Author SHA1 Message Date
Asdow 7b8c2d1ff9 Remove old function call 2026-01-23 23:35:59 +02:00
Asdow caf925b216 Fix Fatima not moving after map traversal 2026-01-23 23:35:03 +02:00
Asdow bd9cbd9944 Migrate +AI features
* Drink canteen
* Jump through window
* Use explosives
* Use wirecutters
2026-01-23 23:19:07 +02:00
Asdow 41945842d5 Migrate features from +AI
Create Scuba fins when in deep water for elites
2026-01-23 18:06:26 +02:00
Asdow 91a1059f87 Migrate features from +AI
Possibly wear gasmask if soldier sees tear or mustard gas
2026-01-23 16:47:34 +02:00
Asdow 9c0fb0b6da Add tactical range defines 2026-01-22 00:32:41 +02:00
Asdow 3d7d7cc88a Reorganize stuff to improve readability 2026-01-22 00:31:31 +02:00
Asdow 737cd848ce Make water and gas checks const 2026-01-22 00:28:37 +02:00
Asdow 1bead3a0fe Improve readability 2026-01-22 00:27:53 +02:00
Asdow b50ed93f39 Remove armed vehicle check from soldier AI 2026-01-22 00:27:18 +02:00
Asdow 75355f6cac Set DangerousSpot to const 2026-01-22 00:26:48 +02:00
Asdow 2448ccb191 Tweak AI screen messages 2026-01-22 00:26:18 +02:00
Asdow 42215e7a51 Remove magic numbers 2026-01-22 00:25:33 +02:00
Asdow 1419cc6925 Avoid overcrowding when looking for spot to move to 2026-01-22 00:24:53 +02:00
Asdow 76af6b7641 Remove duplicate include 2026-01-22 00:23:52 +02:00
Asdow 2b1838dbb0 Remove unused local variable 2026-01-19 23:34:19 +02:00
Asdow 4ad34f80a9 Fix includes 2026-01-19 22:59:55 +02:00
Asdow ff96d653e2 Add skeleton for utilityAI framework 2026-01-19 22:59:30 +02:00
Asdow 58ea3be2fd Remove MercPtrs[]
SoldierID works without it thanks to operator overload
2026-01-19 22:58:58 +02:00
Asdow 4678cab16f Use correct type 2026-01-19 22:58:33 +02:00
Asdow 1b9cb1f75e Add functions to check if soldier is in specific gas 2026-01-19 22:58:17 +02:00
Asdow df8d4bd8a2 Only show message if temperature has changed
This was absolutely clogging Debug build when compressing time
2026-01-19 22:57:34 +02:00
Asdow 52a4959dfb Add optional InOut parameter to ClosestKnownOpponent
distanceInCellCoords will return the distance between pSoldier and closest known opponent. We're often calculating same range after the call using PythSpacesAway and this way it's no longer necessary in most cases.
2026-01-19 22:56:18 +02:00
Asdow e806fd37e7 Add screen messages that display AI decisions 2026-01-19 22:51:38 +02:00
Asdow cd054b549f Split DecideAction into several specialized DecideAction functions
* Removes the need to constantly check for fCivilian, ARMED_VEHICLE, ENEMY_ROBOT etc inside DecideAction
* Move AI decision checks into their own functions, such as DecideActionRadioRedAlert
* Add new entry to ActionType. AI_ACTION_INVALID signals that no valid action was found when a function returns, or no valid action is possible
* Do a weighted random selection for choosing target under DecideActionBlackSoldier
2026-01-19 22:50:27 +02:00
Asdow c3f4ee754a Only log during turn based AI 2026-01-19 22:32:01 +02:00
Asdow a46d2dbb96 Add global to selectively log AI status BLACK decisions 2026-01-19 22:31:34 +02:00
Asdow 16fc2d8177 Cleanup FindBestNearbyCover
* Add optional parameter to ignore search range
2026-01-19 22:29:06 +02:00
Asdow e634edd862 Rename debug draw modes 2026-01-19 22:05:31 +02:00
Asdow f5b705cbe4 Add ingame option to use old AI instead of new 2026-01-19 22:05:10 +02:00
Asdow 4e19816b57 Fix typo 2026-01-19 00:28:19 +02:00
Asdow 20dadec54c Merge branch 'master' into decideaction 2026-01-13 00:38:40 +02:00
Asdow f3ce1d5ff9 Fix Tank suppression fire
Code used wrong item to calculate recoil and burst APs causing the burst length loop to be stuck until the whole 2000 round mg magazine would be fired in one go.
2026-01-10 16:38:00 +02:00
Asdow b1c076416c Remove magic numbers 2026-01-04 14:57:55 +02:00
Asdow cc984b09f6 Fix comparison check 2026-01-03 17:27:43 +02:00
Asdow 8d00a316c5 Remove unused enum conditionals 2026-01-03 17:27:43 +02:00
Asdow d51f1e6088 Add comment 2026-01-03 17:27:43 +02:00
Asdow 1c86d96e9d Remove custom_email.edt
Unfinished feature as far as I can tell and new emails will be easier to add via Emails.xml
2026-01-03 17:27:43 +02:00
Asdow 1368962244 Rename function to be more descriptive 2026-01-03 17:27:43 +02:00
Asdow 6f6aadf89c Remove unused & unfinished email externalizations 2026-01-03 17:27:43 +02:00
Asdow 96de96e9c6 Remove unused includes
* Formatting
2026-01-03 17:27:43 +02:00
Asdow ebcc5449c5 Make functions static 2026-01-03 17:27:43 +02:00
Asdow 6b7bc51a52 Remove commented out variables 2026-01-03 17:27:43 +02:00
Asdow 622cffce82 Use #define instead of magic numbers 2026-01-03 17:27:43 +02:00
Asdow 5ed79c3edb Fix email sorting
* Simplify pSubject copying else ifs
* Formatting
2026-01-03 17:27:43 +02:00
Asdow fe69dba958 Add missing email 2026-01-03 17:27:43 +02:00
Asdow f8b6ee1672 Use externalized emails 2026-01-03 17:27:43 +02:00
Asdow 30070035cc Correct pSubject size 2026-01-03 17:27:43 +02:00
Asdow ff3079ff23 Formatting 2026-01-03 17:27:43 +02:00
Asdow aba3688b4b Add framework for adding externalized emails
Emails from new GameDir file TableData/Email/Emails.xml can be added via lua scripting using calls to AddEmailFromXML & AddPreReadEmailFromXML. The order of emails in Emails.xml acts as the index to be referenced and provided when calling lua  functions.

An error message  will be displayed if an email is added with an out-of-scope index but game will be able to continue.

Localization is supported and was tested on Chinese localization.
2026-01-03 17:27:43 +02:00
Asdow 2e3e4b38d9 Fix compilation 2025-12-25 20:17:02 +02:00
Asdow f075963bca Merge branch 'master' into decideaction 2025-12-25 18:58:41 +02:00
Asdow d6b30c6f43 Add #ifdef for cheats.h include 2025-12-09 00:35:18 +02:00
Asdow 4fcf03d31a Include cleanup Tactical/.*cpp 2025-12-09 00:35:18 +02:00
Asdow 03edc532e1 Clean up Strategic/*:cpp includes 2025-12-09 00:35:18 +02:00
Asdow 1db41f4c36 Fix helicopter airspace view when switching to travel mode
* Clicking destination column in teamlist for a squad in a helicopter will switch to first airspace view that shows safe / unsafe air sectors instead of the second sector.

* Clicking destination column in teamlist for a squad not in a helicopter while in either airspace view will now correctly turn it off
2025-12-04 23:06:08 +02:00
majcostaandAsdow 96ede9299f Change CMake build type from Release to RelWithDebInfo 2025-12-04 19:47:04 +02:00
Asdow de91c7a9fd Render debug info in tactical
Functionality for rendering pathfinding and cover values in tactical was behind defunct #ifdefs.
It's now compiled always, but only enabled if cheat level is BEDUG_CHEAT_LEVEL.
Unified rendering the debug info into one function, instead of several nearly identical ones.
Ctrl + Shift + Z cycles through the different debug modes.

Now it should be fairly easy to add more info modes like these two in the future.
2024-02-21 23:24:14 +02:00
Asdow ab2c5fc10d Add BOXER() & ISVIP() macros 2024-02-18 12:03:43 +02:00
AsdowandGitHub 5fe730b075 Merge branch 'master' into decideaction 2024-02-11 17:38:27 +02:00
Asdow 57716e1c07 Revert back to original AI deadlock breaking
For now..
2024-02-11 17:20:10 +02:00
Asdow dfc17c68c6 Cancel action if new situation arises
Lot of actions are liable to deadlock if this is not done
2024-02-11 13:32:17 +02:00
Asdow 67a26e0936 Add more AI logging 2024-02-11 11:21:41 +02:00
Asdow 1a98420160 Remove extraneous check
Allow at least considering throwing smoke for cover even if pSoldier has used some AP from its initial amount.
2024-02-10 18:56:11 +02:00
Asdow 877ec385ee Whitespace changes 2024-02-10 18:50:30 +02:00
Asdow b480a67d36 Reduce code duplication 2024-02-10 18:47:03 +02:00
Asdow adf86380ca Merge branch 'decideaction' of https://github.com/1dot13/source into decideaction 2024-02-10 18:37:11 +02:00
Asdow 93acd19c11 Try to find a cover spot when advancing to attack
Calling InternalGoAsFarAsPossibleTowards() with target's gridno means AI doesn't take into account eg. nearby friendlies resulting in them bunching up and  making a beeline straight at whoever they're trying to attack.
We'll first at least attempt to find a cover spot near said target, if it doesn't work, only then head straight at them.
2024-02-10 18:35:45 +02:00
Asdow f6052f0eff add another AI logging entry 2024-02-10 18:35:25 +02:00
Asdow eaf76957c0 Use correct string array 2024-02-10 18:35:25 +02:00
Asdow 3c2b048367 Attempt to continue moving towards enemy
when in water. If our current or last action was AI_ACTION_SEEK_OPPONENT.

The AI tends to flipflop between jumping into water, swimming a certain distance and then "panic" because they're in the water and then try to reach the closest land tile. Which is often right where they entered the water. Adding a bit of decision momentum with this change should help with that.
2024-02-10 18:35:25 +02:00
Asdow 1aec54f59c add another AI logging entry 2024-02-10 18:14:35 +02:00
Asdow 0240729c11 Use correct string array 2024-02-10 18:13:20 +02:00
Asdow 5c86cf0b07 Attempt to continue moving towards enemy
when in water. If our current or last action was AI_ACTION_SEEK_OPPONENT.

The AI tends to flipflop between jumping into water, swimming a certain distance and then "panic" because they're in the water and then try to reach the closest land tile. Which is often right where they entered the water. Adding a bit of decision momentum with this change should help with that.
2024-02-10 18:12:30 +02:00
Asdow 79372d5d23 Try to find a cover spot when advancing to attack
Calling InternalGoAsFarAsPossibleTowards() with target's gridno means AI doesn't take into account eg. nearby friendlies resulting in them bunching up and  making a beeline straight at whoever they're trying to attack.
We'll first at least attempt to find a cover spot near said target, if it doesn't work, only then head straight at them.
2024-02-04 21:05:54 +02:00
Asdow 4faccb2957 Fix indentation 2024-02-04 20:17:09 +02:00
Asdow 0ed68b6214 Set functions to static 2024-02-04 16:17:36 +02:00
Asdow f646bc2bfa Set correct next action if npc has no AP
With aiData.bAction = AI_ACTION_NONE and aiData.bNextAction = AI_ACTION_END_TURN, the npc turn is correctly ended in the next call to TurnBasedHandleNPCAI()
2024-02-04 16:14:01 +02:00
Asdow 01327265a3 Check if action should stay inprogress state
Several actions tended to get stuck in an invalid state, where it was completed, but aiData.bActionInProgress was still TRUE resulting in an AI deadlock.

If such a situation is found, Actiondone is now called, preventing the deadlock
2024-02-04 16:10:26 +02:00
Asdow cd193c7f5e Call TurnBasedHandleNPCAI() if no action is in progress
Several actions would sometimes get stuck in a forever loop, where they would not be executed, since no proper path for executing the actions is found.

Originally TurnBasedHandleNPCAI() would only be called if aidata.bAction was AI_ACTION_NONE.
Now we'll call it if an action is not already in progress, and will be executed if the action is affordable.
2024-02-04 16:07:03 +02:00
Asdow f249406ba0 Allow specific alert status AI logging
Less clutter in the AI logs if, for example one is only interested in BLACK status decisions
2024-02-04 15:29:05 +02:00
Asdow 7ee8165e02 Prevent AI deadlocking if NEW_SITUATION is encountered 2024-02-04 15:18:43 +02:00
Asdow caf5828153 Remove deadlock breaking from TurnBasedHandleNPCAI
It's already handled before a call to this function, and TurnBasedHandleNPCAI() is only called when pSoldier's action is AI_ACTION_NONE
2024-02-04 12:39:57 +02:00
Asdow ffb95a2418 Remove unused variable from if checks
aiData.bRTPCombat is never initialized and is always 0 when valid values should be

#define RTP_COMBAT_AGGRESSIVE		1
#define RTP_COMBAT_CONSERVE			2
#define RTP_COMBAT_REFRAIN			3
2024-02-03 20:49:43 +02:00
Asdow 22f2c9ff9a Correct AP check
We can't do anything with negative action points either.
2024-02-02 01:00:12 +02:00
Asdow a90e11619d Merge branch 'master' into decideaction 2023-10-10 23:21:12 +03:00
Asdow d6c9cb20b2 Report soldier ID in DebugMsg when interrupt ends 2023-10-02 22:29:47 +03:00
Asdow 1586e8fd2b Allow possibly taking cover without full APs 2023-10-02 22:28:56 +03:00
Asdow 88af94eaaf Use Flugente's AI deadlock break & fix wstring for screenMsg 2023-10-02 22:26:30 +03:00
Asdow 6131ebc689 Comment out temp. fixes to flush out AI deadlocks 2023-10-02 22:20:43 +03:00
Asdow ae709f2d19 Merge branch 'master' into decideaction 2023-10-02 21:19:44 +03:00
Asdow a45f3ae319 Add more AI logging 2023-08-20 23:38:56 +03:00
Asdow 318e4a40cf Improve AI logging 2023-08-19 23:23:59 +03:00
Asdow 1170f82159 Move variable declarations to point of initialization 2023-08-19 21:47:31 +03:00
Asdow d28ed97dff Add section comments do DecideActionRed 2023-08-19 21:45:01 +03:00
Asdow 96a7fa0538 Add section comments to DecideActionBlack 2023-08-19 14:41:16 +03:00
Asdow c5d1615035 Move decision if stuck in water or gas into its own function 2023-08-19 14:39:33 +03:00
Asdow 138ad0656f Prevent AI deadlocks
Canceling current AI actions at the start of soldier's turn prevents a lot of ai deadlocks. The status RED & BLACK actions are supposed re-evaluate the situation every turn anyways
2023-08-19 14:37:49 +03:00
Asdow a0cbe42a01 Create function for decision to wear a gasmask 2023-08-18 23:56:40 +03:00
Asdow 06478266d0 Moved armed vehicle/robot in gas check into function
Originally placed in DecideAction(green/yellow/red/black) functions separately
2023-08-18 23:11:39 +03:00
Asdow 613de1b869 Remove useless code
!AimingGun(pSoldier) would always evaluate to true and there are no hits to CrowDecideAction in the entire solution even in commented out code
2023-08-18 21:05:11 +03:00
Asdow 1c4929c3e1 Improve AI item handling log entry 2023-08-17 19:52:21 +03:00
Asdow 664142c36c Don't log AI info if pSoldier is null 2023-08-17 19:50:59 +03:00
Asdow 1c8d008a66 Move DebugAI() calls inside if blocks
Clutters logs and slows down game less when logging is on.
2023-08-17 19:49:55 +03:00
Asdow 0e529070c4 Allow AI to shoot with lower aim if out of AP for current aim level 2023-08-17 19:42:43 +03:00
Asdow bacad9b4c0 Prevent AI deadlock when they try to shoot and player gets an interrupt 2023-08-17 19:41:41 +03:00
Asdow e502727828 Disable canceling AI actions for escorted mercs
Logging AI decisions shows that this conditional would constantly cancel AI actions during regular gameplay. A special case like this should not affect normal AI routines and I'd rather disable this for now to prevent it from masking other problems with AI decisions.
