#include "Assignments.h" #include "Strategic Town Loyalty.h" #include "Strategic Merc Handler.h" #include "Strategic Mines.h" #include "Campaign.h" #include "Morale.h" #include "Game Clock.h" #include "Overhead.h" #include "jascreens.h" #include "screenids.h" #include "Items.h" #include "random.h" #include "finances.h" #include "history.h" #include "Dialogue Control.h" #include "Strategic AI.h" #include "Tactical Save.h" // added by Flugente #include "DynamicDialogue.h" // added by Flugente for HandleDynamicOpinions() #include "Drugs And Alcohol.h" // added by Flugente for HourlyDrugUpdate() #include "Interface.h" // added by Flugente #include "SkillCheck.h" // added by Flugente #include "Isometric Utils.h" // added by Flugente for NOWHERE #include "strategic.h" // added by Flugente #include "message.h" // added by Flugente for ScreenMsg(...) #include "Rebel Command.h" #include "Luaglobal.h" #include "LuaInitNPCs.h" #include "SaveLoadGame.h" #include "GameSettings.h" #include "connect.h" #include "Options Screen.h" #include "SaveLoadScreen.h" #include "Text.h" // HEADROCK HAM 3.5: Add facility code for hourly update of detection levels #include "Facilities.h" #include "Food.h" // added by Flugente // anv: for hourly heli repair #include "Vehicles.h" #include "Map Screen Helicopter.h" #include "gameloop.h" // anv: transition to save screen in extreme iron man mode #include // anv: shuffle drug items in hourly update void HourlyQuestUpdate(); void HourlyLarryUpdate(); void HourlySmokerUpdate(); void HourlyDisabilityUpdate(); void HourlyStealUpdate(); // Flugente: certain characters might steal equipment (backgrounds) void HourlyFactoryUpdate(); // Flugente: update factories void HourlySnitchUpdate(); // anv: decreasing cooldown after exposition extern SECTOR_EXT_DATA SectorExternalData[256][4]; extern WorldItems gAllWorldItems; extern INT32 GetCurrentBalance( void ); extern void PayOffSkyriderDebtIfAny( ); #ifdef JA2UB //no UB #else void HourlyCheckIfSlayAloneSoHeCanLeave(); #endif #ifdef JA2UB //no UB #else void HourlyHelicopterRepair(); #endif void HourlyGatheringInformation(); void HandleMinuteUpdate() { } // This function gets called every hour, on the hour. // It spawns the handling of all sorts of stuff: // Morale changes, assignment progress, town loyalties, etc. void HandleHourlyUpdate() { CHAR16 zString[128]; //if the game hasnt even started yet ( we havent arrived in the sector ) dont process this if ( DidGameJustStart() ) return; if(is_networked) return; if (stopTimeCompressionNextHour) { SetGameTimeCompressionLevel( TIME_COMPRESS_X0); } // hourly update of town loyalty HandleTownLoyalty(); // Flugente: food update if ( UsingFoodSystem() ) HourlyFoodUpdate(); // hourly update of team assignments UpdateAssignments(); // HEADROCK HAM 3.5: Tells the rest of the program whether we've got mercs working on detecting enemy units. UpdateStrategicDetectionLevel(); // HEADROCK HAM 3.5: Re-calculates a modifier to Skyrider's flight costs based on mercs working in specific facilities. UpdateSkyriderCostModifier(); // hourly update of hated/liked mercs UpdateBuddyAndHatedCounters(); HandleHourlyRisks(); // update morale! HourlyMoraleUpdate(); // degrade camouflage HourlyCamouflageUpdate(); // check mines for monster infestation/extermination HourlyMinesUpdate(); // check how well the player is doing right now HourlyProgressUpdate(); // do any quest stuff necessary HourlyQuestUpdate(); HourlyLarryUpdate(); HourlySmokerUpdate( ); HourlyDisabilityUpdate(); HourlyStealUpdate(); HourlySnitchUpdate(); HourlyGatheringInformation(); HourlyFactoryUpdate(); #ifdef JA2UB // no UB #else HourlyCheckIfSlayAloneSoHeCanLeave(); #endif // WDS - New AI HourlyCheckStrategicAI(); #ifdef JA2UB // no UB #else PayOffSkyriderDebtIfAny(); HourlyHelicopterRepair(); #endif HourlyDrugUpdate(); // WANNE: This check should avoid the resaving of a loaded auto-save game, when entering tactical BOOLEAN doAutoSave = TRUE; if (lastLoadedSaveGameDay == GetWorldDay() && lastLoadedSaveGameHour == GetWorldHour() ) { doAutoSave = FALSE; } if (doAutoSave) { // We're also using the doAutoSave check to prevent RebelCommand::DailyUpdate() from running a second time when loading an autosave at 00:00 RebelCommand::HourlyUpdate(); if ( AutoSaveToSlot[1] == FALSE && AutoSaveToSlot[2] == FALSE && AutoSaveToSlot[3] == FALSE && AutoSaveToSlot[4] == FALSE ) AutoSaveToSlot[0] = TRUE; if ((gGameExternalOptions.autoSaveTime != 0) && (GetWorldHour() % gGameExternalOptions.autoSaveTime == 0)) { if ( AutoSaveToSlot[0] == TRUE ) { if( CanGameBeSaved() || ( gGameOptions.ubIronManMode == 3 && GetWorldHour() == gGameExternalOptions.ubExtremeIronManSavingHour ) ) { SetOptionsPreviousScreen(guiCurrentScreen); swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT1); DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT1,zString); AutoSaveToSlot[0] = FALSE; AutoSaveToSlot[1] = TRUE; AutoSaveToSlot[2] = FALSE; AutoSaveToSlot[3] = FALSE; AutoSaveToSlot[4] = FALSE; } } else