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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
472 lines
13 KiB
C++
472 lines
13 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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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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#ifdef 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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// 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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#ifdef 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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#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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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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// 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 ]), 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
|
|
// CHRISL: Change final parameter to allow dynamic control of inventory slots
|
|
bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, NUM_INV_SLOTS );
|
|
if ( bBoozeSlot != NO_SLOT )
|
|
{
|
|
// give Larry booze here
|
|
CreateItem( ALCOHOL, 100, &(pSoldier->inv[bBoozeSlot]) );
|
|
}
|
|
bSlot = bBoozeSlot;
|
|
bLarryItemLoop = 1;
|
|
}
|
|
if ( bSlot != NO_SLOT )
|
|
{
|
|
// ahhhh!!!
|
|
UseKitPoints( &(pSoldier->inv[ bSlot ]), LarryItems[ bLarryItemLoop ][ 2 ], pSoldier );
|
|
}
|
|
}
|
|
}
|
|
else if ( pSoldier->ubProfile == LARRY_DRUNK )
|
|
{
|
|
gMercProfiles[ LARRY_NORMAL ].bNPCData -= (INT8) Random( 2 );
|
|
if ( gMercProfiles[ LARRY_NORMAL ].bNPCData <= 0 )
|
|
{
|
|
// goes sober!
|
|
SwapLarrysProfiles( pSoldier );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
#ifdef JA2UB
|
|
// no JA25 UB
|
|
#else
|
|
void HourlyCheckIfSlayAloneSoHeCanLeave()
|
|
{
|
|
SOLDIERTYPE *pSoldier;
|
|
pSoldier = FindSoldierByProfileID( SLAY, TRUE );
|
|
if( !pSoldier )
|
|
{
|
|
return;
|
|
}
|
|
if( pSoldier->flags.fBetweenSectors )
|
|
{
|
|
return;
|
|
}
|
|
if( !pSoldier->bActive || !pSoldier->stats.bLife )
|
|
{
|
|
return;
|
|
}
|
|
if( PlayerMercsInSector( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, pSoldier->bSectorZ ) == 1 )
|
|
{
|
|
if( Chance( 15 ) )
|
|
{
|
|
pSoldier->ubLeaveHistoryCode = HISTORY_SLAY_MYSTERIOUSLY_LEFT;
|
|
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING_NO_ASK_EQUIP, 0, 0 );
|
|
}
|
|
}
|
|
}
|
|
#endif
|