Files
source/Strategic/Strategic Status.cpp
T

455 lines
14 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#else
#include "Strategic Status.h"
#include "Inventory Choosing.h"
#include "FileMan.h"
#include "Soldier Profile.h"
#include "Campaign.h"
#include "Strategic Mines.h"
#include "email.h"
#include "Game Clock.h"
#include "Debug.h"
#include "GameSettings.h"
#include "history.h"
#include "Strategic Town Loyalty.h"
#include "Game Init.h" // added by Flugente
#include "GameVersion.h" // added by Flugente
#include "SaveLoadGame.h" // added by Flugente
#endif
#include "GameInitOptionsScreen.h"
STRATEGIC_STATUS gStrategicStatus;
void InitStrategicStatus(void)
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitStrategicStatus: InitArmyGunTypes");
memset( &gStrategicStatus, 0, sizeof( STRATEGIC_STATUS ) );
//Add special non-zero start conditions here...
InitArmyGunTypes();
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitStrategicStatus: InitArmyGunTypes Done");
}
BOOLEAN SaveStrategicStatusToSaveGameFile( HWFILE hFile )
{
UINT32 uiNumBytesWritten;
//Save the Strategic Status structure to the saved game file
FileWrite( hFile, &gStrategicStatus, sizeof( STRATEGIC_STATUS ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( STRATEGIC_STATUS ) )
{
return( FALSE );
}
return( TRUE );
}
BOOLEAN LoadStrategicStatusFromSaveGameFile( HWFILE hFile )
{
UINT32 uiNumBytesRead;
//Load the Strategic Status structure from the saved game file
FileRead( hFile, &gStrategicStatus, sizeof( STRATEGIC_STATUS ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( STRATEGIC_STATUS ) )
{
return( FALSE );
}
// Flugente: enemy generals: if loading an old savegame that did not have this feature, or it was turned off and is now turned on, initialise generals
if ( guiCurrentSaveGameVersion < ENEMY_VIPS || !gStrategicStatus.usVIPsTotal )
{
// Flugente: set up VIP locations
InitVIPSectors();
}
return( TRUE );
}
#define DEATH_RATE_SEVERITY 1.0f // increase to make death rates higher for same # of deaths/time
UINT8 CalcDeathRate(void)
{
UINT32 uiDeathRate = 0;
// give the player a grace period of 1 day
if (gStrategicStatus.uiManDaysPlayed > 0)
{
// calculates the player's current death rate
uiDeathRate = (UINT32) ((gStrategicStatus.ubMercDeaths * DEATH_RATE_SEVERITY * 100) / gStrategicStatus.uiManDaysPlayed);
}
return((UINT8) uiDeathRate);
}
void ModifyPlayerReputation(INT8 bRepChange)
{
INT32 iNewBadRep;
INT8 bRepChangeValue = gReputationSettings.bValues[bRepChange];
// subtract, so that a negative reputation change results in an increase in bad reputation
iNewBadRep = (INT32) gStrategicStatus.ubBadReputation - bRepChangeValue;
// keep within a 0-100 range (0 = Saint, 100 = Satan)
iNewBadRep = __max( 0, iNewBadRep );
iNewBadRep = __min( 100, iNewBadRep );
gStrategicStatus.ubBadReputation = (UINT8) iNewBadRep;
}
BOOLEAN MercThinksDeathRateTooHigh( UINT8 ubProfileID )
{
INT8 bDeathRateTolerance = gMercProfiles[ubProfileID].bDeathRate;
// if he couldn't care less what it is
if (bDeathRateTolerance == 101)
{
// then obviously it CAN'T be too high...
return(FALSE);
}
if (CalcDeathRate() > bDeathRateTolerance)
{
// too high - sorry
return(TRUE);
}
// within tolerance
return(FALSE);
}
BOOLEAN MercThinksBadReputationTooHigh( UINT8 ubProfileID )
{
INT8 bRepTolerance = gMercProfiles[ ubProfileID ].bReputationTolerance;
// if he couldn't care less what it is
if (bRepTolerance == 101)
{
// then obviously it CAN'T be too high...
