New feature: Diseaes affect your mercenaries. They can be contracted in varíous ways and have varying effects.

For more info, see http://www.ja-galaxy-forum.com/ubbthreads.php/topics/334918#Post334918

Requires GameDir >= r2099.

Does not break savegame compatibility.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7384 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-08-10 13:45:11 +00:00
parent 09244c2369
commit 36e9d15edc
96 changed files with 5569 additions and 1573 deletions
+41 -42
View File
@@ -108,7 +108,7 @@ void ValidateEnemiesHaveWeapons()
SOLDIERTYPE *pSoldier;
INT32 iNumInvalid = 0;
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; i++ )
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ++i )
{
pSoldier = MercPtrs[ i ];
if( !pSoldier->bActive || !pSoldier->bInSector )
@@ -116,15 +116,13 @@ void ValidateEnemiesHaveWeapons()
continue;
}
#ifdef ENABLE_ZOMBIES
// Flugente: zombies are fine with having no weapons...
if ( pSoldier->IsZombie() )
continue;
#endif
if( !pSoldier->inv[ HANDPOS ].usItem )
{
iNumInvalid++;
++iNumInvalid;
}
// WDS DEBUG
// Uncommenting the following two lines will cause all the PLACED soldiers to instantly drop dead,
@@ -552,7 +550,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
GROUP *pGroup;
SOLDIERTYPE *pSoldier;
unsigned ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks;
unsigned ubTotalAdmins, ubTotalElites, ubTotalTroops, ubTotalTanks;
unsigned ubTotalAdmins, ubTotalElites, ubTotalTroops, ubTotalTanks = 0;
unsigned totalCountOfStationaryEnemies = 0;
unsigned totalCountOfMobileEnemies = 0;
int sNumSlots;
@@ -611,9 +609,9 @@ BOOLEAN PrepareEnemyForSectorBattle()
{
HandleArrivalOfReinforcements( pGroup );
}
pGroup = pGroup->next;
}
}
ValidateEnemiesHaveWeapons();
@@ -623,8 +621,10 @@ BOOLEAN PrepareEnemyForSectorBattle()
// WDS Count the number of placements. This will limit the maximum number of enemies we can place on the map
SOLDIERINITNODE *curr = gSoldierInitHead;
unsigned mapMaximumNumberOfEnemies = 0;
while( curr ) {
if( curr->pBasicPlacement->bTeam == ENEMY_TEAM ) {
while( curr )
{
if( curr->pBasicPlacement->bTeam == ENEMY_TEAM )
{
++mapMaximumNumberOfEnemies;
}
curr = curr->next;
@@ -653,8 +653,8 @@ BOOLEAN PrepareEnemyForSectorBattle()
while (totalEnemies < mapMaximumNumberOfEnemies)
{
// just fill out with standard troops
ubTotalTroops++;
totalEnemies++;
++ubTotalTroops;
++totalEnemies;
}
pSector->ubNumAdmins = ubTotalAdmins;
@@ -668,39 +668,38 @@ BOOLEAN PrepareEnemyForSectorBattle()
}
else
{
if( pSector->uiFlags & SF_USE_MAP_SETTINGS )
{ //count the number of enemy placements in a map and use those
SOLDIERINITNODE *curr = gSoldierInitHead;
ubTotalAdmins = ubTotalTroops = ubTotalElites = 0;
while( curr )
{
if( curr->pBasicPlacement->bTeam == ENEMY_TEAM )
if( pSector->uiFlags & SF_USE_MAP_SETTINGS )
{ //count the number of enemy placements in a map and use those
SOLDIERINITNODE *curr = gSoldierInitHead;
ubTotalAdmins = ubTotalTroops = ubTotalElites = 0;
while( curr )
{
switch( curr->pBasicPlacement->ubSoldierClass )
if( curr->pBasicPlacement->bTeam == ENEMY_TEAM )
{
case SOLDIER_CLASS_ADMINISTRATOR: ubTotalAdmins++; break;
case SOLDIER_CLASS_ARMY: ubTotalTroops++; break;
case SOLDIER_CLASS_ELITE: ubTotalElites++; break;
switch( curr->pBasicPlacement->ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR: ubTotalAdmins++; break;
case SOLDIER_CLASS_ARMY: ubTotalTroops++; break;
case SOLDIER_CLASS_ELITE: ubTotalElites++; break;
}
}
curr = curr->next;
}
curr = curr->next;
pSector->ubNumAdmins = ubTotalAdmins;
pSector->ubNumTroops = ubTotalTroops;
pSector->ubNumElites = ubTotalElites;
pSector->ubNumTanks = ubTotalTanks;
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubTanksInBattle = 0;
}
pSector->ubNumAdmins = ubTotalAdmins;
pSector->ubNumTroops = ubTotalTroops;
pSector->ubNumElites = ubTotalElites;
pSector->ubNumTanks = ubTotalTanks;
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubTanksInBattle = 0;
}
else
{
ubTotalAdmins = pSector->ubNumAdmins - pSector->ubAdminsInBattle;
ubTotalTroops = pSector->ubNumTroops - pSector->ubTroopsInBattle;
ubTotalElites = pSector->ubNumElites - pSector->ubElitesInBattle;
ubTotalTanks = pSector->ubNumTanks - pSector->ubTanksInBattle;
else
{
ubTotalAdmins = pSector->ubNumAdmins - pSector->ubAdminsInBattle;
ubTotalTroops = pSector->ubNumTroops - pSector->ubTroopsInBattle;
ubTotalElites = pSector->ubNumElites - pSector->ubElitesInBattle;
ubTotalTanks = pSector->ubNumTanks - pSector->ubTanksInBattle;
}
}
@@ -726,7 +725,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
pSector->ubElitesInBattle += ubTotalElites;
pSector->ubTanksInBattle += ubTotalTanks;
#ifdef JA2TESTVERSION
#ifdef JA2TESTVERSION
if( gfOverrideSector )
{
//if there are no troops in the current groups, then we're done.
@@ -736,7 +735,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
ValidateEnemiesHaveWeapons();
return TRUE;
}
#endif
#endif
//Search for movement groups that happen to be in the sector.
sNumSlots = NumFreeEnemySlots();
@@ -1758,8 +1757,8 @@ void AddPossiblePendingEnemiesToBattle()
// The group has no movement orders. Where did it come from?
Assert(0);
}
if( pGroup->pEnemyGroup->ubElitesInBattle < pGroup->pEnemyGroup->ubNumElites )
if ( pGroup->pEnemyGroup->ubElitesInBattle < pGroup->pEnemyGroup->ubNumElites )
{ //Add an elite troop
pGroup->pEnemyGroup->ubElitesInBattle++;
ubSlots--;