Files
source/Strategic/Game Event Hook.h

224 lines
9.8 KiB
C++

#ifndef __GAME_EVENT_HOOK_H
#define __GAME_EVENT_HOOK_H
#include "types.h"
enum
{
EVENT_CHANGELIGHTVAL = 1,
EVENT_WEATHERSTART,
EVENT_WEATHEREND,
EVENT_CHECKFORQUESTS,
EVENT_AMBIENT,
EVENT_AIM_RESET_MERC_ANNOYANCE,
EVENT_BOBBYRAY_PURCHASE, // WANNE: Unused (old Bobby Ray Shipment EVENT)
EVENT_DAILY_UPDATE_BOBBY_RAY_INVENTORY,
EVENT_UPDATE_BOBBY_RAY_INVENTORY,
EVENT_DAILY_UPDATE_OF_MERC_SITE,
EVENT_DAY3_ADD_EMAIL_FROM_SPECK,
EVENT_DELAYED_HIRING_OF_MERC,
EVENT_HANDLE_INSURED_MERCS,
EVENT_PAY_LIFE_INSURANCE_FOR_DEAD_MERC,
EVENT_MERC_DAILY_UPDATE,
EVENT_MERC_ABOUT_TO_LEAVE_COMMENT,
EVENT_MERC_CONTRACT_OVER,
EVENT_GROUP_ARRIVAL,
EVENT_DAY2_ADD_EMAIL_FROM_IMP,
EVENT_MERC_COMPLAIN_EQUIPMENT,
EVENT_HOURLY_UPDATE,
EVENT_HANDLE_MINE_INCOME,
EVENT_SETUP_MINE_INCOME,
EVENT_QUEUED_BATTLE,
EVENT_LEAVING_MERC_ARRIVE_IN_DRASSEN, // unused
EVENT_LEAVING_MERC_ARRIVE_IN_OMERTA, // unused
EVENT_SET_BY_NPC_SYSTEM,
EVENT_SECOND_AIRPORT_ATTENDANT_ARRIVED,
EVENT_HELICOPTER_HOVER_TOO_LONG,
EVENT_HELICOPTER_HOVER_WAY_TOO_LONG,
EVENT_HELICOPTER_DONE_REFUELING,
EVENT_MERC_LEAVE_EQUIP_IN_OMERTA,
EVENT_MERC_LEAVE_EQUIP_IN_DRASSEN,
EVENT_DAILY_EARLY_MORNING_EVENTS,
EVENT_GROUP_ABOUT_TO_ARRIVE,
EVENT_PROCESS_TACTICAL_SCHEDULE,
EVENT_BEGINRAINSTORM,
EVENT_ENDRAINSTORM,
EVENT_HANDLE_TOWN_OPINION,
EVENT_SETUP_TOWN_OPINION,
EVENT_MAKE_CIV_GROUP_HOSTILE_ON_NEXT_SECTOR_ENTRANCE,
EVENT_BEGIN_AIR_RAID,
EVENT_TOWN_LOYALTY_UPDATE, /* Delayed loyalty effects elimininated. Sep.12/98. ARM */
EVENT_MEANWHILE,
EVENT_BEGIN_CREATURE_QUEST,
EVENT_CREATURE_SPREAD,
EVENT_DECAY_CREATURES,
EVENT_CREATURE_NIGHT_PLANNING,
EVENT_CREATURE_ATTACK,
EVENT_EVALUATE_QUEEN_SITUATION,
EVENT_CHECK_ENEMY_CONTROLLED_SECTOR,
EVENT_TURN_ON_NIGHT_LIGHTS,
EVENT_TURN_OFF_NIGHT_LIGHTS,
EVENT_TURN_ON_PRIME_LIGHTS,
EVENT_TURN_OFF_PRIME_LIGHTS,
EVENT_MERC_ABOUT_TO_LEAVE,
EVENT_INTERRUPT_TIME,
EVENT_ENRICO_MAIL,
EVENT_INSURANCE_INVESTIGATION_STARTED,
EVENT_INSURANCE_INVESTIGATION_OVER,
EVENT_MINUTE_UPDATE,
EVENT_TEMPERATURE_UPDATE,
EVENT_KEITH_GOING_OUT_OF_BUSINESS,
EVENT_MERC_SITE_BACK_ONLINE,
EVENT_INVESTIGATE_SECTOR,
EVENT_CHECK_IF_MINE_CLEARED,
EVENT_REMOVE_ASSASSIN,
EVENT_BANDAGE_BLEEDING_MERCS,
EVENT_SHOW_UPDATE_MENU,
EVENT_SET_MENU_REASON,
EVENT_ADDSOLDIER_TO_UPDATE_BOX,
EVENT_BEGIN_CONTRACT_RENEWAL_SEQUENCE,
EVENT_RPC_WHINE_ABOUT_PAY,
EVENT_HAVENT_MADE_IMP_CHARACTER_EMAIL,
EVENT_RAINSTORM,
EVENT_QUARTER_HOUR_UPDATE,
EVENT_MERC_MERC_WENT_UP_LEVEL_EMAIL_DELAY,
EVENT_MERC_SITE_NEW_MERC_AVAILABLE,
EVENT_POSTAL_SERVICE_SHIPMENT,
// EVENT_CHECK_FOR_AIR_RAID,
#ifdef JA2UB
//Ja25:
EVENT_ATTACK_INITIAL_SECTOR_IF_PLAYER_STILL_THERE,
EVENT_SAY_DELAYED_MERC_QUOTE,
EVENT_DELAY_SOMEONE_IN_SECTOR_MSGBOX,
EVENT_SECTOR_H8_DONT_WAIT_IN_SECTOR,
EVENT_SEND_ENRICO_UNDERSTANDING_EMAIL,
#endif
