- New Quest: if Kingpin is unaware Maria escaped with the player's help, he enlists the player to kill the DaSilvas

- Moved civ factions for mod compatibility (UC)

Does not break savegame compatibility.
Requires GameDir >= r2252.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7889 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-06-13 17:26:16 +00:00
parent e77f8f2bd6
commit eff368f099
18 changed files with 467 additions and 162 deletions
+9 -9
View File
@@ -15,9 +15,9 @@
#ifdef JA2EDITOR
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.7887 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.7889 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.7887 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.7889 (Development Build)" };
#endif
// ------------------------------
@@ -27,11 +27,11 @@
//DEBUG BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.7887 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.7889 (Development Build)" };
#elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.7887 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.7889 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.7887 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.7889 (Development Build)" };
#endif
#elif defined CRIPPLED_VERSION
@@ -46,16 +46,16 @@
//RELEASE BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.7887 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.7889 (Development Build)" };
#elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.7887 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.7889 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Release v1.13.7887 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release v1.13.7889 (Development Build)" };
#endif
#endif
CHAR8 czVersionNumber[16] = { "Build 15.06.04" }; //YY.MM.DD
CHAR8 czVersionNumber[16] = { "Build 15.06.13" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
// SAVE_GAME_VERSION is defined in header, change it there
+16
View File
@@ -366,6 +366,21 @@
#define PMC_INTRO (JOHN_KULBA_MISSED_FLIGHT_3 + JOHN_KULBA_MISSED_FLIGHT_3_LENGTH)
#define PMC_INTRO_LENGTH 3
#define KINGPIN_BOUNTY_INITIAL (PMC_INTRO + PMC_INTRO_LENGTH)
#define KINGPIN_BOUNTY_INITIAL_LENGTH 6
#define KINGPIN_BOUNTY_KINGPIN_REWARD (KINGPIN_BOUNTY_INITIAL + KINGPIN_BOUNTY_INITIAL_LENGTH)
#define KINGPIN_BOUNTY_KINGPIN_REWARD_LENGTH 4
#define KINGPIN_BOUNTY_ANGEL_THANKS (KINGPIN_BOUNTY_KINGPIN_REWARD + KINGPIN_BOUNTY_KINGPIN_REWARD_LENGTH)
#define KINGPIN_BOUNTY_ANGEL_THANKS_LENGTH 4
#define KINGPIN_BOUNTY_BH_GOTTARGET (KINGPIN_BOUNTY_ANGEL_THANKS + KINGPIN_BOUNTY_ANGEL_THANKS_LENGTH)
#define KINGPIN_BOUNTY_BH_GOTTARGET_LENGTH 4
#define KINGPIN_BOUNTY_TARGET_GOTAWAY (KINGPIN_BOUNTY_BH_GOTTARGET + KINGPIN_BOUNTY_BH_GOTTARGET_LENGTH)
#define KINGPIN_BOUNTY_TARGET_GOTAWAY_LENGTH 4
#endif
// WANNE: New 1.13 MERC merc mail text for level up that Speck sends
@@ -511,6 +526,7 @@ enum {
MAIL_MIGUEL,
#endif
PMC,
ANGEL_DASILVA,
};
// the length of the subject in char
+14 -14
View File
@@ -656,9 +656,9 @@ UINT32 ProcessAndEnterAHistoryRecord( UINT8 ubCode, UINT32 uiDate, UINT8 ubSecon
pHistory = pHistory->Next;
pHistory->Next = NULL;
pHistory->ubCode = ubCode;
pHistory->ubSecondCode = ubSecondCode;
pHistory->ubSecondCode = ubSecondCode;
pHistory->uiDate = uiDate;
pHistory->uiIdNumber = uiId;
pHistory->uiIdNumber = uiId;
pHistory->sSectorX = sSectorX;
pHistory->sSectorY = sSectorY;
pHistory->bSectorZ = bSectorZ;
@@ -673,10 +673,10 @@ UINT32 ProcessAndEnterAHistoryRecord( UINT8 ubCode, UINT32 uiDate, UINT8 ubSecon
