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 b226f2a21d set functions static 2025-12-03 23:52:05 +02:00
Asdow 6629562b34 Formatting 2025-12-03 23:52:05 +02:00
Asdow 91d7620c0b include cleanup 2025-12-03 23:52:05 +02:00
Asdow c341402fe1 set functions static 2025-12-03 23:52:05 +02:00
Asdow 80b1af930a include cleanup 2025-12-03 23:52:05 +02:00
Asdow 608eb8e4e6 set functions static 2025-12-03 23:52:05 +02:00
Asdow ec1c6fc112 include cleanup 2025-12-03 23:52:05 +02:00
Asdow 4fabab680f set functions static 2025-12-03 23:52:05 +02:00
Asdow def815988b include cleanup 2025-12-03 23:52:05 +02:00
Asdow 21df179941 Set function static 2025-12-03 23:52:05 +02:00
Asdow ff674e79b9 Set function static 2025-12-03 23:52:05 +02:00
Asdow 9efa5e1108 Include cleanup 2025-12-03 23:52:05 +02:00
Asdow c235345a22 formatting 2025-12-03 23:52:05 +02:00
Asdow 97791bfcc3 include cleanup 2025-12-03 23:52:05 +02:00
Asdow d49185c291 Move nullptr check to be checked first
Kinda defeats the purpose of checking for nullptr if we dereference it before the check, no?
2025-12-03 23:52:05 +02:00
Asdow 41eba8ff3a include cleanup 2025-12-03 23:52:05 +02:00
Asdow 2fd5e2c255 set functions static 2025-12-03 23:52:05 +02:00
Asdow a83bb00d52 include cleanup 2025-12-03 23:52:05 +02:00
Asdow cb27d0cd72 Set functions static 2025-12-03 23:52:05 +02:00
Asdow 020cd270c0 include cleanup 2025-12-03 23:52:05 +02:00
Asdow a6e1b93af0 Set functions static 2025-12-03 23:52:05 +02:00
Asdow 5dd4043f00 Formatting 2025-12-03 23:52:05 +02:00
Asdow 61f8efaac0 include cleanup 2025-12-03 23:52:05 +02:00
Asdow 3ee22bdb31 Set functions static 2025-12-03 23:52:05 +02:00
Asdow 032ac8e566 Remove forward declarations that are included already 2025-12-03 23:52:05 +02:00
Asdow 1e78fc68bc Formatting 2025-12-03 23:52:05 +02:00
Asdow a074dbf3ee include cleanup 2025-12-03 23:52:05 +02:00
Asdow 9cfcfac376 include cleanup 2025-12-03 23:52:05 +02:00
Asdow fb8feca896 include cleanup 2025-12-03 23:52:05 +02:00
Asdow be70cd18a2 Formatting 2025-12-03 23:52:05 +02:00
Asdow 6a1b84e53b include cleanup 2025-12-03 23:52:05 +02:00
Asdow 584e10d14f include cleanup 2025-12-03 23:52:05 +02:00
Asdow 4f0f6f9f23 set function static 2025-12-03 23:52:05 +02:00
Asdow 2f13ef79b6 Remove unused function declaration 2025-12-03 23:52:05 +02:00
Asdow f8f9c18cda Remove duplicate includes 2025-12-03 23:52:05 +02:00
Asdow 37c081f3db Formatting 2025-12-03 23:52:05 +02:00
Asdow e684f61f55 include cleanup 2025-12-03 23:52:05 +02:00
Asdow c2f4ca5da1 Set functions static 2025-12-03 23:52:05 +02:00
Asdow 5befb47881 Include cleanup 2025-12-03 23:52:05 +02:00
Asdow 780831611d Remove unused #defines 2025-12-03 23:52:05 +02:00
Asdow bb13225778 Include cleanup 2025-12-03 23:52:05 +02:00
Asdow 2f62d6fe44 Set functions static 2025-12-03 23:52:05 +02:00
Asdow 6e94ac144b formatting 2025-12-03 23:52:05 +02:00
Asdow 6e45ca9825 include cleanup 2025-12-03 23:52:05 +02:00
Asdow 142de9b02e Formatting 2025-12-03 23:52:05 +02:00
Asdow 7a024aecd7 include cleanup 2025-12-03 23:52:05 +02:00
Asdow c81d290957 Remove duplicate include 2025-12-03 23:52:05 +02:00
Asdow 3c498abe82 Set function static 2025-12-03 23:52:05 +02:00
Asdow fdf494c28a Remove unused LaserLock system 2025-12-03 23:52:05 +02:00
Asdow b903ead06a Formatting 2025-12-03 23:52:05 +02:00
Asdow 591a1a63c8 include cleanup 2025-12-03 23:52:05 +02:00
Asdow e60dcbc3e9 Remove unused function 2025-12-03 23:52:05 +02:00
Asdow d73d56d85a Formatting 2025-12-03 23:52:05 +02:00
Asdow d21293d4ad include cleanup 2025-12-03 23:52:05 +02:00
Asdow 297d052670 Formatting 2025-12-03 23:52:05 +02:00
Asdow f21508ad15 include cleanup 2025-12-03 23:52:05 +02:00
Asdow 4c53bb70f3 Formatting 2025-12-03 23:52:05 +02:00
Asdow 6c5f94c0cc Combine JA2UB ifdefs 2025-12-03 23:52:05 +02:00
Asdow 65e5c1768a include cleanup 2025-12-03 23:52:05 +02:00
Asdow 04f03fb2cc formatting 2025-12-03 23:52:05 +02:00
Asdow a8218462e1 include cleanup 2025-12-03 23:52:05 +02:00
Asdow 00c8bd0aa7 Remove duplicate include 2025-12-03 23:52:05 +02:00
Asdow d3cd51e7eb Formatting 2025-12-03 23:52:05 +02:00
Asdow 37795bb73c Remove unused and transitive includes 2025-12-03 23:52:05 +02:00
Asdow 5b4099a828 Set functions static 2025-12-03 23:52:05 +02:00
Asdow 977b7a5b2d Remove unused includes 2025-12-03 23:52:05 +02:00
Asdow e6824bf15d set function static 2025-12-03 23:52:05 +02:00
Asdow 63a58502d1 Remove duplicate includes 2025-12-03 23:52:05 +02:00
Asdow 173f786f55 Remove unused includes 2025-12-03 23:52:05 +02:00
Asdow ea1a3a9e9e Set functions static 2025-12-03 23:52:05 +02:00
Asdow c1b8309753 Expand UB_SetNumberJa25EnemiesInSurfaceSector
* Allow adding jeeps and robots to sectors now
* From Lua side, it is now possible to add differing amount of arguments to the function. Minimum required is 3 (sector x & y and amount of admins)
So all of the following examples will work correctly:

- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins )

- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops )

- - UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops,ubNumElites )

- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops,ubNumElites, ubNumTanks )

- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops,ubNumElites, ubNumTanks , ubNumJeeps )

- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops,ubNumElites, ubNumTanks , ubNumJeeps, ubNumRobots )
2025-11-29 11:46:45 +02:00
Asdow d86dc39f9f Add enemies also on insane difficulty 2025-11-27 22:38:29 +02:00
Asdow b580459e57 Remove unused local variable 2025-11-27 22:38:29 +02:00
Asdow b562b45c00 Externalize tunnel sectors for adding enemies to 2025-11-27 22:38:29 +02:00
Asdow 4a43b7704e Set functions static 2025-11-23 18:28:17 +02:00
Asdow 4a813e567a Remove unused includes 2025-11-23 18:28:17 +02:00
Asdow ea4cea2231 Set functions static 2025-11-23 18:28:17 +02:00
Asdow f263c7270f Remouve unused function declarations 2025-11-23 18:28:17 +02:00
Asdow 4b38f56d1f Set functions static 2025-11-23 18:28:17 +02:00
Asdow 9bf289561b Move includes to top of file 2025-11-23 18:28:17 +02:00
Asdow 10fa5f37d6 Formatting 2025-11-23 18:28:17 +02:00
Asdow 0d8873d2c0 Remove unused includes 2025-11-23 18:28:17 +02:00
Asdow f2b88ef080 Remove duplicate include 2025-11-23 18:28:17 +02:00
Asdow 1e6586f187 Set functions static 2025-11-23 18:28:17 +02:00
Asdow dbb1c0a929 Formatting 2025-11-23 18:28:17 +02:00
Asdow 91ae6e1223 Remove unused includes 2025-11-23 18:28:17 +02:00
Asdow 04bf102614 Remove duplicate include 2025-11-23 18:28:17 +02:00
Asdow 677b320534 Set functions static 2025-11-23 18:28:17 +02:00
Asdow 265a7c0af7 Remove unused function declaration 2025-11-23 18:28:17 +02:00
Asdow 04b1937caa Fix function definition 2025-11-23 18:28:17 +02:00
Asdow 842009ab3f Make function static 2025-11-23 18:28:17 +02:00
Asdow f27164b9dc Remove unused includes 2025-11-23 18:28:17 +02:00
Asdow 20ee284e42 Remove transitive include 2025-11-23 18:28:17 +02:00
Asdow ec6401ee5d Initialize variables 2025-11-23 18:28:17 +02:00
Asdow d8d3db89d2 Make functions static 2025-11-23 18:28:17 +02:00
Asdow af1ad3885f Fix typo 2025-11-23 18:28:17 +02:00
Asdow 0199084f05 Remove commented out extern 2025-11-23 18:28:17 +02:00
Asdow 1db9af545c Remove commented out function 2025-11-23 18:28:17 +02:00
Asdow 951a88e947 Combine JA2UB includes with its function declaration ifdef 2025-11-23 18:28:17 +02:00
Asdow b6e276ac34 Formatting & whitespace 2025-11-23 18:28:17 +02:00
Asdow 3a3b415cc5 Remove unused includes 2025-11-23 18:28:17 +02:00
Asdow d0b86e69d8 Combine JA2UB ifdef includes 2025-11-23 18:28:17 +02:00
Asdow 10f6a48f50 Remove duplicate includes 2025-11-23 18:28:17 +02:00
Asdow 18dfda46f2 Remove unused function declarations and commented out functions 2025-11-23 18:28:17 +02:00
Asdow 4e24a6b9ba Fix nullptr dereference when spotting mines 2025-11-22 17:10:58 +02:00
Asdow 3061237e58 Fix Debug build includes 2025-11-22 16:11:45 +02:00
Asdow d05e9ec916 Fix actionitem conversion 2025-11-22 16:06:20 +02:00
Asdow 8fe051dc8d Declare functions static 2025-11-19 21:11:19 +02:00
Asdow 9c9d6ebb4a Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow 8bda0aaaf3 Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow fc824fb556 Declare functions static 2025-11-19 21:11:19 +02:00
Asdow e3845520f8 Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow fa8e3113fe Declare function static 2025-11-19 21:11:19 +02:00
Asdow 62fbf90daa Remove unnecessary function declaration 2025-11-19 21:11:19 +02:00
Asdow 10ac8624fe Move ExecuteAdditionalCharacterDialogue defintion before the first call
This allows us to declare it static
2025-11-19 21:11:19 +02:00
Asdow 4e60877add Declare compatible functions static 2025-11-19 21:11:19 +02:00
Asdow 740a1a8851 Remove duplicate include 2025-11-19 21:11:19 +02:00
Asdow 55afb83eb2 Move UB specific header under UB #ifdef 2025-11-19 21:11:19 +02:00
Asdow dfd5cfd42e Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow 518f7959aa Remove commented out include 2025-11-19 21:11:19 +02:00
Asdow f4f1bb25b6 Replace transitive include with explicit 2025-11-19 21:11:19 +02:00
Asdow 731f3a7d99 Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow cf048f9629 Remvoe unused includes 2025-11-19 21:11:19 +02:00
Asdow 34a369938b Declare compatible functions static 2025-11-19 21:11:19 +02:00
Asdow 2979f49e8d Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow 0dc080b01d Declare compatbile function static 2025-11-19 21:11:19 +02:00
Asdow 014b06641e Remove unused function declarations 2025-11-19 21:11:19 +02:00
Asdow 56d4499262 Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow 92c58d9fb6 Declare compatible function static 2025-11-19 21:11:19 +02:00
Asdow 330470353c Remove unused include 2025-11-19 21:11:19 +02:00
Asdow 7c274fd87a Declare compatible functions static 2025-11-19 21:11:19 +02:00
Asdow 5e28730c2a Make fallthrough explicit 2025-11-19 21:11:19 +02:00
Asdow fccb2e15bd Replace transitive include with explicit 2025-11-19 21:11:19 +02:00
Asdow e354885b16 Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow 056fc5ea6e Remove unused function declaration 2025-11-19 21:11:19 +02:00
Asdow 2c50518b61 Make compatible function static 2025-11-19 21:11:19 +02:00
Asdow 803ee8d90b Declare compatible function static 2025-11-19 21:11:19 +02:00
Asdow 243e22a8c6 Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow d85643b895 Initialize local variable 2025-11-19 21:11:19 +02:00
Asdow 413eaa08fb Declare compatible functions static 2025-11-19 21:11:19 +02:00
Asdow 08c82aa056 Remove unused local variable 2025-11-19 21:11:19 +02:00
Asdow 03e4898061 Declare compatible functions static 2025-11-19 21:11:19 +02:00
Asdow 6799d68b3c Remove duplicate includes 2025-11-19 21:11:19 +02:00
Asdow 5f6114fed9 Remove unused files 2025-11-19 21:11:19 +02:00
Asdow eace375a3b Remove unused function declaration 2025-11-19 21:11:19 +02:00
Asdow 419f9f3bf5 Remove duplicate includes 2025-11-19 21:11:19 +02:00
Asdow 9e4b819f69 Declare compatible functions static 2025-11-19 21:11:19 +02:00
Asdow 8296bfbf8a Move Handle UI.h include under JA2UB define 2025-11-19 21:11:19 +02:00
Asdow 12250a34ae Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow 9f7b545528 Combine search loops into one
Reduces code duplication and fixes an illegal memory access that was still present.
2025-11-19 13:57:41 +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
271 changed files with 17978 additions and 5080 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
-1
View File
@@ -13,7 +13,6 @@
#include "Font Control.h"
#include "Cursors.h"
#include "Font.h"
#include "WordWrap.h"
#include "sysutil.h"
#include "input.h"
#include "english.h"
+24 -37
View File
@@ -1,40 +1,27 @@
#include "types.h"
#include "FeaturesScreen.h"
#include "video.h"
#include "Font Control.h"
#include "Game Clock.h"
#include "Text Input.h"
#include "WordWrap.h"
#include "SaveLoadScreen.h"
#include "Render Dirty.h"
#include "WordWrap.h"
#include "WCheck.h"
#include "Utilities.h"
#include "DEBUG.H"
#include "Sound Control.h"
#include "Ambient Control.h"
#include "WorldDat.h"
#include "worlddef.h"
#include "GameSettings.h"
#include "Game Init.h"
#include "english.h"
#include "Overhead.h"
#include "GAP.H"
#include "Cursors.h"
#include "sysutil.h"
#include "Exit Grids.h"
#include "Text.h"
#include "Interface Control.h"
#include "message.h"
#include "Multi Language Graphic Utils.h"
#include "Map Information.h"
#include "Sys Globals.h"
#include "insurance.h"
#include "connect.h"
#include "worldman.h"
#include "Init.h"
#include "Game Events.h"
#include "types.h"
#include "FeaturesScreen.h"
#include "video.h"
#include "Font Control.h"
#include "Game Clock.h"
#include "Text Input.h"
#include "WordWrap.h"
#include "SaveLoadScreen.h"
#include "Render Dirty.h"
#include "WCheck.h"
#include "Utilities.h"
#include "Sound Control.h"
#include "Ambient Control.h"
#include "GameSettings.h"
#include "Game Init.h"
#include "english.h"
#include "Cursors.h"
#include "sysutil.h"
#include "Text.h"
#include "Interface Control.h"
#include "message.h"
#include "Multi Language Graphic Utils.h"
#include "connect.h"
#include "mainmenuscreen.h"
extern UINT32 guiDoneButton; // symbol already declared globally in AimArchives.cpp (jonathanl)
+22 -30
View File
@@ -1,38 +1,30 @@
#include "types.h"
#include "GameInitOptionsScreen.h"
#include "GameSettings.h"
#include "Utilities.h"
#include "WCheck.h"
#include "Font Control.h"
#include "WordWrap.h"
#include "Render Dirty.h"
#include "input.h"
#include "Options Screen.h"
#include "english.h"
#include "sysutil.h"
#include "Fade Screen.h"
#include "Cursor Control.h"
#include "Music Control.h"
#include "Cursors.h"
#include "Intro.h"
#include "Text.h"
#include "_Ja25EnglishText.h"
#include "Soldier Profile.h"
#include "gameloop.h"
#include "connect.h"
#include "types.h"
#include "GameInitOptionsScreen.h"
#include "GameSettings.h"
#include "Utilities.h"
#include "WCheck.h"
#include "Font Control.h"
#include "WordWrap.h"
#include "Render Dirty.h"
#include "input.h"
#include "Options Screen.h"
#include "english.h"
#include "sysutil.h"
#include "Fade Screen.h"
#include "Cursor Control.h"
#include "Music Control.h"
#include "Cursors.h"
#include "Intro.h"
#include "Text.h"
#include "_Ja25EnglishText.h"
#include "Soldier Profile.h"
#include "SaveLoadScreen.h"
#ifdef JA2UB
#include "ub_config.h"
#endif
#include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_init.h>
#include <vfs/Tools/vfs_property_container.h>
#include <vfs/Core/vfs_os_functions.h>
#ifdef JA2UB
#include "ub_config.h"
// *********************************
// Unfinished Business: Initial Game Screen
+5 -4
View File
@@ -13,7 +13,6 @@
#include "HelpScreen.h"
#include "INIReader.h"
#include "Shade Table Util.h"
#include "soldier profile type.h"
#include "random.h"
#include "SaveLoadGame.h"
#include "sgp.h"
@@ -36,7 +35,6 @@
#include "connect.h"
#include "sgp_logger.h"
#include "Map Information.h"
#include "GameInitOptionsScreen.h"
@@ -156,7 +154,7 @@ BOOLEAN UsingInventoryCostsAPSystem()
return ( gGameExternalOptions.fInventoryCostsAP );
}
std::string StringToLower(std::string strToConvert)
static std::string StringToLower(std::string strToConvert)
{//change each element of the string to lower case
for(unsigned int i=0;i<strToConvert.length();i++)
{
@@ -185,7 +183,7 @@ BOOLEAN IsNIVModeValid(bool checkRes)
return isValid;
}
void UpdateFeatureFlags()
static void UpdateFeatureFlags()
{
// do we need to override some ini settings?
