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- Larry now consumes every drug git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5638 3b4a5df2-a311-0410-b5c6-a8a6f20db521
497 lines
14 KiB
C++
497 lines
14 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Strategic All.h"
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#else
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#include "Assignments.h"
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#include "Strategic Town Loyalty.h"
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#include "Strategic Merc Handler.h"
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#include "Strategic Mines.h"
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#include "Campaign.h"
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#include "Morale.h"
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#include "Quests.h"
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#include "Game Clock.h"
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#include "Overhead.h"
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#include "Boxing.h"
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#include "jascreens.h"
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#include "screenids.h"
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#include "Items.h"
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#include "Random.h"
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#include "finances.h"
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#include "history.h"
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#include "Dialogue Control.h"
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#include "Strategic AI.h"
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#endif
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#include "Luaglobal.h"
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#include "LuaInitNPCs.h"
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#include "SaveLoadGame.h"
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#include "GameSettings.h"
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#include "connect.h"
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#include "Options Screen.h"
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#include "SaveLoadScreen.h"
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#include "Text.h"
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// HEADROCK HAM 3.5: Add facility code for hourly update of detection levels
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#include "Facilities.h"
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#include "Food.h" // added by Flugente
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void HourlyQuestUpdate( void );
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void HourlyLarryUpdate( void );
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extern INT32 GetCurrentBalance( void );
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extern void PayOffSkyriderDebtIfAny( );
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#if (defined JA2UB)
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//no UB
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#else
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void HourlyCheckIfSlayAloneSoHeCanLeave();
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#endif
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void UpdateRegenCounters( void );
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void HandleMinuteUpdate()
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{
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}
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// This function gets called every hour, on the hour.
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// It spawns the handling of all sorts of stuff:
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// Morale changes, assignment progress, town loyalties, etc.
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void HandleHourlyUpdate()
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{
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CHAR16 zString[128];
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//if the game hasnt even started yet ( we havent arrived in the sector ) dont process this
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if ( DidGameJustStart() )
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return;
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if(is_networked)
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return;
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// hourly update of town loyalty
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HandleTownLoyalty();
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// Flugente: food update
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if ( gGameOptions.fFoodSystem )
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HourlyFoodUpdate();
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// hourly update of team assignments
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UpdateAssignments();
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// HEADROCK HAM 3.5: Tells the rest of the program whether we've got mercs working on detecting enemy units.
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UpdateStrategicDetectionLevel();
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// HEADROCK HAM 3.5: Re-calculates a modifier to Skyrider's flight costs based on mercs working in specific facilities.
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UpdateSkyriderCostModifier();
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// hourly update of hated/liked mercs
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UpdateBuddyAndHatedCounters();
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HandleHourlyRisks();
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// update morale!
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HourlyMoraleUpdate();
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// degrade camouflage
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HourlyCamouflageUpdate();
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// check mines for monster infestation/extermination
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HourlyMinesUpdate();
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// check how well the player is doing right now
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HourlyProgressUpdate();
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// do any quest stuff necessary
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HourlyQuestUpdate();
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HourlyLarryUpdate();
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#if (defined JA2UB)
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// no UB
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#else
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HourlyCheckIfSlayAloneSoHeCanLeave();
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#endif
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// WDS - New AI
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HourlyCheckStrategicAI();
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PayOffSkyriderDebtIfAny();
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if ( GetWorldHour() % 6 == 0 ) // 4 times a day
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{
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UpdateRegenCounters();
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}
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// WANNE: This check should avoid the resaving of a loaded auto-save game, when entering tactical
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BOOLEAN doAutoSave = TRUE;
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if (lastLoadedSaveGameDay == GetWorldDay() && lastLoadedSaveGameHour == GetWorldHour() )
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{
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doAutoSave = FALSE;
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}
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if (doAutoSave)
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{
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if ( AutoSaveToSlot[1] == FALSE && AutoSaveToSlot[2] == FALSE && AutoSaveToSlot[3] == FALSE && AutoSaveToSlot[4] == FALSE )
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AutoSaveToSlot[0] = TRUE;
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if ((gGameExternalOptions.autoSaveTime != 0) && (GetWorldHour() % gGameExternalOptions.autoSaveTime == 0))
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{
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if ( AutoSaveToSlot[0] == TRUE )
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{
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if( CanGameBeSaved() )
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{