2023-08-17 19:41:08 +03:00
Asdow d99b12cb5f Allow status black cover advance with full AP 2023-08-16 23:08:03 +03:00
Asdow 070867d965 Check for closest known opponent in status black 2023-08-16 23:07:29 +03:00
231 changed files with 16970 additions and 3227 deletions
+1 -1
View File
@@ -77,7 +77,7 @@ jobs:
arch: x86
- name: Prepare build
run: |
cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=Release -DLanguages="$Env:JA2Language" -DApplications="$Env:JA2Application"
cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=RelWithDebInfo -DLanguages="$Env:JA2Language" -DApplications="$Env:JA2Application"
- name: Build
run: |
cmake --build build/ -- -v
+3
View File
@@ -332,6 +332,7 @@ BOOLEAN LoadGameSettings()
gGameSettings.fOptions[TOPTION_ALT_START_AIM] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_ALT_START_AIM" , TRUE); // Start at max aiming level instead of default no aiming
gGameSettings.fOptions[TOPTION_ALT_PATHFINDING] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_ALT_PATHFINDING" , FALSE); // A* pathfinding
gGameSettings.fOptions[TOPTION_USE_LEGACY_TACTICALAI] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_USE_LEGACY_TACTICALAI", FALSE); // A* pathfinding
gGameSettings.fOptions[TOPTION_MERCENARY_FORMATIONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_MERCENARY_FORMATIONS" , FALSE ); // Flugente: mercenary formations
gGameSettings.fOptions[TOPTION_SHOW_ENEMY_LOCATION] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_ENEMY_LOCATION" , FALSE); // sevenfm: show locations of known enemies
gGameSettings.fOptions[TOPTION_REPORT_MISS_MARGIN] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_REPORT_MISS_MARGIN" , FALSE ); // HEADROCK HAM 4: Shot offset report
@@ -616,6 +617,7 @@ BOOLEAN SaveGameSettings()
settings << "TOPTION_SHOW_ENEMY_LOCATION = " << (gGameSettings.fOptions[TOPTION_SHOW_ENEMY_LOCATION] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_ALT_START_AIM = " << (gGameSettings.fOptions[TOPTION_ALT_START_AIM] ? "TRUE" : "FALSE") << endl;
settings << "TOPTION_ALT_PATHFINDING = " << (gGameSettings.fOptions[TOPTION_ALT_PATHFINDING] ? "TRUE" : "FALSE") << endl;
settings << "TOPTION_USE_LEGACY_TACTICALAI = " << (gGameSettings.fOptions[TOPTION_USE_LEGACY_TACTICALAI] ? "TRUE" : "FALSE") << endl;
settings << "TOPTION_CHEAT_MODE_OPTIONS_HEADER = " << (gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_HEADER] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = " << (gGameSettings.fOptions[TOPTION_FORCE_BOBBY_RAY_SHIPMENTS] ? "TRUE" : "FALSE" ) << endl;
@@ -846,6 +848,7 @@ void InitGameSettings()
gGameSettings.fOptions[TOPTION_SHOW_ENEMY_LOCATION] = FALSE; // sevenfm: show locations of known enemies
gGameSettings.fOptions[TOPTION_ALT_START_AIM] = TRUE;
gGameSettings.fOptions[TOPTION_ALT_PATHFINDING] = FALSE;
gGameSettings.fOptions[TOPTION_USE_LEGACY_TACTICALAI] = FALSE;
// arynn: Cheat/Debug Menu
gGameSettings.fOptions[ TOPTION_CHEAT_MODE_OPTIONS_HEADER ] = FALSE;
+1
View File
@@ -105,6 +105,7 @@ enum
TOPTION_SHOW_ENEMY_LOCATION,
TOPTION_ALT_START_AIM,
TOPTION_ALT_PATHFINDING,
TOPTION_USE_LEGACY_TACTICALAI,
// arynn: Debug/Cheat
TOPTION_CHEAT_MODE_OPTIONS_HEADER,
+53 -30
View File
@@ -1184,40 +1184,61 @@ if( g_lang != i18n::Lang::en ) {
}
}
if ( ReadXMLEmail == TRUE )
{
if ( ReadXMLEmail == TRUE )
{
// Externalized emails
strcpy(fileName, directoryName);
strcat(fileName, EMAILSFILENAME);
// Only load external emails if we find the file
if ( FileExists(fileName) )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInExternalizedEmails(fileName, FALSE), EMAILSFILENAME);
if ( g_lang != i18n::Lang::en )
{
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
if ( !ReadInExternalizedEmails(fileName, TRUE) )
return FALSE;
}
}
}
// EMAIL MERC AVAILABLE by Jazz
strcpy(fileName, directoryName);
strcat(fileName, EMAILMERCAVAILABLE);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailMercAvailable(fileName,FALSE), EMAILMERCAVAILABLE);
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailMercAvailable(fileName, FALSE), EMAILMERCAVAILABLE);
if( g_lang != i18n::Lang::en ) {
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
if ( g_lang != i18n::Lang::en )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEmailMercAvailable(fileName,TRUE))
return FALSE;
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
if ( !ReadInEmailMercAvailable(fileName, TRUE) )
return FALSE;
}
}
}
// EMAIL MERC LEVEL UP by Jazz
strcpy(fileName, directoryName);
strcat(fileName, EMAILMERCLEVELUP);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailMercLevelUp(fileName,FALSE), EMAILMERCLEVELUP);
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailMercLevelUp(fileName, FALSE), EMAILMERCLEVELUP);
if( g_lang != i18n::Lang::en ) {
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEmailMercLevelUp(fileName,TRUE))
return FALSE;
if ( g_lang != i18n::Lang::en ) {
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
if ( !ReadInEmailMercLevelUp(fileName, TRUE) )
return FALSE;
}
}
}
}
/*
// EMAIL OTHER by Jazz
strcpy(fileName, directoryName);
@@ -1225,16 +1246,18 @@ if( g_lang != i18n::Lang::en ) {
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailOther(fileName,FALSE), EMAILOTHER);
if( g_lang != i18n::Lang::en ) {
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEmailOther(fileName,TRUE))
return FALSE;
if( g_lang != i18n::Lang::en ) {
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEmailOther(fileName,TRUE))
return FALSE;
}
}
}
*/
}
//new vehicles by Jazz
InitNewVehicles ();
+5 -2
View File
@@ -108,6 +108,7 @@
#include "connect.h"
#include "Map Screen Interface Map Inventory.h"//dnl ch51 081009
#include "Ambient Control.h" // added by Flugente for HandleNewSectorAmbience(...)
#include "WorldDat.h"
/////////////////////////////////////////////////////
//
// Local Defines
@@ -6295,8 +6296,10 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
#ifdef JA2UB
#else
if(!fBookMark && !fEmail)
AddEmail(MERC_INTRO, MERC_INTRO_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin( ), -1, -1 , TYPE_EMAIL_EMAIL_EDT);
if ( !fBookMark && !fEmail )
{
AddEmail(MERC_INTRO, MERC_INTRO_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_SPECK_INTRO);
}
#endif
}
+21 -11
View File
@@ -565,25 +565,35 @@ BOOLEAN CPostalService::DeliverShipment(UINT16 usShipmentID)
StopTimeCompression();
#ifdef JA2UB
//no UB
if ( gGameUBOptions.fBobbyRSite == TRUE )
{
// Shipment from Bobby Ray
if (shs.sSenderID == BOBBYR_SENDER_ID)
AddBobbyREmailJA2( 198, 4, BOBBY_R, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, TYPE_EMAIL_BOBBY_R_EMAIL_JA2_EDT);
if ( shs.sSenderID == BOBBYR_SENDER_ID )
{
if ( gEmails.size() > 0 )
{
AddEmailFromXML(XML_BR_SHIPMENTARRIVAL, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, false, -1, -1, 198, -1, -1, -1);
}
else
{
AddBobbyREmailJA2(198, 4, BOBBY_R, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, TYPE_EMAIL_BOBBY_R_EMAIL_JA2_EDT);
// Shipment from John Kulba
//else
// AddEmail( JOHN_KULBA_GIFT_IN_DRASSEN, JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, TYPE_EMAIL_EMAIL_EDT);
}
}
}
#else
// Shipment from Bobby Ray
if (shs.sSenderID == BOBBYR_SENDER_ID)
AddEmail( BOBBYR_SHIPMENT_ARRIVED, BOBBYR_SHIPMENT_ARRIVED_LENGTH, BOBBY_R, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, TYPE_EMAIL_EMAIL_EDT);
// Shipment from John Kulba
else
AddEmail( JOHN_KULBA_GIFT_IN_DRASSEN, JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, TYPE_EMAIL_EMAIL_EDT);
// Shipment from Bobby Ray
if ( shs.sSenderID == BOBBYR_SENDER_ID )
{
AddEmail(BOBBYR_SHIPMENT_ARRIVED, BOBBYR_SHIPMENT_ARRIVED_LENGTH, BOBBY_R, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, TYPE_EMAIL_EMAIL_EDT, XML_BR_SHIPMENTARRIVAL);
}
// Shipment from John Kulba
else
{
AddEmail(JOHN_KULBA_GIFT_IN_DRASSEN, JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, TYPE_EMAIL_EMAIL_EDT, XML_JOHNKULBA_SENTGUNS);
}
#endif
}
+155 -246
View File
@@ -1,295 +1,204 @@
#include "sgp.h"
#include "Debug Control.h"
#include "expat.h"
#include "XML.h"
#include "Interface.h"
#include "LuaInitNPCs.h"
#include "email.h"
#include "sgp.h"
#include "Debug Control.h"
#include "expat.h"
#include "XML.h"
#include "Interface.h"
#include "LuaInitNPCs.h"
#include "email.h"
struct
{
PARSE_STAGE curElement;
PARSE_STAGE curElement;
CHAR8 szCharData[MAIL_STRING_SIZE+1];
EMAIL_OTHER_VALUES curEmailOther;
CHAR8 szCharData[MAIL_STRING_SIZE + 1];
CHAR16 currentMessage[MAIL_STRING_SIZE];
UINT16 currentEmailIndex;
UINT16 currentMessageIndex;
UINT32 maxArraySize;
UINT32 curIndex;
UINT32 currentDepth;
UINT32 maxReadDepth;
}
UINT32 maxArraySize;
UINT32 curIndex;
UINT32 currentDepth;
UINT32 maxReadDepth;
} typedef EmailXMLParseData;
typedef EmailOtherParseData;
BOOLEAN EmailOther_TextOnly;
BOOLEAN Emails_TextOnly;
static void XMLCALL
EmailOtherStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts)
EmailOtherStartElementHandle(void* userData, const XML_Char* name, const XML_Char** atts)
{
EmailOtherParseData * pData = (EmailOtherParseData *)userData;
EmailXMLParseData* pData = (EmailXMLParseData*)userData;
if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
{
if(strcmp(name, "NEW_EMAIL") == 0 && pData->curElement == ELEMENT_NONE)
{
pData->curElement = ELEMENT_LIST;
if (pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
{
if (strcmp(name, "EMAILS") == 0 && pData->curElement == ELEMENT_NONE)
{
pData->curElement = ELEMENT_LIST;
pData->maxReadDepth++; //we are not skipping this element
}
else if(strcmp(name, "EMAIL") == 0 && pData->curElement == ELEMENT_LIST)
{
pData->curElement = ELEMENT;
pData->maxReadDepth++; //we are not skipping this element
}
else if (strcmp(name, "EMAIL") == 0 && pData->curElement == ELEMENT_LIST)
{
pData->curElement = ELEMENT;
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == ELEMENT &&
(strcmp(name, "uiIndex") == 0 ||
strcmp(name, "Subject") == 0 ||
strcmp(name, "Message0") == 0 ||
strcmp(name, "Message1") == 0 ||
strcmp(name, "Message2") == 0 ||
strcmp(name, "Message3") == 0 ||
strcmp(name, "Message4") == 0 ||
strcmp(name, "Message5") == 0 ||
strcmp(name, "Message6") == 0 ||
strcmp(name, "Message7") == 0 ||
strcmp(name, "Message8") == 0 ||
strcmp(name, "Message9") == 0 ||
strcmp(name, "Message10") == 0 ||
strcmp(name, "Message11") == 0 ||
strcmp(name, "Message12") == 0 ||
strcmp(name, "Message13") == 0 ||
strcmp(name, "Message14") == 0 ||
strcmp(name, "Message15") == 0 ||
strcmp(name, "Message16") == 0 ||
strcmp(name, "Message17") == 0 ||
strcmp(name, "Message18") == 0 ||
strcmp(name, "Message19") == 0 ||
strcmp(name, "Message20") == 0 ||
strcmp(name, "Message21") == 0 ||
strcmp(name, "Message22") == 0 ||
strcmp(name, "Message23") == 0 ||
strcmp(name, "Message24") == 0 ||
strcmp(name, "Message25") == 0 ||
strcmp(name, "Message26") == 0 ||
strcmp(name, "Message27") == 0 ||
strcmp(name, "Message28") == 0 ||
strcmp(name, "Message29") == 0 ))
{
pData->curElement = ELEMENT_PROPERTY;
pData->maxReadDepth++; //we are not skipping this element
}
else if (pData->curElement == ELEMENT &&
(strcmp(name, "Index") == 0 ||
strcmp(name, "Sender") == 0 ||
strcmp(name, "Subject") == 0 ||
strcmp(name, "Message") == 0))
{
pData->curElement = ELEMENT_PROPERTY;
pData->maxReadDepth++; //we are not skipping this element
}
pData->maxReadDepth++; //we are not skipping this element
}
pData->szCharData[0] = '\0';
}
pData->szCharData[0] = '\0';
}
pData->currentDepth++;
pData->currentDepth++;
}
static void XMLCALL
EmailOtherCharacterDataHandle(void *userData, const XML_Char *str, int len)
EmailOtherCharacterDataHandle(void* userData, const XML_Char* str, int len)
{
EmailOtherParseData * pData = (EmailOtherParseData *)userData;
EmailXMLParseData* pData = (EmailXMLParseData*)userData;
if( (pData->currentDepth <= pData->maxReadDepth) &&
(strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH)
){
strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData)));
}
if ((pData->currentDepth <= pData->maxReadDepth) &&
(strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH)
) {
strncat(pData->szCharData, str, __min((unsigned int)len, MAX_CHAR_DATA_LENGTH - strlen(pData->szCharData)));
}
}
static void XMLCALL
EmailOtherEndElementHandle(void *userData, const XML_Char *name)
EmailOtherEndElementHandle(void* userData, const XML_Char* name)
{
EmailOtherParseData * pData = (EmailOtherParseData *)userData;
EmailXMLParseData* pData = (EmailXMLParseData*)userData;
if(pData->currentDepth <= pData->maxReadDepth)
{
if(strcmp(name, "NEW_EMAIL") == 0)
{
pData->curElement = ELEMENT_NONE;
}
else if(strcmp(name, "EMAIL") == 0)
{
pData->curElement = ELEMENT_LIST;
if (!EmailOther_TextOnly)
{
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szSubject, pData->curEmailOther.szSubject);
// L"12345678901234567890123456789" <- max lenght (szMessage[30])
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[0], L"1. sdssdsfs dfg fdgd fg test" ); //pData-curEmailOther.szMessage[0]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[1], L"2. sdssdsfs dfg fgfgffds test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[2], L"3. sdssdsfsd gdfg fdfgsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[3], L"4. sdssdsf dgdfg dgsfdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[4], L"5. sdssdsfdgdfg dgfddsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[5], L"6. sdssdsfsffdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[6], L"7. sdssdsfsffdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[7], L"8. sdssdsfsfdgdgfgfdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[8], L"9. sdssdsfsff dg gdg dsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[9], L"10. sdssdsfsfgdsgdfgfdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[10], L"11. sdssdsfsff dgfgd dsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[11], L"12. sdssdsfsf dfgdfg dsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[12], L"13. sdssdsfsf dfgg gfdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[13], L"14. sdssdsf dgdf gsffdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[14], L"15. sdssdsf dgdf f ffdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[15], L"16. sdssdsfs dgdf gffdsf test" );
if (pData->currentDepth <= pData->maxReadDepth)
{
if (strcmp(name, "EMAILS") == 0)
{
pData->curElement = ELEMENT_NONE;
}
else if (strcmp(name, "EMAIL") == 0)
{
pData->curElement = ELEMENT_LIST;
if ( Emails_TextOnly )
{
pData->currentEmailIndex += 1;
pData->currentMessageIndex = 0;
}
}
else if (strcmp(name, "Sender") == 0)
{
pData->curElement = ELEMENT;
if ( !Emails_TextOnly )
{
gEmails.push_back(EMAIL_XML {});
gEmails.back().Sender = atol(pData->szCharData);
}
}
else if (strcmp(name, "Subject") == 0)
{
pData->curElement = ELEMENT;
if ( !Emails_TextOnly )
{
MultiByteToWideChar(CP_UTF8, 0, pData->szCharData, -1, gEmails.back().Subject, sizeof(gEmails.back().Subject) / sizeof(gEmails.back().Subject[0]));
}
else
{
// Replace existing text with localized version
const auto i = pData->currentEmailIndex;
MultiByteToWideChar(CP_UTF8, 0, pData->szCharData, -1, gEmails[i].Subject, sizeof(gEmails[i].Subject) / sizeof(gEmails[i].Subject[0]));
}
}
else if (strcmp(name, "Message") == 0)
{
pData->curElement = ELEMENT;
MultiByteToWideChar(CP_UTF8, 0, pData->szCharData, -1, pData->currentMessage, sizeof(pData->currentMessage) / sizeof(pData->currentMessage[0]));
/*
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[1], pData->curEmailOther.szMessage[1]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[2], pData->curEmailOther.szMessage[2]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[3], pData->curEmailOther.szMessage[3]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[4], pData->curEmailOther.szMessage[4]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[5], pData->curEmailOther.szMessage[5]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[6], pData->curEmailOther.szMessage[6]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[7], pData->curEmailOther.szMessage[7]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[8], pData->curEmailOther.szMessage[8]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[9], pData->curEmailOther.szMessage[9]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[10], pData->curEmailOther.szMessage[10]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[11], pData->curEmailOther.szMessage[11]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[12], pData->curEmailOther.szMessage[12]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[13], pData->curEmailOther.szMessage[13]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[14], pData->curEmailOther.szMessage[14]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[15], pData->curEmailOther.szMessage[15]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[16], pData->curEmailOther.szMessage[16]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[17], pData->curEmailOther.szMessage[17]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[18], pData->curEmailOther.szMessage[18]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[19], pData->curEmailOther.szMessage[19]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[20], pData->curEmailOther.szMessage[20]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[21], pData->curEmailOther.szMessage[21]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[22], pData->curEmailOther.szMessage[22]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[23], pData->curEmailOther.szMessage[23]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[24], pData->curEmailOther.szMessage[24]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[25], pData->curEmailOther.szMessage[25]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[26], pData->curEmailOther.szMessage[26]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[27], pData->curEmailOther.szMessage[27]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[28], pData->curEmailOther.szMessage[28]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[29], pData->curEmailOther.szMessage[29]);
