Little Alien

- Moved new game settings from ja2.ini to Ja2_Options.ini
- Moved all settings from NewGameSettings.cpp to GameSettings.cpp
- New feature:  Militia movement on strategic map v1.3
- New feature: Automatic reload 
  Press Shift+R in tactical to reload all weapons of your team with magazines from sector inventory



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@60 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-10 22:31:33 +00:00
parent ac0e373b6a
commit 44dea15c67
32 changed files with 863 additions and 155 deletions
+3
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@@ -58,6 +58,7 @@
#include "Strategic Pathing.h"
#endif
#include "MilitiaSquads.h"
// various reason an assignment can be aborted before completion
enum{
@@ -1913,6 +1914,8 @@ void UpdateAssignments()
{
for( bZ = 0; bZ < 4; bZ++)
{
// handle militia squads movings and creating (not an assignment)
if(!bZ && sX < 17 && sY < 17 && sX > 0 && sY > 0)UpdateMilitiaSquads( sX, sY );
// is there anyone in this sector?
if( fSectorsWithSoldiers[ sX + sY * MAP_WORLD_X ][ bZ ] == TRUE )
{
+201 -36
View File
@@ -58,15 +58,23 @@
#include "GameSettings.h"
#endif
#include "Reinforcement.h"
//#include "vtuneapi.h"
//#define INVULNERABILITY
// default = 7 (%)
#define EXP_BONUS 7
#define MAX_AR_TEAM_SIZE 256
#define REINFORCMENT_ATTACK_DELAY_PER_SOLDIER_IN_SECTOR 1000
INT32 giMaxEnemiesToRender = 40;
INT32 giMaxMilitiaToRender = 20;//Changes depending on merc amount
extern UINT8 gubReinforcementMinEnemyStaticGroupSize;
extern BOOLEAN AutoReload( SOLDIERTYPE *pSoldier );
extern HVSURFACE ghFrameBuffer;
@@ -99,7 +107,7 @@ typedef struct SOLDIERCELL
UINT16 usFrame;
INT16 xp, yp;
UINT16 usAttack, usDefence;
UINT16 usNextAttack;
UINT32 usNextAttack;
UINT16 usNextHit[3];
UINT16 usHitDamage[3];
struct SOLDIERCELL *pAttacker[3];
@@ -133,10 +141,10 @@ typedef struct AUTORESOLVE_STRUCT
SGPRect Rect, ExRect;
UINT16 usPlayerAttack;
UINT16 usPlayerDefence;
UINT16 usEnemyAttack;
UINT16 usEnemyDefence;
UINT32 usPlayerAttack;
UINT32 usPlayerDefence;
UINT32 usEnemyAttack;
UINT32 usEnemyDefence;
INT16 sWidth, sHeight;
INT16 sCenterStartX;
@@ -269,6 +277,7 @@ extern void CreateDestroyMapInvButton();
INT16 gsEnemyGainedControlOfSectorID = -1;
INT16 gsCiviliansEatenByMonsters = -1;
BOOLEAN ProcessLoyalty();
//Autoresolve handling -- keyboard input, callbacks
void HandleAutoResolveInput();
void PauseButtonCallback( GUI_BUTTON *btn, INT32 reason );
@@ -424,12 +433,12 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
{
for ( i = 0; i < ubNumEnemies[ ubRankIndex ]; i++ )
{
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ENEMY_KILLED, ubSectorX, ubSectorY, 0 );
if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ENEMY_KILLED, ubSectorX, ubSectorY, 0 );
TrackEnemiesKilled( ENEMY_KILLED_IN_AUTO_RESOLVE, RankIndexToSoldierClass( ubRankIndex ) );
}
}
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, ubSectorX, ubSectorY, 0 );
if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, ubSectorX, ubSectorY, 0 );
}
if( !gpAR || gpAR->ubBattleStatus != BATTLE_IN_PROGRESS )
@@ -560,12 +569,17 @@ void DoTransitionFromPreBattleInterfaceToAutoResolve()
//BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, 640, 480 );
}
extern UINT8 guiDirNumber;
void EnterAutoResolveMode( UINT8 ubSectorX, UINT8 ubSectorY )
{
#ifdef JA2BETAVERSION
CountRandomCalls( TRUE );
#endif
guiDirNumber = 0;
