Files
source/Strategic/Game Event Hook.cpp
T
2025-12-03 23:52:05 +02:00

726 lines
23 KiB
C++

#include "types.h"
#include "Game Events.h"
#include "soundman.h"
#include "environment.h"
#include "Ambient Control.h"
#include "Quests.h"
// #include "Sound Control.h"
#include "AimMembers.h"
#include "Strategic Event Handler.h"
#include "BobbyR.h"
#include "mercs.h"
#include "email.h"
#include "Game Clock.h"
#include "Merc Hiring.h"
#include "insurance Contract.h"
#include "Strategic Merc Handler.h"
#include "Strategic Movement.h"
#include "Assignments.h"
#include "Strategic Mines.h"
#include "message.h"
#include "Map Screen Interface.h"
#include "Map Screen Helicopter.h"
#include "Scheduling.h"
#include "Arms Dealer Init.h"
#include "strategic town reputation.h"
#include "Meanwhile.h"
#include "Overhead.h"
#include "random.h"
#include "Creature Spreading.h"
#include "Strategic AI.h"
#include "Merc Contract.h"
#include "Strategic Status.h"
#include "GameSettings.h"
#include "english.h"
#include "input.h"
#include "Soldier Profile.h"
#include "laptop.h"
#include "Campaign.h"
#include "PostalService.h"
#include "MilitiaSquads.h"
#include "PMC.h" // added by Flugente
#include "finances.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "Player Command.h" // added by Flugente
#include "LuaInitNPCs.h" // added by Flugente
#include "MiniEvents.h"
#include "Rebel Command.h"
#include "interface Dialogue.h"
#ifdef JA2UB
#include "Explosion Control.h"
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#include "MapScreen Quotes.h"
#include "email.h"
#include "interface Dialogue.h"
#include "mercs.h"
#include "ub_config.h"
#endif
#ifdef JA2BETAVERSION
extern BOOLEAN gfMercsNeverQuit;
#endif
extern void ValidateGameEvents();
extern void HandleHourlyUpdate();
extern void HandleQuarterHourUpdate();
extern void HandleMinuteUpdate();
extern BOOLEAN gfProcessingGameEvents;
extern UINT32 guiTimeStampOfCurrentlyExecutingEvent;
extern BOOLEAN gfPreventDeletionOfAnyEvent;
extern CPostalService gPostalService;
#ifdef CRIPPLED_VERSION
void CrippledVersionEndGameCheckCallBack( UINT8 bExitValue );
void CrippledVersionEndGameCheck();
#endif
static BOOLEAN DelayEventIfBattleInProgress( STRATEGICEVENT *pEvent )
{
STRATEGICEVENT *pNewEvent;
if( gTacticalStatus.fEnemyInSector )
{
pNewEvent = AddAdvancedStrategicEvent( pEvent->ubEventType, pEvent->ubCallbackID, pEvent->uiTimeStamp + 180 + Random( 121 ), pEvent->uiParam );
Assert( pNewEvent );
pNewEvent->uiTimeOffset = pEvent->uiTimeOffset;
return TRUE;
}
return FALSE;
}
BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
{
BOOLEAN bMercDayOne = FALSE;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent");
if( gGameExternalOptions.gfEnableEmergencyButton_SkipStrategicEvents && _KeyDown( NUM_LOCK ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Strategic event skipped!" );
return TRUE;
}
BOOLEAN fOrigPreventFlag;
fOrigPreventFlag = gfPreventDeletionOfAnyEvent;
gfPreventDeletionOfAnyEvent = TRUE;
//No events can be posted before this time when gfProcessingGameEvents is set, otherwise,
//we have a chance of running into an infinite loop.
guiTimeStampOfCurrentlyExecutingEvent = pEvent->uiTimeStamp;
if( pEvent->ubFlags & SEF_DELETION_PENDING)
{
gfPreventDeletionOfAnyEvent = fOrigPreventFlag;
return FALSE;
}
#ifdef JA2BETAVERSION
//If we are currently in the AIViewer, only process the events that we want to process.