if (gGameSettings.fFeatures[FF_FEATURES_SCREEN])
@@ -334,6 +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
@@ -618,6 +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;
@@ -848,6 +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,
+20 -25
View File
@@ -1,27 +1,23 @@
#include "sgp.h"
#include "sysutil.h"
#include "vobject_blitters.h"
#include "WCheck.h"
#include "Cursors.h"
#include "Font Control.h"
#include "Cursor Control.h"
#include "Render Dirty.h"
#include "Text.h"
#include "Utilities.h"
#include "WordWrap.h"
#include "Font Control.h"
#include "Text.h"
#include "HelpScreen.h"
#include "HelpScreenText.h"
#include "line.h"
#include "Game Clock.h"
#include "GameSettings.h"
#include "laptop.h"
#include "Text Input.h"
#include "english.h"
#include "renderworld.h"
#include "Game Init.h"
#include "Overhead.h"
#include "sgp.h"
#include "sysutil.h"
#include "WCheck.h"
#include "Cursors.h"
#include "Font Control.h"
#include "Render Dirty.h"
#include "Text.h"
#include "Utilities.h"
#include "WordWrap.h"
#include "HelpScreen.h"
#include "HelpScreenText.h"
#include "line.h"
#include "Game Clock.h"
#include "GameSettings.h"
#include "laptop.h"
#include "Text Input.h"
#include "english.h"
#include "renderworld.h"
#include "Game Init.h"
#include "Overhead.h"
extern INT16 gsVIEWPORT_END_Y;
extern void PrintDate( void );
@@ -308,7 +304,6 @@ void SelectHelpScrollAreaCallBack( MOUSE_REGION * pRegion, INT32 iReason );
// region to mask the background
MOUSE_REGION gHelpScreenScrollAreaArrows;
void SelectHelpScrollAreaArrowsCallBack( MOUSE_REGION * pRegion, INT32 iReason );
//checkbox to toggle show help again toggle
+98 -173
View File
@@ -1,55 +1,47 @@
#include "builddefines.h"
#include <stdio.h>
#include "sgp.h"
#include "gameloop.h"
#include "Screens.h"
#include "INIReader.h"
#include "vobject_blitters.h"
#include "renderworld.h"
#include "mousesystem.h"
#include "sysutil.h"
#include "worlddef.h"
#include "Animation Data.h"
#include "Overhead.h"
#include "Font Control.h"
#include "Button System.h"
#include "Timer Control.h"
#include "Utilities.h"
#include "Radar Screen.h"
#include "Render Dirty.h"
#include "Sound Control.h"
#include "Event Pump.h"
#include "lighting.h"
#include "Cursor Control.h"
#include "Music Control.h"
#include "video.h"
#include "mapscreen.h"
#include "Interface Items.h"
#include "maputility.h"
#include "strategic.h"
#include "Dialogue Control.h"
#include "Text.h"
#include "laptop.h"
#include "NPC.h"
#include "MercTextBox.h"
#include "Tile Cache.h"
#include "strategicmap.h"
#include "Map Information.h"
#include "Shade Table Util.h"
#include "Exit Grids.h"
#include "Summary Info.h"
#include "GameSettings.h"
#include "Game Init.h"
#include "Init.h"
#include "jascreens.h"
#include "XML.h"
#include "SaveLoadGame.h"
#include "Weapons.h"
#include "Strategic Movement.h"
#include "Vehicles.h"
#include "Multilingual Text Code Generator.h"
#include "editscreen.h"
#include "Arms Dealer Init.h"
#include "builddefines.h"
#include <stdio.h>
#include "sgp.h"
#include "Screens.h"
#include "vobject_blitters.h"
#include "sysutil.h"
#include "worlddef.h"
#include "Animation Data.h"
#include "Overhead.h"
#include "Font Control.h"
#include <himage.h>
#include <vobject.h>
#include "Timer Control.h"
#include "Utilities.h"
#include "Render Dirty.h"
#include "Sound Control.h"
#include "lighting.h"
#include "Cursor Control.h"
#include "Music Control.h"
#include "video.h"
#include "maputility.h"
#include "strategic.h"
#include "Dialogue Control.h"
#include "Text.h"
#include "laptop.h"
#include "MercTextBox.h"
#include "Tile Cache.h"
#include "strategicmap.h"
#include "Map Information.h"
#include "Shade Table Util.h"
#include "Exit Grids.h"
#include "Summary Info.h"
#include "GameSettings.h"
#include "Game Init.h"
#include "Init.h"
#include "jascreens.h"
#include "XML.h"
#include "SaveLoadGame.h"
#include "Weapons.h"
#include "Strategic Movement.h"
#include "Vehicles.h"
#include "Multilingual Text Code Generator.h"
#include "editscreen.h"
#include "Arms Dealer Init.h"
#include "Map Screen Interface Bottom.h"
#include "MPXmlTeams.hpp"
#include "Strategic Mines LUA.h"
@@ -57,8 +49,6 @@
#include "lua_state.h"
#include "Interface.h"
#include "Strategic Town Loyalty.h"
#include "Soldier Profile.h"
#include "aim.h"
#include "mainmenuscreen.h"
#include "email.h"
@@ -70,7 +60,6 @@
#include "ub_config.h"
#include "Civ Quotes.h"
#include "LuaInitNPCs.h"
#include "BriefingRoom_Data.h"
#include "AimArchives.h"
@@ -96,20 +85,6 @@ extern BOOLEAN GetCDromDriveLetter( STR8 pString );
extern BOOLEAN gfUseConsecutiveQuickSaveSlots;
#endif
#if defined( GERMAN ) && !defined( _DEBUG )
//#define LASERLOCK_ENABLED
#endif
#ifdef LASERLOCK_ENABLED
int LASERLOK_Init( HINSTANCE hInstance );
int LASERLOK_Run();
int LASERLOK_Check();
BOOLEAN PrepareLaserLockSystem();
void HandleLaserLockResult( BOOLEAN fSuccess );
// int TestCall( int n);
#endif
extern HINSTANCE ghInstance;
@@ -140,7 +115,7 @@ static void AddLanguagePrefix(STR fileName)
AddLanguagePrefix( fileName, GetLanguagePrefix());
}
void ResetEmptyRPCFaceSlots()
static void ResetEmptyRPCFaceSlots()
{
//legion by jazz (load small faces from rpcs)
// reset empty slots with "-1"
@@ -1209,40 +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);
@@ -1250,16 +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 ();
@@ -1412,11 +1410,6 @@ if( g_lang != i18n::Lang::en ) {
UINT32 InitializeJA2(void)
{
#ifdef LASERLOCK_ENABLED
HandleLaserLockResult( PrepareLaserLockSystem() );
#endif
HandleJA2CDCheck( );
gfWorldLoaded = FALSE;
@@ -1680,74 +1673,6 @@ void ShutdownJA2(void)
}
#ifdef LASERLOCK_ENABLED
BOOLEAN PrepareLaserLockSystem()
{
INT32 iInitRetVal=0;
INT32 iRunRetVal=0;
INT32 iCheckRetVal=0;
CHAR8 zDirectory[512];
CHAR8 zCdLocation[ SGPFILENAME_LEN ];
CHAR8 zCdFile[ SGPFILENAME_LEN ];
//Get the "current" file directory
GetFileManCurrentDirectory( zDirectory );
if( GetCDromDriveLetter( zCdLocation ) )
{
// OK, build filename
sprintf( zCdFile, "%s%s", zCdLocation, "Data" );
}
else
{
goto FAILED_LASERLOK;
}
//Go back to the root directory
SetFileManCurrentDirectory( zCdFile );
//Init the laser lock system
iInitRetVal = LASERLOK_Init( ghInstance );
if( iInitRetVal != 0 )
goto FAILED_LASERLOK;
//makes the verification of the laserlok system
iRunRetVal = LASERLOK_Run();
if( iRunRetVal != 0 )
goto FAILED_LASERLOK;
//checks the result of the laserlok run function
iCheckRetVal = LASERLOK_Check();
if( iCheckRetVal != 0 )
goto FAILED_LASERLOK;
//Restore back to the proper directory
SetFileManCurrentDirectory( zDirectory );
return( TRUE );
FAILED_LASERLOK:
//Restore back to the proper directory
SetFileManCurrentDirectory( zDirectory );
return( FALSE );
}
void HandleLaserLockResult( BOOLEAN fSuccess )
{
if( !fSuccess )
{
CHAR8 zString[512];
sprintf( zString, "%S", gzLateLocalizedString[56] );
// ShowCursor(TRUE);
// ShowCursor(TRUE);
ShutdownWithErrorBox( zString );
}
}
#endif
void SetupMaxActionPointsAnimation()
{
gubMaxActionPoints[REGMALE] = APBPConstants[AP_MAXIMUM];
-1
View File
@@ -7,7 +7,6 @@
#include "LogicalBodyTypes/SurfaceDB.h"
#include "LogicalBodyTypes/FilterDB.h"
#include "LogicalBodyTypes/EnumeratorDB.h"
#include "LogicalBodyTypes/BodyTypeDB.h"
#include "LogicalBodyTypes/PaletteDB.h"
#include <iostream>
+13 -36
View File
@@ -1,41 +1,18 @@
#include "sgp.h"
#include "sysutil.h"
#include "vobject_blitters.h"
#include "Font Control.h"
#include "Cursor Control.h"
#include "Render Dirty.h"
#include "Text.h"
#include "Utilities.h"
#include "WordWrap.h"
#include "Text.h"
#include "line.h"
#include "Intro.h"
#include "Cinematics.h"
#include "Cinematics Bink.h"
#include "mainmenuscreen.h"
#include "Music Control.h"
#include "LibraryDataBase.h"
#include "english.h"
#include "soldier profile type.h"
#include "MessageBoxScreen.h"
#include "sgp_logger.h"
#include "Soldier Profile.h"
#include "Game Init.h"
#include "INIReader.h"
#include <vfs/Core/vfs.h>
#include "Luaglobal.h"
#ifdef JA2UB
#include "strategicmap.h"
#include "Map Screen Interface Map.h"
#include "Map Screen Interface.h"
#include "End Game.h"
#include "sgp.h"
#include "sysutil.h"
#include "Cursor Control.h"
#include "Render Dirty.h"
#include "Utilities.h"
#include "Intro.h"
#include "Cinematics.h"
#include "Cinematics Bink.h"
#endif
#include "mainmenuscreen.h"
#include "Music Control.h"
#include "english.h"
#include "sgp_logger.h"
#include "INIReader.h"
#include "Luaglobal.h"
#include "LuaInitNPCs.h"
#include "XML.h"
#include <language.hpp>
BOOLEAN Style_JA = TRUE;
+1 -62
View File
@@ -1,72 +1,11 @@
#include "builddefines.h"
#include <wchar.h>
#include <stdio.h>
#include <string.h>
#include "Render Fun.h"
#include "stdlib.h"
#include "DEBUG.H"
#include "MemMan.h"
#include "Overhead Types.h"
//#include "Soldier Control.h"
#include "Animation Cache.h"
#include "Animation Data.h"
#include "Animation Control.h"
#include <math.h>
#include "PATHAI.H"
#include "random.h"
#include "Isometric Utils.h"
#include "renderworld.h"
#include "video.h"
#include "Weapons.h"
#include "vobject_blitters.h"
#include "Handle UI.h"
#include "Event Pump.h"
#include "ai.h"
#include "Interface.h"
#include "lighting.h"
#include "faces.h"
#include "Soldier Profile.h"
#include "Soldier macros.h"
#include "english.h"
#include "Squads.h"
#include <types.h>
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
#include "Items.h"
#include "soundman.h"
#include "Utilities.h"
#include "strategic.h"
#include "soldier tile.h"
#include "Smell.h"
#include "Keys.h"
#include "Dialogue Control.h"
#include "Soldier Functions.h"
#include "Exit Grids.h"
#include "Quests.h"
#include "message.h"
#include "SkillCheck.h"
#include "interface Dialogue.h"
#include "GameSettings.h"
#include "ShopKeeper Interface.h"
#include "Vehicles.h"
#include "strategicmap.h"
#include "Morale.h"
#include "Drugs And Alcohol.h"
#include "SkillCheck.h"
#include "Map Information.h"
#include "Buildings.h"
#include "Text.h"
#include "Campaign Types.h"
#include "Strategic Status.h"
#include "Civ Quotes.h"
#include "Debug Control.h"
#ifdef JA2UB
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
INT16 JA2_5_START_SECTOR_X;
INT16 JA2_5_START_SECTOR_Y;
-5
View File
@@ -5,11 +5,6 @@
#ifdef JA2UB
//Used in the editor to compensate for the 2_<map name>
#define JA25_EXP_MAP_NAME_PREFIX L""
#define JA25_EXP_MAP_NAME_SIZE_OFFSET 0
//The starting sector of the Expanion pack
extern INT16 JA2_5_START_SECTOR_X;
extern INT16 JA2_5_START_SECTOR_Y;
+2 -3
View File
@@ -19,7 +19,6 @@ extern HVSURFACE ghFrameBuffer;
extern BOOLEAN gfSchedulesHosed;
#ifdef JA2UB
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#endif
UINT8 gubLastLoadingScreenID = LOADINGSCREEN_NOTHING;
@@ -344,7 +343,7 @@ static void BuildLoadscreenFilename(std::string& dst, const char* path, int reso
dst.append(".sti");
}
std::string GetResolutionSuffix(SCREEN_RESOLUTION resolution)
static std::string GetResolutionSuffix(SCREEN_RESOLUTION resolution)
{
switch (resolution)
{
@@ -376,7 +375,7 @@ std::string GetResolutionSuffix(SCREEN_RESOLUTION resolution)
}
}
std::string FindBestFittingLoadscreenFilename(const std::string& baseName, SCREEN_RESOLUTION resolution)
static std::string FindBestFittingLoadscreenFilename(const std::string& baseName, SCREEN_RESOLUTION resolution)
{
for (SCREEN_RESOLUTION res = resolution; res <= _2560x1600; res = (SCREEN_RESOLUTION)(res + 1))
{
+20 -21
View File
@@ -1,24 +1,23 @@
#include "sgp.h"
#include "screenids.h"
#include "Timer Control.h"
#include "Fade Screen.h"
#include "sysutil.h"
#include "vobject_blitters.h"
#include "MercTextBox.h"
#include "Cursors.h"
#include "Font Control.h"
#include "Map Screen Interface.h"
#include "renderworld.h"
#include "gameloop.h"
#include "english.h"
#include "GameSettings.h"
#include "Cursor Control.h"
#include "laptop.h"
#include "Text.h"
#include "Text Input.h"
#include "overhead map.h"
#include "MPChatScreen.h"
#include "WordWrap.h"
#include "sgp.h"
#include "screenids.h"
#include "Timer Control.h"
#include "Fade Screen.h"
#include "sysutil.h"
#include "vobject_blitters.h"
#include "MercTextBox.h"
#include "Cursors.h"
#include "Font Control.h"
#include "Map Screen Interface.h"
#include "renderworld.h"
#include "gameloop.h"
#include "english.h"
#include "GameSettings.h"
#include "Cursor Control.h"
#include "Text.h"
#include "Text Input.h"
#include "overhead map.h"
#include "MPChatScreen.h"
#include "WordWrap.h"
#include "message.h"
#include "Utilities.h"
#include "connect.h"
+22 -33
View File
@@ -1,38 +1,28 @@
#include "sgp.h"
#include "screenids.h"
#include "Timer Control.h"
#include "sysutil.h"
#include "vobject_blitters.h"
#include "MercTextBox.h"
#include "Cursors.h"
#include "Font Control.h"
#include "mainmenuscreen.h"
#include "Cursor Control.h"
#include "Render Dirty.h"
#include "Music Control.h"
#include "GameSettings.h"
#include "SaveLoadScreen.h"
#include "SaveLoadGame.h"
#include "Options Screen.h"
#include "english.h"
#include "gameloop.h"
#include "Game Init.h"
#include "Utilities.h"
#include "WordWrap.h"
#include "Font Control.h"
#include "Text.h"
#include "Multi Language Graphic Utils.h"
#include "Encrypted File.h"
#include "JA2 Splash.h"
#include "GameVersion.h"
#include "sgp.h"
#include "screenids.h"
#include "Timer Control.h"
#include "sysutil.h"
#include "Cursors.h"
#include "Font Control.h"
#include "mainmenuscreen.h"
#include "Cursor Control.h"
#include "Render Dirty.h"
#include "Music Control.h"
#include "GameSettings.h"
#include "SaveLoadScreen.h"
#include "SaveLoadGame.h"
#include "Options Screen.h"
#include "english.h"
#include "gameloop.h"
#include "Game Init.h"
#include "WordWrap.h"
#include "Text.h"
#include "Multi Language Graphic Utils.h"
#include "JA2 Splash.h"
#include "GameVersion.h"
#include "connect.h"
#include "strategic.h"
#include "Strategic Movement.h"
#include "Overhead.h"
#include "Init.h"
#include "XML.h"
#include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_profile.h>
@@ -83,7 +73,6 @@ void MenuButtonCallback(GUI_BUTTON *btn, INT32 reason);
void HandleMainMenuKeyboardInput();
void HandleMainMenuInput();
void HandleMainMenuScreen();
void DisplayAssignmentText();
void ClearMainMenu();
void SelectMainMenuBackGroundRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason );
void SetMainMenuExitScreen( UINT32 uiNewScreen );
@@ -428,7 +417,7 @@ void MenuButtonCallback(GUI_BUTTON *btn,INT32 reason)
}
}
void MenuButtonMoveCallback(GUI_BUTTON *btn,INT32 reason)
static void MenuButtonMoveCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE)
{
-2
View File
@@ -14,12 +14,10 @@
#include "GameSettings.h"
#include "Interface Control.h"
#include "Cursor Control.h"
#include "laptop.h"
#include "Text.h"
#include "Text Input.h"
#include "overhead map.h"
#include "DropDown.h" // added by Flugente
#include "Utilities.h" // added by Flugente for FilenameForBPP(...)