//Set up mapscreen for removal
SetPendingNewScreen( AUTORESOLVE_SCREEN );
CreateDestroyMapInvButton();
@@ -730,8 +744,12 @@ void AssociateEnemiesWithStrategicGroups()
SECTORINFO *pSector;
GROUP *pGroup;
UINT8 ubNumAdmins, ubNumTroops, ubNumElites;
UINT8 ubISNumAdmins, ubISNumTroops, ubISNumElites;
UINT8 ubNumElitesInGroup, ubNumTroopsInGroup, ubNumAdminsInGroup;
INT32 i;
UINT8 pSectors[4];
UINT8 ubDirAmount;
UINT8 ubCurrSI;
if( gubEnemyEncounterCode == CREATURE_ATTACK_CODE )
return;
@@ -815,6 +833,97 @@ void AssociateEnemiesWithStrategicGroups()
}
pGroup = pGroup->next;
}
/////////////////////////////////////////////////////////////////////////// Reinforcement
pGroup = gpGroupList;
while( pGroup )
{ // Don't process road block. It'll be processed as static
if( pGroup->ubGroupID && !pGroup->fPlayer && IsGroupInARightSectorToReinforce( pGroup, gpAR->ubSectorX, gpAR->ubSectorY ) )
{
ubNumElitesInGroup = pGroup->pEnemyGroup->ubNumElites;
ubNumTroopsInGroup = pGroup->pEnemyGroup->ubNumTroops;
ubNumAdminsInGroup = pGroup->pEnemyGroup->ubNumAdmins;
for( i = 0; i < gpAR->ubEnemies; i++ )
{
if( !(gpEnemies[ i ].uiFlags & CELL_ASSIGNED) )
{
if( ubNumElites && ubNumElitesInGroup )
{
gpEnemies[ i ].pSoldier->ubGroupID = pGroup->ubGroupID;
gpEnemies[ i ].uiFlags |= CELL_ASSIGNED;
ubNumElites--;
ubNumElitesInGroup--;
}
else if( ubNumTroops && ubNumTroopsInGroup )
{
gpEnemies[ i ].pSoldier->ubGroupID = pGroup->ubGroupID;
gpEnemies[ i ].uiFlags |= CELL_ASSIGNED;
ubNumTroops--;
ubNumTroopsInGroup--;
}
else if( ubNumAdmins && ubNumAdminsInGroup )
{
gpEnemies[ i ].pSoldier->ubGroupID = pGroup->ubGroupID;
gpEnemies[ i ].uiFlags |= CELL_ASSIGNED;
ubNumAdmins--;
ubNumAdminsInGroup--;
}
}
}
}
pGroup = pGroup->next;
}
// Set GroupID = 0 for the rest
ubDirAmount = GetAdjacentSectors( pSectors, gpAR->ubSectorX, gpAR->ubSectorY );
for( ubCurrSI = 0; ubCurrSI < ubDirAmount; ubCurrSI++ )
{
pSector = &SectorInfo[ pSectors[ ubCurrSI ] ];
ubISNumAdmins = pSector->ubNumAdmins;
ubISNumTroops = pSector->ubNumTroops;
ubISNumElites = pSector->ubNumElites;
for( i = 0; i < gpAR->ubEnemies; i++ )
{
if( ubISNumAdmins + ubISNumTroops + ubISNumElites <= gubReinforcementMinEnemyStaticGroupSize ) break;
if( !(gpEnemies[ i ].uiFlags & CELL_ASSIGNED) )
{
if( gpEnemies[ i ].uiFlags & CELL_ELITE && ubISNumElites && ubNumElites )
{
gpEnemies[ i ].pSoldier->ubGroupID = 0;
gpEnemies[ i ].uiFlags |= CELL_ASSIGNED;
gpEnemies[ i ].pSoldier->sSectorX = SECTORX( pSectors[ ubCurrSI ] );
gpEnemies[ i ].pSoldier->sSectorY = SECTORY( pSectors[ ubCurrSI ] );
ubISNumElites--;
ubNumElites--;
}
else if( gpEnemies[ i ].uiFlags & CELL_TROOP && ubISNumTroops && ubNumTroops )
{
gpEnemies[ i ].pSoldier->ubGroupID = 0;
gpEnemies[ i ].uiFlags |= CELL_ASSIGNED;
gpEnemies[ i ].pSoldier->sSectorX = SECTORX( pSectors[ ubCurrSI ] );
gpEnemies[ i ].pSoldier->sSectorY = SECTORY( pSectors[ ubCurrSI ] );
ubISNumTroops--;
ubNumTroops--;
}
else if( gpEnemies[ i ].uiFlags & CELL_ADMIN && ubISNumAdmins && ubNumAdmins )
{
gpEnemies[ i ].pSoldier->ubGroupID = 0;
gpEnemies[ i ].uiFlags |= CELL_ASSIGNED;
gpEnemies[ i ].pSoldier->sSectorX = SECTORX( pSectors[ ubCurrSI ] );
gpEnemies[ i ].pSoldier->sSectorY = SECTORY( pSectors[ ubCurrSI ] );
ubISNumAdmins--;
ubNumAdmins--;
}
}
}
}
}
@@ -1710,7 +1819,7 @@ void RenderAutoResolve()
{
case BATTLE_VICTORY:
HandleMoraleEvent( NULL, MORALE_BATTLE_WON, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