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guiPreviousOptionScreen = guiCurrentScreen;
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swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT1);
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DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT1,zString);
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}
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AutoSaveToSlot[0] = FALSE;
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AutoSaveToSlot[1] = TRUE;
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AutoSaveToSlot[2] = FALSE;
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AutoSaveToSlot[3] = FALSE;
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AutoSaveToSlot[4] = FALSE;
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}
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else if ( AutoSaveToSlot[1] == TRUE )
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{
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if( CanGameBeSaved() )
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{
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guiPreviousOptionScreen = guiCurrentScreen;
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swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT2);
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DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT2,zString);
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}
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AutoSaveToSlot[0] = FALSE;
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AutoSaveToSlot[1] = FALSE;
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AutoSaveToSlot[2] = TRUE;
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AutoSaveToSlot[3] = FALSE;
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AutoSaveToSlot[4] = FALSE;
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}
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else if ( AutoSaveToSlot[2] == TRUE )
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{
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if( CanGameBeSaved() )
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{
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guiPreviousOptionScreen = guiCurrentScreen;
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swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT3);
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DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT3,zString);
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}
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AutoSaveToSlot[0] = FALSE;
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AutoSaveToSlot[1] = FALSE;
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AutoSaveToSlot[2] = FALSE;
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AutoSaveToSlot[3] = TRUE;
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AutoSaveToSlot[4] = FALSE;
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}
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else if ( AutoSaveToSlot[3] == TRUE )
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{
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if( CanGameBeSaved() )
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{
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guiPreviousOptionScreen = guiCurrentScreen;
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swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT4);
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DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT4,zString);
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}
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AutoSaveToSlot[0] = FALSE;
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AutoSaveToSlot[1] = FALSE;
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AutoSaveToSlot[2] = FALSE;
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AutoSaveToSlot[3] = FALSE;
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AutoSaveToSlot[4] = TRUE;
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}
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else if ( AutoSaveToSlot[4] == TRUE )
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{
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if( CanGameBeSaved() )
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{
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guiPreviousOptionScreen = guiCurrentScreen;
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swprintf( zString, L"%s%d",pMessageStrings[ MSG_SAVE_AUTOSAVE_TEXT ],SAVE__TIMED_AUTOSAVE_SLOT5);
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DoAutoSave(SAVE__TIMED_AUTOSAVE_SLOT5,zString);
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}
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AutoSaveToSlot[0] = TRUE;
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AutoSaveToSlot[1] = FALSE;
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AutoSaveToSlot[2] = FALSE;
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AutoSaveToSlot[3] = FALSE;
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AutoSaveToSlot[4] = FALSE;
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}
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}
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}
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}
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void UpdateRegenCounters( void )
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{
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UINT8 ubID;
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for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubID++ )
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{
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if ( MercPtrs[ ubID ]->bRegenBoostersUsedToday > 0 )
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{
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MercPtrs[ ubID ]->bRegenBoostersUsedToday--;
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}
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}
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}
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void HandleQuarterHourUpdate()
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{
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//if the game hasnt even started yet ( we havent arrived in the sector ) dont process this
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if ( DidGameJustStart() )
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return;
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DecayTacticalMoraleModifiers( );
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}
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void HourlyQuestUpdate( void )
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{
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UINT32 uiHour = GetWorldHour();
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#ifdef LUA_HOURLY_QUEST_UPDATE
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LetLuaHourlyQuestUpdate(0);
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#else
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// brothel
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if ( uiHour == 4 )
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{
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SetFactFalse( FACT_BROTHEL_OPEN );
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}
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else if ( uiHour == 20 )
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{
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SetFactTrue( FACT_BROTHEL_OPEN );
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}
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// bar/nightclub
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if ( uiHour == 15 )
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{
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UINT8 ubLoop;
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SetFactTrue( FACT_CLUB_OPEN );
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SetFactFalse( FACT_PAST_CLUB_CLOSING_AND_PLAYER_WARNED );
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// reset boxes fought
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for ( ubLoop = 0; ubLoop < NUM_BOXERS; ubLoop++ )
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{
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gfBoxerFought[ ubLoop ] = FALSE;
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}
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// if # of boxing matches the player has won is a multiple of
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// 3, and the boxers haven't rested, then make them rest
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if ( gfBoxersResting )
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{
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// done resting now!
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gfBoxersResting = FALSE;
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gubBoxersRests++;
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}
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else if ( gubBoxingMatchesWon / 3 > gubBoxersRests )
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{
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// time for the boxers to rest!
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gfBoxersResting = TRUE;
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}
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}
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else if ( uiHour == 2 )
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{
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SetFactFalse( FACT_CLUB_OPEN );
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}
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// museum
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if ( uiHour == 9 )
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{
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SetFactTrue( FACT_MUSEUM_OPEN );
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}
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else if ( uiHour == 18 )
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{
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SetFactFalse( FACT_MUSEUM_OPEN );
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}
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#endif
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}
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#define BAR_TEMPTATION 4
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// Flugente: abandoned the LarryItems for the new drug system
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/*#define NUM_LARRY_ITEMS 6
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UINT16 LarryItems[ NUM_LARRY_ITEMS ][ 3 ] =
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{
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// item, temptation, points to use
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{ ADRENALINE_BOOSTER, 5, 100 },
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{ ALCOHOL, BAR_TEMPTATION, 25 },
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{ MEDICKIT, 4, 10 },
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{ WINE, 3, 50 },
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{ REGEN_BOOSTER, 3, 100 },
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{ BEER, 2, 100 },
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};*/
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#define LARRY_FALLS_OFF_WAGON 8
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void HourlyLarryUpdate( void )
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{
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SOLDIERTYPE * pSoldier;
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INT8 bSlot = NO_SLOT, bBoozeSlot;
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INT8 bLarryItemLoop;
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UINT16 usTemptation = 0;
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UINT16 usCashAmount;
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BOOLEAN fBar = FALSE;
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OBJECTTYPE* pObj = NULL;
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pSoldier = FindSoldierByProfileID( LARRY_NORMAL, TRUE );
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if ( !pSoldier )
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{
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pSoldier = FindSoldierByProfileID( LARRY_DRUNK, TRUE );
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}
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if ( pSoldier )
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{
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if ( pSoldier->bAssignment >= ON_DUTY )
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{
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return;
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}
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if ( pSoldier->flags.fBetweenSectors )
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{
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return;
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}
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if ( pSoldier->bActive && pSoldier->bInSector && (gTacticalStatus.fEnemyInSector || guiCurrentScreen == GAME_SCREEN ) )
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{
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return;
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}
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// Flugente: reworked this for the new drug system. We now loop over our entire inventory
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INT8 invsize = (INT8)pSoldier->inv.size(); // remember inventorysize, so we don't call size() repeatedly
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for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop) // ... for all items in our inventory ...
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{
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if ( pSoldier->inv[bLoop].exists() && Item[ pSoldier->inv[bLoop].usItem ].drugtype > 0 )
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{
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pObj = &(pSoldier->inv[bLoop]);
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usTemptation = 5;
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// any drug will do... I'm not going to create a new tag for sth minor like this
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break;
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}
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}
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// look for items in Larry's inventory to maybe use
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/*for ( bLarryItemLoop = 0; bLarryItemLoop < NUM_LARRY_ITEMS; bLarryItemLoop++ )
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{
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bSlot = FindObj( pSoldier, LarryItems[ bLarryItemLoop ][ 0 ] );
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if ( bSlot != NO_SLOT )
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{
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usTemptation = LarryItems[ bLarryItemLoop ][ 1 ];
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break;
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}
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}*/
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// check to see if we're in a bar sector, if we are, we have access to alcohol
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// which may be better than anything we've got...
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if ( usTemptation < BAR_TEMPTATION && GetCurrentBalance() >= Item[ ALCOHOL ].usPrice )
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{
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if ( pSoldier->bSectorZ == 0 &&
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( ( pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_D) ||
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( pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_C) ||
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( pSoldier->sSectorX == 5 && pSoldier->sSectorY == MAP_ROW_C) ||
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( pSoldier->sSectorX == 6 && pSoldier->sSectorY == MAP_ROW_C) ||
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( pSoldier->sSectorX == 5 && pSoldier->sSectorY == MAP_ROW_D) ||
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( pSoldier->sSectorX == 2 && pSoldier->sSectorY == MAP_ROW_H)
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)
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)
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{
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// in a bar!
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fBar = TRUE;
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usTemptation = BAR_TEMPTATION;
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}
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}
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if ( usTemptation > 0 )
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{
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if ( pSoldier->ubProfile == LARRY_NORMAL )
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{
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gMercProfiles[ LARRY_NORMAL ].bNPCData += (INT8) Random( usTemptation );
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if ( gMercProfiles[ LARRY_NORMAL ].bNPCData >= LARRY_FALLS_OFF_WAGON )
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{
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if ( fBar )
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{
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// take $ from player's account
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usCashAmount = Item[ ALCOHOL ].usPrice;
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AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin() , -( usCashAmount ) );
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// give Larry some booze and set slot etc values appropriately
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// CHRISL: Change final parameter to allow dynamic control of inventory slots
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bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, NUM_INV_SLOTS );
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if ( bBoozeSlot != NO_SLOT )
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{
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// give Larry booze here
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CreateItem( ALCOHOL, 100, &(pSoldier->inv[bBoozeSlot]) );
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}
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bSlot = bBoozeSlot;
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bLarryItemLoop = 1;
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}
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// ahhhh!!!
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SwapLarrysProfiles( pSoldier );
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if ( bSlot != NO_SLOT )
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{
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UseKitPoints( &(pSoldier->inv[ bSlot ]), 25/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
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}
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}
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}
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else
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{
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// NB store all drunkenness info in LARRY_NORMAL profile (to use same values)
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// so long as he keeps consuming, keep number above level at which he cracked
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gMercProfiles[ LARRY_NORMAL ].bNPCData = __max( gMercProfiles[ LARRY_NORMAL ].bNPCData, LARRY_FALLS_OFF_WAGON );
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gMercProfiles[ LARRY_NORMAL ].bNPCData += (INT8) Random( usTemptation );
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// allow value to keep going up to 24 (about 2 days since we subtract Random( 2 ) when he has no access )
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gMercProfiles[ LARRY_NORMAL ].bNPCData = __min( gMercProfiles[ LARRY_NORMAL ].bNPCData, 24 );
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if ( fBar )
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{
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// take $ from player's account
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usCashAmount = Item[ ALCOHOL ].usPrice;
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AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin() , -( usCashAmount ) );
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// give Larry some booze and set slot etc values appropriately
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// CHRISL: Change final parameter to allow dynamic control of inventory slots
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bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, NUM_INV_SLOTS );
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if ( bBoozeSlot != NO_SLOT )
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{
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// give Larry booze here
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CreateItem( ALCOHOL, 100, &(pSoldier->inv[bBoozeSlot]) );
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}
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bSlot = bBoozeSlot;
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bLarryItemLoop = 1;
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}
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if ( bSlot != NO_SLOT )
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{
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// Flugente: abandoned LarryItems
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// ahhhh!!!
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if ( pObj )
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UseKitPoints( pObj, 100/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
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}
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}
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}
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else if ( pSoldier->ubProfile == LARRY_DRUNK )
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{
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gMercProfiles[ LARRY_NORMAL ].bNPCData -= (INT8) Random( 2 );
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if ( gMercProfiles[ LARRY_NORMAL ].bNPCData <= 0 )
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{
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// goes sober!
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SwapLarrysProfiles( pSoldier );
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}
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}
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}
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}
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#if (defined JA2UB)
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// no JA25 UB
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#else
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void HourlyCheckIfSlayAloneSoHeCanLeave()
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{
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SOLDIERTYPE *pSoldier;
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pSoldier = FindSoldierByProfileID( SLAY, TRUE );
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if( !pSoldier )
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{
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return;
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}
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if( pSoldier->flags.fBetweenSectors )
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{
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return;
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}
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if( !pSoldier->bActive || !pSoldier->stats.bLife )
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{
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return;
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}
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if( PlayerMercsInSector( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, pSoldier->bSectorZ ) == 1 )
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{
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if( Chance( 15 ) )
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{
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pSoldier->ubLeaveHistoryCode = HISTORY_SLAY_MYSTERIOUSLY_LEFT;
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TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING_NO_ASK_EQUIP, 0, 0 );
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}
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}
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}
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#endif
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