//The rest of the events will be delayed until AFTER we leave the viewer.
if( guiCurrentScreen == AIVIEWER_SCREEN )
{
if( pEvent->ubCallbackID != EVENT_BEGIN_CREATURE_QUEST &&
pEvent->ubCallbackID != EVENT_CREATURE_SPREAD &&
pEvent->ubCallbackID != EVENT_DELAYED_HIRING_OF_MERC &&
pEvent->ubCallbackID != EVENT_GROUP_ARRIVAL &&
pEvent->ubCallbackID != EVENT_EVALUATE_QUEEN_SITUATION &&
pEvent->ubCallbackID != EVENT_CHECK_ENEMY_CONTROLLED_SECTOR )
{
gfPreventDeletionOfAnyEvent = fOrigPreventFlag;
return FALSE;
}
}
#endif
#ifdef JA2BETAVERSION
if( gfMercsNeverQuit )
{
if( pEvent->ubCallbackID == EVENT_MERC_ABOUT_TO_LEAVE_COMMENT ||
pEvent->ubCallbackID == EVENT_MERC_CONTRACT_OVER )
{
gfPreventDeletionOfAnyEvent = fOrigPreventFlag;
return FALSE;
}
}
#endif
// Look at the ID of event and do stuff according to that!
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ExecuteStrategicEvent: event callback id = %d", pEvent->ubCallbackID));
switch( pEvent->ubCallbackID )
{
case EVENT_CHANGELIGHTVAL:
// Change light to value
gubEnvLightValue = (UINT8)pEvent->uiParam;
if( !gfBasement && !gfCaves )
gfDoLighting = TRUE;
break;
case EVENT_CHECKFORQUESTS:
CheckForQuests( GetWorldDay() );
break;
case EVENT_AMBIENT:
if( pEvent->ubEventType == ENDRANGED_EVENT )
{
if ( pEvent->uiParam != NO_SAMPLE )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent: SoundRemoveSampleFlags");
SoundRemoveSampleFlags( pEvent->uiParam, SAMPLE_RANDOM );
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent: SoundRemoveSampleFlags done");
}
}
else
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent: SetupNewAmbientSound");
pEvent->uiParam = SetupNewAmbientSound( pEvent->uiParam ); //bug Nr14
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent: SetupNewAmbientSound done");
}
break;
case EVENT_AIM_RESET_MERC_ANNOYANCE:
ResetMercAnnoyanceAtPlayer( (UINT8) pEvent->uiParam );
break;
// WANNE: This is the EVENT for the old Bobby Ray shipment code. Look for the EVENT "EVENT_POSTAL_SERVICE_SHIPMENT" below
/*
//The players purchase from Bobby Ray has arrived
case EVENT_BOBBYRAY_PURCHASE:
BobbyRayPurchaseEventCallback( (UINT8) pEvent->uiParam);
break;
*/
//Gets called once a day ( at BOBBYRAY_UPDATE_TIME). To simulate the items being bought and sold at bobby rays
case EVENT_DAILY_UPDATE_BOBBY_RAY_INVENTORY:
DailyUpdateOfBobbyRaysNewInventory();
DailyUpdateOfBobbyRaysUsedInventory();
DailyUpdateOfArmsDealersInventory();
break;
//Add items to BobbyR's new/used inventory
case EVENT_UPDATE_BOBBY_RAY_INVENTORY:
AddFreshBobbyRayInventory( (UINT16) pEvent->uiParam );
break;
//Called once a day to update the number of days that a hired merc from M.E.R.C. has been on contract.
// Also if the player hasn't paid for a while Specks will start sending e-mails to the player
case EVENT_DAILY_UPDATE_OF_MERC_SITE:
DailyUpdateOfMercSite( (UINT16)GetWorldDay() );
break;
case EVENT_DAY3_ADD_EMAIL_FROM_SPECK:
// WANNE: This fixes the bug, that Speck did not sent the email on Day 3, when MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE!