#ifdef CRIPPLED_VERSION
EVENT_CRIPPLED_VERSION_END_GAME_CHECK,
#endif
/*
HEY, YOU GUYS AREN'T DOING THIS!!!!!! (see below)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!! IMPORTANT NOTE !!
!! FOR ALL NEW EVENTS: For text debug support, make sure you add the text version of the !!
!! new event into the gEventName[] at the top of Game Events.c. !!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
*/
EVENT_HELICOPTER_HOVER_FOR_A_MINUTE,
EVENT_HELICOPTER_REFUEL_FOR_A_MINUTE,
EVENT_MILITIA_MOVEMENT_ORDER, // Flugente: militia was ordered to move, at this time they should arrive
EVENT_PMC_EMAIL, // Flugente: pmc will send us an introduction email
EVENT_PMC_REINFORCEMENT_ARRIVAL, // Flugente: pmc hired militia arrives
EVENT_KINGPIN_BOUNTY_INITIAL, // Flugente: a new quest by Kingpin: kill the DaSilvas while fighting off the competition
EVENT_KINGPIN_BOUNTY_END_KILLEDTHEM,
EVENT_KINGPIN_BOUNTY_END_TIME_PASSED,
EVENT_ASD_UPDATE, // Flugente: the queen's special division decides it's next action
EVENT_ASD_PURCHASE_FUEL,
EVENT_ASD_PURCHASE_JEEP,
EVENT_ASD_PURCHASE_TANK,
EVENT_ASD_PURCHASE_HELI,
EVENT_ASD_PURCHASE_ROBOT,
EVENT_ENEMY_HELI_UPDATE, // Flugente: move enemy helicopter to another sector
EVENT_ENEMY_HELI_REPAIR,
EVENT_ENEMY_HELI_REFUEL,
EVENT_SAMSITE_REPAIRED, // Flugente: have a SAM site be fully repaired
EVENT_MILITIAROSTER_EMAIL, // Flugente: we get an email giving us the bookmark to the militia roster webpage
EVENT_WEATHER_NORMAL, // Flugente: localized weather
EVENT_WEATHER_SHOWERS,
EVENT_WEATHER_THUNDERSHOWERS,
EVENT_WEATHER_SANDSTORM,
EVENT_WEATHER_SNOW,
EVENT_INTEL_ENRICO_EMAIL, // Flugente: Enrico sends us an email introduction to intel
EVENT_INTEL_PHOTOFACT_VERIFY, // verification of a photo fact
EVENT_DAILY_RAID_EVENTS, // Flugente: daily planning of raids on player sectors
EVENT_BLOODCAT_ATTACK, // Flugente: like a creature attack, but with cats
EVENT_ZOMBIE_ATTACK, // Flugente: like a creature attack, but with zombies
EVENT_BANDIT_ATTACK, // Flugente: like a creature attack, but with bandits
EVENT_ARMY_FINISH_TRAINING, // Another bunch of Queen Army recruits is about to finish training
EVENT_MINIEVENT,
EVENT_REBELCOMMAND,
EVENT_RETURN_TRANSPORT_GROUP,
EVENT_TRANSPORT_GROUP_DEFEATED,
NUMBER_OF_EVENT_TYPES_PLUS_ONE,
NUMBER_OF_EVENT_TYPES = NUMBER_OF_EVENT_TYPES_PLUS_ONE - 1
};
// This value is added to the param value for NPC-system-created events which are based on an
// action rather than a fact:
#define NPC_SYSTEM_EVENT_ACTION_PARAM_BONUS 10000
//One Time Events
//These events are scheduled to happen, and when their time is up, they are processed
//once, and deleted. The first prototype requires the actual world time in minutes
//included the current day, and the additional ones are wrappers which calculate the
//actual world time for you.
