Change strategic enemy amounts to UINT16

This commit is contained in:
Asdow
2024-11-10 22:02:46 +02:00
parent d9edc9362b
commit 0089e0a640
11 changed files with 85 additions and 85 deletions
+8 -8
View File
@@ -52,10 +52,10 @@ extern ARMY_GUN_CHOICE_TYPE gExtendedArmyGunChoices[SOLDIER_GUN_CHOICE_SELECTION
extern ARMY_GUN_CHOICE_TYPE gArmyItemChoices[SOLDIER_GUN_CHOICE_SELECTIONS][MAX_ITEM_TYPES];
extern BOOLEAN gfTownUsesLoyalty[MAX_TOWNS];
std::map<UINT8, std::map<int, UINT8>> transportGroupIdToSoldierMap;
std::map<UINT8, std::map<int, UINT16>> transportGroupIdToSoldierMap;
std::map<UINT8, TransportGroupSectorInfo> transportGroupSectorInfo;
void PopulateTransportGroup(UINT8& admins, UINT8& troops, UINT8& elites, UINT8& jeeps, UINT8& tanks, UINT8& robots, UINT8 progress, int difficulty, BOOLEAN trySpecialCase);
void PopulateTransportGroup(UINT16& admins, UINT16& troops, UINT16& elites, UINT16& jeeps, UINT16& tanks, UINT16& robots, UINT8 progress, int difficulty, BOOLEAN trySpecialCase);
BOOLEAN DeployTransportGroup()
{
@@ -128,7 +128,7 @@ BOOLEAN DeployTransportGroup()
TRANSPORT_GROUP_DEBUG(L"DeployTransportGroup sending group to sectorId: %d (%d/%d)", ubSectorID, SECTORX(ubSectorID), SECTORY(ubSectorID));
UINT8 admins, troops, elites, robots, jeeps, tanks;
UINT16 admins, troops, elites, robots, jeeps, tanks;
const UINT8 progress = min(125, HighestPlayerProgressPercentage() + recentLossCount * 5);
PopulateTransportGroup(admins, troops, elites, jeeps, tanks, robots, progress, difficulty, mineSectorIds.size() == 1);
@@ -152,7 +152,7 @@ BOOLEAN DeployTransportGroup()
BOOLEAN ForceDeployTransportGroup(UINT8 sectorId)
{
UINT8 admins, troops, elites, robots, jeeps, tanks;
UINT16 admins, troops, elites, robots, jeeps, tanks;
const INT8 recentLossCount = min(5, GetAllStrategicEventsOfType(EVENT_TRANSPORT_GROUP_DEFEATED).size());
const UINT8 progress = min(125, HighestPlayerProgressPercentage() + recentLossCount * 5);
const UINT8 difficulty = gGameOptions.ubDifficultyLevel;
@@ -603,7 +603,7 @@ void UpdateTransportGroupInventory()
{
SOLDIERTYPE* pSoldier = &Menptr[slot];
const std::map<UINT8, std::map<int, UINT8>>::iterator groupIter = transportGroupIdToSoldierMap.find(pSoldier->ubGroupID);
const std::map<UINT8, std::map<int, UINT16>>::iterator groupIter = transportGroupIdToSoldierMap.find(pSoldier->ubGroupID);
if (groupIter != transportGroupIdToSoldierMap.end())
{
// let's find out if this group is coming home or still outgoing to its target destination
@@ -620,7 +620,7 @@ void UpdateTransportGroupInventory()
}
// found a matching transport groupid
std::map<int, UINT8>::iterator soldierClassIter = groupIter->second.find(SOLDIER_CLASS_JEEP);
std::map<int, UINT16>::iterator soldierClassIter = groupIter->second.find(SOLDIER_CLASS_JEEP);
if (cachedGroupJeepCount.find(groupIter->first) == cachedGroupJeepCount.end())
{
cachedGroupJeepCount[groupIter->first] = soldierClassIter == groupIter->second.end() ? 0 : groupIter->second[SOLDIER_CLASS_JEEP];
@@ -874,7 +874,7 @@ void UpdateTransportGroupInventory()
}
}
void AddToTransportGroupMap(UINT8 groupId, int soldierClass, UINT8 amount)
void AddToTransportGroupMap(UINT8 groupId, int soldierClass, UINT16 amount)
{
if (gGameExternalOptions.fStrategicTransportGroupsEnabled == FALSE)
{
@@ -913,7 +913,7 @@ void NotifyTransportGroupDefeated()
AddStrategicEvent(EVENT_TRANSPORT_GROUP_DEFEATED, GetWorldTotalMin() + 60 * hoursToRememberDefeat, 0);
}
void PopulateTransportGroup(UINT8& admins, UINT8& troops, UINT8& elites, UINT8& jeeps, UINT8& tanks, UINT8& robots, UINT8 progress, int difficulty, BOOLEAN trySpecialCase)
void PopulateTransportGroup(UINT16& admins, UINT16& troops, UINT16& elites, UINT16& jeeps, UINT16& tanks, UINT16& robots, UINT8 progress, int difficulty, BOOLEAN trySpecialCase)
{
admins = troops = elites = robots = jeeps = tanks = 0;