return(FALSE);
}
if (gStrategicStatus.ubBadReputation > bRepTolerance)
{
// too high - sorry
return(TRUE);
}
// within tolerance
return(FALSE);
}
// only meaningful for already hired mercs
BOOLEAN MercThinksHisMoraleIsTooLow( SOLDIERTYPE *pSoldier )
{
INT8 bRepTolerance;
INT8 bMoraleTolerance;
bRepTolerance = gMercProfiles[ pSoldier->ubProfile ].bReputationTolerance;
// if he couldn't care less what it is
if (bRepTolerance == 101)
{
// that obviously it CAN'T be too low...
return(FALSE);
}
// morale tolerance is based directly upon reputation tolerance
// above 50, morale is GOOD, never below tolerance then
bMoraleTolerance = (100 - bRepTolerance) / 2;
if (pSoldier->aiData.bMorale < bMoraleTolerance)
{
// too low - sorry
return(TRUE);
}
// within tolerance
return(FALSE);
}
BOOLEAN MercIsOwedTooMuchMoney( UINT8 ubProfileID )
{
// merc complains if he he actually receives pay and did not get paid long enough
if( gMercProfiles[ ubProfileID ].sSalary > 0 && gMercProfiles[ ubProfileID ].iBalance >= gMercProfiles[ ubProfileID ].sSalary * gMoraleSettings.bValues[MORALE_OWED_MONEY_DAYS])
{
return(TRUE);
}
return(FALSE);
}
BOOLEAN MercThinksPlayerIsInactiveTooLong( UINT8 ubProfileID )
{
UINT8 ubTolerance = gMoraleSettings.bValues[MORALE_PLAYER_INACTIVE_DAYS];
if ( gMercProfiles[ubProfileID].bCharacterTrait == CHAR_TRAIT_PACIFIST || gMercProfiles[ubProfileID].bCharacterTrait == CHAR_TRAIT_COWARD )
{
ubTolerance = max(0, ubTolerance + gMoraleSettings.bValues[MORALE_PLAYER_INACTIVE_DAYS_PACIFIST_BONUS]);
}
else if( gMercProfiles[ubProfileID].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
{
ubTolerance = max(0, ubTolerance + gMoraleSettings.bValues[MORALE_PLAYER_INACTIVE_DAYS_AGGRESSIVE_BONUS]);
}
if( ubTolerance == 0)
{
return(FALSE);
}
if( gStrategicStatus.ubNumberOfDaysOfInactivity >= ubTolerance )
{
return(TRUE);
}
return(FALSE);
}
void UpdateLastDayOfPlayerActivity( UINT16 usDay )
{
if ( usDay > gStrategicStatus.usLastDayOfPlayerActivity )
{
gStrategicStatus.usLastDayOfPlayerActivity = usDay;
gStrategicStatus.ubNumberOfDaysOfInactivity = 0;
}
}
UINT8 LackOfProgressTolerance( void )
{
UINT8 iTolerance;
if ( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD || gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
//if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_HARD )
{
// give an EXTRA day over normal
return( 7 - DIF_LEVEL_MEDIUM + gStrategicStatus.ubHighestProgress / 42 );
}
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
iTolerance = 1;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
iTolerance = 2;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
iTolerance = 3;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
iTolerance = 4;
else
iTolerance = 1;
return( 6 - iTolerance + gStrategicStatus.ubHighestProgress / 42 );
//return( 6 - gGameOptions.ubDifficultyLevel + gStrategicStatus.ubHighestProgress / 42 );
}
// called once per day in the morning, decides whether Enrico should send any new E-mails to the player
void HandleEnricoEmail(void)
{
UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage();
UINT8 ubHighestProgress = HighestPlayerProgressPercentage();
#ifdef JA2UB
//JA25 UB
#else
// 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);
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_CREATURES;
return; // avoid any other E-mail at the same time
}
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);
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);
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);
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_NEARLY_DONE;
return; // avoid any setback E-mail at the same time
}
// test for a major setback OR a second minor setback
if ((((ubHighestProgress - ubCurrentProgress) >= MAJOR_SETBACK_THRESHOLD) ||
(((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);
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_MAJOR_SETBACK;
}
else
// test for a first minor setback
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);
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_MINOR_SETBACK;
