mirror of
https://github.com/1dot13/source.git
synced 2026-08-19 14:20:30 +02:00
Merge branch 'master' into ExtraMercs
This commit is contained in:
@@ -1,9 +1,5 @@
|
||||
//Strategic AI Viewer
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#ifdef PRECOMPILEDHEADERS
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#include "Strategic All.h"
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#include "INIReader.h"
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#else
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#include "builddefines.h"
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#include <stdio.h>
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#include "types.h"
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@@ -38,7 +34,6 @@
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#include "Strategic Status.h"
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#include "wordwrap.h"
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#include "Town Militia.h" // added by Flugente
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#endif
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#ifdef JA2BETAVERSION
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+17
-7
@@ -3,9 +3,6 @@
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* @author Flugente (bears-pit.com)
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*/
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#ifdef PRECOMPILEDHEADERS
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#include "Laptop All.h"
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#else
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#include <math.h>
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#include "ASD.h"
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#include "strategic.h"
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@@ -52,7 +49,7 @@
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#include "Sound Control.h"
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#include "renderworld.h"
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#include "Isometric Utils.h"
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#endif
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#include "Rebel Command.h"
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extern BOOLEAN gfTacticalDoHeliRun;
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@@ -548,9 +545,22 @@ UINT32 ASDResourceCostMoney( UINT8 aType )
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return gGameExternalOptions.gASDResource_Cost[aType];
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}
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INT32 GetStrategicAIResourceCount( UINT8 aType )
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{
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if (aType < 0 || aType >= ASD_RESOURCE_MAX)
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return 0;
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return gASDResource[aType];
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}
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// add resources to the AIs resource pool
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void AddStrategicAIResources( UINT8 aType, INT32 aAmount )
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{
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if (aType == ASD_MONEY)
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{
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aAmount *= RebelCommand::GetASDIncomeModifier();
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}
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gASDResource[aType] = max( 0, gASDResource[aType] + aAmount );
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if ( aType == ASD_HELI )
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@@ -1500,7 +1510,7 @@ UINT32 ASDResourceCostFuel( UINT8 aType )
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// if ASD has tanks, it can allow the queen to upgrade soldiers to tanks
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BOOLEAN ASDSoldierUpgradeToTank( )
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{
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if ( gGameExternalOptions.fASDActive && gGameExternalOptions.fASDAssignsTanks )
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if ( gGameExternalOptions.fASDActive && gGameExternalOptions.fASDAssignsTanks && RebelCommand::GetASDCanDeployUnits() )
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{
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if ( gASD_Flags & ASDFACT_TANK_UNLOCKED )
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{
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@@ -1517,7 +1527,7 @@ BOOLEAN ASDSoldierUpgradeToTank( )
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BOOLEAN ASDSoldierUpgradeToJeep( )
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{
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if ( gGameExternalOptions.fASDActive && gGameExternalOptions.fASDAssignsJeeps )
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if ( gGameExternalOptions.fASDActive && gGameExternalOptions.fASDAssignsJeeps && RebelCommand::GetASDCanDeployUnits() )
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{
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if ( gASD_Flags & ASDFACT_JEEP_UNLOCKED )
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{
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@@ -1534,7 +1544,7 @@ BOOLEAN ASDSoldierUpgradeToJeep( )
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BOOLEAN ASDSoldierUpgradeToRobot( )
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{
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if ( gGameExternalOptions.fASDActive && gGameExternalOptions.fASDAssignsRobots )
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if ( gGameExternalOptions.fASDActive && gGameExternalOptions.fASDAssignsRobots && RebelCommand::GetASDCanDeployUnits() )
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{
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if ( gASD_Flags & ASDFACT_ROBOT_UNLOCKED )
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{
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@@ -56,6 +56,8 @@ void SetASDFlag( UINT32 aFlag );
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UINT32 ASDResourceDeliveryTime( UINT8 aType );
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UINT32 ASDResourceCostMoney( UINT8 aType );
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INT32 GetStrategicAIResourceCount( UINT8 aType );
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// add resources to the AIs resource pool
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void AddStrategicAIResources( UINT8 aType, INT32 aAmount );
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+30
-16
@@ -1,7 +1,3 @@
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#ifdef PRECOMPILEDHEADERS
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#include "Strategic All.h"
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#include "GameSettings.h"
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#else
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#include "Assignments.h"
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#include "Strategic.h"
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#include "Items.h"
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@@ -77,7 +73,6 @@
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#include "Strategic AI.h"
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#include "MiniEvents.h"
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#include "Rebel Command.h"
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#endif
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#include <vector>
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#include <queue>
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@@ -813,6 +808,11 @@ BOOLEAN BasicCanCharacterAssignment( SOLDIERTYPE * pSoldier, BOOLEAN fNotInComba
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return( FALSE );
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}
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if (pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
|
||||
{
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||||
return( FALSE );
|
||||
}
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||||
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||||
return( TRUE );
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||||
}
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||||
@@ -1657,6 +1657,9 @@ BOOLEAN BasicCanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
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// check if sam site
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if( fSamSitePresent == FALSE )
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{
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if (RebelCommand::CanTrainMilitiaAnywhere())
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||||
return( TRUE );
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||||
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// nope
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return ( FALSE );
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}
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@@ -1970,6 +1973,9 @@ BOOLEAN CanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
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||||
}
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||||
}
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if (RebelCommand::CanTrainMilitiaAnywhere() && GetTownIdForSector(pSoldier->sSectorX, pSoldier->sSectorY) == BLANK_SECTOR)
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ubFacilityTrainersAllowed = RebelCommand::GetMaxTrainersForTrainMilitiaAnywhere();
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// Count number of trainers already operating here
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if ( CountMilitiaTrainersInSoldiersSector( pSoldier, TOWN_MILITIA ) >= ubFacilityTrainersAllowed )
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{
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||||
@@ -2032,6 +2038,9 @@ BOOLEAN DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( SOLDIERTYPE *pSol
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||||
{
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||||
return( TRUE );
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||||
}
|
||||
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||||
if (RebelCommand::CanTrainMilitiaAnywhere())
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||||
return(TRUE);
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||||
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||||
return( FALSE );
|
||||
}
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@@ -2084,7 +2093,7 @@ BOOLEAN IsMilitiaTrainableFromSoldiersSectorMaxed( SOLDIERTYPE *pSoldier, INT8 i
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// is there a town really here
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||||
if( bTownId == BLANK_SECTOR )
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||||
{
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||||
fSamSitePresent = IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
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||||
fSamSitePresent = IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) || RebelCommand::CanTrainMilitiaAnywhere();
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||||
|
||||
// if there is a sam site here
|
||||
if( fSamSitePresent )
|
||||
@@ -2490,7 +2499,7 @@ BOOLEAN CanCharacterSleep( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot )
|
||||
}
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||||
|
||||
// POW?
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
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if( pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT || pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND )
|
||||
{
|
||||
return( FALSE );
|
||||
}
|
||||
@@ -2708,7 +2717,7 @@ INT8 CanCharacterSquad( SOLDIERTYPE *pSoldier, INT8 bSquadValue )
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||||
return ( CHARACTER_CANT_JOIN_SQUAD );
|
||||
}
|
||||
|
||||
if ( pSoldier->bAssignment == ASSIGNMENT_POW || (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT && pSoldier->ubHoursRemainingOnMiniEvent > 0))
|
||||
if ( pSoldier->bAssignment == ASSIGNMENT_POW || (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT && pSoldier->ubHoursRemainingOnMiniEvent > 0) || (pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND) )
|
||||
{
|
||||
// not allowed to be put on a squad
|
||||
return( CHARACTER_CANT_JOIN_SQUAD );
|
||||
@@ -4872,7 +4881,7 @@ struct RepairItem {
|
||||
item(object), owner(soldier), inventorySlot(slot) {}
|
||||
};
|
||||
|
||||
struct RepairPriority : std::binary_function<RepairItem, RepairItem, bool> {
|
||||
struct RepairPriority {
|
||||
/// Comperator function
|
||||
bool operator() (const RepairItem& firstItem, const RepairItem& secondItem) const {
|
||||
UINT8 priFirst = CalculateItemPriority(firstItem),
|
||||
@@ -5829,7 +5838,7 @@ void FatigueCharacter( SOLDIERTYPE *pSoldier )
|
||||
}
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||||
|
||||
// POW?
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
|
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if( pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT || pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND )
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -6135,7 +6144,8 @@ void HandleTrainingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
|
||||
}
|
||||
|
||||
// check if we're doing a sector where militia can be trained
|
||||
if( ( (StrategicMap[CALCULATE_STRATEGIC_INDEX(sMapX, sMapY) ].bNameId != BLANK_SECTOR ) || ( fSamSiteInSector == TRUE ) ) && (bZ == 0) )
|
||||
const BOOL canTrainMilitiaAnywhere = RebelCommand::CanTrainMilitiaAnywhere();
|
||||
if( (canTrainMilitiaAnywhere || (StrategicMap[CALCULATE_STRATEGIC_INDEX(sMapX, sMapY) ].bNameId != BLANK_SECTOR ) || ( fSamSiteInSector == TRUE ) ) && (bZ == 0) )
|
||||
{
|
||||
// init town trainer list
|
||||
memset( TownTrainer, 0, sizeof( TownTrainer ) );
|
||||
@@ -7897,7 +7907,7 @@ BOOLEAN TrainTownInSector( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY, INT1
|
||||
|
||||
// get town index
|
||||
ubTownId = StrategicMap[CALCULATE_STRATEGIC_INDEX(pTrainer->sSectorX, pTrainer->sSectorY ) ].bNameId;
|
||||
if( fSamSiteInSector == FALSE )
|
||||
if( fSamSiteInSector == FALSE && !RebelCommand::CanTrainMilitiaAnywhere())
|
||||
{
|
||||
AssertNE(ubTownId, BLANK_SECTOR);
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||||
}
|
||||
@@ -10707,7 +10717,7 @@ void HandleShadingOfLinesForAssignmentMenus( void )
|
||||
}
|
||||
|
||||
// radio scan
|
||||
if( pSoldier->CanUseRadio() )
|
||||
if( BasicCanCharacterAssignment( pSoldier, TRUE ) && pSoldier->CanUseRadio() )
|
||||
{
|
||||
// unshade line
|
||||
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_RADIO_SCAN );
|
||||
@@ -16311,7 +16321,7 @@ void HandleRestFatigueAndSleepStatus( void )
|
||||
continue;
|
||||
}
|
||||
|
||||
if( ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
|
||||
if( ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) || ( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -16460,7 +16470,7 @@ void HandleRestFatigueAndSleepStatus( void )
|
||||
continue;
|
||||
}
|
||||
|
||||
if( ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
|
||||
if( ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) || ( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -19441,7 +19451,8 @@ BOOLEAN CanCharacterRepairAnotherSoldiersStuff( SOLDIERTYPE *pSoldier, SOLDIERTY
|
||||
( AM_A_ROBOT( pSoldier ) ) ||
|
||||
( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC ) ||
|
||||
( pOtherSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
|
||||
( pOtherSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
|
||||
( pOtherSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
|
||||
( pOtherSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) )
|
||||
{
|
||||
return( FALSE );
|
||||
}
|
||||
@@ -20164,6 +20175,9 @@ BOOLEAN CanCharacterTrainMilitiaWithErrorReport( SOLDIERTYPE *pSoldier )
|
||||
}
|
||||
}
|
||||
|
||||
if (RebelCommand::CanTrainMilitiaAnywhere() && GetTownIdForSector(pSoldier->sSectorX, pSoldier->sSectorY) == BLANK_SECTOR)
|
||||
ubFacilityTrainersAllowed = RebelCommand::GetMaxTrainersForTrainMilitiaAnywhere();
|
||||
|
||||
// If we are here, then TrainersAllowed > 0.
|
||||
// Otherwise we'd have failed the BasicCanTrain check
|
||||
if ( CountMilitiaTrainersInSoldiersSector( pSoldier, TOWN_MILITIA ) >= ubFacilityTrainersAllowed )
|
||||
|
||||
@@ -100,6 +100,7 @@ enum
|
||||
ADMINISTRATION, // merc boosts the effectiveness of other mercs
|
||||
EXPLORATION, // merc searches the sector for undiscovered items
|
||||
ASSIGNMENT_MINIEVENT,
|
||||
ASSIGNMENT_REBELCOMMAND,
|
||||
NUM_ASSIGNMENTS,
|
||||
};
|
||||
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "GameSettings.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include "types.h"
|
||||
@@ -73,7 +69,6 @@
|
||||
#include "DynamicDialogue.h" // added by Flugente
|
||||
#include "MilitiaIndividual.h" // added by Flugente
|
||||
#include "Rebel Command.h"
|
||||
#endif
|
||||
|
||||
#include "Reinforcement.h"
|
||||
|
||||
@@ -638,6 +633,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve1");
|
||||
switch( GetEnemyEncounterCode() )
|
||||
{
|
||||
case ENEMY_ENCOUNTER_CODE:
|
||||
case TRANSPORT_INTERCEPT_CODE:
|
||||
gpAR->ubPlayerDefenceAdvantage = 21; //Skewed to the player's advantage for convenience purposes.
|
||||
break;
|
||||
case ENEMY_INVASION_CODE:
|
||||
@@ -1750,6 +1746,7 @@ void RenderAutoResolve()
|
||||
swprintf( str, gpStrategicString[STR_AR_ATTACK_HEADER] );
|
||||
break;
|
||||
case ENEMY_ENCOUNTER_CODE:
|
||||
case TRANSPORT_INTERCEPT_CODE:
|
||||
swprintf( str, gpStrategicString[STR_AR_ENCOUNTER_HEADER] );
|
||||
break;
|
||||
case ENEMY_INVASION_CODE:
|
||||
@@ -2209,19 +2206,6 @@ void CreateAutoResolveInterface()
|
||||
ubRegMilitia += bonusRegularMilitia;
|
||||
ubGreenMilitia += bonusGreenMilitia;
|
||||
|
||||
// This block should be unnecessary. If the counts do not line up, there is a bug.
|
||||
#if 0
|
||||
while( ubEliteMilitia + ubRegMilitia + ubGreenMilitia < gpAR->ubCivs )
|
||||
{
|
||||
switch( PreRandom( 3 ) )
|
||||
{
|
||||
case 0: ubEliteMilitia++; break;
|
||||
case 1: ubRegMilitia++; break;
|
||||
case 2: ubGreenMilitia++; break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
cnt = 0;
|
||||
// Add the militia in this sector
|
||||
ARCreateMilitiaSquad( &cnt, ubEliteMilitia, ubRegMilitia, ubGreenMilitia, gpAR->ubSectorX, gpAR->ubSectorY);
|
||||
@@ -6076,6 +6060,5 @@ BOOLEAN IndividualMilitiaInUse_AutoResolve( UINT32 aMilitiaId )
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
set(StrategicSrc
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/AI Viewer.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/ASD.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Assignments.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Auto Resolve.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Campaign Init.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Creature Spreading.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Facilities.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Game Clock.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Game Event Hook.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Game Events.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Game Init.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Hourly Update.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Ja25 Strategic Ai.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Luaglobal.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/LuaInitNPCs.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Map Screen Helicopter.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Map Screen Interface Border.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Map Screen Interface Bottom.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Map Screen Interface Map Inventory.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Map Screen Interface Map.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Map Screen Interface TownMine Info.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Map Screen Interface.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/MapScreen Quotes.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/mapscreen.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Meanwhile.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Merc Contract.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/MilitiaIndividual.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/MilitiaSquads.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/MiniEvents.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Player Command.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/PreBattle Interface.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Queen Command.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Quest Debug System.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Quests.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Rebel Command.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Reinforcement.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Scheduling.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Strategic AI.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Strategic Event Handler.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Strategic Merc Handler.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Strategic Mines LUA.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Strategic Mines.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Strategic Movement Costs.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Strategic Movement.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Strategic Pathing.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Strategic Status.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Strategic Town Loyalty.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/strategic town reputation.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Strategic Transport Groups.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Strategic Turns.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/strategic.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/strategicmap.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Town Militia.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/UndergroundInit.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Army.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Bloodcats.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_CoolnessBySector.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Creatures.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_ExtraItems.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Facilities.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_FacilityTypes.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Minerals.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_SectorNames.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_SquadNames.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_UniformColors.cpp"
|
||||
PARENT_SCOPE)
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "XML.h"
|
||||
#else
|
||||
#include "ASD.h" // added by Flugente
|
||||
#include "types.h"
|
||||
#include "Campaign Init.h"
|
||||
@@ -17,7 +13,6 @@
|
||||
#include "expat.h"
|
||||
#include "Debug Control.h"
|
||||
#include "Tactical Save.h"
|
||||
#endif
|
||||
|
||||
#include "connect.h"
|
||||
#include <vfs/Core/vfs.h>
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "GameSettings.h"
|
||||
#else
|
||||
#include "types.h"
|
||||
#include "fileman.h"
|
||||
#include "himage.h"
|
||||
@@ -36,7 +32,6 @@
|
||||
#include "Isometric Utils.h" // added by Flugente
|
||||
#include "Soldier Create.h" // added by Flugente
|
||||
#include "Player Command.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "Strategic Mines.h"
|
||||
#include "connect.h"
|
||||
|
||||
@@ -8,10 +8,6 @@
|
||||
|
||||
#include "builddefines.h"
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "GameSettings.h"
|
||||
#else
|
||||
#include "Campaign Types.h"
|
||||
#include "Facilities.h"
|
||||
#include "Soldier Control.h"
|
||||
@@ -38,7 +34,6 @@
|
||||
#include "Isometric Utils.h"
|
||||
#include "MilitiaSquads.h"
|
||||
#include "Tactical Save.h"
|
||||
#endif
|
||||
|
||||
INT16 gsSkyriderCostModifier;
|
||||
// HEADROCK HAM 3.6: Strategic info variable, total of income/costs accumulated for the use of facilities today.
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "Game Clock.h"
|
||||
#include "Font.h"
|
||||
@@ -25,7 +22,6 @@
|
||||
#include "gamescreen.h"
|
||||
#include "Map Information.h"
|
||||
#include "GameSettings.h"
|
||||
#endif
|
||||
|
||||
#include "LuaInitNPCs.h"
|
||||
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "InIReader.h"
|
||||
#else
|
||||
#include "types.h"
|
||||
#include "Game Events.h"
|
||||
#include "soundman.h"
|
||||
@@ -51,7 +47,8 @@
|
||||
#include "Player Command.h" // added by Flugente
|
||||
#include "LuaInitNPCs.h" // added by Flugente
|
||||
#include "MiniEvents.h"
|
||||
#endif
|
||||
#include "Rebel Command.h"
|
||||
#include "interface Dialogue.h"
|
||||
|
||||
#include "connect.h"
|
||||
|
||||
@@ -105,18 +102,6 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
|
||||
{
|
||||
|
||||
BOOLEAN bMercDayOne = FALSE;
|
||||
// BF : file access is bad, especially if a function is called so often.
|
||||
#if 0
|
||||
// Kaiden: Opening the INI File
|
||||
CIniReader iniReader("..\\Ja2_Options.ini");
|
||||
|
||||
if(is_networked) memset(&iniReader, 0, sizeof (CIniReader) );//disable ini in mp (taking default values)
|
||||
|
||||
//Kaiden: Getting Value for MERC Available on Day one?
|
||||
// for some reason, this can't be in gamesettings.cpp
|
||||
// or it won't work.
|
||||
bMercDayOne = iniReader.ReadBoolean("Options","MERC_DAY_ONE",FALSE);
|
||||
#endif
|
||||
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent");
|
||||
|
||||
if( gGameExternalOptions.gfEnableEmergencyButton_SkipStrategicEvents && _KeyDown( NUM_LOCK ) )
|
||||
@@ -680,6 +665,15 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *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;
|
||||
|
||||
@@ -152,6 +152,11 @@ enum
|
||||
|
||||
EVENT_MINIEVENT,
|
||||
|
||||
EVENT_REBELCOMMAND,
|
||||
|
||||
EVENT_RETURN_TRANSPORT_GROUP,
|
||||
EVENT_TRANSPORT_GROUP_DEFEATED,
|
||||
|
||||
NUMBER_OF_EVENT_TYPES_PLUS_ONE,
|
||||
NUMBER_OF_EVENT_TYPES = NUMBER_OF_EVENT_TYPES_PLUS_ONE - 1
|
||||
};
|
||||
@@ -215,4 +220,4 @@ void DeleteAllStrategicEvents();
|
||||
// Flugente: return vector of all events of type ubCallbackID with time and param
|
||||
std::vector< std::pair<UINT32, UINT32> > GetAllStrategicEventsOfType( UINT8 ubCallbackID );
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include "types.h"
|
||||
@@ -12,7 +9,6 @@
|
||||
#include "message.h"
|
||||
#include "MiniEvents.h"
|
||||
#include "Text.h"
|
||||
#endif
|
||||
|
||||
#ifdef JA2TESTVERSION
|
||||
|
||||
@@ -140,6 +136,8 @@ CHAR16 gEventName[NUMBER_OF_EVENT_TYPES_PLUS_ONE][40]={
|
||||
L"bandit attack",
|
||||
L"ArmyFinishTraining",
|
||||
L"MiniEvent",
|
||||
L"ARC_Event",
|
||||
L"ReturnTransportGroup",
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,9 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "Language Defines.h"
|
||||
#include "HelpScreen.h"
|
||||
#include "GameSettings.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "jascreens.h"
|
||||
#include "laptop.h"
|
||||
@@ -65,7 +59,6 @@
|
||||
#include "MiniEvents.h"
|
||||
#include "Rebel Command.h"
|
||||
#include "World Items.h"
|
||||
#endif
|
||||
|
||||
#include "Vehicles.h"
|
||||
#include "text.h"
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Assignments.h"
|
||||
#include "Strategic Town Loyalty.h"
|
||||
#include "Strategic Merc Handler.h"
|
||||
@@ -27,7 +24,6 @@
|
||||
#include "strategic.h" // added by Flugente
|
||||
#include "message.h" // added by Flugente for ScreenMsg(...)