#include "FeaturesScreen.h"
#define MSGBOX_DEFAULT_WIDTH 300
+119 -211
View File
@@ -1,162 +1,127 @@
#include "types.h"
#include "Soldier Profile.h"
#include "FileMan.h"
#include <string.h>
#include <stdio.h>
#include "DEBUG.H"
#include "Overhead.h"
#include "Keys.h"
#include "finances.h"
#include "history.h"
#include "files.h"
#include "laptop.h"
#include "INIReader.h"
#include "email.h"
#include "strategicmap.h"
#include "Game Events.h"
#include "Game Clock.h"
#include "Soldier Create.h"
#include "worlddef.h"
#include "LaptopSave.h"
#include "strategicmap.h"
#include "Queen Command.h"
#include "SaveLoadGame.h"
#include "Tactical Save.h"
#include "Squads.h"
#include "environment.h"
#include "lighting.h"
#include "Strategic Movement.h"
#include "strategic.h"
#include "Isometric Utils.h"
#include "Quests.h"
#include "opplist.h"
#include "message.h"
#include "NPC.h"
#include "Merc Hiring.h"
#include "SaveLoadScreen.h"
#include "GameVersion.h"
#include "GameSettings.h"
#include "Music Control.h"
#include "Options Screen.h"
#include "ai.h"
#include "renderworld.h"
#include "SmokeEffects.h"
#include "random.h"
#include "Map Screen Interface.h"
#include "Map Screen Interface Border.h"
#include "Map Screen Interface Bottom.h"
#include "Interface.h"
#include "Map Screen Helicopter.h"
#include "environment.h"
#include "Arms Dealer Init.h"
#include "Tactical Placement GUI.h"
#include "Strategic Mines.h"
#include "Strategic Town Loyalty.h"
#include "Vehicles.h"
#include "Merc Contract.h"
#include "Bullets.h"
#include "Air Raid.h"
#include "physics.h"
#include "Strategic Pathing.h"
#include "TeamTurns.h"
#include "Explosion Control.h"
#include "Creature Spreading.h"
#include "Strategic Status.h"
#include "PreBattle Interface.h"
#include "Boxing.h"
#include "Strategic AI.h"
#include "Map Screen Interface Map.h"
#include "Meanwhile.h"
#include "Dialogue Control.h"
#include "Text.h"
#include "Map Screen Interface.h"
#include "LightEffects.h"
#include "HelpScreen.h"
#include "Animated ProgressBar.h"
#include "MercTextBox.h"
#include "Render Dirty.h"
#include "Map Information.h"
#include "Interface Items.h"
#include "Civ Quotes.h"
#include "Scheduling.h"
#include "Animation Data.h"
#include "Game Init.h"
#include "Cheats.h"
#include "Strategic Event Handler.h"
#include "Interface Panels.h"
#include "interface Dialogue.h"
#include "Assignments.h"
#include "Interface Items.h"
#include "ShopKeeper Interface.h"
#include "PostalService.h"
// HEADROCK HAM B1: Additional Include for HAM
#include "MilitiaSquads.h"
// HEADROCK HAM 3.5: Another include for HAM
#include "Facilities.h"
// HEADROCK HAM 3.6: Yet another include, goddammit
#include "Town Militia.h"
#include "Items.h"
#include "Encyclopedia_new.h"
#include "CampaignStats.h" // added by Flugente
#include "DynamicDialogue.h" // added by Flugente
#include "PMC.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "MilitiaIndividual.h" // added by Flugente
#include "Rebel Command.h"
#include "BobbyR.h"
#include "IMP Portraits.h"
#include "Loading Screen.h"
#include "Interface Utils.h"
#include "Squads.h"
#include "IMP Confirm.h"
#include "types.h"
#include "Soldier Profile.h"
#include "FileMan.h"
#include <string.h>
#include <stdio.h>
#include "DEBUG.H"
#include "Overhead.h"
#include "Keys.h"
#include "finances.h"
#include "history.h"
#include "files.h"
#include "Font.h"
#include "Font Control.h"
#include "email.h"
#include "strategicmap.h"
#include "Game Events.h"
#include "Game Clock.h"
#include "Soldier Create.h"
#include "worlddef.h"
#include "LaptopSave.h"
#include "Queen Command.h"
#include "SaveLoadGame.h"
#include "Tactical Save.h"
#include "Squads.h"
#include "environment.h"
#include "lighting.h"
#include "Strategic Movement.h"
#include "strategic.h"
#include "Isometric Utils.h"
#include "Quests.h"
#include "opplist.h"
#include "message.h"
#include "NPC.h"
#include "Merc Hiring.h"
#include "SaveLoadScreen.h"
#include "GameVersion.h"
#include "GameSettings.h"
#include "Music Control.h"
#include "Options Screen.h"
#include "ai.h"
#include "renderworld.h"
#include "SmokeEffects.h"
#include "random.h"
#include "Map Screen Interface.h"
#include "Map Screen Interface Border.h"
#include "Map Screen Interface Bottom.h"
#include "Interface.h"
#include "Map Screen Helicopter.h"
#include "Arms Dealer Init.h"
#include "Tactical Placement GUI.h"
#include "Strategic Mines.h"
#include "Strategic Town Loyalty.h"
#include "Vehicles.h"
#include "Merc Contract.h"
#include "Bullets.h"
#include "Air Raid.h"
#include "physics.h"
#include "Strategic Pathing.h"
#include "TeamTurns.h"
#include "Explosion Control.h"
#include "Creature Spreading.h"
#include "Strategic Status.h"
#include "PreBattle Interface.h"
#include "Boxing.h"
#include "Strategic AI.h"
#include "Map Screen Interface Map.h"
#include "Meanwhile.h"
#include "Dialogue Control.h"
#include "Text.h"
#include "LightEffects.h"
#include "HelpScreen.h"
#include "Animated ProgressBar.h"
#include "MercTextBox.h"
#include "Render Dirty.h"
#include "Map Information.h"
#include "Interface Items.h"
#include "Civ Quotes.h"
#include "Scheduling.h"
#include "Animation Data.h"
#include "Game Init.h"
#include "Cheats.h"
#include "Strategic Event Handler.h"
#include "Interface Panels.h"
#include "interface Dialogue.h"
#include "Assignments.h"
#include "ShopKeeper Interface.h"
#include "PostalService.h"
#include "MilitiaSquads.h"
#include "Facilities.h"
#include "Town Militia.h"
#include "Items.h"
#include "Encyclopedia_new.h"
#include "CampaignStats.h" // added by Flugente
#include "DynamicDialogue.h" // added by Flugente
#include "PMC.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "MilitiaIndividual.h" // added by Flugente
#include "Rebel Command.h"
#include "BobbyR.h"
#include "IMP Portraits.h"
#include "Loading Screen.h"
#include "Interface Utils.h"
#include "Enemy Soldier Save.h"
#include "BobbyRMailOrder.h"
#include "mercs.h"
#include "INIReader.h"
#include "mercs.h"
#include "Soldier Profile.h"
#ifdef JA2UB
#include "Ja25 Strategic Ai.h"
#include "Ja25_Tactical.h"
#endif
#include "LuaInitNPCs.h"
#include "Vehicles.h"
#include "BriefingRoom_Data.h"
#include <vfs/Core/vfs.h>
//rain
//end rain
#include "connect.h"
#include "Map Screen Interface Map Inventory.h"//dnl ch51 081009
#include "Sys Globals.h"//dnl ch74 201013
#include "Ambient Control.h" // added by Flugente for HandleNewSectorAmbience(...)
#include "WorldDat.h"
/////////////////////////////////////////////////////
//
// Local Defines
//
/////////////////////////////////////////////////////
#ifdef JA2UB
#include "Strategic Movement.h"
#include "LuaInitNPCs.h"
#include "ub_config.h"
#include "Ja25Update.h"
#endif
#include "LuaInitNPCs.h"
#include <language.hpp>
#ifdef JA2UB
//void ConvertWeapons( SOLDIERTYPE *pSoldier );
#include "Ja25 Strategic Ai.h"
#include "Ja25_Tactical.h"
#include "ub_config.h"
#include "Ja25Update.h"
extern void MakeBadSectorListFromMapsOnHardDrive( BOOLEAN fDisplayMessages ); // ja25 UB
#endif
@@ -205,8 +170,6 @@ extern BOOLEAN gfCreatureMeanwhileScenePlayed;
BOOLEAN gMusicModeToPlay = FALSE;
//extern BOOLEAN gfFirstTimeInGameHeliCrash;
#ifdef JA2BETAVERSION
BOOLEAN gfDisplaySaveGamesNowInvalidatedMsg = FALSE;
#endif
@@ -214,14 +177,13 @@ BOOLEAN gfDisplaySaveGamesNowInvalidatedMsg = FALSE;
BOOLEAN gfUseConsecutiveQuickSaveSlots = FALSE;
UINT32 guiCurrentQuickSaveNumber = 0;
UINT32 guiLastSaveGameNum = 1;
BOOLEAN DoesAutoSaveFileExist( BOOLEAN fLatestAutoSave );
UINT32 guiJA2EncryptionSet = 0;
UINT32 CalcJA2EncryptionSet( SAVED_GAME_HEADER * pSaveGameHeader );
typedef struct
{
//The screen that the gaem was saved from
//The screen that the game was saved from
UINT32 uiCurrentScreen;
UINT32 uiCurrentUniqueSoldierId;
@@ -532,10 +494,6 @@ BOOLEAN LoadSavedMercProfiles( HWFILE hwFile );
BOOLEAN SaveSoldierStructure( HWFILE hFile );
BOOLEAN LoadSoldierStructure( HWFILE hFile );
// CHRISL: New functions to save and load LBENODE data
BOOLEAN SaveLBENODEToSaveGameFile( HWFILE hFile );
BOOLEAN LoadLBENODEFromSaveGameFile( HWFILE hFile );
//BOOLEAN SavePtrInfo( PTR *pData, UINT32 uiSizeOfObject, HWFILE hFile );
//BOOLEAN LoadPtrInfo( PTR *pData, UINT32 uiSizeOfObject, HWFILE hFile );
@@ -623,28 +581,7 @@ void ValidateStrategicGroups();
//if all that sounds compilcated, it is
extern int gLastLBEUniqueID;
/*
// CHRISL: New function to save/load LBENODE data
BOOLEAN SaveLBENODEToSaveGameFile( HWFILE hFile )
{
UINT32 uiNumBytesWritten;
if ( !FileWrite( hFile, &gLastLBEUniqueID, sizeof(int), &uiNumBytesWritten ) )
{
return(FALSE);
}
return TRUE;
}
BOOLEAN LoadLBENODEFromSaveGameFile( HWFILE hFile )
{
UINT32 uiNumBytesRead;
if ( !FileRead( hFile, &gLastLBEUniqueID, sizeof(int), &uiNumBytesRead ) )
{
return(FALSE);
}
return TRUE;
}
*/
BOOLEAN LBENODE::Load( HWFILE hFile )
{
UINT32 uiNumBytesRead;
@@ -660,7 +597,7 @@ BOOLEAN LBENODE::Load( HWFILE hFile )
//when combined with copy assignment which makes a new LBENODE
gLastLBEUniqueID = uniqueID + 1;
}
int size;
int size = 0;
if ( !FileRead( hFile, &size, sizeof(int), &uiNumBytesRead ) )
{
return(FALSE);
@@ -725,7 +662,7 @@ BOOLEAN LBENODE::Save( HWFILE hFile, bool fSavingMap )
return TRUE;
}
BOOLEAN LoadArmsDealerInventoryFromSavedGameFile( HWFILE hFile )
static BOOLEAN LoadArmsDealerInventoryFromSavedGameFile( HWFILE hFile )
{
UINT32 uiNumBytesRead;
UINT8 ubArmsDealer;
@@ -736,7 +673,7 @@ BOOLEAN LoadArmsDealerInventoryFromSavedGameFile( HWFILE hFile )
if (guiCurrentSaveGameVersion >= NIV_SAVEGAME_DATATYPE_CHANGE)
{
int dealers;
int dealers = 0;
if (!FileRead( hFile, &dealers, sizeof( int ), &uiNumBytesRead ))
{
return( FALSE );
@@ -764,7 +701,7 @@ BOOLEAN LoadArmsDealerInventoryFromSavedGameFile( HWFILE hFile )
//loop through all the dealers inventories
for( ubArmsDealer=0; ubArmsDealer<dealers; ++ubArmsDealer )
{
int size;
int size = 0;
if (!FileRead( hFile, &size, sizeof( int ), &uiNumBytesRead ))
{
return( FALSE );
@@ -1505,7 +1442,7 @@ BOOLEAN MERCPROFILESTRUCT::Load(HWFILE hFile, bool forceLoadOldVersion, bool for
numBytesRead = ReadFieldByField(hFile, &filler, sizeof(filler), sizeof(UINT8), numBytesRead);
//DBrot: More rooms
int size;
int size = 0;
if ( numBytesRead + buffer != SIZEOF_MERCPROFILESTRUCT_POD )
{
return(FALSE);
@@ -6359,8 +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
}
@@ -7082,10 +7021,6 @@ if( g_lang == i18n::Lang::de ) {
}
}
}
//#ifdef JA2UB
//if the soldier has the NON weapon version of the merc knofe or merc umbrella
//ConvertWeapons( &Menptr[ cnt ] );
//#endif
// JA2Gold: fix next-to-previous attacker value
Menptr[cnt].ubNextToPreviousAttackerID = NOBODY;
@@ -8732,7 +8667,7 @@ BOOLEAN SaveGeneralInfo( HWFILE hFile )
extern UINT32 guiRainLoop;
//end rain
void EnsureValidLoadScreen( UINT32* puiScreen )
static void EnsureValidLoadScreen( UINT32* puiScreen )
{
if (!puiScreen)
return;
@@ -9802,30 +9737,3 @@ UINT32 CalcJA2EncryptionSet( SAVED_GAME_HEADER * pSaveGameHeader )
return( uiEncryptionSet );
}
//inshy: Now we dont need this convertation, all items chenged in the maps
/*
#ifdef JA2UB
void ConvertWeapons( SOLDIERTYPE *pSoldier )
{
INT32 iCnt;
for( iCnt=0; iCnt< NUM_INV_SLOTS; iCnt++)
{
if(UsingNewInventorySystem() == false && gGameOptions.ubAttachmentSystem == ATTACHMENT_OLD )
{
if( pSoldier->inv[ iCnt ].usItem == 97 || pSoldier->inv[ iCnt ].usItem == 1346 || pSoldier->inv[ iCnt ].usItem == 99
|| pSoldier->inv[ iCnt ].usItem == 1347 || pSoldier->inv[ iCnt ].usItem == 584 || pSoldier->inv[ iCnt ].usItem == 551 )
pSoldier->inv[ iCnt ].usItem = 129;
if( pSoldier->inv[ iCnt ].usItem == 117 || pSoldier->inv[ iCnt ].usItem == 349 || pSoldier->inv[ iCnt ].usItem == 1263 )
pSoldier->inv[ iCnt ].usItem = 71;
}
}
}
#endif
*/
-7
View File
@@ -9,7 +9,6 @@
#include "stdio.h"
#include "WordWrap.h"
#include "strategicmap.h"
#include "finances.h"
#include "WCheck.h"
#include "Utilities.h"
#include "Cursors.h"
@@ -19,7 +18,6 @@
#include "Options Screen.h"
#include "GameVersion.h"
#include "sysutil.h"
#include "Tactical Save.h"
#include "Overhead.h"
#include "gamescreen.h"
#include "GameSettings.h"
@@ -31,7 +29,6 @@
#include "message.h"
#include "Map Screen Interface.h"
#include "Multi Language Graphic Utils.h"
#include "Campaign Types.h"
#include "PostalService.h"
#include "connect.h"
@@ -41,10 +38,6 @@
#include <vfs/Core/vfs_file_raii.h>
#ifdef JA2UB
#include "Strategic Movement.h"
//#include "Strategic Movement Costs.h"
#include "LuaInitNPCs.h"
#endif
+21 -29
View File
@@ -1,30 +1,22 @@
#include "builddefines.h"
#include <stdio.h>
#include <time.h>
#include "sgp.h"
#include "gameloop.h"
#include "himage.h"
#include "vobject.h"
#include "vobject_blitters.h"
#include "worlddef.h"
#include "renderworld.h"
#include "input.h"
#include "Font.h"
#include "screenids.h"
#include "Overhead.h"
#include "sysutil.h"
#include "Font Control.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "Event Pump.h"
#include "Render Dirty.h"
#include "Sys Globals.h"
#include "Interface.h"
#include <wchar.h>
#include <tchar.h>
#include "english.h"
#include "FileMan.h"
#include "MessageBoxScreen.h"
#include "builddefines.h"
#include <stdio.h>
#include <types.h>
#include <video.h>
