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- Removed #ifdef DIFFICULTY_SETTING. Now the new difficulty settings code is always active (by Jazz) - Removed unused INI reading settings These parameters were moved to the file DifficultySettings.xml. ** Ja2_Options.INI ** ENEMY_AP_BONUS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE NUM_KILLS_PER_PROGRESS_POINT_NOVICE , _EXPERIENCED, _EXPERT, _INSANE INITIAL_GARRISON_PERCENTAGES_NOVICE , _EXPERIENCED, _EXPERT, _INSANE MIN_ENEMY_GROUP_SIZE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE UNLIMITED_POOL_OF_TROOPS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE ENEMY_STARTING_ALERT_LEVEL_NOVICE , _EXPERIENCED, _EXPERT, _INSANE ENEMY_ALERT_DECAY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE NUM_AWARE_BATTLES_NOVICE , _EXPERIENCED, _EXPERT, _INSANE BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE EVALUATION_DELAY_VARIANCE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE , _EXPERIENCED, _EXPERT, _INSANE GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE , _EXPERIENCED, _EXPERT, _INSANE AGGRESSIVE_QUEEN_AI_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL PERCENT_EXTRA_ELITES_EXPERIENCED , _EXPERT, _INSANE MAX_MERC_DEATHS_EASY , _EXPERIENCED, _EXPERT, _INSANE ** Creatures_Settings.INI ** CREATURE_SPREAD_TIME_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_REPRODUCTION_BASE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_REPRODUCTION_BONUS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_INIT_BONUS_SPREAD_NOVICE , _EXPERIENCED, _EXPERT, _INSANE CREATURE_POPULATION_MODIFIER_NOVICE , _EXPERIENCED, _EXPERT, _INSANE CREATURE_TOWN_AGGRESSIVENESS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL ** CTHConstants.ini ** BASE_DIFFICULTY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE AIM_DIFFICULTY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7461 3b4a5df2-a311-0410-b5c6-a8a6f20db521
458 lines
14 KiB
C++
458 lines
14 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Strategic All.h"
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#else
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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 "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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#include "Game Init.h" // added by Flugente
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#include "GameVersion.h" // added by Flugente
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#include "SaveLoadGame.h" // added by Flugente
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#endif
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#include "GameInitOptionsScreen.h"
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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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// 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
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if ( guiCurrentSaveGameVersion < ENEMY_VIPS || !gStrategicStatus.usVIPsTotal )
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{
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// Flugente: set up VIP locations
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InitVIPSectors();
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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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INT8 bRepChangeValue = gReputationSettings.bValues[bRepChange];
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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 - bRepChangeValue;
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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 = 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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// within tolerance
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return(FALSE);
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}
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BOOLEAN MercThinksBadReputationTooHigh( UINT8 ubProfileID )
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{
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INT8 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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// within tolerance
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return(FALSE);
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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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// within tolerance
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return(FALSE);
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}
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BOOLEAN MercIsOwedTooMuchMoney( UINT8 ubProfileID )
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{
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// merc complains if he he actually receives pay and did not get paid long enough
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if( gMercProfiles[ ubProfileID ].sSalary > 0 && gMercProfiles[ ubProfileID ].iBalance >= gMercProfiles[ ubProfileID ].sSalary * gMoraleSettings.bValues[MORALE_OWED_MONEY_DAYS])
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{
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return(TRUE);
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}
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return(FALSE);
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}
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BOOLEAN MercThinksPlayerIsInactiveTooLong( UINT8 ubProfileID )
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{
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UINT8 ubTolerance = gMoraleSettings.bValues[MORALE_PLAYER_INACTIVE_DAYS];
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if( gMercProfiles[ubProfileID].bCharacterTrait == CHAR_TRAIT_PACIFIST )
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{
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ubTolerance = max(0, ubTolerance + gMoraleSettings.bValues[MORALE_PLAYER_INACTIVE_DAYS_PACIFIST_BONUS]);
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}
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else if( gMercProfiles[ubProfileID].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
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{
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ubTolerance = max(0, ubTolerance + gMoraleSettings.bValues[MORALE_PLAYER_INACTIVE_DAYS_AGGRESSIVE_BONUS]);
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}
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if( ubTolerance == 0)
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{
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return(FALSE);
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}
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if( gStrategicStatus.ubNumberOfDaysOfInactivity >= ubTolerance )
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{
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return(TRUE);
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}
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return(FALSE);
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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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UINT8 iTolerance;
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if ( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD || gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
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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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if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
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iTolerance = 1;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
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iTolerance = 2;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
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iTolerance = 3;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
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iTolerance = 4;
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else
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iTolerance = 1;
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return( 6 - iTolerance + gStrategicStatus.ubHighestProgress / 42 );
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//return( 6 - gGameOptions.ubDifficultyLevel + gStrategicStatus.ubHighestProgress / 42 );
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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;
|
|
|
|
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: 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 );
|
|
}
|