Files
source/Strategic/Game Event Hook.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

489 lines
14 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#include "InIReader.h"
#else
#include "types.h"
#include "Game Events.h"
#include "soundman.h"
#include "environment.h"
#include "Ambient Control.h"
#include "Quests.h"
#include "Sound Control.h"
#include "AimMembers.h"
#include "Strategic Event Handler.h"
#include "BobbyR.h"
#include "mercs.h"
#include "email.h"
#include "Game Clock.h"
#include "Merc Hiring.h"
#include "Insurance Contract.h"
#include "Strategic Merc Handler.h"
#include "Strategic Movement.h"
#include "Assignments.h"
#include "Strategic Mines.h"
#include "Strategic Town Loyalty.h"
#include "Message.h"
#include "Map Screen Interface.h"
#include "Map Screen Helicopter.h"
#include "Scheduling.h"
#include "BobbyRGuns.h"
#include "Arms Dealer Init.h"
#include "Strategic town reputation.h"
#include "air raid.h"
#include "meanwhile.h"
#include "overhead.h"
#include "random.h"
#include "Creature Spreading.h"
#include "Strategic AI.h"
#include "Merc Contract.h"
#include "Strategic Status.h"
#include "INIReader.h"
#include "GameSettings.h"
#include "english.h"
#include "Input.h"
#include "Soldier Profile.h"
#include "laptop.h"
#include "Campaign.h"
#endif
#ifdef JA2BETAVERSION
extern BOOLEAN gfMercsNeverQuit;
#endif
extern void ValidateGameEvents();
extern void HandleHourlyUpdate();
extern void HandleQuarterHourUpdate();
extern void HandleMinuteUpdate();
extern BOOLEAN gfProcessingGameEvents;
extern UINT32 guiTimeStampOfCurrentlyExecutingEvent;
extern BOOLEAN gfPreventDeletionOfAnyEvent;
#ifdef CRIPPLED_VERSION
void CrippledVersionEndGameCheckCallBack( UINT8 bExitValue );
void CrippledVersionEndGameCheck();
#endif
BOOLEAN DelayEventIfBattleInProgress( STRATEGICEVENT *pEvent )
{
STRATEGICEVENT *pNewEvent;
if( gTacticalStatus.fEnemyInSector )
{
pNewEvent = AddAdvancedStrategicEvent( pEvent->ubEventType, pEvent->ubCallbackID, pEvent->uiTimeStamp + 180 + Random( 121 ), pEvent->uiParam );
Assert( pNewEvent );
pNewEvent->uiTimeOffset = pEvent->uiTimeOffset;
return TRUE;
}
return FALSE;
}
BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
{
BOOLEAN bMercDayOne = FALSE;
// Kaiden: Opening the INI File
CIniReader iniReader("..\\Ja2_Options.ini");
//Kaiden: Getting Value for MERC Available on Day one?
// for some reason, this can't be in gamesettings.cpp
// or it won't work.
bMercDayOne = iniReader.ReadBoolean("Options","MERC_DAY_ONE",FALSE);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent");
if( gGameExternalOptions.gfEnableEmergencyButton_SkipStrategicEvents && _KeyDown( NUM_LOCK ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Strategic event skipped!" );
return TRUE;
}
BOOLEAN fOrigPreventFlag;
fOrigPreventFlag = gfPreventDeletionOfAnyEvent;
gfPreventDeletionOfAnyEvent = TRUE;
//No events can be posted before this time when gfProcessingGameEvents is set, otherwise,
//we have a chance of running into an infinite loop.
guiTimeStampOfCurrentlyExecutingEvent = pEvent->uiTimeStamp;
if( pEvent->ubFlags & SEF_DELETION_PENDING)
{
gfPreventDeletionOfAnyEvent = fOrigPreventFlag;
return FALSE;
}
#ifdef JA2BETAVERSION
//If we are currently in the AIViewer, only process the events that we want to process.
//The rest of the events will be delayed until AFTER we leave the viewer.
if( guiCurrentScreen == AIVIEWER_SCREEN )
{
if( pEvent->ubCallbackID != EVENT_BEGIN_CREATURE_QUEST &&
pEvent->ubCallbackID != EVENT_CREATURE_SPREAD &&
pEvent->ubCallbackID != EVENT_DELAYED_HIRING_OF_MERC &&
pEvent->ubCallbackID != EVENT_GROUP_ARRIVAL &&
pEvent->ubCallbackID != EVENT_EVALUATE_QUEEN_SITUATION &&
pEvent->ubCallbackID != EVENT_CHECK_ENEMY_CONTROLLED_SECTOR )
{
gfPreventDeletionOfAnyEvent = fOrigPreventFlag;
return FALSE;
}
}
#endif
#ifdef JA2BETAVERSION
if( gfMercsNeverQuit )
{
if( pEvent->ubCallbackID == EVENT_MERC_ABOUT_TO_LEAVE_COMMENT ||
pEvent->ubCallbackID == EVENT_MERC_CONTRACT_OVER )
{
gfPreventDeletionOfAnyEvent = fOrigPreventFlag;
return FALSE;
}
}
#endif
// Look at the ID of event and do stuff according to that!