BOOLEAN AddStrategicEvent( UINT8 ubCallbackID, UINT32 uiMinStamp, UINT32 uiParam );
BOOLEAN AddSameDayStrategicEvent( UINT8 ubCallbackID, UINT32 uiMinStamp, UINT32 uiParam );
BOOLEAN AddFutureDayStrategicEvent( UINT8 ubCallbackID, UINT32 uiMinStamp, UINT32 uiParam, UINT32 uiNumDaysFromPresent );
//Same but uses seconds instead of minutes.
BOOLEAN AddStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiSecondStamp, UINT32 uiParam );
BOOLEAN AddSameDayStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiSecondStamp, UINT32 uiParam );
BOOLEAN AddFutureDayStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiSecondStamp, UINT32 uiParam, UINT32 uiNumDaysFromPresent );
//Ranged Events
//In certain cases, you may wish to create an event that has a start time and an end
//time. If this is used, then the execution of the event will happen once at the
//beginning of the event and once at the expiration time of the event. A flag,
//pEvent->fEndEvent is set for the second call. It is up to you process it
//separately. An example use of ranged events would be for ambient sounds. The
//start time would be called to define the sounds for use within the game. The end
//time would be used to remove the sound from the system.
BOOLEAN AddRangedStrategicEvent( UINT8 ubCallbackID, UINT32 uiStartMin, UINT32 uiLengthMin, UINT32 uiParam );
BOOLEAN AddSameDayRangedStrategicEvent( UINT8 ubCallbackID, UINT32 uiStartMin, UINT32 uiLengthMin, UINT32 uiParam);
BOOLEAN AddFutureDayRangedStrategicEvent( UINT8 ubCallbackID, UINT32 uiStartMin, UINT32 uiLengthMin, UINT32 uiParam, UINT32 uiNumDaysFromPresent );
BOOLEAN AddRangedStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiStartSeconds, UINT32 uiLengthSeconds, UINT32 uiParam );
BOOLEAN AddSameDayRangedStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiStartSeconds, UINT32 uiLengthSeconds, UINT32 uiParam);
BOOLEAN AddFutureDayRangedStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiStartSeconds, UINT32 uiLengthSeconds, UINT32 uiParam, UINT32 uiNumDaysFromPresent );
//EveryDay Events
//A second special case event, this event will get processed automatically at the
//same time every day. Time of day lighting is a perfect example. Other events
//such as checking for quests, can also be automated using this system. NOTE:
//Only specify the time of day in minutes (don't add the actual day to this value)
BOOLEAN AddEveryDayStrategicEvent( UINT8 ubCallbackID, UINT32 uiStartMin, UINT32 uiParam );
BOOLEAN AddEveryDayStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiStartSeconds, UINT32 uiParam );
//Periodic Events
//Event will get processed automatically once every X minutes. The period is added to the current time for
//the time stamp.
BOOLEAN AddPeriodStrategicEvent( UINT8 ubCallbackID, UINT32 uiOnceEveryXMinutes, UINT32 uiParam );
BOOLEAN AddPeriodStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiOnceEveryXSeconds, UINT32 uiParam );
//Hybrids that aren't based from the current time. They are offsetted from the current time first.
BOOLEAN AddPeriodStrategicEventWithOffset( UINT8 ubCallbackID, UINT32 uiOnceEveryXMinutes, UINT32 uiOffsetFromCurrent, UINT32 uiParam );
BOOLEAN AddPeriodStrategicEventUsingSecondsWithOffset( UINT8 ubCallbackID, UINT32 uiOnceEveryXSeconds, UINT32 uiOffsetFromCurrent, UINT32 uiParam );
//Searches for and removes the first event matching the supplied information. There may very well be a need
//for more specific event removal, so let me know (Kris), of any support needs. Function returns FALSE if
//no events were found.
BOOLEAN DeleteStrategicEvent( UINT8 ubCallbackID, UINT32 uiParam );
void DeleteAllStrategicEventsOfType( UINT8 ubCallbackID );
void DeleteAllStrategicEvents();
// Flugente: return vector of all events of type ubCallbackID with time and param
std::vector< std::pair<UINT32, UINT32> > GetAllStrategicEventsOfType( UINT8 ubCallbackID );
#endif