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Fix, improv.: NO_REMOVE_RANDOM_SECTOR_ITEMS (by sun_alf).
fix: it was using doubled number of arrived enemies (NumEnemiesInAnySector counts the same enemies twice if called prior to RemovePGroup.) improvement: * chance to steal a WORLDITEM is it's coolness * 10%. * looters can steal up to "3 kg * numEnemies" of items in total, and no more. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9362 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -457,7 +457,6 @@ BOOLEAN SetThisSectorAsEnemyControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, BO
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UINT16 usMapSector = 0;
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BOOLEAN fWasPlayerControlled = FALSE;
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INT8 bTownId = 0;
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UINT8 ubTheftChance;
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UINT8 ubSectorID;
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//KM : August 6, 1999 Patch fix
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@@ -558,14 +557,11 @@ BOOLEAN SetThisSectorAsEnemyControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, BO
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// stealing should fail anyway 'cause there shouldn't be a temp file for unvisited sectors, but let's check anyway
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if ( GetSectorFlagStatus( sMapX, sMapY, ( UINT8 ) bMapZ, SF_ALREADY_VISITED ) == TRUE )
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{
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// enemies can steal items left lying about (random chance). The more there are, the more they take!
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ubTheftChance = 5 * NumEnemiesInAnySector( sMapX, sMapY, bMapZ );
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// max 90%, some stuff may just simply not get found
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if (ubTheftChance > 90 )
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{
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ubTheftChance = 90;
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}
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RemoveRandomItemsInSector( sMapX, sMapY, bMapZ, ubTheftChance );
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// Enemies can steal items left lying about, each one can carry out up to X kg (defined in RemoveRandomItemsInSector).
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// Don't care underground sectors here -- we are in overground code branch.
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UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
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GetNumberOfStationaryEnemiesInSector( sMapX, sMapY, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumRobots, &ubNumTanks, &ubNumJeeps );
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RemoveRandomItemsInSector( sMapX, sMapY, bMapZ, (UINT32)ubNumAdmins + ubNumTroops + ubNumElites );
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}
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// don't touch fPlayer flag for a surface sector lost to the enemies!
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@@ -1106,10 +1106,30 @@ void HandleLoyaltyForDemolitionOfBuilding( SOLDIERTYPE *pSoldier, INT16 sPointsD
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}
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void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, UINT8 ubChance )
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static BOOLEAN CanRemoveWorldItem( WORLDITEM *worlditem, UINT32 uiMaxWeight, UINT32 *pStackWeight )
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{
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BOOLEAN result = FALSE;
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UINT32 uiChance = 10UL * Item[worlditem->object.usItem].ubCoolness;
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UINT32 uiStackWeight = 0;
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for ( int objIndex = 0; objIndex < worlditem->object.ubNumberOfObjects; objIndex++ )
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uiStackWeight += worlditem->object.GetWeightOfObjectInStack( objIndex );
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if ( Chance( uiChance ) && uiStackWeight <= uiMaxWeight )
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result = TRUE;
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*pStackWeight = uiStackWeight;
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return result;
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}
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void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, UINT32 uiNumEnemies )
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{
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const UINT32 uiCarryWeightPerSoldier = 30; // 3 kg
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// remove random items in sector
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UINT32 uiNumberOfItems = 0, iCounter = 0;
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UINT32 uiNumberOfItems = 0, iCounter = 0, uiStackWeight = 0;
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UINT32 uiWeightToSteal = uiCarryWeightPerSoldier * uiNumEnemies;
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std::vector<WORLDITEM> pItemList;//dnl ch75 271013
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UINT32 uiNewTotal = 0;
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CHAR16 wSectorName[ 128 ];
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@@ -1149,11 +1169,12 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
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//if the item exists, and is visible and reachable, see if it should be stolen
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if ( pItemList[ iCounter ].fExists && pItemList[ iCounter ].bVisible == TRUE && pItemList[ iCounter ].usFlags & WORLD_ITEM_REACHABLE )
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{
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if ( Chance( ubChance ) )
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if ( CanRemoveWorldItem( &pItemList[iCounter], uiWeightToSteal, &uiStackWeight ) )
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{
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// remove
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--uiNewTotal;
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pItemList[ iCounter ].fExists = FALSE;
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uiWeightToSteal -= uiStackWeight;
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// debug message
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ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"%s stolen in %s!", ItemNames[ pItemList[ iCounter ].object.usItem ], wSectorName );
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@@ -1174,9 +1195,11 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
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// note, can't do reachable test here because we'd have to do a path call...
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if ( gWorldItems[ iCounter ].fExists && gWorldItems[ iCounter ].bVisible == TRUE )
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{
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if ( Chance( ubChance ) )
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if ( CanRemoveWorldItem( &gWorldItems[iCounter], uiWeightToSteal, &uiStackWeight ) )
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{
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RemoveItemFromPool( gWorldItems[ iCounter ].sGridNo , iCounter, gWorldItems[ iCounter ].ubLevel );
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uiWeightToSteal -= uiStackWeight;
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// debug message
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ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"%s stolen in %s!", ItemNames[ gWorldItems[ iCounter ].object.usItem ], wSectorName );
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}
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@@ -137,7 +137,7 @@ BOOLEAN HandleLoyaltyAdjustmentForRobbery( SOLDIERTYPE *pSoldier );
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void HandleLoyaltyForDemolitionOfBuilding( SOLDIERTYPE *pSoldier, INT16 sPointsDmg );
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// remove random item from this sector
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void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, UINT8 ubChance );
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void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, UINT32 uiNumEnemies );
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// get the shortest distance between these two towns via roads
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INT32 GetTownDistances( UINT8 ubTown, UINT8 ubTownA );
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