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ExecuteStrategicEvent: event callback id = %d", pEvent->ubCallbackID));
switch( pEvent->ubCallbackID )
{
case EVENT_CHANGELIGHTVAL:
// Change light to value
gubEnvLightValue = (UINT8)pEvent->uiParam;
if( !gfBasement && !gfCaves )
gfDoLighting = TRUE;
break;
case EVENT_CHECKFORQUESTS:
CheckForQuests( GetWorldDay() );
break;
case EVENT_AMBIENT:
if( pEvent->ubEventType == ENDRANGED_EVENT )
{
if ( pEvent->uiParam != NO_SAMPLE )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent: SoundRemoveSampleFlags");
SoundRemoveSampleFlags( pEvent->uiParam, SAMPLE_RANDOM );
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent: SoundRemoveSampleFlags done");
}
}
else
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent: SetupNewAmbientSound");
pEvent->uiParam = SetupNewAmbientSound( pEvent->uiParam ); //bug Nr14
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent: SetupNewAmbientSound done");
}
break;
case EVENT_AIM_RESET_MERC_ANNOYANCE:
ResetMercAnnoyanceAtPlayer( (UINT8) pEvent->uiParam );
break;
//The players purchase from Bobby Ray has arrived
case EVENT_BOBBYRAY_PURCHASE:
BobbyRayPurchaseEventCallback( (UINT8) pEvent->uiParam);
break;
//Gets called once a day ( at BOBBYRAY_UPDATE_TIME). To simulate the items being bought and sold at bobby rays
case EVENT_DAILY_UPDATE_BOBBY_RAY_INVENTORY:
DailyUpdateOfBobbyRaysNewInventory();
DailyUpdateOfBobbyRaysUsedInventory();
DailyUpdateOfArmsDealersInventory();
break;
//Add items to BobbyR's new/used inventory
case EVENT_UPDATE_BOBBY_RAY_INVENTORY:
AddFreshBobbyRayInventory( (UINT16) pEvent->uiParam );
break;
//Called once a day to update the number of days that a hired merc from M.E.R.C. has been on contract.
// Also if the player hasn't paid for a while Specks will start sending e-mails to the player
case EVENT_DAILY_UPDATE_OF_MERC_SITE:
DailyUpdateOfMercSite( (UINT16)GetWorldDay() );
break;
case EVENT_DAY3_ADD_EMAIL_FROM_SPECK:
if(!bMercDayOne)
{
AddEmail(MERC_INTRO, MERC_INTRO_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin( ), -1 );
}
break;
case EVENT_DAY2_ADD_EMAIL_FROM_IMP:
AddEmail(IMP_EMAIL_PROFILE_RESULTS, IMP_EMAIL_PROFILE_RESULTS_LENGTH, IMP_PROFILE_RESULTS, GetWorldTotalMin( ), -1 );
break;
//If a merc gets hired and they dont show up immediately, the merc gets added to the queue and shows up
// uiTimeTillMercArrives minutes later
case EVENT_DELAYED_HIRING_OF_MERC:
MercArrivesCallback( (UINT8) pEvent->uiParam );
break;
//handles the life insurance contract for a merc from AIM.
case EVENT_HANDLE_INSURED_MERCS:
DailyUpdateOfInsuredMercs();
break;
//handles when a merc is killed an there is a life insurance payout
case EVENT_PAY_LIFE_INSURANCE_FOR_DEAD_MERC:
InsuranceContractPayLifeInsuranceForDeadMerc( (UINT8) pEvent->uiParam );
break;
//gets called every day at midnight.
case EVENT_MERC_DAILY_UPDATE:
MercDailyUpdate();
break;
//gets when a merc is about to leave.