if ( AutoSaveToSlot[1] == TRUE ) { if( CanGameBeSaved() || ( gGameOptions.ubIronManMode == 3 && GetWorldHour() == gGameExternalOptions.ubExtremeIronManSavingHour ) ) { SetOptionsPreviousScreen(guiCurrentScreen); swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT2); DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT2,zString); AutoSaveToSlot[0] = FALSE; AutoSaveToSlot[1] = FALSE; AutoSaveToSlot[2] = TRUE; AutoSaveToSlot[3] = FALSE; AutoSaveToSlot[4] = FALSE; } } else if ( AutoSaveToSlot[2] == TRUE ) { if( CanGameBeSaved() || ( gGameOptions.ubIronManMode == 3 && GetWorldHour() == gGameExternalOptions.ubExtremeIronManSavingHour ) ) { SetOptionsPreviousScreen(guiCurrentScreen); swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT3); DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT3,zString); AutoSaveToSlot[0] = FALSE; AutoSaveToSlot[1] = FALSE; AutoSaveToSlot[2] = FALSE; AutoSaveToSlot[3] = TRUE; AutoSaveToSlot[4] = FALSE; } } else if ( AutoSaveToSlot[3] == TRUE ) { if( CanGameBeSaved() || ( gGameOptions.ubIronManMode == 3 && GetWorldHour() == gGameExternalOptions.ubExtremeIronManSavingHour ) ) { SetOptionsPreviousScreen(guiCurrentScreen); swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT4); DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT4,zString); AutoSaveToSlot[0] = FALSE; AutoSaveToSlot[1] = FALSE; AutoSaveToSlot[2] = FALSE; AutoSaveToSlot[3] = FALSE; AutoSaveToSlot[4] = TRUE; } } else if ( AutoSaveToSlot[4] == TRUE ) { if( CanGameBeSaved() || ( gGameOptions.ubIronManMode == 3 && GetWorldHour() == gGameExternalOptions.ubExtremeIronManSavingHour ) ) { SetOptionsPreviousScreen(guiCurrentScreen); swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT5); DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT5,zString); AutoSaveToSlot[0] = TRUE; AutoSaveToSlot[1] = FALSE; AutoSaveToSlot[2] = FALSE; AutoSaveToSlot[3] = FALSE; AutoSaveToSlot[4] = FALSE; } } } } // anv: in extreme iron man mode notify player it's time to save if( doAutoSave && gGameOptions.ubIronManMode == 3 && GetWorldHour() == gGameExternalOptions.ubExtremeIronManSavingHour ) { // pause game if( gGameExternalOptions.ubExtremeIronManSavingTimeNotification == 1 ) { // not really player's doing but oh well HandlePlayerPauseUnPauseOfGame(); } // automatically open save screen when it's time else if( gGameExternalOptions.ubExtremeIronManSavingTimeNotification == 0 ) { gfSaveGame = TRUE; SetOptionsPreviousScreen(guiCurrentScreen); SetPendingNewScreen( SAVE_LOAD_SCREEN ); } } } void HandleQuarterHourUpdate() { //if the game hasnt even started yet ( we havent arrived in the sector ) dont process this if ( DidGameJustStart() ) return; DecayTacticalMoraleModifiers( ); } void HourlyQuestUpdate() { UINT32 uiHour = GetWorldHour(); #ifdef LUA_HOURLY_QUEST_UPDATE LetLuaHourlyQuestUpdate(0); #else // brothel if ( uiHour == 4 ) { SetFactFalse( FACT_BROTHEL_OPEN ); } else if ( uiHour == 20 ) { SetFactTrue( FACT_BROTHEL_OPEN ); } // bar/nightclub if ( uiHour == 15 ) { UINT8 ubLoop; SetFactTrue( FACT_CLUB_OPEN ); SetFactFalse( FACT_PAST_CLUB_CLOSING_AND_PLAYER_WARNED ); // reset boxes fought for ( ubLoop = 0; ubLoop < NUM_BOXERS; ubLoop++ ) { gfBoxerFought[ ubLoop ] = FALSE; } // if # of boxing matches the player has won is a multiple of // 3, and the boxers haven't rested, then make them rest if ( gfBoxersResting ) { // done resting now! gfBoxersResting = FALSE; gubBoxersRests++; } else if ( gubBoxingMatchesWon / 3 > gubBoxersRests ) { // time for the boxers to rest! gfBoxersResting = TRUE; } } else if ( uiHour == 2 ) { SetFactFalse( FACT_CLUB_OPEN ); } // museum if ( uiHour == 9 ) { SetFactTrue( FACT_MUSEUM_OPEN ); } else if ( uiHour == 18 ) { SetFactFalse( FACT_MUSEUM_OPEN ); } #endif } #define BAR_TEMPTATION 4 #define INVENTORY_DRUG_TEMPTATION 5 // Flugente: abandoned the LarryItems for the new drug system /*#define NUM_LARRY_ITEMS 6 UINT16 LarryItems[ NUM_LARRY_ITEMS ][ 3 ] = { // item, temptation, points to use { ADRENALINE_BOOSTER, 5, 100 }, { ALCOHOL, BAR_TEMPTATION, 25 }, { MEDICKIT, 4, 10 }, { WINE, 3, 50 }, { REGEN_BOOSTER, 3, 100 }, { BEER, 2, 100 }, }; #define LARRY_FALLS_OFF_WAGON 8*/ void HourlyLarryUpdate() { SOLDIERTYPE *pSoldier = NULL; SOLDIERTYPE *pOtherSoldier = NULL; INT8 bSlot = NO_SLOT, bBoozeSlot; UINT16 usTemptation = 0; UINT16 usCashAmount; BOOLEAN fBar = FALSE; OBJECTTYPE* pObj = NULL; BOOLEAN fTookDrugs = FALSE; for( SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id ) { pSoldier = id; if ( pSoldier && pSoldier->bActive && !pSoldier->flags.fMercAsleep && ( pSoldier->ubProfile == LARRY_NORMAL || pSoldier->ubProfile == LARRY_DRUNK || pSoldier->HasBackgroundFlag( BACKGROUND_DRUGUSE ) ) ) { fTookDrugs = FALSE; const std::vector drugItems = pSoldier->GetBackgroundValueVector(BackgroundVectorTypes::BG_DRUGUSE_ITEMS); const std::vector drugTypes = pSoldier->GetBackgroundValueVector(BackgroundVectorTypes::BG_DRUGUSE_TYPES); if ( pSoldier->bAssignment < ON_DUTY && !pSoldier->flags.fBetweenSectors && !