team",
L"Kerberus - Individual Contracts",
L"Militia Overview", // TODO.Translate
L"Recon Intelligence Services - Information Requests", // TODO.Translate
L"Recon Intelligence Services - Information Verification",
L"Recon Intelligence Services - About us",
L"Bobby Ray's - Ostatnie dostawy",
L"Encyclopedia",
L"Encyclopedia - Dane",
@@ -6077,6 +6103,9 @@ STR16 SkiMessageBoxText[] =
L"Poproś o naprawę wybranych przedmiotów",
L"Zakończ rozmowę",
L"Saldo dostępne",
L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate
L"Do you want to transfer %s Intel to cover the cost?",
};
@@ -6950,6 +6979,7 @@ STR16 gzLaptopHelpText[] =
L"World Health Organization",
L"Kerberus - Experience In Security",
L"Militia Overview", // TODO.Translate
L"Recon Intelligence Services", // TODO.Translate
};
@@ -8412,6 +8442,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n",
L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39
L"|S|h|i|e|l|d", // TODO.Translate
L"|C|a|m|e|r|a", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8457,6 +8488,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
L"\n \nYou can take photos with this.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -8897,7 +8929,7 @@ STR16 szFoodTextStr[]=
STR16 szPrisonerTextStr[]=
{
L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", // TODO.Translate
L"%d prisoners paid ransom money.",
L"Gained $%d as ransom money.", // TODO.Translate
L"%d prisoners revealed enemy positions.",
L"%d officers, %d elites, %d regulars and %d admins joined our cause.",
L"Prisoners start a massive riot in %s!",
@@ -10971,6 +11003,12 @@ STR16 szDiseaseText[] =
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
};
STR16 szSpyText[] =
{
L"Hide", // TODO.Translate
L"Get Intel",
};
STR16 szFoodText[] =
{
L"\n\n|W|a|t|e|r: %d%%\n",
@@ -11277,6 +11315,71 @@ STR16 szGearTemplateText[] = // TODO.Translate
L"Selected mercenary is not in this sector.",
L"%s is not in that sector.",
L"%s could not equip %s.",
L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate
};
STR16 szIntelWebsiteText[] =
{
L"Recon Intelligence Services",
L"Your need to know base",
L"Information Requests",
L"Information Verification",
L"About us",
L"You have %d Intel.",
L"We currently have information on the following items, available in exchange for intel as usual:",
L"There is currently no other information available.",
L"%d Intel - %s",
L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.",
L"Buy data - 50 intel",
L"Buy detailed data - 70 Intel",
L"Select map region on which you want info on:",
L"North-west",
L"North-north-west",
L"North-north-east",
L"North-east",
L"West-north-west",
L"Center-north-west",
L"Center-north-east",
L"East-north-east",
L"West-south-west",
L"Center-south-west",
L"Center-south-east",
L"East-south-east",
L"South-west",
L"South-south-west",
L"South-south-east",
L"South-east",
// about us
L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.",
L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..",
L"Some of that information may be of temporary nature.",
L"On the 'Information Verification' page, you can upload data you took of significant intelligence.",
L"We will verify the data (this process usually takes several hours) and compensate you accordingly.",
L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).",
// sell info
L"You can upload the following facts:",
L"Previous",
L"Next",
L"Upload",
L"You have already received compensation for the following:"
};
STR16 szIntelText[] =
{
L"No more enemies present, %s is no longer in hiding!",
L"%s has been discovered and goes into hiding for %d hours.",
L"%s has been discovered, going to sector!",
};
#endif //POLISH
+105 -2
View File
@@ -2468,6 +2468,8 @@ STR16 pAssignmentStrings[] =
L"Ремонт", // repairing
L"Укрепляет", // build structures according to external layout
L"Учит рабочих",
L"Hide", // TODO.Translate
L"GetIntel",
};
@@ -2571,6 +2573,8 @@ STR16 pPersonnelAssignmentStrings[] =
L"Ремонт",
L"Укрепляет сектор", // build structures according to external layout
L"Учит рабочих",
L"Hide while disguised", // TODO.Translate
L"Get intel while disguised",
};
@@ -2633,6 +2637,8 @@ STR16 pLongAssignmentStrings[] =
L"Ремонтирует",
L"Укрепляет сектор", // build structures according to external layout
L"Учит рабочих",
L"Hide while disguised", // TODO.Translate
L"Get intel while disguised",
};
@@ -2754,6 +2760,7 @@ STR16 pAssignMenuStrings[] =
L"Обучение", // the merc is training
L"Носильщик", // move items
L"Укреплять", // fortify sector
L"Intel", // covert assignments // TODO.Translate
L"Занятия", // the merc is using/staffing a facility
L"Отмена", // cancel this menu
};
@@ -2791,6 +2798,10 @@ STR16 pTraitSkillsMenuStrings[] =
L"Вызвать подкрепления",
L"Выключить радиостанцию",
// spy
L"Hide assignment", // TODO.Translate
L"Get Intel assignment",
// various
L"Наблюдатель",
L"Focus", // TODO.Translate
@@ -2808,6 +2819,10 @@ STR16 pTraitSkillsMenuDescStrings[] =
L"Вызвать подкрепления из соседних секторов.",
L"Turn off radio set.", // TODO.Translate
// spy
L"Assignment: hide among the population.", // TODO.Translate
L"Assignment: hide among the population and gather intel.",
// various
L"Наблюдать за местностью, чтобы обеспечить более меткую стрельбу своим снайперам.",