case EVENT_MERC_ABOUT_TO_LEAVE_COMMENT:
break;
// show the update menu
case( EVENT_SHOW_UPDATE_MENU ):
AddDisplayBoxToWaitingQueue( );
break;
case EVENT_MERC_ABOUT_TO_LEAVE:
FindOutIfAnyMercAboutToLeaveIsGonnaRenew( );
break;
//When a merc is supposed to leave
case EVENT_MERC_CONTRACT_OVER:
MercsContractIsFinished( (UINT8) pEvent->uiParam );
break;
case EVENT_ADDSOLDIER_TO_UPDATE_BOX:
// if the grunt is currently active, add to update box
if( Menptr[ pEvent->uiParam ].bActive )
{
AddSoldierToWaitingListQueue( &( Menptr[ pEvent->uiParam ] ) );
}
break;
case EVENT_SET_MENU_REASON:
AddReasonToWaitingListQueue( (UINT8) pEvent->uiParam );
break;
//Whenever any group (player or enemy) arrives in a new sector during movement.
case EVENT_GROUP_ARRIVAL:
//ValidateGameEvents();
GroupArrivedAtSector( (UINT8)pEvent->uiParam, TRUE, FALSE );
//ValidateGameEvents();
break;
case EVENT_MERC_COMPLAIN_EQUIPMENT:
MercComplainAboutEquipment( (UINT8) pEvent->uiParam );
break;
case EVENT_HOURLY_UPDATE:
HandleHourlyUpdate();
break;
case EVENT_MINUTE_UPDATE:
HandleMinuteUpdate();
break;
case EVENT_HANDLE_MINE_INCOME:
HandleIncomeFromMines( );
//ScreenMsg( FONT_MCOLOR_DKRED, MSG_INTERFACE, L"Income From Mines at %d", GetWorldTotalMin( ) );
break;
case EVENT_SETUP_MINE_INCOME:
PostEventsForMineProduction();
break;
case EVENT_SETUP_TOWN_OPINION:
PostEventsForSpreadOfTownOpinion( );
break;
case EVENT_HANDLE_TOWN_OPINION:
HandleSpreadOfAllTownsOpinion( );
break;
case EVENT_SET_BY_NPC_SYSTEM:
HandleNPCSystemEvent( pEvent->uiParam );
break;
case EVENT_SECOND_AIRPORT_ATTENDANT_ARRIVED:
AddSecondAirportAttendant();
break;
case EVENT_HELICOPTER_HOVER_TOO_LONG:
HandleHeliHoverLong( );
break;
case EVENT_HELICOPTER_HOVER_WAY_TOO_LONG:
HandleHeliHoverTooLong( );
break;
case EVENT_MERC_LEAVE_EQUIP_IN_DRASSEN:
HandleEquipmentLeftInDrassen( pEvent->uiParam );
break;
case EVENT_MERC_LEAVE_EQUIP_IN_OMERTA:
HandleEquipmentLeftInOmerta( pEvent->uiParam );
break;
case EVENT_BANDAGE_BLEEDING_MERCS:
BandageBleedingDyingPatientsBeingTreated( );
break;
case EVENT_DAILY_EARLY_MORNING_EVENTS:
HandleEarlyMorningEvents();
break;
case EVENT_GROUP_ABOUT_TO_ARRIVE:
HandleGroupAboutToArrive();
break;
case EVENT_PROCESS_TACTICAL_SCHEDULE:
ProcessTacticalSchedule( (UINT8)pEvent->uiParam );
break;
case EVENT_BEGINRAINSTORM:
//EnvBeginRainStorm( (UINT8)pEvent->uiParam );
break;
case EVENT_ENDRAINSTORM:
//EnvEndRainStorm( );
break;
case EVENT_RAINSTORM:
// ATE: Disabled
//rain
if( pEvent->ubEventType == ENDRANGED_EVENT )
{
EnvEndRainStorm( );
}
else
{
EnvBeginRainStorm( (UINT8)pEvent->uiParam );
}
//end rain
break;
case EVENT_MAKE_CIV_GROUP_HOSTILE_ON_NEXT_SECTOR_ENTRANCE:
MakeCivGroupHostileOnNextSectorEntrance( (UINT8)pEvent->uiParam );
break;
// case EVENT_CHECK_FOR_AIR_RAID:
// CheckForAndSetupAirRaid( );
// break;
//case EVENT_BEGIN_AIR_RAID:
// BeginAirRaid( );
// break;
case EVENT_MEANWHILE:
if( !DelayEventIfBattleInProgress( pEvent ) )
{
BeginMeanwhile( (UINT8)pEvent->uiParam );
InterruptTime();
}
break;
case EVENT_BEGIN_CREATURE_QUEST:
break;
case EVENT_CREATURE_SPREAD:
SpreadCreatures();
break;
case EVENT_DECAY_CREATURES:
DecayCreatures();
break;