#include <MemMan.h>
#include <Overhead Types.h>
#include <Soldier Control.h>
#include "renderworld.h"
#include "input.h"
#include "Font.h"
#include "screenids.h"
#include "Overhead.h"
#include "Font Control.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "Render Dirty.h"
#include "Sys Globals.h"
#include "english.h"
#include "MessageBoxScreen.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
@@ -44,7 +36,7 @@ static UINT8 ubNumStates = 0;
static UINT16 *pusStates = NULL;
static INT8 ubCurLoadedState = 0;
void CycleAnimations( )
static void CycleAnimations( )
{
INT32 cnt;
@@ -318,7 +310,7 @@ UINT32 AniEditScreenHandle(void)
}
UINT16 GetAnimStateFromName( STR8 zName )
static UINT16 GetAnimStateFromName( STR8 zName )
{
INT32 cnt;
+1 -6
View File
@@ -1,4 +1,3 @@
#include <stdio.h>
#include <time.h>
#include "sgp.h"
#include "gameloop.h"
@@ -17,20 +16,16 @@
#include "Tactical Save.h"
#include "Interface.h"
#include "GameSettings.h"
#include "mapscreen.h"
#include "Interface Control.h"
#include "Text.h"
#include "HelpScreen.h"
#include "PreBattle Interface.h"
#include "Tactical Placement GUI.h"//dnl ch45 071009
#include "Map Screen Interface Map Inventory.h"//dnl ch51 081009
#include "World Items.h"//dnl ch77 191113
#include "Overhead.h" // added by Flugente
#include "Ambient Control.h" // sevenfm
#include "SaveLoadScreen.h"
#include "Lua Interpreter.h"
//**ddd direct link libraries
#pragma comment (lib, "user32.lib")
#pragma comment (lib, "gdi32.lib")
@@ -80,7 +75,7 @@ void HandleNewScreenChange( UINT32 uiNewScreen, UINT32 uiOldScreen );
#ifdef JA2BETAVERSION
BOOLEAN gubReportMapscreenLock = 0;
void ReportMapscreenErrorLock()
static void ReportMapscreenErrorLock()
{
switch( gubReportMapscreenLock )
{
+64 -81
View File
@@ -1,85 +1,68 @@
#include "builddefines.h"
#include <stdio.h>
#include <time.h>
#include "sgp.h"
#include "gameloop.h"
#include "vobject.h"
#include "worlddef.h"
#include "renderworld.h"
#include "Font.h"
#include "screenids.h"
#include "Screens.h"
#include "Overhead.h"
#include "Isometric Utils.h"
#include "sysutil.h"
#include "input.h"
#include "Event Pump.h"
#include "Font Control.h"
#include "Timer Control.h"
#include "Radar Screen.h"
#include "Render Dirty.h"
#include "Interface.h"
#include "Handle UI.h"
#include <wchar.h>
#include <tchar.h>
#include "Cursors.h"
#include "vobject_blitters.h"
#include "Button System.h"
#include "lighting.h"
#include "renderworld.h"
#include "Sys Globals.h"
#include "environment.h"
#include "Bullets.h"
#include "Assignments.h"
#include "message.h"
#include <string.h>
#include "overhead map.h"
#include "Strategic Exit GUI.h"
#include "Strategic Movement.h"
#include "Tactical Placement GUI.h"
#include "Air Raid.h"
#include "Game Clock.h"
#include "Game Init.h"
//DEF: Test Code
#ifdef NETWORKED
#include "Networking.h"
#endif
#include "Interface Control.h"
#include "Game Clock.h"
#include "physics.h"
#include "Fade Screen.h"
#include "Dialogue Control.h"
#include "Soldier macros.h"
#include "faces.h"
#include "strategicmap.h"
#include "gamescreen.h"
#include "Interface.h"
#include "Cursor Control.h"
#include "Strategic Turns.h"
#include "merc entering.h"
#include "Soldier Create.h"
#include "Soldier Init List.h"
#include "Interface Panels.h"
#include "Map Information.h"
#include "environment.h"
#include "Squads.h"
#include "interface Dialogue.h"
#include "Auto Bandage.h"
#include "Meanwhile.h"
#include "Strategic AI.h"
#include "HelpScreen.h"
#include "PreBattle Interface.h"
#include "Sound Control.h"
#include "MessageBoxScreen.h"
#include "Text.h"
#include "GameSettings.h"
#include "random.h"
#include "editscreen.h"
#include "Scheduling.h"
#include "Animated ProgressBar.h"
#include "builddefines.h"
#include <stdio.h>
#include "sgp.h"
#include "gameloop.h"
#include <Overhead Types.h>
#include <Soldier Control.h>
#include "renderworld.h"
#include "Font.h"
#include "screenids.h"
#include "Screens.h"
#include <Meanwhile.h>
#include "HelpScreen.h"
#include "Overhead.h"
#include "Event Pump.h"
#include "Font Control.h"
#include "Timer Control.h"
#include "Radar Screen.h"
#include "Render Dirty.h"
#include "Interface.h"
#include "Handle UI.h"
#include "Cursors.h"
#include "vobject_blitters.h"
#include "Button System.h"
#include "lighting.h"
#include "Sys Globals.h"
#include "environment.h"
#include "Bullets.h"
#include <mousesystem.h>
#include "message.h"
#include "overhead map.h"
#include "Strategic Exit GUI.h"
#include "Tactical Placement GUI.h"
#include "Air Raid.h"
#include "Game Clock.h"
#include "Game Init.h"
//DEF: Test Code
#ifdef NETWORKED
#include "Networking.h"
#endif
#include "Interface Control.h"
#include "physics.h"
#include "Fade Screen.h"
#include "Dialogue Control.h"
#include "Soldier macros.h"
#include "faces.h"
#include "strategicmap.h"
#include "gamescreen.h"
#include "Cursor Control.h"
#include "Strategic Turns.h"
#include "merc entering.h"
#include "Interface Panels.h"
#include "Map Information.h"
#include "Squads.h"
#include "interface Dialogue.h"
#include "Auto Bandage.h"
#include "PreBattle Interface.h"
#include "Sound Control.h"
#include "MessageBoxScreen.h"
#include "Text.h"
#include "GameSettings.h"
#include "random.h"
#include "editscreen.h"
#include "Scheduling.h"
#include "Animated ProgressBar.h"
#include "connect.h"
#ifdef JA2UB
+39 -52
View File
@@ -1,51 +1,38 @@
#include "builddefines.h"
#include <stdio.h>
#include <time.h>
#include "sgp.h"
#include "gameloop.h"
#include "himage.h"
#include "vobject.h"
#include "vobject_blitters.h"
#include "WCheck.h"
#include "input.h"
#include "Font.h"
#include "timer.h"
#include "mousesystem.h"
#include "screenids.h"
#include "Screens.h"
#include "Font Control.h"
#include "sysutil.h"
#include "tiledef.h"
#include "worlddef.h"
#include "editscreen.h"
#include <wchar.h>
#include <tchar.h>
#include "Timer Control.h"
#include "Sys Globals.h"
#include "Interface.h"
#include "Overhead.h"
#include "Utilities.h"
#include "Render Dirty.h"
#include "jascreens.h"
#include "gameloop.h"
#include "Event Pump.h"
#include "Animation Cache.h"
#include "lighting.h"
#include "mainmenuscreen.h"
#include "Game Init.h"
#include "Init.h"
#include "Cursor Control.h"
#include "Utilities.h"
#include "GameVersion.h"
#include "Game Clock.h"
#include "gamescreen.h"
#include "english.h"
#include "random.h"
#include "WordWrap.h"
#include "Sound Control.h"
#include "WordWrap.h"
#include "Text.h"
#include "INIReader.h"
#include "builddefines.h"
#include <cstdio>
#include "sgp.h"
#include "gameloop.h"
#include "himage.h"
#include "vobject.h"
#include "vobject_blitters.h"
#include "WCheck.h"
#include "input.h"
#include "Font.h"
#include "screenids.h"
#include "Screens.h"
#include "Font Control.h"
#include <Overhead Types.h>
#include <Soldier Control.h>
#include "Timer Control.h"
#include "Sys Globals.h"
#include <Handle UI.h>
#include "Overhead.h"
#include "Utilities.h"
#include "Render Dirty.h"
#include "jascreens.h"
#include "mainmenuscreen.h"
#include "Game Init.h"
#include "Init.h"
#include "Cursor Control.h"
#include "GameVersion.h"
#include "Game Clock.h"
#include "gamescreen.h"
#include "english.h"
#include "random.h"
#include "WordWrap.h"
#include "Sound Control.h"
#include "Text.h"
#include "INIReader.h"
#include "sgp_logger.h"
#include <language.hpp>
@@ -663,7 +650,7 @@ UINT32 DebugScreenInit(void)
}
BOOLEAN CheckForAndExitTacticalDebug( )
static BOOLEAN CheckForAndExitTacticalDebug( )
{
if ( gfExitDebugScreen )
{
@@ -680,7 +667,7 @@ BOOLEAN CheckForAndExitTacticalDebug( )
return( FALSE );
}
void ExitDebugScreen( )
static void ExitDebugScreen( )
{
if ( guiCurrentScreen == DEBUG_SCREEN )
{
@@ -935,7 +922,7 @@ UINT32 DemoExitScreenInit(void)
}
void DoneFadeOutForDemoExitScreen( void )
static void DoneFadeOutForDemoExitScreen( void )
{
gfProgramIsRunning = FALSE;
}
@@ -943,7 +930,7 @@ void DoneFadeOutForDemoExitScreen( void )
// unused
//extern INT8 gbFadeSpeed;
void DisplayTopwareGermanyAddress()
static void DisplayTopwareGermanyAddress()
{
VOBJECT_DESC vo_desc;
UINT32 uiTempID;
-277
View File
@@ -1,277 +0,0 @@
//legion 2
#include "types.h"
#include "types.h"
#include "random.h"
#include "Campaign Types.h"
#include "Queen Command.h"
#include "Overhead.h"
#include "Strategic Movement.h"
#include "Strategic Status.h"
#include "GameSettings.h"
#include "Strategic AI.h"
#include "XML.h"
#include "INIReader.h"
#include "Game Event Hook.h"
#include "sgp.h"
#include "jascreens.h"
#include "laptop.h"
#include "worlddef.h"
#include "Soldier Control.h"
#include "Overhead.h"
#include "email.h"
#include "Soldier Profile.h"
#include "strategicmap.h"
#include "Game Init.h"
#include "Animation Data.h"
#include "Soldier Create.h"
#include "Soldier Init List.h"
#include "strategic.h"
#include "Squads.h"
#include "Strategic Town Loyalty.h"
#include "Strategic Mines.h"
#include "gameloop.h"
#include "random.h"
#include "Map Screen Interface.h"
#include "Tactical Save.h"
#include "Campaign Types.h"
#include "message.h"
#include "Game Event Hook.h"
#include "Strategic Movement.h"
#include "Quests.h"
#include "Strategic AI.h"
#include "Dialogue Control.h"
#include "GameSettings.h"
#include "INIReader.h"
#include "Soldier Profile.h"
#include "XML.h"
#include "Item Types.h"
#include "Items.h"
#include "Text.h"
#include "GameSettings.h"
#ifdef JA2UB
#include "Ja25 Strategic Ai.h"
#include "Ja25Update.h"
#endif
#include "legion cfg.h" //legion2
#include "Campaign Types.h"
#include "Interface.h"
#include "Map Screen Interface Map.h"
#include "renderworld.h"
#include "connect.h"
#include "XMLWriter.h"
#include "Debug Control.h"
#include <vfs/Core/vfs.h>
GAME_LEGION_OPTIONS gGameLegionOptions;
#define GAME_LEGION_OPTIONS_FILE "UB_Options.ini"
void LoadGameLegionOptions();
#ifdef JA2UB
void RandomAddEnemy( UINT8 SectorX, UINT8 SectorY, UINT8 Level );
#endif
void RandomStats ();
#ifdef JA2UB
void RandomAddEnemy( UINT8 SectorX, UINT8 SectorY, UINT8 Level )
{
UNDERGROUND_SECTORINFO *pSector;
UINT16 ubNumAdmins = 0;
UINT16 ubNumTroops = 0;
UINT16 ubNumElites = 0;
if ( Level != 0 )
{
pSector = FindUnderGroundSector( SectorX, SectorY, Level );
if ( pSector )
{
if ( pSector->fVisited != TRUE )
{
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
ubNumAdmins = Random( 0 );
ubNumTroops = 10 + Random( 5 );
ubNumElites = Random( 4 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
case DIF_LEVEL_MEDIUM:
ubNumAdmins = Random( 0 );
ubNumTroops = 15 + Random( 8 );
ubNumElites = 1 + Random( 2 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
case DIF_LEVEL_HARD:
ubNumAdmins = Random( 0 );
ubNumTroops = 20 + Random( 7 );
ubNumElites = 2 + Random( 2 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
case DIF_LEVEL_INSANE:
ubNumAdmins = Random( 0 );
ubNumTroops = 20 + Random( 3 );
ubNumElites = 6 + Random( 3 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
}
}
}
}
else
{
if ( !GetSectorFlagStatus( SectorX, SectorY, Level, SF_ALREADY_VISITED ) )
{
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
ubNumAdmins = Random( 0 );
ubNumTroops = 10 + Random( 5 );
ubNumElites = Random( 4 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
case DIF_LEVEL_MEDIUM:
ubNumAdmins = Random( 0 );
ubNumTroops = 15 + Random( 8 );
ubNumElites = 1 + Random( 2 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
case DIF_LEVEL_HARD:
ubNumAdmins = Random( 0 );
ubNumTroops = 23 + Random( 7);
ubNumElites = 2 + Random( 2 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
case DIF_LEVEL_INSANE:
ubNumAdmins = Random( 0 );
ubNumTroops = 20 + Random( 3 );
ubNumElites = 6 + Random( 3 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
}
}
}
}
#endif
void LoadGameLegionOptions()
{
#ifdef JA2UB
JA2_5_START_SECTOR_X = gGameExternalOptions.ubDefaultArrivalSectorX;
JA2_5_START_SECTOR_Y = gGameExternalOptions.ubDefaultArrivalSectorY;
#endif
gGameLegionOptions.MercStartingGear25XML = TRUE;
gGameLegionOptions.LOCATEGRIDNO = gGameExternalOptions.iInitialMercArrivalLocation;
gGameLegionOptions.LOCATEGRIDNO2 = 0;
gGameLegionOptions.OLDUBInventory = FALSE;
CIniReader iniReader(GAME_LEGION_OPTIONS_FILE);
// -----------------------
// Unfinished Business
// -----------------------
gGameLegionOptions.BorderTown = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_TOWN", TRUE);
gGameLegionOptions.BorderMine = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_MINE", TRUE);
gGameLegionOptions.BorderTeams = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_TEAMS", TRUE);
gGameLegionOptions.BorderMilitia = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_MILITIA", FALSE);
gGameLegionOptions.BorderAirspace = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_AIRSPACE", TRUE);
gGameLegionOptions.BorderItem = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_ITEM", TRUE);
gGameLegionOptions.EventAttackInitialSectorIfPlayerStillThere = iniReader.ReadBoolean("Unfinished Business Settings","EVENT_ATTACK_INITIAL_SECTOR_IF_PLAYER_STILL_THERE", TRUE);
gGameLegionOptions.HandleAddingEnemiesToTunnelMaps = iniReader.ReadBoolean("Unfinished Business Settings","HANDLE_ADDING_ENEMIES_TO_TUNNEL_MAPS", TRUE);