|
||||
#include "Rebel Command.h"
|
||||
#endif
|
||||
|
||||
#include "Luaglobal.h"
|
||||
#include "LuaInitNPCs.h"
|
||||
@@ -712,6 +708,7 @@ void HourlyStealUpdate()
|
||||
&& pSoldier->bAssignment != IN_TRANSIT
|
||||
&& pSoldier->bAssignment != ASSIGNMENT_POW
|
||||
&& pSoldier->bAssignment != ASSIGNMENT_MINIEVENT
|
||||
&& pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND
|
||||
&& !( ( ( gWorldSectorX == pSoldier->sSectorX ) && ( gWorldSectorY == pSoldier->sSectorY ) && ( gbWorldSectorZ == pSoldier->bSectorZ ) ) && ( gTacticalStatus.fEnemyInSector || guiCurrentScreen == GAME_SCREEN ) ) )
|
||||
{
|
||||
UINT8 ubSectorId = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
|
||||
@@ -741,6 +738,7 @@ void HourlyStealUpdate()
|
||||
&& pOtherSoldier->bAssignment != IN_TRANSIT
|
||||
&& pOtherSoldier->bAssignment != ASSIGNMENT_POW
|
||||
&& pOtherSoldier->bAssignment != ASSIGNMENT_MINIEVENT
|
||||
&& pOtherSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND
|
||||
&& !SPY_LOCATION( pOtherSoldier->bAssignment )
|
||||
&& pOtherSoldier->bActive
|
||||
&& !pOtherSoldier->flags.fMercAsleep
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
#include "builddefines.h"
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "strategicmap.h"
|
||||
#include "strategic.h"
|
||||
#include "Strategic Mines.h"
|
||||
@@ -70,7 +67,6 @@
|
||||
#include "physics.h"
|
||||
#include "Auto Resolve.h"
|
||||
#include "cursors.h"
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "Soldier Init List.h"
|
||||
@@ -2967,4 +2963,4 @@ void AddJA25AIDataToSector( JA25_SECTOR_AI *pSectorAIInfo )
|
||||
*/
|
||||
}
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
+58
-52
@@ -11,7 +11,6 @@
|
||||
#include "Game Init.h"
|
||||
#include "interface Dialogue.h"
|
||||
#include "opplist.h"
|
||||
#include "Strategic All.h"
|
||||
#include "pits.h"
|
||||
#include "Game Event Hook.h"
|
||||
#include "Creature Spreading.h"
|
||||
@@ -40,6 +39,12 @@
|
||||
#include "soldier profile type.h"
|
||||
#include "history.h"
|
||||
#include "Merc Hiring.h"
|
||||
#include "Game Events.h"
|
||||
#include "email.h"
|
||||
#include "worldman.h"
|
||||
#include "text.h"
|
||||
#include "Dialogue Control.h"
|
||||
#include "Boxing.h"
|
||||
|
||||
#include "LOS.h"
|
||||
#include "Music Control.h"
|
||||
@@ -75,6 +80,22 @@ extern "C" {
|
||||
|
||||
#include "BriefingRoom_Data.h"
|
||||
#include "MiniGame.h" // added by Flugente
|
||||
#include "Campaign.h"
|
||||
#include "strategic.h"
|
||||
#include "PreBattle Interface.h"
|
||||
#include "Strategic Event Handler.h"
|
||||
#include "files.h"
|
||||
#include "finances.h"
|
||||
#include "Sound Control.h"
|
||||
#include "SaveLoadMap.h"
|
||||
#include "renderworld.h"
|
||||
#include "Keys.h"
|
||||
#include "Render Fun.h"
|
||||
#include "Soldier Add.h"
|
||||
#include "gameloop.h"
|
||||
#include "Merc Contract.h"
|
||||
#include "message.h"
|
||||
#include "Town Militia.h"
|
||||
|
||||
extern UINT8 gubWaitingForAllMercsToExitCode;
|
||||
|
||||
@@ -12755,22 +12776,7 @@ static bool locationStringToCoordinates_AltSector(std::string loc, UINT8* x, UIN
|
||||
}
|
||||
|
||||
// gather column
|
||||
#if 0
|
||||
loc = loc.substr(1);
|
||||
stringstream ss = stringstream();
|
||||
if (loc[0] >= '0' && loc[0] <= '9')
|
||||
{
|
||||
ss << loc[0];
|
||||
loc = loc.substr(1);
|
||||
}
|
||||
if (loc[0] >= '0' && loc[0] <= '9')
|
||||
{
|
||||
ss << loc[0];
|
||||
loc = loc.substr(1);
|
||||
}
|
||||
#else
|
||||
stringstream ss(loc.substr(1));
|
||||
#endif
|
||||
int col = 0;
|
||||
ss >> col;
|
||||
if (col >= 1 && col <= 16)
|
||||
@@ -12809,22 +12815,7 @@ static bool locationStringToCoordinates(std::string loc, UINT8* x, UINT8* y, UIN
|
||||
}
|
||||
|
||||
// gather column
|
||||
#if 0
|
||||
loc = loc.substr(1);
|
||||
stringstream ss = stringstream();
|
||||
if (loc[0] >= '0' && loc[0] <= '9')
|
||||
{
|
||||
ss << loc[0];
|
||||
loc = loc.substr(1);
|
||||
}
|
||||
if (loc[0] >= '0' && loc[0] <= '9')
|
||||
{
|
||||
ss << loc[0];
|
||||
loc = loc.substr(1);
|
||||
}
|
||||
#else
|
||||
stringstream ss(loc);
|
||||
#endif
|
||||
int col = 0;
|
||||
ss >> col;
|
||||
if (col >= 1 && col <= 16)
|
||||
@@ -13623,43 +13614,58 @@ static int l_GetNumHostilesInSector( lua_State *L )
|
||||
|
||||
void LuaGetIntelAndQuestMapData( INT32 aLevel )
|
||||
{
|
||||
const char* filename = "scripts\\strategicmap.lua";
|
||||
static LuaScopeState _LS(true);
|
||||
static bool isInitialized = false;
|
||||
|
||||
LuaScopeState _LS( true );
|
||||
|
||||
IniFunction( _LS.L(), TRUE );
|
||||
IniGlobalGameSetting( _LS.L() );
|
||||
|
||||
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
|
||||
// Initialize only once during lifetime of program
|
||||
if (!isInitialized)
|
||||
{
|
||||
isInitialized = true;
|
||||
IniFunction(_LS.L(), TRUE);
|
||||
IniGlobalGameSetting(_LS.L());
|
||||
const char* filename = "scripts\\strategicmap.lua";
|
||||
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
|
||||
}
|
||||
|
||||
IniGlobalGameSetting(_LS.L());
|
||||
LuaFunction( _LS.L, "GetIntelAndQuestMapData" ).Param<int>( aLevel ).Call( 1 );
|
||||
}
|
||||
|
||||
void SetFactoryLeftoverProgress( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usFacilityType, UINT16 usProductionNumber, INT32 sProgressLeft )
|
||||
{
|
||||
const char* filename = "scripts\\strategicmap.lua";
|
||||
static LuaScopeState _LS(true);
|
||||
static bool isInitialized = false;
|
||||
|
||||
LuaScopeState _LS( true );
|
||||
|
||||
IniFunction( _LS.L(), TRUE );
|
||||
IniGlobalGameSetting( _LS.L() );
|
||||
|
||||
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
|
||||
// Initialize only once during lifetime of program
|
||||
if (!isInitialized)
|
||||
{
|
||||
isInitialized = true;
|
||||
IniFunction(_LS.L(), TRUE);
|
||||
IniGlobalGameSetting(_LS.L());
|
||||
const char* filename = "scripts\\strategicmap.lua";
|
||||
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
|
||||
}
|
||||
|
||||
IniGlobalGameSetting(_LS.L());
|
||||
LuaFunction( _LS.L, "SetFactoryLeftoverProgress" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<int>( usFacilityType ).Param<int>( usProductionNumber ).Param<int>( sProgressLeft ).Call( 6 );
|
||||
}
|
||||
|
||||
INT32 GetFactoryLeftoverProgress( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usFacilityType, UINT16 usProductionNumber )
|
||||
{
|
||||
const char* filename = "scripts\\strategicmap.lua";
|
||||
static LuaScopeState _LS( true );
|
||||
static bool isInitialized = false;
|
||||
|
||||
LuaScopeState _LS( true );
|
||||
|
||||
IniFunction( _LS.L(), TRUE );
|
||||
IniGlobalGameSetting( _LS.L() );
|
||||
|
||||
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
|
||||
// Initialize only once during lifetime of program
|
||||
if (!isInitialized)
|
||||
{
|
||||
isInitialized = true;
|
||||
IniFunction( _LS.L(), TRUE );
|
||||
IniGlobalGameSetting(_LS.L());
|
||||
const char* filename = "scripts\\strategicmap.lua";
|
||||
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
|
||||
}
|
||||
|
||||
IniGlobalGameSetting(_LS.L());
|
||||
LuaFunction( _LS.L, "GetFactoryLeftoverProgress" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<int>( usFacilityType ).Param<int>( usProductionNumber ).Call( 5 );
|
||||
|
||||
if ( lua_gettop( _LS.L() ) >= 0 )
|
||||
|
||||
@@ -6,7 +6,6 @@
|
||||
#include "FileMan.h"
|
||||
#include "GameSettings.h"
|
||||
#include "interface Dialogue.h"
|
||||
#include "Strategic All.h"
|
||||
#include "Luaglobal.h"
|
||||
#include "Boxing.h"
|
||||
#include "LuaInitNPCs.h"
|
||||
@@ -36,6 +35,8 @@ extern "C" {
|
||||
#include "lualib.h"
|
||||
}
|
||||
|
||||
#include "strategicmap.h"
|
||||
#include "Map Screen Interface.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Map Screen Helicopter.h"
|
||||
#include "LaptopSave.h"
|
||||
#include "Vehicles.h"
|
||||
@@ -44,7 +41,6 @@
|
||||
#include "expat.h"
|
||||
#include "merc entering.h" // added by Flugente
|
||||
#include "ASD.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "Vehicles.h"
|
||||
#include "NPC.h"
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Map Screen Interface Border.h"
|
||||
#include "Types.h"
|
||||
#include "vsurface.h"
|
||||
@@ -31,7 +28,6 @@
|
||||
#include "popup_callback.h"
|
||||
#include "popup_class.h"
|
||||
#include "Queen Command.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "connect.h"
|
||||
|
||||
@@ -128,7 +124,7 @@ BOOLEAN LoadMapBorderGraphics( void )
|
||||
{
|
||||
FilenameForBPP( "INTERFACE\\MBS.sti", VObjectDesc.ImageFile );
|
||||
}
|
||||
else if (iResolution == _1280x720)
|
||||
else if (isWidescreenUI())
|
||||
{
|
||||
FilenameForBPP("INTERFACE\\MBS_1280x720.sti", VObjectDesc.ImageFile);
|
||||
}
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Map Screen Interface Bottom.h"
|
||||
#include "Map Screen Interface Border.h"
|
||||
#include "Types.h"
|
||||
@@ -48,7 +45,6 @@
|
||||
#include "Interface Control.h"
|
||||
#include "Sys Globals.h"
|
||||
#include "game init.h"
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "Ja25 Strategic Ai.h"
|
||||
@@ -270,7 +266,7 @@ void HandleLoadOfMapBottomGraphics( void )
|
||||
{
|
||||
FilenameForBPP( "INTERFACE\\map_screen_bottom.sti", VObjectDesc.ImageFile );
|
||||
}
|
||||
else if (iResolution == _1280x720)
|
||||
else if (isWidescreenUI())
|
||||
{
|
||||
FilenameForBPP("INTERFACE\\map_screen_bottom_1280x720.sti", VObjectDesc.ImageFile);
|
||||
}
|
||||
@@ -344,7 +340,7 @@ void RenderMapScreenInterfaceBottom( BOOLEAN fForceMapscreenFullRender )
|
||||
// HEADROCK HAM 3.6: OK, let's always render this panel, as long as the team inventory screen isn't open.
|
||||
// sevenfm: improved r8524 fix to work with 1280x720 resolution
|
||||
//if (fMapScreenBottomDirty || ((!fShowInventoryFlag || iResolution > _1024x600) && fForceMapscreenFullRender))
|
||||
if ((!fShowInventoryFlag || iResolution > _1280x720) && (fMapScreenBottomDirty || fForceMapscreenFullRender))
|
||||
if ( (!fShowInventoryFlag || iResolution > _1024x600) && (fMapScreenBottomDirty || fForceMapscreenFullRender))
|
||||
{
|
||||
// get and blt panel
|
||||
GetVideoObject(&hHandle, guiMAPBOTTOMPANEL );
|
||||
@@ -1296,7 +1292,7 @@ void EnableDisableBottomButtonsAndRegions( void )
|
||||
{
|
||||
DisableButton( giMapInvDoneButton );
|
||||
}
|
||||
else
|
||||
else if (!isWidescreenUI())
|
||||
{
|
||||
EnableButton( giMapInvDoneButton );
|
||||
}
|
||||
@@ -1795,6 +1791,7 @@ BOOLEAN AnyUsableRealMercenariesOnTeam( void )
|
||||
( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
|
||||
( pSoldier->bAssignment != ASSIGNMENT_DEAD ) &&
|
||||
( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) &&
|
||||
( pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND ) &&
|
||||
( pSoldier->ubWhatKindOfMercAmI != MERC_TYPE__EPC ) )
|
||||
{
|
||||
return( TRUE );
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "GameSettings.h"
|
||||
#else
|
||||
#include "Map Screen Interface Map Inventory.h"
|
||||
#include "Render Dirty.h"
|
||||
#include "vobject.h"
|
||||
@@ -34,7 +30,6 @@
|
||||
#include "rt time defines.h"
|
||||
#include "Encyclopedia_new.h" //Moa: item visibility
|
||||
#include "Town Militia.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "ShopKeeper Interface.h"
|
||||
#include "ArmsDealerInvInit.h"
|
||||
@@ -45,6 +40,7 @@
|
||||
#include "Interface Items.h"
|
||||
#include "Food.h" // added by Flugente
|
||||
#include "Campaign Types.h" // added by Flugente
|
||||
#include "mapscreen.h"
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
@@ -453,7 +449,7 @@ BOOLEAN LoadInventoryPoolGraphic( void )
|
||||
{
|
||||
sprintf( VObjectDesc.ImageFile, "INTERFACE\\sector_inventory.sti" );
|
||||
}
|
||||
else if (iResolution == _1280x720)
|
||||
else if (isWidescreenUI())
|
||||
{
|
||||
sprintf(VObjectDesc.ImageFile, "INTERFACE\\sector_inventory_1280x720.sti");
|
||||
}
|
||||
@@ -592,7 +588,7 @@ BOOLEAN RenderItemInPoolSlot( INT32 iCurrentSlot, INT32 iFirstSlotOnPage )
|
||||
INT16 sCenX, sCenY, usWidth, usHeight, sX, sY;
|
||||
HVOBJECT hHandle;
|
||||
ETRLEObject *pTrav;
|
||||
CHAR16 sString[ 64 ];
|
||||
CHAR16 sString[ 80 ];
|
||||
INT16 sWidth = 0, sHeight = 0;
|
||||
INT16 sOutLine = 0;
|
||||
BOOLEAN fOutLine = FALSE;
|
||||
@@ -1096,24 +1092,8 @@ void SaveSeenAndUnseenItems( void )
|
||||
//make list of seen items
|
||||
for ( UINT32 i = 0; i < pInventoryPoolList.size(); i++ )
|
||||
{
|
||||
#if 0
|
||||
if ( pInventoryPoolList[ i ].object.exists() )
|
||||
{
|
||||
pInventoryPoolList[ i ].fExists = TRUE;
|
||||
pInventoryPoolList[ i ].bVisible = TRUE;
|
||||
//Check
|
||||
if(TileIsOutOfBounds( pInventoryPoolList[ i ].sGridNo) && !( pInventoryPoolList[ i ].usFlags & WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT ) )
|
||||
{
|
||||
pInventoryPoolList[ i ].usFlags |= WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT;
|
||||
|
||||
// Display warning.....
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Error: Trying to add item ( %d: %s ) to invalid gridno in unloaded sector. Please Report.", pInventoryPoolList[ i ].object.usItem, ItemNames[ pInventoryPoolList[ i ].object.usItem] );
|
||||
}
|
||||
|
||||
#else
|
||||
if ( pInventoryPoolList[i].fExists )
|
||||
{
|
||||
#endif
|
||||
worldItemsSaveList.push_back(pInventoryPoolList[i]);
|
||||
iExistingItems++;
|
||||
}
|
||||
@@ -3630,45 +3610,6 @@ void HandleMouseInCompatableItemForMapSectorInventory( INT32 iCurrentSlot )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = NULL;
|
||||
static BOOLEAN fItemWasHighLighted = FALSE;
|
||||
#if 0
|
||||
if( iCurrentSlot == -1 )
|
||||
{
|
||||
giCompatibleItemBaseTime = 0;
|
||||
}
|
||||
|
||||
if( fChangedInventorySlots == TRUE )
|
||||
{
|
||||
giCompatibleItemBaseTime = 0;
|
||||
fChangedInventorySlots = FALSE;
|
||||
}
|
||||
|
||||
// reset the base time to the current game clock
|
||||
if( giCompatibleItemBaseTime == 0 )
|
||||
{
|
||||
giCompatibleItemBaseTime = GetJA2Clock( );
|
||||
|
||||
if( fItemWasHighLighted == TRUE )
|
||||
{
|
||||
fTeamPanelDirty = TRUE;
|
||||
fMapPanelDirty = TRUE;
|
||||
fItemWasHighLighted = FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
ResetCompatibleItemArray( );
|
||||
ResetMapSectorInventoryPoolHighLights( );
|
||||
|
||||
if( iCurrentSlot == -1 )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Check also that we're not beyond the resize.
|
||||
if (pInventoryPoolList.size() < (UINT32)(iCurrentSlot + ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) ))
|
||||
{
|
||||
return;
|
||||
}
|
||||
#else
|
||||
|
||||
//if same slot then before dont recalculate
|
||||
if ( !fChangedInventorySlots ) return;
|
||||
@@ -3694,36 +3635,10 @@ void HandleMouseInCompatableItemForMapSectorInventory( INT32 iCurrentSlot )
|
||||
}
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
// given this slot value, check if anything in the displayed sector inventory or on the mercs inventory is compatable
|
||||
if( fShowInventoryFlag )
|
||||
{
|
||||
#if 0
|
||||
// check if any compatable items in the soldier inventory matches with this item
|
||||
if( gfCheckForCursorOverMapSectorInventoryItem )
|
||||
{
|
||||
pSoldier = &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ];
|
||||
if( pSoldier )
|
||||
{
|
||||
if( HandleCompatibleAmmoUIForMapScreen( pSoldier, iCurrentSlot + ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ), TRUE, FALSE ) )
|
||||
{
|
||||
if( GetJA2Clock( ) - giCompatibleItemBaseTime > 100 )
|
||||
{
|
||||
if( fItemWasHighLighted == FALSE )
|
||||
{
|
||||
fTeamPanelDirty = TRUE;
|
||||
fItemWasHighLighted = TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
giCompatibleItemBaseTime = 0;
|
||||
}
|
||||
#else
|
||||
//Soldier inventory is shown, highlight those items
|
||||
pSoldier = &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ];
|
||||
if( pSoldier )
|
||||
@@ -3734,40 +3649,17 @@ void HandleMouseInCompatableItemForMapSectorInventory( INT32 iCurrentSlot )
|
||||
}
|
||||
fTeamPanelDirty = TRUE;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
// now handle for the sector inventory
|
||||
if( fShowMapInventoryPool )
|
||||
{
|
||||
#if 0
|
||||
// check if any compatable items in the soldier inventory matches with this item
|
||||
if( gfCheckForCursorOverMapSectorInventoryItem )
|
||||
{
|
||||
if( HandleCompatibleAmmoUIForMapInventory( pSoldier, iCurrentSlot, ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) , TRUE, FALSE ) )
|
||||
{
|
||||
if( GetJA2Clock( ) - giCompatibleItemBaseTime > 100 )
|
||||
{
|
||||
if( fItemWasHighLighted == FALSE )
|
||||
{
|
||||
fItemWasHighLighted = TRUE;
|
||||
fMapPanelDirty = TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
giCompatibleItemBaseTime = 0;
|
||||
}
|
||||
#else
|
||||
if( HandleCompatibleAmmoUIForMapInventory( pSoldier, iCurrentSlot, ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) , TRUE, FALSE ) )
|
||||
{
|
||||
fItemWasHighLighted = TRUE;//remember that something is highlighted
|
||||
}
|
||||
fMapPanelDirty = TRUE;
|
||||
#endif
|
||||
}
|
||||
|
||||
fChangedInventorySlots = FALSE;
|
||||
@@ -3875,79 +3767,11 @@ void CheckGridNoOfItemsInMapScreenMapInventory()
|
||||
|
||||
void SortSectorInventory( std::vector<WORLDITEM>& pInventory, UINT32 uiSizeOfArray )
|
||||
{
|
||||
#if 0//dnl ch75 011113 return code from v1.12 as current one is terrible slow
|
||||
//first, compress the inventory by stacking like items that are reachable, while moving empty items towards the back
|
||||
for (std::vector<WORLDITEM>::iterator iter = pInventory.begin(); iter != pInventory.end(); ++iter) {
|
||||
//if object exists, we want to try to stack it
|
||||
if (iter->fExists && iter->object.exists() == true) {
|
||||
|
||||
//ADB TODO if it is active and reachable etc, alternatively if it's on the same gridNo
|
||||
#if 0
|
||||
if (iter->object.ubNumberOfObjects < ItemSlotLimit( iter->object.usItem, STACK_SIZE_LIMIT )) {
|
||||
std::vector<WORLDITEM>::iterator second = iter;
|
||||
for (++second; second != pInventory.end(); ++second) {
|
||||
if (second->object.usItem == iter->object.usItem
|
||||
&& second->object.exists() == true) {
|
||||
iter->object.AddObjectsToStack(second->object, second->object.ubNumberOfObjects);
|
||||
if (iter->object.ubNumberOfObjects >= ItemSlotLimit( iter->object.usItem, STACK_SIZE_LIMIT )) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else {
|
||||
//object does not exist, so compress the list
|
||||
std::vector<WORLDITEM>::iterator second = iter;
|
||||
for (++second; second != pInventory.end(); ++second) {
|
||||
if (second->fExists && second->object.exists() == true) {
|
||||
*iter = *second;
|
||||
second->initialize();
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (second == pInventory.end()) {
|
||||
//we reached the end of the list without finding any active item, so we can break out of this loop too!
