mirror of
https://github.com/1dot13/source.git
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- 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:
+9
-9
@@ -15,9 +15,9 @@
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#ifdef JA2EDITOR
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.7887 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.7889 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.7887 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.7889 (Development Build)" };
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#endif
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// ------------------------------
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@@ -27,11 +27,11 @@
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//DEBUG BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.7887 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.7889 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.7887 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.7889 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.7887 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.7889 (Development Build)" };
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#endif
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#elif defined CRIPPLED_VERSION
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@@ -46,16 +46,16 @@
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//RELEASE BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.7887 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.7889 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.7887 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.7889 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Release v1.13.7887 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release v1.13.7889 (Development Build)" };
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#endif
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#endif
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CHAR8 czVersionNumber[16] = { "Build 15.06.04" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 15.06.13" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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// SAVE_GAME_VERSION is defined in header, change it there
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@@ -366,6 +366,21 @@
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#define PMC_INTRO (JOHN_KULBA_MISSED_FLIGHT_3 + JOHN_KULBA_MISSED_FLIGHT_3_LENGTH)
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#define PMC_INTRO_LENGTH 3
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#define KINGPIN_BOUNTY_INITIAL (PMC_INTRO + PMC_INTRO_LENGTH)
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#define KINGPIN_BOUNTY_INITIAL_LENGTH 6
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#define KINGPIN_BOUNTY_KINGPIN_REWARD (KINGPIN_BOUNTY_INITIAL + KINGPIN_BOUNTY_INITIAL_LENGTH)
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#define KINGPIN_BOUNTY_KINGPIN_REWARD_LENGTH 4
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#define KINGPIN_BOUNTY_ANGEL_THANKS (KINGPIN_BOUNTY_KINGPIN_REWARD + KINGPIN_BOUNTY_KINGPIN_REWARD_LENGTH)
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#define KINGPIN_BOUNTY_ANGEL_THANKS_LENGTH 4
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#define KINGPIN_BOUNTY_BH_GOTTARGET (KINGPIN_BOUNTY_ANGEL_THANKS + KINGPIN_BOUNTY_ANGEL_THANKS_LENGTH)
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#define KINGPIN_BOUNTY_BH_GOTTARGET_LENGTH 4
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#define KINGPIN_BOUNTY_TARGET_GOTAWAY (KINGPIN_BOUNTY_BH_GOTTARGET + KINGPIN_BOUNTY_BH_GOTTARGET_LENGTH)
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#define KINGPIN_BOUNTY_TARGET_GOTAWAY_LENGTH 4
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#endif
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// WANNE: New 1.13 MERC merc mail text for level up that Speck sends
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@@ -511,6 +526,7 @@ enum {
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MAIL_MIGUEL,
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#endif
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PMC,
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ANGEL_DASILVA,
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};
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// the length of the subject in char
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+14
-14
@@ -656,9 +656,9 @@ UINT32 ProcessAndEnterAHistoryRecord( UINT8 ubCode, UINT32 uiDate, UINT8 ubSecon
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pHistory = pHistory->Next;
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pHistory->Next = NULL;
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pHistory->ubCode = ubCode;
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pHistory->ubSecondCode = ubSecondCode;
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pHistory->ubSecondCode = ubSecondCode;
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pHistory->uiDate = uiDate;
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pHistory->uiIdNumber = uiId;
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pHistory->uiIdNumber = uiId;
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pHistory->sSectorX = sSectorX;
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pHistory->sSectorY = sSectorY;
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pHistory->bSectorZ = bSectorZ;
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@@ -673,10 +673,10 @@ UINT32 ProcessAndEnterAHistoryRecord( UINT8 ubCode, UINT32 uiDate, UINT8 ubSecon
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// setup info passed
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pHistory->Next = NULL;
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pHistory->ubCode = ubCode;
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pHistory->ubSecondCode = ubSecondCode;
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pHistory->ubSecondCode = ubSecondCode;
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pHistory->uiDate = uiDate;
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pHistory->uiIdNumber = uiId;
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pHistoryListHead = pHistory;
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pHistory->uiIdNumber = uiId;
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pHistoryListHead = pHistory;
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pHistory->sSectorX = sSectorX;
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pHistory->sSectorY = sSectorY;
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pHistory->bSectorZ = bSectorZ;
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@@ -900,7 +900,7 @@ void DrawHistoryRecordsText( void )
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// loop through record list
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for(iCounter; iCounter <NUM_RECORDS_PER_PAGE; iCounter++)
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for(iCounter; iCounter <NUM_RECORDS_PER_PAGE; ++iCounter)
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{
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if( pCurHistory->ubColor == 0 )
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{
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@@ -910,6 +910,7 @@ void DrawHistoryRecordsText( void )
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{
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SetFontForeground(FONT_RED);
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}
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// get and write the date
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swprintf(sString, L"%d", ( pCurHistory->uiDate / ( 24 * 60 ) ) );
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FindFontCenterCoordinates(RECORD_DATE_X + 5, 0, RECORD_DATE_WIDTH,0, sString, HISTORY_TEXT_FONT,&usX, &usY);
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@@ -920,14 +921,13 @@ void DrawHistoryRecordsText( void )
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ProcessHistoryTransactionString(sString, pCurHistory);
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// mprintf(RECORD_DATE_X + RECORD_DATE_WIDTH + 25, RECORD_Y + ( iCounter * ( BOX_HEIGHT ) ) + 3, pHistoryStrings[pCurHistory->ubCode] );
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mprintf(RECORD_DATE_X + RECORD_LOCATION_WIDTH +RECORD_DATE_WIDTH + 15, RECORD_Y + ( iCounter * ( BOX_HEIGHT ) ) + 3, sString );
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// no location
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if( ( pCurHistory->sSectorX == -1 )||( pCurHistory->sSectorY == -1 ) )
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{
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FindFontCenterCoordinates( RECORD_DATE_X + RECORD_DATE_WIDTH, 0,RECORD_LOCATION_WIDTH + 10, 0, pHistoryLocations[0] ,HISTORY_TEXT_FONT, &sX, &sY );
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mprintf(sX, RECORD_Y + ( iCounter * ( BOX_HEIGHT ) ) + 3, pHistoryLocations[0] );
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}
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mprintf(sX, RECORD_Y + ( iCounter * ( BOX_HEIGHT ) ) + 3, pHistoryLocations[0] );
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}
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else
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{
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GetSectorIDString( pCurHistory->sSectorX, pCurHistory->sSectorY, pCurHistory->bSectorZ, sString, TRUE );
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@@ -947,17 +947,14 @@ void DrawHistoryRecordsText( void )
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// last page, no Historys left, return
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if( ! pCurHistory )
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{
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// restore shadow
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SetFontShadow(DEFAULT_SHADOW);
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SetFontShadow(DEFAULT_SHADOW);
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return;
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}
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}
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// restore shadow
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SetFontShadow(DEFAULT_SHADOW);
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return;
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}
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@@ -1269,6 +1266,9 @@ void ProcessHistoryTransactionString(STR16 pString, HistoryUnitPtr pHistory)
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//swprintf( pString, pHistoryStrings[ pHistory->ubCode ], pHistory->ubSecondCode );
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swprintf( pString, HistoryName[ pHistory->ubCode ].sHistory, pHistory->ubSecondCode );
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break;
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default:
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swprintf( pString, L"missing text, kinda" );
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break;
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}
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}
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@@ -46,6 +46,7 @@
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#include "PostalService.h"
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#include "MilitiaSquads.h"
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#include "PMC.h" // added by Flugente
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#include "finances.h" // added by Flugente
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#endif
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#include "connect.h"
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@@ -524,12 +525,53 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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case EVENT_PMC_REINFORCEMENT_ARRIVAL:
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HandlePMCArrival( (UINT8)pEvent->uiParam );
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break;
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case EVENT_KINGPIN_BOUNTY_INITIAL:
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if ( gMercProfiles[KINGPIN].bMercStatus != MERC_IS_DEAD && !CheckFact( FACT_KINGPIN_DEAD, NO_PROFILE ) && !CheckFact( FACT_KINGPIN_IS_ENEMY, NO_PROFILE ) )
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{
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AddEmail( KINGPIN_BOUNTY_INITIAL, KINGPIN_BOUNTY_INITIAL_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
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}
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break;
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case EVENT_KINGPIN_BOUNTY_END_KILLEDTHEM:
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if ( gMercProfiles[KINGPIN].bMercStatus != MERC_IS_DEAD && !CheckFact( FACT_KINGPIN_DEAD, NO_PROFILE ) && !CheckFact( FACT_KINGPIN_IS_ENEMY, NO_PROFILE ) )
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{
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AddEmail( KINGPIN_BOUNTY_KINGPIN_REWARD, KINGPIN_BOUNTY_KINGPIN_REWARD_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
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// also authorise payment from kingpin to the player
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AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin( ), 10000 );
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}
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// in any case, this quest is now over
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EndQuest( QUEST_KINGPIN_ANGEL_MARIA, gWorldSectorX, gWorldSectorY );
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break;
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case EVENT_KINGPIN_BOUNTY_END_TIME_PASSED:
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// if we eliminated all bounty hunters and Angel & Maria are still alive, they send us an email
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if ( gMercProfiles[MARIA].bMercStatus != MERC_IS_DEAD && gMercProfiles[ANGEL].bMercStatus != MERC_IS_DEAD
