Files
source/Strategic/Hourly Update.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

338 lines
8.7 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#else
#include "Assignments.h"
#include "Strategic Town Loyalty.h"
#include "Strategic Merc Handler.h"
#include "Strategic Mines.h"
#include "Campaign.h"
#include "Morale.h"
#include "Quests.h"
#include "Game Clock.h"
#include "Overhead.h"
#include "Boxing.h"
#include "jascreens.h"
#include "screenids.h"
#include "Items.h"
#include "Random.h"
#include "finances.h"
#include "history.h"
#include "Dialogue Control.h"
#endif
void HourlyQuestUpdate( void );
void HourlyLarryUpdate( void );
extern INT32 GetCurrentBalance( void );
extern void PayOffSkyriderDebtIfAny( );
void HourlyCheckIfSlayAloneSoHeCanLeave();
void UpdateRegenCounters( void );
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()
{
//if the game hasnt even started yet ( we havent arrived in the sector ) dont process this
if ( DidGameJustStart() )
return;
// hourly update of town loyalty
HandleTownLoyalty();
// hourly update of team assignments
UpdateAssignments();
// hourly update of hated/liked mercs
UpdateBuddyAndHatedCounters();
// 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();
HourlyCheckIfSlayAloneSoHeCanLeave();
PayOffSkyriderDebtIfAny();
if ( GetWorldHour() % 6 == 0 ) // 4 times a day
{
UpdateRegenCounters();
}
}
void UpdateRegenCounters( void )
{
UINT8 ubID;
for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubID++ )
{
if ( MercPtrs[ ubID ]->bRegenBoostersUsedToday > 0 )
{
MercPtrs[ ubID ]->bRegenBoostersUsedToday--;
}
}
}
void HandleQuarterHourUpdate()
{
//if the game hasnt even started yet ( we havent arrived in the sector ) dont process this
if ( DidGameJustStart() )
return;
DecayTacticalMoraleModifiers( );
}
void HourlyQuestUpdate( void )
{
UINT32 uiHour = GetWorldHour();
// 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 );
}
}
#define BAR_TEMPTATION 4
#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( void )
{
SOLDIERTYPE * pSoldier;
INT8 bSlot, bBoozeSlot;
INT8 bLarryItemLoop;
UINT16 usTemptation = 0;
UINT16 usCashAmount;
BOOLEAN fBar = FALSE;
pSoldier = FindSoldierByProfileID( LARRY_NORMAL, TRUE );
if ( !pSoldier )
{
pSoldier = FindSoldierByProfileID( LARRY_DRUNK, TRUE );
}
if ( pSoldier )
{
if ( pSoldier->bAssignment >= ON_DUTY )
{
return;
}
if ( pSoldier->fBetweenSectors )
{
return;
}
if ( pSoldier->bActive && pSoldier->bInSector && (gTacticalStatus.fEnemyInSector || guiCurrentScreen == GAME_SCREEN ) )
{
return;
}
// look for items in Larry's inventory to maybe use
for ( bLarryItemLoop = 0; bLarryItemLoop < NUM_LARRY_ITEMS; bLarryItemLoop++ )
{
bSlot = FindObj( pSoldier, LarryItems[ bLarryItemLoop ][ 0 ] );
if ( bSlot != NO_SLOT )
{
usTemptation = LarryItems[ bLarryItemLoop ][ 1 ];
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...
if ( usTemptation < BAR_TEMPTATION && GetCurrentBalance() >= Item[ ALCOHOL ].usPrice )
{
if ( pSoldier->bSectorZ == 0 &&
( ( pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_B) ||
( pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_C) ||
( pSoldier->sSectorX == 5 && pSoldier->sSectorY == MAP_ROW_C) ||
( pSoldier->sSectorX == 6 && pSoldier->sSectorY == MAP_ROW_C) ||
( pSoldier->sSectorX == 5 && pSoldier->sSectorY == MAP_ROW_D) ||
( pSoldier->sSectorX == 2 && pSoldier->sSectorY == MAP_ROW_H)
)
)
{
// in a bar!
fBar = TRUE;
usTemptation = BAR_TEMPTATION;
}
}
if ( usTemptation > 0 )
{
if ( pSoldier->ubProfile == LARRY_NORMAL )
{
gMercProfiles[ LARRY_NORMAL ].bNPCData += (INT8) Random( usTemptation );
if ( gMercProfiles[ LARRY_NORMAL ].bNPCData >= LARRY_FALLS_OFF_WAGON )
{
if ( fBar )
{
// take $ from player's account
usCashAmount = Item[ ALCOHOL ].usPrice;
AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin() , -( usCashAmount ) );
// give Larry some booze and set slot etc values appropriately
bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, SMALLPOCK8POS );
if ( bBoozeSlot != NO_SLOT )
{
// give Larry booze here
CreateItem( ALCOHOL, 100, &(pSoldier->inv[bBoozeSlot]) );
}
bSlot = bBoozeSlot;
bLarryItemLoop = 1;
}
// ahhhh!!!
SwapLarrysProfiles( pSoldier );
if ( bSlot != NO_SLOT )
{
UseKitPoints( &(pSoldier->inv[ bSlot ]), LarryItems[ bLarryItemLoop ][ 2 ], pSoldier );
}
}
}
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 = __max( gMercProfiles[ LARRY_NORMAL ].bNPCData, LARRY_FALLS_OFF_WAGON );
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 );
if ( fBar )
{
// take $ from player's account
usCashAmount = Item[ ALCOHOL ].usPrice;
AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin() , -( usCashAmount ) );
// give Larry some booze and set slot etc values appropriately
bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, SMALLPOCK8POS );
if ( bBoozeSlot != NO_SLOT )
{
// give Larry booze here
CreateItem( ALCOHOL, 100, &(pSoldier->inv[bBoozeSlot]) );
}
bSlot = bBoozeSlot;
bLarryItemLoop = 1;
}
if ( bSlot != NO_SLOT )
{
// ahhhh!!!
UseKitPoints( &(pSoldier->inv[ bSlot ]), LarryItems[ bLarryItemLoop ][ 2 ], pSoldier );
}
}
}
else if ( pSoldier->ubProfile == LARRY_DRUNK )
{
gMercProfiles[ LARRY_NORMAL ].bNPCData -= (INT8) Random( 2 );
if ( gMercProfiles[ LARRY_NORMAL ].bNPCData <= 0 )
{
// goes sober!
SwapLarrysProfiles( pSoldier );
}
}
}
}
void HourlyCheckIfSlayAloneSoHeCanLeave()
{
SOLDIERTYPE *pSoldier;
pSoldier = FindSoldierByProfileID( SLAY, TRUE );
if( !pSoldier )
{
return;
}
if( pSoldier->fBetweenSectors )
{
return;
}
if( !pSoldier->bActive || !pSoldier->bLife )
{
return;
}
if( PlayerMercsInSector( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, pSoldier->bSectorZ ) == 1 )
{
if( Chance( 15 ) )
{
pSoldier->ubLeaveHistoryCode = HISTORY_SLAY_MYSTERIOUSLY_LEFT;
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING_NO_ASK_EQUIP, 0, 0 );
}
}
}