*/
}
else
{
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szSubject, pData->curEmailOther.szSubject);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[0], L"sdssdsfsffdsf test" ); //pData->curEmailOther.szMessage[0]);
/*
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[1], pData->curEmailOther.szMessage[1]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[2], pData->curEmailOther.szMessage[2]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[3], pData->curEmailOther.szMessage[3]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[4], pData->curEmailOther.szMessage[4]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[5], pData->curEmailOther.szMessage[5]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[6], pData->curEmailOther.szMessage[6]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[7], pData->curEmailOther.szMessage[7]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[8], pData->curEmailOther.szMessage[8]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[9], pData->curEmailOther.szMessage[9]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[10], pData->curEmailOther.szMessage[10]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[11], pData->curEmailOther.szMessage[11]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[12], pData->curEmailOther.szMessage[12]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[13], pData->curEmailOther.szMessage[13]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[14], pData->curEmailOther.szMessage[14]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[15], pData->curEmailOther.szMessage[15]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[16], pData->curEmailOther.szMessage[16]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[17], pData->curEmailOther.szMessage[17]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[18], pData->curEmailOther.szMessage[18]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[19], pData->curEmailOther.szMessage[19]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[20], pData->curEmailOther.szMessage[20]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[21], pData->curEmailOther.szMessage[21]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[22], pData->curEmailOther.szMessage[22]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[23], pData->curEmailOther.szMessage[23]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[24], pData->curEmailOther.szMessage[24]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[25], pData->curEmailOther.szMessage[25]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[26], pData->curEmailOther.szMessage[26]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[27], pData->curEmailOther.szMessage[27]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[28], pData->curEmailOther.szMessage[28]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[29], pData->curEmailOther.szMessage[29]);
*/
}
}
else if(strcmp(name, "uiIndex") == 0)
{
pData->curElement = ELEMENT;
pData->curEmailOther.uiIndex = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "Subject") == 0 )
{
pData->curElement = ELEMENT;
if ( !Emails_TextOnly )
{
gEmails.back().Messages.emplace_back(pData->currentMessage);
}
else
{
// Replace existing text with localized version
const auto i = pData->currentEmailIndex;
const auto j = pData->currentMessageIndex;
gEmails[i].Messages[j] = pData->currentMessage;
MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curEmailOther.szSubject, sizeof(pData->curEmailOther.szSubject)/sizeof(pData->curEmailOther.szSubject[0]) );
pData->curEmailOther.szSubject[sizeof(pData->curEmailOther.szSubject)/sizeof(pData->curEmailOther.szSubject[0]) - 1] = '\0';
}
/*
else if(strcmp(name, "Message0") == 0 )
{
pData->curElement = ELEMENT;
pData->currentMessageIndex++;
}
}
MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curEmailOther.szMessage[0], sizeof(pData->curEmailOther.szMessage[0])/sizeof(pData->curEmailOther.szMessage[0]) );
pData->curEmailOther.szMessage[sizeof(pData->curEmailOther.szMessage[0])/sizeof(pData->curEmailOther.szMessage[0]) - 1][0] = '\0';
}
*/
pData->maxReadDepth--;
}
pData->currentDepth--;
pData->maxReadDepth--;
}
pData->currentDepth--;
}
BOOLEAN ReadInEmailOther(STR fileName, BOOLEAN localizedVersion)
BOOLEAN ReadInExternalizedEmails(STR fileName, BOOLEAN localizedVersion)
{
HWFILE hFile;
UINT32 uiBytesRead;
UINT32 uiFSize;
CHAR8 * lpcBuffer;
XML_Parser parser = XML_ParserCreate(NULL);
HWFILE hFile;
UINT32 uiBytesRead;
UINT32 uiFSize;
CHAR8* lpcBuffer;
XML_Parser parser = XML_ParserCreate(NULL);
EmailOtherParseData pData;
EmailXMLParseData pData;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading EmailOther.xml" );
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading Emails.xml");
EmailOther_TextOnly = localizedVersion;
// Open file
hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE );
if ( !hFile )
return( localizedVersion );
Emails_TextOnly = localizedVersion;
uiFSize = FileGetSize(hFile);
lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1);
// Open file
hFile = FileOpen(fileName, FILE_ACCESS_READ, FALSE);
if (!hFile)
return(localizedVersion);
//Read in block
if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) )
{
MemFree(lpcBuffer);
return( FALSE );
}
uiFSize = FileGetSize(hFile);
lpcBuffer = (CHAR8*)MemAlloc(uiFSize + 1);
lpcBuffer[uiFSize] = 0; //add a null terminator
//Read in block
if (!FileRead(hFile, lpcBuffer, uiFSize, &uiBytesRead))
{
MemFree(lpcBuffer);
return(FALSE);
}
FileClose( hFile );
lpcBuffer[uiFSize] = 0; //add a null terminator
FileClose(hFile);
XML_SetElementHandler(parser, EmailOtherStartElementHandle, EmailOtherEndElementHandle);
XML_SetCharacterDataHandler(parser, EmailOtherCharacterDataHandle);
XML_SetElementHandler(parser, EmailOtherStartElementHandle, EmailOtherEndElementHandle);
XML_SetCharacterDataHandler(parser, EmailOtherCharacterDataHandle);
memset(&pData,0,sizeof(pData));
XML_SetUserData(parser, &pData);
memset(&pData, 0, sizeof(pData));
XML_SetUserData(parser, &pData);
gEmails.reserve(XML_JA2UB_SPECK_DISMISSALREFUND);
if (!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
{
CHAR8 errorBuf[511];
sprintf(errorBuf, "XML Parser Error in Emails.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
LiveMessage(errorBuf);
MemFree(lpcBuffer);
return FALSE;
}
MemFree(lpcBuffer);
if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
{
CHAR8 errorBuf[511];
sprintf(errorBuf, "XML Parser Error in EmailOther.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
LiveMessage(errorBuf);
MemFree(lpcBuffer);
return FALSE;
}
MemFree(lpcBuffer);
XML_ParserFree(parser);
XML_ParserFree(parser);
return( TRUE );
return(TRUE);
}
+518 -511
View File
File diff suppressed because it is too large Load Diff
+97 -19
View File
@@ -5,8 +5,7 @@
#include "soldier profile type.h"
// defines
#define MAX_EMAIL_LINES 10 //max number of lines can be shown in a message
#define MAX_MESSAGES_PAGE 18 // max number of messages per page
#define MAX_MESSAGES_PAGE 18 // max number of emails per page in inbox
//---ja25 ub
#ifdef JA2UB
@@ -567,11 +566,10 @@ void RenderEmail();
// message manipulation
void AddEmailMessage(INT32 iMessageOffset, INT32 iMessageLength,STR16 pSubject, INT32 iDate, UINT8 ubSender, BOOLEAN fAlreadyRead, INT32 uiFirstData, UINT32 uiSecondData, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, UINT8 EmailType, UINT32 EmailAIM );
void AddEmailMessage(INT32 iMessageOffset, INT32 iMessageLength,STR16 pSubject, INT32 iDate, UINT8 ubSender, BOOLEAN fAlreadyRead, INT32 iFirstData, UINT32 uiSecondData, INT32 iThirdData, INT32 iFourthData, UINT32 uiFifthData, UINT32 uiSixData, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, UINT8 EmailType, UINT32 EmailAIM );
void RemoveEmailMessage(INT32 iId);
EmailPtr GetEmailMessage(INT32 iId);
void LookForUnread();
void AddEmail(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, UINT8 EmailType);
// WANNE: For the new WF merc, when they available again
void AddEmailWFMercAvailable(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, UINT8 EmailType);
@@ -586,14 +584,19 @@ void ReDrawNewMailBox( void );
void ReDisplayBoxes( void );
void ShutDownEmailList();
void AddMessageToPages(INT32 iMessageId);
void AddEmailWithSpecialData(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iFirstData, UINT32 uiSecondData, UINT8 EmailType, UINT32 EmailAIM );
void AddCustomEmail(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, UINT8 EmailType);
#ifdef JA2BETAVERSION
void AddAllEmails();
#endif
typedef struct
{
UINT8 Sender;
CHAR16 Subject[EMAIL_SUBJECT_LENGTH];
std::vector<std::wstring> Messages;
} EMAIL_XML;
extern std::vector<EMAIL_XML> gEmails;
typedef struct
{
UINT8 uiIndex;
@@ -674,8 +677,8 @@ enum {
TYPE_EMAIL_KING_PIN,
TYPE_EMAIL_JOHN_KULBA,
TYPE_EMAIL_AIM_SITE,
TYPE_EMAIL_OTHER,
//Read message from Email\Emails.xml and sender read from Email\EmailSenderNameList.xml
TYPE_EMAIL_XML,
};
enum {
@@ -697,15 +700,96 @@ enum {
TYPE_EMAIL_BOBBY_R_L1 = 11,
};
enum {
XML_NOEMAIL = -1,
XML_ENRICO_INQUIRY = 0,
XML_ENRICO_FOLLOWUP,
XML_ENRICO_CONFIRMED,
XML_ENRICO_GOODLUCK,
XML_ENRICO_GREATNEWS,
XML_ENRICO_PROGRESS,
XML_ENRICO_GOODWORK,
XML_ENRICO_FINALPUSH,
XML_ENRICO_SETBACK,
XML_ENRICO_BADNEWS,
XML_ENRICO_CREPITUS,
XML_ENRICO_CONCERNED,
XML_ENRICO_WORRIED,
XML_ENRICO_DISAPPOINTED,
XML_ENRICO_MILITIA_WEBSITE,
XML_ENRICO_INTEL,
XML_IMP_INTRO,
XML_IMP_INTROAGAIN,
XML_SPECK_INTRO,
XML_SPECK_NEWSITE,
XML_SPECK_NOTICE,
XML_SPECK_NEWPERSONNEL,
XML_SPECK_PLEASEPAY,
XML_SPECK_DELINQUENT,
XML_RISREPORT,
XML_INSURANCE_APPROVED,
XML_INSURANCE_SUSPICIOUS,
XML_INSURANCE_COMPLETED,
XML_INSURANCE_INVESTIGATION,
XML_INSURANCE_REFUSED,
XML_INSURANCE_POLICYVIOLATION,
XML_BR_VISITEDSITE,
XML_BR_SHIPMENTARRIVAL,
XML_BR_MEDUNA,
XML_KINGPIN_STOLEMONEY,
XML_KINGPIN_JOBOPPORTUNITY,
XML_KINGPIN_WELLDONE,
XML_KINGPIN_FAILURE,
XML_KINGPIN_FAILUREOBSTACLES,
XML_JOHNKULBA_SENTGUNS,
XML_JOHNKULBA_MISSEDTRANSFERFLIGHT,
XML_JOHNKULBA_CRASHLANDEDHELI,
XML_JOHNKULBA_AMBUSHEDBYCATS,
XML_AIM_NOTICE_OF_DEATH,
XML_AIM_REFUND,
XML_AIM_PARTIALREFUND,
XML_AIM_NOREFUND,
XML_KERBERUS_OFFER,
XML_DASILVA_THANKYOU,
XML_JA2UB_ENRICO_HELP,
XML_JA2UB_ENRICO_INQUIRY,
XML_JA2UB_ENRICO_STILLNOWORD,
XML_JA2UB_ENRICO_GOODNEWS,
XML_JA2UB_ENRICO_CONCERNED,
XML_JA2UB_ENRICO_URGENT,
XML_JA2UB_ENRICO_RECEIVEDEMAIL,
XML_JA2UB_ENRICO_RECEIVEDEMAILMONEY,
XML_JA2UB_ENRICO_PILOTFOUND,
XML_JA2UB_ENRICO_CONGRATS,
XML_JA2UB_ENRICO_CONGRATS_MIGUELSICK,
XML_JA2UB_ENRICO_CONGRATS_MIGUELSICK_MANUELDEAD,
XML_JA2UB_ENRICO_CONGRATS_MIGUELSICK_MANUELALIVE,
XML_JA2UB_ENRICO_CONGRATS_MANUELDEAD,
XML_JA2UB_ENRICO_CONGRATS_MANUELALIVE,
XML_JA2UB_IMP_INTRO,
XML_JA2UB_IMP_INTROAGAIN,
XML_JA2UB_MIGUEL_HELLO,
XML_JA2UB_MIGUEL_SORRY,
XML_JA2UB_MIGUEL_SORRY_HIREDMANUEL,
XML_JA2UB_MIGUEL_SICK,
XML_JA2UB_MIGUEL_CIGARETTES,
XML_JA2UB_AIM_SPECIALOFFER,
XML_JA2UB_AIM_BONUSOFFER,
XML_JA2UB_AIM_SPECIALBONUSOFFER,
XML_JA2UB_AIM_DISMISSALREFUND,
XML_JA2UB_SPECK_EVENBETTEROFFER,
XML_JA2UB_SPECK_DISMISSALREFUND
};
void AddEmail(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, UINT8 EmailType, UINT16 EnumEmailXML = XML_NOEMAIL);
void AddEmailWithSpecialData(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iFirstData, UINT32 uiSecondData, UINT8 EmailType, UINT32 EmailAIM, UINT16 EnumEmailXML = XML_NOEMAIL);
extern EMAIL_MERC_AVAILABLE_VALUES EmailMercAvailableText[NUM_PROFILES];
extern EMAIL_MERC_LEVEL_UP_VALUES EmailMercLevelUpText[NUM_PROFILES];
extern EMAIL_MERC_INSURANCE_VALUES EmailInsuranceText[NUM_PROFILES];
extern EMAIL_OTHER_VALUES EmailOtherText[EMAIL_INDEX];
extern BOOLEAN ReadXMLEmail;
extern void AddEmailTypeXML( INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, UINT8 EmailType );
extern void AddPreReadEmailTypeXML( INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, UINT8 EmailType );
extern void AddEmailWithSpecialDataXML(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iFirstData, UINT32 uiSecondData, UINT8 EmailTyp, UINT32 EmailAIMe );
extern void AddEmailFromXML(INT32 iMessageOffset, INT32 iDate, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, BOOLEAN alreadyRead, INT32 iFirstData, UINT32 uiSecondData, INT32 iThirdData, INT32 iFourthData, UINT32 uiFifthData, UINT32 uiSixData);
extern void AddEmailWithSpecialDataXML(INT32 iMessageOffset, INT32 iDate, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, BOOLEAN alreadyRead, INT32 iFirstData, UINT32 uiSecondData, INT32 iThirdData, INT32 iFourthData, UINT32 uiFifthData, UINT32 uiSixData);
extern BOOLEAN SaveNewEmailDataToSaveGameFile( HWFILE hFile );
extern BOOLEAN LoadNewEmailDataFromLoadGameFile( HWFILE hFile );
@@ -714,9 +798,3 @@ extern void AddBobbyREmailJA2(INT32 iMessageOffset, INT32 iMessageLength, UINT8
#endif
#endif
+40 -25
View File
@@ -1350,7 +1350,8 @@ BOOLEAN AddLifeInsurancePayout( SOLDIERTYPE *pSoldier )
void StartInsuranceInvestigation( UINT16 ubPayoutID )
{
UINT8 ubDays;
const auto mercID = LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].ubMercID;
const auto payoutPrice = LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].iPayOutPrice;
// send an email telling player an investigation is taking place
if (gStrategicStatus.ubInsuranceInvestigationsCnt == 0)
@@ -1361,10 +1362,12 @@ void StartInsuranceInvestigation( UINT16 ubPayoutID )
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.LaptopLinkInsurance == TRUE )
AddEmailWithSpecialData( 173, INSUR_SUSPIC_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L4 );
{
AddEmailWithSpecialData(173, INSUR_SUSPIC_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L4, XML_INSURANCE_SUSPICIOUS);
}
}
#else
AddEmailWithSpecialData( INSUR_SUSPIC, INSUR_SUSPIC_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
AddEmailWithSpecialData(INSUR_SUSPIC, INSUR_SUSPIC_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_INSURANCE_SUSPICIOUS);
#endif
}
else
@@ -1375,14 +1378,17 @@ void StartInsuranceInvestigation( UINT16 ubPayoutID )
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.LaptopLinkInsurance == TRUE )
AddEmailWithSpecialData( 179, INSUR_SUSPIC_2_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L5 );
{
AddEmailWithSpecialData(179, INSUR_SUSPIC_2_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L5, XML_INSURANCE_INVESTIGATION);
}
}
#else
AddEmailWithSpecialData( INSUR_SUSPIC_2, INSUR_SUSPIC_2_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
AddEmailWithSpecialData(INSUR_SUSPIC_2, INSUR_SUSPIC_2_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_INSURANCE_INVESTIGATION);
#endif
}
if ( gMercProfiles[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID ].ubSuspiciousDeath == VERY_SUSPICIOUS_DEATH )
UINT8 ubDays;
if ( gMercProfiles[ mercID ].ubSuspiciousDeath == VERY_SUSPICIOUS_DEATH )
{
// the fact that you tried to cheat them gets realized very quickly. :-)
ubDays = 1;
@@ -1403,42 +1409,47 @@ void StartInsuranceInvestigation( UINT16 ubPayoutID )
void EndInsuranceInvestigation( UINT16 ubPayoutID )
{
const auto mercID = LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].ubMercID;
const auto payoutPrice = LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].iPayOutPrice;
// send an email telling player the investigation is over
if ( gMercProfiles[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID ].ubSuspiciousDeath == VERY_SUSPICIOUS_DEATH )
if ( gMercProfiles[ mercID ].ubSuspiciousDeath == VERY_SUSPICIOUS_DEATH )
{
// fraud, no payout!
#ifdef JA2UB
// no UB
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.LaptopLinkInsurance == TRUE )
AddEmailWithSpecialData( INSUR_1HOUR_FRAUD, INSUR_1HOUR_FRAUD_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L2 );
}
if ( gubQuest[QUEST_FIX_LAPTOP] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.LaptopLinkInsurance == TRUE )
{
AddEmailWithSpecialData(INSUR_1HOUR_FRAUD, INSUR_1HOUR_FRAUD_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L2, XML_INSURANCE_REFUSED);
}
}
#else
AddEmailWithSpecialData( INSUR_1HOUR_FRAUD, INSUR_1HOUR_FRAUD_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
AddEmailWithSpecialData(INSUR_1HOUR_FRAUD, INSUR_1HOUR_FRAUD_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_INSURANCE_REFUSED);
#endif
}
// Flugente: also don't pay out if the death was suspicious. I mean, we get this if there were no enemies of the player straight up shot the guy...
else if ( gMercProfiles[LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].ubMercID].ubSuspiciousDeath == SUSPICIOUS_DEATH )
else if ( gMercProfiles[mercID].ubSuspiciousDeath == SUSPICIOUS_DEATH )
{
#ifdef JA2UB
// WANNE: I really don't know if we should call something here. At least it fixed the compilation error when compiling UB version.
#else
// fraud, no payout!
