New option DEFEAT_MODE:

- 0: default, any lost battle is considered defeat
- 1: if enemy team was alerted
- 2: if at least one of retreating mercs is not covert
- 3: if at least one merc was killed in battle
- 4: if all mercs were killed in battle

MORALE_RAN_AWAY:
- apply penalty when retreating from sector only if enemy team was alerted
- improved check for mercs in sector
- no MORALE_HEARD_BATTLE_LOST penalty
- no reputation loss when retreating from battle

CheckForEndOfBattle:
- only apply morale and loyalty penalty if player was defeated
- only play death music if player is defeated
- log defeat only when player was defeated
- clear aware status for enemy team, clear enemy kill counter

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8945 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-02-21 13:18:04 +00:00
parent 02d19f3240
commit 0e0d329b95
5 changed files with 111 additions and 39 deletions
+1 -1
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@@ -1493,7 +1493,6 @@ void LoadGameExternalOptions()
// Flugente/sevenfm: player-controlled mercs won't die instantly from most damage, instead they fall into a coma
gGameExternalOptions.fReducedInstantDeath = iniReader.ReadBoolean("Tactical Gameplay Settings", "REDUCED_INSTANT_DEATH", FALSE);
// enable schedules and decision making for any named npc regardless of their team
gGameExternalOptions.fAllNamedNpcsDecideAction = iniReader.ReadBoolean("Tactical Gameplay Settings", "ALL_NAMED_NPCS_DECIDE_ACTION", FALSE);
@@ -1502,6 +1501,7 @@ void LoadGameExternalOptions()
gGameExternalOptions.fEnemyJams = iniReader.ReadBoolean("Tactical Gameplay Settings", "ENEMY_JAMS", true, false);
gGameExternalOptions.fNewRandom = iniReader.ReadBoolean("Tactical Gameplay Settings", "NEW_RANDOM", true, false);
gGameExternalOptions.ubDefeatMode = iniReader.ReadInteger("Tactical Gameplay Settings", "DEFEAT_MODE", 0, 0, 4);
//################# Tactical Enemy Role Settings ##################
// Flugente: enemy roles
+2
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@@ -556,6 +556,8 @@ typedef struct
BOOLEAN fEnemyJams;
// use new code for random
BOOLEAN fNewRandom;
// determine if battle was defeat
UINT8 ubDefeatMode;
// WDS - Improve Tony's and Devin's inventory like BR's
// silversurfer: not used anymore, see "Tactical\XML_Merchants.cpp" for "useBRSetting"
+8 -4
View File
@@ -2148,7 +2148,8 @@ UINT32 EnemyStrength( void )
void HandleLoyaltyImplicationsOfMercRetreat( INT8 bRetreatCode, INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{
if ( NumNonPlayerTeamMembersInSector( sSectorX, sSectorY, MILITIA_TEAM ) )
{ //Big morale penalty!
{
//Big morale penalty!
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ABANDON_MILITIA, sSectorX, sSectorY, (INT8)sSectorZ );
}
@@ -2161,10 +2162,13 @@ void HandleLoyaltyImplicationsOfMercRetreat( INT8 bRetreatCode, INT16 sSectorX,
UINT8 DiffLevel = gGameOptions.ubDifficultyLevel;
if ( DiffLevel > DIF_LEVEL_INSANE )
DiffLevel = 1;
if ( gTacticalStatus.fEnemyInSector && ( (PlayerStrength() * (2 + DiffLevel)) >= EnemyStrength() ) )
// sevenfm: if enemy was alerted
if (gTacticalStatus.fEnemyInSector &&
gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition &&
((PlayerStrength() * (2 + DiffLevel)) >= EnemyStrength()))
{
HandleMoraleEvent( NULL, MORALE_RAN_AWAY, sSectorX, sSectorY, (INT8)sSectorZ );
HandleMoraleEvent(NULL, MORALE_RAN_AWAY, sSectorX, sSectorY, (INT8)sSectorZ);
}
}
else
+8 -3
View File
@@ -791,8 +791,10 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
{
// CJC: adding to SOLDIER_IN_SECTOR check special stuff because the old sector values might
// be appropriate (because in transit going out of that sector!)
