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Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
415 lines
12 KiB
C++
415 lines
12 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Strategic All.h"
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#else
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#include <memory.h>
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#include "Strategic Status.h"
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#include "Inventory Choosing.h"
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#include "FileMan.h"
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#include "Soldier Profile.h"
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#include "Campaign.h"
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#include "Strategic Mines.h"
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#include "email.h"
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#include "Game Clock.h"
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#include "TopicIDs.h"
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#include "TopicOps.h"
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#include "Debug.h"
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#include "GameSettings.h"
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#include "history.h"
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#include "Strategic Town Loyalty.h"
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#endif
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STRATEGIC_STATUS gStrategicStatus;
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void InitStrategicStatus(void)
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitStrategicStatus: InitArmyGunTypes");
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memset( &gStrategicStatus, 0, sizeof( STRATEGIC_STATUS ) );
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//Add special non-zero start conditions here...
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InitArmyGunTypes();
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitStrategicStatus: InitArmyGunTypes Done");
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}
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BOOLEAN SaveStrategicStatusToSaveGameFile( HWFILE hFile )
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{
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UINT32 uiNumBytesWritten;
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//Save the Strategic Status structure to the saved game file
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FileWrite( hFile, &gStrategicStatus, sizeof( STRATEGIC_STATUS ), &uiNumBytesWritten );
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if( uiNumBytesWritten != sizeof( STRATEGIC_STATUS ) )
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{
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return( FALSE );
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}
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return( TRUE );
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}
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BOOLEAN LoadStrategicStatusFromSaveGameFile( HWFILE hFile )
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{
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UINT32 uiNumBytesRead;
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//Load the Strategic Status structure from the saved game file
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FileRead( hFile, &gStrategicStatus, sizeof( STRATEGIC_STATUS ), &uiNumBytesRead );
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if( uiNumBytesRead != sizeof( STRATEGIC_STATUS ) )
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{
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return( FALSE );
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}
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return( TRUE );
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}
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#define DEATH_RATE_SEVERITY 1.0f // increase to make death rates higher for same # of deaths/time
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UINT8 CalcDeathRate(void)
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{
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UINT32 uiDeathRate = 0;
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// give the player a grace period of 1 day
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if (gStrategicStatus.uiManDaysPlayed > 0)
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{
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// calculates the player's current death rate
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uiDeathRate = (UINT32) ((gStrategicStatus.ubMercDeaths * DEATH_RATE_SEVERITY * 100) / gStrategicStatus.uiManDaysPlayed);
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}
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return((UINT8) uiDeathRate);
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}
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void ModifyPlayerReputation(INT8 bRepChange)
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{
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INT32 iNewBadRep;
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// subtract, so that a negative reputation change results in an increase in bad reputation
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iNewBadRep = (INT32) gStrategicStatus.ubBadReputation - bRepChange;
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// keep within a 0-100 range (0 = Saint, 100 = Satan)
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iNewBadRep = __max( 0, iNewBadRep );
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iNewBadRep = __min( 100, iNewBadRep );
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gStrategicStatus.ubBadReputation = (UINT8) iNewBadRep;
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}
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BOOLEAN MercThinksDeathRateTooHigh( UINT8 ubProfileID )
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{
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INT8 bDeathRateTolerance;
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bDeathRateTolerance = gMercProfiles[ ubProfileID ].bDeathRate;
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// if he couldn't care less what it is
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if (bDeathRateTolerance == 101)
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{
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// then obviously it CAN'T be too high...
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return(FALSE);
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}
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if (CalcDeathRate() > bDeathRateTolerance)
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{
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// too high - sorry
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return(TRUE);
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}
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else
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{
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// within tolerance
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return(FALSE);
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}
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}
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BOOLEAN MercThinksBadReputationTooHigh( UINT8 ubProfileID )
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{
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INT8 bRepTolerance;
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bRepTolerance = gMercProfiles[ ubProfileID ].bReputationTolerance;
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// if he couldn't care less what it is
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if (bRepTolerance == 101)
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{
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// then obviously it CAN'T be too high...
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return(FALSE);
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}
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if (gStrategicStatus.ubBadReputation > bRepTolerance)
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{
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// too high - sorry
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return(TRUE);
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}
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else
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{
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// within tolerance
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return(FALSE);
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}
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}
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// only meaningful for already hired mercs
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BOOLEAN MercThinksHisMoraleIsTooLow( SOLDIERTYPE *pSoldier )
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{
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INT8 bRepTolerance;
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INT8 bMoraleTolerance;
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bRepTolerance = gMercProfiles[ pSoldier->ubProfile ].bReputationTolerance;
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// if he couldn't care less what it is
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if (bRepTolerance == 101)
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{
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// that obviously it CAN'T be too low...