if ( gGameExternalOptions.fMercDayOne == FALSE /* && gGameExternalOptions.fAllMercsAvailable == FALSE */ )
{
#ifdef JA2UB
//No JA25 UB
#else
AddEmail(MERC_INTRO, MERC_INTRO_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin( ), -1, -1 ,TYPE_EMAIL_EMAIL_EDT );
#endif
}
break;
case EVENT_DAY2_ADD_EMAIL_FROM_IMP:
AddEmail(IMP_EMAIL_PROFILE_RESULTS, IMP_EMAIL_PROFILE_RESULTS_LENGTH, IMP_PROFILE_RESULTS, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT);
break;
//If a merc gets hired and they dont show up immediately, the merc gets added to the queue and shows up
// uiTimeTillMercArrives minutes later
case EVENT_DELAYED_HIRING_OF_MERC:
MercArrivesCallback( (UINT16) pEvent->uiParam );
break;
//handles the life insurance contract for a merc from AIM.
case EVENT_HANDLE_INSURED_MERCS:
DailyUpdateOfInsuredMercs();
break;
//handles when a merc is killed an there is a life insurance payout
case EVENT_PAY_LIFE_INSURANCE_FOR_DEAD_MERC:
InsuranceContractPayLifeInsuranceForDeadMerc( (UINT16) pEvent->uiParam );
break;
//gets called every day at midnight.
case EVENT_MERC_DAILY_UPDATE:
MercDailyUpdate();
break;
//gets when a merc is about to leave.
case EVENT_MERC_ABOUT_TO_LEAVE_COMMENT:
break;
// show the update menu
case( EVENT_SHOW_UPDATE_MENU ):
AddDisplayBoxToWaitingQueue( );
break;
case EVENT_MERC_ABOUT_TO_LEAVE:
FindOutIfAnyMercAboutToLeaveIsGonnaRenew( );
break;
//When a merc is supposed to leave
case EVENT_MERC_CONTRACT_OVER:
MercsContractIsFinished( pEvent->uiParam );
break;
case EVENT_ADDSOLDIER_TO_UPDATE_BOX:
{
// if the grunt is currently active, add to update box
SoldierID usID = pEvent->uiParam;
if ( usID != NOBODY && usID->bActive )
{
AddSoldierToWaitingListQueue( usID );
}
}
break;
case EVENT_SET_MENU_REASON:
AddReasonToWaitingListQueue( (UINT8) pEvent->uiParam );
break;
//Whenever any group (player or enemy) arrives in a new sector during movement.
case EVENT_GROUP_ARRIVAL:
//ValidateGameEvents();
GroupArrivedAtSector( (UINT8)pEvent->uiParam, TRUE, FALSE );
//ValidateGameEvents();
break;
case EVENT_MERC_COMPLAIN_EQUIPMENT:
MercComplainAboutEquipment( (UINT8) pEvent->uiParam );
break;
case EVENT_HOURLY_UPDATE:
HandleHourlyUpdate();
break;
case EVENT_MINUTE_UPDATE:
HandleMinuteUpdate();
break;
case EVENT_HANDLE_MINE_INCOME:
HandleIncomeFromMines( );
//ScreenMsg( FONT_MCOLOR_DKRED, MSG_INTERFACE, L"Income From Mines at %d", GetWorldTotalMin( ) );
break;
case EVENT_SETUP_MINE_INCOME:
PostEventsForMineProduction();
break;
case EVENT_SETUP_TOWN_OPINION:
PostEventsForSpreadOfTownOpinion( );
break;
case EVENT_HANDLE_TOWN_OPINION:
HandleSpreadOfAllTownsOpinion( );
break;
case EVENT_SET_BY_NPC_SYSTEM:
HandleNPCSystemEvent( pEvent->uiParam );
break;
case EVENT_SECOND_AIRPORT_ATTENDANT_ARRIVED:
AddSecondAirportAttendant();
break;
case EVENT_HELICOPTER_HOVER_TOO_LONG:
HandleHeliHoverLong( );
break;
case EVENT_HELICOPTER_HOVER_WAY_TOO_LONG:
HandleHeliHoverTooLong( );