AddEmailWithSpecialData( INSUR_CHEAT_FRAUD, INSUR_CHEAT_FRAUD_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].ubMercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
AddEmailWithSpecialData(INSUR_CHEAT_FRAUD, INSUR_CHEAT_FRAUD_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_INSURANCE_POLICYVIOLATION);
#endif
}
else
{
#ifdef JA2UB
// No UB
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.LaptopLinkInsurance == TRUE )
AddEmailWithSpecialData( 176, INSUR_INVEST_OVER_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L6 );
{
AddEmailWithSpecialData(176, INSUR_INVEST_OVER_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L6, XML_INSURANCE_COMPLETED);
}
}
#else
AddEmailWithSpecialData( INSUR_INVEST_OVER, INSUR_INVEST_OVER_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
AddEmailWithSpecialData(INSUR_INVEST_OVER, INSUR_INVEST_OVER_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_INSURANCE_COMPLETED);
#endif
// only now make a payment (immediately)
@@ -1450,6 +1461,9 @@ void EndInsuranceInvestigation( UINT16 ubPayoutID )
//void InsuranceContractPayLifeInsuranceForDeadMerc( LIFE_INSURANCE_PAYOUT *pPayoutStruct )
void InsuranceContractPayLifeInsuranceForDeadMerc( UINT16 ubPayoutID )
{
const auto mercID = LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].ubMercID;
const auto payoutPrice = LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].iPayOutPrice;
//if the mercs id number is the same what is in the soldier array
if( LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID == LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID->ubID )
{
@@ -1459,24 +1473,25 @@ void InsuranceContractPayLifeInsuranceForDeadMerc( UINT16 ubPayoutID )
}
//add transaction to players account
AddTransactionToPlayersBook( INSURANCE_PAYOUT, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice );
AddTransactionToPlayersBook( INSURANCE_PAYOUT, mercID, GetWorldTotalMin(), payoutPrice );
//add to the history log the fact that the we paid the insurance claim
AddHistoryToPlayersLog( HISTORY_INSURANCE_CLAIM_PAYOUT, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, GetWorldTotalMin(), -1, -1 );
AddHistoryToPlayersLog( HISTORY_INSURANCE_CLAIM_PAYOUT, mercID, GetWorldTotalMin(), -1, -1 );
//if there WASNT an investigation
if( gMercProfiles[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID ].ubSuspiciousDeath == 0 )
if( gMercProfiles[ mercID ].ubSuspiciousDeath == 0 )
{
//Add an email telling the user that he received an insurance payment
#ifdef JA2UB
// no UB
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.LaptopLinkInsurance == TRUE )
AddEmailWithSpecialData( 170, INSUR_PAYMENT_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L3 );
{
AddEmailWithSpecialData(170, INSUR_PAYMENT_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L3, XML_INSURANCE_APPROVED);
}
}
#else
AddEmailWithSpecialData( INSUR_PAYMENT, INSUR_PAYMENT_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
AddEmailWithSpecialData(INSUR_PAYMENT, INSUR_PAYMENT_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_INSURANCE_APPROVED);
#endif
}
+1 -1
View File
@@ -3294,7 +3294,7 @@ void HaventMadeImpMercEmailCallBack()
if( ( LaptopSaveInfo.fIMPCompletedFlag == FALSE ) && ( LaptopSaveInfo.fSentImpWarningAlready == FALSE ) )
{
LaptopSaveInfo.fSentImpWarningAlready = TRUE;
AddEmail(IMP_EMAIL_AGAIN,IMP_EMAIL_AGAIN_LENGTH,1, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
AddEmail(IMP_EMAIL_AGAIN,IMP_EMAIL_AGAIN_LENGTH,1, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_IMP_INTROAGAIN);
}
#endif
}
+5 -6
View File
@@ -1039,7 +1039,7 @@ void DailyUpdateOfMercSite( UINT16 usDate)
LaptopSaveInfo.gubPlayersMercAccountStatus = MERC_ACCOUNT_INVALID;
if( IsSpeckComAvailable() )
{
AddEmail( MERC_INVALID, MERC_INVALID_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(MERC_INVALID, MERC_INVALID_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_SPECK_NOTICE);
}
else
{
@@ -1055,7 +1055,7 @@ void DailyUpdateOfMercSite( UINT16 usDate)
LaptopSaveInfo.gubPlayersMercAccountStatus = MERC_ACCOUNT_SUSPENDED;
if( IsSpeckComAvailable() )
{
AddEmail( MERC_WARNING, MERC_WARNING_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(MERC_WARNING, MERC_WARNING_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_SPECK_DELINQUENT);
// Have speck complain next time player come to site
LaptopSaveInfo.uiSpeckQuoteFlags |= SPECK_QUOTE__SENT_EMAIL_ABOUT_LACK_OF_PAYMENT;
@@ -1074,7 +1074,7 @@ void DailyUpdateOfMercSite( UINT16 usDate)
LaptopSaveInfo.gubPlayersMercAccountStatus = MERC_ACCOUNT_VALID_FIRST_WARNING;
if( IsSpeckComAvailable() )
{
AddEmail( MERC_FIRST_WARNING, MERC_FIRST_WARNING_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(MERC_FIRST_WARNING, MERC_FIRST_WARNING_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_SPECK_PLEASEPAY);
// Have speck complain next time player come to site
LaptopSaveInfo.uiSpeckQuoteFlags |= SPECK_QUOTE__SENT_EMAIL_ABOUT_LACK_OF_PAYMENT;
@@ -2899,8 +2899,7 @@ void GetMercSiteBackOnline()
if( IsSpeckComAvailable() )
{
//Add an email telling the user the site is back up
AddEmail( MERC_NEW_SITE_ADDRESS, MERC_NEW_SITE_ADDRESS_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT);
AddEmail(MERC_NEW_SITE_ADDRESS, MERC_NEW_SITE_ADDRESS_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_SPECK_NEWSITE);
//Set a flag indicating that the server just went up ( so speck can make a comment when the player next visits the site )
LaptopSaveInfo.fFirstVisitSinceServerWentDown = TRUE;
}
@@ -3213,7 +3212,7 @@ void NewMercsAvailableAtMercSiteCallBack()
if (!sentNewMercsEmail)
{
sentNewMercsEmail = true;
AddEmail(NEW_MERCS_AT_MERC, NEW_MERCS_AT_MERC_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(NEW_MERCS_AT_MERC, NEW_MERCS_AT_MERC_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_SPECK_NEWPERSONNEL);
}
//new mercs are available
+4
View File
@@ -6,6 +6,10 @@ set(ModularizedTacticalAISrc
"${CMAKE_CURRENT_SOURCE_DIR}/src/LegacyAIPlanFactory.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/src/LegacyCreaturePlan.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/src/LegacyZombiePlan.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/src/BoxerPlan.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/src/CivilianPlan.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/src/RobotPlan.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/src/SoldierPlan.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/src/NullPlan.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/src/NullPlanFactory.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/src/Plan.cpp"
+23
View File
@@ -0,0 +1,23 @@
#pragma once
#include "Plan.h"
namespace AI
{
namespace tactical
{
/**@class LegacyAIPlan
* @brief Component/Concrete Product. Wrapper/Re-Write of DecideAction()
*
* Wrapper around boxer related AI uplifted from original DecideAction() routines
*/
class LegacyAIBoxerPlan: public Plan
{
private:
public:
LegacyAIBoxerPlan(SOLDIERTYPE* npc);
virtual void execute(PlanInputData& environment);
virtual bool done() const {return false;}
};
}
}
@@ -0,0 +1,23 @@
#pragma once
#include "Plan.h"
namespace AI
{
namespace tactical
{
/**@class LegacyAIPlan
* @brief Component/Concrete Product. Wrapper/Re-Write of DecideAction()
*
* Wrapper around civilian/noncombatant related AI uplifted from original DecideAction() routines
*/
class CivilianPlan : public Plan
{
private:
public:
CivilianPlan(SOLDIERTYPE* npc);
virtual void execute(PlanInputData& environment);
virtual bool done() const { return false; }
};
}
}
+23
View File
@@ -0,0 +1,23 @@
#pragma once
#include "Plan.h"
namespace AI
{
namespace tactical
{
/**@class LegacyAIPlan
* @brief Component/Concrete Product. Wrapper/Re-Write of DecideAction()
*
* Wrapper around robot related AI uplifted from original DecideAction() routines
*/
class RobotPlan : public Plan
{
private:
public:
RobotPlan(SOLDIERTYPE* npc);
virtual void execute(PlanInputData& environment);
virtual bool done() const { return false; }
};
}
}
@@ -0,0 +1,23 @@
#pragma once
#include "Plan.h"
namespace AI
{
namespace tactical
{
/**@class LegacyAIPlan
* @brief Component/Concrete Product. Wrapper/Re-Write of DecideAction()
*
* Wrapper around soldier related AI uplifted from original DecideAction() routines
*/
class SoldierPlan : public Plan
{
private:
public:
SoldierPlan(SOLDIERTYPE* npc);
virtual void execute(PlanInputData& environment);
virtual bool done() const { return false; }
};
}
}
+35
View File
@@ -0,0 +1,35 @@
#include "../include/BoxerPlan.h"
#include "../../TacticalAI/ai.h"
namespace AI
{
namespace tactical
{
LegacyAIBoxerPlan::LegacyAIBoxerPlan(SOLDIERTYPE* npc)
: Plan(npc)
{
}
void LegacyAIBoxerPlan::execute(PlanInputData& environment)
{
switch (get_npc()->aiData.bAlertStatus)
{
case STATUS_GREEN:
get_npc()->aiData.bAction = DecideActionGreenBoxer(get_npc());
break;
case STATUS_YELLOW:
get_npc()->aiData.bAction = DecideActionGreenBoxer(get_npc());
break;
case STATUS_RED:
get_npc()->aiData.bAction = DecideActionBlackBoxer(get_npc());
break;
case STATUS_BLACK:
get_npc()->aiData.bAction = DecideActionBlackBoxer(get_npc());
break;
}
}
} // namespace tactical
} // namespace AI
@@ -0,0 +1,51 @@
#include "../include/CivilianPlan.h"
#include "../../TacticalAI/ai.h"
#include "NPC.h"
#include "Soldier Profile.h"
namespace AI
{
namespace tactical
{
CivilianPlan::CivilianPlan(SOLDIERTYPE* npc)
: Plan(npc)
{
}
void CivilianPlan::execute(PlanInputData& environment)
{
if ( !environment.turn_based() )
{
if ( (get_npc()->ubProfile != NO_PROFILE) && (gMercProfiles[get_npc()->ubProfile].ubMiscFlags3 & PROFILE_MISC_FLAG3_HANDLE_DONE_TRAVERSAL) )
{
TriggerNPCWithGivenApproach(get_npc()->ubProfile, APPROACH_DONE_TRAVERSAL, FALSE);
gMercProfiles[get_npc()->ubProfile].ubMiscFlags3 &= (~PROFILE_MISC_FLAG3_HANDLE_DONE_TRAVERSAL);
get_npc()->ubQuoteActionID = 0;
// wait a tiny bit
get_npc()->aiData.usActionData = 100;
get_npc()->aiData.bAction = AI_ACTION_WAIT;
return;
}
}
switch (get_npc()->aiData.bAlertStatus)
{
case STATUS_GREEN:
get_npc()->aiData.bAction = DecideActionGreenCivilian(get_npc());
break;
case STATUS_YELLOW:
get_npc()->aiData.bAction = DecideActionYellowCivilian(get_npc());
break;
case STATUS_RED:
get_npc()->aiData.bAction = DecideActionRedCivilian(get_npc());
break;
case STATUS_BLACK:
get_npc()->aiData.bAction = DecideActionBlackCivilian(get_npc());
break;
}
}
} // namespace tactical
} // namespace AI
@@ -7,6 +7,10 @@
#include "../include/LegacyCreaturePlan.h"
#include "../include/LegacyZombiePlan.h"
#include "../include/LegacyArmedVehiclePlan.h"
#include "../include/BoxerPlan.h"
#include "../include/CivilianPlan.h"
#include "../include/RobotPlan.h"
#include "../include/SoldierPlan.h"
#include "../include/CrowPlan.h"
#include "../include/PlanList.h"
@@ -14,8 +18,7 @@
#include "../../Tactical/Soldier Control.h" // For SOLDIERTYPE definition
#include "../../Tactical/Animation Data.h" // For the definition of, wait for it... BLOODCAT!
#include "Soldier macros.h"
#include <stdio.h>
#include "ai.h"
namespace AI
@@ -43,6 +46,11 @@ namespace AI
if(npc->IsZombie())
return new LegacyZombiePlan(npc);
if (BOXER(npc)) { return new LegacyAIBoxerPlan(npc); }
if (IS_CIV_BODY_TYPE(npc)) { return new CivilianPlan(npc); }
if (ENEMYROBOT(npc)) { return new RobotPlan(npc); }
if (SoldierAI(npc)) { return new SoldierPlan(npc); }
return new LegacyAIPlan(npc); // no special plan for other cases yet, return default legacy AI wrapper
}
+34
View File
@@ -0,0 +1,34 @@
#include "../include/RobotPlan.h"
#include "../../TacticalAI/ai.h"
namespace AI
{
namespace tactical
{
RobotPlan::RobotPlan(SOLDIERTYPE* npc)
: Plan(npc)
{
}
void RobotPlan::execute(PlanInputData& environment)
{
switch (get_npc()->aiData.bAlertStatus)
{
case STATUS_GREEN:
get_npc()->aiData.bAction = DecideActionGreenRobot(get_npc());
break;
case STATUS_YELLOW:
get_npc()->aiData.bAction = DecideActionYellowRobot(get_npc());
break;
case STATUS_RED:
get_npc()->aiData.bAction = DecideActionRedRobot(get_npc());
break;
case STATUS_BLACK:
get_npc()->aiData.bAction = DecideActionBlackRobot(get_npc());
break;
}
}
} // namespace tactical
} // namespace AI
+104
View File
@@ -0,0 +1,104 @@
#include "../include/SoldierPlan.h"
#include "../../TacticalAI/ai.h"
#include "../../TacticalAI/AIInternals.h" // ACTING_ON_SCHEDULE
#include "../../TacticalAI/NPC.h" // NPCReachedDestination
#include "../../Tactical/Dialogue Control.h" // DialogueQueueIsEmpty
#include "../../Utils/Font Control.h" // ScreenMsg about deadlock
#include "../../i18n/include/Text.h" // Sniper warning
#include "../../Utils/message.h" // ditto
namespace AI
{
namespace tactical
{
SoldierPlan::SoldierPlan(SOLDIERTYPE* npc)
: Plan(npc)
{
}
void SoldierPlan::execute(PlanInputData& environment)
{
if (!environment.turn_based())
{
if ((get_npc()->ubProfile != NO_PROFILE) && (gMercProfiles[get_npc()->ubProfile].ubMiscFlags3 & PROFILE_MISC_FLAG3_HANDLE_DONE_TRAVERSAL))
{
TriggerNPCWithGivenApproach(get_npc()->ubProfile, APPROACH_DONE_TRAVERSAL, FALSE);
gMercProfiles[get_npc()->ubProfile].ubMiscFlags3 &= (~PROFILE_MISC_FLAG3_HANDLE_DONE_TRAVERSAL);
get_npc()->ubQuoteActionID = 0;
// wait a tiny bit
get_npc()->aiData.usActionData = 100;
get_npc()->aiData.bAction = AI_ACTION_WAIT;
return;
}
if (get_npc()->bTeam == gbPlayerNum)
{
if (environment.get_tactical_status().fAutoBandageMode)
{
get_npc()->aiData.bAction = DecideAutoBandage(get_npc());
return;
}
}
}
if (get_npc()->bTeam != MILITIA_TEAM)
{
if (!sniperwarning && get_npc()->aiData.bOrders == SNIPER)
{
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_WATHCHOUTFORSNIPERS]);
sniperwarning = TRUE;
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_AllInCurrentSector(NO_PROFILE, ADE_SNIPERWARNING);
}
if (!biggunwarning && FindRocketLauncherOrCannon(get_npc()) != NO_SLOT)
{
biggunwarning = TRUE;
//TODO: don't say this again after reloading a savegame
SayQuoteFromAnyBodyInSector(QUOTE_WEARY_SLASH_SUSPUCIOUS);
}
}
get_npc()->aiData.fAIFlags &= (~AI_CAUTIOUS); // turn off cautious flag
// if status override is set, bypass RED/YELLOW and go directly to GREEN!
if ((get_npc()->aiData.bBypassToGreen) && (get_npc()->aiData.bAlertStatus < STATUS_BLACK))
{
get_npc()->aiData.bAction = DecideActionGreenSoldier(get_npc());
if (!gfTurnBasedAI)
{
// reset bypass now
get_npc()->aiData.bBypassToGreen = 0;
}
}
else
{
switch (get_npc()->aiData.bAlertStatus)
{
case STATUS_GREEN:
get_npc()->aiData.bAction = DecideActionGreenSoldier(get_npc());
break;
case STATUS_YELLOW:
get_npc()->aiData.bAction = DecideActionYellowSoldier(get_npc());
break;
case STATUS_RED:
get_npc()->aiData.bAction = DecideActionRedSoldier(get_npc());
break;
case STATUS_BLACK:
//if ( gGameSettings.fOptions[TOPTION_USE_LEGACY_TACTICALAI] ) // Commented out for now since new AI is WIP
{
get_npc()->aiData.bAction = DecideActionBlackSoldier(get_npc());
}
//else
//{
// get_npc()->aiData.bAction = DecideActionBlackSoldierUtilityAI(get_npc());
//}
break;
}
}
DEBUGAIMSG("Deciding for guynum " << (int)get_npc()->ubID << " at gridno " << get_npc()->sGridNo << ", APs " << get_npc()->bActionPoints <<
", decided action: " << (int)get_npc()->aiData.bAction << ", data " << (int)get_npc()->aiData.usActionData);
}
} // namespace tactical
} // namespace AI
+1 -1
View File
@@ -1,5 +1,5 @@
#pragma once
#include "Event Pump.h"
//time for a new header :)
extern int readyteamreg[10];
-2
View File
@@ -8,7 +8,6 @@
#include "vsurface.h"
#include "Button System.h"
#include "Font Control.h"
#include "Editor Taskbar Utils.h"
#include "line.h"
#include "input.h"
#include "vobject_blitters.h"
@@ -16,7 +15,6 @@
#include "mousesystem.h"
#include "strategicmap.h"
#include "FileMan.h"
#include "Map Information.h"
#include "Render Dirty.h"
#include "Game Clock.h"
#include "Campaign Types.h"
+1 -21
View File
@@ -6,35 +6,18 @@
#include <math.h>
#include "ASD.h"
#include "strategic.h"
#include "WCheck.h"
#include "Utilities.h"
#include "WordWrap.h"
#include "Cursors.h"
#include "line.h"
#include "Insurance Text.h"
#include "Encrypted File.h"
#include "Text.h"
#include "Multi Language Graphic Utils.h"
#include "random.h"
#include "Interface.h"
#include "Soldier Add.h"
#include "Soldier Profile.h"
#include "Overhead.h"
#include "Map Screen Interface.h"
#include "finances.h"
#include <Font Control.h>
#include "Game Clock.h"
#include "SaveLoadGame.h"
#include "GameVersion.h"
#include "message.h"
#include "Game Event Hook.h"
#include "Militia Control.h"
#include "Town Militia.h"
#include "Strategic Town Loyalty.h"
#include "Map Information.h"
#include "Campaign.h"
#include "random.h"
#include "Explosion Control.h"
#include "Strategic AI.h"
#include "Strategic Mines.h"
#include "Reinforcement.h"
@@ -42,9 +25,6 @@
#include "Queen Command.h"
#include "Map Screen Helicopter.h"
#include "Points.h"
#include "worldman.h"
#include "Map Information.h"
#include "opplist.h"
#include "Dialogue Control.h"
#include "Sound Control.h"
#include "renderworld.h"
+9 -13
View File
@@ -4,7 +4,6 @@
#include "environment.h"
#include "Ambient Control.h"
#include "Quests.h"
// #include "Sound Control.h"
#include "AimMembers.h"
#include "Strategic Event Handler.h"
#include "BobbyR.h"
@@ -211,7 +210,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
#ifdef JA2UB
//No JA25 UB
#else
AddEmail(MERC_INTRO, MERC_INTRO_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin( ), -1, -1 ,TYPE_EMAIL_EMAIL_EDT );
AddEmail(MERC_INTRO, MERC_INTRO_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_SPECK_INTRO);
#endif
}
break;
@@ -488,7 +487,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
// No PCM in UB
#else
case EVENT_PMC_EMAIL:
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, XML_KERBERUS_OFFER);
break;
#endif
@@ -504,16 +503,14 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
