**********************************************************

** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-02-28 18:38:52 +00:00
parent a98c44ac78
commit 14750c6903
461 changed files with 23615 additions and 120157 deletions
+11 -11
View File
@@ -22,7 +22,7 @@ void MakeClosestEnemyChosenOne()
UINT8 ubClosestEnemy = NOBODY;
SOLDIERTYPE * pSoldier;
INT8 bPanicTrigger;
INT16 sPanicTriggerGridNo;
INT32 sPanicTriggerGridNo;
if ( ! (gTacticalStatus.fPanicFlags & PANIC_TRIGGERS_HERE) )
{
@@ -101,8 +101,8 @@ void MakeClosestEnemyChosenOne()
continue; // next soldier
}
sPanicTriggerGridNo = gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ];
if (sPanicTriggerGridNo == NOWHERE)
sPanicTriggerGridNo = gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ];
if (TileIsOutOfBounds(sPanicTriggerGridNo))
{
// this should never happen!
continue;
@@ -186,7 +186,7 @@ void PossiblyMakeThisEnemyChosenOne( SOLDIERTYPE * pSoldier )
INT32 iAPCost, iPathCost;
//INT8 bOldKeys;
INT8 bPanicTrigger;
INT16 sPanicTriggerGridNo;
INT32 sPanicTriggerGridNo;
UINT32 uiPercentEnemiesKilled;
if ( ! (gTacticalStatus.fPanicFlags & PANIC_TRIGGERS_HERE) )
@@ -252,7 +252,7 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
INT8 bSlot;
INT32 iPathCost;
INT8 bPanicTrigger;
INT16 sPanicTriggerGridNo;
INT32 sPanicTriggerGridNo;
#ifdef DEBUGDECISIONS
STR16 tempstr;
#endif
@@ -431,8 +431,8 @@ INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier )
uiPercentEnemiesKilled = (UINT32)( 100 * (UINT32)(gTacticalStatus.ubArmyGuysKilled) / (UINT32)( gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector + gTacticalStatus.ubArmyGuysKilled ) );
for ( bLoop = 0; bLoop < NUM_PANIC_TRIGGERS; bLoop++ )
{
if ( gTacticalStatus.sPanicTriggerGridNo[ bLoop ] != NOWHERE )
{
if (!TileIsOutOfBounds(gTacticalStatus.sPanicTriggerGridNo[ bLoop ]))
{
if ( gTacticalStatus.ubPanicTolerance[ bLoop ] > uiPercentEnemiesKilled )
@@ -450,8 +450,8 @@ INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier )
break;
}
// screen out the second/later panic trigger if the first one hasn't been triggered
if ( bLoop > 0 && gTacticalStatus.sPanicTriggerGridNo[ bLoop - 1 ] != NOWHERE )
// screen out the second/later panic trigger if the first one hasn't been triggered
if ( bLoop > 0 && !TileIsOutOfBounds(gTacticalStatus.sPanicTriggerGridNo[ bLoop - 1 ]) )
{
break;
}
@@ -500,8 +500,8 @@ BOOLEAN NeedToRadioAboutPanicTrigger( void )
for ( bLoop = 0; bLoop < NUM_PANIC_TRIGGERS; bLoop++ )
{
// if the bomb exists and its tolerance has been exceeded
if ( (gTacticalStatus.sPanicTriggerGridNo[ bLoop ] != NOWHERE) && ( uiPercentEnemiesKilled >= gTacticalStatus.ubPanicTolerance[ bLoop ] ) )
// if the bomb exists and its tolerance has been exceeded
if ( (!TileIsOutOfBounds(gTacticalStatus.sPanicTriggerGridNo[ bLoop ])) && ( uiPercentEnemiesKilled >= gTacticalStatus.ubPanicTolerance[ bLoop ] ) )
{
return( TRUE );
}