// setup info passed
pHistory->Next = NULL;
pHistory->ubCode = ubCode;
pHistory->ubSecondCode = ubSecondCode;
pHistory->ubSecondCode = ubSecondCode;
pHistory->uiDate = uiDate;
pHistory->uiIdNumber = uiId;
pHistoryListHead = pHistory;
pHistory->uiIdNumber = uiId;
pHistoryListHead = pHistory;
pHistory->sSectorX = sSectorX;
pHistory->sSectorY = sSectorY;
pHistory->bSectorZ = bSectorZ;
@@ -900,7 +900,7 @@ void DrawHistoryRecordsText( void )
// loop through record list
for(iCounter; iCounter <NUM_RECORDS_PER_PAGE; iCounter++)
for(iCounter; iCounter <NUM_RECORDS_PER_PAGE; ++iCounter)
{
if( pCurHistory->ubColor == 0 )
{
@@ -910,6 +910,7 @@ void DrawHistoryRecordsText( void )
{
SetFontForeground(FONT_RED);
}
// get and write the date
swprintf(sString, L"%d", ( pCurHistory->uiDate / ( 24 * 60 ) ) );
FindFontCenterCoordinates(RECORD_DATE_X + 5, 0, RECORD_DATE_WIDTH,0, sString, HISTORY_TEXT_FONT,&usX, &usY);
@@ -920,14 +921,13 @@ void DrawHistoryRecordsText( void )
ProcessHistoryTransactionString(sString, pCurHistory);
// mprintf(RECORD_DATE_X + RECORD_DATE_WIDTH + 25, RECORD_Y + ( iCounter * ( BOX_HEIGHT ) ) + 3, pHistoryStrings[pCurHistory->ubCode] );
mprintf(RECORD_DATE_X + RECORD_LOCATION_WIDTH +RECORD_DATE_WIDTH + 15, RECORD_Y + ( iCounter * ( BOX_HEIGHT ) ) + 3, sString );
// no location
if( ( pCurHistory->sSectorX == -1 )||( pCurHistory->sSectorY == -1 ) )
{
FindFontCenterCoordinates( RECORD_DATE_X + RECORD_DATE_WIDTH, 0,RECORD_LOCATION_WIDTH + 10, 0, pHistoryLocations[0] ,HISTORY_TEXT_FONT, &sX, &sY );
mprintf(sX, RECORD_Y + ( iCounter * ( BOX_HEIGHT ) ) + 3, pHistoryLocations[0] );
}
mprintf(sX, RECORD_Y + ( iCounter * ( BOX_HEIGHT ) ) + 3, pHistoryLocations[0] );
}
else
{
GetSectorIDString( pCurHistory->sSectorX, pCurHistory->sSectorY, pCurHistory->bSectorZ, sString, TRUE );
@@ -947,17 +947,14 @@ void DrawHistoryRecordsText( void )
// last page, no Historys left, return
if( ! pCurHistory )
{
// restore shadow
SetFontShadow(DEFAULT_SHADOW);
SetFontShadow(DEFAULT_SHADOW);
return;
}
}
// restore shadow
SetFontShadow(DEFAULT_SHADOW);
return;
}
@@ -1269,6 +1266,9 @@ void ProcessHistoryTransactionString(STR16 pString, HistoryUnitPtr pHistory)
//swprintf( pString, pHistoryStrings[ pHistory->ubCode ], pHistory->ubSecondCode );
swprintf( pString, HistoryName[ pHistory->ubCode ].sHistory, pHistory->ubSecondCode );
break;
default:
swprintf( pString, L"missing text, kinda" );
break;
}
}
+43 -1
View File
@@ -46,6 +46,7 @@
#include "PostalService.h"
#include "MilitiaSquads.h"
#include "PMC.h" // added by Flugente
#include "finances.h" // added by Flugente
#endif
#include "connect.h"
@@ -524,12 +525,53 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
case EVENT_PMC_REINFORCEMENT_ARRIVAL:
HandlePMCArrival( (UINT8)pEvent->uiParam );
break;
case EVENT_KINGPIN_BOUNTY_INITIAL:
if ( gMercProfiles[KINGPIN].bMercStatus != MERC_IS_DEAD && !CheckFact( FACT_KINGPIN_DEAD, NO_PROFILE ) && !CheckFact( FACT_KINGPIN_IS_ENEMY, NO_PROFILE ) )
{
AddEmail( KINGPIN_BOUNTY_INITIAL, KINGPIN_BOUNTY_INITIAL_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
}
break;
case EVENT_KINGPIN_BOUNTY_END_KILLEDTHEM:
if ( gMercProfiles[KINGPIN].bMercStatus != MERC_IS_DEAD && !CheckFact( FACT_KINGPIN_DEAD, NO_PROFILE ) && !CheckFact( FACT_KINGPIN_IS_ENEMY, NO_PROFILE ) )
{
AddEmail( KINGPIN_BOUNTY_KINGPIN_REWARD, KINGPIN_BOUNTY_KINGPIN_REWARD_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
// also authorise payment from kingpin to the player
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin( ), 10000 );
}
// in any case, this quest is now over
EndQuest( QUEST_KINGPIN_ANGEL_MARIA, gWorldSectorX, gWorldSectorY );
break;
case EVENT_KINGPIN_BOUNTY_END_TIME_PASSED:
// if we eliminated all bounty hunters and Angel & Maria are still alive, they send us an email
if ( gMercProfiles[MARIA].bMercStatus != MERC_IS_DEAD && gMercProfiles[ANGEL].bMercStatus != MERC_IS_DEAD
&& CheckFact( FACT_BOUNTYHUNTER_KILLED_1, NO_PROFILE ) && CheckFact( FACT_BOUNTYHUNTER_KILLED_2, NO_PROFILE ) )
{
AddEmail( KINGPIN_BOUNTY_ANGEL_THANKS, KINGPIN_BOUNTY_ANGEL_THANKS_LENGTH, ANGEL_DASILVA, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
AddEmail( KINGPIN_BOUNTY_TARGET_GOTAWAY, KINGPIN_BOUNTY_TARGET_GOTAWAY_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
}
// we can assume that the bounty hunters for to them first - Kingpin sends an email and states that someone else finished the job
else if ( gMercProfiles[KINGPIN].bMercStatus != MERC_IS_DEAD && !CheckFact( FACT_KINGPIN_DEAD, NO_PROFILE ) && !CheckFact( FACT_KINGPIN_IS_ENEMY, NO_PROFILE ) )
{
AddEmail( KINGPIN_BOUNTY_BH_GOTTARGET, KINGPIN_BOUNTY_BH_GOTTARGET_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
}
// in any case, this quest is now over
EndQuest( QUEST_KINGPIN_ANGEL_MARIA, gWorldSectorX, gWorldSectorY );
break;
}
gfPreventDeletionOfAnyEvent = fOrigPreventFlag;
return TRUE;
}
#ifdef CRIPPLED_VERSION
void CrippledVersionEndGameCheck()
{
+4
View File
@@ -116,6 +116,10 @@ enum
EVENT_PMC_EMAIL, // Flugente: pmc will send us an introduction email
EVENT_PMC_REINFORCEMENT_ARRIVAL, // Flugente: pmc hired militia arrives
EVENT_KINGPIN_BOUNTY_INITIAL, // Flugente: a new quest by Kingpin: kill the DaSilvas while fighting off the competition
EVENT_KINGPIN_BOUNTY_END_KILLEDTHEM,
EVENT_KINGPIN_BOUNTY_END_TIME_PASSED,
NUMBER_OF_EVENT_TYPES_PLUS_ONE,
NUMBER_OF_EVENT_TYPES = NUMBER_OF_EVENT_TYPES_PLUS_ONE - 1
};
+4
View File
@@ -110,7 +110,11 @@ CHAR16 gEventName[NUMBER_OF_EVENT_TYPES_PLUS_ONE][40]={
L"HelicopterHoverForAMinute",
L"HelicopterRefuelForAMinute",
L"MilitiaMovementOrder",
L"PMCEmail",
L"PMCReinforcementArrival",
L"KingpinBounty1",
L"KingpinBounty2",
L"KingpinBounty3",
};
#endif
+151 -21
View File
@@ -735,6 +735,9 @@ static int l_GetTimeQuestWasStarted (lua_State *L);
static int l_RepairmanIsFixingItemsButNoneAreDoneYet(lua_State *L);
static int l_SECTOR(lua_State *L);
static int l_SECTORX( lua_State *L );
static int l_SECTORY( lua_State *L );
static int l_SectorInfoBloodCats(lua_State *L);
static int l_SpokenToHeadMiner(lua_State *L);
@@ -841,6 +844,11 @@ static int l_ResetBoxers( lua_State *L );
static int l_AddVolunteers( lua_State *L );
static int l_CreateArmedCivilain( lua_State *L );
static int l_GetFact( lua_State *L );
static int l_SetFact( lua_State *L );
using namespace std;
UINT16 idProfil;
@@ -1477,6 +1485,9 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
lua_register(L, "RepairmanIsFixingItemsButNoneAreDoneYet", l_RepairmanIsFixingItemsButNoneAreDoneYet);
lua_register(L, "SECTOR", l_SECTOR);
lua_register(L, "SECTORX", l_SECTORX );
lua_register(L, "SECTORY", l_SECTORY );
lua_register(L, "GetSectorInfoBloodCats", l_SectorInfoBloodCats);
lua_register(L, "SpokenToHeadMiner", l_SpokenToHeadMiner);
@@ -1690,6 +1701,11 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
lua_register(L,"EnvEndRainStorm", l_EnvEndRainStorm);
lua_register( L, "AddVolunteers", l_AddVolunteers );
lua_register(L, "CreateArmedCivilain", l_CreateArmedCivilain );
lua_register(L, "GetFact", l_GetFact );
lua_register(L, "SetFact", l_SetFact );
}
#ifdef NEWMUSIC
BOOLEAN LetLuaMusicControl(UINT8 Init)
@@ -2578,6 +2594,7 @@ BOOLEAN LuaHandleQuestCodeOnSector( INT16 sSectorX, INT16 sSectorY, INT8 bSector
lua_register(_LS.L(), "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
lua_register(_LS.L(), "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
lua_register(_LS.L(), "SetProfileStrategicInsertionData", l_ProfilesStrategicInsertionData );
lua_register(_LS.L(), "CreateArmedCivilain", l_CreateArmedCivilain );
IniFunction( _LS.L(), TRUE );
IniGlobalGameSetting( _LS.L() );
@@ -2628,6 +2645,26 @@ void LuaRecruitRPCAdditionalHandling( UINT8 usProfile )
LuaFunction( _LS.L, "RecruitRPCAdditionalHandling" ).Param<int>( usProfile ).Call( 1 );
}
void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
const char* filename = "scripts\\strategicmap.lua";
LuaScopeState _LS( true );
lua_register( _LS.L( ), "CheckFact", l_CheckFact );
lua_register( _LS.L( ), "SECTORX", l_SECTORX );
lua_register( _LS.L( ), "SECTORY", l_SECTORY );
lua_register( _LS.L( ), "SECTOR", l_SECTOR );
lua_register( _LS.L( ), "GetFact", l_GetFact );
lua_register( _LS.L( ), "SetFact", l_SetFact );
IniFunction( _LS.L( ), TRUE );
IniGlobalGameSetting( _LS.L( ) );
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
LuaFunction( _LS.L, "HandleSectorTacticalEntry" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Call( 3 );
}
BOOLEAN LetLuaGameInit(UINT8 Init)
{
const char* filename = "scripts\\GameInit.lua";
@@ -2729,6 +2766,7 @@ BOOLEAN LuaInternalQuest( UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY, BOOLEAN
LuaScopeState _LS(true);
lua_register( _LS.L( ), "CreateArmedCivilain", l_CreateArmedCivilain );
IniFunction( _LS.L(), FALSE );
IniGlobalGameSetting( _LS.L() );
@@ -4416,42 +4454,68 @@ UINT8 TANKS_ILOSC = 0;
static int l_SECTOR(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT16 x,y;
UINT8 val;
UINT8 val = 0;
for (i= 1; i<=n; i++ )
if ( lua_gettop( L ) )
{
if (i == 1 ) x = lua_tointeger(L,i);
if (i == 2 ) y = lua_tointeger(L,i);
UINT16 x = lua_tointeger( L, 1 );
UINT16 y = lua_tointeger( L, 2 );
val = SECTOR( x, y );
}
val = SECTOR( x, y );
lua_pushinteger(L, val);
return 1;
return 1;
}
static int l_SECTORX( lua_State *L )
{
UINT8 val = 0;
if ( lua_gettop( L ) )
{
UINT8 sector = lua_tointeger( L, 1 );
val = SECTORX( sector );
}
lua_pushinteger( L, val );
return 1;
}
static int l_SECTORY( lua_State *L )
{
UINT8 val = 0;
if ( lua_gettop( L ) )
{
UINT8 sector = lua_tointeger( L, 1 );
val = SECTORY( sector );
}
lua_pushinteger( L, val );
return 1;
}
static int l_CALCULATE_STRATEGIC_INDEX(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT16 x,y;
UINT8 val;
UINT8 val = 0;
for (i= 1; i<=n; i++ )
if ( lua_gettop( L ) )
{
if (i == 1 ) x = lua_tointeger(L,i);
if (i == 2 ) y = lua_tointeger(L,i);
UINT16 x = lua_tointeger( L, 1 );
UINT16 y = lua_tointeger( L, 2 );
val = CALCULATE_STRATEGIC_INDEX( x, y );
}
val = CALCULATE_STRATEGIC_INDEX( x, y );
lua_pushinteger(L, val);
return 1;
return 1;
}
static int l_SectorInfoBloodCats(lua_State *L)
@@ -12964,3 +13028,69 @@ static int l_AddVolunteers( lua_State *L )
return 0;
}
static int l_CreateArmedCivilain( lua_State *L )
{
if ( lua_gettop( L ) )
{
UINT8 usCivilianGroup = lua_tointeger( L, 1 );
UINT8 usSoldierClass = lua_tointeger( L, 2 );
INT32 sGridNo = lua_tointeger( L, 3 );
BOOLEAN fHostile = lua_tointeger( L, 4 );
SOLDIERTYPE* pSoldier = TacticalCreateArmedCivilian( usSoldierClass );
if ( pSoldier )
{
if ( sGridNo != NOWHERE )
{
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->sInsertionGridNo = sGridNo;
}
AddSoldierToSector( pSoldier->ubID );
// So we can see them!
AllTeamsLookForAll( NO_INTERRUPTS );
// set correct civ group
if ( usCivilianGroup )
{
pSoldier->ubCivilianGroup = usCivilianGroup;
if ( fHostile )
gTacticalStatus.fCivGroupHostile[pSoldier->ubCivilianGroup] = CIV_GROUP_WILL_BECOME_HOSTILE;
}
}
}
return 0;
}
static int l_GetFact( lua_State *L )
{
UINT8 val = 0;
if ( lua_gettop( L ) )
{
UINT16 fact = lua_tointeger( L, 1 );
val = GetFact( fact );
}
lua_pushinteger( L, val );
return 1;
}
static int l_SetFact( lua_State *L )
{
if ( lua_gettop( L ) )
{
UINT16 fact = lua_tointeger( L, 1 );
UINT8 val = lua_tointeger( L, 2 );
SetFact( fact, val );
}
return 0;
}
+1
View File
@@ -61,6 +61,7 @@ extern BOOLEAN LuaHandleQuestCodeOnSector( INT16 sSectorX, INT16 sSectorY, INT8
void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fFirstTime );
void LuaRecruitRPCAdditionalHandling( UINT8 usProfile );
void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
extern BOOLEAN LuaHandleDelayedItemsArrival( UINT32 uiReason, UINT8 Init);
extern BOOLEAN LetLuaHandleNPCSystemEvent( UINT32 uiEvent, UINT8 Init);
+11
View File
@@ -1366,6 +1366,17 @@ BOOLEAN CheckFact( UINT16 usFact, UINT8 ubProfileID )
return( gubFact[usFact] );
}
void SetFact( UINT16 usFact, UINT8 aVal )
{
if ( usFact < NUM_FACTS )
gubFact[usFact] = aVal;
}
UINT8 GetFact( UINT16 usFact )
{
return gubFact[usFact];
}
void StartQuest( UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY )
{
InternalStartQuest( ubQuest, sSectorX, sSectorY, TRUE );
+13 -3
View File
@@ -78,6 +78,8 @@ enum Quests
QUEST_23 = 23,
QUEST_24 = 24,
QUEST_KILL_DEIDRANNA = 25,
QUEST_KINGPIN_ANGEL_MARIA, // Flugente: new quest: if the palyer rescued Maria without implicating himself, Kingpin hires bounty hunters to kill them
#endif
} ;
/*
@@ -559,6 +561,11 @@ enum Facts
FACT_DISEASE_WHODATA_SUBSCRIBED, // if we are currently subscripted, we will pay x$ per day
FACT_DISEASE_WHODATA_ACCESS, // do we currently have access to the data
// Flugente: Kingpin bounty hunter quest
FACT_BOUNTYHUNTER_SECTOR_1,
FACT_BOUNTYHUNTER_SECTOR_2,
FACT_BOUNTYHUNTER_KILLED_1,
FACT_BOUNTYHUNTER_KILLED_2,
#ifdef JA2UB
//Ja25 UB
@@ -617,9 +624,12 @@ enum Facts
extern UINT8 gubQuest[MAX_QUESTS];
extern UINT8 gubFact[NUM_FACTS];
extern void SetFactTrue( UINT16 usFact );
extern void SetFactFalse( UINT16 usFact );
extern BOOLEAN CheckFact( UINT16 usFact, UINT8 ubProfileID );
void SetFactTrue( UINT16 usFact );
void SetFactFalse( UINT16 usFact );
BOOLEAN CheckFact( UINT16 usFact, UINT8 ubProfileID );
void SetFact( UINT16 usFact, UINT8 aVal );
UINT8 GetFact( UINT16 usFact );
extern void StartQuest( UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY );
extern void EndQuest( UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY );
+38 -42
View File
@@ -494,7 +494,7 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
#else
INT8 bTownId;
INT8 bCivHint;
INT8 bCivHint;
INT8 bMineId;
#endif
@@ -508,26 +508,25 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
(*pubCivHintToUse) = 0;
ubCivType = GetCivType( pCiv );
for( iCounter2 = NON_CIV_GROUP; iCounter2 < NUM_CIV_GROUPS; iCounter2++ )
{
if ( pCiv->ubCivilianGroup < NUM_CIV_GROUPS )
{
#ifdef JA2UB
if (pCiv->ubCivilianGroup > UNNAMED_CIV_GROUP_19 && pCiv->ubCivilianGroup == iCounter2)
if ( pCiv->ubCivilianGroup > UNNAMED_CIV_GROUP_19 )
#else
if (pCiv->ubCivilianGroup > QUEENS_CIV_GROUP && pCiv->ubCivilianGroup == iCounter2)
if ( pCiv->ubCivilianGroup > QUEENS_CIV_GROUP )
#endif
{
if ( pCiv->aiData.bNeutral )
{
if ( pCiv->aiData.bNeutral )
{
return( FileEDTQUoteID = iCounter2*2 +10);
}
else
{
return( FileEDTQUoteID = iCounter2*2 + 11);
}
}
return(FileEDTQUoteID = pCiv->ubCivilianGroup * 2 + 10);
}
else
{
return(FileEDTQUoteID = pCiv->ubCivilianGroup * 2 + 11);
}
}
}
#ifdef JA2UB
if( ubCivType != CIV_TYPE_ENEMY )
@@ -747,7 +746,7 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
// If we are in medunna, and queen is dead, use these...
if ( bTownId == MEDUNA && CheckFact( FACT_QUEEN_DEAD, 0 ) )
{
return( CIV_QUOTE_DEIDRANNA_DEAD );
return( CIV_QUOTE_DEIDRANNA_DEAD );
}
// if in a town
@@ -767,44 +766,42 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
}
}
// ATE: OK, check if we should look for a civ hint....
if ( fCanUseHints )
{
bCivHint = ConsiderCivilianQuotes( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
bCivHint = ConsiderCivilianQuotes( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
}
else
{
bCivHint = -1;
bCivHint = -1;
}
// ATE: check miners......
if ( pCiv->ubSoldierClass == SOLDIER_CLASS_MINER )
{
bMiners = TRUE;
bMiners = TRUE;
// If not a civ hint available...
if ( bCivHint == -1 )
{
// Check if they are under our control...
// Should I go talk to miner?
// Not done yet.
// Are they working for us?
bMineId = GetIdOfMineForSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
if ( PlayerControlsMine( bMineId ) )
// If not a civ hint available...
if ( bCivHint == -1 )
{
return( CIV_QUOTE_MINERS_FOR_PLAYER );
}
else
{
return( CIV_QUOTE_MINERS_NOT_FOR_PLAYER );
// Check if they are under our control...
// Should I go talk to miner?
// Not done yet.
// Are they working for us?
bMineId = GetIdOfMineForSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
if ( PlayerControlsMine( bMineId ) )
{
return( CIV_QUOTE_MINERS_FOR_PLAYER );
}
else
{
return( CIV_QUOTE_MINERS_NOT_FOR_PLAYER );
}
}
}
}
// Is one availible?
// If we are to say low loyalty, do chance
@@ -855,8 +852,7 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
return( CIV_QUOTE_KIDS_HIGH_LOYALTY );
}
}
// All purpose quote here....
if ( ubCivType == CIV_TYPE_ADULT )
{
+3 -3
View File
@@ -361,10 +361,10 @@ enum
UNNAMED_CIV_GROUP_19,
ASSASSIN_CIV_GROUP, // Flugente: enemy assassins belong to this group
POW_PRISON_CIV_GROUP, // Flugente: prisoners of war the player caught are in this group
VOLUNTEER_CIV_GROUP, // Flugente: civilians that the player recruited
UNNAMED_CIV_GROUP_22,
UNNAMED_CIV_GROUP_23,
UNNAMED_CIV_GROUP_24,
UNNAMED_CIV_GROUP_25,
VOLUNTEER_CIV_GROUP, // Flugente: civilians that the player recruited
BOUNTYHUNTER_CIV_GROUP, // Flugente: hostile bounty hunters
UNNAMED_CIV_GROUP_26,
UNNAMED_CIV_GROUP_27,
UNNAMED_CIV_GROUP_28,
+49 -1
View File
@@ -3843,6 +3843,33 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
// If this was a volunteer, then we definetly reduce our volunteer pool
if ( pSoldierOld->bTeam == CIV_TEAM && pSoldierOld->ubCivilianGroup == VOLUNTEER_CIV_GROUP )
AddVolunteers( -1 );
// if this was a bounty hunter, and no other bounty hunters exist in this sector, we must have wiped out a bounty hunter group
if ( pSoldierOld->bTeam == CIV_TEAM && pSoldierOld->ubCivilianGroup == BOUNTYHUNTER_CIV_GROUP )
{
if ( !IsCivFactionMemberAliveInSector( BOUNTYHUNTER_CIV_GROUP ) )
{
if ( SECTOR( pSoldierOld->sSectorX, pSoldierOld->sSectorY ) == GetFact( FACT_BOUNTYHUNTER_SECTOR_1 ) )
SetFactTrue( FACT_BOUNTYHUNTER_KILLED_1 );
if ( SECTOR( pSoldierOld->sSectorX, pSoldierOld->sSectorY ) == GetFact( FACT_BOUNTYHUNTER_SECTOR_2 ) )
SetFactTrue( FACT_BOUNTYHUNTER_KILLED_2 );
}
}
// if Angel an Maria are dead and the bounty hunter quest is still ongoing, then finish it
if ( gubQuest[QUEST_KINGPIN_ANGEL_MARIA] == QUESTINPROGRESS )
{
if ( pSoldierOld->ubProfile == ANGEL && gMercProfiles[MARIA].bMercStatus == MERC_IS_DEAD ||
pSoldierOld->ubProfile == MARIA && gMercProfiles[ANGEL].bMercStatus == MERC_IS_DEAD )
{
// send Email from kingpin with a delay
AddStrategicEvent( EVENT_KINGPIN_BOUNTY_END_KILLEDTHEM, GetWorldTotalMin( ) + 60 * (1 + Random( 6 )), 0 );
// remove 'other
DeleteStrategicEvent( EVENT_KINGPIN_BOUNTY_END_TIME_PASSED, 0 );
}
}
}
else if ( pSoldierOld->bTeam == MILITIA_TEAM )
{
@@ -11179,4 +11206,25 @@ BOOLEAN CoweringShockLevel( SOLDIERTYPE * pSoldier )
}
return FALSE;
}
}
// Flugente: is any member of a specific civilian faction still alive in the current sector?
BOOLEAN IsCivFactionMemberAliveInSector( UINT8 usCivilianGroup )
{
SOLDIERTYPE *pSoldier = NULL;
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
UINT16 cnt = gTacticalStatus.Team[CIV_TEAM].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt, ++pSoldier )
{
if ( pSoldier->bActive && (pSoldier->sSectorX == gWorldSectorX) && (pSoldier->sSectorY == gWorldSectorY) && (pSoldier->bSectorZ == gbWorldSectorZ) )
{
if ( pSoldier->ubCivilianGroup == usCivilianGroup && pSoldier->stats.bLife > 0 )
return TRUE;
}
}
return FALSE;
}
+3
View File
@@ -424,5 +424,8 @@ BOOLEAN GetRandomUnknownVIPSector( UINT16& aSector );
void DeleteVIP( INT16 sMapX, INT16 sMapY );
void VIPFleesToMeduna();
// Flugente: is any member of a specific civilian faction still alive in the current sector?