gMercProfiles[MARIA].bMercStatus != MERC_IS_DEAD && gMercProfiles[ANGEL].bMercStatus != MERC_IS_DEAD )
{
StartQuest( QUEST_KINGPIN_ANGEL_MARIA, gWorldSectorX, gWorldSectorY );
AddEmail( KINGPIN_BOUNTY_INITIAL, KINGPIN_BOUNTY_INITIAL_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
AddEmail(KINGPIN_BOUNTY_INITIAL, KINGPIN_BOUNTY_INITIAL_LENGTH, KING_PIN, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_KINGPIN_JOBOPPORTUNITY);
}
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 );
AddEmail(KINGPIN_BOUNTY_KINGPIN_REWARD, KINGPIN_BOUNTY_KINGPIN_REWARD_LENGTH, KING_PIN, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_KINGPIN_WELLDONE);
// also authorise payment from kingpin to the player
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin( ), 10000 );
}
@@ -529,14 +526,13 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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 );
AddEmail(KINGPIN_BOUNTY_ANGEL_THANKS, KINGPIN_BOUNTY_ANGEL_THANKS_LENGTH, ANGEL_DASILVA, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_DASILVA_THANKYOU);
AddEmail(KINGPIN_BOUNTY_TARGET_GOTAWAY, KINGPIN_BOUNTY_TARGET_GOTAWAY_LENGTH, KING_PIN, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_KINGPIN_FAILUREOBSTACLES);
}
// 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 );
AddEmail(KINGPIN_BOUNTY_BH_GOTTARGET, KINGPIN_BOUNTY_BH_GOTTARGET_LENGTH, KING_PIN, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_KINGPIN_FAILURE);
}
// in any case, this quest is now over
@@ -602,7 +598,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
#ifndef JA2UB
case EVENT_MILITIAROSTER_EMAIL:
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, XML_ENRICO_MILITIA_WEBSITE);
break;
#endif
@@ -629,7 +625,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
#ifndef JA2UB
case EVENT_INTEL_ENRICO_EMAIL:
AddEmail( INTEL_ENRICO_INTRO, INTEL_ENRICO_INTRO_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT );
AddEmail(INTEL_ENRICO_INTRO, INTEL_ENRICO_INTRO_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_ENRICO_INTEL);
break;
#endif
+2 -2
View File
@@ -9,9 +9,9 @@
#include "Soldier Profile.h"
#include "strategicmap.h"
#include "Game Init.h"
#include "finances.h"
#include "finances.h"
#include "Soldier Create.h"
#include "strategic.h"
#include "strategic.h"
#include "history.h"
#include "merc entering.h"
#include "Squads.h"
+1 -1
View File
@@ -1,3 +1,4 @@
#ifdef JA2UB
#include "builddefines.h"
#include "strategicmap.h"
@@ -68,7 +69,6 @@
#include "Auto Resolve.h"
#include "Cursors.h"
#ifdef JA2UB
#include "Soldier Init List.h"
#include "Dialogue Control.h"
#include "Game Clock.h"
+47 -37
View File
@@ -112,8 +112,6 @@ static int l_CheckMission(lua_State* L);
void FatigueCharacter(SOLDIERTYPE* pSoldier);
static int l_AddCustomEmail(lua_State* L);
static int l_SetDefaultArrivalSector(lua_State* L);
static int l_GetDefaultArrivalSector(lua_State* L);
static int l_SetMercArrivalLocation(lua_State* L);
@@ -405,9 +403,9 @@ static int l_AddToShouldBecomeHostileOrSayQuoteList(lua_State* L);
static int l_AddPreReadEmail(lua_State* L);
static int l_AddEmail(lua_State* L);
static int l_AddEmailXML(lua_State* L);
static int l_AddEmailXML2(lua_State* L);
static int l_AddEmailMercAvailableXML(lua_State* L);
static int l_AddEmailLevelUpXML(lua_State* L);
static int l_AddEmailFromXML(lua_State* L);
static int l_EVENT_SoldierGotHit(lua_State* L);
static int l_EVENT_InitNewSoldierAnim(lua_State* L);
@@ -1027,9 +1025,9 @@ static void IniFunction(lua_State* L, BOOLEAN bQuests)
lua_register(L, "AddPreReadEmail", l_AddPreReadEmail);
lua_register(L, "AddEmail", l_AddEmail);
lua_register(L, "AddEmailMercAvailableXML", l_AddEmailXML);
lua_register(L, "AddEmailMercAvailableXML", l_AddEmailMercAvailableXML);
lua_register(L, "AddEmailMercLevelUpXML", l_AddEmailLevelUpXML);
lua_register(L, "AddEmailXML", l_AddEmailXML2);
lua_register(L, "AddEmailFromXML", l_AddEmailFromXML);
//------Time------
@@ -1642,8 +1640,6 @@ static void IniFunction(lua_State* L, BOOLEAN bQuests)
lua_register(L, "ReStartingGame", l_ReStartingGame);
lua_register(L, "AddCustomEmail", l_AddCustomEmail);
lua_register(L, "SetDefaultArrivalSector", l_SetDefaultArrivalSector);
lua_register(L, "GetDefaultArrivalSector", l_GetDefaultArrivalSector);
lua_register(L, "SetDefaultArrivalGridNo", l_SetMercArrivalLocation);
@@ -2002,20 +1998,6 @@ static int l_SetHandleGlobalLoyaltyEvent(lua_State* L)
return 0;
}
static int l_AddCustomEmail(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT32 iMessageOffset = lua_tointeger(L, 1);
INT32 iMessageLength = lua_tointeger(L, 2);
UINT8 ubSender = lua_tointeger(L, 3);
AddCustomEmail(iMessageOffset, iMessageLength, ubSender, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_OTHER);
}
return 0;
}
static int l_gMercProfileGearset(lua_State* L)
{
if (lua_gettop(L) >= 8)
@@ -7448,23 +7430,9 @@ static int l_ExecuteStrategicAIAction(lua_State* L)
return 0;
}
//AddEmailXML
static int l_AddEmailXML2(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT32 offset = lua_tointeger(L, 1);
INT32 messagelength = lua_tointeger(L, 2);
UINT8 sender = lua_tointeger(L, 3);
AddEmailTypeXML(offset, messagelength, sender, GetWorldTotalMin(), -1, TYPE_EMAIL_OTHER);
}
return 0;
}
//AddEmailXML
static int l_AddEmailXML(lua_State* L)
static int l_AddEmailMercAvailableXML(lua_State* L)
{
if (lua_gettop(L))
{
@@ -7531,6 +7499,48 @@ static int l_AddPreReadEmail(lua_State* L)
return 0;
}
// New externalized emails
//AddEmail
static int l_AddEmailFromXML(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 index = lua_tointeger(L, 1);
bool preReadMail = false;
INT32 iCurrentIMPPosition = -1;
INT16 iCurrentShipmentDestinationID = -1;
INT32 specialData1 = -1;
UINT32 specialData2 = -1;
INT32 specialData3 = -1;
INT32 specialData4 = -1;
UINT32 specialData5 = -1;
UINT32 specialData6 = -1;
if ( lua_gettop(L) >= 2 )
{
preReadMail = lua_toboolean(L, 2);
}
if ( lua_gettop(L) >= 7 )
{
iCurrentIMPPosition = lua_tointeger(L, 3);
iCurrentShipmentDestinationID = lua_tointeger(L, 4);
specialData1 = lua_tointeger(L, 5);
specialData2 = lua_tointeger(L, 6);
specialData3 = lua_tointeger(L, 7);
}
if ( specialData1 != -1 || specialData2 != -1 )
{
AddEmailWithSpecialDataXML(index, GetWorldTotalMin(), iCurrentIMPPosition, iCurrentShipmentDestinationID, preReadMail, specialData1, specialData2, specialData3, specialData4, specialData5, specialData6);
}
else
{
AddEmailFromXML(index, GetWorldTotalMin(), iCurrentIMPPosition, iCurrentShipmentDestinationID, preReadMail, specialData1, specialData2, specialData3, specialData4, specialData5, specialData6);
}
}
return 0;
}
//gfBoxerFought
static int l_SetgfBoxerFought(lua_State* L)
{
@@ -11,21 +11,16 @@
#include "mapscreen.h"
#include "Render Dirty.h"
#include "Map Screen Interface Map.h"
#include "Map Screen Interface Border.h"
#include "Map Screen Interface.h"
#include "Map Screen Interface Map Inventory.h"
#include "Map Screen Helicopter.h"
#include "Text.h"
#include "Campaign Types.h"
#include "Strategic Town Loyalty.h"
#include "strategicmap.h"
#include "Assignments.h"
// HEADROCK HAM 4: Now accepts INI settings
#include "GameSettings.h"
// Also include Quests, for checking whether a fact is true.
#include "Quests.h"
// HEADROCK HAM 5: Required for inventory filter popup
#include "popup_callback.h"
#include "popup_class.h"
#include "Queen Command.h" // added by Flugente
@@ -22,10 +22,8 @@
#include "Options Screen.h"
#include "Cursor Control.h"
#include "gameloop.h"
#include "ai.h"
#include "Tactical Save.h"
#include "Campaign Types.h"
#include "Air Raid.h"
#include "finances.h"
#include "LaptopSave.h"
#include "Interface Items.h"
@@ -1,7 +1,6 @@
#include "Map Screen Interface Map Inventory.h"
#include "Render Dirty.h"
#include "vobject.h"
#include "Utilities.h"
#include "WCheck.h"
#include "sysutil.h"
#include "Map Screen Interface Border.h"
@@ -28,7 +27,6 @@
#include "WordWrap.h"
#include "Soldier macros.h"
#include "rt time defines.h"
#include "Encyclopedia_new.h" //Moa: item visibility
#include "Town Militia.h" // added by Flugente
#include "ShopKeeper Interface.h"
@@ -36,10 +34,7 @@
#include <algorithm>
#include "InterfaceItemImages.h"
#include "SaveLoadGame.h"//dnl ch51 081009
#include "Map Information.h"//dnl ch51 091009
#include "Interface Items.h"
#include "Food.h" // added by Flugente
#include "Campaign Types.h" // added by Flugente
#include "mapscreen.h"
//forward declarations of common classes to eliminate includes
@@ -6029,7 +6024,10 @@ void HandleItemCooldownFunctions( OBJECTTYPE* itemStack, INT32 deltaSeconds, BOO
FLOAT newguntemperature = max(0.0f, guntemperature - tickspassed * cooldownfactor ); // ... calculate new temperature ...
#if JA2TESTVERSION
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"World: Item temperature lowered from %4.2f to %4.2f", guntemperature, newguntemperature);
if (guntemperature != newguntemperature)
{
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"World: Item temperature lowered from %4.2f to %4.2f", guntemperature, newguntemperature);
}
#endif
(*itemStack)[i]->data.bTemperature = newguntemperature; // ... set new temperature
@@ -6049,7 +6047,10 @@ void HandleItemCooldownFunctions( OBJECTTYPE* itemStack, INT32 deltaSeconds, BOO
(*iter)[i]->data.bTemperature = newtemperature; // ... set new temperature
#if JA2TESTVERSION
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"World: Item temperature lowered from %4.2f to %4.2f", temperature, newtemperature);
if (temperature != newtemperature)
{
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"World: Item temperature lowered from %4.2f to %4.2f", temperature, newtemperature);
}
#endif
// we assume that there can exist only 1 underbarrel weapon per gun
-5
View File
@@ -19,7 +19,6 @@
#include "Squads.h"
#include "message.h"
#include "Soldier Profile.h"
#include "Player Command.h"
#include "Strategic Movement.h"
#include "Queen Command.h"
#include "Campaign Types.h"
@@ -28,7 +27,6 @@
#include "Vehicles.h"
#include "Map Screen Helicopter.h"
#include "Game Clock.h"
#include "finances.h"
#include "line.h"
#include "english.h"
#include "PreBattle Interface.h"
@@ -39,7 +37,6 @@
#include "Tactical Save.h"
#include "Map Information.h"
#include "Air Raid.h"
#include "Auto Resolve.h"
#include "ASD.h" // added by Flugente
#include "MilitiaIndividual.h" // added by Flugente
#include "Map Screen Interface Map Inventory.h" // added by Flugente
@@ -50,10 +47,8 @@
#include "Quests.h"
#include "connect.h"
#include "Strategic Mines.h"
// HEADROCK HAM 3.5: included for detectionlevels
#include "Facilities.h"
#include "MilitiaSquads.h"
#include "LaptopSave.h"
#include <language.hpp>
@@ -5,19 +5,15 @@
#include "Queen Command.h"
#include "Player Command.h"
#include "Font Control.h"
#include "Font.h"
#include "Text.h"
#include "Map Screen Interface Map.h"
#include "Map Screen Interface Border.h"
#include "Handle UI.h"
#include "NPC.h"
#include "Strategic Town Loyalty.h"
#include "Strategic Mines.h"
#include "finances.h"
#include "Map Screen Interface Map Inventory.h"
#include "strategic.h"
#include "Utilities.h"
#include "video.h"
#include <vsurface.h>
#include "Town Militia.h"
#include "HelpScreen.h"
#include "Map Screen Helicopter.h"
@@ -25,10 +21,7 @@
#include "GameSettings.h"
#include "DEBUG.H"
#include "Overhead.h" // added by Flugente
#include "Game Clock.h" // added by Flugente
#include "Game Event Hook.h" // added by Flugente
#include "Strategic Mines.h"
#define BOX_BUTTON_WIDTH 100
#define BOX_BUTTON_HEIGHT 20
+1 -5
View File
@@ -1,5 +1,4 @@
#include "Map Screen Interface.h"
#include "string.h"
#include "Map Screen Interface Map.h"
#include "Render Dirty.h"
#include "Font Control.h"
@@ -28,7 +27,6 @@
#include "Vehicles.h"
#include "line.h"
#include "Text.h"
#include "gameloop.h"
#include "Map Screen Helicopter.h"
#include "PreBattle Interface.h"
#include "WordWrap.h"
@@ -46,11 +44,9 @@
#include "Game Init.h"
#include "Strategic Mines.h"
#include "finances.h"
#include "strategic.h"
#include "Air Raid.h"
#include "Queen Command.h"
#include "Render Fun.h"
#include "Food.h"
#include "personnel.h"
#include "mapscreen.h"
@@ -6166,7 +6162,7 @@ BOOLEAN HandleTimeCompressWithTeamJackedInAndGearedToGo( void )
//no ja25 UB
#else
// Add e-mail message
AddEmail(ENRICO_CONGRATS,ENRICO_CONGRATS_LENGTH,MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(ENRICO_CONGRATS, ENRICO_CONGRATS_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_ENRICO_GOODLUCK);
#endif
return( TRUE );
+2 -2
View File
@@ -1,4 +1,5 @@
#include "Map Screen Interface.h"
#ifdef JA2UB
#include "Map Screen Interface.h"
#include "string.h"
#include "Map Screen Interface Map.h"
#include "Font Control.h"
@@ -47,7 +48,6 @@
#include "connect.h"
#ifdef JA2UB
#include "Ja25 Strategic Ai.h"
#include "Ja25_Tactical.h"
-2
View File
@@ -13,8 +13,6 @@
#include "Soldier Profile.h"
#include "Overhead.h"
#include "Dialogue Control.h"
#include "gameloop.h"
#include "NPC.h"
#include "Assignments.h"
#include "strategic.h"
#include "Text.h"
+13 -13
View File
@@ -9,8 +9,6 @@
#include "Soldier Add.h"
#include "Dialogue Control.h"
#include "Soldier Create.h"
#include "message.h"
#include "Font Control.h"
#include "personnel.h"
#include "LaptopSave.h"
#include "Map Screen Interface.h"
@@ -18,8 +16,7 @@
#include "strategicmap.h"
#include "Quests.h"
#include "worlddef.h"
#include "Animation Control.h"
#include "Tactical Save.h"
#include <Overhead.h>
#include "Interface Control.h"
#include "gamescreen.h"
#include "jascreens.h"
@@ -27,10 +24,8 @@
#include "Assignments.h"
#include "Strategic Movement.h"
#include "Squads.h"
#include "gameloop.h"
#include "Text.h"
#include "Strategic Status.h"
#include "mercs.h"
#include "insurance Contract.h"
#include "Vehicles.h"
#include "email.h"
@@ -1107,10 +1102,12 @@ void CalculateMedicalDepositRefund( SOLDIERTYPE *pSoldier )
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.fDeadMerc == TRUE )
AddEmailWithSpecialData( 27, AIM_MEDICAL_DEPOSIT_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L2 );
{
AddEmailWithSpecialData(27, AIM_MEDICAL_DEPOSIT_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L2, XML_AIM_REFUND);
}
}
#else
AddEmailWithSpecialData( AIM_MEDICAL_DEPOSIT_REFUND, AIM_MEDICAL_DEPOSIT_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
AddEmailWithSpecialData(AIM_MEDICAL_DEPOSIT_REFUND, AIM_MEDICAL_DEPOSIT_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_AIM_REFUND);
#endif
}
//else if the merc is a dead, refund NOTHING!!
@@ -1121,14 +1118,15 @@ void CalculateMedicalDepositRefund( SOLDIERTYPE *pSoldier )
//add an email
#ifdef JA2UB
//no UB
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.fDeadMerc == TRUE )
AddEmailWithSpecialData( 217, AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L3 );
{
AddEmailWithSpecialData(217, AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L3, XML_AIM_NOREFUND);
}
}
#else
AddEmailWithSpecialData( AIM_MEDICAL_DEPOSIT_NO_REFUND, AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
AddEmailWithSpecialData(AIM_MEDICAL_DEPOSIT_NO_REFUND, AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_AIM_NOREFUND);
#endif
}
//else the player is injured, refund a partial amount
@@ -1146,10 +1144,12 @@ void CalculateMedicalDepositRefund( SOLDIERTYPE *pSoldier )
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.fDeadMerc == TRUE )
AddEmailWithSpecialData( 214, AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), iRefundAmount, pSoldier->ubProfile, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L4 );
{
AddEmailWithSpecialData(214, AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), iRefundAmount, pSoldier->ubProfile, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L4, XML_AIM_PARTIALREFUND);
}
}
#else
AddEmailWithSpecialData( AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND, AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), iRefundAmount, pSoldier->ubProfile, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
AddEmailWithSpecialData(AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND, AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), iRefundAmount, pSoldier->ubProfile, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_AIM_PARTIALREFUND);
#endif
}
}
+1 -11
View File
@@ -4,25 +4,15 @@
#include "strategic.h"
#include "strategicmap.h"
#include "Overhead.h"
#include "Strategic Town Loyalty.h"
#include "Utilities.h"
#include "random.h"
#include "Text.h"
#include "Map Screen Interface.h"
#include "Interface.h"
#include "LaptopSave.h"
#include <Font Control.h>
#include "Game Clock.h"
#include "Assignments.h"
#include "Squads.h"
#include "Soldier Create.h"
#include "Dialogue Control.h"
#include "GameSettings.h"
#include "Queen Command.h"
#include "math.h"
#include "Auto Resolve.h"
#include "Vehicles.h"
#include "Tactical Save.h"
#include "Campaign.h"
#include "message.h"
#include "mapscreen.h"
#include "Strategic Pathing.h"
-5
View File
@@ -37,20 +37,15 @@ to call into.
#include "strategicmap.h"
#include "Strategic Movement.h"
#include "Strategic Town Loyalty.h"
#include "Text.h"
#include "Town Militia.h"
#include "Vehicles.h"
extern "C" {
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
}
#include <lua.h>
#include <lua_function.h>
#include <lua_state.h>
#include <lua_table.h>
extern CHAR16 gzUserDefinedButton1[ 128 ];
extern CHAR16 gzUserDefinedButton2[ 128 ];
+1 -4
View File
@@ -8,7 +8,6 @@
#include "LaptopSave.h"
#include "Quests.h"
#include "Morale.h"
#include "Overhead.h"
#include "strategicmap.h"
#include "Map Screen Helicopter.h"
#include "Game Clock.h"
@@ -20,8 +19,6 @@
#include "PreBattle Interface.h"
#include "Map Screen Interface.h"
#include "Tactical Save.h"
#include "interface Dialogue.h"
#include "random.h"
// HEADROCK HAM 3.6: Added for facility string printing...