break;
case EVENT_HELICOPTER_HOVER_FOR_A_MINUTE:
HandleHeliHoverForAMinute( );
break;
case EVENT_HELICOPTER_REFUEL_FOR_A_MINUTE:
ReFuelHelicopterForAMinute( );
break;
case EVENT_MERC_LEAVE_EQUIP_IN_DRASSEN:
HandleEquipmentLeftInDrassen( pEvent->uiParam );
break;
case EVENT_MERC_LEAVE_EQUIP_IN_OMERTA:
HandleEquipmentLeftInOmerta( pEvent->uiParam );
break;
case EVENT_BANDAGE_BLEEDING_MERCS:
BandageBleedingDyingPatientsBeingTreated( );
break;
case EVENT_DAILY_EARLY_MORNING_EVENTS:
HandleEarlyMorningEvents();
break;
case EVENT_GROUP_ABOUT_TO_ARRIVE:
HandleGroupAboutToArrive();
break;
case EVENT_PROCESS_TACTICAL_SCHEDULE:
ProcessTacticalSchedule( (UINT8)pEvent->uiParam );
break;
case EVENT_BEGINRAINSTORM:
case EVENT_ENDRAINSTORM:
case EVENT_RAINSTORM:
break;
case EVENT_MAKE_CIV_GROUP_HOSTILE_ON_NEXT_SECTOR_ENTRANCE:
MakeCivGroupHostileOnNextSectorEntrance( (UINT8)pEvent->uiParam );
break;
// case EVENT_CHECK_FOR_AIR_RAID:
// CheckForAndSetupAirRaid( );
// break;
//case EVENT_BEGIN_AIR_RAID:
// BeginAirRaid( );
// break;
#ifdef JA2UB
// Ja25 No meanwhiles
#else
case EVENT_MEANWHILE:
if( !DelayEventIfBattleInProgress( pEvent ) )
{
BeginMeanwhile( (UINT8)pEvent->uiParam );
InterruptTime();
}
break;
#endif
case EVENT_BEGIN_CREATURE_QUEST:
break;
case EVENT_CREATURE_SPREAD:
SpreadCreatures();
break;
case EVENT_DECAY_CREATURES:
DecayCreatures();
break;
case EVENT_CREATURE_NIGHT_PLANNING:
CreatureNightPlanning();
break;
case EVENT_CREATURE_ATTACK:
CreatureAttackTown( (UINT8)pEvent->uiParam, FALSE );
break;
case EVENT_EVALUATE_QUEEN_SITUATION:
EvaluateQueenSituation();
break;
case EVENT_CHECK_ENEMY_CONTROLLED_SECTOR:
CheckEnemyControlledSector( (UINT8)pEvent->uiParam );
break;
case EVENT_TURN_ON_NIGHT_LIGHTS:
TurnOnNightLights();
break;
case EVENT_TURN_OFF_NIGHT_LIGHTS:
TurnOffNightLights();
break;
case EVENT_TURN_ON_PRIME_LIGHTS:
TurnOnPrimeLights();
break;
case EVENT_TURN_OFF_PRIME_LIGHTS:
TurnOffPrimeLights();
break;
case EVENT_INTERRUPT_TIME:
InterruptTime( );
break;
case EVENT_ENRICO_MAIL:
HandleEnricoEmail();
break;
case EVENT_INSURANCE_INVESTIGATION_STARTED:
StartInsuranceInvestigation( (UINT16) pEvent->uiParam );
break;
case EVENT_INSURANCE_INVESTIGATION_OVER:
EndInsuranceInvestigation( (UINT16) pEvent->uiParam );
break;
case EVENT_TEMPERATURE_UPDATE:
UpdateTemperature( (UINT8) pEvent->uiParam );
break;
case EVENT_KEITH_GOING_OUT_OF_BUSINESS:
// make sure killbillies are still alive, if so, set fact 274 true
if( CheckFact( FACT_HILLBILLIES_KILLED, KEITH ) == FALSE )
{
//s et the fact true keith is out of business
SetFactTrue( FACT_KEITH_OUT_OF_BUSINESS );
}
break;
case EVENT_MERC_SITE_BACK_ONLINE:
#ifdef JA2UB
// no JA25 UB
#else
GetMercSiteBackOnline();
#endif
break;
case EVENT_INVESTIGATE_SECTOR:
InvestigateSector( (UINT8)pEvent->uiParam );
break;
case EVENT_CHECK_IF_MINE_CLEARED:
// If so, the head miner will say so, and the mine's shutdown will be ended.