BOOLEAN IsCivFactionMemberAliveInSector( UINT8 usCivilianGroup );
#endif
+89 -68
View File
@@ -1339,70 +1339,7 @@ BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STR
{
pSoldier->usSoldierFlagMask |= (SOLDIER_COVERT_SOLDIER|SOLDIER_COVERT_NPC_SPECIAL|SOLDIER_NEW_VEST|SOLDIER_NEW_PANTS);
UINT8 rnd = Random(11);
// Vest
switch ( rnd )
{
case 0:
SET_PALETTEREP_ID( pSoldier->VestPal, "BROWNVEST" );
break;
case 1:
SET_PALETTEREP_ID( pSoldier->VestPal, "greyVEST" );
break;
case 2:
SET_PALETTEREP_ID( pSoldier->VestPal, "GREENVEST" );
break;
case 3:
SET_PALETTEREP_ID( pSoldier->VestPal, "JEANVEST" );
break;
case 4:
SET_PALETTEREP_ID( pSoldier->VestPal, "REDVEST" );
break;
case 5:
SET_PALETTEREP_ID( pSoldier->VestPal, "BLUEVEST" );
break;
case 6:
SET_PALETTEREP_ID( pSoldier->VestPal, "YELLOWVEST" );
break;
case 7:
SET_PALETTEREP_ID( pSoldier->VestPal, "WHITEVEST" );
break;
case 8:
SET_PALETTEREP_ID( pSoldier->VestPal, "BLACKSHIRT" );
break;
case 9:
SET_PALETTEREP_ID( pSoldier->VestPal, "GYELLOWSHIRT" );
break;
default:
SET_PALETTEREP_ID( pSoldier->VestPal, "PURPLESHIRT" );
break;
}
rnd = Random(6);
// Pants
switch ( rnd )
{
case 0:
SET_PALETTEREP_ID( pSoldier->PantsPal, "GREENPANTS" );
break;
case 1:
SET_PALETTEREP_ID( pSoldier->PantsPal, "JEANPANTS" );
break;
case 2:
SET_PALETTEREP_ID( pSoldier->PantsPal, "TANPANTS" );
break;
case 3:
SET_PALETTEREP_ID( pSoldier->PantsPal, "BLACKPANTS" );
break;
case 4:
SET_PALETTEREP_ID( pSoldier->PantsPal, "BLUEPANTS" );
break;
default:
SET_PALETTEREP_ID( pSoldier->PantsPal, "BEIGEPANTS" );
break;
}
SetClothes( pSoldier, Random( 11 ), Random( 6 ) );
}
return( TRUE );
@@ -1503,6 +1440,46 @@ INT32 ChooseHairColor( UINT8 usBodyType, INT32 skin )
return hair;
}
// Flugente: set palettes for vest/shirt
void SetClothes( SOLDIERTYPE* pSoldier, INT8 aVest, INT8 aPants )
{
if ( !pSoldier )
return;
// Vest
if ( aVest >= 0 && aVest < 11 )
{
switch ( aVest )
{
case 0: SET_PALETTEREP_ID( pSoldier->VestPal, "BROWNVEST" ); break;
case 1: SET_PALETTEREP_ID( pSoldier->VestPal, "greyVEST" ); break;
case 2: SET_PALETTEREP_ID( pSoldier->VestPal, "GREENVEST" ); break;
case 3: SET_PALETTEREP_ID( pSoldier->VestPal, "JEANVEST" ); break;
case 4: SET_PALETTEREP_ID( pSoldier->VestPal, "REDVEST" ); break;
case 5: SET_PALETTEREP_ID( pSoldier->VestPal, "BLUEVEST" ); break;
case 6: SET_PALETTEREP_ID( pSoldier->VestPal, "YELLOWVEST" ); break;
case 7: SET_PALETTEREP_ID( pSoldier->VestPal, "WHITEVEST" ); break;
case 8: SET_PALETTEREP_ID( pSoldier->VestPal, "BLACKSHIRT" ); break;
case 9: SET_PALETTEREP_ID( pSoldier->VestPal, "GYELLOWSHIRT" ); break;
default: SET_PALETTEREP_ID( pSoldier->VestPal, "PURPLESHIRT" ); break;
}
}
// Pants
if ( aPants >= 0 && aPants < 6 )
{
switch ( aPants )
{
case 0: SET_PALETTEREP_ID( pSoldier->PantsPal, "GREENPANTS" ); break;
case 1: SET_PALETTEREP_ID( pSoldier->PantsPal, "JEANPANTS" ); break;
case 2: SET_PALETTEREP_ID( pSoldier->PantsPal, "TANPANTS" ); break;
case 3: SET_PALETTEREP_ID( pSoldier->PantsPal, "BLACKPANTS" ); break;
case 4: SET_PALETTEREP_ID( pSoldier->PantsPal, "BLUEPANTS" ); break;
default: SET_PALETTEREP_ID( pSoldier->PantsPal, "BEIGEPANTS" ); break;
}
}
}
void GeneratePaletteForSoldier( SOLDIERTYPE *pSoldier, UINT8 ubSoldierClass, UINT8 ubTeam )
{
INT32 skin, hair;
@@ -3336,7 +3313,50 @@ SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType )
return TacticalCreateSoldier( &pp, &ubID );
}
// Flugente: assassins are elite soldiers of the civ team that go hostile on a certain event, otherwsie they just blend in
// Flugente: create an armed civilian
SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass )
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
SOLDIERTYPE * pSoldier = NULL;
// this needs the covert ops trait, and thus the new trait system
if ( !gGameOptions.fNewTraitSystem )
return NULL;
// not in autoresolve!