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//once compressed, we need only sort the existing items
|
||||
//all empty items should be at the back!!!
|
||||
std::vector<WORLDITEM>::iterator endSort = pInventory.begin();
|
||||
for (unsigned int x = 1; x < pInventory.size(); ++x) {
|
||||
if (pInventory[x].fExists && pInventory[x].object.exists() == true) {
|
||||
++endSort;
|
||||
}
|
||||
else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
++endSort;
|
||||
|
||||
//ADB I'm not sure qsort will work with OO data, so replace it with stl sort, which is faster anyways
|
||||
std::sort(pInventory.begin(), endSort);
|
||||
|
||||
//then compress it by removing the empty objects, we know they are at the back
|
||||
//we want the size to equal x * MAP_INVENTORY_POOL_SLOT_COUNT
|
||||
for (unsigned int x = 1; x <= pInventory.size() / MAP_INVENTORY_POOL_SLOT_COUNT && pInventory.size() > x * MAP_INVENTORY_POOL_SLOT_COUNT; ++x) {
|
||||
if (pInventory[x * MAP_INVENTORY_POOL_SLOT_COUNT].fExists == false
|
||||
&& pInventory[x * MAP_INVENTORY_POOL_SLOT_COUNT].object.exists() == false) {
|
||||
//we have found a page where the first item on the page does not exist, resize to this
|
||||
//we may have just cut off a blank page leaving the previous page full with no place to put
|
||||
//any new objects, but ResizeInventoryList after this will take care of that.
|
||||
pInventory.resize(x * MAP_INVENTORY_POOL_SLOT_COUNT);
|
||||
}
|
||||
}
|
||||
#else
|
||||
#if _ITERATOR_DEBUG_LEVEL > 1//dnl ch75 061113 under debug VS2010 throws exceptions after qsort but not under VS2005 and VS2008, all release version seems to work fine
|
||||
std::sort(pInventory.begin(), pInventory.begin() + uiSizeOfArray);
|
||||
#else
|
||||
qsort((LPVOID)&pInventory.front(), (size_t)uiSizeOfArray, sizeof(WORLDITEM), MapScreenSectorInventoryCompare);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
INT32 MapScreenSectorInventoryCompare( const void *pNum1, const void *pNum2)
|
||||
@@ -3960,31 +3784,10 @@ INT32 MapScreenSectorInventoryCompare( const void *pNum1, const void *pNum2)
|
||||
UINT16 ubItem2Quality;
|
||||
|
||||
//dnl ch75 071113 without below fix sort will create mess when use empty slots because fExists remain TRUE after item is removed from inventory so decide to rather check ubNumberOfObjects
|
||||
#if 0
|
||||
if(!(pFirst->fExists && pFirst->object.ubNumberOfObjects && pFirst->object.usItem) && (pFirst->fExists | pFirst->object.ubNumberOfObjects | pFirst->object.usItem))
|
||||
{
|
||||
pFirst->fExists = FALSE;
|
||||
pFirst->object.ubNumberOfObjects = 0;
|
||||
pFirst->object.usItem = NONE;
|
||||
return(1);
|
||||
}
|
||||
if(!(pSecond->fExists && pSecond->object.ubNumberOfObjects && pSecond->object.usItem) && (pSecond->fExists | pSecond->object.ubNumberOfObjects | pSecond->object.usItem))
|
||||
{
|
||||
pSecond->fExists = FALSE;
|
||||
pSecond->object.ubNumberOfObjects = 0;
|
||||
pSecond->object.usItem = NONE;
|
||||
return(-1);
|
||||
}
|
||||
if(!pFirst->fExists)
|
||||
return(1);
|
||||
if(!pSecond->fExists)
|
||||
return(-1);
|
||||
#else
|
||||
if(!pFirst->object.ubNumberOfObjects)
|
||||
return(1);
|
||||
if(!pSecond->object.ubNumberOfObjects)
|
||||
return(-1);
|
||||
#endif
|
||||
|
||||
usItem1Index = pFirst->object.usItem;
|
||||
usItem2Index = pSecond->object.usItem;
|
||||
@@ -4162,20 +3965,7 @@ BOOLEAN SortInventoryPoolQ(void)
|
||||
{
|
||||
if(pInventoryPoolList.size() > 0)
|
||||
{
|
||||
#if 0//dnl ch75 311013
|
||||
for(INT32 iSlotCounter=0; iSlotCounter<(INT32)pInventoryPoolList.size(); iSlotCounter++)
|
||||
if(pInventoryPoolList[iSlotCounter].object.usItem == NOTHING && pInventoryPoolList[iSlotCounter].object.exists() == false)
|
||||
{
|
||||
pInventoryPoolList[iSlotCounter].fExists = FALSE;
|
||||
pInventoryPoolList[iSlotCounter].bVisible = FALSE;
|
||||
}
|
||||
SortSectorInventory(pInventoryPoolList, pInventoryPoolList.size());
|
||||
iLastInventoryPoolPage = (pInventoryPoolList.size() - 1) / MAP_INVENTORY_POOL_SLOT_COUNT;
|
||||
if(iCurrentInventoryPoolPage > iLastInventoryPoolPage)
|
||||
iCurrentInventoryPoolPage = iLastInventoryPoolPage;
|
||||
#else
|
||||
SortSectorInventory(pInventoryPoolList, pInventoryPoolList.size());
|
||||
#endif
|
||||
}
|
||||
fMapPanelDirty = TRUE;
|
||||
return(TRUE);
|
||||
@@ -6232,8 +6022,8 @@ void HandleItemCooldownFunctions( OBJECTTYPE* itemStack, INT32 deltaSeconds, BOO
|
||||
|
||||
FLOAT newguntemperature = max(0.0f, guntemperature - tickspassed * cooldownfactor ); // ... calculate new temperature ...
|
||||
|
||||
#if 0//def JA2TESTVERSION
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"World: Item temperature lowered from %4.2f to %4.2f", guntemperature, newguntemperature );
|
||||
#if JA2TESTVERSION
|
||||
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"World: Item temperature lowered from %4.2f to %4.2f", guntemperature, newguntemperature);
|
||||
#endif
|
||||
|
||||
(*itemStack)[i]->data.bTemperature = newguntemperature; // ... set new temperature
|
||||
@@ -6252,8 +6042,8 @@ void HandleItemCooldownFunctions( OBJECTTYPE* itemStack, INT32 deltaSeconds, BOO
|
||||
|
||||
(*iter)[i]->data.bTemperature = newtemperature; // ... set new temperature
|
||||
|
||||
#if 0//def JA2TESTVERSION
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"World: Item temperature lowered from %4.2f to %4.2f", temperature, newtemperature );
|
||||
#if JA2TESTVERSION
|
||||
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"World: Item temperature lowered from %4.2f to %4.2f", temperature, newtemperature);
|
||||
#endif
|
||||
|
||||
// we assume that there can exist only 1 underbarrel weapon per gun
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "GameSettings.h"
|
||||
#else
|
||||
#include "Font.h"
|
||||
#include "Font Control.h"
|
||||
#include "mapscreen.h"
|
||||
@@ -49,7 +45,8 @@
|
||||
#include "Map Screen Interface Map Inventory.h" // added by Flugente
|
||||
#include "LuaInitNPCs.h" // added by Flugente
|
||||
#include "Game Event Hook.h" // added by Flugente
|
||||
#endif
|
||||
#include "Rebel Command.h"
|
||||
#include "Strategic Transport Groups.h"
|
||||
|
||||
#include "Quests.h"
|
||||
#include "connect.h"
|
||||
@@ -844,6 +841,44 @@ void fillMapColoursForVisitedSectors(INT32(&colorMap)[ MAXIMUM_VALID_Y_COORDINAT
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
FillMapColoursForTransportGroups(colorMap);
|
||||
|
||||
if (RebelCommand::ShowEnemyMovementTargets())
|
||||
{
|
||||
const auto targetColor = MAP_SHADE_LT_RED;
|
||||
GROUP* pGroup = gpGroupList;
|
||||
|
||||
while (pGroup)
|
||||
{
|
||||
if (pGroup->usGroupTeam == ENEMY_TEAM)
|
||||
{
|
||||
const UINT8 intention = pGroup->pEnemyGroup->ubIntention;
|
||||
if (intention == STAGING
|
||||
|| intention == REINFORCEMENTS
|
||||
|| intention == PURSUIT
|
||||
|| intention == ASSAULT)
|
||||
{
|
||||
WAYPOINT* wp = pGroup->pWaypoints;
|
||||
|
||||
while (wp)
|
||||
{
|
||||
if (wp->next == nullptr)
|
||||
break;
|
||||
|
||||
wp = wp->next;
|
||||
}
|
||||
|
||||
if (GetSectorFlagStatus(wp->x-1, wp->y-1, (UINT8)iCurrentMapSectorZ, SF_ALREADY_VISITED))
|
||||
{
|
||||
colorMap[wp->y-1][wp->x-1] = targetColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pGroup = pGroup->next;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1328,6 +1363,7 @@ INT32 ShowAssignedTeam(INT16 sMapX, INT16 sMapY, INT32 iCount)
|
||||
( pSoldier->bAssignment != IN_TRANSIT ) &&
|
||||
( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
|
||||
( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) &&
|
||||
( pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND ) &&
|
||||
( pSoldier->stats.bLife > 0 ) &&
|
||||
( !PlayerIDGroupInMotion( pSoldier->ubGroupID ) ) )
|
||||
{
|
||||
@@ -1786,7 +1822,7 @@ BOOLEAN InitializePalettesForMap( void )
|
||||
|
||||
if (iResolution >= _640x480 && iResolution < _800x600)
|
||||
strcpy(vs_desc.ImageFile, "INTERFACE\\b_map.pcx");
|
||||
else if (iResolution == _1280x720)
|
||||
else if (isWidescreenUI())
|
||||
strcpy(vs_desc.ImageFile, "INTERFACE\\b_map_1280x720.pcx");
|
||||
else if (iResolution < _1024x768)
|
||||
strcpy(vs_desc.ImageFile, "INTERFACE\\b_map_800x600.pcx");
|
||||
@@ -6684,7 +6720,7 @@ void HandleLowerLevelMapBlit( void )
|
||||
offsetY = yVal;
|
||||
imageIndex = 0;
|
||||
}
|
||||
else if (iResolution == _1280x720)
|
||||
else if (isWidescreenUI())
|
||||
{
|
||||
offsetX = xVal + 21;
|
||||
offsetY = yVal + 17;
|
||||
@@ -6938,6 +6974,7 @@ BOOLEAN CanMercsScoutThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
|
||||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) ||
|
||||
( pSoldier->flags.fMercAsleep == TRUE ) ||
|
||||
( pSoldier->stats.bLife < OKLIFE ) )
|
||||
{
|
||||
@@ -8550,6 +8587,25 @@ void DetermineMapIntelData( INT32 asSectorZ )
|
||||
}
|
||||
}
|
||||
|
||||
// transport groups
|
||||
std::map<UINT8, TransportGroupSectorInfo> map = GetTransportGroupSectorInfo();
|
||||
for (const auto iter : map)
|
||||
{
|
||||
CHAR16 str[128];
|
||||
|
||||
switch (iter.second)
|
||||
{
|
||||
case TransportGroupSectorInfo::TransportGroupSectorInfo_LocatedGroup:
|
||||
swprintf( str, gpStrategicString[STR_PB_TRANSPORT_GROUP]);
|
||||
break;
|
||||
|
||||
case TransportGroupSectorInfo::TransportGroupSectorInfo_LocatedDestination:
|
||||
swprintf( str, gpStrategicString[STR_PB_TRANSPORT_GROUP_EN_ROUTE]);
|
||||
break;
|
||||
}
|
||||
AddIntelAndQuestMapDataForSector( SECTORX(iter.first), SECTORY(iter.first), MAP_SHADE_LT_YELLOW, -1, str, L"" );
|
||||
}
|
||||
|
||||
// uncovered terrorists we know of
|
||||
for ( int cnt = 0; cnt < 6; ++cnt )
|
||||
{
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "HelpScreen.h"
|
||||
#else
|
||||
#include "Map Screen Interface TownMine Info.h"
|
||||
#include "strategicmap.h"
|
||||
#include "popupbox.h"
|
||||
@@ -31,7 +27,6 @@
|
||||
#include "Overhead.h" // added by Flugente
|
||||
#include "Game Clock.h" // added by Flugente
|
||||
#include "Game Event Hook.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "Strategic Mines.h"
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Map Screen Interface.h"
|
||||
#include "string.h"
|
||||
#include "Map Screen Interface Map.h"
|
||||
@@ -56,7 +53,6 @@
|
||||
#include "Food.h"
|
||||
#include "Personnel.h"
|
||||
#include "mapscreen.h"
|
||||
#endif
|
||||
|
||||
#include "connect.h"
|
||||
|
||||
@@ -1938,7 +1934,7 @@ void UpdateCharRegionHelpText( void )
|
||||
pSoldier = MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ];
|
||||
|
||||
// health/energy/morale
|
||||
if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT )
|
||||
if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND )
|
||||
{
|
||||
if ( pSoldier->stats.bLife != 0 )
|
||||
{
|
||||
@@ -2963,85 +2959,6 @@ void DisplayUserDefineHelpTextRegions( FASTHELPREGION *pRegion )
|
||||
|
||||
|
||||
|
||||
extern void DisplayHelpTokenizedString( const STR16 pStringA, INT16 sX, INT16 sY );
|
||||
extern INT16 GetNumberOfLinesInHeight( const STR16 pStringA );
|
||||
extern INT16 GetWidthOfString( const STR16 pStringA );
|
||||
|
||||
void DisplaySoldierToolTip( FASTHELPREGION *pRegion )
|
||||
{
|
||||
UINT16 usFillColor;
|
||||
INT32 iX,iY,iW,iH;
|
||||
UINT8 *pDestBuf;
|
||||
UINT32 uiDestPitchBYTES;
|
||||
|
||||
|
||||
// grab the color for the background region
|
||||
usFillColor = Get16BPPColor(FROMRGB(250, 240, 188));
|
||||
|
||||
|
||||
iX = pRegion->iX;
|
||||
iY = pRegion->iY;
|
||||
// get the width and height of the string
|
||||
//iW = (INT32)( pRegion->iW ) + 14;
|
||||
iW = (INT32)GetWidthOfString( pRegion->FastHelpText ) + 10;
|
||||
|
||||
//iH = IanWrappedStringHeight( ( UINT16 )iX, ( UINT16 )iY, ( UINT16 )( pRegion->iW ), 0, FONT10ARIAL, FONT_BLACK, pRegion->FastHelpText, FONT_BLACK, TRUE, 0 );
|
||||
iH = (INT32)( GetNumberOfLinesInHeight( pRegion->FastHelpText ) * (GetFontHeight(FONT10ARIAL)+1) + 8 );
|
||||
|
||||
// tack on the outer border
|
||||
iH += 14;
|
||||
|
||||
// gone not far enough?
|
||||
if ( iX < 0 )
|
||||
iX = 0;
|
||||
|
||||
// gone too far
|
||||
if ( ( pRegion->iX + iW ) >= SCREEN_WIDTH )
|
||||
iX = (SCREEN_WIDTH - iW - 4);
|
||||
|
||||
// what about the y value?
|
||||
iY = (INT32)pRegion->iY - ( iH * 3 / 4);
|
||||
|
||||
// not far enough
|
||||
if (iY < 0)
|
||||
iY = 0;
|
||||
|
||||
// too far
|
||||
if ( (iY + iH) >= SCREEN_HEIGHT )
|
||||
iY = (SCREEN_HEIGHT - iH - 15);
|
||||
|
||||
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
|
||||
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
|
||||
RectangleDraw( TRUE, iX + 1, iY + 1, iX + iW - 1, iY + iH - 1, Get16BPPColor( FROMRGB( 65, 57, 15 ) ), pDestBuf );
|
||||
RectangleDraw( TRUE, iX, iY, iX + iW - 2, iY + iH - 2, Get16BPPColor( FROMRGB( 227, 198, 88 ) ), pDestBuf );
|
||||
UnLockVideoSurface( FRAME_BUFFER );
|
||||
ShadowVideoSurfaceRect( FRAME_BUFFER, iX + 2, iY + 2, iX + iW - 3, iY + iH - 3 );
|
||||
ShadowVideoSurfaceRect( FRAME_BUFFER, iX + 2, iY + 2, iX + iW - 3, iY + iH - 3 );
|
||||
|
||||
// fillt he video surface areas
|
||||
//ColorFillVideoSurfaceArea(FRAME_BUFFER, iX, iY, (iX + iW), (iY + iH), 0);
|
||||
//ColorFillVideoSurfaceArea(FRAME_BUFFER, (iX + 1), (iY + 1), (iX + iW - 1), (iY + iH - 1), usFillColor);
|
||||
|
||||
SetFont( FONT10ARIAL );
|
||||
SetFontForeground( FONT_BEIGE );
|
||||
|
||||
//iH = ( INT32 )DisplayWrappedString( ( INT16 )( iX + 10 ), ( INT16 )( iY + 6 ), ( INT16 )pRegion->iW, 0, FONT10ARIAL, FONT_BEIGE, pRegion->FastHelpText, FONT_NEARBLACK, TRUE, 0 );
|
||||
|
||||
DisplayHelpTokenizedString( pRegion->FastHelpText ,( INT16 )( iX + 5 ), ( INT16 )( iY + 5 ) );
|
||||
|
||||
iHeightOfInitFastHelpText = iH + 20;
|
||||
|
||||
InvalidateRegion( iX, iY, (iX + iW) , (iY + iH + 20 ) );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void DisplayFastHelpForInitialTripInToMapScreen( FASTHELPREGION *pRegion )
|
||||
{
|
||||
if( gTacticalStatus.fDidGameJustStart )
|
||||
@@ -3713,7 +3630,7 @@ void SetUpMovingListsForSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
|
||||
pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ];
|
||||
|
||||
if( ( pSoldier->bActive ) &&
|
||||
( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) &&
|
||||
( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) && ( pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND ) &&
|
||||
( pSoldier->sSectorX == sSectorX ) && ( pSoldier->sSectorY == sSectorY ) && ( pSoldier->bSectorZ == sSectorZ ) )
|
||||
{
|
||||
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
|
||||
@@ -6097,8 +6014,8 @@ BOOLEAN CanCharacterMoveInStrategic( SOLDIERTYPE *pSoldier, INT8 *pbErrorNumber
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
// mini event?
|
||||
if ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
|
||||
// mini event/rebel command?
|
||||
if ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT || pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND )
|
||||
{
|
||||
*pbErrorNumber = 29;
|
||||
return( FALSE );
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Map Screen Interface.h"
|
||||
#include "string.h"
|
||||
#include "Map Screen Interface Map.h"
|
||||
@@ -47,7 +44,6 @@
|
||||
#include "Air Raid.h"
|
||||
#include "Queen Command.h"
|
||||
#include "Render Fun.h"
|
||||
#endif
|
||||
|
||||
#include "connect.h"
|
||||
|
||||
@@ -477,4 +473,4 @@ BOOLEAN HasJerryAlreadySaidTheMapScreenIntroSequence()
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "meanwhile.h"
|
||||
#include "PreBattle Interface.h"
|
||||
@@ -36,7 +33,6 @@
|
||||
#include "Campaign Types.h"
|
||||
#include "Squads.h"
|
||||
#include "Random.h"
|
||||
#endif
|
||||
|
||||
#include "GameInitOptionsScreen.h"
|
||||
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
#include "builddefines.h"
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Types.h"
|
||||
#include "Merc Contract.h"
|
||||
#include "Soldier Profile.h"
|
||||
@@ -38,7 +35,6 @@
|
||||
#include "Vehicles.h"
|
||||
#include "email.h"
|
||||
#include "Map Screen Helicopter.h"
|
||||
#endif
|
||||
|
||||
#include "GameSettings.h"
|
||||
#include "connect.h"
|
||||
@@ -1377,42 +1373,6 @@ BOOLEAN HandleFiredDeadMerc( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
AddCharacterToDeadList( pSoldier );
|
||||
|
||||
#if 0
|
||||
//if the dead merc is in the current sector
|
||||
if( pSoldier->sSectorX == gWorldSectorX &&
|
||||
pSoldier->sSectorY == gWorldSectorY &&
|
||||
pSoldier->bSectorZ == gbWorldSectorZ )
|
||||
{
|
||||
TurnSoldierIntoCorpse( pSoldier, FALSE, FALSE );
|
||||
}
|
||||
else
|
||||
{
|
||||
ROTTING_CORPSE_DEFINITION Corpse;
|
||||
|
||||
// Setup some values!
|
||||
Corpse.ubBodyType = pSoldier->ubBodyType;
|
||||
Corpse.sGridNo = pSoldier->sInsertionGridNo;
|
||||
Corpse.dXPos = pSoldier->dXPos;
|
||||
Corpse.dYPos = pSoldier->dYPos;
|
||||
Corpse.sHeightAdjustment = pSoldier->sHeightAdjustment;
|
||||
|
||||
SET_PALETTEREP_ID ( Corpse.HeadPal, pSoldier->HeadPal );
|
||||
SET_PALETTEREP_ID ( Corpse.VestPal, pSoldier->VestPal );
|
||||
SET_PALETTEREP_ID ( Corpse.SkinPal, pSoldier->SkinPal );
|
||||
SET_PALETTEREP_ID ( Corpse.PantsPal, pSoldier->PantsPal );
|
||||
|
||||
Corpse.bDirection = pSoldier->ubDirection;
|
||||
|
||||
// Set time of death
|
||||
Corpse.uiTimeOfDeath = GetWorldTotalMin( );
|
||||
|
||||
// Set type
|
||||
Corpse.ubType = (UINT8)gubAnimSurfaceCorpseID[ pSoldier->ubBodyType][ pSoldier->usAnimState ];
|
||||
|
||||
//Add the rotting corpse info to the sectors unloaded rotting corpse file
|
||||
AddRottingCorpseToUnloadedSectorsRottingCorpseFile( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, &Corpse);
|
||||
}
|
||||
#endif
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Town Militia.h"
|
||||
#include "Militia Control.h"
|
||||
#include "Campaign Types.h"
|
||||
@@ -30,7 +27,6 @@
|
||||
#include "mapscreen.h"
|
||||
#include "Strategic Pathing.h"
|
||||
#include "GameVersion.h"
|
||||
#endif
|
||||
|
||||
#include "connect.h"
|
||||
#include "MilitiaSquads.h"
|
||||
|
||||
+16
-17
@@ -9,10 +9,6 @@ Mini events are set up in MiniEvents.lua. This file handles mini event triggers
|
||||
to call into.
|
||||
*/
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "GameSettings.h"
|
||||
#else
|
||||
#include "MiniEvents.h"
|
||||
|
||||
#include "Assignments.h"
|
||||
@@ -44,7 +40,6 @@ to call into.