if ( SOLDIER_IN_SECTOR( pTeamSoldier, sMapX, sMapY, bMapZ ) || (pTeamSoldier->flags.fBetweenSectors && SECTORX( pTeamSoldier->ubPrevSectorID ) == sMapX && SECTORY( pTeamSoldier->ubPrevSectorID ) == sMapY && (pTeamSoldier->bSectorZ == bMapZ)) )
// sevenfm: improved check
//if ( SOLDIER_IN_SECTOR( pTeamSoldier, sMapX, sMapY, bMapZ ) || (pTeamSoldier->flags.fBetweenSectors && SECTORX( pTeamSoldier->ubPrevSectorID ) == sMapX && SECTORY( pTeamSoldier->ubPrevSectorID ) == sMapY && (pTeamSoldier->bSectorZ == bMapZ)) )
if (pTeamSoldier->bInSector ||
pTeamSoldier->flags.fBetweenSectors && pTeamSoldier->sSectorX == gWorldSectorX && pTeamSoldier->sSectorY == gWorldSectorY && pTeamSoldier->bSectorZ == gbWorldSectorZ)
{
if ( gGameOptions.fNewTraitSystem )
{
@@ -834,7 +836,8 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
// SANDRO - Assertive people don't care about actions of others
else if ( !gGameOptions.fNewTraitSystem || !DoesMercHavePersonality( pTeamSoldier, CHAR_TRAIT_ASSERTIVE ) )
{
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_HEARD_BATTLE_LOST );
// sevenfm: no MORALE_HEARD_BATTLE_LOST penalty fpr running from battle
//HandleMoraleEventForSoldier( pTeamSoldier, MORALE_HEARD_BATTLE_LOST );
}
}
}
@@ -1079,6 +1082,8 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
ModifyPlayerReputation(REPUTATION_BATTLE_WON);
break;
case MORALE_RAN_AWAY:
// sevenfm: no reputation loss when retreating from battle
break;
case MORALE_HEARD_BATTLE_LOST:
ModifyPlayerReputation(REPUTATION_BATTLE_LOST);
break;
+92 -31
View File
@@ -7278,17 +7278,17 @@ void RemoveStaticEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
}
}
//!!!!
//IMPORTANT NEW NOTE:
//Whenever returning TRUE, make sure you clear gfBlitBattleSectorLocator;
BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
{
SOLDIERTYPE *pTeamSoldier;
BOOLEAN fBattleWon = TRUE;
BOOLEAN fBattleLost = FALSE;
INT32 cnt = 0;
UINT16 usAnimState;
BOOLEAN fBattleWon = TRUE;
BOOLEAN fBattleLost = FALSE;
INT32 cnt = 0;
UINT16 usAnimState;
UINT16 usMapSector = gWorldSectorX + (gWorldSectorY * MAP_WORLD_X);
if ( gTacticalStatus.bBoxingState == BOXING )
{
@@ -7299,7 +7299,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
// OJW - 090212 - Fix end conditions for multiplayer - TeamDM
if(is_server)
{
// check the server's conditions for continueing the game, if the server wants to continue the game it returns true
// check the server's conditions for continuing the game, if the server wants to continue the game it returns true
// hence we return false that the battle has ended. If not, when this function returns below we will force the game to end.
if ( check_status() )
return(FALSE);
@@ -7372,29 +7372,72 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
// We should NEVER have a battle lost and won at the same time...
if ( fBattleLost )
{
// CJC: End AI's turn here.... first... so that UnSetUIBusy will succeed if militia win
// battle for us
EndAllAITurns( );
if (fBattleLost)
{
// sevenfm: count alive/dead/not covert mercs in sector/retreating from sector
UINT8 ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID;
BOOLEAN fFoundNotCovertMerc = FALSE;
BOOLEAN fFoundAliveMerc = FALSE;
BOOLEAN fFoundDeadMerc = FALSE;
for (pTeamSoldier = MercPtrs[ubLoop]; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ubLoop++, pTeamSoldier++)
{
if (pTeamSoldier->bActive)
{
if (pTeamSoldier->bInSector ||
//pTeamSoldier->flags.fBetweenSectors && SECTORX(pTeamSoldier->ubPrevSectorID) == gWorldSectorX && SECTORY(pTeamSoldier->ubPrevSectorID) == gWorldSectorY && (pTeamSoldier->bSectorZ == gbWorldSectorZ) ||
pTeamSoldier->flags.fBetweenSectors && pTeamSoldier->sSectorX == gWorldSectorX && pTeamSoldier->sSectorY == gWorldSectorY && pTeamSoldier->bSectorZ == gbWorldSectorZ)
{
if (pTeamSoldier->stats.bLife >= OKLIFE)
{
fFoundAliveMerc = TRUE;
if (!gGameOptions.fNewTraitSystem || !(pTeamSoldier->usSoldierFlagMask & (SOLDIER_COVERT_SOLDIER | SOLDIER_COVERT_CIV)))
{
fFoundNotCovertMerc = TRUE;
}
}
else
{
fFoundDeadMerc = TRUE;
}
}
}
}
// Set enemy presence to false
// This is safe 'cause we're about to unload the friggen sector anyway....
gTacticalStatus.fEnemyInSector = FALSE;
// SANDRO - reset number of enemies here
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
BOOLEAN fDefeat = FALSE;
// If here, the battle has been lost!