gGameLegionOptions.ubEndDefaultSectorX = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_X", 16, 1, 16);
gGameLegionOptions.ubEndDefaultSectorY = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_Y", 11, 1, 16);
gGameLegionOptions.ubEndDefaultSectorZ = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_Z", 0, 0, 16);
gGameLegionOptions.AutoResolove = iniReader.ReadBoolean("Unfinished Business Settings","AUTO_RESOLVE", FALSE);
gGameLegionOptions.InitialHeliGridNo[ 0 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_GRIDNO_1", 14947);
gGameLegionOptions.InitialHeliGridNo[ 1 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_GRIDNO_2", 15584);
gGameLegionOptions.InitialHeliGridNo[ 2 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_GRIDNO_3", 15754);
gGameLegionOptions.InitialHeliGridNo[ 3 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_GRIDNO_4", 16232);
gGameLegionOptions.InitialHeliGridNo[ 4 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_GRIDNO_5", 16067);
gGameLegionOptions.InitialHeliGridNo[ 5 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_GRIDNO_6", 16230);
gGameLegionOptions.InitialHeliGridNo[ 6 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_GRIDNO_7", 15272);
gGameLegionOptions.InitalHeliRandomTimes[ 0 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_RANDOM_TIME_1", 1300);
gGameLegionOptions.InitalHeliRandomTimes[ 1 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_RANDOM_TIME_2", 2000);
gGameLegionOptions.InitalHeliRandomTimes[ 2 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_RANDOM_TIME_3", 2750);
gGameLegionOptions.InitalHeliRandomTimes[ 3 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_RANDOM_TIME_4", 3400);
gGameLegionOptions.InitalHeliRandomTimes[ 4 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_RANDOM_TIME_5", 4160);
gGameLegionOptions.InitalHeliRandomTimes[ 5 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_RANDOM_TIME_6", 4700);
gGameLegionOptions.InitalHeliRandomTimes[ 6 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_RANDOM_TIME_7", 5630);
gGameLegionOptions.InGameHeliCrash = iniReader.ReadBoolean("Unfinished Business Settings","ENABLE_UB_HELICOPTER_CRASH", TRUE);
gGameLegionOptions.JerryQuotes = iniReader.ReadBoolean("Unfinished Business Settings","JERRY_QUOTES", TRUE);
gGameLegionOptions.InJerry = iniReader.ReadBoolean("Unfinished Business Settings","JERRY", TRUE);
gGameLegionOptions.JerryGridNo = iniReader.ReadInteger("Unfinished Business Settings","JERRY_GRIDNO", 15109);
gGameLegionOptions.InGameHeli = iniReader.ReadBoolean("Unfinished Business Settings","ENABLE_JA2_HELICOPTER_LANDING", FALSE);
gGameLegionOptions.SwitchInMorrisAreaGridNo = iniReader.ReadInteger("Unfinished Business Settings","SWITCH_IN_MORRIS_AREA_GRIDNO", 15231);
gGameLegionOptions.SwitchToLaunchMisslesGridNo1 = iniReader.ReadInteger("Unfinished Business Settings","SWITCH_TO_LAUNCH_MISSLES_GRIDNO_1", 14268);
gGameLegionOptions.SwitchToLaunchMisslesGridNo2 = iniReader.ReadInteger("Unfinished Business Settings","SWITCH_TO_LAUNCH_MISSLES_GRIDNO_2", 15708);
gGameLegionOptions.RadioLocatorsGridNo1 = iniReader.ReadInteger("Unfinished Business Settings","RADIO_LOCATORS_GRIDNO_1", 15070);
gGameLegionOptions.RadioLocatorsGridNo2 = iniReader.ReadInteger("Unfinished Business Settings","RADIO_LOCATORS_GRIDNO_2", 14744);
gGameLegionOptions.PowergenSectorGridNo1 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_SECTOR_GRIDNO_1", 15100);
gGameLegionOptions.PowergenSectorGridNo2 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_SECTOR_GRIDNO_2", 12220);
gGameLegionOptions.PowergenSectorGridNo3 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_SECTOR_GRIDNO_3", 14155);
gGameLegionOptions.PowergenSectorGridNo4 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_SECTOR_GRIDNO_4", 13980);
gGameLegionOptions.PowergenSectorExitgridGridNo = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_SECTOR_EXITGRID_GRIDNO", 19749);
gGameLegionOptions.PowergenFanSoundGridNo1 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_FAN_SOUND_GRIDNO_1", 10979);
gGameLegionOptions.PowergenFanSoundGridNo2 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_FAN_SOUND_GRIDNO_2", 19749);
gGameLegionOptions.StartFanbackupAgainGridNo = iniReader.ReadInteger("Unfinished Business Settings","START_FANBACKUP_AGAIN_GRIDNO", 10980);
gGameLegionOptions.StopPowergenFanGridNo = iniReader.ReadInteger("Unfinished Business Settings","STOP_POWERGEN_FAN_GRIDNO", 10980);
//sec J13
gGameLegionOptions.FanGridNo[0] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_1", 10978);
gGameLegionOptions.FanGridNo[1] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_2", 10979);
gGameLegionOptions.FanGridNo[2] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_3", 10980);
gGameLegionOptions.FanGridNo[3] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_4", 10818);
gGameLegionOptions.FanGridNo[4] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_5", 10819);
gGameLegionOptions.FanGridNo[5] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_6", 10820);
gGameLegionOptions.FanGridNo[6] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_7", 10658);
gGameLegionOptions.FanGridNo[7] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_8", 10659);
gGameLegionOptions.FanGridNo[8] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_9", 10660);
if ( gGameLegionOptions.InGameHeli == TRUE )
gGameLegionOptions.InGameHeliCrash = FALSE;
if ( gGameLegionOptions.InGameHeliCrash == TRUE )
gGameLegionOptions.InGameHeli = FALSE;
if ( gGameLegionOptions.InGameHeli == TRUE && gGameLegionOptions.InGameHeliCrash == TRUE )
{
gGameLegionOptions.InGameHeliCrash = TRUE;
gGameLegionOptions.InGameHeli = FALSE;
}
// -----------------------
// Campaign
// -----------------------
gGameLegionOptions.EnemyXML = iniReader.ReadBoolean("Campaign Settings","USE_ENEMY_ARMY_XMLS", TRUE);
gGameLegionOptions.AddRandomEnemyToSector = iniReader.ReadBoolean("Campaign Settings","ADD_RANDOM_ENEMY_TO_SECTOR", FALSE);
gGameLegionOptions.StrategicMovementCostsXML = iniReader.ReadBoolean("Campaign Settings","STRATEGIC_MOVEMENT_COSTS_XML", FALSE);
gGameLegionOptions.MakeStrategicMovementCosts = iniReader.ReadBoolean("Campaign Settings","MAKE_STRATEGIC_MOVEMENT_COSTS", FALSE);
gGameLegionOptions.LaptopQuestEnabled = iniReader.ReadBoolean("Campaign Settings","LAPTOP_QUEST", TRUE);
gGameLegionOptions.pJA2UB = iniReader.ReadBoolean("Campaign Settings","JA2UB", TRUE);
gGameLegionOptions.fDeadMerc = iniReader.ReadBoolean("Campaign Settings","NOTIFY_ON_DEAD_AIM_MERCS", FALSE);
// -----------------------
// Laptop
// -----------------------
gGameLegionOptions.LaptopIMPPassJA2 = iniReader.ReadBoolean("Laptop Settings","IMP_PASS_JA2", FALSE);
gGameLegionOptions.LaptopIMPPassUB = iniReader.ReadBoolean("Laptop Settings","IMP_PASS_UB", TRUE);
gGameLegionOptions.LaptopLinkInsurance = iniReader.ReadBoolean("Laptop Settings","LINK_INSURANCE", FALSE);
gGameLegionOptions.LaptopLinkFuneral = iniReader.ReadBoolean("Laptop Settings","LINK_FUNERAL", TRUE);
gGameLegionOptions.LaptopLinkBobby = iniReader.ReadBoolean("Laptop Settings","LINK_BOBBY", FALSE);
gGameLegionOptions.fBobbyRSite = iniReader.ReadBoolean("Laptop Settings","BOBBY_SITE_ACCESSED", FALSE);
}
-105
View File
@@ -1,105 +0,0 @@
#ifndef _LEGION_CFG_H
#define _LEGION_CFG_H
#include "soldier profile type.h"
extern void LoadGameLegionOptions();
typedef struct
{
BOOLEAN BorderTown;
BOOLEAN BorderMine;
BOOLEAN BorderTeams;
BOOLEAN BorderMilitia;
BOOLEAN BorderAirspace;
BOOLEAN BorderItem;
BOOLEAN EnemyXML;
BOOLEAN EventAttackInitialSectorIfPlayerStillThere;
BOOLEAN HandleAddingEnemiesToTunnelMaps;
BOOLEAN BobbyRayInventory_UB;
BOOLEAN InitTownLoyalty_UB;
BOOLEAN AutoResolove;
BOOLEAN AddRandomEnemyToSector;
BOOLEAN StrategicMovementCostsXML;
BOOLEAN MakeStrategicMovementCosts;
BOOLEAN MercStartingGear25XML;
UINT32 InitialHeliGridNo[ 7 ];
INT16 InitalHeliRandomTimes[ 7 ];
UINT32 LOCATEGRIDNO;
BOOLEAN LaptopIMPPassJA2;
BOOLEAN LaptopIMPPassUB;
UINT8 ubDefaultArrivalSectorX;
UINT8 ubDefaultArrivalSectorY;
INT32 iStartingCashNovice;
INT32 iStartingCashExperienced;
INT32 iStartingCashExpert;
INT32 iStartingCashInsane;
BOOLEAN TEX_AND_JOHN;
BOOLEAN Random_Manuel_Text;
BOOLEAN RISRAPORT;
BOOLEAN LaptopQuestEnabled;
BOOLEAN InGameHeliCrash;
BOOLEAN InGameHeli;
UINT32 LOCATEGRIDNO2;
BOOLEAN JerryQuotes;
BOOLEAN InJerry;
UINT32 JerryGridNo;
UINT32 SwitchInMorrisAreaGridNo;
UINT32 SwitchToLaunchMisslesGridNo1;
UINT32 SwitchToLaunchMisslesGridNo2;
UINT32 RadioLocatorsGridNo1;
UINT32 RadioLocatorsGridNo2;
UINT32 PowergenSectorGridNo1;
UINT32 PowergenSectorGridNo2;
UINT32 PowergenSectorGridNo3;
UINT32 PowergenSectorGridNo4;
UINT32 PowergenSectorExitgridGridNo;
UINT32 PowergenFanSoundGridNo1;
UINT32 PowergenFanSoundGridNo2;
UINT32 StartFanbackupAgainGridNo;
UINT32 StopPowergenFanGridNo;
BOOLEAN TestUB;
BOOLEAN LaptopLinkInsurance;
BOOLEAN LaptopLinkFuneral;
BOOLEAN LaptopLinkBobby;
UINT32 FanGridNo[9];
UINT8 ubEndDefaultSectorX;
UINT8 ubEndDefaultSectorY;
UINT8 ubEndDefaultSectorZ;
BOOLEAN pJA2UB;
BOOLEAN fBobbyRSite;
BOOLEAN fDeadMerc;
BOOLEAN OLDUBInventory;
} GAME_LEGION_OPTIONS;
extern GAME_LEGION_OPTIONS gGameLegionOptions;
#ifdef JA2UB
extern void RandomAddEnemy( UINT8 SectorX, UINT8 SectorY, UINT8 Level );
extern void RandomStats ();
#endif
extern void RandomStats ();
#endif
+11 -1
View File
@@ -200,7 +200,17 @@ void LoadGameUBOptions()
gGameUBOptions.BorderItem = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_ITEM", TRUE);
gGameUBOptions.EventAttackInitialSectorIfPlayerStillThere = iniReader.ReadBoolean("Unfinished Business Settings","EVENT_ATTACK_INITIAL_SECTOR_IF_PLAYER_STILL_THERE", TRUE);
gGameUBOptions.HandleAddingEnemiesToTunnelMaps = iniReader.ReadBoolean("Unfinished Business Settings","HANDLE_ADDING_ENEMIES_TO_TUNNEL_MAPS", TRUE);
gGameUBOptions.HandleAddingEnemiesToTunnelMaps = iniReader.ReadBoolean("Unfinished Business Settings","HANDLE_ADDING_ENEMIES_TO_TUNNEL_MAPS", TRUE);
//J14-1
gGameUBOptions.Tunnel1_SectorX = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL1_SECTOR_X", 14);
gGameUBOptions.Tunnel1_SectorY = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL1_SECTOR_Y", 10);
gGameUBOptions.Tunnel1_SectorZ = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL1_SECTOR_Z", 1);
//K14-1
gGameUBOptions.Tunnel2_SectorX = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL2_SECTOR_X", 14);
gGameUBOptions.Tunnel2_SectorY = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL2_SECTOR_Y", 11);
gGameUBOptions.Tunnel2_SectorZ = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL2_SECTOR_Z", 1);
gGameUBOptions.ubEndDefaultSectorX = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_X", 16, 1, 16);
gGameUBOptions.ubEndDefaultSectorY = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_Y", 11, 1, 16);
gGameUBOptions.ubEndDefaultSectorZ = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_Z", 0, 0, 16);
+8
View File
@@ -224,6 +224,14 @@ typedef struct
INT16 BettyBloodCatSectorX;
INT16 BettyBloodCatSectorY;
INT8 BettyBloodCatSectorZ;
INT16 Tunnel1_SectorX;
INT16 Tunnel1_SectorY;
INT8 Tunnel1_SectorZ;
INT16 Tunnel2_SectorX;
INT16 Tunnel2_SectorY;
INT8 Tunnel2_SectorZ;
} GAME_UB_OPTIONS;
extern GAME_UB_OPTIONS gGameUBOptions;
+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);
}
+1 -2
View File
@@ -3,7 +3,6 @@
#include "Utilities.h"
#include "WCheck.h"
#include "Timer Control.h"
#include "DEBUG.H"
#include "WordWrap.h"
#include "Encrypted File.h"
#include "email.h"
@@ -16,7 +15,7 @@
#include "sysutil.h"
#include "LocalizedStrings.h"
#include "Soldier Profile.h"
#include <soldier profile type.h>
UINT8 MAX_NUMBER_MERCS = 0;
+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"
+89 -104
View File
@@ -1,96 +1,81 @@
#include "Assignments.h"
#include "strategic.h"
#include "Items.h"
#include "Overhead.h"
#include "Game Clock.h"
#include "stdlib.h"
#include "message.h"
#include "Font Control.h"
#include "Map Screen Interface.h"
#include "soldier profile type.h"
#include "Soldier Profile.h"
#include "Campaign.h"
#include "Queen Command.h"
#include "strategicmap.h"
#include "Text.h"
#include "Dialogue Control.h"
#include "NPC.h"
#include "Strategic Town Loyalty.h"
#include "Animation Control.h"
#include "mapscreen.h"
#include "Squads.h"
#include "Map Screen Helicopter.h"
#include "PopUpBox.h"
#include "Vehicles.h"
#include "Merc Contract.h"
#include "Map Screen Interface Map.h"
#include "Strategic Movement.h"
#include "laptop.h"
#include "finances.h"
#include "LaptopSave.h"
#include "renderworld.h"
#include "Interface Control.h"
#include "Interface.h"
#include "Soldier Find.h"
#include "ai.h"
#include "Utilities.h"
#include "random.h"
#include "line.h"
#include "Soldier Add.h"
#include "GameSettings.h"
#include "Isometric Utils.h"
#include "Soldier macros.h"
#include "Explosion Control.h"
#include "SkillCheck.h"
#include "Quests.h"
#include "Town Militia.h"
#include "Map Screen Interface Border.h"
#include "math.h"
#include "SkillCheck.h"
#include "Strategic Pathing.h"
#include "Game Event Hook.h"
#include "Strategic Event Handler.h"
#include "Map Information.h"
#include "Strategic Status.h"