if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
return NULL;
memset( &bp, 0, sizeof(BASIC_SOLDIERCREATE_STRUCT) );
RandomizeRelativeLevel( &(bp.bRelativeAttributeLevel), usSoldierClass );
RandomizeRelativeLevel( &(bp.bRelativeEquipmentLevel), usSoldierClass );
bp.bTeam = CIV_TEAM;
bp.bOrders = FARPATROL;
bp.bAttitude = (INT8)Random( MAXATTITUDES );
bp.bBodyType = Random( 4 );
bp.ubSoldierClass = usSoldierClass;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
pSoldier = TacticalCreateSoldier( &pp, &ubID );
if ( pSoldier )
{
// send soldier to centre of map, roughly
pSoldier->aiData.sNoiseGridno = (CENTRAL_GRIDNO + (Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS) + (Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS) * WORLD_COLS);
pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION;
// random clothes
SetClothes( pSoldier, Random( 11 ), Random( 6 ) );
pSoldier->CreateSoldierPalettes( );
}
return(pSoldier);
}
// Flugente: assassins are elite soldiers of the civ team that go hostile on a certain event, otherwise they just blend in
SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype)
{
BASIC_SOLDIERCREATE_STRUCT bp;
@@ -3978,10 +3998,11 @@ UINT8 GetLocationModifier( UINT8 ubSoldierClass )
#endif
BOOLEAN fSuccess;
// Flugente: why do we always crash the game if something does not work?
// where is all this taking place?
fSuccess = GetCurrentBattleSectorXYZ( &sSectorX, &sSectorY, &sSectorZ );
Assert( fSuccess );
if ( !GetCurrentBattleSectorXYZ( &sSectorX, &sSectorY, &sSectorZ ) )
return 0;
#ifdef JA2UB
//Ja25 UB
//switch on the sector, to determine modifer
+7
View File
@@ -447,10 +447,14 @@ SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType );
SOLDIERTYPE* TacticalCreateEnemyTank();
SOLDIERTYPE* TacticalCreateJeep();
// Flugente: create an armed civilian
SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass = SOLDIER_CLASS_ARMY );
// Flugente: assassins are elite soldiers of the civ team that go hostile on a certain event, otherwise they just blend in
SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype);
void CreateAssassin(UINT8 disguisetype);
// create a prisoner (in a prison cell) in the current sector
void CreatePrisonerOfWar();
// randomly generates a relative level rating (attributes or equipment)
@@ -557,4 +561,7 @@ BOOLEAN AssignTraitsToSoldier( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCre
INT32 ChooseHairColor( UINT8 usBodyType, INT32 skin );
// Flugente: set palettes for vest/shirt
void SetClothes(SOLDIERTYPE* pSoldier, INT8 aVest, INT8 aPants);
#endif
+9
View File
@@ -57,6 +57,7 @@
#include "CampaignStats.h" // added by Flugente
#include "Town Militia.h" // added by Flugente
#include "PreBattle Interface.h" // added by Flugente
#include "LuaInitNPCs.h" // added by Flugente
BOOLEAN gfOriginalList = TRUE;
@@ -951,8 +952,12 @@ UINT8 AddSoldierInitListTeamToWorld( INT8 bTeam, UINT8 ubMaxNum )
// Flugente: spawn prisoners of war in prison sectors
if ( bTeam == CIV_TEAM )
{
SectorAddPrisonersofWar(gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
LuaHandleSectorTacticalEntry( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
//There aren't any basic placements of desired team, so exit.
return ubNumAdded;
}
@@ -1002,8 +1007,12 @@ UINT8 AddSoldierInitListTeamToWorld( INT8 bTeam, UINT8 ubMaxNum )
// Flugente: spawn prisoners of war in prison sectors
if ( bTeam == CIV_TEAM )
{
SectorAddPrisonersofWar(gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
LuaHandleSectorTacticalEntry( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
return ubNumAdded;
}
+3
View File
@@ -65,4 +65,7 @@ void SectorAddAssassins( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
// Flugente: decide wether to create prisoners of war in a sector. Not to be confused with player POWs
void SectorAddPrisonersofWar( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
// Flugente: add script-defined civilians if Lua functions say so
void SectorAddLuaCivilians( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
#endif