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return(FALSE);
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}
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// morale tolerance is based directly upon reputation tolerance
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// above 50, morale is GOOD, never below tolerance then
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bMoraleTolerance = (100 - bRepTolerance) / 2;
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if (pSoldier->aiData.bMorale < bMoraleTolerance)
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{
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// too low - sorry
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return(TRUE);
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}
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else
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{
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// within tolerance
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return(FALSE);
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}
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}
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void UpdateLastDayOfPlayerActivity( UINT16 usDay )
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{
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if ( usDay > gStrategicStatus.usLastDayOfPlayerActivity )
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{
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gStrategicStatus.usLastDayOfPlayerActivity = usDay;
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gStrategicStatus.ubNumberOfDaysOfInactivity = 0;
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}
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}
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UINT8 LackOfProgressTolerance( void )
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{
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if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_HARD )
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{
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// give an EXTRA day over normal
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return( 7 - DIF_LEVEL_MEDIUM + gStrategicStatus.ubHighestProgress / 42 );
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}
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else
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{
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return( 6 - gGameOptions.ubDifficultyLevel + gStrategicStatus.ubHighestProgress / 42 );
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}
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}
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// called once per day in the morning, decides whether Enrico should send any new E-mails to the player
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void HandleEnricoEmail(void)
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{
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UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage();
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UINT8 ubHighestProgress = HighestPlayerProgressPercentage();
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#ifdef JA2UB
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//JA25 UB
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#else
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// if creatures have attacked a mine (doesn't care if they're still there or not at the moment)
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if (HasAnyMineBeenAttackedByMonsters() && !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_CREATURES))
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{
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AddEmail(ENRICO_CREATURES, ENRICO_CREATURES_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
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gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_CREATURES;
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return; // avoid any other E-mail at the same time
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}
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if ((ubCurrentProgress >= SOME_PROGRESS_THRESHOLD) && !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_SOME_PROGRESS))
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{
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AddEmail(ENRICO_PROG_20, ENRICO_PROG_20_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
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gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_SOME_PROGRESS;
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return; // avoid any setback E-mail at the same time
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}
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if ((ubCurrentProgress >= ABOUT_HALFWAY_THRESHOLD) && !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_ABOUT_HALFWAY))
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{
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AddEmail(ENRICO_PROG_55, ENRICO_PROG_55_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
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gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_ABOUT_HALFWAY;
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return; // avoid any setback E-mail at the same time
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}
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if ((ubCurrentProgress >= NEARLY_DONE_THRESHOLD) && !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_NEARLY_DONE))
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{
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AddEmail(ENRICO_PROG_80, ENRICO_PROG_80_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
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gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_NEARLY_DONE;
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return; // avoid any setback E-mail at the same time
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}
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// test for a major setback OR a second minor setback
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if ((((ubHighestProgress - ubCurrentProgress) >= MAJOR_SETBACK_THRESHOLD) ||
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(((ubHighestProgress - ubCurrentProgress) >= MINOR_SETBACK_THRESHOLD) && (gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_FLAG_SETBACK_OVER))) &&
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!(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_MAJOR_SETBACK))
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{
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AddEmail(ENRICO_SETBACK, ENRICO_SETBACK_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
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gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_MAJOR_SETBACK;
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}
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else
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// test for a first minor setback
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if (((ubHighestProgress - ubCurrentProgress) >= MINOR_SETBACK_THRESHOLD) &&
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!(gStrategicStatus.usEnricoEmailFlags & (ENRICO_EMAIL_SENT_MINOR_SETBACK | ENRICO_EMAIL_SENT_MAJOR_SETBACK)))
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{
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AddEmail(ENRICO_SETBACK_2, ENRICO_SETBACK_2_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
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gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_MINOR_SETBACK;
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}
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else
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// if player is back at his maximum progress after having suffered a minor setback
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if ((ubHighestProgress == ubCurrentProgress) && (gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_MINOR_SETBACK))
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{
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// remember that the original setback has been overcome, so another one can generate another E-mail
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gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_FLAG_SETBACK_OVER;
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}
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else if ( GetWorldDay() > (UINT32) (gStrategicStatus.usLastDayOfPlayerActivity) )
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{