#include "history.h"
#include "Map Screen Interface Map Inventory.h"
#include "interface Dialogue.h"
// added by SANDRO
#include "AIInternals.h"
#include "Morale.h"
#include "Food.h"
#include "Tactical Save.h" // added by Flugente
#include "Campaign Types.h" // added by Flugente
#include "Strategic Town Loyalty.h"
#include "DynamicDialogue.h" // added by Flugente
#include "Disease.h" // added by Flugente
#include "Queen Command.h" // added by Flugente
#include "PMC.h" // added by Flugente
#include "Drugs And Alcohol.h" // added by Flugente for DoesMercHaveDisability( ... )
#include "MilitiaIndividual.h" // added by Flugente
#include "Militia Control.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "Strategic AI.h"
#include "MiniEvents.h"
#include "Rebel Command.h"
#include "Assignments.h"
#include "strategic.h"
#include "Items.h"
#include "Overhead.h"
#include "Game Clock.h"
#include "stdlib.h"
#include "message.h"
#include "Font Control.h"
#include "Map Screen Interface.h"
#include "soldier profile type.h"
#include "Soldier Profile.h"
#include "Campaign.h"
#include "Queen Command.h"
#include "strategicmap.h"
#include "Text.h"
#include "Dialogue Control.h"
#include "NPC.h"
#include "Strategic Town Loyalty.h"
#include "Animation Control.h"
#include "mapscreen.h"
#include "Squads.h"
#include "Map Screen Helicopter.h"
#include "PopUpBox.h"
#include "Vehicles.h"
#include "Merc Contract.h"
#include "Map Screen Interface Map.h"
#include "Strategic Movement.h"
#include "laptop.h"
#include "finances.h"
#include "LaptopSave.h"
#include "renderworld.h"
#include "Interface Control.h"
#include "Interface.h"
#include "Soldier Find.h"
#include <Rotting Corpses.h>
#include "Utilities.h"
#include "random.h"
#include "Soldier Add.h"
#include "GameSettings.h"
#include "Isometric Utils.h"
#include "Soldier macros.h"
#include "Explosion Control.h"
#include "SkillCheck.h"
#include "Quests.h"
#include "Town Militia.h"
#include "Map Screen Interface Border.h"
#include "math.h"
#include "Game Event Hook.h"
#include "Map Information.h"
#include "Strategic Status.h"
#include "history.h"
#include "Map Screen Interface Map Inventory.h"
#include "interface Dialogue.h"
// added by SANDRO
#include "AIInternals.h"
#include "Morale.h"
#include "Food.h"
#include "Tactical Save.h" // added by Flugente
#include "Campaign Types.h" // added by Flugente
#include "DynamicDialogue.h" // added by Flugente
#include "Disease.h" // added by Flugente
#include "PMC.h" // added by Flugente
#include "Drugs And Alcohol.h" // added by Flugente for DoesMercHaveDisability( ... )
#include "MilitiaIndividual.h" // added by Flugente
#include "Militia Control.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "Strategic AI.h"
#include "MiniEvents.h"
#include "Rebel Command.h"
#include <vector>
#include <queue>
#include "Vehicles.h"
#include "GameInitOptionsScreen.h"
#include "Facilities.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
extern int POP_UP_BOX_X;
extern WorldItems gAllWorldItems;
#include "MilitiaSquads.h"
// HEADROCK HAM 3.5: Include Facility data
#include "Facilities.h"
#include "Vehicles.h"
#ifdef JA2UB
#include "Explosion Control.h"
@@ -782,7 +767,7 @@ void ChangeSoldiersAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment )
fMapPanelDirty = TRUE;
}
BOOLEAN BasicCanCharacterAssignment( SOLDIERTYPE * pSoldier, BOOLEAN fNotInCombat )
static BOOLEAN BasicCanCharacterAssignment( SOLDIERTYPE * pSoldier, BOOLEAN fNotInCombat )
{
AssertNotNIL(pSoldier);
// global conditions restricting all assignment changes
@@ -1365,7 +1350,7 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
return( FALSE );
}
BOOLEAN BasicCanCharacterRepair( SOLDIERTYPE * pSoldier )
static BOOLEAN BasicCanCharacterRepair( SOLDIERTYPE * pSoldier )
{
AssertNotNIL(pSoldier);
@@ -2448,7 +2433,7 @@ BOOLEAN CanCharacterTrainTeammates( SOLDIERTYPE *pSoldier )
return( TRUE );
}
BOOLEAN CanCharacterBeTrainedByOther( SOLDIERTYPE *pSoldier )
static BOOLEAN CanCharacterBeTrainedByOther( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
@@ -2833,7 +2818,7 @@ BOOLEAN CanCharacterSnitch( SOLDIERTYPE *pSoldier )
return( FALSE );
}
BOOLEAN CanCharacterSpreadPropaganda( SOLDIERTYPE *pSoldier )
static BOOLEAN CanCharacterSpreadPropaganda( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
@@ -2864,7 +2849,7 @@ BOOLEAN CanCharacterSpreadPropaganda( SOLDIERTYPE *pSoldier )
return( TRUE );
}
BOOLEAN CanCharacterGatherInformation( SOLDIERTYPE *pSoldier )
static BOOLEAN CanCharacterGatherInformation( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
@@ -2895,7 +2880,7 @@ BOOLEAN CanCharacterGatherInformation( SOLDIERTYPE *pSoldier )
return( TRUE );
}
BOOLEAN CanCharacterSnitchInPrison( SOLDIERTYPE *pSoldier )
static BOOLEAN CanCharacterSnitchInPrison( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
@@ -3173,7 +3158,7 @@ UINT8 GetNumberThatCanBeDoctored( SOLDIERTYPE *pDoctor, BOOLEAN fThisHour, BOOLE
return( ubNumberOfPeople );
}
SOLDIERTYPE* GetPatientThatCanBeDoctored( SOLDIERTYPE *pDoctor, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck, BOOLEAN fCheckForSurgery )
static SOLDIERTYPE* GetPatientThatCanBeDoctored( SOLDIERTYPE *pDoctor, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck, BOOLEAN fCheckForSurgery )
{
int cnt;
SOLDIERTYPE *pSoldier = MercPtrs[0], *pTeamSoldier = NULL;
@@ -3594,7 +3579,7 @@ UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier )
return( usValue );
}
UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier )
static UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier )
{
// this is an assignment
UINT32 usValue = 0;
@@ -3630,7 +3615,7 @@ UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier )
return( usValue );
}
UINT32 CalculateAllGuardsValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
static UINT32 CalculateAllGuardsValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
UINT32 prisonguardvalue = 0;
@@ -3651,7 +3636,7 @@ UINT32 CalculateAllGuardsValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
return( prisonguardvalue );
}
UINT32 CalculateAllSnitchesGuardValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
static UINT32 CalculateAllSnitchesGuardValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
UINT32 prisonguardvalue = 0;
@@ -3672,7 +3657,7 @@ UINT32 CalculateAllSnitchesGuardValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ
return( prisonguardvalue );
}
UINT32 CalculateAllGuardsNumberInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
static UINT32 CalculateAllGuardsNumberInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
UINT8 numprisonguards = 0;
@@ -3847,7 +3832,7 @@ INT16 GetTrainWorkerPts(SOLDIERTYPE *pSoldier)
}
// anv: handle prisoners exposing snitch as a snitch
BOOL HandleSnitchExposition(SOLDIERTYPE *pSoldier)
static BOOL HandleSnitchExposition(SOLDIERTYPE *pSoldier)
{
UINT32 uiSuspicion = 0;
UINT32 uiCoverQuality = 0;
@@ -5105,7 +5090,7 @@ OBJECTTYPE* FindRepairableItemInSpecificPocket(SOLDIERTYPE * pSoldier, OBJECTTYP
}
// Flugente: changed this function so that it repairs items up to a variable threshold instead of always 100%. This will only happen if the option gGameExternalOptions.fAdvRepairSystem is used
void DoActualRepair( SOLDIERTYPE * pSoldier, UINT16 usItem, INT16 * pbStatus, INT16 sThreshold, UINT8 * pubRepairPtsLeft )
static void DoActualRepair( SOLDIERTYPE * pSoldier, UINT16 usItem, INT16 * pbStatus, INT16 sThreshold, UINT8 * pubRepairPtsLeft )
{
INT16 sRepairCostAdj;
UINT16 usDamagePts, usPtsFixed;
@@ -6829,7 +6814,7 @@ struct admintmpstruct
FLOAT percentage;
};
UINT16 GetNumberofAdministratableMercs( INT16 sX, INT16 sY )
static UINT16 GetNumberofAdministratableMercs( INT16 sX, INT16 sY )
{
UINT16 num = 0;
UINT8 townid_origin = GetTownIdForSector( sX, sY );
@@ -7942,7 +7927,7 @@ BOOLEAN TrainTownInSector( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY, INT1
return ( FALSE );
}
void Interrogateprisoner(UINT8 aPrisonerType, FLOAT aChanceModifier, INT8& arMilitiaType, UINT32& arRansom, FLOAT& arIntel )
static void Interrogateprisoner(UINT8 aPrisonerType, FLOAT aChanceModifier, INT8& arMilitiaType, UINT32& arRansom, FLOAT& arIntel )
{
arMilitiaType = -1;
@@ -11469,7 +11454,7 @@ void ClearScreenMaskForMapScreenExit( void )
CreateDestroyMouseRegionsForPrisonerMenu( );
}
void CreateDestroyMouseRegions( void )
static void CreateDestroyMouseRegions( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
@@ -12686,7 +12671,7 @@ void RemoveMercMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
}
}
void BeginRemoveMercFromContract( SOLDIERTYPE *pSoldier )
static void BeginRemoveMercFromContract( SOLDIERTYPE *pSoldier )
{
// This function will setup the quote, then start dialogue beginning the actual leave sequence
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) )
@@ -12789,7 +12774,7 @@ void BeginRemoveMercFromContract( SOLDIERTYPE *pSoldier )
}
void MercDismissConfirmCallBack( UINT8 bExitValue )
static void MercDismissConfirmCallBack( UINT8 bExitValue )
{
if ( bExitValue == MSG_BOX_RETURN_YES )
{
@@ -21386,7 +21371,7 @@ void PayFacilityCostsYesNoBoxCallback( UINT8 bExitValue )
}
// HEADROCK HAM 3.6: Callback on agreeing to pay off facility debts before you can assign another character to facility work.
void PayFacilityDebtManuallyYesNoBoxCallback( UINT8 bExitValue )
static void PayFacilityDebtManuallyYesNoBoxCallback( UINT8 bExitValue )
{
// This callback should only be called if the player can pay off the ENTIRE debt!!
Assert( LaptopSaveInfo.iCurrentBalance >= giTotalOwedForFacilityOperationsToday );
+90 -97
View File
@@ -1,75 +1,68 @@
#include "builddefines.h"
#include <stdio.h>
#include "types.h"
#include "Auto Resolve.h"
#include "Strategic Movement.h"
#include "Queen Command.h"
#include "Music Control.h"
#include "PreBattle Interface.h"
#include "Player Command.h"
#include "mousesystem.h"
#include "Button System.h"
#include "gameloop.h"
#include "screenids.h"
#include "mapscreen.h"
#include "vobject.h"
#include "video.h"
#include "input.h"
#include "gamescreen.h"
#include "Render Dirty.h"
#include "vobject_blitters.h"
#include "sysutil.h"
#include "Font Control.h"
#include "Soldier Create.h"
#include "Overhead.h"
#include "Interface.h"
#include "Items.h"
#include "Weapons.h"
#include "Sound Control.h"
#include "Game Clock.h"
#include "Soldier Profile.h"
#include "Campaign.h"
#include "Tactical Save.h"
#include "Strategic Status.h"
#include "Map Screen Interface.h"
#include "Text.h"
#include "WordWrap.h"
#include "Squads.h"
#include "random.h"
#include "line.h"
#include "english.h"
#include "Strategic Pathing.h"
#include "Strategic Merc Handler.h"
#include "strategic.h"
#include "message.h"
#include "Town Militia.h"
#include "Animation Data.h"
#include "Creature Spreading.h"
#include "Strategic AI.h"
#include "SkillCheck.h"
#include "rt time defines.h"
#include "Morale.h"
#include "Strategic Town Loyalty.h"
#include "GameSettings.h"
#include "Soldier macros.h"
#include "strategicmap.h"
#include "Quests.h"
#include "Meanwhile.h"
#include "Inventory Choosing.h"
#include "Game Event Hook.h"
#include "Assignments.h"
#include "Cheats.h"
#include "Map Information.h"
#include "MilitiaSquads.h"
// #include "Strategic AI.h"
#include "interface Dialogue.h"
#include "AIInternals.h" // added by SANDRO
#include "Bullets.h" // HEADROCK HAM 5, for use with Bullet Impact.
#include "CampaignStats.h" // added by Flugente
#include "DynamicDialogue.h" // added by Flugente
#include "MilitiaIndividual.h" // added by Flugente
#include "Rebel Command.h"
#include "builddefines.h"
#include <stdio.h>
#include "types.h"
#include "Auto Resolve.h"
#include "Strategic Movement.h"
#include "Queen Command.h"
#include "Music Control.h"
#include "PreBattle Interface.h"
#include "Player Command.h"
#include "mousesystem.h"
#include "Button System.h"
#include "gameloop.h"
#include "screenids.h"
#include "mapscreen.h"
#include "vobject.h"
#include "video.h"
#include "input.h"
#include "gamescreen.h"
#include "Render Dirty.h"
#include "vobject_blitters.h"
#include "sysutil.h"
#include "Font Control.h"
#include "Soldier Create.h"
#include "Overhead.h"
#include "Items.h"
#include "Weapons.h"
#include "Sound Control.h"
#include "Game Clock.h"
#include "Soldier Profile.h"
#include "Campaign.h"
#include "Tactical Save.h"
#include "Strategic Status.h"
#include "Text.h"
#include "WordWrap.h"
#include "Squads.h"
#include "random.h"
#include "line.h"
#include "english.h"
#include "Strategic Merc Handler.h"
#include "strategic.h"
#include "message.h"
#include "Town Militia.h"
#include "Animation Data.h"
#include "Creature Spreading.h"
#include "Strategic AI.h"
#include "Morale.h"
#include "Strategic Town Loyalty.h"
#include "GameSettings.h"
#include "Soldier macros.h"
#include "strategicmap.h"
#include "Quests.h"
#include "Meanwhile.h"
#include "Inventory Choosing.h"
#include "Game Event Hook.h"
#include "Assignments.h"
#include "Cheats.h"
#include "Map Information.h"
#include "MilitiaSquads.h"
#include "interface Dialogue.h"
#include "AIInternals.h" // added by SANDRO
#include "Bullets.h" // HEADROCK HAM 5, for use with Bullet Impact.
#include "CampaignStats.h" // added by Flugente
#include "DynamicDialogue.h" // added by Flugente
#include "MilitiaIndividual.h" // added by Flugente
#include "Rebel Command.h"
#include "Reinforcement.h"
//#define INVULNERABILITY
@@ -337,7 +330,7 @@ SOLDIERCELL *gpCivs = NULL;
SOLDIERCELL *gpEnemies = NULL;
//Simple wrappers for autoresolve sounds that are played.
void PlayAutoResolveSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
static void PlayAutoResolveSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
{
if( gpAR->fSound )
{
@@ -345,7 +338,7 @@ void PlayAutoResolveSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32
}
}
void PlayAutoResolveSampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
static void PlayAutoResolveSampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
{
if( gpAR->fSound )
{
@@ -356,7 +349,7 @@ void PlayAutoResolveSampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVol
extern void ClearPreviousAIGroupAssignment( GROUP *pGroup );
void EliminateAllMercs()
static void EliminateAllMercs()
{
SOLDIERCELL *pAttacker = NULL;
INT32 i, iNum = 0;
@@ -387,7 +380,7 @@ void EliminateAllMercs()
}
}
void EliminateAllFriendlies()
static void EliminateAllFriendlies()
{
INT32 i;
if( gpAR )
@@ -503,7 +496,7 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
#define ORIG_RIGHT 92
#define ORIG_BOTTOM 84
void DoTransitionFromPreBattleInterfaceToAutoResolve()
static void DoTransitionFromPreBattleInterfaceToAutoResolve()
{
SGPRect SrcRect, DstRect;
UINT32 uiStartTime, uiCurrTime;
@@ -734,7 +727,7 @@ UINT32 AutoResolveScreenHandle()
return AUTORESOLVE_SCREEN;
}
void RefreshMerc( SOLDIERTYPE *pSoldier )
static void RefreshMerc( SOLDIERTYPE *pSoldier )
{
pSoldier->stats.bLife = pSoldier->stats.bLifeMax;
pSoldier->bBleeding = 0;
@@ -750,7 +743,7 @@ void RefreshMerc( SOLDIERTYPE *pSoldier )
//Now assign the pSoldier->ubGroupIDs for the enemies, so we know where to remove them. Start with
//stationary groups first.
void AssociateEnemiesWithStrategicGroups()
static void AssociateEnemiesWithStrategicGroups()
{
SECTORINFO *pSector;
GROUP *pGroup;
@@ -1193,7 +1186,7 @@ void CalculateSoldierCells( BOOLEAN fReset )
}
INT32 DetermineCellID( SOLDIERCELL *pCell )
static INT32 DetermineCellID( SOLDIERCELL *pCell )
{
INT32 iIndex;
@@ -1212,7 +1205,7 @@ INT32 DetermineCellID( SOLDIERCELL *pCell )
return 0;
}
BOOLEAN IsItAllowedToRender( SOLDIERCELL *pCell )
static BOOLEAN IsItAllowedToRender( SOLDIERCELL *pCell )
{
INT32 iID = DetermineCellID( pCell );
@@ -1355,7 +1348,7 @@ void RenderSoldierCellBars( SOLDIERCELL *pCell )
ColorFillVideoSurfaceArea( FRAME_BUFFER, pCell->xp+46, iStartY, pCell->xp+47, pCell->yp+29, Get16BPPColor( FROMRGB( 8, 107, 8 ) ) );
}
void BuildInterfaceBuffer()
static void BuildInterfaceBuffer()
{
VSURFACE_DESC vs_desc;
UINT16 usUselessWidth, usUselessHeight;
@@ -1437,7 +1430,7 @@ void BuildInterfaceBuffer()
SetClippingRect( &ClipRect );
}
void ExpandWindow()
static void ExpandWindow()
{
SGPRect OldRect;
UINT32 uiDestPitchBYTES;
@@ -1532,7 +1525,7 @@ void ExpandWindow()
}
OBJECTTYPE* FindMedicalKit()
static OBJECTTYPE* FindMedicalKit()
{
INT32 i;
INT32 iSlot;
@@ -1547,7 +1540,7 @@ OBJECTTYPE* FindMedicalKit()
return NULL;
}
UINT32 AutoBandageMercs()
static UINT32 AutoBandageMercs()
{
INT32 i, iBest;
UINT32 uiPointsUsed, uiCurrPointsUsed, uiMaxPointsUsed, uiParallelPointsUsed;
@@ -3730,7 +3723,7 @@ void RenderSoldierCellHealth( SOLDIERCELL *pCell )
mprintf( xp, yp, pStr );
}
UINT8 GetUnusedMercProfileID()
static UINT8 GetUnusedMercProfileID()
{
UINT8 ubRandom=0;
INT32 i;
@@ -3825,7 +3818,7 @@ void DetermineTeamLeader( BOOLEAN fFriendlyTeam )
}
}
void ResetNextAttackCounter( SOLDIERCELL *pCell )
static void ResetNextAttackCounter( SOLDIERCELL *pCell )
{
pCell->usNextAttack = min( 1000 - pCell->usAttack, 800 );
pCell->usNextAttack = (UINT16)(1000 + pCell->usNextAttack * 5 + PreRandom( 2000 - pCell->usAttack ) );
@@ -3835,7 +3828,7 @@ void ResetNextAttackCounter( SOLDIERCELL *pCell )
}
}
FLOAT CalcClassBonusOrPenalty( SOLDIERTYPE *pSoldier )
static FLOAT CalcClassBonusOrPenalty( SOLDIERTYPE *pSoldier )
{
switch( pSoldier->ubSoldierClass )
{
@@ -4115,7 +4108,7 @@ void DrawDebugText( SOLDIERCELL *pCell )
}
}
SOLDIERCELL* ChooseTarget( SOLDIERCELL *pAttacker )
static SOLDIERCELL* ChooseTarget( SOLDIERCELL *pAttacker )
{
INT32 iAvailableTargets;
INT32 index;
@@ -4185,7 +4178,7 @@ SOLDIERCELL* ChooseTarget( SOLDIERCELL *pAttacker )
return NULL;
}
BOOLEAN FireAShot( SOLDIERCELL *pAttacker )
static BOOLEAN FireAShot( SOLDIERCELL *pAttacker )
{
OBJECTTYPE *pItem;
SOLDIERTYPE *pSoldier;
@@ -4239,7 +4232,7 @@ BOOLEAN FireAShot( SOLDIERCELL *pAttacker )
return FALSE;
}
BOOLEAN FireTankCannon( SOLDIERCELL *pAttacker )
static BOOLEAN FireTankCannon( SOLDIERCELL *pAttacker )
{
OBJECTTYPE *pItem;
SOLDIERTYPE *pSoldier;
@@ -4281,7 +4274,7 @@ BOOLEAN FireTankCannon( SOLDIERCELL *pAttacker )
return FALSE;
}
BOOLEAN FireAntiTankWeapon( SOLDIERCELL *pAttacker )
static BOOLEAN FireAntiTankWeapon( SOLDIERCELL *pAttacker )
{
OBJECTTYPE *pItem;
SOLDIERTYPE *pSoldier;
@@ -4336,7 +4329,7 @@ BOOLEAN FireAntiTankWeapon( SOLDIERCELL *pAttacker )
return FALSE;
}
BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker )
static BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker )
{
UINT8 invsize = pAttacker->pSoldier->inv.size();
for( UINT8 i = 0; i < invsize; ++i )
@@ -4351,7 +4344,7 @@ BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker )
return FALSE;
}
BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier )
static BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier )
{
OBJECTTYPE *pItem;
UINT8 invsize = pSoldier->inv.size();
@@ -4373,7 +4366,7 @@ BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier )
return FALSE;
}
void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
static void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
{
INT16 sAttack;
INT16 sDefence;
@@ -4993,7 +4986,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
}
}
void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
static void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
{
INT32 iNewLife;
SOLDIERCELL *pAttacker;
@@ -5307,7 +5300,7 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
pTarget->uiFlags |= CELL_HITBYATTACKER | CELL_DIRTY;
}
void Delay( UINT32 uiMilliseconds )
static void Delay( UINT32 uiMilliseconds )
{
INT32 iTime;
iTime = GetJA2Clock();
+2 -5
View File
@@ -3,8 +3,6 @@
#include "Campaign Init.h"
#include "random.h"
#include "Campaign Types.h"
#include "Queen Command.h"
#include "Overhead.h"
#include "Strategic Movement.h"
#include "Strategic Status.h"
#include "GameSettings.h"
@@ -15,7 +13,6 @@
#include "Tactical Save.h"
#include "connect.h"
#include <vfs/Core/vfs.h>
#include "XMLWriter.h"
#include "UndergroundInit.h"
@@ -309,7 +306,7 @@ void InitKnowFacilitiesFlags( )
//Mobile groups are handled separately from sectors, because they are on the move.
void GeneratePatrolGroups()
static void GeneratePatrolGroups()
{
GROUP *pGroup;
UINT8 ubNumTroops;
@@ -527,7 +524,7 @@ void BuildUndergroundSectorInfoList()
// Lesh: this function creates randomized world
// every sector can be randomized between common and alternative, chances 50/50
// randomization of individual sectors can be switched off via array RandomSector[]
void InitWorld()
static void InitWorld()
{
INT16 sSectorCounter;
+9 -14
View File
@@ -24,16 +24,11 @@
#include "Animation Data.h"
#include "opplist.h"
#include "Meanwhile.h"
#include "Strategic AI.h"
#include "MessageBoxScreen.h"
#include "Map Information.h"
#include "Queen Command.h"
#include "ai.h" // added by Flugente
#include "Isometric Utils.h" // added by Flugente
#include "Soldier Create.h" // added by Flugente
#include "Player Command.h" // added by Flugente
#include "Strategic Mines.h"
#include "connect.h"
#include "GameInitOptionsScreen.h"
@@ -160,7 +155,7 @@ extern SECTOR_EXT_DATA SectorExternalData[256][4];
//extern MINE_STATUS_TYPE gMineStatus[ MAX_NUMBER_OF_MINES ];
CREATURE_DIRECTIVE* NewDirective( UINT8 ubSectorID, UINT8 ubSectorZ, UINT8 ubCreatureHabitat )
static CREATURE_DIRECTIVE* NewDirective( UINT8 ubSectorID, UINT8 ubSectorZ, UINT8 ubCreatureHabitat )
{
CREATURE_DIRECTIVE *curr;
UINT8 ubSectorX, ubSectorY;
@@ -278,7 +273,7 @@ void InitLairGrumm()
}
*/
void InitLair(INT32 iChosenMine)
static void InitLair(INT32 iChosenMine)
{
CREATURE_DIRECTIVE *curr;
giLairID = iChosenMine;
@@ -517,7 +512,7 @@ void InitCreatureQuest()
}
}
void AddCreatureToNode( CREATURE_DIRECTIVE *node )
static void AddCreatureToNode( CREATURE_DIRECTIVE *node )
{
node->pLevel->ubNumCreatures++;
@@ -529,7 +524,7 @@ void AddCreatureToNode( CREATURE_DIRECTIVE *node )
}
}
BOOLEAN PlaceNewCreature( CREATURE_DIRECTIVE *node, INT32 iDistance )
static BOOLEAN PlaceNewCreature( CREATURE_DIRECTIVE *node, INT32 iDistance )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CreatureSpreading1");
if( !node )
@@ -677,7 +672,7 @@ void DecayCreatures()
}
void AddCreaturesToBattle( UINT8 ubNumYoungMales, UINT8 ubNumYoungFemales, UINT8 ubNumAdultMales, UINT8 ubNumAdultFemales )
static void AddCreaturesToBattle( UINT8 ubNumYoungMales, UINT8 ubNumYoungFemales, UINT8 ubNumAdultMales, UINT8 ubNumAdultFemales )
{
INT32 iRandom;
SOLDIERTYPE *pSoldier;
@@ -764,7 +759,7 @@ void AddCreaturesToBattle( UINT8 ubNumYoungMales, UINT8 ubNumYoungFemales, UINT8
AllTeamsLookForAll( FALSE );
}
void AddCreaturesToBattle_Other( UINT8 ubNum )
static void AddCreaturesToBattle_Other( UINT8 ubNum )
{
SOLDIERTYPE *pSoldier;
MAPEDGEPOINTINFO MapEdgepointInfo = {};
@@ -851,7 +846,7 @@ void AddCreaturesToBattle_Other( UINT8 ubNum )
AllTeamsLookForAll( FALSE );
}
void ChooseTownSectorToAttack( UINT8 ubSectorID, BOOLEAN fOverrideTest )
static void ChooseTownSectorToAttack( UINT8 ubSectorID, BOOLEAN fOverrideTest )
{
INT32 iRandom, i;
UINT8 ubSectorX, ubSectorY;
@@ -1482,7 +1477,7 @@ void ChooseCreatureQuestStartDay()
}
}
void DeleteDirectiveNode( CREATURE_DIRECTIVE **node )
static void DeleteDirectiveNode( CREATURE_DIRECTIVE **node )
{
if( (*node)->next )
DeleteDirectiveNode( &((*node)->next) );
+2 -6
View File
@@ -12,7 +12,6 @@
#include "Facilities.h"
#include "Soldier Control.h"
#include "Map Screen Interface.h"
#include "Overhead.h"
#include "Assignments.h"
#include "GameSettings.h"
#include "LaptopSave.h"
@@ -29,10 +28,7 @@
#include "Interface.h"
#include "message.h"
#include "Morale.h"
#include "Points.h"
#include "Soldier Control.h"
#include "Isometric Utils.h"
#include "MilitiaSquads.h"
#include "Tactical Save.h"
#include <random>
@@ -1997,8 +1993,8 @@ INT32 GetTotalFacilityHourlyCosts( BOOLEAN fPositive )
pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
pSoldier->bSectorZ == 0 && pSoldier != NULL &&
if( pSoldier != NULL && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
pSoldier->bSectorZ == 0 &&
pSoldier->stats.bLife >= OKLIFE &&
!(pSoldier->flags.fMercAsleep) )
{
+21 -25
View File
@@ -1,28 +1,24 @@
#include "sgp.h"
#include "Game Clock.h"
#include "Font.h"
#include "Render Dirty.h"
#include "Timer Control.h"
#include "Overhead.h"
#include "environment.h"
#include "Game Clock.h"
#include "message.h"
#include "Game Events.h"
#include "Assignments.h"
#include "MercTextBox.h"
#include "renderworld.h"
#include "lighting.h"
#include "Map Screen Interface.h"
#include "PreBattle Interface.h"
#include "Event Pump.h"
#include "Text.h"
#include "Interface Control.h"
#include "Map Screen Interface Map.h"
#include "Map Screen Interface Bottom.h"
#include "gamescreen.h"
#include "Map Information.h"
#include "GameSettings.h"
#include "sgp.h"
#include "Game Clock.h"
#include "Font.h"
#include "Render Dirty.h"
#include "Timer Control.h"
#include "Overhead.h"
#include "environment.h"
#include "message.h"
#include <mousesystem.h>
#include "MercTextBox.h"
#include "renderworld.h"
#include "lighting.h"
#include "Map Screen Interface.h"
#include "Event Pump.h"
#include "Text.h"
#include "Interface Control.h"
#include "Map Screen Interface Map.h"
#include "Map Screen Interface Bottom.h"
#include "gamescreen.h"
#include "Map Information.h"
#include "GameSettings.h"
#include "LuaInitNPCs.h"
//#define DEBUG_GAME_CLOCK
+10 -18
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"
@@ -17,14 +16,12 @@
#include "Strategic Movement.h"
#include "Assignments.h"
#include "Strategic Mines.h"
#include "Strategic Town Loyalty.h"
#include "message.h"
#include "Map Screen Interface.h"
#include "Map Screen Helicopter.h"
#include "Scheduling.h"
#include "Arms Dealer Init.h"
#include "strategic town reputation.h"
#include "Air Raid.h"
#include "Meanwhile.h"
#include "Overhead.h"
#include "random.h"
@@ -32,7 +29,6 @@
#include "Strategic AI.h"
#include "Merc Contract.h"
#include "Strategic Status.h"
#include "INIReader.h"
#include "GameSettings.h"
#include "english.h"
#include "input.h"
@@ -50,7 +46,6 @@
#include "Rebel Command.h"
#include "interface Dialogue.h"
#include "connect.h"
#ifdef JA2UB
#include "Explosion Control.h"
@@ -85,7 +80,7 @@ void CrippledVersionEndGameCheck();
BOOLEAN DelayEventIfBattleInProgress( STRATEGICEVENT *pEvent )
static BOOLEAN DelayEventIfBattleInProgress( STRATEGICEVENT *pEvent )
{
STRATEGICEVENT *pNewEvent;
if( gTacticalStatus.fEnemyInSector )
@@ -215,7 +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;
@@ -492,7 +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
@@ -508,16 +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 );
}
@@ -533,14 +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
@@ -606,7 +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
@@ -633,7 +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
+1 -1
View File
@@ -214,7 +214,7 @@ BOOLEAN DeleteEventsWithDeletionPending()
}
void AdjustClockToEventStamp( STRATEGICEVENT *pEvent, UINT32 *puiAdjustment )
static void AdjustClockToEventStamp( STRATEGICEVENT *pEvent, UINT32 *puiAdjustment )
{
UINT32 uiDiff;
+2 -11
View File
@@ -9,10 +9,8 @@
#include "Soldier Profile.h"
#include "strategicmap.h"
#include "Game Init.h"
#include "Animation Data.h"
#include "finances.h"
#include "Soldier Create.h"
#include "Soldier Init List.h"
#include "strategic.h"
#include "history.h"
#include "merc entering.h"
@@ -31,12 +29,10 @@
#include "Creature Spreading.h"
#include "Quests.h"
#include "Strategic AI.h"
#include "LaptopSave.h"
#include "AimMembers.h"
#include "Dialogue Control.h"
#include "NPC.h"
#include "GameSettings.h"
#include "interface Dialogue.h"
#include "Map Screen Interface Border.h"
#include "Map Screen Helicopter.h"
#include "Vehicles.h"
@@ -51,22 +47,17 @@
// HEADROCK HAM 3.6: Include for adding facility debt reset
#include "Facilities.h"
// HEADROCK HAM 4: Include for initializing Manual Restrictions
#include "MilitiaSquads.h"
#include "Map Screen Interface Map Inventory.h"//dnl ch51 081009
#include "CampaignStats.h" // added by Flugente
#include "PMC.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "MiniEvents.h"
#include "Rebel Command.h"
#include "World Items.h"
#include "Vehicles.h"
#include "Text.h"
#include "connect.h"
#include "XML.h"
#include "mercs.h"
#include "aim.h"
#include "Map Screen Interface.h"
#ifdef JA2UB
#include "Ja25 Strategic Ai.h"
#include "Ja25_Tactical.h"
@@ -105,14 +96,14 @@ UINT8 gubCheatLevel = STARTING_CHEAT_LEVEL;
UINT8 gubScreenCount=0;
#ifdef JA2UB
void InitCustomStrategicLayer ( void )
static void InitCustomStrategicLayer ( void )
{
LetLuaGameInit(2); //load custom InitStrategicLayer
}
#endif
void InitNPCs( void )
static void InitNPCs( void )
{
#ifdef LUA_GAME_INIT_NPCS
+2 -3
View File
@@ -4,7 +4,6 @@
#include "Strategic Mines.h"
#include "Campaign.h"
#include "Morale.h"
#include "Quests.h"
#include "Game Clock.h"
#include "Overhead.h"
#include "jascreens.h"
@@ -909,7 +908,7 @@ void HourlyStealUpdate()
}
}
BOOLEAN RemoveItemInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usItem, UINT32 usNumToRemove )
static BOOLEAN RemoveItemInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usItem, UINT32 usNumToRemove )
{
UINT32 uiTotalNumberOfRealItems = 0;
std::vector<WORLDITEM> pWorldItem;//dnl ch75 271013
@@ -985,7 +984,7 @@ BOOLEAN RemoveItemInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT1
return FALSE;
}
UINT32 CountAccessibleItemsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usItem )
static UINT32 CountAccessibleItemsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usItem )
{
UINT32 numfound = 0;
UINT32 uiTotalNumberOfRealItems = 0;
+97 -57
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"
@@ -145,8 +145,6 @@ void InitJohnKulbaInitialSector();
void FixEnemyCounterInSectorBug();
void AddEnemiesToFirstTunnelSector();
void AddEnemiesToSecondTunnelSector();
UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps, UINT8 *pRobots );
UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps, UINT8 *pRobots );
void RemoveAllEnemySoldierInitListLinks();
@@ -1272,10 +1270,69 @@ void InitJa25StrategicAiBloodcats( )
}
static BOOLEAN AddEnemiesToSectorPlayerIsIn(INT16 sectorX, INT16 sectorY, INT8 sectorZ, UINT8 admins, UINT8 troops, UINT8 elites)
{
if ( gGameUBOptions.pJA2UB == TRUE )
{
if ( !(gTacticalStatus.uiFlags & INCOMBAT) )
{
SetEnemyEncounterCode(ENEMY_INVASION_CODE);
}
SetNumberJa25EnemiesInSector(sectorX, sectorY, sectorZ, admins, troops, elites, 0, 0, 0);
SetThisSectorAsEnemyControlled(sectorX, sectorY, sectorZ, FALSE);
//Set up flag so enemies will go and find the player in that sector
gJa25SaveStruct.fEnemyShouldImmediatelySeekThePlayer = TRUE;
gJa25SaveStruct.bSectorTheEnemyWillSeekEnemy = SECTOR(sectorX, sectorY);
}
return(TRUE);
}
static void AddEnemiesToFirstTunnelSector()
{
const auto x1 = gGameUBOptions.Tunnel1_SectorX;
const auto y1 = gGameUBOptions.Tunnel1_SectorY;
const auto z1 = gGameUBOptions.Tunnel1_SectorZ;
UINT8 ubNumAdmins = 0;
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
UINT8 ubNumTanks = 0;
UINT8 ubNumJeeps = 0;
UINT8 ubNumRobots = 0;
NumEnemiesToAttackFirstTunnelSector(&ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots);
SetNumberJa25EnemiesInSector(x1, y1, z1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots);
}
static void AddEnemiesToSecondTunnelSector()
{
const auto x2 = gGameUBOptions.Tunnel2_SectorX;
const auto y2 = gGameUBOptions.Tunnel2_SectorY;
const auto z2 = gGameUBOptions.Tunnel2_SectorZ;
UINT8 ubNumAdmins = 0;
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
UINT8 ubNumTanks = 0;
UINT8 ubNumJeeps = 0;
UINT8 ubNumRobots = 0;
NumEnemiesToAttackSecondTunnelSector(&ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots);
SetNumberJa25EnemiesInSector(x2, y2, z2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots);
}
void HandleAddingEnemiesToTunnelMaps()
{
BOOLEAN fInCombat = ( gTacticalStatus.uiFlags & INCOMBAT );
UINT8 ubNumEnemies=0;
UINT8 ubNumEnemies = 0;
UINT8 ubNumAdmins = 0;
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
//if the player has been in the complex
if( HaveMercsEverBeenInComplex() )
@@ -1284,21 +1341,35 @@ void HandleAddingEnemiesToTunnelMaps()
return;
}
const auto x1 = gGameUBOptions.Tunnel1_SectorX;
const auto y1 = gGameUBOptions.Tunnel1_SectorY;
const auto z1 = gGameUBOptions.Tunnel1_SectorZ;
const auto x2 = gGameUBOptions.Tunnel2_SectorX;
const auto y2 = gGameUBOptions.Tunnel2_SectorY;
const auto z2 = gGameUBOptions.Tunnel2_SectorZ;
const bool isPlayerInFirstTunnel = AreAnyPlayerMercsStillInSector(x1, y1, z1);
const bool isPlayerInSecondTunnel = AreAnyPlayerMercsStillInSector(x2, y2, z2);
//if the player IS NOT in either of the tunnel sectors
if( !AreAnyPlayerMercsStillInSector( 14, 10, 1 ) &&
!AreAnyPlayerMercsStillInSector( 14, 11, 1 ) )
if( !isPlayerInFirstTunnel && !isPlayerInSecondTunnel )
{
AddEnemiesToJa25TunnelMaps();
// Add enemies to both sectors if fan was blown up
if ( gJa25SaveStruct.ubHowPlayerGotThroughFan == PG__PLAYER_BLEW_UP_FAN_TO_GET_THROUGH )
{
AddEnemiesToFirstTunnelSector();
AddEnemiesToSecondTunnelSector();
}
}
//else if the player IS NOT in the 2nd sector but in the first sector
else if( AreAnyPlayerMercsStillInSector( 14, 10, 1 ) &&
!AreAnyPlayerMercsStillInSector( 14, 11, 1 ) )
//else if the player IS NOT in the 2nd sector but is in the first sector
else if( isPlayerInFirstTunnel && !isPlayerInSecondTunnel )
{
ubNumEnemies = NumEnemiesToAttackFirstTunnelSector( NULL, NULL, NULL, NULL, NULL, NULL );
ubNumEnemies = NumEnemiesToAttackFirstTunnelSector(&ubNumAdmins, &ubNumTroops, &ubNumElites, NULL, NULL, NULL );
//Add enemies to the first sector
HandleAddEnemiesToSectorPlayerIsntIn( JA25_J14_1, ubNumEnemies );
AddEnemiesToSectorPlayerIsIn( x1, y1, z1, ubNumAdmins, ubNumTroops, ubNumElites);
//Remember to move the enemies to be in the entrance to the tunnel
SetJa25GeneralFlag( JA_GF__MOVE_ENEMIES_TO_EDGE_IN_TUNNEL_1 );
@@ -1307,58 +1378,17 @@ void HandleAddingEnemiesToTunnelMaps()
}
//else if the player is in the second sector
else if( AreAnyPlayerMercsStillInSector( 14, 11, 1 ) )
else if( isPlayerInSecondTunnel )
{
ubNumEnemies = NumEnemiesToAttackSecondTunnelSector( NULL, NULL, NULL, NULL, NULL, NULL );
ubNumEnemies = NumEnemiesToAttackSecondTunnelSector(&ubNumAdmins, &ubNumTroops, &ubNumElites, NULL, NULL, NULL );
//Add enemies to the first sector
HandleAddEnemiesToSectorPlayerIsntIn( JA25_K14_1, ubNumEnemies );
AddEnemiesToSectorPlayerIsIn(x2, y2, z2, ubNumAdmins, ubNumTroops, ubNumElites);
//Remember to move the enemies to be in the entrance to the tunnel
SetJa25GeneralFlag( JA_GF__MOVE_ENEMIES_TO_EDGE_IN_TUNNEL_2 );
}
}
void AddEnemiesToJa25TunnelMaps()
{
if( gJa25SaveStruct.ubHowPlayerGotThroughFan == PG__PLAYER_BLEW_UP_FAN_TO_GET_THROUGH )
{
//if the player blew up the fan, add a ton of enemies to the sector
AddEnemiesToFirstTunnelSector();
AddEnemiesToSecondTunnelSector();
}
else if( gJa25SaveStruct.ubHowPlayerGotThroughFan == PG__PLAYER_STOPPED_FAN_TO_GET_THROUGH )
{
}
}
void AddEnemiesToFirstTunnelSector()
{
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
UINT8 ubNumJeeps=0;
UINT8 ubNumRobots=0;
NumEnemiesToAttackFirstTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots );
SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
}
void AddEnemiesToSecondTunnelSector()
{
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
UINT8 ubNumJeeps=0;
UINT8 ubNumRobots=0;
NumEnemiesToAttackSecondTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots );
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
}
UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps, UINT8 *pRobots )
{
@@ -1388,6 +1418,11 @@ UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8
ubNumTroops = 4 + Random( 0 );
ubNumElites = 4 + Random( 0 );
break;
case DIF_LEVEL_INSANE:
ubNumAdmins = 0 + Random(0);
ubNumTroops = 0 + Random(0);
ubNumElites = 8 + Random(0);
break;
}
if( pAdmins )
@@ -1440,6 +1475,11 @@ UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT
ubNumTroops = 6 + Random( 0 );
ubNumElites = 4 + Random( 3 );
break;
case DIF_LEVEL_INSANE:
ubNumAdmins = 0 + Random(0);
ubNumTroops = 0 + Random(0);
ubNumElites = 10 + Random(0);
break;
}
if( pAdmins )
-1
View File
@@ -199,7 +199,6 @@ BOOLEAN SaveJa25SaveInfoToSaveGame( HWFILE hFile );
BOOLEAN LoadJa25SaveInfoFromSavedGame( HWFILE hFile );
void AddEnemiesToJa25TunnelMaps();
void HandleAddingEnemiesToTunnelMaps();
void SetJa25GeneralFlag( UINT32 uiFlagToSet );
+78 -49
View File
@@ -5,7 +5,8 @@
#include "Strategic Mines.h"
#include "BobbyRMailOrder.h"
#include "Tactical Save.h"
#include "connect.h"
#include "Strategic Movement.h"
#include <Soldier Create.h>
#include "FileMan.h"
#include "GameSettings.h"
#include "Game Init.h"
@@ -29,7 +30,6 @@
#include "Explosion Control.h"
#include "soldier tile.h"
#include "Soldier Profile.h"
#include "Soldier Functions.h"
#include "Action Items.h"
#include "AIInternals.h"
#include "Handle Doors.h"
@@ -72,7 +72,6 @@ extern "C" {
#include "lua_state.h"
#include "lua_function.h"
#include "Encrypted File.h"
#include "BriefingRoom_Data.h"
#include "MiniGame.h" // added by Flugente
@@ -113,8 +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);
@@ -406,9 +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);
@@ -950,7 +947,7 @@ void IniLuaGlobal()
}
}
void IniGlobal_0(lua_State* L)
static void IniGlobal_0(lua_State* L)
{
lua_pushinteger(L, PROFILLUA_sSectorX);
@@ -979,7 +976,7 @@ void IniGlobal_0(lua_State* L)
}
void IniGlobal_1(lua_State* L)
static void IniGlobal_1(lua_State* L)
{
lua_pushinteger(L, PROFILLUA2_ubProfile);
lua_setglobal(L, "ProfileId");
@@ -1000,7 +997,7 @@ void IniGlobal_1(lua_State* L)
lua_setglobal(L, "ProfileIdsGridNo");
}
void IniFunction(lua_State* L, BOOLEAN bQuests)
static void IniFunction(lua_State* L, BOOLEAN bQuests)
{
lua_register(L, "HireMerc", l_HireMerc);
@@ -1028,9 +1025,9 @@ 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------
@@ -1643,8 +1640,6 @@ 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);
@@ -2003,20 +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)
@@ -2243,18 +2224,38 @@ static int l_SetNumberOfJa25BloodCatsInSector(lua_State* L)
static int l_SetNumberJa25EnemiesInSurfaceSector(lua_State* L)
{
if (lua_gettop(L) >= 6)
if ( lua_gettop(L) >= 3 )
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
UINT8 ubNumAdmins = lua_tointeger(L, 3);
UINT8 ubNumTroops = lua_tointeger(L, 4);
UINT8 ubNumElites = lua_tointeger(L, 5);
UINT8 ubNumTanks = lua_tointeger(L, 6);
//TODO: expand lua call to include these two
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
UINT8 ubNumTanks = 0;
UINT8 ubNumJeeps = 0;
UINT8 ubNumRobots = 0;
if ( lua_gettop(L) >= 4 )
{
ubNumTroops = lua_tointeger(L, 4);
}
if ( lua_gettop(L) >= 5 )
{
ubNumElites = lua_tointeger(L, 5);
}
if ( lua_gettop(L) >= 6 )
{
ubNumTanks = lua_tointeger(L, 6);
}
if ( lua_gettop(L) >= 7 )
{
ubNumJeeps = lua_tointeger(L, 7);
}
if ( lua_gettop(L) >= 8 )
{
ubNumRobots = lua_tointeger(L, 8);
}
SetNumberJa25EnemiesInSurfaceSector(SECTOR(sSectorX, sSectorY), ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots);
}
@@ -2881,7 +2882,7 @@ BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 u
// Neither one of the function arguments are used inside the function and the only place where this is called
// makes it look like it *is* supposed to match against specific profile *and* restrict the search to player mercs.
// That last part makes no sense since player mercs are part of OUR_TEAM
SOLDIERTYPE* FindSoldierByProfileID2(UINT8 ubProfileID, BOOLEAN fPlayerMercsOnly)
static SOLDIERTYPE* FindSoldierByProfileID2(UINT8 ubProfileID, BOOLEAN fPlayerMercsOnly)
{
SoldierID soldier = gTacticalStatus.Team[CIV_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[CIV_TEAM].bLastID;
@@ -7429,23 +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))
{
@@ -7512,6 +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)
{
+40 -47
View File
@@ -1,48 +1,41 @@
#include "Map Screen Helicopter.h"
#include "LaptopSave.h"
#include "Vehicles.h"
#include "finances.h"
#include "Quests.h"
#include "Game Clock.h"
#include "strategic.h"
#include "Queen Command.h"
#include "Strategic Pathing.h"
#include "random.h"
#include "Game Event Hook.h"
#include "string.h"
#include "Dialogue Control.h"
#include "message.h"
#include "Strategic Movement.h"
#include "Soldier Profile.h"
#include "Assignments.h"
#include "PreBattle Interface.h"
#include "strategicmap.h"
#include "worlddef.h"
#include "worldman.h"
#include "TileDat.h"
#include "Map Screen Interface.h"
#include "Text.h"
#include "Squads.h"
#include "Player Command.h"
#include "Sound Control.h"
#include "GameSettings.h"
#include "Meanwhile.h"
#include "Map Screen Interface Border.h"
#include "Strategic Event Handler.h"
#include "Overhead.h"
#include "Soldier Create.h"
#include "renderworld.h"
#include "soundman.h"
#include "Isometric Utils.h"
#include "Scheduling.h"
// HEADROCK HAM 3.5: Added facility-based skyrider costs modifier
#include "Facilities.h"
#include "Debug Control.h"
#include "expat.h"
#include "merc entering.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "Map Screen Helicopter.h"
#include "LaptopSave.h"
#include "Vehicles.h"
#include "finances.h"
#include "Quests.h"
#include "Game Clock.h"
#include "strategic.h"
#include "Queen Command.h"
#include "Strategic Pathing.h"
#include "random.h"
#include "Game Event Hook.h"
#include "string.h"
#include "Dialogue Control.h"
#include "message.h"
#include "Strategic Movement.h"
#include "Soldier Profile.h"
#include "Assignments.h"
#include "strategicmap.h"
#include "worlddef.h"
#include "worldman.h"
#include "Map Screen Interface.h"
#include "Text.h"
#include "Squads.h"
#include "Sound Control.h"
#include "GameSettings.h"
#include "Meanwhile.h"
#include "Map Screen Interface Border.h"
#include "Overhead.h"
#include "Soldier Create.h"
#include "renderworld.h"
#include "Isometric Utils.h"
#include "Scheduling.h"
// HEADROCK HAM 3.5: Added facility-based skyrider costs modifier
#include "Facilities.h"
#include "Debug Control.h"
#include "expat.h"
#include "merc entering.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "NPC.h"
#include "history.h"
@@ -510,7 +503,7 @@ BOOLEAN ReadInHeliInfo(STR fileName)
return TRUE;
}
BOOLEAN WriteInInfo(STR fileName)
static BOOLEAN WriteInInfo(STR fileName)
{
HWFILE hFile;
@@ -2446,7 +2439,7 @@ BOOLEAN WillAirRaidBeStopped( INT16 sSectorX, INT16 sSectorY )
return( FALSE );
}
void HeliCrashSoundStopCallback( void *pData )
static void HeliCrashSoundStopCallback( void *pData )
{
SkyriderDestroyed( );
}
@@ -2589,7 +2582,7 @@ BOOLEAN CanHelicopterTakeOff( void )
return( FALSE );
}
void AddHeliPiece( INT32 iGridNo, UINT16 sOStruct )
static void AddHeliPiece( INT32 iGridNo, UINT16 sOStruct )
{
UINT16 usDummy;
@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -1,4 +1,3 @@
#include <memory.h>
#include "FileMan.h"
#include "types.h"
#include "Scheduling.h"
-4
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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

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