-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
This commit is contained in:
MaddMugsy
2006-06-28 18:54:02 +00:00
parent e076139715
commit 2a36de6cd1
6 changed files with 18 additions and 3 deletions
+1
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@@ -384,6 +384,7 @@ void LoadGameExternalOptions()
gGameExternalOptions.ubGameProgressStartMadlabQuest = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_START_MADLAB_QUEST",35); gGameExternalOptions.ubGameProgressStartMadlabQuest = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_START_MADLAB_QUEST",35);
gGameExternalOptions.ubGameProgressMikeAvailable = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_MIKE_AVALIABLE",50); gGameExternalOptions.ubGameProgressMikeAvailable = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_MIKE_AVALIABLE",50);
gGameExternalOptions.ubGameProgressIggyAvaliable = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_IGGY_AVALIABLE",70); gGameExternalOptions.ubGameProgressIggyAvaliable = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_IGGY_AVALIABLE",70);
gGameExternalOptions.gfSendTroopsToDrassen = iniReader.ReadInteger("JA2 Gameplay Settings","STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN",TRUE);
//Weapons modification //Weapons modification
+7 -1
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@@ -240,10 +240,16 @@ typedef struct
UINT32 guiProlongLightningIfSeenSomeone; UINT32 guiProlongLightningIfSeenSomeone;
UINT32 guiChanceToDoLightningBetweenTurns; UINT32 guiChanceToDoLightningBetweenTurns;
//Gameplay settings // Event settings
UINT32 ubGameProgressStartMadlabQuest; UINT32 ubGameProgressStartMadlabQuest;
UINT32 ubGameProgressMikeAvailable; UINT32 ubGameProgressMikeAvailable;
UINT32 ubGameProgressIggyAvaliable; UINT32 ubGameProgressIggyAvaliable;
BOOLEAN gfSendTroopsToDrassen;
//Gameplay settings
UINT32 ubExplosivesDamageMultiplier; UINT32 ubExplosivesDamageMultiplier;
UINT32 ubGunDamageMultiplier; UINT32 ubGunDamageMultiplier;
UINT32 ubMeleeDamageMultiplier; UINT32 ubMeleeDamageMultiplier;
+1 -1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else #else
//RELEASE BUILD VERSION //RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.307" }; INT16 zVersionLabel[256] = { L"Release v1.13.309" };
#endif #endif
+2
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@@ -4013,6 +4013,8 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
//MoveSAIGroupToSector( &pGroup, ubSectorID, EVASIVE, pGroup->pEnemyGroup->ubIntention ); //MoveSAIGroupToSector( &pGroup, ubSectorID, EVASIVE, pGroup->pEnemyGroup->ubIntention );
if ( !gGameExternalOptions.gfSendTroopsToDrassen )
break;
ubSectorID = SEC_D13; ubSectorID = SEC_D13;
+1 -1
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@@ -1243,7 +1243,7 @@ BOOLEAN OKFireWeapon( SOLDIERTYPE *pSoldier )
BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ) BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo )
{ {
// ignore passed in target gridno for now // ignore passed in target gridno for now
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("FireWeapon"));
// If realtime and we are reloading - do not fire until counter is done! // If realtime and we are reloading - do not fire until counter is done!
if ( ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) ) && !pSoldier->bDoBurst ) if ( ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) ) && !pSoldier->bDoBurst )
{ {
+6
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@@ -2183,6 +2183,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// SNIPER! // SNIPER!
CheckIfShotPossible(pSoldier,&BestShot,FALSE); CheckIfShotPossible(pSoldier,&BestShot,FALSE);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("decideactionred: is sniper shot possible? = %d, CTH = %d",BestShot.ubPossible,BestShot.ubChanceToReallyHit));
if (BestShot.ubPossible && BestShot.ubChanceToReallyHit > 50 ) if (BestShot.ubPossible && BestShot.ubChanceToReallyHit > 50 )
{ {
@@ -2592,6 +2593,8 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: radio red alert?");
// if we can move at least 1 square's worth // if we can move at least 1 square's worth
// and have more APs than we want to reserve // and have more APs than we want to reserve
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("decideactionred: can we move? = %d, APs = %d",ubCanMove,pSoldier->bActionPoints));
if (ubCanMove && pSoldier->bActionPoints > MAX_AP_CARRIED) if (ubCanMove && pSoldier->bActionPoints > MAX_AP_CARRIED)
{ {
if (fCivilian) if (fCivilian)
@@ -2604,6 +2607,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: radio red alert?");
else else
{ {
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("decideactionred: checking hide/seek/help/watch points... orders = %d, attitude = %d",pSoldier->bOrders,pSoldier->bAttitude));
// calculate initial points for watch based on highest watch loc // calculate initial points for watch based on highest watch loc
bWatchPts = GetHighestWatchedLocPoints( pSoldier->ubID ); bWatchPts = GetHighestWatchedLocPoints( pSoldier->ubID );
@@ -2662,6 +2666,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: radio red alert?");
bHidePts = -99; bHidePts = -99;
} }
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("decideactionred: hide = %d, seek = %d, watch = %d, help = %d",bHidePts,bSeekPts,bWatchPts,bHelpPts));
// while one of the three main RED REACTIONS remains viable // while one of the three main RED REACTIONS remains viable
while ((bSeekPts > -90) || (bHelpPts > -90) || (bHidePts > -90) ) while ((bSeekPts > -90) || (bHelpPts > -90) || (bHidePts > -90) )
{ {
@@ -3376,6 +3381,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
#ifdef DEBUGDECISIONS #ifdef DEBUGDECISIONS
STR16 tempstr; STR16 tempstr;
#endif #endif
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionBlack: soldier = %d, orders = %d, attitude = %d",pSoldier->ubID,pSoldier->bOrders,pSoldier->bAttitude));
ATTACKTYPE BestShot,BestThrow,BestStab,BestAttack; ATTACKTYPE BestShot,BestThrow,BestStab,BestAttack;
BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP || pSoldier->bNeutral || (pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) ); BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP || pSoldier->bNeutral || (pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );