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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
172 lines
7.7 KiB
C
172 lines
7.7 KiB
C
#ifndef __GAME_EVENT_HOOK_H
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#define __GAME_EVENT_HOOK_H
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#include "types.h"
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enum
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{
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EVENT_CHANGELIGHTVAL = 1,
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EVENT_WEATHERSTART,
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EVENT_WEATHEREND,
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EVENT_CHECKFORQUESTS,
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EVENT_AMBIENT,
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EVENT_AIM_RESET_MERC_ANNOYANCE,
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EVENT_BOBBYRAY_PURCHASE, // WANNE: Unused (old Bobby Ray Shipment EVENT)
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EVENT_DAILY_UPDATE_BOBBY_RAY_INVENTORY,
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EVENT_UPDATE_BOBBY_RAY_INVENTORY,
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EVENT_DAILY_UPDATE_OF_MERC_SITE,
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EVENT_DAY3_ADD_EMAIL_FROM_SPECK,
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EVENT_DELAYED_HIRING_OF_MERC,
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EVENT_HANDLE_INSURED_MERCS,
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EVENT_PAY_LIFE_INSURANCE_FOR_DEAD_MERC,
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EVENT_MERC_DAILY_UPDATE,
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EVENT_MERC_ABOUT_TO_LEAVE_COMMENT,
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EVENT_MERC_CONTRACT_OVER,
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EVENT_GROUP_ARRIVAL,
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EVENT_DAY2_ADD_EMAIL_FROM_IMP,
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EVENT_MERC_COMPLAIN_EQUIPMENT,
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EVENT_HOURLY_UPDATE,
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EVENT_HANDLE_MINE_INCOME,
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EVENT_SETUP_MINE_INCOME,
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EVENT_QUEUED_BATTLE,
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EVENT_LEAVING_MERC_ARRIVE_IN_DRASSEN, // unused
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EVENT_LEAVING_MERC_ARRIVE_IN_OMERTA, // unused
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EVENT_SET_BY_NPC_SYSTEM,
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EVENT_SECOND_AIRPORT_ATTENDANT_ARRIVED,
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EVENT_HELICOPTER_HOVER_TOO_LONG,
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EVENT_HELICOPTER_HOVER_WAY_TOO_LONG,
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EVENT_HELICOPTER_DONE_REFUELING,
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EVENT_MERC_LEAVE_EQUIP_IN_OMERTA,
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EVENT_MERC_LEAVE_EQUIP_IN_DRASSEN,
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EVENT_DAILY_EARLY_MORNING_EVENTS,
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EVENT_GROUP_ABOUT_TO_ARRIVE,
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EVENT_PROCESS_TACTICAL_SCHEDULE,
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EVENT_BEGINRAINSTORM,
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EVENT_ENDRAINSTORM,
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EVENT_HANDLE_TOWN_OPINION,
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EVENT_SETUP_TOWN_OPINION,
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EVENT_MAKE_CIV_GROUP_HOSTILE_ON_NEXT_SECTOR_ENTRANCE,
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EVENT_BEGIN_AIR_RAID,
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EVENT_TOWN_LOYALTY_UPDATE, /* Delayed loyalty effects elimininated. Sep.12/98. ARM */
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EVENT_MEANWHILE,
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EVENT_BEGIN_CREATURE_QUEST,
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EVENT_CREATURE_SPREAD,
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EVENT_DECAY_CREATURES,
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EVENT_CREATURE_NIGHT_PLANNING,
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EVENT_CREATURE_ATTACK,
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EVENT_EVALUATE_QUEEN_SITUATION,
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EVENT_CHECK_ENEMY_CONTROLLED_SECTOR,
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EVENT_TURN_ON_NIGHT_LIGHTS,
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EVENT_TURN_OFF_NIGHT_LIGHTS,
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EVENT_TURN_ON_PRIME_LIGHTS,
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EVENT_TURN_OFF_PRIME_LIGHTS,
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EVENT_MERC_ABOUT_TO_LEAVE,
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EVENT_INTERRUPT_TIME,
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EVENT_ENRICO_MAIL,
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EVENT_INSURANCE_INVESTIGATION_STARTED,
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EVENT_INSURANCE_INVESTIGATION_OVER,
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EVENT_MINUTE_UPDATE,
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EVENT_TEMPERATURE_UPDATE,
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EVENT_KEITH_GOING_OUT_OF_BUSINESS,
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EVENT_MERC_SITE_BACK_ONLINE,
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EVENT_INVESTIGATE_SECTOR,
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EVENT_CHECK_IF_MINE_CLEARED,
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EVENT_REMOVE_ASSASSIN,
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EVENT_BANDAGE_BLEEDING_MERCS,
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EVENT_SHOW_UPDATE_MENU,
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EVENT_SET_MENU_REASON,
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EVENT_ADDSOLDIER_TO_UPDATE_BOX,
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EVENT_BEGIN_CONTRACT_RENEWAL_SEQUENCE,
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EVENT_RPC_WHINE_ABOUT_PAY,
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EVENT_HAVENT_MADE_IMP_CHARACTER_EMAIL,
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EVENT_RAINSTORM,
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EVENT_QUARTER_HOUR_UPDATE,
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EVENT_MERC_MERC_WENT_UP_LEVEL_EMAIL_DELAY,
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EVENT_MERC_SITE_NEW_MERC_AVAILABLE,
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EVENT_POSTAL_SERVICE_SHIPMENT,
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// EVENT_CHECK_FOR_AIR_RAID,
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#ifdef JA2UB
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//Ja25:
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EVENT_ATTACK_INITIAL_SECTOR_IF_PLAYER_STILL_THERE,
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EVENT_SAY_DELAYED_MERC_QUOTE,
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EVENT_DELAY_SOMEONE_IN_SECTOR_MSGBOX,
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EVENT_SECTOR_H8_DONT_WAIT_IN_SECTOR,
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EVENT_SEND_ENRICO_UNDERSTANDING_EMAIL,
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#endif
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#ifdef CRIPPLED_VERSION
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EVENT_CRIPPLED_VERSION_END_GAME_CHECK,
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#endif
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/*
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HEY, YOU GUYS AREN'T DOING THIS!!!!!! (see below)
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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!! IMPORTANT NOTE !!
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!! FOR ALL NEW EVENTS: For text debug support, make sure you add the text version of the !!
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!! new event into the gEventName[] at the top of Game Events.c. !!
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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*/
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NUMBER_OF_EVENT_TYPES_PLUS_ONE,
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NUMBER_OF_EVENT_TYPES = NUMBER_OF_EVENT_TYPES_PLUS_ONE - 1
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};
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// This value is added to the param value for NPC-system-created events which are based on an
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// action rather than a fact:
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#define NPC_SYSTEM_EVENT_ACTION_PARAM_BONUS 10000
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//One Time Events
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//These events are scheduled to happen, and when their time is up, they are processed
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//once, and deleted. The first prototype requires the actual world time in minutes
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//included the current day, and the additional ones are wrappers which calculate the
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//actual world time for you.
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BOOLEAN AddStrategicEvent( UINT8 ubCallbackID, UINT32 uiMinStamp, UINT32 uiParam );
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BOOLEAN AddSameDayStrategicEvent( UINT8 ubCallbackID, UINT32 uiMinStamp, UINT32 uiParam );
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BOOLEAN AddFutureDayStrategicEvent( UINT8 ubCallbackID, UINT32 uiMinStamp, UINT32 uiParam, UINT32 uiNumDaysFromPresent );
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//Same but uses seconds instead of minutes.
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BOOLEAN AddStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiSecondStamp, UINT32 uiParam );
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BOOLEAN AddSameDayStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiSecondStamp, UINT32 uiParam );
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BOOLEAN AddFutureDayStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiSecondStamp, UINT32 uiParam, UINT32 uiNumDaysFromPresent );
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//Ranged Events
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//In certain cases, you may wish to create an event that has a start time and an end
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//time. If this is used, then the execution of the event will happen once at the
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//beginning of the event and once at the expiration time of the event. A flag,
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//pEvent->fEndEvent is set for the second call. It is up to you process it
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//separately. An example use of ranged events would be for ambient sounds. The
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//start time would be called to define the sounds for use within the game. The end
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//time would be used to remove the sound from the system.
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BOOLEAN AddRangedStrategicEvent( UINT8 ubCallbackID, UINT32 uiStartMin, UINT32 uiLengthMin, UINT32 uiParam );
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BOOLEAN AddSameDayRangedStrategicEvent( UINT8 ubCallbackID, UINT32 uiStartMin, UINT32 uiLengthMin, UINT32 uiParam);
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BOOLEAN AddFutureDayRangedStrategicEvent( UINT8 ubCallbackID, UINT32 uiStartMin, UINT32 uiLengthMin, UINT32 uiParam, UINT32 uiNumDaysFromPresent );
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BOOLEAN AddRangedStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiStartSeconds, UINT32 uiLengthSeconds, UINT32 uiParam );
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BOOLEAN AddSameDayRangedStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiStartSeconds, UINT32 uiLengthSeconds, UINT32 uiParam);
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BOOLEAN AddFutureDayRangedStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiStartSeconds, UINT32 uiLengthSeconds, UINT32 uiParam, UINT32 uiNumDaysFromPresent );
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//EveryDay Events
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//A second special case event, this event will get processed automatically at the
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//same time every day. Time of day lighting is a perfect example. Other events
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//such as checking for quests, can also be automated using this system. NOTE:
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//Only specify the time of day in minutes (don't add the actual day to this value)
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BOOLEAN AddEveryDayStrategicEvent( UINT8 ubCallbackID, UINT32 uiStartMin, UINT32 uiParam );
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BOOLEAN AddEveryDayStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiStartSeconds, UINT32 uiParam );
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//Periodic Events
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//Event will get processed automatically once every X minutes. The period is added to the current time for
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//the time stamp.
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BOOLEAN AddPeriodStrategicEvent( UINT8 ubCallbackID, UINT32 uiOnceEveryXMinutes, UINT32 uiParam );
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BOOLEAN AddPeriodStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiOnceEveryXSeconds, UINT32 uiParam );
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//Hybrids that aren't based from the current time. They are offsetted from the current time first.
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BOOLEAN AddPeriodStrategicEventWithOffset( UINT8 ubCallbackID, UINT32 uiOnceEveryXMinutes, UINT32 uiOffsetFromCurrent, UINT32 uiParam );
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BOOLEAN AddPeriodStrategicEventUsingSecondsWithOffset( UINT8 ubCallbackID, UINT32 uiOnceEveryXSeconds, UINT32 uiOffsetFromCurrent, UINT32 uiParam );
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//Searches for and removes the first event matching the supplied information. There may very well be a need
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//for more specific event removal, so let me know (Kris), of any support needs. Function returns FALSE if
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//no events were found.
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BOOLEAN DeleteStrategicEvent( UINT8 ubCallbackID, UINT32 uiParam );
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void DeleteAllStrategicEventsOfType( UINT8 ubCallbackID );
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void DeleteAllStrategicEvents();
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#endif |