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-added STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN to allow players to disable the initial strike on drassen (Now stop whining you lot!)
-added some debug msgs that I was using for AI debugging git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@309 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -384,6 +384,7 @@ void LoadGameExternalOptions()
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gGameExternalOptions.ubGameProgressStartMadlabQuest = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_START_MADLAB_QUEST",35);
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gGameExternalOptions.ubGameProgressStartMadlabQuest = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_START_MADLAB_QUEST",35);
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gGameExternalOptions.ubGameProgressMikeAvailable = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_MIKE_AVALIABLE",50);
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gGameExternalOptions.ubGameProgressMikeAvailable = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_MIKE_AVALIABLE",50);
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gGameExternalOptions.ubGameProgressIggyAvaliable = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_IGGY_AVALIABLE",70);
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gGameExternalOptions.ubGameProgressIggyAvaliable = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_IGGY_AVALIABLE",70);
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gGameExternalOptions.gfSendTroopsToDrassen = iniReader.ReadInteger("JA2 Gameplay Settings","STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN",TRUE);
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//Weapons modification
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//Weapons modification
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+7
-1
@@ -240,10 +240,16 @@ typedef struct
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UINT32 guiProlongLightningIfSeenSomeone;
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UINT32 guiProlongLightningIfSeenSomeone;
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UINT32 guiChanceToDoLightningBetweenTurns;
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UINT32 guiChanceToDoLightningBetweenTurns;
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//Gameplay settings
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// Event settings
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UINT32 ubGameProgressStartMadlabQuest;
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UINT32 ubGameProgressStartMadlabQuest;
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UINT32 ubGameProgressMikeAvailable;
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UINT32 ubGameProgressMikeAvailable;
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UINT32 ubGameProgressIggyAvaliable;
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UINT32 ubGameProgressIggyAvaliable;
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BOOLEAN gfSendTroopsToDrassen;
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//Gameplay settings
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UINT32 ubExplosivesDamageMultiplier;
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UINT32 ubExplosivesDamageMultiplier;
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UINT32 ubGunDamageMultiplier;
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UINT32 ubGunDamageMultiplier;
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UINT32 ubMeleeDamageMultiplier;
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UINT32 ubMeleeDamageMultiplier;
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+1
-1
@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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#else
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//RELEASE BUILD VERSION
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.307" };
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INT16 zVersionLabel[256] = { L"Release v1.13.309" };
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#endif
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#endif
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@@ -4013,6 +4013,8 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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//MoveSAIGroupToSector( &pGroup, ubSectorID, EVASIVE, pGroup->pEnemyGroup->ubIntention );
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//MoveSAIGroupToSector( &pGroup, ubSectorID, EVASIVE, pGroup->pEnemyGroup->ubIntention );
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if ( !gGameExternalOptions.gfSendTroopsToDrassen )
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break;
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ubSectorID = SEC_D13;
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ubSectorID = SEC_D13;
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@@ -1243,7 +1243,7 @@ BOOLEAN OKFireWeapon( SOLDIERTYPE *pSoldier )
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BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo )
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BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo )
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{
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{
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// ignore passed in target gridno for now
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// ignore passed in target gridno for now
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("FireWeapon"));
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// If realtime and we are reloading - do not fire until counter is done!
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// If realtime and we are reloading - do not fire until counter is done!
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if ( ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) ) && !pSoldier->bDoBurst )
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if ( ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) ) && !pSoldier->bDoBurst )
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{
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{
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@@ -2183,6 +2183,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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// SNIPER!
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// SNIPER!
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CheckIfShotPossible(pSoldier,&BestShot,FALSE);
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CheckIfShotPossible(pSoldier,&BestShot,FALSE);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("decideactionred: is sniper shot possible? = %d, CTH = %d",BestShot.ubPossible,BestShot.ubChanceToReallyHit));
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if (BestShot.ubPossible && BestShot.ubChanceToReallyHit > 50 )
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if (BestShot.ubPossible && BestShot.ubChanceToReallyHit > 50 )
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{
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{
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@@ -2592,6 +2593,8 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: radio red alert?");
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// if we can move at least 1 square's worth
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// if we can move at least 1 square's worth
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// and have more APs than we want to reserve
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// and have more APs than we want to reserve
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("decideactionred: can we move? = %d, APs = %d",ubCanMove,pSoldier->bActionPoints));
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if (ubCanMove && pSoldier->bActionPoints > MAX_AP_CARRIED)
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if (ubCanMove && pSoldier->bActionPoints > MAX_AP_CARRIED)
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{
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{
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if (fCivilian)
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if (fCivilian)
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@@ -2604,6 +2607,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: radio red alert?");
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else
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else
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{
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("decideactionred: checking hide/seek/help/watch points... orders = %d, attitude = %d",pSoldier->bOrders,pSoldier->bAttitude));
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// calculate initial points for watch based on highest watch loc
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// calculate initial points for watch based on highest watch loc
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bWatchPts = GetHighestWatchedLocPoints( pSoldier->ubID );
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bWatchPts = GetHighestWatchedLocPoints( pSoldier->ubID );
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@@ -2662,6 +2666,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: radio red alert?");
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bHidePts = -99;
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bHidePts = -99;
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}
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}
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("decideactionred: hide = %d, seek = %d, watch = %d, help = %d",bHidePts,bSeekPts,bWatchPts,bHelpPts));
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// while one of the three main RED REACTIONS remains viable
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// while one of the three main RED REACTIONS remains viable
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while ((bSeekPts > -90) || (bHelpPts > -90) || (bHidePts > -90) )
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while ((bSeekPts > -90) || (bHelpPts > -90) || (bHidePts > -90) )
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{
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{
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@@ -3376,6 +3381,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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#ifdef DEBUGDECISIONS
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#ifdef DEBUGDECISIONS
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STR16 tempstr;
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STR16 tempstr;
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#endif
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#endif
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionBlack: soldier = %d, orders = %d, attitude = %d",pSoldier->ubID,pSoldier->bOrders,pSoldier->bAttitude));
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ATTACKTYPE BestShot,BestThrow,BestStab,BestAttack;
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ATTACKTYPE BestShot,BestThrow,BestStab,BestAttack;
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BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP || pSoldier->bNeutral || (pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );
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BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP || pSoldier->bNeutral || (pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );
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