|
||||
#include "Text.h"
|
||||
#include "Town Militia.h"
|
||||
#include "Vehicles.h"
|
||||
#endif
|
||||
|
||||
extern "C" {
|
||||
#include "lua.h"
|
||||
@@ -346,7 +341,7 @@ namespace MiniEventHelpers
|
||||
gMercProfiles[merc->ubProfile].bLife = min(gMercProfiles[merc->ubProfile].bLife, gMercProfiles[merc->ubProfile].bLifeMax);
|
||||
merc->usValueGoneUp &= ~( HEALTH_INCREASE );
|
||||
}
|
||||
else
|
||||
else if (amount > 0)
|
||||
{
|
||||
gMercProfiles[merc->ubProfile].bLifeDelta += amount;
|
||||
merc->usValueGoneUp |= HEALTH_INCREASE;
|
||||
@@ -364,7 +359,7 @@ namespace MiniEventHelpers
|
||||
gMercProfiles[merc->ubProfile].bStrength = merc->stats.bStrength;
|
||||
merc->usValueGoneUp &= ~( STRENGTH_INCREASE );
|
||||
}
|
||||
else
|
||||
else if (amount > 0)
|
||||
{
|
||||
gMercProfiles[merc->ubProfile].bStrengthDelta += amount;
|
||||
merc->usValueGoneUp |= STRENGTH_INCREASE;
|
||||
@@ -382,7 +377,7 @@ namespace MiniEventHelpers
|
||||
gMercProfiles[merc->ubProfile].bAgility = merc->stats.bAgility;
|
||||
merc->usValueGoneUp &= ~( AGIL_INCREASE );
|
||||
}
|
||||
else
|
||||
else if (amount > 0)
|
||||
{
|
||||
gMercProfiles[merc->ubProfile].bAgilityDelta += amount;
|
||||
merc->usValueGoneUp |= AGIL_INCREASE;
|
||||
@@ -400,7 +395,7 @@ namespace MiniEventHelpers
|
||||
gMercProfiles[merc->ubProfile].bDexterity = merc->stats.bDexterity;
|
||||
merc->usValueGoneUp &= ~( DEX_INCREASE );
|
||||
}
|
||||
else
|
||||
else if (amount > 0)
|
||||
{
|
||||
gMercProfiles[merc->ubProfile].bDexterityDelta += amount;
|
||||
merc->usValueGoneUp |= DEX_INCREASE;
|
||||
@@ -418,7 +413,7 @@ namespace MiniEventHelpers
|
||||
gMercProfiles[merc->ubProfile].bWisdom = merc->stats.bWisdom;
|
||||
merc->usValueGoneUp &= ~( WIS_INCREASE );
|
||||
}
|
||||
else
|
||||
else if (amount > 0)
|
||||
{
|
||||
gMercProfiles[merc->ubProfile].bWisdomDelta += amount;
|
||||
merc->usValueGoneUp |= WIS_INCREASE;
|
||||
@@ -435,7 +430,7 @@ namespace MiniEventHelpers
|
||||
gMercProfiles[merc->ubProfile].bLeadership = merc->stats.bLeadership;
|
||||
merc->usValueGoneUp &= ~( LDR_INCREASE );
|
||||
}
|
||||
else
|
||||
else if (amount > 0)
|
||||
{
|
||||
gMercProfiles[merc->ubProfile].bLeadershipDelta += amount;
|
||||
merc->usValueGoneUp |= LDR_INCREASE;
|
||||
@@ -452,7 +447,7 @@ namespace MiniEventHelpers
|
||||
gMercProfiles[merc->ubProfile].bMarksmanship = merc->stats.bMarksmanship;
|
||||
merc->usValueGoneUp &= ~( MRK_INCREASE );
|
||||
}
|
||||
else
|
||||
else if (amount > 0)
|
||||
{
|
||||
gMercProfiles[merc->ubProfile].bMarksmanshipDelta += amount;
|
||||
merc->usValueGoneUp |= MRK_INCREASE;
|
||||
@@ -469,7 +464,7 @@ namespace MiniEventHelpers
|
||||
gMercProfiles[merc->ubProfile].bMechanical = merc->stats.bMechanical;
|
||||
merc->usValueGoneUp &= ~( MECH_INCREASE );
|
||||
}
|
||||
else
|
||||
else if (amount > 0)
|
||||
{
|
||||
gMercProfiles[merc->ubProfile].bMechanicDelta += amount;
|
||||
merc->usValueGoneUp |= MECH_INCREASE;
|
||||
@@ -486,7 +481,7 @@ namespace MiniEventHelpers
|
||||
gMercProfiles[merc->ubProfile].bExplosive = merc->stats.bExplosive;
|
||||
merc->usValueGoneUp &= ~( EXP_INCREASE );
|
||||
}
|
||||
else
|
||||
else if (amount > 0)
|
||||
{
|
||||
gMercProfiles[merc->ubProfile].bExplosivesDelta += amount;
|
||||
merc->usValueGoneUp |= EXP_INCREASE;
|
||||
@@ -503,7 +498,7 @@ namespace MiniEventHelpers
|
||||
gMercProfiles[merc->ubProfile].bMedical = merc->stats.bMedical;
|
||||
merc->usValueGoneUp &= ~( MED_INCREASE );
|
||||
}
|
||||
else
|
||||
else if (amount > 0)
|
||||
{
|
||||
gMercProfiles[merc->ubProfile].bMedicalDelta += amount;
|
||||
merc->usValueGoneUp |= MED_INCREASE;
|
||||
@@ -511,8 +506,11 @@ namespace MiniEventHelpers
|
||||
break;
|
||||
}
|
||||
|
||||
BuildStatChangeString(wTempString, merc->GetName(), amount > 0, amount > 0 ? amount : -amount, statId);
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, wTempString );
|
||||
if (amount != 0)
|
||||
{
|
||||
BuildStatChangeString(wTempString, merc->GetName(), amount > 0, amount > 0 ? amount : -amount, statId);
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, wTempString );
|
||||
}
|
||||
});
|
||||
|
||||
return 0;
|
||||
@@ -1529,6 +1527,7 @@ void MiniEventsLua(UINT32 eventId)
|
||||
&& pSoldier->stats.bLife > 0
|
||||
&& pSoldier->bAssignment != IN_TRANSIT
|
||||
&& pSoldier->bAssignment != ASSIGNMENT_POW
|
||||
&& pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND
|
||||
&& !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE))
|
||||
{
|
||||
gAllMercs.push_back(pSoldier);
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Player Command.h"
|
||||
#include "Queen Command.h"
|
||||
#include "Campaign Types.h"
|
||||
@@ -30,7 +27,6 @@
|
||||
#include "CampaignStats.h" // added by Flugente
|
||||
#include "Town Militia.h" // added by Flugente
|
||||
#include "LuaInitNPCs.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "postalservice.h"
|
||||
|
||||
@@ -527,22 +523,10 @@ BOOLEAN SetThisSectorAsEnemyControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, BO
|
||||
UpdateRefuelSiteAvailability( );
|
||||
}
|
||||
|
||||
//shadooow: re-enable quest if player loses control of the N7 prison and quest was disabled previously
|
||||
if (sMapX == gModSettings.ubMeanwhileInterrogatePOWSectorX && sMapY == gModSettings.ubMeanwhileInterrogatePOWSectorY && gubQuest[QUEST_INTERROGATION] == QUESTCANNOTSTART)
|
||||
{
|
||||
gubQuest[QUEST_INTERROGATION] = QUESTNOTSTARTED;
|
||||
}
|
||||
//shadooow: re-enable quest if player loses control of the Alma prison and quest was disabled previously
|
||||
if (sMapX == gModSettings.ubInitialPOWSectorX && sMapY == gModSettings.ubInitialPOWSectorY && gubQuest[QUEST_HELD_IN_ALMA] == QUESTCANNOTSTART)
|
||||
{
|
||||
gubQuest[QUEST_HELD_IN_ALMA] = QUESTNOTSTARTED;
|
||||
}
|
||||
#ifndef JA2UB
|
||||
//shadooow: re-enable quest if player loses control of the Tixa prison and quest was disabled previously
|
||||
if (sMapX == gModSettings.ubTixaPrisonSectorX && sMapY == gModSettings.ubTixaPrisonSectorY && gubQuest[QUEST_HELD_IN_TIXA] == QUESTCANNOTSTART)
|
||||
{
|
||||
gubQuest[QUEST_HELD_IN_TIXA] = QUESTNOTSTARTED;
|
||||
}
|
||||
HandlePOWQuestState(Q_RESET, QUEST_INTERROGATION, sMapX, sMapY, bMapZ);
|
||||
HandlePOWQuestState(Q_RESET, QUEST_HELD_IN_ALMA, sMapX, sMapY, bMapZ);
|
||||
HandlePOWQuestState(Q_RESET, QUEST_HELD_IN_TIXA, sMapX, sMapY, bMapZ);
|
||||
#endif
|
||||
// Flugente: reduce workforce
|
||||
SectorInfo[SECTOR( sMapX, sMapY )].usWorkers = SectorInfo[SECTOR( sMapX, sMapY )].usWorkers * gGameExternalOptions.dInitialWorkerRate;
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include "PreBattle Interface.h"
|
||||
@@ -50,7 +47,7 @@
|
||||
#include "CampaignStats.h" // added by Flugente
|
||||
#include "militiasquads.h" // added by Flugente
|
||||
#include "SkillCheck.h" // added by Flugente
|
||||
#endif
|
||||
#include "Strategic Transport Groups.h"
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "ub_config.h"
|
||||
@@ -442,7 +439,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
|
||||
}
|
||||
else if ( pBattleGroup && pBattleGroup->usGroupTeam != OUR_TEAM && NumNonPlayerTeamMembersInSector( pBattleGroup->ubSectorX, pBattleGroup->ubSectorY, MILITIA_TEAM ) > 0 )
|
||||
{
|
||||
SetEnemyEncounterCode( ENEMY_ENCOUNTER_CODE );
|
||||
SetEnemyEncounterCode( pBattleGroup->usGroupTeam == ENEMY_TEAM && pBattleGroup->pEnemyGroup->ubIntention == TRANSPORT ? TRANSPORT_INTERCEPT_CODE : ENEMY_ENCOUNTER_CODE );
|
||||
}
|
||||
else if( GetEnemyEncounterCode() == ENTERING_ENEMY_SECTOR_CODE ||
|
||||
GetEnemyEncounterCode() == ENEMY_ENCOUNTER_CODE ||
|
||||
@@ -456,7 +453,8 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
|
||||
GetEnemyEncounterCode() == CONCEALINSERTION_CODE ||
|
||||
GetEnemyEncounterCode() == BLOODCAT_ATTACK_CODE ||
|
||||
GetEnemyEncounterCode() == ZOMBIE_ATTACK_CODE ||
|
||||
GetEnemyEncounterCode() == BANDIT_ATTACK_CODE )
|
||||
GetEnemyEncounterCode() == BANDIT_ATTACK_CODE ||
|
||||
GetEnemyEncounterCode() == TRANSPORT_INTERCEPT_CODE )
|
||||
{
|
||||
//use same code
|
||||
SetExplicitEnemyEncounterCode( GetEnemyEncounterCode() );
|
||||
@@ -683,8 +681,24 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
|
||||
{
|
||||
SetEnemyEncounterCode( ENEMY_ENCOUNTER_CODE );
|
||||
|
||||
GROUP* pGroup = gpGroupList;
|
||||
BOOLEAN encounteredTransportGroup = FALSE;
|
||||
while (pGroup)
|
||||
{
|
||||
if (pGroup->usGroupTeam == ENEMY_TEAM && pGroup->pEnemyGroup->ubIntention == TRANSPORT && pGroup->ubSectorX == gpBattleGroup->ubSectorX && pGroup->ubSectorY == gpBattleGroup->ubSectorY && pGroup->ubSectorZ == gpBattleGroup->ubSectorZ)
|
||||
{
|
||||
encounteredTransportGroup = TRUE;
|
||||
break;
|
||||
}
|
||||
|
||||
pGroup = pGroup->next;
|
||||
}
|
||||
if (encounteredTransportGroup)
|
||||
{
|
||||
SetEnemyEncounterCode( TRANSPORT_INTERCEPT_CODE );
|
||||
}
|
||||
// Flugente: no ambushes on an airdrop
|
||||
if ( !fAirDrop )
|
||||
else if ( !fAirDrop )
|
||||
{
|
||||
//Don't consider ambushes until the player has reached 25% (normal) progress
|
||||
if( gfHighPotentialForAmbush )
|
||||
@@ -802,7 +816,9 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
|
||||
}
|
||||
else
|
||||
{ //Are enemies invading a town, or just encountered the player.
|
||||
if( GetTownIdForSector( gubPBSectorX, gubPBSectorY ) )
|
||||
if (pBattleGroup && pBattleGroup->usGroupTeam == ENEMY_TEAM && pBattleGroup->pEnemyGroup->ubIntention == TRANSPORT)
|
||||
SetEnemyEncounterCode( TRANSPORT_INTERCEPT_CODE );
|
||||
else if( GetTownIdForSector( gubPBSectorX, gubPBSectorY ) )
|
||||
SetEnemyEncounterCode( ENEMY_INVASION_CODE );
|
||||
//SAM sites not in towns will also be considered to be important
|
||||
else if( pSector->uiFlags & SF_SAM_SITE )
|
||||
@@ -870,7 +886,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
|
||||
}
|
||||
HideButton( giMapContractButton );
|
||||
|
||||
if( GetEnemyEncounterCode() == ENEMY_ENCOUNTER_CODE )
|
||||
if( GetEnemyEncounterCode() == ENEMY_ENCOUNTER_CODE || GetEnemyEncounterCode() == TRANSPORT_INTERCEPT_CODE )
|
||||
{ //we know how many enemies are here, so until we leave the sector, we will continue to display the value.
|
||||
//the flag will get cleared when time advances after the fEnemyInSector flag is clear.
|
||||
|
||||
@@ -959,6 +975,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
|
||||
{
|
||||
case CREATURE_ATTACK_CODE:
|
||||
case ENEMY_ENCOUNTER_CODE:
|
||||
case TRANSPORT_INTERCEPT_CODE:
|
||||
case ENEMY_INVASION_CODE:
|
||||
case ENEMY_INVASION_AIRDROP_CODE:
|
||||
case BLOODCAT_ATTACK_CODE:
|
||||
@@ -1217,6 +1234,7 @@ void RenderPBHeader( INT32 *piX, INT32 *piWidth)
|
||||
swprintf( str, gpStrategicString[ STR_PB_ENEMYINVASION_HEADER ] );
|
||||
break;
|
||||
case ENEMY_ENCOUNTER_CODE:
|
||||
case TRANSPORT_INTERCEPT_CODE:
|
||||
swprintf( str, gpStrategicString[ STR_PB_ENEMYENCOUNTER_HEADER ] );
|
||||
break;
|
||||
case ENEMY_AMBUSH_CODE:
|
||||
@@ -2145,6 +2163,15 @@ void PutNonSquadMercsInPlayerGroupOnSquads( GROUP *pGroup, BOOLEAN fExitVehicles
|
||||
// because if this is a simultaneous group attack, the mercs could be coming from different sides, and the
|
||||
// placement screen can't handle mercs on the same squad arriving from difference edges!
|
||||
fSuccess = AddCharacterToSquad( pSoldier, bUniqueVehicleSquad );
|
||||
// if we failed, create another squad
|
||||
if (!fSuccess)
|
||||
{
|
||||
bUniqueVehicleSquad = GetFirstEmptySquad();
|
||||
if (bUniqueVehicleSquad != -1)
|
||||
{
|
||||
fSuccess = AddCharacterToSquad(pSoldier, bUniqueVehicleSquad);
|
||||
}
|
||||
}
|
||||
}
|
||||
//CHRISL: So what's supposed to happen in the merc is assigned to a vehicle but fExitVehicles is FALSE?
|
||||
else
|
||||
@@ -2376,6 +2403,7 @@ BOOLEAN PlayerMercInvolvedInThisCombat( SOLDIERTYPE *pSoldier )
|
||||
pSoldier->bAssignment != ASSIGNMENT_POW &&
|
||||
pSoldier->bAssignment != ASSIGNMENT_DEAD &&
|
||||
pSoldier->bAssignment != ASSIGNMENT_MINIEVENT &&
|
||||
pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND &&
|
||||
!(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) &&
|
||||
// Robot is involved if it has a valid controller with it, uninvolved otherwise
|
||||
( !AM_A_ROBOT( pSoldier ) || ( pSoldier->ubRobotRemoteHolderID != NOBODY ) ) &&
|
||||
@@ -2514,6 +2542,10 @@ void LogBattleResults( UINT8 ubVictoryCode)
|
||||
break;
|
||||
case CONCEALINSERTION_CODE:
|
||||
break;
|
||||
case TRANSPORT_INTERCEPT_CODE:
|
||||
AddHistoryToPlayersLog( HISTORY_INTERCEPTED_TRANSPORT_GROUP, 0, GetWorldTotalMin(), sSectorX, sSectorY );
|
||||
NotifyTransportGroupDefeated();
|
||||
break;
|
||||
}
|
||||
|
||||
// Flugente: campaign stats
|
||||
@@ -2528,6 +2560,7 @@ void LogBattleResults( UINT8 ubVictoryCode)
|
||||
AddHistoryToPlayersLog( HISTORY_LOSTTOWNSECTOR, 0, GetWorldTotalMin(), sSectorX, sSectorY );
|
||||
break;
|
||||
case ENEMY_ENCOUNTER_CODE:
|
||||
case TRANSPORT_INTERCEPT_CODE:
|
||||
AddHistoryToPlayersLog( HISTORY_LOSTBATTLE, 0, GetWorldTotalMin(), sSectorX, sSectorY );
|
||||
break;
|
||||
case ENEMY_AMBUSH_CODE:
|
||||
@@ -2561,6 +2594,7 @@ void LogBattleResults( UINT8 ubVictoryCode)
|
||||
gCurrentIncident.usIncidentFlags |= INCIDENT_ATTACK_ENEMY;
|
||||
break;
|
||||
case ENEMY_ENCOUNTER_CODE:
|
||||
case TRANSPORT_INTERCEPT_CODE:
|
||||
case ENTERING_ENEMY_SECTOR_CODE:
|
||||
case CREATURE_ATTACK_CODE:
|
||||
case ENTERING_BLOODCAT_LAIR_CODE:
|
||||
|
||||
@@ -47,6 +47,8 @@ enum
|
||||
BLOODCAT_ATTACK_CODE, // Flugente: like CREATURE_ATTACK_CODE, but with cats
|
||||
ZOMBIE_ATTACK_CODE, // Flugente: like CREATURE_ATTACK_CODE, but with zombies
|
||||
BANDIT_ATTACK_CODE, // Flugente: like CREATURE_ATTACK_CODE, but with bandits
|
||||
|
||||
TRANSPORT_INTERCEPT_CODE, // rftr: like ENEMY_ENCOUNTER_CODE
|
||||
};
|
||||
|
||||
extern BOOLEAN gfAutoAmbush;
|
||||
@@ -112,4 +114,4 @@ enum
|
||||
};
|
||||
void LogBattleResults( UINT8 ubVictoryCode);
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
+127
-75
@@ -1,9 +1,5 @@
|
||||
//Queen Command.c
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "GameSettings.h"
|
||||
#else
|
||||
#include "Queen Command.h"
|
||||
#include "Strategic Event Handler.h"
|
||||
#include "Overhead Types.h"
|
||||
@@ -45,7 +41,8 @@
|
||||
#include "Morale.h"
|
||||
#include "CampaignStats.h" // added by Flugente
|
||||
#include "ASD.h" // added by Flugente
|
||||
#endif
|
||||
#include "Interface Panels.h"
|
||||
#include "Strategic Transport Groups.h"
|
||||
|
||||
#ifdef JA2BETAVERSION
|
||||
extern BOOLEAN gfClearCreatureQuest;
|
||||
@@ -102,7 +99,6 @@ void HandleBloodCatDeaths( SECTORINFO *pSector );
|
||||
|
||||
extern void Ensure_RepairedGarrisonGroup( GARRISON_GROUP **ppGarrison, INT32 *pGarraySize );
|
||||
|
||||
|
||||
void ValidateEnemiesHaveWeapons()
|
||||
{
|
||||
#ifdef JA2BETAVERSION
|
||||
@@ -299,7 +295,7 @@ UINT16 NumPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, INT8 sSecto
|
||||
// we test several conditions before we allow adding an opinion
|
||||
// other merc must be active, have a profile, be someone else and not be in transit or dead
|
||||
if ( pTeamSoldier->bActive && !pTeamSoldier->flags.fBetweenSectors && pTeamSoldier->stats.bLife > 0 && !(pTeamSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) &&
|
||||
!(pTeamSoldier->bAssignment == IN_TRANSIT || pTeamSoldier->bAssignment == ASSIGNMENT_DEAD || pTeamSoldier->bAssignment == ASSIGNMENT_POW || pTeamSoldier->bAssignment == ASSIGNMENT_MINIEVENT) &&
|
||||
!(pTeamSoldier->bAssignment == IN_TRANSIT || pTeamSoldier->bAssignment == ASSIGNMENT_DEAD || pTeamSoldier->bAssignment == ASSIGNMENT_POW || pTeamSoldier->bAssignment == ASSIGNMENT_MINIEVENT || pTeamSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND) &&
|
||||
(pTeamSoldier->sSectorX == sSectorX && pTeamSoldier->sSectorY == sSectorY && pTeamSoldier->bSectorZ == sSectorZ) )
|
||||
{
|
||||
++teammemberspresent;
|
||||
@@ -617,6 +613,9 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
|
||||
gfPendingNonPlayerTeam[ENEMY_TEAM] = FALSE;
|
||||
|
||||
// rftr: clear cached transport groups
|
||||
ClearTransportGroupMap();
|
||||
|
||||
if( gbWorldSectorZ > 0 )
|
||||
return PrepareEnemyForUndergroundBattle();
|
||||
|
||||
@@ -644,9 +643,9 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
|
||||
for( unsigned ubIndex = 0; ubIndex < ubDirNumber; ++ubIndex )
|
||||
{
|
||||
while ( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ) ) && GetNonPlayerGroupInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), ENEMY_TEAM ) )
|
||||
while ( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ) ) && GetNonPlayerGroupInSectorForReinforcement( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), ENEMY_TEAM ) )
|
||||
{
|
||||
pGroup = GetNonPlayerGroupInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), ENEMY_TEAM );
|
||||
pGroup = GetNonPlayerGroupInSectorForReinforcement( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), ENEMY_TEAM );
|
||||
|
||||
pGroup->ubPrevX = pGroup->ubSectorX;
|
||||
pGroup->ubPrevY = pGroup->ubSectorY;
|
||||
@@ -673,10 +672,23 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
HandleArrivalOfReinforcements( pGroup );
|
||||
}
|
||||
|
||||
// for transport groups, track how many enemies of each type we're adding so we can update drops for them
|
||||
if (pGroup->usGroupTeam == ENEMY_TEAM && pGroup->pEnemyGroup->ubIntention == TRANSPORT && pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ)
|
||||
{
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ADMINISTRATOR, pGroup->pEnemyGroup->ubNumAdmins);
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ARMY, pGroup->pEnemyGroup->ubNumTroops);
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ELITE, pGroup->pEnemyGroup->ubNumElites);
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ROBOT, pGroup->pEnemyGroup->ubNumRobots);
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_JEEP, pGroup->pEnemyGroup->ubNumJeeps);
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_TANK, pGroup->pEnemyGroup->ubNumTanks);
|
||||
}
|
||||
|
||||
pGroup = pGroup->next;
|
||||
}
|
||||
}
|
||||
|
||||
UpdateTransportGroupInventory();
|
||||
|
||||
ValidateEnemiesHaveWeapons();
|
||||
UnPauseGame();
|
||||
return ( ( BOOLEAN) ( gpBattleGroup->ubGroupSize > 0 ) );
|
||||
@@ -856,6 +868,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
if ( pGroup->usGroupTeam == ENEMY_TEAM && !pGroup->fVehicle &&
|
||||
pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ )
|
||||
{ //Process enemy group in sector.
|
||||
const BOOLEAN isTransportGroup = pGroup->pEnemyGroup->ubIntention == TRANSPORT;
|
||||
if( sNumSlots > 0 )
|
||||
{
|
||||
AssertGE(pGroup->pEnemyGroup->ubNumAdmins, pGroup->pEnemyGroup->ubAdminsInBattle);
|
||||
@@ -869,6 +882,9 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
}
|
||||
pGroup->pEnemyGroup->ubAdminsInBattle += ubNumAdmins;
|
||||
ubTotalAdmins += ubNumAdmins;
|
||||
|
||||
if (isTransportGroup)
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ADMINISTRATOR, ubNumAdmins);
|
||||
}
|
||||
if( sNumSlots > 0 )
|
||||
{ //Add regular army forces.
|
||||
@@ -883,6 +899,9 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
}
|
||||
pGroup->pEnemyGroup->ubTroopsInBattle += ubNumTroops;
|
||||
ubTotalTroops += ubNumTroops;
|
||||
|
||||
if (isTransportGroup)
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ARMY, ubNumTroops);
|
||||
}
|
||||
if( sNumSlots > 0 )
|
||||
{ //Add elite troops
|
||||
@@ -897,6 +916,9 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
}
|
||||
pGroup->pEnemyGroup->ubElitesInBattle += ubNumElites;
|
||||
ubTotalElites += ubNumElites;
|
||||
|
||||
if (isTransportGroup)
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ELITE, ubNumElites);
|
||||
}
|
||||
if( sNumSlots > 0 )
|
||||
{ //Add robots
|
||||
@@ -911,6 +933,9 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
}
|
||||
pGroup->pEnemyGroup->ubRobotsInBattle += ubNumRobots;
|
||||
ubTotalRobots += ubNumRobots;
|
||||
|
||||
if (isTransportGroup)
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ROBOT, ubNumRobots);
|
||||
}
|
||||
if( sNumSlots > 0 )
|
||||
{ //Add tanks
|
||||
@@ -925,6 +950,9 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
}
|
||||
pGroup->pEnemyGroup->ubTanksInBattle += ubNumTanks;
|
||||
ubTotalTanks += ubNumTanks;
|
||||
|
||||
if (isTransportGroup)
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_TANK, ubNumTanks);
|
||||
}
|
||||
if ( sNumSlots > 0 )
|
||||
{
|
||||
@@ -940,6 +968,9 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
}
|
||||
pGroup->pEnemyGroup->ubJeepsInBattle += ubNumJeeps;
|
||||
ubTotalJeeps += ubNumJeeps;
|
||||
|
||||
if (isTransportGroup)
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_JEEP, ubNumJeeps);
|
||||
}
|
||||
//NOTE:
|
||||
//no provisions for profile troop leader or retreat groups yet.
|
||||
@@ -980,6 +1011,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
unsigned firstSlot = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
|
||||
unsigned lastSlot = gTacticalStatus.Team[ ENEMY_TEAM ].bLastID;
|
||||
unsigned slotsAvailable = lastSlot-firstSlot+1;
|
||||
|
||||
while( pGroup && sNumSlots > 0 )
|
||||
{
|
||||
if ( pGroup->usGroupTeam != OUR_TEAM && !pGroup->fVehicle &&
|
||||
@@ -1092,6 +1124,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Flugente: instead of just crashing the game without any explanation to the user, ignore this issue if it still exists.
|
||||
@@ -1107,6 +1140,8 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
pGroup = pGroup->next;
|
||||
}
|
||||
|
||||
UpdateTransportGroupInventory();
|
||||
|
||||
ValidateEnemiesHaveWeapons();
|
||||
UnPauseGame();
|
||||
|
||||
@@ -2149,6 +2184,16 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
|
||||
UINT8 ubTotalSoldiers;
|
||||
UINT8 bDesiredDirection=0;
|
||||
|
||||
// while transport groups can't normally reinforce, this covers the case where a transport group enters a sector (via normal movement)
|
||||
// where a battle is in progress.
|
||||
if (pGroup && pGroup->pEnemyGroup->ubIntention == TRANSPORT)
|
||||
{
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ADMINISTRATOR, ubNumAdmins);
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ARMY, ubNumTroops);
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ELITE, ubNumElites);
|
||||
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_JEEP, ubNumJeeps);
|
||||
}
|
||||
|
||||
switch( ubStrategicInsertionCode )
|
||||
{
|
||||
case INSERTION_CODE_NORTH: bDesiredDirection = SOUTHEAST; break;
|
||||
@@ -2721,43 +2766,31 @@ void BeginCaptureSquence( )
|
||||
|
||||
void EndCaptureSequence( )
|
||||
{
|
||||
#ifdef JA2UB
|
||||
// no UB
|
||||
#else
|
||||
|
||||
#ifndef JA2UB
|
||||
// Set flag...
|
||||
if( !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ) || !(gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE) )
|
||||
{
|
||||
// CJC Dec 1 2002: fixing multiple captures:
|
||||
//gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE;
|
||||
|
||||
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED )
|
||||
{
|
||||
// CJC Dec 1 2002: fixing multiple captures:
|
||||
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE;
|
||||
StartQuest( QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY );
|
||||
}
|
||||
// CJC Dec 1 2002: fixing multiple captures:
|
||||
//else if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTDONE )
|
||||
else if (gubQuest[QUEST_HELD_IN_ALMA] != QUESTINPROGRESS && gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED)
|
||||
else if (gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED)
|
||||
{
|
||||
// CJC Dec 1 2002: fixing multiple captures:
|
||||
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE;
|
||||
StartQuest(QUEST_HELD_IN_TIXA, gWorldSectorX, gWorldSectorY);
|
||||
}
|
||||
else if (gubQuest[QUEST_HELD_IN_ALMA] != QUESTINPROGRESS && gubQuest[QUEST_HELD_IN_TIXA] != QUESTINPROGRESS && gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED)
|
||||
else if (gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED)
|
||||
{
|
||||
StartQuest( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY );
|
||||
// CJC Dec 1 2002: fixing multiple captures:
|
||||
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE;
|
||||
|
||||
// OK! - Schedule Meanwhile now!
|
||||
HandleInterrogationMeanwhileScene();
|
||||
}
|
||||
// CJC Dec 1 2002: fixing multiple captures
|
||||
else
|
||||
{
|
||||
// !?!? set both flags
|
||||
// Set both flags if we can't start any of the three POW quests
|
||||
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE;
|
||||
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE;
|
||||
}
|
||||
@@ -2765,16 +2798,22 @@ void EndCaptureSequence( )
|
||||
#endif
|
||||
}
|
||||
|
||||
int CalculateMaximumPrisonerAmount()
|
||||
{
|
||||
#ifndef JA2UB
|
||||
if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED) { return std::size(gModSettings.iInitialPOWGridNo); }
|
||||
if (gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED) { return std::size(gModSettings.iTixaPrisonPOWGridNo); }
|
||||
if (gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED) { return std::size(gModSettings.iMeanwhileInterrogatePOWGridNo); }
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
|
||||
void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
UINT32 i;
|
||||
BOOLEAN fMadeCorpse;
|
||||
INT32 iNumEnemiesInSector;
|
||||
|
||||
#ifndef JA2UB
|
||||
AssertNotNIL(pSoldier);
|
||||
|
||||
// ATE: Check first if ! in player captured sequence already
|
||||
// CJC Dec 1 2002: fixing multiple captures
|
||||
if ( ( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ) && (gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE) )
|
||||
{
|
||||
return;
|
||||
@@ -2785,6 +2824,7 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
pSoldier->stats.bLife = 0;
|
||||
pSoldier->iHealableInjury = 0; // added by SANDRO
|
||||
BOOLEAN fMadeCorpse;
|
||||
HandleSoldierDeath( pSoldier, &fMadeCorpse );
|
||||
return;
|
||||
}
|
||||
@@ -2795,37 +2835,41 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
|
||||
return;
|
||||
}
|
||||
|
||||
if (pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// ATE: Patch fix If in a vehicle, remove from vehicle...
|
||||
TakeSoldierOutOfVehicle( pSoldier );
|
||||
|
||||
HandleMoraleEvent( pSoldier, MORALE_MERC_CAPTURED, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
|
||||
|
||||
// Change to POW....
|
||||
//-add him to a POW assignment/group
|
||||
if( ( pSoldier->bAssignment != ASSIGNMENT_POW ) )
|
||||
if (gStrategicStatus.ubNumCapturedForRescue >= CalculateMaximumPrisonerAmount())
|
||||
{
|
||||
SetTimeOfAssignmentChangeForMerc( pSoldier );
|
||||
SetTimeOfAssignmentChangeForMerc(pSoldier);
|
||||
return;
|
||||
}
|
||||
|
||||
ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_POW );
|
||||
RemoveCharacterFromSquads( pSoldier );
|
||||
|
||||
WORLDITEM WorldItem;
|
||||
std::vector<WORLDITEM> pWorldItem;
|
||||
|
||||
#ifdef JA2UB
|
||||
if (gStrategicStatus.ubNumCapturedForRescue < 3 && (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED))
|
||||
#else
|
||||
if (gStrategicStatus.ubNumCapturedForRescue < 3 && (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED))
|
||||
#endif
|
||||
{
|
||||
INT32 itemdropoffgridno = -1;
|
||||
// ATE: Patch fix If in a vehicle, remove from vehicle...
|
||||
TakeSoldierOutOfVehicle(pSoldier);
|
||||
|
||||
HandleMoraleEvent(pSoldier, MORALE_MERC_CAPTURED, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ);
|
||||
|
||||
// Change to POW....
|
||||
//-add him to a POW assignment/group
|
||||
if ((pSoldier->bAssignment != ASSIGNMENT_POW))
|
||||
{
|
||||
SetTimeOfAssignmentChangeForMerc(pSoldier);
|
||||
}
|
||||
|
||||
ChangeSoldiersAssignment(pSoldier, ASSIGNMENT_POW);
|
||||
RemoveCharacterFromSquads(pSoldier);
|
||||
|
||||
|
||||
INT32 itemdropoffgridno = -1;
|
||||
// Is this the first one..?
|
||||
if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED )
|
||||
{
|
||||
@@ -2837,7 +2881,6 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
|
||||
pSoldier->usStrategicInsertionData = gModSettings.iInitialPOWGridNo[gStrategicStatus.ubNumCapturedForRescue];
|
||||
itemdropoffgridno = gModSettings.iInitialPOWItemGridNo[gStrategicStatus.ubNumCapturedForRescue];
|
||||
}
|
||||
#ifndef JA2UB
|
||||
else if (gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED)
|
||||
{
|
||||
//-teleport him to Tixa as originally planned
|
||||
@@ -2848,7 +2891,6 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
|
||||
pSoldier->usStrategicInsertionData = gModSettings.iTixaPrisonPOWGridNo[gStrategicStatus.ubNumCapturedForRescue];
|
||||
itemdropoffgridno = gModSettings.iTixaPrisonPOWItemGridNo[gStrategicStatus.ubNumCapturedForRescue];
|
||||
}
|
||||
#endif
|
||||
else //if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTDONE )
|
||||
{
|
||||
//-teleport him to N7
|
||||
@@ -2860,8 +2902,10 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
|
||||
}
|
||||
|
||||
// OK, drop all items!
|
||||
WORLDITEM WorldItem;
|
||||
std::vector<WORLDITEM> pWorldItem;
|
||||
UINT32 invsize = pSoldier->inv.size();
|
||||
for ( i = 0; i < invsize; ++i )
|
||||
for (UINT32 i = 0; i < invsize; ++i )
|
||||
{
|
||||
if ( pSoldier->inv[i].exists() )
|
||||
{
|
||||
@@ -2883,34 +2927,40 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
|
||||
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
|
||||
gStrategicStatus.ubNumCapturedForRescue++;
|
||||
}
|
||||
|
||||
//Bandaging him would prevent him from dying (due to low HP)
|
||||
pSoldier->bBleeding = 0;
|
||||
//Bandaging him would prevent him from dying (due to low HP)
|
||||
pSoldier->bBleeding = 0;
|
||||
|
||||
// wake him up
|
||||
if ( pSoldier->flags.fMercAsleep )
|
||||
{
|
||||
PutMercInAwakeState( pSoldier );
|
||||
pSoldier->flags.fForcedToStayAwake = FALSE;
|
||||
}
|
||||
// wake him up
|
||||
if ( pSoldier->flags.fMercAsleep )
|
||||
{
|
||||
PutMercInAwakeState( pSoldier );
|
||||
pSoldier->flags.fForcedToStayAwake = FALSE;
|
||||
}
|
||||
|
||||
//Set his life to 50% + or - 10 HP.
|
||||
INT8 oldlife = pSoldier->stats.bLife;
|
||||
pSoldier->stats.bLife = max(35, pSoldier->stats.bLifeMax / 2);
|
||||
//Set his life to 50% + or - 10 HP.
|
||||
INT8 oldlife = pSoldier->stats.bLife;
|
||||
pSoldier->stats.bLife = max(35, pSoldier->stats.bLifeMax / 2);
|
||||
|
||||
if ( pSoldier->stats.bLife >= 45 )
|
||||
{
|
||||
pSoldier->stats.bLife += (INT8)(10 - Random( 21 ) );
|
||||
}
|
||||
if ( pSoldier->stats.bLife >= 45 )
|
||||
{
|
||||
pSoldier->stats.bLife += (INT8)(10 - Random( 21 ) );
|
||||
}
|
||||
|
||||
// SANDRO - make the lost life insta-healable
|
||||
pSoldier->iHealableInjury = ((pSoldier->stats.bLifeMax - pSoldier->stats.bLife) * 100);
|
||||
// SANDRO - make the lost life insta-healable
|
||||
pSoldier->iHealableInjury = ((pSoldier->stats.bLifeMax - pSoldier->stats.bLife) * 100);
|
||||
|
||||
// make him quite exhausted when found
|
||||
pSoldier->bBreath = pSoldier->bBreathMax = 50;
|
||||
pSoldier->sBreathRed = 0;
|
||||
pSoldier->flags.fMercCollapsedFlag = FALSE;
|
||||
// make him quite exhausted when found
|
||||
pSoldier->bBreath = pSoldier->bBreathMax = 50;
|
||||
pSoldier->sBreathRed = 0;
|
||||
pSoldier->flags.fMercCollapsedFlag = FALSE;
|
||||
|
||||
|
||||
RemoveSoldierFromTacticalSector(pSoldier, TRUE);
|
||||
RemovePlayerFromTeamSlotGivenMercID(pSoldier->ubID);
|
||||
SelectNextAvailSoldier(pSoldier);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@@ -3593,3 +3643,5 @@ void CorrectTurncoatCount( INT16 sSectorX, INT16 sSectorY )
|
||||
pGroup = pGroup->next;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
#include "builddefines.h"
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Types.h"
|
||||
#include "Quest Debug System.h"
|
||||
#include "WCheck.h"
|
||||
@@ -39,7 +36,6 @@
|
||||
#include "SysUtil.h"
|
||||
#include "Message.h"
|
||||
#include "Random.h"
|
||||
#endif
|
||||
|
||||
//#ifdef JA2BETAVERSION
|
||||
|
||||
|
||||
+80
-16
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "GameSettings.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "message.h"
|
||||
#include "quests.h"
|
||||
@@ -32,7 +28,6 @@
|
||||
#include "strategic.h"
|
||||
#include "Strategic Event Handler.h"
|
||||
#include "Soldier Control.h"
|
||||
#endif
|
||||
|
||||
#include "BobbyRMailOrder.h"
|
||||
#include "connect.h"
|
||||
@@ -1601,9 +1596,7 @@ void CheckForQuests( UINT32 uiDay )
|
||||
{
|
||||
// This function gets called at 8:00 AM time of the day
|
||||
|
||||
#ifdef TESTQUESTS
|
||||
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Checking For Quests, Day %d", uiDay );
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
// -------------------------------------------------------------------------------
|
||||
@@ -1614,9 +1607,7 @@ void CheckForQuests( UINT32 uiDay )
|
||||
if( gubQuest[ QUEST_DESTROY_MISSLES ] == QUESTNOTSTARTED )
|
||||
{
|
||||
StartQuest( QUEST_DESTROY_MISSLES, -1, -1 );
|
||||
#ifdef TESTQUESTS
|
||||
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Started DESTORY MISSLES quest");
|
||||
#endif
|
||||
}
|
||||
//Ja25: No deliver letter quest, dont start it
|
||||
#else
|
||||
@@ -1628,11 +1619,9 @@ void CheckForQuests( UINT32 uiDay )
|
||||
if (gubQuest[QUEST_DELIVER_LETTER] == QUESTNOTSTARTED)
|
||||
{
|
||||
StartQuest( QUEST_DELIVER_LETTER, -1, -1 );
|
||||
#ifdef TESTQUESTS
|
||||
|
||||
if (!is_networked)
|
||||
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Started DELIVER LETTER quest");
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
// This quest gets turned OFF through conversation with Miguel - when user hands
|
||||
@@ -1742,9 +1731,84 @@ void GiveQuestRewardPoint( INT16 sQuestSectorX, INT16 sQuestsSectorY, INT8 bExpR
|
||||
}
|
||||
}
|
||||
|
||||
void HandlePOWQuestState(PowQuestState state, Quests quest, INT16 mapX, INT16 mapY, INT8 mapZ)
|
||||
{
|
||||
#ifndef JA2UB
|
||||
bool correctSector = false;
|
||||
switch (quest)
|
||||
{
|
||||
case QUEST_HELD_IN_ALMA:
|
||||
correctSector = (mapX == gModSettings.ubInitialPOWSectorX && mapY == gModSettings.ubInitialPOWSectorY && mapZ == 0);
|
||||
break;
|
||||
case QUEST_INTERROGATION:
|
||||
correctSector = (mapX == gModSettings.ubMeanwhileInterrogatePOWSectorX && mapY == gModSettings.ubMeanwhileInterrogatePOWSectorY && mapZ == 0);
|
||||
break;
|
||||
case QUEST_HELD_IN_TIXA:
|
||||
correctSector = (mapX == gModSettings.ubTixaPrisonSectorX && mapY == gModSettings.ubTixaPrisonSectorY && mapZ == 0);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if (correctSector)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case Q_FAIL:
|
||||
// End quest if player loses prison
|
||||
if (gubQuest[quest] == QUESTINPROGRESS)
|
||||
{
|
||||
// Quest failed
|
||||
InternalEndQuest(quest, mapX, mapY, FALSE);
|
||||
}
|
||||
else if (gubQuest[quest] == QUESTCANNOTSTART)
|
||||
{
|
||||
// Re-enable quest if player loses control of the prison and quest was disabled previously
|
||||
gubQuest[quest] = QUESTNOTSTARTED;
|
||||
}
|
||||
break;
|
||||
case Q_SUCCESS:
|
||||
// End quest if player takes control of the prison
|
||||
if (gubQuest[quest] == QUESTINPROGRESS)
|
||||
{
|
||||
// Complete quest
|
||||
EndQuest(quest, mapX, mapY);
|
||||
}
|
||||
else if (gubQuest[quest] == QUESTNOTSTARTED)
|
||||
{
|
||||
// Disable quest if player takes control of the prison
|
||||
gubQuest[quest] = QUESTCANNOTSTART;
|
||||
}
|
||||
break;
|
||||
case Q_RESET:
|
||||
// Re-enable quest if player loses control of the prison and quest was disabled previously
|
||||
if (gubQuest[quest] == QUESTCANNOTSTART)
|
||||
{
|
||||
gubQuest[quest] = QUESTNOTSTARTED;
|
||||
}
|
||||
break;
|
||||
case Q_END:
|
||||
if (gubQuest[quest] == QUESTINPROGRESS)
|
||||
{
|
||||
EndQuest(quest, mapX, mapY);
|
||||
HandleNPCDoAction(0, NPC_ACTION_GRANT_EXPERIENCE_3, 0);
|
||||
}
|
||||
break;
|
||||
case Q_LEFT_SECTOR:
|
||||
// End interrogation quest if we left the sector, but haven't killed all enemies
|
||||
if (gubQuest[quest] == QUESTINPROGRESS)
|
||||
{
|
||||
// Finish quest, although not give points here...
|
||||
InternalEndQuest(quest, mapX, mapY, FALSE);
|
||||
// ... give them manually, but halved
|
||||
GiveQuestRewardPoint(mapX, mapY, 4, NO_PROFILE);
|
||||
// Also let us know we finished the quest
|
||||
ResetHistoryFact(quest, mapX, mapY);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
+9
-6
@@ -756,10 +756,13 @@ extern BOOLEAN CheckForNewShipment( void );
|
||||
extern BOOLEAN CheckTalkerFemale( void );
|
||||
extern BOOLEAN CheckTalkerUnpropositionedFemale( void );
|
||||
|
||||
enum PowQuestState
|
||||
{
|
||||
Q_FAIL,
|
||||
Q_SUCCESS,
|
||||
Q_RESET,
|
||||
Q_END,
|
||||
Q_LEFT_SECTOR
|
||||
};
|
||||
void HandlePOWQuestState(PowQuestState state, Quests quest, INT16 mapX, INT16 mapY, INT8 mapZ);
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
+2580
-186
File diff suppressed because it is too large
Load Diff
@@ -1,14 +1,38 @@
|
||||
#ifndef REBEL_COMMAND_H
|
||||
#define REBEL_COMMAND_H
|
||||
|
||||
#include "CampaignStats.h"
|
||||
#include "mapscreen.h"
|
||||
#include "Soldier Control.h"
|
||||
#include "Types.h"
|
||||
|
||||
#define REBEL_COMMAND_Z_OFFSET 9
|
||||
#define REBEL_COMMAND_MAX_ACTIONS_PER_REGION 6
|
||||
#define NUM_ARC_AGENT_SLOTS 2
|
||||
|
||||
namespace RebelCommand
|
||||
{
|
||||
// applies to RegionSaveInfo.actionLevels: use the MSB as the active flag since I don't expect it to be used otherwise
|
||||
constexpr UINT8 ADMIN_ACTION_ACTIVE_BIT = 1 << 7;
|
||||
|
||||
// the FIRST and SECOND strategic events share the same type (EVENT_REBELCOMMAND - no need to have multiple types yet, I think...)
|
||||
// so the 32-bit int will have to block out information for both events
|
||||
// FIRST EVENT BREAKDOWN
|
||||
// A######B CCCCCCCC DDDDDDDD EEEEEEEE
|
||||
// A (1 bit) - always 0 to indicate that this is the FIRST event (ie, keeping a merc busy for a set duration)
|
||||
// B (1 bit) - 0 if the player sent a generic rebel agent, 1 if the player sent one of their own mercs
|
||||
// C (8 bit) - the profile number of the merc that was sent. invalid if B == 0
|
||||
// D (8 bit) - the mission ID. should match up with RebelCommandAgentMissions enum
|
||||
// E (8 bit) - the mission duration, in hours. if 0, mission failed.
|
||||
// extra bits are mission-specific
|
||||
|
||||
// SECOND EVENT BREAKDOWN
|
||||
// A####### #######B CCCCCCCC DDDDDDDD
|
||||
// A (1 bit) - always 1 to indicate that this is the SECOND event (ie, this event fires when the mission bonus expires)
|
||||
// B (1 bit) - 0 if the player sent a generic rebel agent, 1 if the player sent one of their own mercs
|
||||
// C (8 bit) - the profile number of the merc that was sent. invalid if B == 0
|
||||
// D (8 bit) - the mission ID. should match up with RebelCommandAgentMissions enum
|
||||
// extra bits are mission-specific
|
||||
|
||||
enum RebelCommandDirectives
|
||||
{
|
||||
@@ -49,6 +73,35 @@ enum RebelCommandAdminActions
|
||||
RCAA_NUM_ACTIONS
|
||||
};
|
||||
|
||||
enum RebelCommandAgentMissions
|
||||
{
|
||||
RCAM_NONE = -1,
|
||||
RCAM_DEEP_DEPLOYMENT = 0,
|
||||
RCAM_DISRUPT_ASD, // only available if ASD enabled
|
||||
RCAM_FORGE_TRANSPORT_ORDERS,
|
||||
RCAM_GET_ENEMY_MOVEMENT_TARGETS, // aka Strategic Intel
|
||||
RCAM_IMPROVE_LOCAL_SHOPS,
|
||||
RCAM_REDUCE_STRATEGIC_DECISION_SPEED, // aka Slower Strategic Decisions
|
||||
RCAM_REDUCE_UNALERTED_ENEMY_VISION, // aka Lower Readiness
|
||||
RCAM_SABOTAGE_INFANTRY_EQUIPMENT, // aka Sabotage Equipment
|
||||
RCAM_SABOTAGE_MECHANICAL_UNITS, // aka Sabotage Vehicles
|
||||
RCAM_SEND_SUPPLIES_TO_TOWN, // ignores minimum loyalty requirement
|
||||
RCAM_SOLDIER_BOUNTIES_KINGPIN,
|
||||
RCAM_TRAIN_MILITIA_ANYWHERE,
|
||||
|
||||
RCAM_NUM_MISSIONS,
|
||||
|
||||
// ideas/unimplemented
|
||||
RCAM_BOOST_TOWN_ADMIN_ACTIONS, // store agent location townid in extrabits
|
||||
RCAM_PROCURE_ITEMS,
|
||||
RCAM_MILITIA_SKILL_TRAITS, // should override militia skill traits ini option - split into multiple (weapon spec, bodybuilding, athletic, night ops)
|
||||
RCAM_PURCHASE_SUPPLIES, // increase daily supply income, decrease daily $ income
|
||||
RCAM_REDUCE_ENEMY_POOL, // need to make sure enemy pool is not infinite // giReinforcementPool, also gfUnlimitedTroops = zDiffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
|
||||
// militia/mercs get bonus vision (???)
|
||||
// share vision with civilians?