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INT8 bComplaint = 0;
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UINT8 ubTolerance;
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gStrategicStatus.ubNumberOfDaysOfInactivity++;
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ubTolerance = LackOfProgressTolerance();
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if ( gStrategicStatus.ubNumberOfDaysOfInactivity >= ubTolerance )
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{
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if ( gStrategicStatus.ubNumberOfDaysOfInactivity == ubTolerance )
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{
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// send email
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if ( !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_LACK_PROGRESS1 ) )
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{
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bComplaint = 1;
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}
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else if ( !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_LACK_PROGRESS2 ) )
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{
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bComplaint = 2;
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}
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else if ( !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_LACK_PROGRESS3 ) )
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{
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bComplaint = 3;
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}
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}
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else if ( gStrategicStatus.ubNumberOfDaysOfInactivity == (UINT32) ubTolerance * 2 )
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{
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// six days? send 2nd or 3rd message possibly
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if ( !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_LACK_PROGRESS2 ) )
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{
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bComplaint = 2;
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}
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else if ( !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_LACK_PROGRESS3 ) )
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{
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bComplaint = 3;
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}
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}
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else if ( gStrategicStatus.ubNumberOfDaysOfInactivity == ubTolerance * 3 )
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{
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// nine days??? send 3rd message possibly
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if ( !(gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_LACK_PROGRESS3 ) )
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{
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bComplaint = 3;
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}
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}
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if ( bComplaint != 0 )
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{
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switch( bComplaint )
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{
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case 3:
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AddEmail(LACK_PLAYER_PROGRESS_3, LACK_PLAYER_PROGRESS_3_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
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gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_LACK_PROGRESS3;
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break;
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case 2:
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AddEmail(LACK_PLAYER_PROGRESS_2, LACK_PLAYER_PROGRESS_2_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
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gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_LACK_PROGRESS2;
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break;
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default:
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AddEmail(LACK_PLAYER_PROGRESS_1, LACK_PLAYER_PROGRESS_1_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
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gStrategicStatus.usEnricoEmailFlags |= ENRICO_EMAIL_SENT_LACK_PROGRESS1;
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break;
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}
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AddHistoryToPlayersLog( HISTORY_ENRICO_COMPLAINED, 0, GetWorldTotalMin(), -1, -1 );
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}
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// penalize loyalty!
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if ( gStrategicStatus.usEnricoEmailFlags & ENRICO_EMAIL_SENT_LACK_PROGRESS2 )
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{
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DecrementTownLoyaltyEverywhere( LOYALTY_PENALTY_INACTIVE * (gStrategicStatus.ubNumberOfDaysOfInactivity - LackOfProgressTolerance() + 1) );
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}
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else
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{
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// on first complaint, give a day's grace...
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DecrementTownLoyaltyEverywhere( LOYALTY_PENALTY_INACTIVE * (gStrategicStatus.ubNumberOfDaysOfInactivity - LackOfProgressTolerance() ) );
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}
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}
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}
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#endif
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// reset # of new sectors visited 'today'
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// grant some leeway for the next day, could have started moving
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// at night...
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gStrategicStatus.ubNumNewSectorsVisitedToday = __min( gStrategicStatus.ubNumNewSectorsVisitedToday, NEW_SECTORS_EQUAL_TO_ACTIVITY ) / 3;
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}
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void TrackEnemiesKilled( UINT8 ubKilledHow, UINT8 ubSoldierClass )
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{
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INT8 bRankIndex;
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bRankIndex = SoldierClassToRankIndex( ubSoldierClass );
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// if it's not a standard enemy-class soldier
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if ( bRankIndex == -1 )
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{
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// don't count him as an enemy
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return;
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}
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gStrategicStatus.usEnemiesKilled[ ubKilledHow ][ bRankIndex ]++;
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if ( ubKilledHow != ENEMY_KILLED_TOTAL )
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{
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gStrategicStatus.usEnemiesKilled[ ENEMY_KILLED_TOTAL ][ bRankIndex ]++;
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}
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}
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INT8 SoldierClassToRankIndex( UINT8 ubSoldierClass )
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{
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INT8 bRankIndex = -1;
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// the soldier class defines are not in natural ascending order, elite comes before army!
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switch ( ubSoldierClass )
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{
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case SOLDIER_CLASS_ADMINISTRATOR: bRankIndex = 0; break;
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case SOLDIER_CLASS_ELITE: bRankIndex = 2; break;
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case SOLDIER_CLASS_ARMY: bRankIndex = 1; break;
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|
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 );
|
|
}
|