( gTacticalStatus.fEnemyInSector || guiCurrentScreen == GAME_SCREEN ) ) { // Flugente: reworked this for the new drug system. We now loop over our entire inventory INT8 invsize = (INT8)pSoldier->inv.size(); // remember inventorysize, so we don't call size() repeatedly for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop) // ... for all items in our inventory ... { if (pSoldier->inv[bLoop].exists()) { INT16 sCurrentItemId = pSoldier->inv[bLoop].usItem; INT16 sCurrentDrugType = Item[sCurrentItemId].drugtype; if (Item[sCurrentItemId].drugtype > 0 && Item[sCurrentItemId].usItemClass & (IC_KIT | IC_MISC)) { // anv: if drug user has no items or types specified, assume any is valid, otherwise check drug item id or type if ((drugItems.empty() && drugTypes.empty()) || (!drugItems.empty() && std::find(drugItems.begin(), drugItems.end(), sCurrentItemId) != drugItems.end()) || (!drugTypes.empty() && std::find(drugTypes.begin(), drugTypes.end(), sCurrentDrugType) != drugTypes.end())) { pObj = &(pSoldier->inv[bLoop]); usTemptation = INVENTORY_DRUG_TEMPTATION; break; } } } } // check to see if we're in a bar sector, if we are, we have access to alcohol // which may be better than anything we've got... INT16 sBarDrugItemId = 0; if ( usTemptation < BAR_TEMPTATION ) { // sevenfm: check facility if (pSoldier->bSectorZ == 0) { for (UINT16 usFacilityType = 0; usFacilityType < NUM_FACILITY_TYPES; usFacilityType++) { // Is this facility here? if (gFacilityLocations[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][usFacilityType].fFacilityHere) { for (UINT16 usFacilityAssignment = 0; usFacilityAssignment < NUM_FACILITY_ASSIGNMENTS; usFacilityAssignment++) { // is it a place with risk of getting drunk? if (gFacilityTypes[usFacilityType].AssignmentData[usFacilityAssignment].Risk[RISK_DRUNK].usChance > 0) { // anv: check all items available for this risk const std::vector& riskDrugItems = gFacilityTypes[usFacilityType].AssignmentData[usFacilityAssignment].Risk[RISK_DRUNK].valueVectors[FacilityRiskVectorTypes::RISK_DRUG_ITEMS]; if (riskDrugItems.empty()) { if (GetCurrentBalance() >= Item[ALCOHOL].usPrice) { if ((drugItems.empty() && drugTypes.empty()) || (!drugItems.empty() && std::find(drugItems.begin(), drugItems.end(), sBarDrugItemId) != drugItems.end()) || (!drugTypes.empty() && std::find(drugTypes.begin(), drugTypes.end(), Item[ALCOHOL].drugtype) != drugTypes.end())) { sBarDrugItemId = ALCOHOL; // Cool. fBar = TRUE; } } } else { std::vector shuffledRiskDrugItems = riskDrugItems; std::shuffle(shuffledRiskDrugItems.begin(), shuffledRiskDrugItems.end(), std::mt19937{ std::random_device{}() }); for (INT16 sItemId : shuffledRiskDrugItems) { if (sItemId < MAXITEMS && Item[sItemId].usItemClass & (IC_KIT | IC_MISC) && GetCurrentBalance() >= Item[sItemId].usPrice) { if ((drugItems.empty() && drugTypes.empty()) || (!drugItems.empty() && std::find(drugItems.begin(), drugItems.end(), sItemId) != drugItems.end()) || (!drugTypes.empty() && std::find(drugTypes.begin(), drugTypes.end(), Item[sItemId].drugtype) != drugTypes.end())) { sBarDrugItemId = sItemId; // Cool. fBar = TRUE; // sevenfm: stop searching break; } } } } } if (fBar) { usTemptation = BAR_TEMPTATION; break; } } } } } } if ( usTemptation > 0 ) { // anv: snitches stop mercs from getting wasted BOOLEAN fSnitchStoppedBehaviour = FALSE; for( SoldierID id2 = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id2 <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id2 ) { pOtherSoldier = id2; // note - snitches stop others, but can get wasted themselves (if they have drug use specifically set in background...) if( pOtherSoldier && !pOtherSoldier->flags.fBetweenSectors && pOtherSoldier->bActive && !pOtherSoldier->flags.fMercAsleep && pSoldier->ubProfile != pOtherSoldier->ubProfile ) { if (ProfileHasSkillTrait(pOtherSoldier->ubProfile, SNITCH_NT) && !(pOtherSoldier->usSoldierFlagMask2 & SOLDIER_PREVENT_MISBEHAVIOUR_OFF)) { if( pSoldier->sSectorX == pOtherSoldier->sSectorX && pSoldier->sSectorY == pOtherSoldier->sSectorY && pSoldier->bSectorZ == pOtherSoldier->bSectorZ ) { UINT16 bPreventChance = ( EffectiveLeadership( pOtherSoldier ) + EffectiveExpLevel( pOtherSoldier, FALSE) / 2); if (gGameOptions.fNewTraitSystem) { bPreventChance += 25 * NUM_SKILL_TRAITS( pOtherSoldier, SQUADLEADER_NT ); bPreventChance -= 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_NT ); } else { bPreventChance -= 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_OT ); } // keep 1% chance no matter what bPreventChance = max( 0, min( 99, bPreventChance ) ); if( bPreventChance > PreRandom( 100 ) ) { // merc is not amused by being prevented HandleMoraleEvent( pSoldier, MORALE_PREVENTED_MISBEHAVIOUR, pSoldier->sSectorX, pSoldier->sSectorX, pSoldier->bSectorZ ); // also here would be a place for dynamic relationship decrease between them // Flugente: then lets do that, shall