|
||||
|
||||
};
|
||||
|
||||
enum RegionAdminStatus
|
||||
{
|
||||
RAS_NONE,
|
||||
@@ -97,8 +150,13 @@ typedef struct RegionSaveInfo
|
||||
UINT8 actionLevels[REBEL_COMMAND_MAX_ACTIONS_PER_REGION];
|
||||
UINT8 ubMaxLoyalty;
|
||||
|
||||
BOOLEAN IsActive(UINT8 index) { return (actionLevels[index] & ADMIN_ACTION_ACTIVE_BIT) == 0; }
|
||||
// rftr: I know these fly in the face of convention, but I'm lazy and this preserves savegame compatibility without needing to add any additional code
|
||||
void SetActive(UINT8 index) { actionLevels[index] &= ~ADMIN_ACTION_ACTIVE_BIT; } // active bit value = 0
|
||||
void SetInactive(UINT8 index) { actionLevels[index] |= ADMIN_ACTION_ACTIVE_BIT; } // inactive bit value = 1
|
||||
INT32 GetAdminDeployCost(INT16 numAdminTeams) { return 10 * numAdminTeams * numAdminTeams; };
|
||||
INT32 GetAdminReactivateCost(INT16 numAdminTeams) { return GetAdminDeployCost(numAdminTeams) / 4; };
|
||||
UINT8 GetLevel(INT16 index) { return actionLevels[index] & ~ADMIN_ACTION_ACTIVE_BIT; }
|
||||
} RegionSaveInfo;
|
||||
|
||||
typedef struct SaveInfo
|
||||
@@ -110,9 +168,11 @@ typedef struct SaveInfo
|
||||
INT32 iActiveDirective;
|
||||
INT32 iSelectedDirective;
|
||||
INT8 iMilitiaStatsLevel;
|
||||
UINT8 uSupplyDropCount;
|
||||
UINT8 uSupplyDropCount; // keeping this around for compatibility with old saves
|
||||
INT8 availableMissions[NUM_ARC_AGENT_SLOTS];
|
||||
UINT16 cachedBountyPayout;
|
||||
|
||||
INT8 filler[19];
|
||||
INT8 filler[15];
|
||||
} SaveInfo;
|
||||
|
||||
extern SaveInfo rebelCommandSaveInfo;
|
||||
@@ -122,6 +182,7 @@ void ExitWebsite();
|
||||
void RenderWebsite();
|
||||
void HandleWebsite();
|
||||
|
||||
// admin actions
|
||||
void ApplyEnemyPenalties(SOLDIERTYPE* pSoldier);
|
||||
void ApplyMilitiaBonuses(SOLDIERTYPE* pMilitia);
|
||||
UINT8 GetApproximateEnemyLocationResolutionIndex();
|
||||
@@ -139,17 +200,33 @@ FLOAT GetPathfindersSpeedBonus(UINT8 sector);
|
||||
BOOLEAN NeutraliseRole(const SOLDIERTYPE* pSoldier);
|
||||
void RaidMines(INT32 &playerIncome, INT32 &enemyIncome);
|
||||
BOOLEAN ShowApproximateEnemyLocations();
|
||||
void ShowWebsiteAvailableMessage();
|
||||
|
||||
// agent missions
|
||||
void ApplySoldierBounty(const SOLDIERTYPE* pSoldier);
|
||||
void ApplyEnemyMechanicalUnitPenalties(SOLDIERTYPE* pSoldier);
|
||||
void ApplyMilitiaTraits(SOLDIERTYPE* pSoldier);
|
||||
void ApplyVisionModifier(const SOLDIERTYPE* pSoldier, INT32& sight);
|
||||
BOOLEAN CanAssignTraitsToMilitia();
|
||||
BOOLEAN CanTrainMilitiaAnywhere();
|
||||
UINT8 GetMaxTrainersForTrainMilitiaAnywhere();
|
||||
INT16 GetAdditionalDeployRange(const UINT8 insertionCode);
|
||||
BOOLEAN GetASDCanDeployUnits();
|
||||
FLOAT GetASDIncomeModifier();
|
||||
INT8 GetEnemyEquipmentCoolnessModifier();
|
||||
INT8 GetEnemyEquipmentStatusModifier(const INT8 initialStatus);
|
||||
UINT8 GetMerchantCoolnessBonus();
|
||||
FLOAT GetStrategicDecisionSpeedModifier();
|
||||
void HandleStrategicEvent(const UINT32 eventParam);
|
||||
BOOLEAN ShowEnemyMovementTargets();
|
||||
|
||||
void DailyUpdate();
|
||||
void HourlyUpdate();
|
||||
void Init();
|
||||
void ShowWebsiteAvailableMessage();
|
||||
BOOLEAN Load(HWFILE file);
|
||||
BOOLEAN Save(HWFILE file);
|
||||
|
||||
}
|
||||
|
||||
//BOOLEAN LoadRebelCommand( HWFILE file ) { return RebelCommand::Load( file ); }
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Town Militia.h"
|
||||
#include "Militia Control.h"
|
||||
#include "Campaign Types.h"
|
||||
@@ -22,7 +19,6 @@
|
||||
#include "GameSettings.h"
|
||||
#include "Soldier Init List.h"
|
||||
#include "Inventory Choosing.h"
|
||||
#endif
|
||||
|
||||
#include "GameInitOptionsScreen.h"
|
||||
|
||||
@@ -250,13 +246,13 @@ BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY)
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
GROUP* GetNonPlayerGroupInSector( INT16 sMapX, INT16 sMapY, UINT8 usTeam )
|
||||
GROUP* GetNonPlayerGroupInSectorForReinforcement( INT16 sMapX, INT16 sMapY, UINT8 usTeam )
|
||||
{
|
||||
GROUP *curr;
|
||||
curr = gpGroupList;
|
||||
while( curr )
|
||||
{
|
||||
if ( curr->ubSectorX == sMapX && curr->ubSectorY == sMapY && curr->usGroupTeam == usTeam && curr->ubGroupID )
|
||||
if ( curr->ubSectorX == sMapX && curr->ubSectorY == sMapY && curr->usGroupTeam == usTeam && curr->ubGroupID && (curr->usGroupTeam != ENEMY_TEAM || curr->pEnemyGroup->ubIntention != TRANSPORT) )
|
||||
return curr;
|
||||
curr = curr->next;
|
||||
}
|
||||
@@ -284,7 +280,7 @@ UINT8 DoReinforcementAsPendingNonPlayer( INT16 sMapX, INT16 sMapY, UINT8 usTeam
|
||||
|
||||
for( ubIndex = 0; ubIndex < ubDirNumber; ++ubIndex )
|
||||
{
|
||||
while ( (pGroup = GetNonPlayerGroupInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), usTeam )) != NULL )
|
||||
while ( (pGroup = GetNonPlayerGroupInSectorForReinforcement( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), usTeam )) != NULL )
|
||||
{
|
||||
pGroup->ubPrevX = pGroup->ubSectorX;
|
||||
pGroup->ubPrevY = pGroup->ubSectorY;
|
||||
|
||||
@@ -12,6 +12,6 @@ UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY );
|
||||
//For Tactical
|
||||
UINT8 DoReinforcementAsPendingNonPlayer( INT16 sMapX, INT16 sMapY, UINT8 usTeam );
|
||||
void AddPossiblePendingMilitiaToBattle();
|
||||
GROUP* GetNonPlayerGroupInSector( INT16 sMapX, INT16 sMapY, UINT8 usTeam );
|
||||
GROUP* GetNonPlayerGroupInSectorForReinforcement( INT16 sMapX, INT16 sMapY, UINT8 usTeam );
|
||||
|
||||
#endif
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include <memory.h>
|
||||
#include "Fileman.h"
|
||||
#include "types.h"
|
||||
@@ -28,7 +25,6 @@
|
||||
#include "Soldier Profile.h"
|
||||
#include "soldier profile type.h"
|
||||
#include "Quests.h"
|
||||
#endif
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
|
||||
+107
-78
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "GameSettings.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include "types.h"
|
||||
@@ -36,7 +32,10 @@
|
||||
#include "Map Information.h"
|
||||
#include "interface dialogue.h"
|
||||
#include "ASD.h" // added by Flugente
|
||||
#endif
|
||||
#include "Rebel Command.h"
|
||||
#include "Game Event Hook.h"
|
||||
#include "Strategic Town Loyalty.h"
|
||||
#include "Strategic Transport Groups.h"
|
||||
|
||||
#include "GameInitOptionsScreen.h"
|
||||
|
||||
@@ -492,7 +491,6 @@ extern INT16 sWorldSectorLocationOfFirstBattle;
|
||||
|
||||
void ReassignAIGroup( GROUP **pGroup );
|
||||
void TransferGroupToPool( GROUP **pGroup );
|
||||
void SendGroupToPool( GROUP **pGroup );
|
||||
|
||||
//Simply orders all garrisons to take troops from the patrol groups and send the closest troops from them. Any garrison,
|
||||
//whom there request isn't fulfilled (due to lack of troops), will recieve their reinforcements from the queen (P3).
|
||||
@@ -1198,6 +1196,8 @@ void InitStrategicAI()
|
||||
dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus );
|
||||
}
|
||||
|
||||
dEnemyGeneralsSpeedupFactor *= RebelCommand::GetStrategicDecisionSpeedModifier();
|
||||
|
||||
giReinforcementPool = zDiffSetting[gGameOptions.ubDifficultyLevel].iQueensInitialPoolOfTroops;
|
||||
giForcePercentage = zDiffSetting[gGameOptions.ubDifficultyLevel].iInitialGarrisonPercentages;
|
||||
giArmyAlertness = zDiffSetting[gGameOptions.ubDifficultyLevel].iEnemyStartingAlertLevel;
|
||||
@@ -2420,6 +2420,11 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic5");
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (pGroup->pEnemyGroup->ubIntention == TRANSPORT)
|
||||
{
|
||||
ProcessTransportGroupReachedDestination(pGroup);
|
||||
return TRUE;
|
||||
}
|
||||
else
|
||||
{ //This is a floating group at his final destination...
|
||||
if( pGroup->pEnemyGroup->ubIntention != STAGING && pGroup->pEnemyGroup->ubIntention != REINFORCEMENTS )
|
||||
@@ -3456,9 +3461,11 @@ void EvaluateQueenSituation()
|
||||
{
|
||||
dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus );
|
||||
}
|
||||
|
||||
dEnemyGeneralsSpeedupFactor *= RebelCommand::GetStrategicDecisionSpeedModifier();
|
||||
|
||||
uiOffset += dEnemyGeneralsSpeedupFactor * (zDiffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDiffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance ));
|
||||
|
||||
|
||||
// Check/update reinforcements pool if old behavior is enabled
|
||||
if ( !gfUnlimitedTroops && zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementDaysPerDifficultyLevel == 0 )
|
||||
{
|
||||
@@ -3488,88 +3495,88 @@ void EvaluateQueenSituation()
|
||||
// Gradually promote any remaining admins into troops
|
||||
UpgradeAdminsToTroops();
|
||||
|
||||
if( ( giRequestPoints <= 0 ) || ( ( giReinforcementPoints <= 0 ) && ( giReinforcementPool <= 0 ) ) )
|
||||
{ //we either have no reinforcements or request for reinforcements.
|
||||
return;
|
||||
}
|
||||
// consider deploying a transport group
|
||||
ExecuteStrategicAIAction( NPC_ACTION_DEPLOY_TRANSPORT_GROUP, 0, 0 );
|
||||
|
||||
// anv: only consider garrisons and patrols that can be reinforced
|
||||
// otherwise unreinforcable groups will stall the rest, effectively breaking entire system
|
||||
|
||||
Ensure_RepairedGarrisonGroup( &gGarrisonGroup, &giGarrisonArraySize ); /* added NULL fix, 2007-03-03, Sgt. Kolja */
|
||||
|
||||
for( i = 0; i < giGarrisonArraySize; i++ )
|
||||
// we either have reinforcements or a request for reinforcements
|
||||
if (giRequestPoints > 0 && (giReinforcementPoints > 0 || giReinforcementPool > 0))
|
||||
{
|
||||
RecalculateGarrisonWeight( i );
|
||||
iWeight = gGarrisonGroup[ i ].bWeight;
|
||||
if( iWeight > 0 )
|
||||
// anv: only consider garrisons and patrols that can be reinforced
|
||||
// otherwise unreinforcable groups will stall the rest, effectively breaking entire system
|
||||
|
||||
Ensure_RepairedGarrisonGroup( &gGarrisonGroup, &giGarrisonArraySize ); /* added NULL fix, 2007-03-03, Sgt. Kolja */
|
||||
|
||||
for( i = 0; i < giGarrisonArraySize; i++ )
|
||||
{
|
||||
if( !gGarrisonGroup[ i ].ubPendingGroupID &&
|
||||
EnemyPermittedToAttackSector( NULL, gGarrisonGroup[ i ].ubSectorID ) &&
|
||||
GarrisonRequestingMinimumReinforcements( i ) )
|
||||
RecalculateGarrisonWeight( i );
|
||||
iWeight = gGarrisonGroup[ i ].bWeight;
|
||||
if( iWeight > 0 )
|
||||
{
|
||||
if( ReinforcementsApproved( i, &usDefencePoints ) )
|
||||
if( !gGarrisonGroup[ i ].ubPendingGroupID &&
|
||||
EnemyPermittedToAttackSector( NULL, gGarrisonGroup[ i ].ubSectorID ) &&
|
||||
GarrisonRequestingMinimumReinforcements( i ) )
|
||||
{
|
||||
iApplicableGarrisonIds[iApplicableGarrisons] = i;
|
||||
iApplicableGarrisons++;
|
||||
iApplicableRequestPoints += gGarrisonGroup[ i ].bWeight;
|
||||
if( ReinforcementsApproved( i, &usDefencePoints ) )
|
||||
{
|
||||
iApplicableGarrisonIds[iApplicableGarrisons] = i;
|
||||
iApplicableGarrisons++;
|
||||
iApplicableRequestPoints += gGarrisonGroup[ i ].bWeight;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for( i = 0; i < giPatrolArraySize; i++ )
|
||||
{
|
||||
RecalculatePatrolWeight( i );
|
||||
iWeight = gPatrolGroup[ i ].bWeight;
|
||||
if( iWeight > 0 )
|
||||
for( i = 0; i < giPatrolArraySize; i++ )
|
||||
{
|
||||
if( !gPatrolGroup[ i ].ubPendingGroupID && PatrolRequestingMinimumReinforcements( i ) )
|
||||
RecalculatePatrolWeight( i );
|
||||
iWeight = gPatrolGroup[ i ].bWeight;
|
||||
if( iWeight > 0 )
|
||||
{
|
||||
iApplicablePatrolIds[iApplicablePatrols] = i;
|
||||
iApplicablePatrols++;
|
||||
iApplicableRequestPoints += gPatrolGroup[ i ].bWeight;
|
||||
if( !gPatrolGroup[ i ].ubPendingGroupID && PatrolRequestingMinimumReinforcements( i ) )
|
||||
{
|
||||
iApplicablePatrolIds[iApplicablePatrols] = i;
|
||||
iApplicablePatrols++;
|
||||
iApplicableRequestPoints += gPatrolGroup[ i ].bWeight;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if( !iApplicableRequestPoints )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//now randomly choose who gets the reinforcements.
|
||||
// giRequestPoints is the combined sum of all the individual weights of all garrisons and patrols requesting reinforcements
|
||||
//iRandom = Random( giRequestPoints );
|
||||
iRandom = Random( iApplicableRequestPoints );
|
||||
|
||||
iOrigRequestPoints = giRequestPoints; // debug only!
|
||||
|
||||
//go through garrisons first
|
||||
for( i = 0; i < iApplicableGarrisons; i++ )
|
||||
{
|
||||
iSumOfAllWeights += iWeight; // debug only!
|
||||
iWeight = gGarrisonGroup[ iApplicableGarrisonIds[i] ].bWeight;
|
||||
if( iRandom < iWeight )
|
||||
if( iApplicableRequestPoints )
|
||||
{
|
||||
//This is the group that gets the reinforcements!
|
||||
if ( SendReinforcementsForGarrison( iApplicableGarrisonIds[i] , usDefencePoints, NULL ) )
|
||||
return;
|
||||
}
|
||||
iRandom -= iWeight;
|
||||
}
|
||||
//now randomly choose who gets the reinforcements.
|
||||
// giRequestPoints is the combined sum of all the individual weights of all garrisons and patrols requesting reinforcements
|
||||
//iRandom = Random( giRequestPoints );
|
||||
iRandom = Random( iApplicableRequestPoints );
|
||||
|
||||
//go through the patrol groups
|
||||
for( i = 0; i < iApplicablePatrols; i++ )
|
||||
{
|
||||
iSumOfAllWeights += iWeight; // debug only!
|
||||
iWeight = gPatrolGroup[ iApplicablePatrolIds[i] ].bWeight;
|
||||
if( iRandom < iWeight )
|
||||
{
|
||||
//This is the group that gets the reinforcements!
|
||||
if ( SendReinforcementsForPatrol( iApplicablePatrolIds[i], NULL ) )
|
||||
return;
|
||||
iOrigRequestPoints = giRequestPoints; // debug only!
|
||||
|
||||
//go through garrisons first
|
||||
for( i = 0; i < iApplicableGarrisons; i++ )
|
||||
{
|
||||
iSumOfAllWeights += iWeight; // debug only!
|
||||
iWeight = gGarrisonGroup[ iApplicableGarrisonIds[i] ].bWeight;
|
||||
if( iRandom < iWeight )
|
||||
{
|
||||
//This is the group that gets the reinforcements!
|
||||
if ( SendReinforcementsForGarrison( iApplicableGarrisonIds[i] , usDefencePoints, NULL ) )
|
||||
return;
|
||||
}
|
||||
iRandom -= iWeight;
|
||||
}
|
||||
|
||||
//go through the patrol groups
|
||||
for( i = 0; i < iApplicablePatrols; i++ )
|
||||
{
|
||||
iSumOfAllWeights += iWeight; // debug only!
|
||||
iWeight = gPatrolGroup[ iApplicablePatrolIds[i] ].bWeight;
|
||||
if( iRandom < iWeight )
|
||||
{
|
||||
//This is the group that gets the reinforcements!
|
||||
if ( SendReinforcementsForPatrol( iApplicablePatrolIds[i], NULL ) )
|
||||
return;
|
||||
}
|
||||
iRandom -= iWeight;
|
||||
}
|
||||
}
|
||||
iRandom -= iWeight;
|
||||
}
|
||||
|
||||
ValidateWeights( 27 );
|
||||
@@ -5125,7 +5132,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
if ( ubNumSoldiers )
|
||||
{
|
||||
InitializeGroup(GROUP_TYPE_ATTACK, ubNumSoldiers, grouptroops[0], groupelites[0], grouprobots[0], groupjeeps[0], grouptanks[0], Random(10) < difficultyMod);
|
||||
totalusedsoldiers += grouptroops[0] + groupelites[0] + grouprobots[0], grouptanks[0] + groupjeeps[0];
|
||||
totalusedsoldiers += grouptroops[0] + groupelites[0] + grouprobots[0] + grouptanks[0] + groupjeeps[0];
|
||||
}
|
||||
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), 0, grouptroops[0], groupelites[0], grouprobots[0], grouptanks[0], groupjeeps[0] );
|
||||
@@ -5386,6 +5393,14 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
|
||||
gubNumAwareBattles = zDiffSetting[gGameOptions.ubDifficultyLevel].iNumAwareBattles;
|
||||
break;
|
||||
|
||||
case NPC_ACTION_DEPLOY_TRANSPORT_GROUP:
|
||||
DeployTransportGroup();
|
||||
break;
|
||||
|
||||
case NPC_ACTION_RETURN_TRANSPORT_GROUP:
|
||||
ReturnTransportGroup(option1);
|
||||
break;
|
||||
|
||||
default:
|
||||
ScreenMsg( FONT_RED, MSG_DEBUG, L"QueenAI failed to handle action code %d.", usActionCode );
|
||||
break;
|
||||
@@ -6403,8 +6418,14 @@ void UpgradeAdminsToTroops()
|
||||
// if there are any admins currently in this group
|
||||
if ( pGroup->pEnemyGroup->ubNumAdmins > 0 )
|
||||
{
|
||||
// skip transport groups
|
||||
if (pGroup->pEnemyGroup->ubIntention == TRANSPORT)
|
||||
{
|
||||
pGroup = pGroup->next;
|
||||
continue;
|
||||
}
|
||||
// if it's a patrol group
|
||||
if ( pGroup->pEnemyGroup->ubIntention == PATROL )
|
||||
else if ( pGroup->pEnemyGroup->ubIntention == PATROL )
|
||||
{
|
||||
sPatrolIndex = FindPatrolGroupIndexForGroupID( pGroup->ubGroupID );
|
||||
Assert( sPatrolIndex != -1 );
|
||||
@@ -6508,9 +6529,17 @@ INT16 FindGarrisonIndexForGroupIDPending( UINT8 ubGroupID )
|
||||
|
||||
void TransferGroupToPool( GROUP **pGroup )
|
||||
{
|
||||
//Madd: unlimited reinforcements?
|
||||
if ( !gfUnlimitedTroops )
|
||||
giReinforcementPool += (*pGroup)->ubGroupSize;
|
||||
if ((*pGroup)->usGroupTeam == ENEMY_TEAM)
|
||||
{
|
||||
//Madd: unlimited reinforcements?
|
||||
if ( !gfUnlimitedTroops )
|
||||
giReinforcementPool += (*pGroup)->ubGroupSize;
|
||||
|
||||
AddStrategicAIResources(ASD_ROBOT, (*pGroup)->pEnemyGroup->ubNumRobots);
|
||||
AddStrategicAIResources(ASD_JEEP, (*pGroup)->pEnemyGroup->ubNumJeeps);
|
||||
AddStrategicAIResources(ASD_TANK, (*pGroup)->pEnemyGroup->ubNumTanks);
|
||||
}
|
||||
|
||||
|
||||
RemovePGroup( *pGroup );
|
||||
*pGroup = NULL;
|
||||
|
||||
@@ -38,6 +38,7 @@ BOOLEAN StrategicAILookForAdjacentGroups( GROUP *pGroup );
|
||||
void RemoveGroupFromStrategicAILists( UINT8 ubGroupID );
|
||||
void RecalculateSectorWeight( UINT8 ubSectorID );
|
||||
void RecalculateGroupWeight( GROUP *pGroup );
|
||||
void SendGroupToPool( GROUP **pGroup );
|
||||
|
||||
BOOLEAN OkayForEnemyToMoveThroughSector( UINT8 ubSectorID );
|
||||
BOOLEAN EnemyPermittedToAttackSector( GROUP **pGroup, UINT8 ubSectorID );
|
||||
@@ -78,7 +79,8 @@ BOOLEAN PermittedToFillPatrolGroup( INT32 iPatrolID );
|
||||
enum GROUP_TYPE
|
||||
{
|
||||
GROUP_TYPE_ATTACK,
|
||||
GROUP_TYPE_PATROL
|
||||
GROUP_TYPE_PATROL,
|
||||
GROUP_TYPE_TRANSPORT
|
||||
};
|
||||
|
||||
void ASDInitializePatrolGroup(GROUP *pGroup);
|
||||
|
||||
@@ -1,232 +0,0 @@
|
||||
#ifndef __STRATEGIC_ALL_H
|
||||
#define __STRATEGIC_ALL_H
|
||||
|
||||
#pragma message("GENERATED PCH FOR STRATEGIC PROJECT.")