case EVENT_CREATURE_NIGHT_PLANNING:
CreatureNightPlanning();
break;
case EVENT_CREATURE_ATTACK:
CreatureAttackTown( (UINT8)pEvent->uiParam, FALSE );
break;
case EVENT_EVALUATE_QUEEN_SITUATION:
EvaluateQueenSituation();
break;
case EVENT_CHECK_ENEMY_CONTROLLED_SECTOR:
CheckEnemyControlledSector( (UINT8)pEvent->uiParam );
break;
case EVENT_TURN_ON_NIGHT_LIGHTS:
TurnOnNightLights();
break;
case EVENT_TURN_OFF_NIGHT_LIGHTS:
TurnOffNightLights();
break;
case EVENT_TURN_ON_PRIME_LIGHTS:
TurnOnPrimeLights();
break;
case EVENT_TURN_OFF_PRIME_LIGHTS:
TurnOffPrimeLights();
break;
case EVENT_INTERRUPT_TIME:
InterruptTime( );
break;
case EVENT_ENRICO_MAIL:
HandleEnricoEmail();
break;
case EVENT_INSURANCE_INVESTIGATION_STARTED:
StartInsuranceInvestigation( (UINT8) pEvent->uiParam );
break;
case EVENT_INSURANCE_INVESTIGATION_OVER:
EndInsuranceInvestigation( (UINT8) pEvent->uiParam );
break;
case EVENT_TEMPERATURE_UPDATE:
UpdateTemperature( (UINT8) pEvent->uiParam );
break;
case EVENT_KEITH_GOING_OUT_OF_BUSINESS:
// make sure killbillies are still alive, if so, set fact 274 true
if( CheckFact( FACT_HILLBILLIES_KILLED, KEITH ) == FALSE )
{
//s et the fact true keith is out of business
SetFactTrue( FACT_KEITH_OUT_OF_BUSINESS );
}
break;
case EVENT_MERC_SITE_BACK_ONLINE:
GetMercSiteBackOnline();
break;
case EVENT_INVESTIGATE_SECTOR:
InvestigateSector( (UINT8)pEvent->uiParam );
break;
case EVENT_CHECK_IF_MINE_CLEARED:
// If so, the head miner will say so, and the mine's shutdown will be ended.
HourlyMinesUpdate(); // not-so hourly, in this case!
break;
case EVENT_REMOVE_ASSASSIN:
RemoveAssassin( (UINT8) pEvent->uiParam );
break;
case EVENT_BEGIN_CONTRACT_RENEWAL_SEQUENCE:
BeginContractRenewalSequence( );
break;
case EVENT_RPC_WHINE_ABOUT_PAY:
RPCWhineAboutNoPay( (UINT8) pEvent->uiParam );
break;
case EVENT_HAVENT_MADE_IMP_CHARACTER_EMAIL:
HaventMadeImpMercEmailCallBack();
break;
case EVENT_QUARTER_HOUR_UPDATE:
HandleQuarterHourUpdate();
break;
case EVENT_MERC_MERC_WENT_UP_LEVEL_EMAIL_DELAY:
MERCMercWentUpALevelSendEmail( (UINT8) pEvent->uiParam );
break;
case EVENT_MERC_SITE_NEW_MERC_AVAILABLE:
NewMercsAvailableAtMercSiteCallBack( );
break;
#ifdef CRIPPLED_VERSION
case EVENT_CRIPPLED_VERSION_END_GAME_CHECK:
CrippledVersionEndGameCheck();
break;
#endif
}
gfPreventDeletionOfAnyEvent = fOrigPreventFlag;
return TRUE;
}
#ifdef CRIPPLED_VERSION
void CrippledVersionEndGameCheck()
{
CHAR16 zString[512];
//Dont want this to appear before we arrive
if( guiDay == 1 )
return;
if( guiDay >= 8 )
{
swprintf( zString, L"Game Over. We hope you have enjoyed playing the limited version of Jagged Alliance 2." );
}
else
{
swprintf( zString, L"You have %d game days left in this limited version of Jagged Alliance 2.", ( 8 - guiDay ) );
}
DoScreenIndependantMessageBox( zString, MSG_BOX_FLAG_OK, CrippledVersionEndGameCheckCallBack );
}
void CrippledVersionEndGameCheckCallBack( UINT8 bExitValue )
{
//if we should restart the game
if( guiDay >= 8 )
{
//clean up the code
ReStartingGame();
//go to the main menu
if( guiCurrentScreen == MAP_SCREEN )
{
SetPendingNewScreen(MAINMENU_SCREEN);
}
else
{
InternalLeaveTacticalScreen( MAINMENU_SCREEN );
}
}
}
#endif