we? AddOpinionEvent( pSoldier->ubProfile, pOtherSoldier->ubProfile, OPINIONEVENT_SNITCHINTERFERENCE ); fSnitchStoppedBehaviour = TRUE; continue; } } } } } if ( !fSnitchStoppedBehaviour ) { fTookDrugs = TRUE; // Flugente: dynamic opinion if (gGameExternalOptions.fDynamicOpinions) { HandleDynamicOpinionChange(pSoldier, OPINIONEVENT_ADDICT, TRUE, FALSE); } if ( fBar ) { // give Larry some booze and set slot etc values appropriately // CHRISL: Change final parameter to allow dynamic control of inventory slots bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, NUM_INV_SLOTS ); if ( bBoozeSlot != NO_SLOT ) { INVTYPE drugItem = Item[sBarDrugItemId]; // take $ from player's account // silversurfer: changed the price to reflect the changed amount of 25% below usCashAmount = (UINT16)(drugItem.usPrice / 4.0f); AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin(), -( usCashAmount ) ); // give Larry booze here // silversurfer: only give the merc a 25% bottle. This fixes the problem that the bottle of alcohol can go to any inventory slot even one that isn't available. // Now the bottle will be fully consumed below and vanishes from inventory before the player even gets to see it. This simulates going to a bar to have a drink there. UINT8 portionsize = 25; if (drugItem.usPortionSize > 0 && drugItem.usPortionSize < 25) portionsize = drugItem.usPortionSize; CreateItem( sBarDrugItemId, portionsize, &( pSoldier->inv[bBoozeSlot] ) ); ApplyConsumable( pSoldier, &( pSoldier->inv[bBoozeSlot] ), TRUE, FALSE ); } } else { if ( pObj ) { ApplyConsumable( pSoldier, pObj, TRUE, FALSE ); } } } } } // special treatment for Larry, he switches personality if takes drugs if ( pSoldier->ubProfile == LARRY_NORMAL || pSoldier->ubProfile == LARRY_DRUNK ) { if ( fTookDrugs ) { if ( pSoldier->ubProfile == LARRY_NORMAL ) { SwapToProfile( pSoldier, LARRY_DRUNK ); gMercProfiles[LARRY_NORMAL].bNPCData = LARRY_FALLS_OFF_WAGON; } else { // NB store all drunkenness info in LARRY_NORMAL profile (to use same values) // so long as he keeps consuming, keep number above level at which he cracked gMercProfiles[LARRY_NORMAL].bNPCData += (INT8)Random( usTemptation ); // allow value to keep going up to 24 (about 2 days since we subtract Random( 2 ) when he has no access ) gMercProfiles[LARRY_NORMAL].bNPCData = __min( gMercProfiles[LARRY_NORMAL].bNPCData, 24 ); gMercProfiles[LARRY_NORMAL].bNPCData = __max( gMercProfiles[LARRY_NORMAL].bNPCData, LARRY_FALLS_OFF_WAGON ); } } else { if ( pSoldier->ubProfile == LARRY_DRUNK ) { gMercProfiles[LARRY_NORMAL].bNPCData -= (INT8)Random( 2 ); if ( gMercProfiles[LARRY_NORMAL].bNPCData <= 0 ) { // goes sober! SwapToProfile( pSoldier, LARRY_NORMAL ); } } } } } } } // Flugente: mercs that are smokers occasionally consume smokes if they have some in their inventory void HourlySmokerUpdate( ) { SOLDIERTYPE *pSoldier = NULL; OBJECTTYPE *pObj = NULL; for ( SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID; id <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id ) { pSoldier = id; if ( pSoldier && pSoldier->bActive && !pSoldier->flags.fMercAsleep ) { // if we are a smoker, there is a chance that we will look fo cigarettes in our inventory, and consume them if we find any if ( Chance(33) && pSoldier->GetBackgroundValue( BG_SMOKERTYPE ) == 1 ) { INT8 invsize = (INT8)pSoldier->inv.size( ); // remember inventorysize, so we don't call size() repeatedly for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) // ... for all items in our inventory ... { if ( pSoldier->inv[bLoop].exists( ) && ItemIsCigarette(pSoldier->inv[bLoop].usItem) ) { pObj = &(pSoldier->inv[bLoop]); if ( ApplyConsumable( pSoldier, pObj, FALSE, FALSE ) ) { break; } } } } } } } void HourlyDisabilityUpdate( ) { SOLDIERTYPE* pSoldier = NULL; SOLDIERTYPE* pOtherSoldier = NULL; for ( SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID; id <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id ) { pSoldier = id; if ( pSoldier && pSoldier->bActive ) { // possible self-harm if ( !pSoldier->flags.fMercAsleep && Chance(20) && DoesMercHaveDisability( pSoldier, SELF_HARM ) ) { // don't do this if we are at low health, or in combat, or travelling, or a patient or doctor // only do this if we are rather healed if ( pSoldier->stats.bLife >= OKLIFE && pSoldier->stats.bLifeMax > 0 && (FLOAT)(pSoldier->stats.bLife) / (FLOAT)(pSoldier->stats.bLifeMax) > 0.9f && !pSoldier->flags.fBetweenSectors && !gTacticalStatus.fEnemyInSector && !IS_PATIENT( pSoldier->bAssignment ) && pSoldier->bAssignment != IN_TRANSIT ) { // anv: snitches stop mercs from getting wasted BOOLEAN fSnitchStoppedBehaviour = FALSE; for ( SoldierID id2 = gTacticalStatus.Team[OUR_TEAM].bFirstID; id2 <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id2 ) { pOtherSoldier = id2; // note - snitches stop others, but can get wasted themselves (if they have drug use specifically set in background...) if ( pOtherSoldier && !pOtherSoldier->flags.fBetweenSectors && pOtherSoldier->bActive && !pOtherSoldier->flags.fMercAsleep && pSoldier->ubProfile != pOtherSoldier->ubProfile ) { if (ProfileHasSkillTrait(pOtherSoldier->ubProfile, SNITCH_NT) && !