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&& CheckFact( FACT_BOUNTYHUNTER_KILLED_1, NO_PROFILE ) && CheckFact( FACT_BOUNTYHUNTER_KILLED_2, NO_PROFILE ) )
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{
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AddEmail( KINGPIN_BOUNTY_ANGEL_THANKS, KINGPIN_BOUNTY_ANGEL_THANKS_LENGTH, ANGEL_DASILVA, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
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AddEmail( KINGPIN_BOUNTY_TARGET_GOTAWAY, KINGPIN_BOUNTY_TARGET_GOTAWAY_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
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}
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// we can assume that the bounty hunters for to them first - Kingpin sends an email and states that someone else finished the job
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else if ( gMercProfiles[KINGPIN].bMercStatus != MERC_IS_DEAD && !CheckFact( FACT_KINGPIN_DEAD, NO_PROFILE ) && !CheckFact( FACT_KINGPIN_IS_ENEMY, NO_PROFILE ) )
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{
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AddEmail( KINGPIN_BOUNTY_BH_GOTTARGET, KINGPIN_BOUNTY_BH_GOTTARGET_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
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}
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// in any case, this quest is now over
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EndQuest( QUEST_KINGPIN_ANGEL_MARIA, gWorldSectorX, gWorldSectorY );
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break;
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}
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gfPreventDeletionOfAnyEvent = fOrigPreventFlag;
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return TRUE;
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}
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#ifdef CRIPPLED_VERSION
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void CrippledVersionEndGameCheck()
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{
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@@ -116,6 +116,10 @@ enum
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EVENT_PMC_EMAIL, // Flugente: pmc will send us an introduction email
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EVENT_PMC_REINFORCEMENT_ARRIVAL, // Flugente: pmc hired militia arrives
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EVENT_KINGPIN_BOUNTY_INITIAL, // Flugente: a new quest by Kingpin: kill the DaSilvas while fighting off the competition
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EVENT_KINGPIN_BOUNTY_END_KILLEDTHEM,
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EVENT_KINGPIN_BOUNTY_END_TIME_PASSED,
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NUMBER_OF_EVENT_TYPES_PLUS_ONE,
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NUMBER_OF_EVENT_TYPES = NUMBER_OF_EVENT_TYPES_PLUS_ONE - 1
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};
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@@ -110,7 +110,11 @@ CHAR16 gEventName[NUMBER_OF_EVENT_TYPES_PLUS_ONE][40]={
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L"HelicopterHoverForAMinute",
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L"HelicopterRefuelForAMinute",
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L"MilitiaMovementOrder",
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L"PMCEmail",
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L"PMCReinforcementArrival",
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L"KingpinBounty1",
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L"KingpinBounty2",
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L"KingpinBounty3",
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};
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#endif
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+151
-21
@@ -735,6 +735,9 @@ static int l_GetTimeQuestWasStarted (lua_State *L);
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static int l_RepairmanIsFixingItemsButNoneAreDoneYet(lua_State *L);
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static int l_SECTOR(lua_State *L);
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static int l_SECTORX( lua_State *L );
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static int l_SECTORY( lua_State *L );
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static int l_SectorInfoBloodCats(lua_State *L);
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static int l_SpokenToHeadMiner(lua_State *L);
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@@ -841,6 +844,11 @@ static int l_ResetBoxers( lua_State *L );
|
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static int l_AddVolunteers( lua_State *L );
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|
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static int l_CreateArmedCivilain( lua_State *L );
|
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|
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static int l_GetFact( lua_State *L );
|
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static int l_SetFact( lua_State *L );
|
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|
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using namespace std;
|
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|
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UINT16 idProfil;
|
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@@ -1477,6 +1485,9 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
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lua_register(L, "RepairmanIsFixingItemsButNoneAreDoneYet", l_RepairmanIsFixingItemsButNoneAreDoneYet);
|
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lua_register(L, "SECTOR", l_SECTOR);
|
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lua_register(L, "SECTORX", l_SECTORX );
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lua_register(L, "SECTORY", l_SECTORY );
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lua_register(L, "GetSectorInfoBloodCats", l_SectorInfoBloodCats);
|
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|
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lua_register(L, "SpokenToHeadMiner", l_SpokenToHeadMiner);
|
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@@ -1690,6 +1701,11 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
|
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lua_register(L,"EnvEndRainStorm", l_EnvEndRainStorm);
|
||||
|
||||
lua_register( L, "AddVolunteers", l_AddVolunteers );
|
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|
||||
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;
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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
@@ -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
@@ -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 )
|
||||
{
|
||||
|
||||
@@ -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
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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
@@ -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
|
||||
|
||||
@@ -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
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
Reference in New Issue
Block a user