コード例 #1
0
ファイル: Hourly Update.c プロジェクト: bowlofstew/ja2
void HourlyQuestUpdate( void )
{
	UINT32 uiHour = GetWorldHour();

	// brothel 
	if ( uiHour == 4 )
	{
		SetFactFalse( FACT_BROTHEL_OPEN );
	}
	else if ( uiHour == 20 )
	{
		SetFactTrue( FACT_BROTHEL_OPEN );
	}

	// bar/nightclub
	if ( uiHour == 15 )
	{
		UINT8 ubLoop;

		SetFactTrue( FACT_CLUB_OPEN );
		SetFactFalse( FACT_PAST_CLUB_CLOSING_AND_PLAYER_WARNED );
		
		// reset boxes fought
		for ( ubLoop = 0; ubLoop < NUM_BOXERS; ubLoop++ )
		{
			gfBoxerFought[ ubLoop ] = FALSE;
		}

		// if # of boxing matches the player has won is a multiple of
		// 3, and the boxers haven't rested, then make them rest
		if ( gfBoxersResting )
		{
			// done resting now!
			gfBoxersResting = FALSE;
			gubBoxersRests++;
		}
		else if ( gubBoxingMatchesWon / 3 > gubBoxersRests )
		{
			// time for the boxers to rest!
			gfBoxersResting = TRUE;
		}
	}
	else if ( uiHour == 2 )
	{
		SetFactFalse( FACT_CLUB_OPEN );
	}

	// museum
	if ( uiHour == 9 )
	{
		SetFactTrue( FACT_MUSEUM_OPEN );
	}
	else if ( uiHour == 18 )
	{
		SetFactFalse( FACT_MUSEUM_OPEN );
	}

}
コード例 #2
0
SOLDIERTYPE * SwapLarrysProfiles( SOLDIERTYPE * pSoldier )
{
	UINT8	ubSrcProfile;
	UINT8	ubDestProfile;
	MERCPROFILESTRUCT * pNewProfile;

	ubSrcProfile = pSoldier->ubProfile;
	if ( ubSrcProfile == LARRY_NORMAL)
	{
		ubDestProfile = LARRY_DRUNK;
	}
	else if ( ubSrcProfile == LARRY_DRUNK )
	{
		ubDestProfile = LARRY_NORMAL;
	}
	else
	{
		// I don't think so!
		return( pSoldier );
	}
	
	pNewProfile = &gMercProfiles[ ubDestProfile ];
	pNewProfile->ubMiscFlags2 = gMercProfiles[ ubSrcProfile ].ubMiscFlags2;
	pNewProfile->ubMiscFlags = gMercProfiles[ ubSrcProfile ].ubMiscFlags;
	pNewProfile->sSectorX = gMercProfiles[ ubSrcProfile ].sSectorX;
	pNewProfile->sSectorY = gMercProfiles[ ubSrcProfile ].sSectorY;
	pNewProfile->uiDayBecomesAvailable = gMercProfiles[ ubSrcProfile ].uiDayBecomesAvailable;
	pNewProfile->usKills = gMercProfiles[ ubSrcProfile ].usKills;
	pNewProfile->usAssists = gMercProfiles[ ubSrcProfile ].usAssists;
	pNewProfile->usShotsFired = gMercProfiles[ ubSrcProfile ].usShotsFired;
	pNewProfile->usShotsHit = gMercProfiles[ ubSrcProfile ].usShotsHit;
	pNewProfile->usBattlesFought = gMercProfiles[ ubSrcProfile ].usBattlesFought;
	pNewProfile->usTimesWounded = gMercProfiles[ ubSrcProfile ].usTimesWounded;
	pNewProfile->usTotalDaysServed = gMercProfiles[ ubSrcProfile ].usTotalDaysServed;
	pNewProfile->bResigned = gMercProfiles[ ubSrcProfile ].bResigned;
	pNewProfile->bActive = gMercProfiles[ ubSrcProfile ].bActive;
	pNewProfile->fUseProfileInsertionInfo = gMercProfiles[ ubSrcProfile ].fUseProfileInsertionInfo;
	pNewProfile->sGridNo = gMercProfiles[ ubSrcProfile ].sGridNo;
	pNewProfile->ubQuoteActionID = gMercProfiles[ ubSrcProfile ].ubQuoteActionID;
	pNewProfile->ubLastQuoteSaid = gMercProfiles[ ubSrcProfile ].ubLastQuoteSaid;
	pNewProfile->ubStrategicInsertionCode = gMercProfiles[ ubSrcProfile ].ubStrategicInsertionCode;
	pNewProfile->bMercStatus = gMercProfiles[ ubSrcProfile ].bMercStatus;
	pNewProfile->bSectorZ = gMercProfiles[ ubSrcProfile ].bSectorZ;
	pNewProfile->usStrategicInsertionData = gMercProfiles[ ubSrcProfile ].usStrategicInsertionData;
	pNewProfile->sTrueSalary = gMercProfiles[ ubSrcProfile ].sTrueSalary;
	pNewProfile->ubMiscFlags3 = gMercProfiles[ ubSrcProfile ].ubMiscFlags3;
	pNewProfile->ubDaysOfMoraleHangover = gMercProfiles[ ubSrcProfile ].ubDaysOfMoraleHangover;
	pNewProfile->ubNumTimesDrugUseInLifetime = gMercProfiles[ ubSrcProfile ].ubNumTimesDrugUseInLifetime;
	pNewProfile->uiPrecedentQuoteSaid = gMercProfiles[ ubSrcProfile ].uiPrecedentQuoteSaid;
	pNewProfile->sPreCombatGridNo = gMercProfiles[ ubSrcProfile ].sPreCombatGridNo;