(pOtherSoldier->usSoldierFlagMask2 & SOLDIER_PREVENT_MISBEHAVIOUR_OFF)) { if ( pSoldier->sSectorX == pOtherSoldier->sSectorX && pSoldier->sSectorY == pOtherSoldier->sSectorY && pSoldier->bSectorZ == pOtherSoldier->bSectorZ ) { UINT16 bPreventChance = (EffectiveLeadership( pOtherSoldier ) + EffectiveExpLevel( pOtherSoldier, FALSE) / 2); if ( gGameOptions.fNewTraitSystem ) { bPreventChance += 25 * NUM_SKILL_TRAITS( pOtherSoldier, SQUADLEADER_NT ); bPreventChance -= 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_NT ); } else { bPreventChance -= 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_OT ); } // keep 1% chance no matter what bPreventChance = max( 0, min( 99, bPreventChance ) ); if ( Chance( bPreventChance ) ) { // merc is not amused by being prevented HandleMoraleEvent( pSoldier, MORALE_PREVENTED_MISBEHAVIOUR, pSoldier->sSectorX, pSoldier->sSectorX, pSoldier->bSectorZ ); // also here would be a place for dynamic relationship decrease between them // Flugente: then lets do that, shall we? AddOpinionEvent( pSoldier->ubProfile, pOtherSoldier->ubProfile, OPINIONEVENT_SNITCHINTERFERENCE ); fSnitchStoppedBehaviour = TRUE; continue; } } } } } if ( !fSnitchStoppedBehaviour ) { // take damage, but not bleeding damage (otherwise we'd constantly have to check in on this merc and manually bandage them, which is tedious) INT8 oldbleeding = pSoldier->bBleeding; pSoldier->SoldierTakeDamage( 0, 1, 0, TAKE_DAMAGE_BLADE, pSoldier->ubID, NOWHERE, 0, FALSE ); pSoldier->bBleeding = oldbleeding; // Flugente: dynamic opinions if (gGameExternalOptions.fDynamicOpinions) { HandleDynamicOpinionChange(pSoldier, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE); } // say something (which might also alert the player to what we just did) TacticalCharacterDialogue( pSoldier, QUOTE_PERSONALITY_TRAIT ); } } } // If Buns is in her alternate personality, she will eventually change back. if ( pSoldier->ubProfile == BUNS_CHAOTIC ) { gMercProfiles[BUNS].bNPCData = max(0, gMercProfiles[BUNS].bNPCData - 1 ); if ( gMercProfiles[BUNS].bNPCData <= 0 ) { SwapToProfile( pSoldier, BUNS ); extern void SpecialDialogue( SOLDIERTYPE* pSoldier, STR8 azSoundString, STR16 azTextString ); SpecialDialogue( pSoldier, "Speech\\Special\\buns_ptsd_deactivation.MP3", L"I'm better now." ); //TacticalCharacterDialogue( pSoldier, QUOTE_WORK_UP_AND_RETURNING_TO_ASSIGNMENT ); } } } } } // anv: decrease exposed snitch cooldown (for simplified exposition handling) void HourlySnitchUpdate() { for( INT32 cnt = 0; cnt < NUM_PROFILES; ++cnt ) { if( gMercProfiles[cnt].ubSnitchExposedCooldown > 0 ) gMercProfiles[cnt].ubSnitchExposedCooldown--; } } void HourlyStealUpdate() { SOLDIERTYPE * pSoldier = NULL; SOLDIERTYPE * pOtherSoldier = NULL; for( SoldierID cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt ) { pSoldier = cnt; // merc must be alive, not travelling and awake. If he is in the currently loaded sector, we may not be in tactical (we would see an item suddenly disappearing) and not in combat if ( pSoldier && Chance( 50 ) // we try to steal something in the first place only half the time && pSoldier->HasBackgroundFlag( BACKGROUND_SCROUNGING ) && !pSoldier->flags.fBetweenSectors && pSoldier->bActive && !pSoldier->flags.fMercAsleep && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND && !( ( ( gWorldSectorX == pSoldier->sSectorX ) && ( gWorldSectorY == pSoldier->sSectorY ) && ( gbWorldSectorZ == pSoldier->bSectorZ ) ) && ( gTacticalStatus.fEnemyInSector || guiCurrentScreen == GAME_SCREEN ) ) ) { UINT8 ubSectorId = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ); UINT16 wealth = SectorExternalData[ubSectorId][0].wealth; // only try to steal if there's something worth stealing in the first place if ( !wealth ) continue; INT8 sectorz = pSoldier->bSectorZ; if ( SPY_LOCATION( pSoldier->bAssignment ) ) sectorz = max( 0, sectorz - 10 ); // only works in surface sectors if ( sectorz ) continue; // anv: snitches prevent scrounging in the same sector BOOLEAN fSnitchStoppedBehaviour = FALSE; for ( SoldierID cnt2 = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt2 <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt2 ) { pOtherSoldier = cnt2; // note - snitches stop others, but can scrounge themselves (if they have scrounging specifically set in background...) if ( pOtherSoldier && !pOtherSoldier->flags.fBetweenSectors && pOtherSoldier->bAssignment != IN_TRANSIT && pOtherSoldier->bAssignment != ASSIGNMENT_POW && pOtherSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pOtherSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND && !SPY_LOCATION( pOtherSoldier->bAssignment ) && pOtherSoldier->bActive && !pOtherSoldier->flags.fMercAsleep && pSoldier->ubProfile != pOtherSoldier->ubProfile ) { if (ProfileHasSkillTrait(pOtherSoldier->ubProfile, SNITCH_NT) && !