L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate
@@ -2830,6 +2845,11 @@ STR16 pTraitSkillsDenialStrings[] =
L" - prone person or corpse next to merc\n", // TODO.Translate
L" - crouched position\n",
L" - free main hand\n",
L" - covert trait\n",
L" - enemy occupied sector\n",
L" - single merc\n",
L" - no alarm raised\n",
L" - civilian or soldier disguise\n",
};
STR16 pSkillMenuStrings[] =
@@ -3184,6 +3204,7 @@ STR16 gzMercSkillTextNew[] =
L"Placeholder", // for snitch (minor trait)
L"Placeholder", // for survival (minor trait)
L"Ещё...", // 47
L"Intel", // for INTEL // TODO.Translate
L"различные", // for VARIOUSSKILLS
};
//////////////////////////////////////////////////////////
@@ -3985,7 +4006,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"%s чистит %s",
// added by Flugente: decide what to do with prisoners
L"У вас нет тюрьмы для содержания заключённых, придётся отпустить их",
L"As we have no prison, a field interrogation is performed.", // TODO.Translate
L"Field interrogation",
L"Куда отправить %d пленного(-иков)?",
L"Отпустить",
L"Что вы хотите сделать?",
@@ -5013,6 +5035,7 @@ STR16 pBookMarkStrings[] =
L"ВОЗ",
L"Цербер",
L"Ополчение",
L"R.I.S.",
};
STR16 pBookmarkTitle[] =
@@ -5136,6 +5159,9 @@ STR16 pWebPagesTitles[] =
L"Цербер - Найм команды",
L"Цербер - Индивидуальные контракты",
L"Militia Overview", // TODO.Translate
L"Recon Intelligence Services - Information Requests", // TODO.Translate
L"Recon Intelligence Services - Information Verification",
L"Recon Intelligence Services - About us",
L"Бобби Рэй - последние поступления",
L"Энциклопедия",
L"Энциклопедия - данные",
@@ -6068,6 +6094,9 @@ STR16 SkiMessageBoxText[] =
L"Попросить торговца починить выбранные предметы",
L"Закончить беседу",
L"Текущий баланс",
L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate
L"Do you want to transfer %s Intel to cover the cost?",
};
@@ -6936,6 +6965,7 @@ STR16 gzLaptopHelpText[] =
L"Всемирная организация здравоохранения",
L"Цербер - Опыт в безопасности",
L"Ополчение",
L"Recon Intelligence Services", // TODO.Translate
};
@@ -8394,6 +8424,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|З|а|щ|и|т|а |д|л|я |л|и|ц|а",
L"|И|н|ф|е|к|ц|и|о|н|н|а|я |з|а|щ|и|т|а", // 39
L"|S|h|i|e|l|d", // TODO.Translate
L"|C|a|m|e|r|a", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8439,6 +8470,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nЕсли одето на лицо, понижает шанс\nзаражения от других людей.",
L"\n \nЕсли хранить в своём кармане,\nпонижается шанс заражения\n от других людей.",
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
L"\n \nYou can take photos with this.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -8876,7 +8908,7 @@ STR16 szFoodTextStr[]=
STR16 szPrisonerTextStr[]=
{
L"%d офицеров, %d спецназа, %d солдат, %d полиции, %d генералов и %d гражданских было допрошено",
L"%d пленных заплатили выкуп.",
L"Gained $%d as ransom money.", // TODO.Translate
L"%d пленных выдали расположение отрядов армии.",
L"%d офицеров, %d спецназ, %d рядовых и %d полицейских решили присоединиться к нам.",
L"Пленные устроили бунт в %s!",
@@ -10951,6 +10983,12 @@ STR16 szDiseaseText[] =
L"\n\n%s (недиагностирована) - %d / %d\n",
};
STR16 szSpyText[] =
{
L"Hide", // TODO.Translate
L"Get Intel",
};
STR16 szFoodText[] =
{
L"\n\n|В|о|д|а: %d%%\n",
@@ -11257,6 +11295,71 @@ STR16 szGearTemplateText[] = // TODO.Translate
L"Selected mercenary is not in this sector.",
L"%s is not in that sector.",
L"%s could not equip %s.",
L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate
};
STR16 szIntelWebsiteText[] =
{
L"Recon Intelligence Services",
L"Your need to know base",
L"Information Requests",
L"Information Verification",
L"About us",
L"You have %d Intel.",
L"We currently have information on the following items, available in exchange for intel as usual:",
L"There is currently no other information available.",
L"%d Intel - %s",
L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.",
L"Buy data - 50 intel",
L"Buy detailed data - 70 Intel",
L"Select map region on which you want info on:",
L"North-west",
L"North-north-west",
L"North-north-east",
L"North-east",
L"West-north-west",
L"Center-north-west",
L"Center-north-east",
L"East-north-east",
L"West-south-west",
L"Center-south-west",
L"Center-south-east",
L"East-south-east",
L"South-west",
L"South-south-west",
L"South-south-east",
L"South-east",
// about us
L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.",
L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..",
L"Some of that information may be of temporary nature.",
L"On the 'Information Verification' page, you can upload data you took of significant intelligence.",
L"We will verify the data (this process usually takes several hours) and compensate you accordingly.",
L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).",
// sell info
L"You can upload the following facts:",
L"Previous",
L"Next",
L"Upload",
L"You have already received compensation for the following:"
};
STR16 szIntelText[] =
{
L"No more enemies present, %s is no longer in hiding!",
L"%s has been discovered and goes into hiding for %d hours.",
L"%s has been discovered, going to sector!",
};
#endif //RUSSIAN