UnSetUIBusy( (UINT8)gusSelectedSoldier );
// sevenfm: determine if we should consider this as defeat
if (gGameExternalOptions.ubDefeatMode == 0 ||
gGameExternalOptions.ubDefeatMode == 1 && gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition ||
gGameExternalOptions.ubDefeatMode == 2 && fFoundNotCovertMerc ||
gGameExternalOptions.ubDefeatMode == 3 && fFoundDeadMerc ||
gGameExternalOptions.ubDefeatMode == 4 && !fFoundAliveMerc)
fDefeat = TRUE;
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
// Exit mode!
ExitCombatMode();
}
// CJC: End AI's turn here.... first... so that UnSetUIBusy will succeed if militia win
// battle for us
EndAllAITurns();
HandleMoraleEvent( NULL, MORALE_HEARD_BATTLE_LOST, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
// Set enemy presence to false
// This is safe 'cause we're about to unload the friggen sector anyway....
gTacticalStatus.fEnemyInSector = FALSE;
// SANDRO - reset number of enemies here
memset(&(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS);
// If here, the battle has been lost!
UnSetUIBusy((UINT8)gusSelectedSoldier);
if (gTacticalStatus.uiFlags & INCOMBAT)
{
// Exit mode!
ExitCombatMode();
}
// sevenfm: only apply morale and loyalty penalty if player was defeated
if (fDefeat)
{
HandleMoraleEvent(NULL, MORALE_HEARD_BATTLE_LOST, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
HandleGlobalLoyaltyEvent(GLOBAL_LOYALTY_BATTLE_LOST, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
}
// SANDRO - end quest if cleared the sector after interrogation (sector N7 by Meduna)
if ( gWorldSectorX == gModSettings.ubMeanwhileInterrogatePOWSectorX && gWorldSectorY == gModSettings.ubMeanwhileInterrogatePOWSectorY &&
@@ -7411,7 +7454,12 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ] );
else
#endif
SetMusicMode( MUSIC_TACTICAL_DEATH );
// sevenfm: only play death music if player is defeated
if (fDefeat)
SetMusicMode(MUSIC_TACTICAL_DEATH);
else
SetMusicMode(MUSIC_TACTICAL_NOTHING);
SetCustomizableTimerCallbackAndDelay( 10000, DeathNoMessageTimerCallback, FALSE );
@@ -7436,11 +7484,14 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
SetThisSectorAsEnemyControlled( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE );
}
// ATE: Important! THis is delayed until music ends so we can have proper effect!
// ATE: Important! This is delayed until music ends so we can have proper effect!
// CheckAndHandleUnloadingOfCurrentWorld();
// sevenfm: log defeat only when player was defeated
if (fDefeat)
LogBattleResults(LOG_DEFEAT);
//Whenever returning TRUE, make sure you clear gfBlitBattleSectorLocator;
LogBattleResults( LOG_DEFEAT );
gfBlitBattleSectorLocator = FALSE;
// Flugente: in any case, reset creature attack variables
@@ -7500,8 +7551,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
if ( gTacticalStatus.bBoxingState == NOT_BOXING ) // if boxing don't do any of this stuff
{
// Only do some stuff if we actually faught a battle
// Only do some stuff if we actually fought a battle
if ( gTacticalStatus.bNumFoughtInBattle[ ENEMY_TEAM ] + gTacticalStatus.bNumFoughtInBattle[ CREATURE_TEAM ] + gTacticalStatus.bNumFoughtInBattle[ CIV_TEAM ] > 0 )
//if ( gTacticalStatus.bNumEnemiesFoughtInBattle > 0 )
{
@@ -7540,7 +7590,8 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
pTeamSoldier->bStealthMode = FALSE;
fInterfacePanelDirty = DIRTYLEVEL2;
//DBrot: Stance change
if (gGameExternalOptions.fStandUpAfterBattle){
if (gGameExternalOptions.fStandUpAfterBattle)
{
if ( gAnimControl[ pTeamSoldier->usAnimState ].ubHeight != ANIM_STAND )
{
pTeamSoldier->ChangeSoldierStance( ANIM_STAND );
@@ -7667,6 +7718,10 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
}
}
gTacticalStatus.Team[ MILITIA_TEAM ].bAwareOfOpposition = FALSE;
// sevenfm: clear aware status for enemy team
gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition = FALSE;
// sevenfm: also clear enemy kill counter
gTacticalStatus.ubArmyGuysKilled = 0;
// Loop through all civs and restore them to peaceful status
cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
@@ -7723,13 +7778,18 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
// Flugente: in any case, reset creature attack variables
ResetCreatureAttackVariables();
// sevenfm: switch off radio
//SwitchOffAllRadio();
// If we are the server, we escape this function at the top if we think the game should still be running
// hence if we get here the game is over for all clients and we should report it
if (is_networked && is_server)
game_over();
return( TRUE );
}
// If we are the server, we escape this function at the top if we think the game should still be running
// hence if we get here the game is over for all clients and we should report it
if (is_networked && is_server)
@@ -11785,3 +11845,4 @@ BOOLEAN IsFreeSlotAvailable( int aTeam )
return FALSE;
}