(pOtherSoldier->usSoldierFlagMask2 & SOLDIER_PREVENT_MISBEHAVIOUR_OFF)) { if ( pSoldier->sSectorX == pOtherSoldier->sSectorX && pSoldier->sSectorY == pOtherSoldier->sSectorY && sectorz == pOtherSoldier->bSectorZ ) { UINT16 bPreventChance = ( EffectiveLeadership( pOtherSoldier ) + EffectiveExpLevel( pOtherSoldier, FALSE ) / 2 ); if ( gGameOptions.fNewTraitSystem ) { bPreventChance += 25 * NUM_SKILL_TRAITS( pOtherSoldier, SQUADLEADER_NT ); bPreventChance -= 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_NT ); } else { bPreventChance -= 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_OT ); } // keep 1% chance no matter what bPreventChance = max( 0, min( 99, bPreventChance ) ); if ( bPreventChance > PreRandom( 100 ) ) { // merc is not amused by being prevented HandleMoraleEvent( pSoldier, MORALE_PREVENTED_MISBEHAVIOUR, pSoldier->sSectorX, pSoldier->sSectorX, pSoldier->bSectorZ ); // also here would be a place for dynamic relationship decrease between them // Flugente: then lets do that, shall we? AddOpinionEvent( pSoldier->ubProfile, pOtherSoldier->ubProfile, OPINIONEVENT_SNITCHINTERFERENCE ); fSnitchStoppedBehaviour = TRUE; continue; } } } } } if ( fSnitchStoppedBehaviour ) continue; // The old behaviour was to steal items from the sector and put them into our inventory. However that is both very annoying (especially with EPCs) and not very logical (it's more like hoarding). // So instead we'll now simply steal money from the population and put that into our inventory. That doesn't screw with our items and earns us cash, so players might even want this behaviour. // The downside is that this angers the population, thus lowering loyalty. // determine chance of success. If we fail, we get money UINT8 chanceofsucess = pSoldier->GetThiefStealMoneyChance(); if ( Chance( chanceofsucess ) ) { // we do train dexterity a tiny bit StatChange( pSoldier, DEXTAMT, 1, FALSE ); // amount of money is a random value between 1 and 5 times wealth UINT32 amountstolen = wealth + Random( 4 * wealth ); // set up money object CreateMoney( amountstolen, &gTempObject ); // put money in inventory or on the floor if ( !AutoPlaceObject( pSoldier, &( gTempObject ), TRUE ) ) { // drop money in the sector itself if ( ( gWorldSectorX == pSoldier->sSectorX ) && ( gWorldSectorY == pSoldier->sSectorY ) && ( gbWorldSectorZ == sectorz ) ) { AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, ( WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE ), 0 ); } else { AddItemsToUnLoadedSector( pSoldier->sSectorX, pSoldier->sSectorY, sectorz, NOWHERE, 1, &gTempObject, 0, ( WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE ), 0, 1, FALSE ); } } } // determine chance of evading detection. If we fail, we are caught and receive a loyalty penalty UINT8 chanceofevadingdetection = pSoldier->GetThiefEvadeDetectionChance(); if ( !Chance( chanceofevadingdetection ) ) { // we were caught. Since we have guns and the locals don't, they can't do much apart from being pissed // of course if we do that while covert, the locals won't 'know' it was us if ( !SPY_LOCATION( pSoldier->bAssignment ) ) { // we were caught. Since we have guns and the locals don't, they can't do much apart from being pissed // lower loyalty in closest town the player has ever controlled (the penalty is lowered by distance) AffectClosestTownLoyaltyByDistanceFrom( -LOYALTY_STOLE_MONEY_FROM_LOCALS, pSoldier->sSectorX, pSoldier->sSectorY, sectorz ); } } // Flugente: dynamic opinion if (gGameExternalOptions.fDynamicOpinions) { HandleDynamicOpinionChange(pSoldier, OPINIONEVENT_THIEF, TRUE, FALSE); } } } } static BOOLEAN RemoveItemInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usItem, UINT32 usNumToRemove ) { UINT32 uiTotalNumberOfRealItems = 0; std::vector pWorldItem;//dnl ch75 271013 // open sector inventory if ( ( gWorldSectorX == sSectorX ) && ( gWorldSectorY == sSectorY ) && ( gbWorldSectorZ == bSectorZ ) ) { uiTotalNumberOfRealItems = guiNumWorldItems; pWorldItem = gWorldItems; } else { // Check for unloaded sector const auto i = FindWorldItemSector( sSectorX, sSectorY, bSectorZ); if (i != -1) { uiTotalNumberOfRealItems = gAllWorldItems.NumItems[i]; pWorldItem = gAllWorldItems.Items[i]; } } if ( !uiTotalNumberOfRealItems ) return FALSE; BOOLEAN removedsth = FALSE; OBJECTTYPE* pObj = NULL; for ( UINT32 uiCount = 0; uiCount < uiTotalNumberOfRealItems && usNumToRemove > 0; ++uiCount ) // ... for all items in the world ... { if ( pWorldItem[uiCount].fExists && pWorldItem[uiCount].usFlags & WORLD_ITEM_REACHABLE && pWorldItem[uiCount].bVisible == VISIBLE ) { OBJECTTYPE* pObj = &( pWorldItem[uiCount].object ); // ... get pointer for this item ... if ( pObj != NULL && pObj->exists() ) // ... if pointer is not obviously useless ... { if ( pObj->usItem == usItem ) { if ( usNumToRemove < pObj->ubNumberOfObjects ) { pObj->RemoveObjectsFromStack( usNumToRemove ); usNumToRemove = 0; } else { usNumToRemove -= pObj->ubNumberOfObjects; pObj->RemoveObjectsFromStack( pObj->ubNumberOfObjects ); } removedsth = TRUE; } } } } if ( removedsth ) { // save the changed inventory if ( ( gWorldSectorX == sSectorX ) && ( gWorldSectorY == sSectorY ) && ( gbWorldSectorZ == bSectorZ ) ) { guiNumWorldItems = uiTotalNumberOfRealItems; gWorldItems = pWorldItem; } else { UpdateWorldItems(sSectorX, sSectorY, bSectorZ, uiTotalNumberOfRealItems, pWorldItem); } return TRUE; } return FALSE; } static UINT32 CountAccessibleItemsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usItem ) { UINT32 numfound = 0; UINT32 uiTotalNumberOfRealItems = 0; std::vector pWorldItem;//dnl ch75 271013 // open sector inv if ( ( gWorldSectorX == sSectorX ) && ( gWorldSectorY == sSectorY ) && ( gbWorldSectorZ == bSectorZ ) ) { uiTotalNumberOfRealItems = guiNumWorldItems; pWorldItem = gWorldItems; } else { // Check for unloaded sector const auto i = FindWorldItemSector(sSectorX, sSectorY, bSectorZ); if (i != -1) { uiTotalNumberOfRealItems = gAllWorldItems.NumItems[i]; pWorldItem = gAllWorldItems.Items[i]; } } OBJECTTYPE* pObj = NULL; for ( UINT32 uiCount = 0; uiCount < uiTotalNumberOfRealItems; ++uiCount ) // ... for all items in the world ... { if ( pWorldItem[uiCount].fExists && pWorldItem[uiCount].usFlags & WORLD_ITEM_REACHABLE && pWorldItem[uiCount].bVisible == VISIBLE ) { OBJECTTYPE* pObj = &( pWorldItem[uiCount].object ); // ... get pointer for this item ... if ( pObj != NULL && pObj->exists() && pObj->usItem == usItem ) { numfound += pObj->ubNumberOfObjects; } } } return numfound; } extern void SetFactoryLeftoverProgress( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usFacilityType, UINT16 usProductionNumber, INT32 sProgressLeft ); extern INT32 GetFactoryLeftoverProgress( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usFacilityType, UINT16 usProductionNumber ); BOOLEAN GetFacilityProductionState( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usFacilityType, UINT16 usProductionNumber ) { return GetFactoryLeftoverProgress( sSectorX, sSectorY, bSectorZ, usFacilityType, usProductionNumber ) > -1; } void SetFacilityProductionState( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usFacilityType, UINT16 usProductionNumber, BOOLEAN aOn ) { return SetFactoryLeftoverProgress( sSectorX, sSectorY, bSectorZ, usFacilityType, usProductionNumber, aOn ? 0 : -1 ); } void HourlyFactoryUpdate() { if ( !gGameExternalOptions.fFactories ) return; // how much money do we currently have? INT32 balance = GetCurrentBalance(); INT32 moneyspentonproduction = 0; for ( UINT16 sector = 0; sector < 256; ++sector ) { if ( !StrategicMap[SECTOR_INFO_TO_STRATEGIC_INDEX( sector )].fEnemyControlled ) { UINT8 ubTownID = GetTownIdForSector( SECTORX( sector ), SECTORY( sector ) ); CHAR16 wSectorName[64]; GetSectorIDString( SECTORX( sector ), SECTORY( sector ), 0, wSectorName, FALSE ); for ( UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt ) { // Is this facility here? if ( gFacilityLocations[sector][cnt].fFacilityHere ) { UINT16 productioncnt = 0; for ( std::vector::iterator prodit = gFacilityTypes[cnt].ProductionData.begin(), proditend = gFacilityTypes[cnt].ProductionData.end(); prodit != proditend; ++prodit, ++productioncnt ) { // get production progress from the previous hour INT32 productiontime = GetFactoryLeftoverProgress( SECTORX( sector ), SECTORY( sector ), 0, cnt, productioncnt ); // negative value means factory is not active if ( productiontime < 0 ) continue; CHAR16 productionname[64]; swprintf( productionname, L"%s", wcslen((*prodit ).szProductionName ) > 0 ? ( *prodit ).szProductionName : ( *prodit ).usItemToCreate != NOTHING ? Item[( *prodit ).usItemToCreate].szItemName : L"--" ); // check for sufficient loyalty if ( ubTownID != BLANK_SECTOR && gTownLoyalty[ubTownID].ubRating < ( *prodit ).usOptional_LoyaltyRequired ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFactoryText[0], wSectorName, productionname ); SetFacilityProductionState( SECTORX( sector ), SECTORY( sector ), 0, cnt, productioncnt, FALSE ); continue; } // check for funds if ( moneyspentonproduction + ( *prodit ).sHourlyCost > balance ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFactoryText[1], wSectorName, productionname ); SetFacilityProductionState( SECTORX( sector ), SECTORY( sector ), 0, cnt, productioncnt, FALSE ); continue; } // check whether facility is staffed if required if ( ( *prodit ).usProductionFlags & REQUIRES_STAFFING ) { bool isstaffed = false; bool isstaffed_andawake = false; SOLDIERTYPE *pSoldier = NULL; UINT32 uiCnt = 0; for ( uiCnt = 0, pSoldier = MercPtrs[uiCnt]; uiCnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiCnt, ++pSoldier ) { if ( pSoldier->bActive && ( pSoldier->sSectorX == SECTORX( sector ) ) && ( pSoldier->sSectorY == SECTORY( sector ) ) && ( pSoldier->bSectorZ == 0 ) ) { if ( pSoldier->sFacilityTypeOperated == cnt ) { isstaffed = true; // check whether the staffing merc is asleep or has spent enough time on this if ( !pSoldier->flags.fMercAsleep && EnoughTimeOnAssignment( pSoldier ) ) { isstaffed_andawake = true; break; } } } } // if not staffed at all, shut down if ( !isstaffed ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFactoryText[2], wSectorName, productionname ); SetFacilityProductionState( SECTORX( sector ), SECTORY( sector ), 0, cnt, productioncnt, FALSE ); continue; } // if staffed but the staffing mercs are not active, skip this cycle else if ( !isstaffed_andawake ) { continue; } } // add one hour of progress productiontime += 60; // it's possible we might require several preproducts. Get an overview of all that is needed // struct needed during production and laptop display typedef struct FACTORY_PREPRODUCT_AVAILABLE { PRODUCTION_LINE_PREPRODUCT xml; UINT32 available; } FACTORY_PREPRODUCT_AVAILABLE; std::vector productionstoragedata; for ( std::vector::iterator useitemit = ( *prodit ).usOptional_PreProducts.begin(), useitemitend = ( *prodit ).usOptional_PreProducts.end(); useitemit != useitemitend; ++useitemit ) { FACTORY_PREPRODUCT_AVAILABLE data; data.xml = ( *useitemit ); data.available = CountAccessibleItemsInSector( SECTORX( sector ), SECTORY( sector ), 0, data.xml.item ); productionstoragedata.push_back( data ); } UINT32 itemstocreate = 0; bool insufficientitems = false; while ( productiontime >= ( *prodit ).sMinutesRequired ) { // check whether all items required are available for ( std::vector::iterator tmpit = productionstoragedata.begin(), tmpitend = productionstoragedata.end(); tmpit != tmpitend; ++tmpit ) { if ( ( itemstocreate + 1 ) * ( *tmpit ).xml.requiredforonecreation > ( *tmpit ).available ) { insufficientitems = true; break; } } if ( insufficientitems ) break; ++itemstocreate; productiontime -= ( *prodit ).sMinutesRequired; } if ( itemstocreate ) { // remove required preproducts for ( std::vector::iterator tmpit = productionstoragedata.begin(), tmpitend = productionstoragedata.end(); tmpit != tmpitend; ++tmpit ) { RemoveItemInSector( SECTORX( sector ), SECTORY( sector ), 0, ( *tmpit ).xml.item, ( *tmpit ).xml.requiredforonecreation * itemstocreate ); } // create produced items and place them if ( CreateItems( ( *prodit ).usItemToCreate, 100, itemstocreate, &gTempObject ) ) { if ( ( gWorldSectorX == SECTORX( sector ) ) && ( gWorldSectorY == SECTORY( sector ) ) && ( gbWorldSectorZ == 0 ) ) { AddItemToPool( ( *prodit ).sGridNo_Creation, &gTempObject, 1, 0, ( WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE ), 0 ); } else { AddItemsToUnLoadedSector( SECTORX( sector ), SECTORY( sector ), 0, ( *prodit ).sGridNo_Creation, 1, &gTempObject, 0, ( WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE ), 0, 1, FALSE ); } } } // if we can no longer produce anything because we don't have the items, shut off if ( insufficientitems ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFactoryText[3], wSectorName, productionname ); SetFacilityProductionState( SECTORX( sector ), SECTORY( sector ), 0, cnt, productioncnt, FALSE ); } // otherwise set new partial progress else { SetFactoryLeftoverProgress( SECTORX( sector ), SECTORY( sector ), 0, cnt, productioncnt, productiontime ); } moneyspentonproduction += ( *prodit ).sHourlyCost; } } } } } // substract money spent if ( moneyspentonproduction ) AddTransactionToPlayersBook ( FACILITY_OPERATIONS, NO_PROFILE, GetWorldTotalMin(), -moneyspentonproduction ); } #ifdef JA2UB // no JA25 UB #else void HourlyCheckIfSlayAloneSoHeCanLeave() { if (gGameExternalOptions.fEnableSlayForever || gGameExternalOptions.ubHourlyChanceSlayWillLeave < 1) return; SOLDIERTYPE *pSoldier; pSoldier = FindSoldierByProfileID( SLAY, TRUE ); if( !pSoldier ) { return; } if( pSoldier->flags.fBetweenSectors ) { return; } if( !pSoldier->bActive || !pSoldier->stats.bLife ) { return; } if( PlayerMercsInSector( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, pSoldier->bSectorZ ) == 1 ) { if( Chance( gGameExternalOptions.ubHourlyChanceSlayWillLeave ) ) { pSoldier->ubLeaveHistoryCode = HISTORY_SLAY_MYSTERIOUSLY_LEFT; TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING_NO_ASK_EQUIP, 0, 0 ); } } } #endif #ifdef JA2UB // no JA25 UB #else void HourlyHelicopterRepair() { if( gubHelicopterHoursToRepair == 0 ) { return; } MERCPROFILESTRUCT *pMechanic; pMechanic = &(gMercProfiles[ WALDO ]); if( !pMechanic ) { return; } if( !pMechanic->bLife ) { return; } if( pVehicleList[ iHelicopterVehicleId ].sSectorX == gMercProfiles[ WALDO ].sSectorX && pVehicleList[ iHelicopterVehicleId ].sSectorY == gMercProfiles[ WALDO ].sSectorY ) { gubHelicopterHoursToRepair--; } if( gubHelicopterHoursToRepair == 0 ) { FinishHelicopterRepair(); } } #endif void HourlyGatheringInformation() { SOLDIERTYPE *pSoldier; INT32 cnt=0; // go through list of characters, find all snicthes gathering info for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pSoldier++) { if( ( pSoldier->bActive ) && ( pSoldier->bAssignment == SNITCH_GATHER_RUMOURS || pSoldier->bAssignment == FACILITY_GATHER_RUMOURS ) ) { HandleGatheringInformationBySoldier( pSoldier ); } } }