|
||||
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include "types.h"
|
||||
#include "english.h"
|
||||
#include "Timer Control.h"
|
||||
#include "vsurface.h"
|
||||
#include "Button System.h"
|
||||
#include "Font Control.h"
|
||||
#include "Simple Render Utils.h"
|
||||
#include "Editor Taskbar Utils.h"
|
||||
#include "line.h"
|
||||
#include "input.h"
|
||||
#include "vobject_blitters.h"
|
||||
#include "Text Input.h"
|
||||
#include "mousesystem.h"
|
||||
#include "strategicmap.h"
|
||||
#include "Fileman.h"
|
||||
#include "Map Information.h"
|
||||
#include "render dirty.h"
|
||||
#include "Game Clock.h"
|
||||
#include "Campaign Types.h"
|
||||
#include "Campaign Init.h"
|
||||
#include "cheats.h"
|
||||
#include "Queen Command.h"
|
||||
#include "overhead.h"
|
||||
#include "Strategic Movement.h"
|
||||
#include "GameSettings.h"
|
||||
#include "Game Event Hook.h"
|
||||
#include "Creature Spreading.h"
|
||||
#include "message.h"
|
||||
#include "Game Init.h"
|
||||
#include "Assignments.h"
|
||||
#include "Soldier Control.h"
|
||||
#include "Item Types.h"
|
||||
#include "Strategic.h"
|
||||
#include "Items.h"
|
||||
#include <stdlib.h>
|
||||
#include "Map Screen Interface.h"
|
||||
#include "Soldier Profile Type.h"
|
||||
#include "Soldier Profile.h"
|
||||
#include "Campaign.h"
|
||||
#include "Text.h"
|
||||
#include "dialogue control.h"
|
||||
#include "NPC.h"
|
||||
#include "Strategic Town Loyalty.h"
|
||||
#include "animation control.h"
|
||||
#include "mapscreen.h"
|
||||
#include "Squads.h"
|
||||
#include "Map Screen Helicopter.h"
|
||||
#include "PopUpBox.h"
|
||||
#include "Vehicles.h"
|
||||
#include "Strategic Merc Handler.h"
|
||||
#include "Merc Contract.h"
|
||||
#include "Map Screen Interface Map.h"
|
||||
#include "laptop.h"
|
||||
#include "Finances.h"
|
||||
#include "LaptopSave.h"
|
||||
#include "renderworld.h"
|
||||
#include "Interface Control.h"
|
||||
#include "Interface.h"
|
||||
#include "Soldier Find.h"
|
||||
#include "ai.h"
|
||||
#include "utilities.h"
|
||||
#include "random.h"
|
||||
#include "Soldier Add.h"
|
||||
#include "Isometric Utils.h"
|
||||
#include "Soldier Macros.h"
|
||||
#include "Explosion Control.h"
|
||||
#include "SkillCheck.h"
|
||||
#include "Quests.h"
|
||||
#include "Town Militia.h"
|
||||
#include "Map Screen Interface Border.h"
|
||||
#include "math.h"
|
||||
#include "Strategic Pathing.h"
|
||||
#include "Auto Resolve.h"
|
||||
#include "Music Control.h"
|
||||
#include "PreBattle Interface.h"
|
||||
#include "Player Command.h"
|
||||
#include "gameloop.h"
|
||||
#include "screenids.h"
|
||||
#include "vObject.h"
|
||||
#include "video.h"
|
||||
#include "gamescreen.h"
|
||||
#include "sysutil.h"
|
||||
#include "Soldier Create.h"
|
||||
#include "Weapons.h"
|
||||
#include "Sound Control.h"
|
||||
#include "Tactical Save.h"
|
||||
#include "Strategic Status.h"
|
||||
#include "WordWrap.h"
|
||||
#include "Animation Data.h"
|
||||
#include "Strategic AI.h"
|
||||
#include "rt time defines.h"
|
||||
#include "morale.h"
|
||||
#include "himage.h"
|
||||
#include "Soldier Init List.h"
|
||||
#include "lighting.h"
|
||||
#include "Strategic Mines.h"
|
||||
#include "jascreens.h"
|
||||
#include "Map Edgepoints.h"
|
||||
#include "opplist.h"
|
||||
#include "sgp.h"
|
||||
#include "environment.h"
|
||||
#include "Game Events.h"
|
||||
#include "MercTextBox.h"
|
||||
#include "Event Pump.h"
|
||||
#include "soundman.h"
|
||||
#include "Ambient Control.h"
|
||||
#include "AimMembers.h"
|
||||
#include "Strategic Event Handler.h"
|
||||
#include "BobbyR.h"
|
||||
#include "mercs.h"
|
||||
#include "email.h"
|
||||
#include "Merc Hiring.h"
|
||||
#include "Insurance Contract.h"
|
||||
#include "Scheduling.h"
|
||||
#include "BobbyRGuns.h"
|
||||
#include "Arms Dealer Init.h"
|
||||
#include "Strategic town reputation.h"
|
||||
#include "air raid.h"
|
||||
#include "meanwhile.h"
|
||||
#include "MemMan.h"
|
||||
#include "Debug.h"
|
||||
#include "worlddef.h"
|
||||
#include "fade screen.h"
|
||||
#include "history.h"
|
||||
#include "merc entering.h"
|
||||
#include <String.h>
|
||||
#include "worldman.h"
|
||||
#include "tiledat.h"
|
||||
#include "WCheck.h"
|
||||
#include "Map Screen Interface Map Inventory.h"
|
||||
#include "Map Screen Interface Bottom.h"
|
||||
#include "Radar Screen.h"
|
||||
#include "cursors.h"
|
||||
#include "Options Screen.h"
|
||||
#include "Cursor Control.h"
|
||||
#include "Interface Items.h"
|
||||
#include "Interface Utils.h"
|
||||
#include "World Items.h"
|
||||
#include "Multi Language Graphic Utils.h"
|
||||
#include "Font.h"
|
||||
#include "Militia Control.h"
|
||||
#include "Map Screen Interface TownMine Info.h"
|
||||
#include "Handle UI.h"
|
||||
#include "Handle Items.h"
|
||||
#include <stdarg.h>
|
||||
#include <time.h>
|
||||
#include "screens.h"
|
||||
#include <wchar.h>
|
||||
#include <tchar.h>
|
||||
#include "Interface Cursors.h"
|
||||
#include "Interface Panels.h"
|
||||
#include "sys globals.h"
|
||||
#include "faces.h"
|
||||
#include "strategic turns.h"
|
||||
#include "Personnel.h"
|
||||
#include "Animated ProgressBar.h"
|
||||
#include "GameVersion.h"
|
||||
#include "SaveLoadScreen.h"
|
||||
#include "messageboxscreen.h"
|
||||
#include "rotting corpses.h"
|
||||
#include "Tactical Placement GUI.h"
|
||||
#include "Overhead Types.h"
|
||||
#include "Soldier Ani.h"
|
||||
#include "Types.h"
|
||||
#include "Quest Debug System.h"
|
||||
#include "WCheck.h"
|
||||
#include "Font Control.h"
|
||||
#include "Video.h"
|
||||
#include "Game Clock.h"
|
||||
#include "Render Dirty.h"
|
||||
#include "WordWrap.h"
|
||||
#include "Interface.h"
|
||||
#include "Cursors.h"
|
||||
#include "Quests.h"
|
||||
#include "stdio.h"
|
||||
#include "QuestText.h"
|
||||
#include "Soldier Profile.h"
|
||||
#include "Utilities.h"
|
||||
#include "Text.h"
|
||||
#include "Text Input.h"
|
||||
#include "Soldier Create.h"
|
||||
#include "strategicmap.h"
|
||||
#include "soldier add.h"
|
||||
#include "Opplist.h"
|
||||
#include "Handle Items.h"
|
||||
#include "Game Clock.h"
|
||||
#include "environment.h"
|
||||
#include "dialogue control.h"
|
||||
#include "Soldier Control.h"
|
||||
#include "overhead.h"
|
||||
#include "AimMembers.h"
|
||||
#include "MessageBoxScreen.h"
|
||||
#include "Stdio.h"
|
||||
#include "english.h"
|
||||
#include "line.h"
|
||||
#include "Keys.h"
|
||||
#include "Interface Dialogue.h"
|
||||
#include "SysUtil.h"
|
||||
#include "Message.h"
|
||||
#include "Interface Dialogue.h"
|
||||
#include "Render Fun.h"
|
||||
#include "Boxing.h"
|
||||
#include <memory.h>
|
||||
#include "Keys.h"
|
||||
#include "Structure Wrap.h"
|
||||
#include "SaveLoadMap.h"
|
||||
#include "aim.h"
|
||||
#include <windows.h>
|
||||
#include "Inventory Choosing.h"
|
||||
#include "LOS.h"
|
||||
#include "Tactical Turns.h"
|
||||
#include <math.h>
|
||||
#include "worlddat.h"
|
||||
#include "Exit Grids.h"
|
||||
#include "pathai.h"
|
||||
#include "Shade Table Util.h"
|
||||
#include "points.h"
|
||||
#include "Bullets.h"
|
||||
#include "physics.h"
|
||||
#include "_JA25EnglishText.h"
|
||||
#include "Debug Control.h"
|
||||
#include "expat.h"
|
||||
#include "MiniEvents.h"
|
||||
#include "Rebel Command.h"
|
||||
#endif
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Strategic Event Handler.h"
|
||||
#include "MemMan.h"
|
||||
#include "message.h"
|
||||
@@ -31,7 +28,6 @@
|
||||
#include "Campaign.h" // added by Flugente
|
||||
#include "Strategic AI.h"
|
||||
#include "Rebel Command.h"
|
||||
#endif
|
||||
|
||||
#include "Luaglobal.h"
|
||||
#include "connect.h"
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Types.h"
|
||||
|
||||
#include "Strategic Merc Handler.h"
|
||||
@@ -47,7 +44,6 @@
|
||||
// HEADROCK HAM 3.6: And another include, for militia upkeep costs.
|
||||
#include "Town Militia.h"
|
||||
#include "DynamicDialogue.h" // added by Flugente for HandleDynamicOpinionsDailyRefresh()
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "ub_config.h"
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include <String.h>
|
||||
#include "Strategic Mines.h"
|
||||
#include "Finances.h"
|
||||
@@ -24,7 +21,6 @@
|
||||
#include "Facilities.h"
|
||||
#include "ASD.h" // added by Flugente
|
||||
#include "Rebel Command.h"
|
||||
#endif
|
||||
|
||||
#include "GameInitOptionsScreen.h"
|
||||
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "XML.h"
|
||||
#else
|
||||
#include "Campaign Types.h"
|
||||
#include "Queen Command.h"
|
||||
#include "Strategic Movement.h"
|
||||
@@ -10,7 +6,6 @@
|
||||
#include "Debug.h"
|
||||
#include "Debug Control.h"
|
||||
#include "Tactical Save.h"
|
||||
#endif
|
||||
#include "Map Screen Interface Map.h"
|
||||
|
||||
#ifdef JA2UB
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdlib.h>
|
||||
#include <memory.h>
|
||||
@@ -53,7 +50,7 @@
|
||||
#include "Creature Spreading.h" // added by Flugente
|
||||
#include "MilitiaIndividual.h" // added by Flugente
|
||||
#include "Rebel Command.h"
|
||||
#endif
|
||||
#include "Strategic Transport Groups.h"
|
||||
|
||||
#include "MilitiaSquads.h"
|
||||
#include "Vehicles.h"
|
||||
@@ -1895,47 +1892,48 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
|
||||
fExceptionQueue = TRUE;
|
||||
}
|
||||
}
|
||||
//First check if the group arriving is going to queue another battle. //KM : Aug 11, 1999 -- Patch fix: Added additional checks to prevent a 2nd battle in the case
|
||||
//NOTE: We can't have more than one battle ongoing at a time. //where the player is involved in a potential battle with bloodcats/civilians
|
||||
if( fExceptionQueue || (fCheckForBattle && (gTacticalStatus.fEnemyInSector || HostileCiviliansPresent() || HostileBloodcatsPresent()) &&
|
||||
FindMovementGroupInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, OUR_TEAM ) &&
|
||||
(pGroup->ubNextX != gWorldSectorX || pGroup->ubNextY != gWorldSectorY || gbWorldSectorZ > 0 ) && NumHostilesInSector(pGroup->ubNextX, pGroup->ubNextY, pGroup->ubSectorZ) > 0)
|
||||
#ifdef JA2UB
|
||||
//Ja25: NO meanwhiles
|
||||
#else
|
||||
|
||||
// if this group arrival would cause a simultaneous combat, then delay it!
|
||||
// we can't have more that one battle at a time.
|
||||
if( fExceptionQueue
|
||||
|| ((fCheckForBattle && (gTacticalStatus.fEnemyInSector || HostileCiviliansPresent() || HostileBloodcatsPresent())) // if there is an active battle
|
||||
&& (pGroup->ubNextX != gWorldSectorX || pGroup->ubNextY != gWorldSectorY || gbWorldSectorZ > 0)) // and the group is arriving at a different sector
|
||||
#ifndef JA2UB
|
||||
|| AreInMeanwhile()
|
||||
#endif
|
||||
#endif
|
||||
)
|
||||
{
|
||||
//QUEUE BATTLE!
|
||||
//Delay arrival by a random value ranging from 3-5 minutes, so it doesn't get the player
|
||||
//too suspicious after it happens to him a few times, which, by the way, is a rare occurrence.
|
||||
#ifdef JA2UB
|
||||
/*Ja25: No meanwhiles*/
|
||||
#else
|
||||
if( AreInMeanwhile() )
|
||||
if (((pGroup->usGroupTeam == OUR_TEAM || pGroup->usGroupTeam == MILITIA_TEAM) && NumHostilesInSector(pGroup->ubNextX, pGroup->ubNextY, pGroup->ubSectorZ) > 0) // if a friendly movement group will arrive at an enemy sector
|
||||
|| (pGroup->usGroupTeam == ENEMY_TEAM && (NumPlayerTeamMembersInSector(pGroup->ubNextX, pGroup->ubNextY, pGroup->ubSectorZ) + NumNonPlayerTeamMembersInSector(pGroup->ubNextX, pGroup->ubNextY, MILITIA_TEAM) > 0))) // or an enemy movement group will arrive at a friendly sector
|
||||
{
|
||||
pGroup->uiArrivalTime ++; //tack on only 1 minute if we are in a meanwhile scene. This effectively
|
||||
//prevents any battle from occurring while inside a meanwhile scene.
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
pGroup->uiArrivalTime += Random(3) + 3;
|
||||
}
|
||||
|
||||
if( !AddStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup->uiArrivalTime, pGroup->ubGroupID ) )
|
||||
AssertMsg( 0, "Failed to add movement event." );
|
||||
|
||||
if ( pGroup->usGroupTeam == OUR_TEAM )
|
||||
{
|
||||
if( pGroup->uiArrivalTime - ABOUT_TO_ARRIVE_DELAY > GetWorldTotalMin( ) )
|
||||
//QUEUE BATTLE!
|
||||
//Delay arrival by a random value ranging from 3-5 minutes, so it doesn't get the player
|
||||
//too suspicious after it happens to him a few times, which, by the way, is a rare occurrence.
|
||||
#ifndef JA2UB
|
||||
if( AreInMeanwhile() )
|
||||
{
|
||||
AddStrategicEvent( EVENT_GROUP_ABOUT_TO_ARRIVE, pGroup->uiArrivalTime - ABOUT_TO_ARRIVE_DELAY, pGroup->ubGroupID );
|
||||
pGroup->uiArrivalTime ++; //tack on only 1 minute if we are in a meanwhile scene. This effectively
|
||||
//prevents any battle from occurring while inside a meanwhile scene.
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
pGroup->uiArrivalTime += Random(3) + 3;
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
if( !AddStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup->uiArrivalTime, pGroup->ubGroupID ) )
|
||||
AssertMsg( 0, "Failed to add movement event." );
|
||||
|
||||
if ( pGroup->usGroupTeam == OUR_TEAM )
|
||||
{
|
||||
if( pGroup->uiArrivalTime - ABOUT_TO_ARRIVE_DELAY > GetWorldTotalMin( ) )
|
||||
{
|
||||
AddStrategicEvent( EVENT_GROUP_ABOUT_TO_ARRIVE, pGroup->uiArrivalTime - ABOUT_TO_ARRIVE_DELAY, pGroup->ubGroupID );
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//Update the position of the group
|
||||
@@ -3639,7 +3637,10 @@ INT32 GetSectorMvtTimeForGroup( UINT8 ubSector, UINT8 ubDirection, GROUP *pGroup
|
||||
dEnemyGeneralsSpeedupFactor = max( 0.75f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicMovementSpeedBonus );
|
||||
}
|
||||
|
||||
iBestTraverseTime = dEnemyGeneralsSpeedupFactor * iBestTraverseTime;
|
||||
// rftr: transport groups move slower than normal
|
||||
const FLOAT transportSpeedFactor = pGroup->pEnemyGroup->ubIntention == TRANSPORT ? 2.0f : 1.0f;
|
||||
|
||||
iBestTraverseTime = dEnemyGeneralsSpeedupFactor * transportSpeedFactor * iBestTraverseTime;
|
||||
|
||||
iBestTraverseTime = iBestTraverseTime * (100 + RebelCommand::GetHarriersSpeedPenalty(ubSector)) / 100;
|
||||
}
|
||||
@@ -3820,6 +3821,13 @@ void HandleArrivalOfReinforcements( GROUP *pGroup )
|
||||
ResetMortarsOnTeamCount();
|
||||
ResetNumSquadleadersInArmyGroup(); // added by SANDRO
|
||||
AddPossiblePendingEnemiesToBattle();
|
||||
|
||||
if (pGroup->pEnemyGroup->ubIntention == TRANSPORT)
|
||||
{
|
||||
// normally, transport groups can't reinforce, but this can be hit normally if a battle is occuring in a sector
|
||||
// where a transport group is moving into.
|
||||
UpdateTransportGroupInventory();
|
||||
}
|
||||
}
|
||||
else if ( pGroup->usGroupTeam == MILITIA_TEAM )
|
||||
{
|
||||
@@ -4457,7 +4465,7 @@ void CheckMembersOfMvtGroupAndComplainAboutBleeding( SOLDIERTYPE *pSoldier )
|
||||
return;
|
||||
}
|
||||
|
||||
// make sure there are members in the group..if so, then run through and make each bleeder compain
|
||||
// make sure there are members in the group..if so, then run through and make each bleeder complain
|
||||
pPlayer = pGroup->pPlayerList;
|
||||
|
||||
// is there a player list?
|
||||
@@ -5475,7 +5483,7 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
|
||||
{
|
||||
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
|
||||
{
|
||||
if ( MercPtrs[ i ]->sSectorX == pGroup->ubSectorX && MercPtrs[ i ]->sSectorY == pGroup->ubSectorY && MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW && MercPtrs[ i ]->bAssignment != ASSIGNMENT_MINIEVENT && MercPtrs[ i ]->stats.bLife >= OKLIFE )
|
||||
if ( MercPtrs[ i ]->sSectorX == pGroup->ubSectorX && MercPtrs[ i ]->sSectorY == pGroup->ubSectorY && MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW && MercPtrs[ i ]->bAssignment != ASSIGNMENT_MINIEVENT && MercPtrs[i]->bAssignment != ASSIGNMENT_REBELCOMMAND && MercPtrs[ i ]->stats.bLife >= OKLIFE )
|
||||
{
|
||||
if( HAS_SKILL_TRAIT( MercPtrs[ i ], SCOUTING_NT ) && MercPtrs[ i ]->ubProfile != NO_PROFILE )
|
||||
{
|
||||
@@ -5880,6 +5888,7 @@ BOOLEAN GroupHasInTransitDeadOrPOWMercs( GROUP *pGroup )
|
||||
if( ( pPlayer->pSoldier->bAssignment == IN_TRANSIT ) ||
|
||||
( pPlayer->pSoldier->bAssignment == ASSIGNMENT_POW ) ||
|
||||
( pPlayer->pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
|
||||
( pPlayer->pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) ||
|
||||
SPY_LOCATION( pPlayer->pSoldier->bAssignment ) ||
|
||||
( pPlayer->pSoldier->bAssignment == ASSIGNMENT_DEAD ) )
|
||||
{
|
||||
@@ -6277,4 +6286,4 @@ void GetInfoFromGroupsInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam, BO
|
||||
}
|
||||
pGroup = pGroup->next;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,6 +15,7 @@ enum //enemy intentions,
|
||||
PATROL, //enemy is moving around determining safe areas.
|
||||
REINFORCEMENTS, //enemy group has intentions to fortify position at final destination.
|
||||
ASSAULT, //enemy is ready to fight anything they encounter.
|
||||
TRANSPORT, //rftr: enemy is carrying out non-combat tasks, but still has an escort
|
||||
NUM_ENEMY_INTENTIONS
|
||||
};
|
||||
|
||||
@@ -109,6 +110,9 @@ typedef struct ENEMYGROUP
|
||||
#define GROUPFLAG_KNOWN_DIRECTION 0x00000080
|
||||
#define GROUPFLAG_KNOWN_NUMBER 0x00000100
|
||||
|
||||
// rftr: strategic transport group direction flag
|
||||
#define GROUPFLAG_TRANSPORT_ENROUTE 0x00000200
|
||||
|
||||
typedef struct GROUP
|
||||
{
|
||||
BOOLEAN fDebugGroup; //for testing purposes -- handled differently in certain cases.
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include <time.h>
|
||||
#include "types.h"
|
||||
@@ -25,7 +22,6 @@
|
||||
#include "Game Event Hook.h"
|
||||
#include "Strategic AI.h"
|
||||
#include "Queen Command.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
|
||||
void AddSectorToFrontOfMercPath( PathStPtr *ppMercPath, UINT8 ubSectorX, UINT8 ubSectorY );
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Strategic Status.h"
|
||||
#include "Inventory Choosing.h"
|
||||
#include "FileMan.h"
|
||||
@@ -16,7 +13,6 @@
|
||||
#include "Game Init.h" // added by Flugente
|
||||
#include "GameVersion.h" // added by Flugente
|
||||
#include "SaveLoadGame.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "GameInitOptionsScreen.h"
|
||||
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
#include "builddefines.h"
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Strategic Town Loyalty.h"
|
||||
#include "strategicmap.h"
|
||||
#include "Overhead.h"
|
||||
@@ -39,7 +36,6 @@
|
||||
#include "CampaignStats.h" // added by Flugente
|
||||
#include "DynamicDialogue.h" // added by Flugente
|
||||
#include "Rebel Command.h"
|
||||
#endif
|
||||
|
||||
#include "Luaglobal.h"
|
||||
#include "LuaInitNPCs.h"
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,31 @@
|
||||
#ifndef _STRATEGIC_TRANSPORT_GROUPS_H
|
||||
#define _STRATEGIC_TRANSPORT_GROUPS_H
|
||||
|
||||
#include "Campaign Types.h"
|
||||
#include "Types.h"
|
||||
#include <map>
|
||||
|
||||
enum TransportGroupSectorInfo
|
||||
{
|
||||
TransportGroupSectorInfo_LocatedGroup = 0,
|
||||
TransportGroupSectorInfo_LocatedDestination,
|
||||
};
|
||||
|
||||
struct GROUP;
|
||||
|
||||
BOOLEAN DeployTransportGroup();
|
||||
BOOLEAN ForceDeployTransportGroup(UINT8 sectorId);
|
||||
BOOLEAN ReturnTransportGroup(INT32 groupId);
|
||||
void FillMapColoursForTransportGroups(INT32(&colorMap)[MAXIMUM_VALID_Y_COORDINATE][MAXIMUM_VALID_X_COORDINATE]);
|
||||
void ProcessTransportGroupReachedDestination(GROUP* pGroup);
|
||||
void UpdateTransportGroupInventory();
|
||||
|
||||
const std::map<UINT8, TransportGroupSectorInfo> GetTransportGroupSectorInfo();
|
||||
|
||||
void AddToTransportGroupMap(UINT8 groupId, int soldierClass, UINT8 amount);
|
||||
void ClearTransportGroupMap();
|
||||
|
||||
void NotifyTransportGroupDefeated();
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "Game Clock.h"
|
||||
#include "Font Control.h"
|
||||
@@ -19,7 +16,6 @@
|
||||
#include "strategic turns.h"
|
||||
#include "rt time defines.h"
|
||||
#include "assignments.h"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,819 +0,0 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="8,00"
|
||||
Name="Strategic"
|
||||
ProjectGUID="{AB8837DB-0435-40C7-916A-0AACF5CFF1C4}"
|
||||
RootNamespace="Strategic"
|
||||
Keyword="Win32Proj"
|
||||
>
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"
|
||||
/>
|
||||
</Platforms>
|
||||
<ToolFiles>
|
||||
</ToolFiles>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
|
||||
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
|
||||
ConfigurationType="4"
|
||||
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Debug.vsprops"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
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@@ -1,9 +1,5 @@
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#include "builddefines.h"
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#ifdef PRECOMPILEDHEADERS
|
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#include "Strategic All.h"
|
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#include "GameSettings.h"
|
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#else
|
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#include "Town Militia.h"
|
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#include "Militia Control.h"
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#include "Campaign Types.h"
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@@ -35,7 +31,6 @@
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#include "Campaign.h" // added by Flugente
|
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#include "message.h" // added by Flugente
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#include "Rebel Command.h"
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#endif
|
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// HEADROCK HAM 3: include these files so that a militia trainer's Effective Leadership can be determined. Used
|
||||
// to determine the number of militia trained by this merc per session. In the future may also determine QUALITY
|
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@@ -279,7 +274,7 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
|
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|
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if( ubTownId == BLANK_SECTOR )
|
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{
|
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Assert( IsThisSectorASAMSector( sMapX, sMapY, 0 ) );
|
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Assert( IsThisSectorASAMSector( sMapX, sMapY, 0 ) || RebelCommand::CanTrainMilitiaAnywhere() );
|
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}
|
||||
|
||||
// force tactical to update militia status
|
||||
@@ -1293,7 +1288,7 @@ BOOLEAN IsSAMSiteFullOfMilitia( INT16 sSectorX, INT16 sSectorY, INT8 iMilitiaTyp
|
||||
INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
|
||||
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia5");
|
||||
// check if SAM site is ours?