// CJC: this is causing problems so just skip the transfer of exp...
/*
	pNewProfile->sLifeGain = gMercProfiles[ ubSrcProfile ].sLifeGain;
	pNewProfile->sAgilityGain = gMercProfiles[ ubSrcProfile ].sAgilityGain;
	pNewProfile->sDexterityGain = gMercProfiles[ ubSrcProfile ].sDexterityGain;
	pNewProfile->sStrengthGain = gMercProfiles[ ubSrcProfile ].sStrengthGain;
	pNewProfile->sLeadershipGain = gMercProfiles[ ubSrcProfile ].sLeadershipGain;
	pNewProfile->sWisdomGain = gMercProfiles[ ubSrcProfile ].sWisdomGain;
	pNewProfile->sExpLevelGain = gMercProfiles[ ubSrcProfile ].sExpLevelGain;
	pNewProfile->sMarksmanshipGain = gMercProfiles[ ubSrcProfile ].sMarksmanshipGain;
	pNewProfile->sMedicalGain = gMercProfiles[ ubSrcProfile ].sMedicalGain;
	pNewProfile->sMechanicGain = gMercProfiles[ ubSrcProfile ].sMechanicGain;
	pNewProfile->sExplosivesGain = gMercProfiles[ ubSrcProfile ].sExplosivesGain;

	pNewProfile->bLifeDelta = gMercProfiles[ ubSrcProfile ].bLifeDelta;
	pNewProfile->bAgilityDelta = gMercProfiles[ ubSrcProfile ].bAgilityDelta;
	pNewProfile->bDexterityDelta = gMercProfiles[ ubSrcProfile ].bDexterityDelta;
	pNewProfile->bStrengthDelta = gMercProfiles[ ubSrcProfile ].bStrengthDelta;
	pNewProfile->bLeadershipDelta = gMercProfiles[ ubSrcProfile ].bLeadershipDelta;
	pNewProfile->bWisdomDelta = gMercProfiles[ ubSrcProfile ].bWisdomDelta;
	pNewProfile->bExpLevelDelta = gMercProfiles[ ubSrcProfile ].bExpLevelDelta;
	pNewProfile->bMarksmanshipDelta = gMercProfiles[ ubSrcProfile ].bMarksmanshipDelta;
	pNewProfile->bMedicalDelta = gMercProfiles[ ubSrcProfile ].bMedicalDelta;
	pNewProfile->bMechanicDelta = gMercProfiles[ ubSrcProfile ].bMechanicDelta;
	pNewProfile->bExplosivesDelta = gMercProfiles[ ubSrcProfile ].bExplosivesDelta;
	*/

	memcpy( pNewProfile->bInvStatus, gMercProfiles[ ubSrcProfile ].bInvStatus , sizeof( UINT8) * 19 );
	memcpy( pNewProfile->bInvStatus, gMercProfiles[ ubSrcProfile ].bInvStatus , sizeof( UINT8) * 19 );
	memcpy( pNewProfile->inv , gMercProfiles[ ubSrcProfile ].inv , sizeof( UINT16 ) * 19 );
	memcpy( pNewProfile->bMercTownReputation , gMercProfiles[ ubSrcProfile ].bMercTownReputation , sizeof( UINT8 ) * 20 );

	// remove face
	DeleteSoldierFace( pSoldier );

	pSoldier->ubProfile = ubDestProfile;

	// create new face
	pSoldier->iFaceIndex = InitSoldierFace( pSoldier ); 
	
	// replace profile in group
	ReplaceSoldierProfileInPlayerGroup( pSoldier->ubGroupID, ubSrcProfile, ubDestProfile );

	pSoldier->bStrength =			pNewProfile->bStrength + pNewProfile->bStrengthDelta;
	pSoldier->bDexterity =		pNewProfile->bDexterity + pNewProfile->bDexterityDelta;
	pSoldier->bAgility =			pNewProfile->bAgility + pNewProfile->bAgilityDelta;
	pSoldier->bWisdom =				pNewProfile->bWisdom + pNewProfile->bWisdomDelta;
	pSoldier->bExpLevel =			pNewProfile->bExpLevel + pNewProfile->bExpLevelDelta;
	pSoldier->bLeadership =		pNewProfile->bLeadership + pNewProfile->bLeadershipDelta;

	pSoldier->bMarksmanship =	pNewProfile->bMarksmanship + pNewProfile->bMarksmanshipDelta;
	pSoldier->bMechanical =		pNewProfile->bMechanical + pNewProfile->bMechanicDelta;
	pSoldier->bMedical =			pNewProfile->bMedical + pNewProfile->bMedicalDelta;
	pSoldier->bExplosive =		pNewProfile->bExplosive + pNewProfile->bExplosivesDelta;

	if ( pSoldier->ubProfile == LARRY_DRUNK )
	{
		SetFactTrue( FACT_LARRY_CHANGED );
	}
	else
	{
		SetFactFalse( FACT_LARRY_CHANGED );
	}

	DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );

	return( pSoldier );
}