#include "PopUpBox.h"
#include "CampaignStats.h" // added by Flugente
@@ -252,7 +249,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
#ifdef JA2UB
// no UB
#else
AddEmail( BOBBYR_NOW_OPEN, BOBBYR_NOW_OPEN_LENGTH, BOBBY_R, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(BOBBYR_NOW_OPEN, BOBBYR_NOW_OPEN_LENGTH, BOBBY_R, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_BR_VISITEDSITE);
#endif
LaptopSaveInfo.ubHaveBeenToBobbyRaysAtLeastOnceWhileUnderConstruction = BOBBYR_ALREADY_SENT_EMAIL;
}
+1 -5
View File
@@ -16,7 +16,6 @@
#include "Strategic Pathing.h"
#include "Text.h"
#include "PopUpBox.h"
#include "Player Command.h"
#include "Cursors.h"
#include "Auto Resolve.h"
#include "Sound Control.h"
@@ -24,7 +23,6 @@
#include "Map Screen Interface Bottom.h"
#include "Overhead.h"
#include "Tactical Placement GUI.h"
#include "Town Militia.h"
#include "Campaign.h"
#include "GameSettings.h"
#include "random.h"
@@ -41,15 +39,13 @@
#include "Soldier macros.h"
#include "history.h"
#include "Cheats.h"
// added by SANDRO
#include "Tactical Save.h"
#include "message.h"
#include "CampaignStats.h" // added by Flugente
#include "MilitiaSquads.h" // added by Flugente
#include "SkillCheck.h" // added by Flugente
#include "Strategic Transport Groups.h"
#include "Utilities.h"
#ifdef JA2UB
#include "ub_config.h"
#endif
+1 -3
View File
@@ -1,7 +1,6 @@
//Queen Command.c
#include "Queen Command.h"
#include "Strategic Event Handler.h"
#include "Overhead Types.h"
#include "strategicmap.h"
#include "Soldier Init List.h"
@@ -9,7 +8,7 @@
#include "random.h"
#include "Strategic Movement.h"
#include "Overhead.h"
#include "Strategic Pathing.h"
#include <Vehicles.h>
#include "strategic.h"
#include "message.h"
#include "Map Edgepoints.h"
@@ -33,7 +32,6 @@
#include "Animation Data.h"
#include "Game Clock.h"
#include "renderworld.h"
#include "Town Militia.h"
#include "Dialogue Control.h"
#include "Campaign Init.h"
#include "Meanwhile.h"
-2
View File
@@ -22,13 +22,11 @@
#include "Soldier Add.h"
#include "opplist.h"
#include "Handle Items.h"
#include "Game Clock.h"
#include "environment.h"
#include "Dialogue Control.h"
//#include "Soldier Control.h"
#include "Overhead.h"
#include "MessageBoxScreen.h"
#include "stdio.h"
#include "english.h"
#include "line.h"
#include "Keys.h"
-3
View File
@@ -8,12 +8,10 @@
#include "Handle Items.h"
#include "Overhead.h"
#include "interface Dialogue.h"
#include "Soldier Profile.h"
#include "Isometric Utils.h"
#include "Render Fun.h"
#include "history.h"
#include "Map Screen Helicopter.h"
#include "Overhead.h"
#include "Strategic Mines.h"
#include "Boxing.h"
#include "Campaign Types.h"
@@ -22,7 +20,6 @@
#include "Campaign.h"
#include "GameSettings.h"
#include "Arms Dealer Init.h"
#include "GameSettings.h"
#include "random.h"
#include "Assignments.h"
#include "strategic.h"
+1 -10
View File
@@ -1,20 +1,11 @@
#include "Town Militia.h"
#include "Militia Control.h"
#include "Campaign Types.h"
#include "strategic.h"
#include "mapscreen.h"
#include "strategicmap.h"
#include "Overhead.h"
#include "Strategic Town Loyalty.h"
#include "Utilities.h"
#include "random.h"
#include "Text.h"
#include "Map Screen Interface.h"
#include "Interface.h"
#include "LaptopSave.h"
#include "Assignments.h"
#include "Squads.h"
#include "Soldier Create.h"
#include "Dialogue Control.h"
#include "Queen Command.h"
#include "GameSettings.h"
#include "Soldier Init List.h"
-1
View File
@@ -1,4 +1,3 @@
#include <memory.h>
#include "FileMan.h"
#include "types.h"
#include "Scheduling.h"
-4
View File
@@ -13,7 +13,6 @@
#include "strategicmap.h"
#include "Game Clock.h"
#include "strategic.h"
#include "Explosion Control.h"
#include "Town Militia.h"
#include "Overhead.h"
#include "Squads.h"
@@ -26,15 +25,12 @@
#include "Campaign Init.h"
#include "Game Init.h"
#include "PreBattle Interface.h"
#include "Quests.h"
#include "Soldier Profile.h"
#include "Scheduling.h"
#include "Map Information.h"
#include "interface Dialogue.h"
#include "ASD.h" // added by Flugente
#include "Rebel Command.h"
#include "Game Event Hook.h"
#include "Strategic Town Loyalty.h"
#include "Strategic Transport Groups.h"
#include "GameInitOptionsScreen.h"
+3 -12
View File
@@ -1,9 +1,7 @@
#include "Strategic Event Handler.h"
#include "MemMan.h"
#include "message.h"
#include <Windows.h>
#include "Items.h"
#include "Handle Items.h"
#include "LaptopSave.h"
#include "Tactical Save.h"
#include "strategicmap.h"
#include "Quests.h"
@@ -14,12 +12,6 @@
#include "random.h"
#include "Overhead.h"
#include "Strategic Town Loyalty.h"
#include "Soldier Init List.h"
#include "SaveLoadMap.h"
#include "Soldier Create.h"
#include "Soldier Add.h"
#include "renderworld.h"
#include "Soldier Profile.h"
#include "email.h"
#include "strategic.h"
#include "GameSettings.h"
@@ -30,7 +22,6 @@
#include "Rebel Command.h"
#include "Luaglobal.h"
#include "connect.h"
#include "LuaInitNPCs.h"
//forward declarations of common classes to eliminate includes
@@ -698,7 +689,7 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
#ifdef JA2UB
// no UB
#else
AddEmail( KING_PIN_LETTER, KING_PIN_LETTER_LENGTH, KING_PIN, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT );
AddEmail(KING_PIN_LETTER, KING_PIN_LETTER_LENGTH, KING_PIN, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_KINGPIN_STOLEMONEY);
#endif
StartQuest( QUEST_KINGPIN_MONEY, gMercProfiles[ KINGPIN ].sSectorX, gMercProfiles[ KINGPIN ].sSectorY );
// add event to send terrorists two days from now
@@ -804,7 +795,7 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
#ifdef JA2UB
// no UB
#else
AddEmail( ENRICO_MIGUEL, ENRICO_MIGUEL_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT);
AddEmail(ENRICO_MIGUEL, ENRICO_MIGUEL_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_ENRICO_GREATNEWS);
#endif
break;
-7
View File
@@ -16,7 +16,6 @@
#include "mercs.h"
#include "Mapscreen.h"
#include "Weapons.h"
#include "personnel.h"
#include "Strategic Movement.h"
#include "LaptopSave.h"
#include "message.h"
@@ -25,23 +24,17 @@
#include "strategic.h"
#include "strategicmap.h"
#include "Strategic Status.h"
#include "aim.h"
#include "email.h"
#include "Map Screen Interface.h"
#include "Campaign.h"
#include "Soldier Add.h"
#include "screenids.h"
#include "gameloop.h"
#include "jascreens.h"
#include "Soldier macros.h"
#include "finances.h"
#include "GameSettings.h"
#include "Quests.h"
// HEADROCK HAM B1: Additional Include for Dynamic Roaming Restrictions
#include "MilitiaSquads.h"
// HEADROCK HAM 3.6: Additional include for Facility Operating Deby
#include "Facilities.h"
// HEADROCK HAM 3.6: And another include, for militia upkeep costs.
#include "Town Militia.h"
#include "DynamicDialogue.h" // added by Flugente for HandleDynamicOpinionsDailyRefresh()
-1
View File
@@ -13,7 +13,6 @@
#include "Strategic Mines.h"
#include "Strategic Mines LUA.h"
#include "UndergroundInit.h"
#include <vfs/Core/vfs_debug.h> // for CBasicException
#include "connect.h"
-4
View File
@@ -1,18 +1,15 @@
#include <string.h>
#include "Strategic Mines.h"
#include "finances.h"
#include "Strategic Town Loyalty.h"
#include "strategic.h"
#include "Game Clock.h"
#include "strategicmap.h"
#include "random.h"
#include "Soldier Profile.h"
#include "Dialogue Control.h"
#include "Map Screen Interface.h"
#include "Quests.h"
#include "Creature Spreading.h"
#include "message.h"
#include "Text.h"
#include "Game Event Hook.h"
#include "GameSettings.h"
#include "Strategic AI.h"
@@ -22,7 +19,6 @@
#include "ASD.h" // added by Flugente
#include "Rebel Command.h"
#include "GameInitOptionsScreen.h"
#include "Strategic Mines LUA.h"
#include <vector>
-3
View File
@@ -1,6 +1,5 @@
#include "builddefines.h"
#include <stdlib.h>
#include <memory.h>
#include "Strategic Movement.h"
#include "MemMan.h"
#include "DEBUG.H"
@@ -34,7 +33,6 @@
#include "Tactical Save.h"
#include "Player Command.h"
#include "Strategic AI.h"
#include "Town Militia.h"
#include "Music Control.h"
#include "Campaign.h"
#include "Isometric Utils.h"
@@ -53,7 +51,6 @@
#include "Strategic Transport Groups.h"
#include "MilitiaSquads.h"
#include "Vehicles.h"
#ifdef JA2UB
#include "Ja25Update.h"
+1 -7
View File
@@ -1,24 +1,18 @@
#include <stdio.h>
#include <time.h>
#include "types.h"
#include "worlddef.h"
#include "sgp.h"
#include <DEBUG.H>
#include "strategic.h"
#include "mapscreen.h"
#include "Overhead.h"
#include "strategicmap.h"
#include "Strategic Pathing.h"
#include "Map Screen Interface Border.h"
#include "Game Clock.h"
#include "Strategic Movement.h"
#include "Campaign Types.h"
#include "Assignments.h"
#include "Squads.h"
#include "Vehicles.h"
#include "Map Screen Helicopter.h"
#include "input.h"
#include "english.h"
#include "Map Screen Interface.h"
#include "Game Event Hook.h"
#include "Strategic AI.h"
#include "Queen Command.h" // added by Flugente
+9 -9
View File
@@ -253,7 +253,7 @@ void HandleEnricoEmail(void)
// if creatures have attacked a mine (doesn't care if they're still there or not at the moment)
if (HasAnyMineBeenAttackedByMonsters() && !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_CREATURES))
{
AddEmail(ENRICO_CREATURES, ENRICO_CREATURES_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(ENRICO_CREATURES, ENRICO_CREATURES_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_ENRICO_CREPITUS);
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_CREATURES;
return; // avoid any other E-mail at the same time
}
@@ -261,21 +261,21 @@ void HandleEnricoEmail(void)
if ((ubCurrentProgress >= SOME_PROGRESS_THRESHOLD) && !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_SOME_PROGRESS))
{
AddEmail(ENRICO_PROG_20, ENRICO_PROG_20_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(ENRICO_PROG_20, ENRICO_PROG_20_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_ENRICO_PROGRESS);
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_SOME_PROGRESS;
return; // avoid any setback E-mail at the same time
}
if ((ubCurrentProgress >= ABOUT_HALFWAY_THRESHOLD) && !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_ABOUT_HALFWAY))
{
AddEmail(ENRICO_PROG_55, ENRICO_PROG_55_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(ENRICO_PROG_55, ENRICO_PROG_55_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_ENRICO_GOODWORK);
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_ABOUT_HALFWAY;
return; // avoid any setback E-mail at the same time
}
if ((ubCurrentProgress >= NEARLY_DONE_THRESHOLD) && !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_NEARLY_DONE))
{
AddEmail(ENRICO_PROG_80, ENRICO_PROG_80_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(ENRICO_PROG_80, ENRICO_PROG_80_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_ENRICO_FINALPUSH);
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_NEARLY_DONE;
return; // avoid any setback E-mail at the same time
}
@@ -285,7 +285,7 @@ void HandleEnricoEmail(void)
(((ubHighestProgress - ubCurrentProgress) >= MINOR_SETBACK_THRESHOLD) && (gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_FLAG_SETBACK_OVER))) &&
!(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_MAJOR_SETBACK))
{
AddEmail(ENRICO_SETBACK, ENRICO_SETBACK_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(ENRICO_SETBACK, ENRICO_SETBACK_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_ENRICO_BADNEWS);
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_MAJOR_SETBACK;
}
else
@@ -293,7 +293,7 @@ void HandleEnricoEmail(void)
if (((ubHighestProgress - ubCurrentProgress) >= MINOR_SETBACK_THRESHOLD) &&
!(gStrategicStatus.usEnricoEmailFlags & (ENRICO_EMAIL_SENT_MINOR_SETBACK | ENRICO_EMAIL_SENT_MAJOR_SETBACK)))
{
AddEmail(ENRICO_SETBACK_2, ENRICO_SETBACK_2_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(ENRICO_SETBACK_2, ENRICO_SETBACK_2_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_ENRICO_SETBACK);
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_MINOR_SETBACK;
}
else
@@ -356,15 +356,15 @@ void HandleEnricoEmail(void)
switch( bComplaint )
{
case 3:
AddEmail(LACK_PLAYER_PROGRESS_3, LACK_PLAYER_PROGRESS_3_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(LACK_PLAYER_PROGRESS_3, LACK_PLAYER_PROGRESS_3_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_ENRICO_DISAPPOINTED);
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_LACK_PROGRESS3;
break;
case 2:
AddEmail(LACK_PLAYER_PROGRESS_2, LACK_PLAYER_PROGRESS_2_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(LACK_PLAYER_PROGRESS_2, LACK_PLAYER_PROGRESS_2_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_ENRICO_WORRIED);
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_LACK_PROGRESS2;
break;
default:
AddEmail(LACK_PLAYER_PROGRESS_1, LACK_PLAYER_PROGRESS_1_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(LACK_PLAYER_PROGRESS_1, LACK_PLAYER_PROGRESS_1_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_ENRICO_CONCERNED);
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_LACK_PROGRESS1;
break;
-6
View File
@@ -8,7 +8,6 @@
#include "Queen Command.h"
#include "Animation Data.h"
#include "Quests.h"
#include "Font.h"
#include "message.h"
#include "LOS.h"
#include "World Items.h"
@@ -18,9 +17,7 @@
#include "random.h"
#include "Strategic Movement.h"
#include "Strategic Pathing.h"
#include "Vehicles.h"
#include "Game Clock.h"
#include "Game Event Hook.h"
#include "Morale.h"
#include "GameSettings.h"
#include "Text.h"
@@ -29,9 +26,6 @@
#include "history.h"
#include "Meanwhile.h"
#include "Strategic Status.h"
// HEADROCK HAM B1: Added include for Dynamic Roaming Militia
#include "MilitiaSquads.h"
// HEADROCK HAM 3.6: Include for Facility Debt
#include "Facilities.h"
#include "CampaignStats.h" // added by Flugente
#include "DynamicDialogue.h" // added by Flugente
+2 -12
View File
@@ -1,22 +1,12 @@
#include "sgp.h"
#include "Game Clock.h"
#include "Font Control.h"
#include "Timer Control.h"
#include "Overhead.h"
#include "Game Clock.h"
#include "message.h"
#include "worlddef.h"
#include "Soldier Create.h"
#include "Soldier Add.h"
#include <Overhead Types.h>
#include "Strategic Turns.h"
#include "Isometric Utils.h"
#include "Animation Data.h"
#include "Animation Control.h"
#include "Tactical Turns.h"
#include "Strategic Turns.h"
#include "rt time defines.h"
#include "Assignments.h"
-4
View File
@@ -7,7 +7,6 @@
#include "strategicmap.h"
#include "Overhead.h"
#include "Strategic Town Loyalty.h"
#include "Utilities.h"
#include "random.h"
#include "Text.h"
#include "Map Screen Interface.h"
@@ -16,8 +15,6 @@
#include "finances.h"
#include "Game Clock.h"
#include "Assignments.h"
#include "Squads.h"
#include "Soldier Create.h"
#include "Dialogue Control.h"
#include "GameSettings.h"
#include "Queen Command.h"
@@ -39,7 +36,6 @@
#include "Soldier Control.h"
#include "soldier profile type.h"
#include "MilitiaSquads.h"
#define SIZE_OF_MILITIA_COMPLETED_TRAINING_LIST 50
// temporary local global variables
-2
View File
@@ -9,8 +9,6 @@
extern "C" {
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
}
#include "lua_state.h"
-1
View File
@@ -7,7 +7,6 @@
#include "FileMan.h"
#include "MemMan.h"
#include "Debug Control.h"
#include "mapscreen.h"
#define MAX_CHAR_DATA_LENGTH 500
+1 -1
View File
@@ -11,7 +11,7 @@
#include "sgp.h"
#include "Debug Control.h"
#include "expat.h"
#include "GameSettings.h"
#include <Item Types.h>
#include "XML.h"
#include "FileMan.h"
#include "Campaign Types.h"
-1
View File
@@ -16,7 +16,6 @@
#include "XML.h"
#include "FileMan.h"
#include "Campaign Types.h"
#include "Facilities.h"
FACILITYTYPE gFacilityTypes[ MAX_NUM_FACILITY_TYPES ];
UINT16 NUM_FACILITY_TYPES = 0;
-1
View File
@@ -2,7 +2,6 @@
#include "Debug Control.h"
#include "expat.h"
#include "XML.h"
#include "Interface.h"
#include "Map Screen Interface Map.h"
struct
+1 -2
View File
@@ -1,6 +1,5 @@
#include "sgp.h"
#include "Map Screen Interface.h"
#include "Overhead.h"
#include <FileMan.h>
#include "Debug Control.h"
#include "expat.h"
#include "XML.h"
-2
View File
@@ -13,11 +13,9 @@
#include "XML.h"
#include "expat.h"
#include "string.h"
#include "Campaign Types.h"
#include "FileMan.h"
#include "MemMan.h"
#include "Debug Control.h"
#include "mapscreen.h"
#define MAX_CHAR_DATA_LENGTH 500
+8 -15
View File
@@ -1,7 +1,6 @@
#include "mapscreen.h"
#include <stdio.h>
#include <stdarg.h>
#include <time.h>
#include "gameloop.h"
#include "sgp.h"
#include "vobject.h"
@@ -17,12 +16,9 @@
#include "Font Control.h"
#include "Timer Control.h"
#include "Interface.h"
#include "Handle UI.h"
#include "Interface Items.h"
#include "Interface Utils.h"
#include "lighting.h"
#include <wchar.h>
#include <tchar.h>
#include "Cursors.h"
#include "Soldier Profile.h"
#include "Interface Panels.h"
@@ -60,7 +56,6 @@
#include "Dialogue Control.h"
#include "Map Screen Interface TownMine Info.h"
#include "PreBattle Interface.h"
#include "personnel.h"
#include "Animated ProgressBar.h"
#include "Queen Command.h"
#include "LaptopSave.h"
@@ -74,11 +69,9 @@
#include "Strategic Mines.h"
#include "SaveLoadScreen.h"
#include "Options Screen.h"
#include "Auto Resolve.h"
#include "Meanwhile.h"
#include "Campaign.h"
#include "random.h"
#include "Air Raid.h"
#include "Quests.h"
#include "Town Militia.h"
#include "Weapons.h"
@@ -98,13 +91,8 @@
#include "Strategic Status.h"
#include "Soldier Create.h"
#include "Animation Control.h"
// HEADROCK HAM 3.6: Include facilities for assignment display
#include "Facilities.h"
// HEADROCK HAM 4: Include Militia Squads for Manual Militia Restrictions toggle.