HourlyMinesUpdate(); // not-so hourly, in this case!
break;
case EVENT_REMOVE_ASSASSIN:
RemoveAssassin( (UINT8) pEvent->uiParam );
break;
case EVENT_BEGIN_CONTRACT_RENEWAL_SEQUENCE:
BeginContractRenewalSequence( );
break;
case EVENT_RPC_WHINE_ABOUT_PAY:
RPCWhineAboutNoPay( pEvent->uiParam );
break;
case EVENT_HAVENT_MADE_IMP_CHARACTER_EMAIL:
HaventMadeImpMercEmailCallBack();
break;
case EVENT_QUARTER_HOUR_UPDATE:
HandleQuarterHourUpdate();
break;
case EVENT_MERC_MERC_WENT_UP_LEVEL_EMAIL_DELAY:
MERCMercWentUpALevelSendEmail( (UINT8) pEvent->uiParam );
break;
case EVENT_MERC_SITE_NEW_MERC_AVAILABLE:
NewMercsAvailableAtMercSiteCallBack( );
break;
case EVENT_POSTAL_SERVICE_SHIPMENT:
gPostalService.DeliverShipment(pEvent->uiParam);
break;
#ifdef JA2UB
//Ja25 UB
case EVENT_ATTACK_INITIAL_SECTOR_IF_PLAYER_STILL_THERE:
if ( gGameUBOptions.EventAttackInitialSectorIfPlayerStillThere == TRUE )
{
ShouldEnemiesBeAddedToInitialSector();
}
break;
case EVENT_SAY_DELAYED_MERC_QUOTE:
DelayedSayingOfMercQuote( pEvent->uiParam );
break;
case EVENT_DELAY_SOMEONE_IN_SECTOR_MSGBOX:
SetMsgBoxForPlayerBeNotifiedOfSomeoneElseInSector();
break;
case EVENT_SECTOR_H8_DONT_WAIT_IN_SECTOR:
HandleSayingDontStayToLongWarningInSectorH8();
break;
case EVENT_SEND_ENRICO_UNDERSTANDING_EMAIL:
HandleEnricosUnderstandingEmail();
break;
#endif
#ifdef CRIPPLED_VERSION
case EVENT_CRIPPLED_VERSION_END_GAME_CHECK:
CrippledVersionEndGameCheck();
break;
#endif
case EVENT_MILITIA_MOVEMENT_ORDER:
MilitiaMovementOrder( (UINT8) pEvent->uiParam );
break;
#ifdef JA2UB
// No PCM in UB
#else
case EVENT_PMC_EMAIL:
AddEmail( PMC_INTRO, PMC_INTRO_LENGTH, PMC, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
break;
#endif
case EVENT_PMC_REINFORCEMENT_ARRIVAL:
HandlePMCArrival( (UINT8)pEvent->uiParam );
break;
#ifdef JA2UB
// No Kingpin Events in UB
#else
case EVENT_KINGPIN_BOUNTY_INITIAL:
// if Kingpin, Angel and Maria are still alive, we can start the quest
if ( gMercProfiles[KINGPIN].bMercStatus != MERC_IS_DEAD && !CheckFact( FACT_KINGPIN_DEAD, NO_PROFILE ) && !CheckFact( FACT_KINGPIN_IS_ENEMY, NO_PROFILE ) &&
gMercProfiles[MARIA].bMercStatus != MERC_IS_DEAD && gMercProfiles[ANGEL].bMercStatus != MERC_IS_DEAD )
{
StartQuest( QUEST_KINGPIN_ANGEL_MARIA, gWorldSectorX, gWorldSectorY );
AddEmail( KINGPIN_BOUNTY_INITIAL, KINGPIN_BOUNTY_INITIAL_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
}
break;
case EVENT_KINGPIN_BOUNTY_END_KILLEDTHEM:
if ( gMercProfiles[KINGPIN].bMercStatus != MERC_IS_DEAD && !CheckFact( FACT_KINGPIN_DEAD, NO_PROFILE ) && !CheckFact( FACT_KINGPIN_IS_ENEMY, NO_PROFILE ) )
{
AddEmail( KINGPIN_BOUNTY_KINGPIN_REWARD, KINGPIN_BOUNTY_KINGPIN_REWARD_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
// also authorise payment from kingpin to the player
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin( ), 10000 );
}
// in any case, this quest is now over
EndQuest( QUEST_KINGPIN_ANGEL_MARIA, gWorldSectorX, gWorldSectorY );
break;
case EVENT_KINGPIN_BOUNTY_END_TIME_PASSED:
// if we eliminated all bounty hunters and Angel & Maria are still alive, they send us an email
if ( gMercProfiles[MARIA].bMercStatus != MERC_IS_DEAD && gMercProfiles[ANGEL].bMercStatus != MERC_IS_DEAD
&& CheckFact( FACT_BOUNTYHUNTER_KILLED_1, NO_PROFILE ) && CheckFact( FACT_BOUNTYHUNTER_KILLED_2, NO_PROFILE ) )
{
AddEmail( KINGPIN_BOUNTY_ANGEL_THANKS, KINGPIN_BOUNTY_ANGEL_THANKS_LENGTH, ANGEL_DASILVA, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
AddEmail( KINGPIN_BOUNTY_TARGET_GOTAWAY, KINGPIN_BOUNTY_TARGET_GOTAWAY_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
}
// we can assume that the bounty hunters for to them first - Kingpin sends an email and states that someone else finished the job
else if ( gMercProfiles[KINGPIN].bMercStatus != MERC_IS_DEAD && !CheckFact( FACT_KINGPIN_DEAD, NO_PROFILE ) && !CheckFact( FACT_KINGPIN_IS_ENEMY, NO_PROFILE ) )
{
AddEmail( KINGPIN_BOUNTY_BH_GOTTARGET, KINGPIN_BOUNTY_BH_GOTTARGET_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
}
// in any case, this quest is now over
EndQuest( QUEST_KINGPIN_ANGEL_MARIA, gWorldSectorX, gWorldSectorY );
break;
#endif
case EVENT_ASD_UPDATE:
UpdateASD();
break;
case EVENT_ASD_PURCHASE_FUEL:
ASDReduceOrderedStrategicResources( ASD_FUEL, pEvent->uiParam );
if ( IsSectorEnemyControlled( gModSettings.usASDSupplyArrivalSectorX, gModSettings.usASDSupplyArrivalSectorY, 0 ) )
AddStrategicAIResources( ASD_FUEL, pEvent->uiParam );
break;
case EVENT_ASD_PURCHASE_JEEP:
ASDReduceOrderedStrategicResources( ASD_JEEP, pEvent->uiParam );
if ( IsSectorEnemyControlled( gModSettings.usASDSupplyArrivalSectorX, gModSettings.usASDSupplyArrivalSectorY, 0 ) )
AddStrategicAIResources( ASD_JEEP, pEvent->uiParam );
break;
case EVENT_ASD_PURCHASE_TANK:
ASDReduceOrderedStrategicResources( ASD_TANK, pEvent->uiParam );
if ( IsSectorEnemyControlled( gModSettings.usASDSupplyArrivalSectorX, gModSettings.usASDSupplyArrivalSectorY, 0 ) )
AddStrategicAIResources( ASD_TANK, pEvent->uiParam );
break;
case EVENT_ASD_PURCHASE_HELI:
ASDReduceOrderedStrategicResources( ASD_HELI, pEvent->uiParam );
if ( IsSectorEnemyControlled( gModSettings.usEnemyHeliBaseSectorX, gModSettings.usEnemyHeliBaseSectorY, 0 ) )
AddStrategicAIResources( ASD_HELI, pEvent->uiParam );
break;
case EVENT_ASD_PURCHASE_ROBOT:
ASDReduceOrderedStrategicResources( ASD_ROBOT, pEvent->uiParam );
if ( IsSectorEnemyControlled( gModSettings.usASDSupplyArrivalSectorX, gModSettings.usASDSupplyArrivalSectorY, 0 ) )
AddStrategicAIResources( ASD_ROBOT, pEvent->uiParam );
break;
case EVENT_ENEMY_HELI_UPDATE:
UpdateEnemyHeli( pEvent->uiParam );
break;
case EVENT_ENEMY_HELI_REPAIR:
UpdateEnemyHeliRepair( pEvent->uiParam );
break;
case EVENT_ENEMY_HELI_REFUEL:
UpdateEnemyHeliRefuel( pEvent->uiParam );
break;
case EVENT_SAMSITE_REPAIRED:
RepairSamSite( pEvent->uiParam );
break;
#ifndef JA2UB
case EVENT_MILITIAROSTER_EMAIL:
AddEmail( MILITIAROSTER_INTRO, MILITIAROSTER_INTRO_LENGTH, MAIL_ENRICO, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
break;
#endif
// Flugente: localized weather
case EVENT_WEATHER_NORMAL:
ChangeWeather( (UINT8)pEvent->uiParam, WEATHER_FORECAST_NORMAL );
break;
case EVENT_WEATHER_SHOWERS:
ChangeWeather( (UINT8)pEvent->uiParam, WEATHER_FORECAST_RAIN );
break;
case EVENT_WEATHER_THUNDERSHOWERS:
ChangeWeather( (UINT8)pEvent->uiParam, WEATHER_FORECAST_THUNDERSHOWERS );
break;
case EVENT_WEATHER_SANDSTORM:
ChangeWeather( (UINT8)pEvent->uiParam, WEATHER_FORECAST_SANDSTORM );
break;
case EVENT_WEATHER_SNOW:
ChangeWeather( (UINT8)pEvent->uiParam, WEATHER_FORECAST_SNOW );
break;
#ifndef JA2UB
case EVENT_INTEL_ENRICO_EMAIL:
AddEmail( INTEL_ENRICO_INTRO, INTEL_ENRICO_INTRO_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT );
break;
#endif
case EVENT_INTEL_PHOTOFACT_VERIFY:
LuaVerifyPhotoState( (INT16)pEvent->uiParam );
break;
case EVENT_DAILY_RAID_EVENTS:
HandleRaidEventPlanning();
break;
case EVENT_BLOODCAT_ATTACK:
CreatureAttackTown_OtherCreatures( (UINT8)pEvent->uiParam, CREATURE_ATTACK_TYPE_BLOODCAT );
break;
case EVENT_ZOMBIE_ATTACK:
CreatureAttackTown_OtherCreatures( (UINT8)pEvent->uiParam, CREATURE_ATTACK_TYPE_ZOMBIE );
break;
case EVENT_BANDIT_ATTACK:
CreatureAttackTown_OtherCreatures( (UINT8)pEvent->uiParam, CREATURE_ATTACK_TYPE_BANDIT );
break;
case EVENT_ARMY_FINISH_TRAINING:
giReinforcementPool += (INT32)pEvent->uiParam;
giTotalRecruitsInTraining -= (INT32)pEvent->uiParam;
break;
case EVENT_MINIEVENT:
if (!DelayEventIfBattleInProgress(pEvent))
{
CheckMiniEvents(pEvent->uiParam);
}
break;
case EVENT_REBELCOMMAND:
RebelCommand::HandleStrategicEvent(pEvent->uiParam);
break;
case EVENT_RETURN_TRANSPORT_GROUP:
// for this action, we only care about the groupid, which is in the event param
ExecuteStrategicAIAction(NPC_ACTION_RETURN_TRANSPORT_GROUP, 0, 0, pEvent->uiParam);
break;
}
gfPreventDeletionOfAnyEvent = fOrigPreventFlag;
return TRUE;
}
#ifdef CRIPPLED_VERSION
void CrippledVersionEndGameCheck()
{
CHAR16 zString[512];
//Dont want this to appear before we arrive
if( guiDay == 1 )
return;
if( guiDay >= 8 )
{
swprintf( zString, L"Game Over. We hope you have enjoyed playing the limited version of Jagged Alliance 2 v1.13." );
}
else
{
swprintf( zString, L"You have %d game days left in this limited version of Jagged Alliance 2 v1.13.", ( 8 - guiDay ) );
}
DoScreenIndependantMessageBox( zString, MSG_BOX_FLAG_OK, CrippledVersionEndGameCheckCallBack );
}
void CrippledVersionEndGameCheckCallBack( UINT8 bExitValue )
{
//if we should restart the game
if( guiDay >= 8 )
{
//clean up the code
ReStartingGame();
//go to the main menu
if( guiCurrentScreen == MAP_SCREEN )
{
SetPendingNewScreen(MAINMENU_SCREEN);
}
else
{
InternalLeaveTacticalScreen( MAINMENU_SCREEN );
}
}
}
#endif