}
else
// if player is back at his maximum progress after having suffered a minor setback
if ((ubHighestProgress == ubCurrentProgress) && (gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_MINOR_SETBACK))
{
// remember that the original setback has been overcome, so another one can generate another E-mail
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_FLAG_SETBACK_OVER;
}
else if ( GetWorldDay() > (UINT32) (gStrategicStatus.usLastDayOfPlayerActivity) )
{
INT8 bComplaint = 0;
UINT8 ubTolerance;
gStrategicStatus.ubNumberOfDaysOfInactivity++;
ubTolerance = LackOfProgressTolerance();
if ( gStrategicStatus.ubNumberOfDaysOfInactivity >= ubTolerance )
{
if ( gStrategicStatus.ubNumberOfDaysOfInactivity == ubTolerance )
{
// send email
if ( !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_LACK_PROGRESS1 ) )
{
bComplaint = 1;
}
else if ( !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_LACK_PROGRESS2 ) )
{
bComplaint = 2;
}
else if ( !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_LACK_PROGRESS3 ) )
{
bComplaint = 3;
}
}
else if ( gStrategicStatus.ubNumberOfDaysOfInactivity == (UINT32) ubTolerance * 2 )
{
// six days? send 2nd or 3rd message possibly
if ( !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_LACK_PROGRESS2 ) )
{
bComplaint = 2;
}
else if ( !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_LACK_PROGRESS3 ) )
{
bComplaint = 3;
}
}
else if ( gStrategicStatus.ubNumberOfDaysOfInactivity == ubTolerance * 3 )
{
// nine days??? send 3rd message possibly
if ( !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_LACK_PROGRESS3 ) )
{
bComplaint = 3;
}
}
if ( bComplaint != 0 )
{
switch( bComplaint )
{
case 3:
AddEmail(LACK_PLAYER_PROGRESS_3, LACK_PLAYER_PROGRESS_3_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
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);
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);
gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_LACK_PROGRESS1;
break;
}
AddHistoryToPlayersLog( HISTORY_ENRICO_COMPLAINED, 0, GetWorldTotalMin(), -1, -1 );
}
// penalize loyalty!
if ( gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_LACK_PROGRESS2 )
{
DecrementTownLoyaltyEverywhere( LOYALTY_PENALTY_INACTIVE * (gStrategicStatus.ubNumberOfDaysOfInactivity - LackOfProgressTolerance() + 1) );
}
else
{
// on first complaint, give a day's grace...
DecrementTownLoyaltyEverywhere( LOYALTY_PENALTY_INACTIVE * (gStrategicStatus.ubNumberOfDaysOfInactivity - LackOfProgressTolerance() ) );
}
}
}
#endif
// reset # of new sectors visited 'today'
// grant some leeway for the next day, could have started moving
// at night...
gStrategicStatus.ubNumNewSectorsVisitedToday = __min( gStrategicStatus.ubNumNewSectorsVisitedToday, NEW_SECTORS_EQUAL_TO_ACTIVITY ) / 3;
}
void TrackEnemiesKilled( UINT8 ubKilledHow, UINT8 ubSoldierClass )
{
INT8 bRankIndex;
bRankIndex = SoldierClassToRankIndex( ubSoldierClass );
// if it's not a standard enemy-class soldier
if ( bRankIndex == -1 )
{
// don't count him as an enemy
return;
}
gStrategicStatus.usEnemiesKilled[ ubKilledHow ][ bRankIndex ]++;
if ( ubKilledHow != ENEMY_KILLED_TOTAL )
{
gStrategicStatus.usEnemiesKilled[ ENEMY_KILLED_TOTAL ][ bRankIndex ]++;
}
}
INT8 SoldierClassToRankIndex( UINT8 ubSoldierClass )
{
INT8 bRankIndex = -1;
// the soldier class defines are not in natural ascending order, elite comes before army!
switch ( ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
case SOLDIER_CLASS_BANDIT: bRankIndex = 0; break;
case SOLDIER_CLASS_ELITE: bRankIndex = 2; break;
case SOLDIER_CLASS_ARMY: bRankIndex = 1; break;
default:
// this happens when an NPC joins the enemy team (e.g. Conrad, Iggy, Mike)
break;
}
return( bRankIndex );
}
UINT8 RankIndexToSoldierClass( UINT8 ubRankIndex )
{
UINT8 ubSoldierClass = 0;
Assert( ubRankIndex < NUM_ENEMY_RANKS );
switch ( ubRankIndex )
{
case 0: ubSoldierClass = SOLDIER_CLASS_ADMINISTRATOR; break;
case 1: ubSoldierClass = SOLDIER_CLASS_ARMY; break;
case 2: ubSoldierClass = SOLDIER_CLASS_ELITE; break;
}
return( ubSoldierClass );
}