#include "MilitiaSquads.h"
#include "Auto Bandage.h" // added by Flugente
#include "Food.h" // added by Flugente
#include "Drugs And Alcohol.h" // added by Flugente
#include "WordWrap.h"
#include "connect.h" //hayden
@@ -11735,7 +11723,6 @@ void TeamListDestinationRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
// if he's in the helicopter
if( gCharactersList[ iValue + FIRSTmercTOdisplay ].usSolID->iVehicleId == iHelicopterVehicleId )
{
TurnOnAirSpaceMode( );
if( RequestGiveSkyriderNewDestination( ) == FALSE )
{
// not allowed to change destination of the helicopter
@@ -16025,8 +16012,14 @@ void MakeMapModesSuitableForDestPlotting( INT8 bCharNumber )
{
if ( gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS )
{
// turn off airspace mode automatically
ToggleAirspaceMode();
// turn airspace OFF
gusMapDisplayColourMode = MAP_DISPLAY_NORMAL;
MapBorderButtonOff(MAP_BORDER_AIRSPACE_BTN);
// dirty regions
fMapPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
}
-2
View File
@@ -1,9 +1,7 @@
#include "types.h"
#include "strategic town reputation.h"
#include "soldier profile type.h"
#include "Game Event Hook.h"
#include "Soldier Profile.h"
#include "Overhead.h"
#include "Game Clock.h"
#include "Strategic Town Loyalty.h"
#include "DEBUG.H"
+1 -9
View File
@@ -1,24 +1,16 @@
#include "strategic.h"
#include "types.h"
#include "Squads.h"
#include "jascreens.h"
#include "Assignments.h"
#include "Interface Control.h"
#include "Overhead.h"
#include "Soldier Profile.h"
#include "Dialogue Control.h"
#include "personnel.h"
#include "Tactical Save.h"
#include "Isometric Utils.h"
#include "Vehicles.h"
#include "Game Clock.h"
#include "CampaignStats.h" // added by Flugente
#include "MilitiaSquads.h" // added by Flugente
#include "Game Event Hook.h" // added by Flugente
#include "message.h" // added by Flugente
#include "Text.h" // added by Flugente
#include "Queen Command.h" // added by Flugente
#ifdef JA2UB
#else
// anv: for playable Speck
+2 -17
View File
@@ -4,11 +4,7 @@
#include "strategic.h"
#include "Strategic Mines.h"
#include "types.h"
#include "memory.h"
#include <stdio.h>
#include <stdarg.h>
#include <math.h>
#include <time.h>
#include "jascreens.h"
#include "worlddef.h"
#include "Soldier Control.h"
@@ -16,13 +12,11 @@
#include "Interface Panels.h"
#include "Isometric Utils.h"
#include "Ambient Control.h"
#include "worlddef.h"
#include "WorldDat.h"
#include "Text.h"
#include "Soldier Add.h"
#include "Soldier macros.h"
#include "Strategic Pathing.h"
#include "Soldier Create.h"
#include "Handle UI.h"
#include "faces.h"
#include "renderworld.h"
@@ -36,7 +30,7 @@
#include "message.h"
#include "Font Control.h"
#include "environment.h"
#include "Game Events.h"
#include "Game Event Hook.h"
#include "Quests.h"
#include "FileMan.h"
#include "Animated ProgressBar.h"
@@ -51,7 +45,6 @@
#include "Animation Control.h"
#include "Squads.h"
#include "worldman.h"
#include "Overhead.h"
#include "Strategic Town Loyalty.h"
#include "Queen Command.h"
#include "Cursor Control.h"
@@ -66,11 +59,8 @@
#include "Tactical Placement GUI.h"
#include "Map Screen Helicopter.h"
#include "Map Edgepoints.h"
#include "Player Command.h"
#include "Event Pump.h"
#include "Meanwhile.h"
#include "Air Raid.h"
#include "Strategic Mines.h"
#include "Creature Spreading.h"
#include "SaveLoadMap.h"
#include "Militia Control.h"
@@ -84,12 +74,9 @@
#include "Debug Control.h"
#include "expat.h"
#include "Loading Screen.h"
#include "Queen Command.h"
#include "Enemy Soldier Save.h"
#include "NPC.h"
#include "Strategic Event Handler.h"
#include "MessageBoxScreen.h"
#include "interface Dialogue.h"
#include "Map Screen Interface.h"
#include "history.h"
#include "Bullets.h"
@@ -105,6 +92,7 @@
#include "GameInitOptionsScreen.h"
#ifdef JA2UB
#include "interface Dialogue.h"
#include "SaveLoadGame.h"
#include "email.h"
#include "Ja25 Strategic Ai.h"
@@ -121,12 +109,9 @@
#include "connect.h" //hayden added alot ""'s to get around client spawing random/different placed AI
#include "SaveLoadGame.h"
#include "Strategic Mines.h"
#include "Strategic Mines LUA.h"
#include "UndergroundInit.h"
#include "LuaInitNPCs.h"
#include "Luaglobal.h"
#include "sgp_logger.h"
-2
View File
@@ -20,11 +20,9 @@
#include "Explosion Control.h"
#include "Interface.h"
#include "Music Control.h"
#include "Campaign Types.h"
#include "GameSettings.h"
#include "Text.h"
#include "Morale.h"
#include "Map Screen Helicopter.h"
#include "Structure Wrap.h"
#include "Meanwhile.h"
-4
View File
@@ -1,9 +1,5 @@
#include <stdio.h>
#include <string.h>
#include "types.h"
#include "WCheck.h"
#include "stdlib.h"
#include "DEBUG.H"
#include "Animation Cache.h"
#include "Animation Data.h"
-3
View File
@@ -2,12 +2,9 @@
#include <stdio.h>
#include <string.h>
#include "WCheck.h"
#include "stdlib.h"
#include "DEBUG.H"
#include "Animation Data.h"
#include "Animation Control.h"
#include "jascreens.h"
#include "tiledef.h"
#include "Sys Globals.h"
#include "Debug Control.h"
-4
View File
@@ -15,12 +15,8 @@
#include "LuaInitNPCs.h" // added by Flugente
#ifdef JA2UB
#include "Explosion Control.h"
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#include "MapScreen Quotes.h"
#include "email.h"
#include "interface Dialogue.h"
#include "ub_config.h"
#endif
-1
View File
@@ -1,6 +1,5 @@
#include "types.h"
#include "ArmsDealerInvInit.h"
//#include "Item Types.h"
#include "Arms Dealer Init.h"
#include "DEBUG.H"
#include "Weapons.h"
+6 -5
View File
@@ -21,6 +21,7 @@
#include "GameSettings.h" // added by SANDRO
#include <Font Control.h>
#include <message.h>
#include "Soldier macros.h"
INT32 gsBoxerGridNo[ NUM_BOXERS ] = { 11393, 11233, 11073 };
SoldierID gubBoxerID[ NUM_BOXERS ] = { NOBODY, NOBODY, NOBODY };
@@ -54,7 +55,7 @@ void ExitBoxing( void )
if ( pSoldier != NULL )
{
if ( ( pSoldier->flags.uiStatusFlags & SOLDIER_BOXER ) && InARoom( pSoldier->sGridNo, &usRoom ) && usRoom == BOXING_RING )
if ( BOXER(pSoldier) && InARoom( pSoldier->sGridNo, &usRoom ) && usRoom == BOXING_RING )
{
if ( pSoldier->flags.uiStatusFlags & SOLDIER_PC )
{
@@ -238,7 +239,7 @@ static void CountPeopleInBoxingRingAndDoActions( void )
{
++ubPlayersInRing;
if ( !pNonBoxingPlayer && !(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) )
if ( !pNonBoxingPlayer && !BOXER(pSoldier) )
{
pNonBoxingPlayer = pSoldier;
}
@@ -290,7 +291,7 @@ static void CountPeopleInBoxingRingAndDoActions( void )
// ladieees and gennleman, we have a fight!
for (uiLoop = 0; uiLoop < 2; ++uiLoop)
{
if (!(pInRing[uiLoop]->flags.uiStatusFlags & SOLDIER_BOXER))
if (!BOXER(pInRing[uiLoop]))
{
// set as boxer!
pInRing[uiLoop]->flags.uiStatusFlags |= SOLDIER_BOXER;
@@ -511,7 +512,7 @@ void BoxingMovementCheck( SOLDIERTYPE * pSoldier )
// someone moving in/into the ring
CountPeopleInBoxingRingAndDoActions();
}
else if ( ( gTacticalStatus.bBoxingState == BOXING ) && ( pSoldier->flags.uiStatusFlags & SOLDIER_BOXER ) )
else if ( ( gTacticalStatus.bBoxingState == BOXING ) && BOXER(pSoldier) )
{
// boxer stepped out of the ring!
BoxingPlayerDisqualified( pSoldier, BOXER_OUT_OF_RING );
@@ -561,7 +562,7 @@ void ClearAllBoxerFlags( void )
{
for (UINT32 uiSlot = 0; uiSlot < guiNumMercSlots; ++uiSlot)
{
if ( MercSlots[ uiSlot ] && MercSlots[ uiSlot ]->flags.uiStatusFlags & SOLDIER_BOXER )
if ( MercSlots[ uiSlot ] && BOXER(MercSlots[ uiSlot ]) )
{
// Flugente: nuke the entire opponent count, remove boxing flag, reevaluate opponent list
DecayIndividualOpplist(MercSlots[uiSlot]);
+4 -11
View File
@@ -1,6 +1,5 @@
#include "builddefines.h"
#include <stdio.h>
#include "stdlib.h"
#include "DEBUG.H"
#include "Overhead Types.h"
@@ -31,22 +30,16 @@
#include "Strategic AI.h"
#include "interface Dialogue.h"
#include "DynamicDialogue.h"
#include "email.h"
#include "mercs.h"
#ifdef JA2UB
#include "Explosion Control.h"
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#include "MapScreen Quotes.h"
#include "email.h"
#include "interface Dialogue.h"
#include "mercs.h"
#include "ub_config.h"
#endif
#include "GameInitOptionsScreen.h"
#include "email.h"
#include "mercs.h"
//forward declarations of common classes to eliminate includes
@@ -1359,13 +1352,13 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
{
if ( gMercProfiles[iProfileID].Type == PROFILETYPE_AIM && gGameUBOptions.fDeadMerc == TRUE ) //new profiles by Jazz
//send an email to the player telling the player that a merc died
AddEmailWithSpecialData(206, MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH, AIM_SITE, GetWorldTotalMin(), 0, iProfileID, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L1 );
AddEmailWithSpecialData(206, MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH, AIM_SITE, GetWorldTotalMin(), 0, iProfileID, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L1, XML_AIM_NOTICE_OF_DEATH);
}
#else
if ( gMercProfiles[iProfileID].Type == PROFILETYPE_AIM )
{
//send an email to the player telling the player that a merc died
AddEmailWithSpecialData(MERC_DIED_ON_OTHER_ASSIGNMENT, MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH, AIM_SITE, GetWorldTotalMin(), 0, iProfileID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
AddEmailWithSpecialData(MERC_DIED_ON_OTHER_ASSIGNMENT, MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH, AIM_SITE, GetWorldTotalMin(), 0, iProfileID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_AIM_NOTICE_OF_DEATH);
}
#endif
}
-2
View File
@@ -8,13 +8,11 @@
#include "FileMan.h"
#include "Encrypted File.h"
#include "MessageBoxScreen.h"
#include "Queen Command.h"
#include "Overhead.h"
#include "Render Dirty.h"
#include "MercTextBox.h"
#include "ai.h"
#include "Text.h"
#include "screenids.h"
#include "Animation Data.h"
#include "video.h"
#include "Font Control.h"
+7 -3
View File
@@ -34,8 +34,6 @@
#include "Map Screen Interface.h"
#include "Text.h"
#include "Merc Contract.h"
#include "Town Militia.h"
#include "Meanwhile.h"
#include "SkillCheck.h"
#include "Interface Control.h"
#include "Civ Quotes.h"
@@ -52,9 +50,15 @@
#include <queue>
#include "connect.h"
#ifndef JA2UB
#include "Town Militia.h"
#include "Meanwhile.h"
#endif // !JA2UB
#ifdef JA2UB
#include "Intro.h"
#include "MapScreen Quotes.h"
#include "Ja25 Strategic Ai.h"
#include "Ja25_Tactical.h"
#include "Animation Control.h"
+2 -1
View File
@@ -8,7 +8,8 @@
#include "Overhead.h"
#include "random.h"
#include "Assignments.h"
#include "Soldier Profile.h"
#include <mapscreen.h>
#include "soldier profile type.h"
#include "Queen Command.h"
#include "Quests.h"
#include "finances.h"
+1 -4
View File
@@ -3,16 +3,13 @@
#include "Soldier Profile.h"
#include "Drugs And Alcohol.h"
#include "Items.h"
#include "Morale.h"
#include "Points.h"
#include "message.h"
#include "GameSettings.h" // SANDRO - had to add this, dammit!
#include "random.h"
#include "Text.h"
#include "Interface.h"
#include "Food.h" // added by Flugente
#include "Animation Data.h" // added by Flugente for SoldierBodyTypes
#include "CampaignStats.h" // added by Flugente
#include "Overhead.h"
#include "DynamicDialogue.h"// added by Flugente
//forward declarations of common classes to eliminate includes
+5 -2
View File
@@ -10,8 +10,6 @@
#include "SaveLoadGame.h"
#include "GameVersion.h"
#include "Text.h"
#include "MercTextBox.h"
#include "Meanwhile.h"
#include "soldier profile type.h"
#include "Soldier Profile.h"
#include "Interface.h"
@@ -30,6 +28,11 @@
#include "Campaign.h"
#include "Points.h"
#ifndef JA2UB
#include "Meanwhile.h"
#endif // !JA2UB
// event id counter
// has to be saved/loaded/reset
UINT32 gDynamicDialogueEventCounter = 0;
+22 -20
View File
@@ -2,7 +2,6 @@
#include "Overhead.h"
#include "worldman.h"
#include "Soldier Profile.h"
#include "NPC.h"
#include "Dialogue Control.h"
#include "End Game.h"
#include "Intro.h"
@@ -13,23 +12,26 @@
#include "Sound Control.h"
#include "renderworld.h"
#include "Isometric Utils.h"
#include "Music Control.h"
#include "Soldier macros.h"
#include "qarray.h"
#include "LOS.h"
#include "Strategic AI.h"
#include "Squads.h"
#include "PreBattle Interface.h"
#include "Strategic Movement.h"
#include "strategic.h"
#include "Morale.h"
#include "Queen Command.h"
#include "Strategic Town Loyalty.h"
#include "Player Command.h"
#include "Campaign Types.h"
#include "Tactical Save.h"
#include "screenids.h"
#ifndef JA2UB
#include "NPC.h"
#include "Music Control.h"
#include "qarray.h"
#include "LOS.h"
#include "Strategic AI.h"
#include "Squads.h"
#include "PreBattle Interface.h"
#include "strategic.h"
#include "Queen Command.h"
#include "Strategic Town Loyalty.h"
#include "Player Command.h"
#include "Tactical Save.h"
#endif // !JA2UB
#ifdef JA2UB
#include "email.h"
#include "Game Clock.h"
@@ -505,37 +507,37 @@ void HandleAddingTheEndGameEmails()
// email # 12a - Miguel dead, Manuel never recruited
if( !fMiguelAlive && !fManuelHired )
{
AddEmail( EMAIL_CONGRATS, EMAIL_CONGRATS_LENGTH, MAIL_ENRICO, GetWorldTotalMin(),-1 ,-1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(EMAIL_CONGRATS, EMAIL_CONGRATS_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_JA2UB_ENRICO_CONGRATS);
}
// email # 12b - Miguel alive, Manuel never recruited
else if( fMiguelAlive && !fManuelHired )
{
AddEmail( EMAIL_CONGRATSICK, EMAIL_CONGRATSICK_LENGTH, MAIL_ENRICO, GetWorldTotalMin(),-1 ,-1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(EMAIL_CONGRATSICK, EMAIL_CONGRATSICK_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_JA2UB_ENRICO_CONGRATS_MIGUELSICK);
}
// email # 12c - Miguel alive, Manuel dead
else if( fMiguelAlive && !fManuelAlive )
{
AddEmail( EMAIL_CONGRATMIGMANUELDEAD, EMAIL_CONGRATMIGMANUELDEAD_LENGTH, MAIL_ENRICO, GetWorldTotalMin() , -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(EMAIL_CONGRATMIGMANUELDEAD, EMAIL_CONGRATMIGMANUELDEAD_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_JA2UB_ENRICO_CONGRATS_MIGUELSICK_MANUELDEAD);
}
// email # 12d - Miguel alive, Manuel recruited and alive
else if( fMiguelAlive && fManuelAlive && fManuelHired )
{
AddEmail( EMAIL_CONGRATMIGMANUELALIVE, EMAIL_CONGRATMIGMANUELALIVE_LENGTH, MAIL_ENRICO, GetWorldTotalMin() , -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(EMAIL_CONGRATMIGMANUELALIVE, EMAIL_CONGRATMIGMANUELALIVE_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_JA2UB_ENRICO_CONGRATS_MIGUELSICK_MANUELALIVE);
}
// email # 12e - Miguel dead, Manuel dead
else if( !fMiguelAlive && !fManuelAlive )
{
AddEmail( EMAIL_CONGRATMANUELDEAD, EMAIL_CONGRATMANUELDEAD_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1 , -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(EMAIL_CONGRATMANUELDEAD, EMAIL_CONGRATMANUELDEAD_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_JA2UB_ENRICO_CONGRATS_MANUELDEAD);
}
// email # 12f - Miguel dead, Manuel recruited and alive
else if( !fMiguelAlive && fManuelAlive && fManuelHired )
{
AddEmail( EMAIL_CONGRATMANUELALIVE, EMAIL_CONGRATMANUELALIVE_LENGTH, MAIL_ENRICO, GetWorldTotalMin() , -1, -1, TYPE_EMAIL_EMAIL_EDT);
AddEmail(EMAIL_CONGRATMANUELALIVE, EMAIL_CONGRATMANUELALIVE_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_JA2UB_ENRICO_CONGRATS_MANUELALIVE);
}
else
+1 -16
View File
@@ -1,36 +1,21 @@
#include "builddefines.h"
#include "GameSettings.h"
#include <stdio.h>
#include <memory.h>
#include "types.h"
#include "strategicmap.h"
#include "Overhead.h"
#include "Isometric Utils.h"
#include "Soldier Add.h"
#include "Soldier Create.h"
#include "Soldier Init List.h"
#include "DEBUG.H"
#include "random.h"
#include "Items.h"
#include "Map Information.h"
#include "Soldier Profile.h"
#include "EditorMercs.h"
#include "Animation Data.h"
#include "message.h"
#include "Font Control.h"
#include "Campaign Types.h"
#include "Tactical Save.h"
#include "Game Clock.h"
#include "Queen Command.h"
#include "Scheduling.h"
#include "Soldier macros.h" // added by Flugente
#include "GameVersion.h"
//ADB When a savegame is loaded, the enemy and civ stuff needs to be loaded and updated, but this can only happen
//when the temp file is loaded which can happen much later, it cannot load convert and save when updating the savegame
//therefore store a flag to load and convert later
-2
View File
@@ -1,5 +1,3 @@
#include "types.h"
#include "DEBUG.H"
#include "EnemyItemDrops.h"
WEAPON_DROPS gEnemyWeaponDrops[MAX_DROP_ITEMS];
+2
View File
@@ -1,6 +1,8 @@
#ifndef _ENEMY_ITEM_DROPS__H_
#define _ENEMY_ITEM_DROPS__H_
#include "types.h"
#define MAX_DROP_ITEMS 100
typedef struct
+5 -11
View File
@@ -1,10 +1,7 @@
#include "builddefines.h"
#include "math.h"
#include <stdio.h>
#include <errno.h>
#include "worlddef.h"
#include "renderworld.h"
#include "vsurface.h"
#include "Render Dirty.h"
#include "sysutil.h"
@@ -12,7 +9,6 @@
#include "video.h"
#include "vobject_blitters.h"
#include "faces.h"
#include "Utilities.h"
#include "Overhead.h"
#include "GAP.H"
#include "Soldier Profile.h"
@@ -27,21 +23,19 @@
#include "GameSettings.h"
#include "Squads.h"
#include "Interface.h"
#include "Quests.h"
#include "Animation Control.h"
#include <strategicmap.h>
#include "Drugs And Alcohol.h"
#include "Interface Items.h"
#include "Meanwhile.h"
#include "Map Screen Interface.h"
// HEADROCK HAM 3.2: Added two includes so that a function can read values of the Gun Range/hospital location
#include "Campaign Types.h"
#include "Strategic Event Handler.h"
#include "Food.h" // added by Flugente
#include "Queen Command.h" // added by Flugente for FindUnderGroundSector(...)
#include "strategic.h" // added by Flugente
#ifdef JA2UB
#include "Ja25_Tactical.h"
#else
#include "Meanwhile.h"
#include "Map Screen Interface.h"
#endif
// Defines
+23 -3
View File
@@ -1,4 +1,3 @@
#include <math.h>
#include "sgp.h"
#include "Soldier Profile.h"
#include "Food.h"
@@ -14,11 +13,9 @@
#include "Sound Control.h"
#include "Assignments.h"
#include "Overhead.h"
#include "Isometric Utils.h"
#include "Campaign Types.h"
#include "Drugs And Alcohol.h"
#include "environment.h"
#include "WorldDat.h"
#include "Facilities.h"
#include "Soldier macros.h"
#include "strategicmap.h"
@@ -761,6 +758,29 @@ void EatFromInventory( SOLDIERTYPE *pSoldier, BOOLEAN fcanteensonly )
}
}
void DrinkFromInventory(SOLDIERTYPE* pSoldier)
{
if ( !pSoldier )
return;
INT8 invsize = pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop )
{
if ( pSoldier->inv[bLoop].exists() && ItemIsCanteen(pSoldier->inv[bLoop].usItem) )
{
OBJECTTYPE* pObj = &(pSoldier->inv[bLoop]);
if ( pObj && TotalPoints(pObj) > 1 )
{
//ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_DRINKS], pSoldier->GetName());
ApplyConsumable(pSoldier, pObj, false, true);
return;
}
}
}
}
void HourlyFoodUpdate( void )
{
SoldierID bMercID, bLastTeamID;
+1
View File
@@ -108,5 +108,6 @@ void SoldierAutoFillCanteens(SOLDIERTYPE *pSoldier);
BOOLEAN HasFoodInInventory( SOLDIERTYPE *pSoldier, BOOLEAN fCheckFood, BOOLEAN fCheckDrink );
void DrinkFromWaterTap( SOLDIERTYPE *pSoldier );
void DrinkFromInventory(SOLDIERTYPE* pSoldier);
#endif
+1 -3
View File
@@ -1,11 +1,9 @@
#include "builddefines.h"
#include <string.h>
#include "DEBUG.H"
#include "types.h"
//#include "mssw.h"
#include "GAP.H"
#include "Sound Control.h"
#include "soundman.h"
#include <stdio.h>
#include "FileMan.h"
SUBSEQUENTSOUNDS subsequentsounds;
+1 -10
View File
@@ -1,6 +1,4 @@
#include "builddefines.h"
#include <stdio.h>
#include <time.h>
#include <wchar.h>
#include "sgp.h"
#include "worlddef.h"
#include "worldman.h"
@@ -29,21 +27,14 @@
#include "Isometric Utils.h"
#include "ai.h"
#include "Soldier macros.h"
#include "Event Pump.h"
#include "GameSettings.h"
#include "fresh_header.h"
#include "connect.h"
#include <language.hpp>
#ifdef JA2UB
#include "Explosion Control.h"
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#include "MapScreen Quotes.h"
#include "email.h"
#include "interface Dialogue.h"
#include "mercs.h"
#include "ub_config.h"
#endif
BOOLEAN gfSetPerceivedDoorState = FALSE;
+1 -7
View File
@@ -18,7 +18,6 @@
#include "Timer Control.h"
#include "WCheck.h"
#include "Interface Items.h"
#include "physics.h"
#include "Soldier Profile.h"
#include "interface Dialogue.h"
#include "Quests.h"
@@ -29,9 +28,7 @@
#include "ai.h"
#include "Soldier macros.h"
#include "Interface Panels.h"
#include "Strategic Town Loyalty.h"
#include "Soldier Functions.h"
#include "Map Screen Helicopter.h"
#include "PATHAI.H"
#include "fov.h"
#include "MessageBoxScreen.h"
@@ -57,9 +54,7 @@
#include "End Game.h"
#include "Interface Control.h"
#include "Map Screen Interface Map Inventory.h"
// added by SANDRO
#include "Morale.h"
// added by Flugente
#include "Drugs And Alcohol.h"
#include "Food.h"
// added by sevenfm - this is needed for _keydown(SHIFT) to work
@@ -75,13 +70,12 @@
#include "Game Clock.h" // added by Flugente
#include <vfs/Core/vfs_file_raii.h> // added by Flugente for vfs-stuff
#include "DynamicDialogue.h" // added by Flugente for SoldierRelation()
#include "MessageBoxScreen.h" // added by Flugente
#include "Map Screen Interface.h" // added by Flugente
#include "Map Screen Interface Map.h" // added by Flugente
#include "WorldDat.h"
#ifdef JA2UB
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#endif
#define NUM_ITEMS_LISTED 8
-1
View File
@@ -4,7 +4,6 @@
#include "PATHAI.H"
#include "Handle UI.h"
#include "Points.h"
#include "Weapons.h"
#include "renderworld.h"
#include "Animation Control.h"
#include "message.h"
+56 -21
View File
@@ -1,16 +1,14 @@
#include "connect.h"
#include "builddefines.h"
#include <stdio.h>
#include <string.h>
#include "stdlib.h"
#include <wchar.h>
#include <cmath>
#include <cstdio>
#include <vector>
#include "DEBUG.H"
#include "math.h"
#include "jascreens.h"
#include "PATHAI.H"
#include "Soldier Control.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "Event Pump.h"
#include "Timer Control.h"
#include "mousesystem.h"
#include "Cursors.h"
@@ -31,39 +29,31 @@
#include "renderworld.h"
#include "structure.h"
#include "Interface Panels.h"
#include "Weapons.h"
#include "Handle items.h"
#include "UI Cursors.h"
#include "Handle UI Plan.h"
#include "message.h"
#include "Render Fun.h"
#include "Interface Items.h"
#include "physics.h"
#include "Soldier Profile.h"
#include "strategicmap.h"
#include "Soldier Profile.h"
#include "Soldier Create.h"
#include "Soldier Add.h"
#include "interface Dialogue.h"
#include <NPC.h>
#include "Soldier macros.h"
#include "Soldier Functions.h"
#include "Assignments.h"
#include "Squads.h"
#include "Strategic Pathing.h"
#include "Strategic Movement.h"
#include "strategic.h"
#include "Exit Grids.h"
#include "Structure Wrap.h"
#include "Soldier Add.h"
#include "random.h"
#include "english.h"
#include "random.h"
#include "english.h"
#include "Vehicles.h"
#include "MessageBoxScreen.h"
#include "Text.h"
#include "Dialogue Control.h"
#include "line.h"
#include "GameSettings.h"
#include "LOS.h"
#include "Campaign Types.h"
@@ -78,16 +68,12 @@
#include "qarray.h"
#include "environment.h"
#include "Map Information.h"
#include "Soldier Control.h"
#include "DisplayCover.h"
#include "english.h" // sevenfm: this is needed for _keydown(SHIFT) to work
#include "TeamTurns.h"
#include "Options Screen.h"
#include "SaveLoadScreen.h"
#include "Map Screen Interface.h" // added by Flugente for SquadNames
#include "Keys.h" // added by silversurfer for door handling from the side
#include "Cheats.h"
#include "AIInternals.h"
extern BOOLEAN gubWorldTileInLight[MAX_ALLOWED_WORLD_MAX];
extern BOOLEAN gubIsCorpseThere[MAX_ALLOWED_WORLD_MAX];
@@ -386,7 +372,7 @@ BOOLEAN gfDisplayTimerCursor = FALSE;
UINT32 guiTimerCursorID = 0;
UINT32 guiTimerLastUpdate = 0;
UINT32 guiTimerCursorDelay = 0;
UINT8 gRenderDebugInfoMode = DEBUG_OFF;
CHAR16 gzLocation[ 20 ];
BOOLEAN gfLocation = FALSE;
@@ -514,6 +500,54 @@ void GetMercOknoDirection( SoldierID ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pf
}
//----------------------------------------------------------------------------------
void HandleRenderDebugInfoModes()
{
if (DEBUG_CHEAT_LEVEL())
{
switch (gRenderDebugInfoMode)
{
case DEBUG_PATHFINDING:
// Nothing to do here, pathfinding info is filled in the pathing functions.
break;
case DEBUG_THREATVALUE:
break;
case DEBUG_COVERVALUE:
// Calculate cover values for pSoldier under cursor, or for currently selected merc, if nobody is under the cursor.
if (gTacticalStatus.Team[OUR_TEAM].bTeamActive)
{
static SOLDIERTYPE* previousSoldier = nullptr;
static INT32 previousLocation = NOWHERE;
static UINT8 previousStance = 0;
SoldierID usSoldierIndex = NOBODY;
UINT32 uiMercFlags;
FindSoldierFromMouse(&usSoldierIndex, &uiMercFlags);
if (usSoldierIndex == NOBODY)
{
usSoldierIndex = gusSelectedSoldier;
}
if (usSoldierIndex != NOBODY)
{
// Get Soldier
INT32 iPercentBetter;
SOLDIERTYPE* pSoldier;
GetSoldier(&pSoldier, usSoldierIndex);
if (previousSoldier != pSoldier || previousLocation != pSoldier->sGridNo || previousStance != gAnimControl[pSoldier->usAnimState].ubEndHeight)
{
FindBestNearbyCover(pSoldier, pSoldier->aiData.bAIMorale, &iPercentBetter, NOWHERE, false);
previousSoldier = pSoldier;
previousLocation = pSoldier->sGridNo;
previousStance = gAnimControl[pSoldier->usAnimState].ubEndHeight;
}
}
}
break;
default: // off
break;
}
}
}
void PreventFromTheFreezingBug(SOLDIERTYPE* pSoldier)
{
@@ -687,6 +721,7 @@ UINT32 HandleTacticalUI( void )
}
}
HandleRenderDebugInfoModes();
// Check if current event has changed and clear event if so, to prepare it for execution
// Clearing it does things like set first time flag, param variables, etc
if ( uiNewEvent != guiOldEvent )
+1
View File
@@ -184,6 +184,7 @@ extern UINT32 guiCurrentEvent;
extern INT16 gsSelectedLevel;
extern BOOLEAN gfPlotNewMovement;
extern UINT32 guiPendingOverrideEvent;
extern UINT8 gRenderDebugInfoMode;
// GLOBALS
-5
View File
@@ -1,8 +1,6 @@
#include <stdio.h>
#include <time.h>
#include <math.h>
#include "sgp.h"
#include "gameloop.h"
#include "himage.h"
#include "vobject.h"
#include "sysutil.h"
@@ -13,7 +11,6 @@
#include "vsurface.h"
#include "input.h"
#include "Handle UI.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "renderworld.h"
#include "Cursors.h"
@@ -25,7 +22,6 @@
#include "Interface Cursors.h"
#include "lighting.h"
#include "Interface Panels.h"
#include "PATHAI.H"
#include "vobject_blitters.h"
#include "faces.h"
#include "Handle UI Plan.h"
@@ -46,7 +42,6 @@
#include "GameSettings.h"
#include "Explosion Control.h" // added by Flugente
#include "connect.h"
#include "Text.h"
#ifdef JA2UB
-5
View File
@@ -1,9 +1,5 @@
#include <stdio.h>
#include <time.h>
#include "sgp.h"
#include "mousesystem.h"
#include "vsurface.h"
#include "input.h"
#include "Handle UI.h"
#include "Cursors.h"
#include "worlddef.h"
@@ -11,7 +7,6 @@
#include "Interface Cursors.h"
#include "Interface.h"
#include "Isometric Utils.h"
#include "Cursors.h"
#include "Sys Globals.h"
#include "Overhead.h"
#include "Interface Items.h"
+6 -19
View File
@@ -1,7 +1,6 @@
#include "builddefines.h"
#include <stdio.h>
#include "sgp.h"
#include "Encrypted File.h"
#include "faces.h"
#include "WCheck.h"
#include "Soldier Profile.h"
@@ -13,7 +12,6 @@
#include "Dialogue Control.h"
#include "renderworld.h"
#include "NPC.h"
#include "interface Dialogue.h"
#include "MercTextBox.h"
#include "message.h"
#include "Items.h"
@@ -26,7 +24,6 @@
#include "ai.h"
#include "AIInternals.h"
#include "Interactive Tiles.h"
#include "Soldier Profile.h"
#include "Interface Panels.h"
#include "Quests.h"
#include "Squads.h"
@@ -47,12 +44,9 @@
#include "GameSettings.h"
#include "Strategic Mines.h"
#include "Boxing.h"
#include "Items.h"
#include "worldman.h"
#include "Render Fun.h"
// including this for Strategic AI.h
#include "Strategic Movement.h"
#include "Strategic AI.h"
#include "Soldier Create.h"
#include "SkillCheck.h"
#include "Sound Control.h"
@@ -63,17 +57,12 @@
#include "Morale.h"
#include "personnel.h"
#include "Map Screen Interface.h"
#include "Queen Command.h"
#include "Campaign.h"
#include "BobbyRMailOrder.h"
#include "End Game.h"
#include "Map Screen Helicopter.h"
#include "Cheats.h"
#include "Overhead.h"
#include "Soldier Control.h"
#include "LuaInitNPCs.h"
#include "Text.h"
#include "Luaglobal.h"
@@ -81,20 +70,18 @@
#include "Explosion Control.h"
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#include "MapScreen Quotes.h"
#include "email.h"
#include "Soldier macros.h"
#include "LOS.h"
#include "Soldier Control.h"
#include "Ja25Update.h"
#include "ub_config.h"
#else
// anv: for playable Speck
#include "Speck Quotes.h"
#include "mercs.h"
#endif
#ifdef JA2UB
#else
// anv: for playable Speck
#include "Speck Quotes.h"
#include "mercs.h"
#ifndef _DEBUG
#include "Cheats.h"
#endif
//forward declarations of common classes to eliminate includes
+2 -33
View File
@@ -1,59 +1,28 @@
#include "builddefines.h"
#include <stdio.h>
#include <time.h>
#include "sgp.h"
#include "gameloop.h"
#include "himage.h"
#include "vobject.h"
#include "sysutil.h"
#include "Overhead.h"
#include "mousesystem.h"
#include "Button System.h"
#include "Interface.h"
#include "vsurface.h"
#include "WCheck.h"
#include "input.h"
#include "Handle UI.h"
#include "renderworld.h"
#include "Font Control.h"
#include "Utilities.h"
#include "Interface Panels.h"
#include "Animation Control.h"
#include "Soldier Control.h"
#include "Weapons.h"
#include "lighting.h"
#include "faces.h"
#include "mapscreen.h"
#include "message.h"
#include "soldier profile type.h"
#include <Font.h>
#include "Text.h"
#include "Interface Items.h"
#include "Font Control.h"
#include "Cursor Control.h"
#include "Interface Utils.h"
#include "Interface Items.h"
#include "WordWrap.h"
#include "vobject_blitters.h"
#include "world items.h"
#include "Points.h"
#include "physics.h"
#include "Handle UI.h"
#include "ShopKeeper Interface.h"
#include "english.h"
#include "Keys.h"
#include "strategicmap.h"
#include "Soldier macros.h"
#include "Squads.h"
#include "MessageBoxScreen.h"
#include "GameSettings.h"
#include "Map Screen Interface Map Inventory.h"
#include "Quests.h"
#include "Map Screen Interface.h"
#include "Campaign Types.h"
#include "LOS.h"
#include "Map Screen Interface Map.h"
#include "Food.h" // added by Flugente
#include "Multi Language Graphic Utils.h"
#include <language.hpp>
//forward declarations of common classes to eliminate includes
-18
View File
@@ -1,10 +1,7 @@
#include "builddefines.h"
#include "mapscreen.h"
#include <stdio.h>
#include <stdarg.h>
#include <time.h>
#include "sgp.h"
#include "gameloop.h"
#include "himage.h"
#include "vobject.h"
#include "sysutil.h"
@@ -19,7 +16,6 @@
#include "renderworld.h"
#include "Sys Globals.h"
#include "Cursors.h"
#include "Radar Screen.h"
#include "Font Control.h"
#include "Render Dirty.h"
#include "Utilities.h"
@@ -30,15 +26,12 @@
#include "Weapons.h"
#include "lighting.h"
#include "faces.h"
#include "mapscreen.h"
#include "message.h"
#include "Text.h"
#include "Interface Items.h"
#include "Font Control.h"
#include "Cursor Control.h"
#include "Interface Cursors.h"
#include "Interface Utils.h"
#include "Interface Items.h"
#include "WordWrap.h"
#include "Interface Control.h"
#include "vobject_blitters.h"
@@ -47,7 +40,6 @@
#include "physics.h"
#include "finances.h"
#include "UI Cursors.h"
#include "Handle UI.h"
#include "ShopKeeper Interface.h"
#include "Dialogue Control.h"
#include "english.h"
@@ -67,7 +59,6 @@
#include "Map Screen Interface Map.h"
#include "Interface Enhanced.h"
#include "InterfaceItemImages.h"
#include "Auto Resolve.h"
#include "popup_callback.h"
// BOB : quick attachment popup
#include "popup_class.h"
@@ -75,19 +66,10 @@
#include "SkillCheck.h" // added by Flugente
#include "random.h" // added by Flugente
#include "Explosion Control.h" // added by Flugente
#include "Food.h" // added by Flugente
#include "Encyclopedia_new.h" //Moa: enc. item visibility
// sevenfm:
#include "Soldier Control.h"
#include "Sound Control.h"
#include "Multi Language Graphic Utils.h"
#include <language.hpp>
#ifdef JA2UB
#include "Ja25_Tactical.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - all "APBPConstants[AP_PICKUP_ITEM]" were replaced by GetBasicAPsToPickupItem()
-9
View File
@@ -1,8 +1,6 @@
#include "builddefines.h"
#include <stdio.h>
#include <time.h>
#include "sgp.h"
#include "gameloop.h"
#include "himage.h"
#include "vobject.h"
#include "sysutil.h"
@@ -26,7 +24,6 @@
#include "Soldier Control.h"
#include "PATHAI.H"
#include "Weapons.h"
#include "lighting.h"
#include "faces.h"
#include "mapscreen.h"
#include "message.h"
@@ -35,7 +32,6 @@
#include "Interface Control.h"
#include "Interface Utils.h"
#include "Game Clock.h"
#include "mapscreen.h"
#include "Soldier macros.h"
#include "strategicmap.h"
#include "Soldier Functions.h"
@@ -51,7 +47,6 @@
#include "ShopKeeper Interface.h"
#include "english.h"
#include "Keys.h"
#include "Soldier Add.h"
#include "Vehicles.h"
#include "GameSettings.h"
#include "Dialogue Control.h"
@@ -62,7 +57,6 @@
#include "vobject_blitters.h"
#include "finances.h"
#include "LaptopSave.h"
#include "Cursor Control.h"
#include "MessageBoxScreen.h"
#include "WordWrap.h"
#include "Boxing.h"
@@ -70,9 +64,6 @@
// HEADROCK HAM 3.6: This is required for Stat Progress Bars
#include "Campaign.h"
#include "Food.h" // added by Flugente
//legion by Jazz
#include "Interface Utils.h"
#include <language.hpp>
//forward declarations of common classes to eliminate includes

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