|
||||
fSamSitePresent = IsThisSectorASAMSector( sSectorX, sSectorY, 0 );
|
||||
fSamSitePresent = IsThisSectorASAMSector(sSectorX, sSectorY, 0) || RebelCommand::CanTrainMilitiaAnywhere();
|
||||
|
||||
if( fSamSitePresent == FALSE )
|
||||
{
|
||||
|
||||
@@ -1,16 +1,11 @@
|
||||
#include "builddefines.h"
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "XML.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include "XML.h"
|
||||
#include "Strategic AI.h"
|
||||
#include "expat.h"
|
||||
#include "Campaign Types.h"
|
||||
#include "Debug Control.h"
|
||||
#endif
|
||||
|
||||
#define MAX_CHAR_DATA_LENGTH 500
|
||||
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "XML.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include "XML.h"
|
||||
@@ -12,7 +8,6 @@
|
||||
#include "MemMan.h"
|
||||
#include "Debug Control.h"
|
||||
#include "mapscreen.h"
|
||||
#endif
|
||||
|
||||
#define MAX_CHAR_DATA_LENGTH 500
|
||||
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "XML.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include "XML.h"
|
||||
@@ -12,7 +8,6 @@
|
||||
#include "MemMan.h"
|
||||
#include "Debug Control.h"
|
||||
#include "mapscreen.h"
|
||||
#endif
|
||||
|
||||
#define MAX_CHAR_DATA_LENGTH 500
|
||||
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
|
||||
#else
|
||||
#include "expat.h"
|
||||
#include "string.h"
|
||||
#include "Campaign Types.h"
|
||||
@@ -9,7 +5,6 @@
|
||||
#include "MemMan.h"
|
||||
#include "Debug Control.h"
|
||||
#include "Creature Spreading.h"
|
||||
#endif
|
||||
|
||||
// Buggler: creature XML externalization stuff
|
||||
#define MAX_CHAR_DATA_LENGTH 500
|
||||
|
||||
@@ -8,9 +8,6 @@
|
||||
//
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "Debug Control.h"
|
||||
#include "expat.h"
|
||||
@@ -18,7 +15,6 @@
|
||||
#include "XML.h"
|
||||
#include "FileMan.h"
|
||||
#include "Campaign Types.h"
|
||||
#endif
|
||||
|
||||
FACILITYLOCATIONS gFacilityLocations[256][MAX_NUM_FACILITY_TYPES];
|
||||
UINT16 NUM_FACILITIES;
|
||||
|
||||
@@ -9,9 +9,6 @@
|
||||
//
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "Debug Control.h"
|
||||
#include "expat.h"
|
||||
@@ -20,7 +17,6 @@
|
||||
#include "FileMan.h"
|
||||
#include "Campaign Types.h"
|
||||
#include "Facilities.h"
|
||||
#endif
|
||||
|
||||
FACILITYTYPE gFacilityTypes[ MAX_NUM_FACILITY_TYPES ];
|
||||
UINT16 NUM_FACILITY_TYPES = 0;
|
||||
|
||||
@@ -1,13 +1,9 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "Debug Control.h"
|
||||
#include "expat.h"
|
||||
#include "XML.h"
|
||||
#include "Interface.h"
|
||||
#include "Map Screen Interface Map.h"
|
||||
#endif
|
||||
|
||||
struct
|
||||
{
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "XML.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include "XML.h"
|
||||
@@ -12,7 +8,6 @@
|
||||
#include "MemMan.h"
|
||||
#include "Debug Control.h"
|
||||
#include "mapscreen.h"
|
||||
#endif
|
||||
|
||||
#define MAX_CHAR_DATA_LENGTH 500
|
||||
|
||||
|
||||
@@ -1,13 +1,9 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "Map Screen Interface.h"
|
||||
#include "overhead.h"
|
||||
#include "Debug Control.h"
|
||||
#include "expat.h"
|
||||
#include "XML.h"
|
||||
#endif
|
||||
|
||||
struct
|
||||
{
|
||||
|
||||
@@ -8,10 +8,6 @@
|
||||
//////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "XML.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include "XML.h"
|
||||
@@ -22,7 +18,6 @@
|
||||
#include "MemMan.h"
|
||||
#include "Debug Control.h"
|
||||
#include "mapscreen.h"
|
||||
#endif
|
||||
|
||||
#define MAX_CHAR_DATA_LENGTH 500
|
||||
|
||||
|
||||
+21
-16
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "HelpScreen.h"
|
||||
#else
|
||||
#include "mapscreen.h"
|
||||
#include <stdio.h>
|
||||
#include <stdarg.h>
|
||||
@@ -115,7 +111,6 @@
|
||||
#include "Food.h" // added by Flugente
|
||||
#include "Drugs And Alcohol.h" // added by Flugente
|
||||
#include "WordWrap.h"
|
||||
#endif
|
||||
|
||||
#include "connect.h" //hayden
|
||||
#include "InterfaceItemImages.h"
|
||||
@@ -2408,7 +2403,8 @@ void DrawCharBars( void )
|
||||
if( ( pSoldier->stats.bLife == 0 ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
|
||||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) )
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -2826,7 +2822,7 @@ void DrawCharHealth( INT16 sCharNum )
|
||||
|
||||
pSoldier = &Menptr[gCharactersList[sCharNum].usSolID];
|
||||
|
||||
if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT )
|
||||
if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND )
|
||||
{
|
||||
// find starting X coordinate by centering all 3 substrings together, then print them separately (different colors)!
|
||||
swprintf( sString, L"%d/%d", pSoldier->stats.bLife, pSoldier->stats.bLifeMax );
|
||||
@@ -4953,7 +4949,7 @@ UINT32 MapScreenHandle(void)
|
||||
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
|
||||
if (!is_networked)
|
||||
{
|
||||
if (iResolution == _1280x720)
|
||||
if (isWidescreenUI())
|
||||
{
|
||||
FilenameForBPP("INTERFACE\\newgoldpiece3_1280x720.sti", VObjectDesc.ImageFile);
|
||||
}
|
||||
@@ -4973,7 +4969,7 @@ UINT32 MapScreenHandle(void)
|
||||
else
|
||||
{
|
||||
// OJW - 20081204 - change mapscreen interface for MP games
|
||||
if (iResolution == _1280x720)
|
||||
if (isWidescreenUI())
|
||||
{
|
||||
FilenameForBPP("INTERFACE\\mpgoldpiece3_1280x720.sti", VObjectDesc.ImageFile);
|
||||
}
|
||||
@@ -5716,7 +5712,7 @@ UINT32 MapScreenHandle(void)
|
||||
HandleCharBarRender( );
|
||||
}
|
||||
|
||||
if( fShowInventoryFlag || fDisableDueToBattleRoster )
|
||||
if( (fShowInventoryFlag && !isWidescreenUI()) || fDisableDueToBattleRoster )
|
||||
{
|
||||
for( iCounter = 0; iCounter < MAX_SORT_METHODS; iCounter++ )
|
||||
{
|
||||
@@ -11332,7 +11328,7 @@ void TeamListInfoRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
|
||||
fPlotForMilitia = FALSE;
|
||||
|
||||
// if not dead or POW, select his sector
|
||||
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ))//&& !SPY_LOCATION( pSoldier->bAssignment ) )
|
||||
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) && ( pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND ) )//&& !SPY_LOCATION( pSoldier->bAssignment ) )
|
||||
{
|
||||
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
|
||||
}
|
||||
@@ -11388,7 +11384,7 @@ void TeamListInfoRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
|
||||
fPlotForMilitia = FALSE;
|
||||
|
||||
// if not dead or POW, select his sector
|
||||
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) )
|
||||
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) && ( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) )
|
||||
{
|
||||
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
|
||||
}
|
||||
@@ -11571,7 +11567,7 @@ void TeamListAssignmentRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
|
||||
fShownAssignmentMenu = FALSE;
|
||||
|
||||
// if not dead or POW, select his sector
|
||||
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) )
|
||||
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) && ( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) )
|
||||
{
|
||||
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
|
||||
}
|
||||
@@ -15119,6 +15115,7 @@ BOOLEAN MapCharacterHasAccessibleInventory( INT16 bCharNumber )
|
||||
if( ( pSoldier->bAssignment == IN_TRANSIT ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) ||
|
||||
// Kaiden: Vehicle Inventory change - Commented the following line
|
||||
// ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ||
|
||||
// And added this instead:
|
||||
@@ -15307,7 +15304,7 @@ BOOLEAN CanChangeSleepStatusForSoldier( SOLDIERTYPE *pSoldier )
|
||||
|
||||
// if a vehicle, robot, in transit, or a POW
|
||||
if( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) ||
|
||||
( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
|
||||
( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) || ( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) )
|
||||
{
|
||||
// can't change the sleep status of such mercs
|
||||
return ( FALSE );
|
||||
@@ -15675,6 +15672,7 @@ void ChangeSelectedInfoChar( INT16 bCharNumber, BOOLEAN fResetSelectedList )
|
||||
}
|
||||
|
||||
fCharacterInfoPanelDirty = TRUE;
|
||||
fResetMapCoords = TRUE;
|
||||
|
||||
// if showing sector inventory
|
||||
if ( fShowMapInventoryPool )
|
||||
@@ -15860,7 +15858,7 @@ INT16 CalcLocationValueForChar( INT32 iCounter )
|
||||
pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ];
|
||||
|
||||
// don't reveal location of POWs!
|
||||
if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT )
|
||||
if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND )
|
||||
{
|
||||
sLocValue = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
|
||||
// underground: add 1000 per sublevel
|
||||
@@ -15954,6 +15952,7 @@ BOOLEAN AnyMovableCharsInOrBetweenThisSector( INT16 sSectorX, INT16 sSectorY, IN
|
||||
SPY_LOCATION( pSoldier->bAssignment ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) ||
|
||||
( pSoldier->stats.bLife == 0 ) )
|
||||
{
|
||||
continue;
|
||||
@@ -16558,6 +16557,11 @@ void GetMapscreenMercLocationString( SOLDIERTYPE *pSoldier, CHAR16 sString[] )
|
||||
// mini event - unknown location, use the same string as POWs
|
||||
swprintf( sString, L"%s", pPOWStrings[ 1 ] );
|
||||
}
|
||||
else if (pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
|
||||
{
|
||||
// on a rebel command mission
|
||||
swprintf( sString, L"%s%s*", pMapVertIndex[pSoldier->sSectorY], pMapHortIndex[pSoldier->sSectorX] );
|
||||
}
|
||||
else if ( SPY_LOCATION( pSoldier->bAssignment ) )
|
||||
{
|
||||
swprintf( pTempString, L"%s%s%s",
|
||||
@@ -16598,6 +16602,7 @@ void GetMapscreenMercDestinationString( SOLDIERTYPE *pSoldier, CHAR16 sString[]
|
||||
if( ( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) ||
|
||||
SPY_LOCATION( pSoldier->bAssignment ) ||
|
||||
( pSoldier->stats.bLife == 0 ) )
|
||||
{
|
||||
@@ -17968,4 +17973,4 @@ void initMapViewAndBorderCoordinates(void)
|
||||
UI_MAP.HeliETA.Upper_Popup_Y = (50 + iScreenHeightOffset - 100);
|
||||
UI_MAP.HeliETA.Alternate_Height = 97;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "types.h"
|
||||
#include "strategic town reputation.h"
|
||||
#include "soldier profile type.h"
|
||||
@@ -11,7 +8,6 @@
|
||||
#include "strategic town loyalty.h"
|
||||
#include "Debug.h"
|
||||
#include "message.h"
|
||||
#endif
|
||||
|
||||
|
||||
// init for town reputation at game start
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Strategic.h"
|
||||
#include "Types.h"
|
||||
#include "Squads.h"
|
||||
@@ -21,7 +18,6 @@
|
||||
#include "message.h" // added by Flugente
|
||||
#include "Text.h" // added by Flugente
|
||||
#include "Queen Command.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#else
|
||||
|
||||
+112
-50
@@ -1,11 +1,5 @@
|
||||
#include "builddefines.h"
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#include "Loading Screen.h"
|
||||
#include "Enemy Soldier Save.h"
|
||||
#include "points.h"
|
||||
#else
|
||||
#include "strategicmap.h"
|
||||
#include "strategic.h"
|
||||
#include "Strategic Mines.h"
|
||||
@@ -104,7 +98,6 @@
|
||||
#include "Auto Resolve.h"
|
||||
#include "cursors.h"
|
||||
#include "GameVersion.h"
|
||||
#endif
|
||||
|
||||
#include "LuaInitNPCs.h"
|
||||
#include "Luaglobal.h"
|
||||
@@ -2222,7 +2215,7 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
|
||||
// GridNo = NOWHERE, which causes this assertion to fail
|
||||
//CHRISL: There's also an issue with vehicles. Soldiers in any vehicle are considered to be in sGridNo = NOWHERE
|
||||
// This will result in an assertion error, so let's skip the assertion if the merc is assigned to a vehicle
|
||||
if ( !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE && !SPY_LOCATION( MercPtrs[i]->bAssignment ) )
|
||||
if (!(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE && !SPY_LOCATION(MercPtrs[i]->bAssignment) && MercPtrs[i]->bAssignment != ASSIGNMENT_POW)
|
||||
{
|
||||
//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
|
||||
Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds( MercPtrs[i]->sGridNo ) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
|
||||
@@ -2272,7 +2265,7 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
|
||||
// GridNo = NOWHERE, which causes this assertion to fail
|
||||
//CHRISL: There's also an issue with vehicles. Soldiers in any vehicle are considered to be in sGridNo = NOWHERE
|
||||
// This will result in an assertion error, so let's skip the assertion if the merc is assigned to a vehicle
|
||||
if ( !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE )
|
||||
if (!(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE && MercPtrs[i]->bAssignment != ASSIGNMENT_POW)
|
||||
{
|
||||
//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
|
||||
Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds( MercPtrs[i]->sGridNo ) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
|
||||
@@ -3297,23 +3290,9 @@ void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
|
||||
}
|
||||
|
||||
// ATE: Call actions based on what POW we are on...
|
||||
if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTINPROGRESS )
|
||||
{
|
||||
// Complete quest
|
||||
EndQuest( QUEST_HELD_IN_ALMA, sSectorX, sSectorY );
|
||||
|
||||
// Do action
|
||||
HandleNPCDoAction( 0, NPC_ACTION_GRANT_EXPERIENCE_3, 0 );
|
||||
}
|
||||
#ifndef JA2UB
|
||||
else if (gubQuest[QUEST_HELD_IN_TIXA] == QUESTINPROGRESS)
|
||||
{
|
||||
// Complete quest
|
||||
EndQuest(QUEST_HELD_IN_TIXA, sSectorX, sSectorY);
|
||||
|
||||
// Do action
|
||||
HandleNPCDoAction(0, NPC_ACTION_GRANT_EXPERIENCE_3, 0);
|
||||
}
|
||||
HandlePOWQuestState(Q_END, QUEST_HELD_IN_ALMA, sSectorX, sSectorY, bSectorZ);
|
||||
HandlePOWQuestState(Q_END, QUEST_HELD_IN_TIXA, sSectorX, sSectorY, bSectorZ);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -4308,6 +4287,68 @@ void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT32
|
||||
}
|
||||
}
|
||||
|
||||
void JumpIntoEscapedSector(UINT8 ubTacticalDirection)
|
||||
{
|
||||
// Remove any incapacitated mercs from current squads and assign them to new squad
|
||||
UINT32 i = gTacticalStatus.Team[gbPlayerNum].bFirstID;
|
||||
UINT32 const lastID = gTacticalStatus.Team[gbPlayerNum].bLastID;
|
||||
INT8 currentSquad = -1;
|
||||
|
||||
for (SOLDIERTYPE* pSoldier = MercPtrs[i]; i <= lastID; ++i, ++pSoldier)
|
||||
{
|
||||
// Are we not active in sector
|
||||
if (!pSoldier->bActive || !pSoldier->bInSector || pSoldier->stats.bLife >= OKLIFE)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (currentSquad == -1)
|
||||
{
|
||||
currentSquad = AddCharacterToUniqueSquad(pSoldier);
|
||||
continue;
|
||||
}
|
||||
if (!AddCharacterToSquad(pSoldier, currentSquad))
|
||||
{
|
||||
currentSquad = AddCharacterToUniqueSquad(pSoldier);
|
||||
}
|
||||
}
|
||||
|
||||
// Retreat squads that are capable of it
|
||||
for (size_t i = 0; i < NUMBER_OF_SQUADS; i++)
|
||||
{
|
||||
for (size_t j = 0; j < NUMBER_OF_SOLDIERS_PER_SQUAD; j++)
|
||||
{
|
||||
SOLDIERTYPE* pSoldier = Squad[i][j];
|
||||
if (pSoldier && OK_CONTROLLABLE_MERC(pSoldier))
|
||||
{
|
||||
GROUP* pGroup = GetGroup(pSoldier->ubGroupID);
|
||||
switch (ubTacticalDirection)
|
||||
{
|
||||
case NORTH:
|
||||
pGroup->ubPrevX = pGroup->ubSectorX;
|
||||
pGroup->ubPrevY = pGroup->ubSectorY - 1;
|
||||
break;
|
||||
case EAST:
|
||||
pGroup->ubPrevX = pGroup->ubSectorX + 1;
|
||||
pGroup->ubPrevY = pGroup->ubSectorY;
|
||||
break;
|
||||
case SOUTH:
|
||||
pGroup->ubPrevX = pGroup->ubSectorX;
|
||||
pGroup->ubPrevY = pGroup->ubSectorY + 1;
|
||||
break;
|
||||
case WEST:
|
||||
pGroup->ubPrevX = pGroup->ubSectorX - 1;
|
||||
pGroup->ubPrevY = pGroup->ubSectorY;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
RetreatGroupToPreviousSector(pGroup);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleSoldierLeavingSectorByThemSelf( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
@@ -4368,17 +4409,7 @@ void AllMercsWalkedToExitGrid( )
|
||||
(gubAdjacentJumpCode == JUMP_ALL_LOAD_NEW || gubAdjacentJumpCode == JUMP_SINGLE_LOAD_NEW) )
|
||||
{
|
||||
HandleLoyaltyImplicationsOfMercRetreat( RETREAT_TACTICAL_TRAVERSAL, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
||||
|
||||
// End inetrrogation quest if we left the sector, but haven't killed all enemies
|
||||
if ( gWorldSectorX == 7 && gWorldSectorY == 14 && gbWorldSectorZ == 0 && gubQuest[QUEST_INTERROGATION] == QUESTINPROGRESS )
|
||||
{
|
||||
// Finish quest, although not give points here...
|
||||
InternalEndQuest( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, FALSE );
|
||||
// ... give them manually, but halved
|
||||
GiveQuestRewardPoint( gWorldSectorX, gWorldSectorY, 4, NO_PROFILE );
|
||||
// Also get us know, we finished the quest
|
||||
ResetHistoryFact( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY );
|
||||
}
|
||||
HandlePOWQuestState(Q_END, QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
@@ -4546,17 +4577,7 @@ void AllMercsHaveWalkedOffSector( )
|
||||
(gubAdjacentJumpCode == JUMP_ALL_LOAD_NEW || gubAdjacentJumpCode == JUMP_SINGLE_LOAD_NEW) )
|
||||
{
|
||||
HandleLoyaltyImplicationsOfMercRetreat( RETREAT_TACTICAL_TRAVERSAL, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
||||
|
||||
// End inetrrogation quest if we left the sector, but haven't killed all enemies
|
||||
if ( gWorldSectorX == 7 && gWorldSectorY == 14 && gbWorldSectorZ == 0 && gubQuest[QUEST_INTERROGATION] == QUESTINPROGRESS )
|
||||
{
|
||||
// Finish quest, although not give points here...
|
||||
InternalEndQuest( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, FALSE );
|
||||
// ... give them manually, but halved
|
||||
GiveQuestRewardPoint( gWorldSectorX, gWorldSectorY, 4, NO_PROFILE );
|
||||
// Also get us know, we finished the quest
|
||||
ResetHistoryFact( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY );
|
||||
}
|
||||
HandlePOWQuestState(Q_END, QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
}
|
||||
@@ -5229,7 +5250,7 @@ BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
|
||||
{
|
||||
// ARM: now allows loading of sector with all mercs below OKLIFE as long as they're alive
|
||||
if( ( pSoldier->bActive && pSoldier->stats.bLife ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
|
||||
( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) &&
|
||||
( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) && ( pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND ) &&
|
||||
( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier )
|
||||
)
|
||||
|
||||
@@ -6402,7 +6423,7 @@ void HandleSlayDailyEvent( void )
|
||||
}
|
||||
|
||||
// valid soldier?
|
||||
if ( (pSoldier->bActive == FALSE) || (pSoldier->stats.bLife == 0) || (pSoldier->bAssignment == IN_TRANSIT) || (pSoldier->bAssignment == ASSIGNMENT_POW) || (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT) )
|
||||
if ( (pSoldier->bActive == FALSE) || (pSoldier->stats.bLife == 0) || (pSoldier->bAssignment == IN_TRANSIT) || (pSoldier->bAssignment == ASSIGNMENT_POW) || (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT) || (pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND) )
|
||||
{
|
||||
// no
|
||||
return;
|
||||
@@ -6928,6 +6949,47 @@ BOOLEAN EscapeDirectionIsValid( INT8 * pbDirection )
|
||||
}
|
||||
return(*pbDirection != -1);
|
||||
}
|
||||
|
||||
bool IsEscapeDirectionValid(WorldDirections pbDirection)
|
||||
{
|
||||
bool isValid = false;
|
||||
UINT8 const ubSectorID = SECTOR(gWorldSectorX, gWorldSectorY);
|
||||
|
||||
switch (pbDirection)
|
||||
{
|
||||
case NORTH:
|
||||
if (!(gWorldSectorY - 1 < MINIMUM_VALID_Y_COORDINATE || gMapInformation.sNorthGridNo == NOWHERE ||
|
||||
SectorInfo[ubSectorID].ubTraversability[NORTH_STRATEGIC_MOVE] == GROUNDBARRIER || SectorInfo[ubSectorID].ubTraversability[NORTH_STRATEGIC_MOVE] == EDGEOFWORLD))
|
||||
{
|
||||
isValid = true;
|
||||
}
|
||||
break;
|
||||
case EAST:
|
||||
if (!(gWorldSectorX + 1 > MAXIMUM_VALID_X_COORDINATE || gMapInformation.sEastGridNo == NOWHERE ||
|
||||
SectorInfo[ubSectorID].ubTraversability[EAST_STRATEGIC_MOVE] == GROUNDBARRIER || SectorInfo[ubSectorID].ubTraversability[EAST_STRATEGIC_MOVE] == EDGEOFWORLD))
|
||||
{
|
||||
isValid = true;
|
||||
}
|
||||
break;
|
||||
case SOUTH:
|
||||
if (!(gWorldSectorY + 1 > MAXIMUM_VALID_Y_COORDINATE || gMapInformation.sSouthGridNo == NOWHERE ||
|
||||
SectorInfo[ubSectorID].ubTraversability[SOUTH_STRATEGIC_MOVE] == GROUNDBARRIER || SectorInfo[ubSectorID].ubTraversability[SOUTH_STRATEGIC_MOVE] == EDGEOFWORLD))
|
||||
{
|
||||
isValid = true;
|
||||
}
|
||||
break;
|
||||
case WEST:
|
||||
if (!(gWorldSectorX - 1 < MINIMUM_VALID_X_COORDINATE || gMapInformation.sWestGridNo == NOWHERE ||
|
||||
SectorInfo[ubSectorID].ubTraversability[WEST_STRATEGIC_MOVE] == GROUNDBARRIER || SectorInfo[ubSectorID].ubTraversability[WEST_STRATEGIC_MOVE] == EDGEOFWORLD))
|
||||
{
|
||||
isValid = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return isValid;
|
||||
}
|
||||
|
||||
#ifdef JA2UB
|
||||
|
||||
|
||||
@@ -7975,4 +8037,4 @@ UINT8 tryToRecoverSquadsAndMovementGroups(SOLDIERTYPE* pCharacter) {
|
||||
}
|
||||
CheckSquadMovementGroups();
|
||||
return GetSoldierGroupId(pCharacter);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -119,7 +119,7 @@ void GetMapFileName(INT16 sMapX,INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEA
|
||||
|
||||
// Called from within tactical.....
|
||||
void JumpIntoAdjacentSector( UINT8 ubDirection, UINT8 ubJumpCode, INT32 sAdditionalData );//dnl ch56 151009
|
||||
|
||||
void JumpIntoEscapedSector(UINT8 ubTacticalDirection);
|
||||
|
||||
|
||||
BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ );
|
||||
@@ -207,6 +207,7 @@ BOOLEAN HandlePotentialBringUpAutoresolveToFinishBattle( int pSectorX, int pSect
|
||||
BOOLEAN MapExists( UINT8 * szFilename );
|
||||
|
||||
BOOLEAN EscapeDirectionIsValid( INT8 * pbDirection );
|
||||
bool IsEscapeDirectionValid(WorldDirections pbDirection);
|
||||
//Used for determining the type of error message that comes up when you can't traverse to
|
||||
//an adjacent sector. THESE VALUES DO NOT NEED TO BE SAVED!
|
||||
extern BOOLEAN gfInvalidTraversal;
|
||||
@@ -235,4 +236,4 @@ BOOLEAN CanRequestMilitiaReinforcements( INT16 sMapX, INT16 sMapY, INT16 sSrcMap
|
||||
// Bob: check and try to fix issues with squad and group assignment
|
||||
UINT8 tryToRecoverSquadsAndMovementGroups(SOLDIERTYPE* pCharacter);
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user