SectorInfo[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].bLastKnownEnemies = 0;
SetThisSectorAsPlayerControlled( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE );
@@ -1733,14 +1842,14 @@ void RenderAutoResolve()
}
}
HandleMoraleEvent( NULL, MORALE_HEARD_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
SetMusicMode( MUSIC_TACTICAL_DEATH );
gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
break;
case BATTLE_DEFEAT:
HandleMoraleEvent( NULL, MORALE_HEARD_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
{
gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
@@ -1759,7 +1868,7 @@ void RenderAutoResolve()
//Tack on 5 minutes for retreat.
gpAR->uiTotalElapsedBattleTimeInMilliseconds += 300000;
HandleLoyaltyImplicationsOfMercRetreat( RETREAT_AUTORESOLVE, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
if( ProcessLoyalty() )HandleLoyaltyImplicationsOfMercRetreat( RETREAT_AUTORESOLVE, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
{
gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
@@ -1924,9 +2033,9 @@ void CreateAutoResolveInterface()
}
}
ubEliteMilitia = MilitiaInSectorOfRank( gpAR->ubSectorX, gpAR->ubSectorY, ELITE_MILITIA );
ubRegMilitia = MilitiaInSectorOfRank( gpAR->ubSectorX, gpAR->ubSectorY, REGULAR_MILITIA );
ubGreenMilitia = MilitiaInSectorOfRank( gpAR->ubSectorX, gpAR->ubSectorY, GREEN_MILITIA );
ubEliteMilitia = MilitiaInFiveSectorsOfRank( gpAR->ubSectorX, gpAR->ubSectorY, ELITE_MILITIA );
ubRegMilitia = MilitiaInFiveSectorsOfRank( gpAR->ubSectorX, gpAR->ubSectorY, REGULAR_MILITIA );
ubGreenMilitia = MilitiaInFiveSectorsOfRank( gpAR->ubSectorX, gpAR->ubSectorY, GREEN_MILITIA );
while( ubEliteMilitia + ubRegMilitia + ubGreenMilitia < gpAR->ubCivs )
{
switch( PreRandom( 3 ) )
@@ -2266,8 +2375,9 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
if( fDeleteForGood && gpCivs[ i ].pSoldier->bLife < OKLIFE/2 )
{
AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpCivs[ i ].pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
StrategicRemoveMilitiaFromSector( gpAR->ubSectorX, gpAR->ubSectorY, ubCurrentRank, 1 );
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_NATIVE_KILLED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
// StrategicRemoveMilitiaFromSector( gpAR->ubSectorX, gpAR->ubSectorY, ubCurrentRank, 1 );
ARRemoveMilitiaMan( gpAR->ubSectorX, gpAR->ubSectorY, ubCurrentRank );
if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_NATIVE_KILLED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
}
else
{
@@ -2309,7 +2419,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
if( fDeleteForGood && gpEnemies[ i ].pSoldier->bLife < OKLIFE )
{
TrackEnemiesKilled( ENEMY_KILLED_IN_AUTO_RESOLVE, gpEnemies[ i ].pSoldier->ubSoldierClass );
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ENEMY_KILLED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ENEMY_KILLED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
ProcessQueenCmdImplicationsOfDeath( gpEnemies[ i ].pSoldier );
AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpEnemies[ i ].pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
}
@@ -2651,9 +2761,10 @@ void CalculateAutoResolveInfo()
if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
{
GetNumberOfEnemiesInSector( gpAR->ubSectorX, gpAR->ubSectorY,
// GetNumberOfEnemiesInSector( gpAR->ubSectorX, gpAR->ubSectorY,
GetNumberOfEnemiesInFiveSectors( gpAR->ubSectorX, gpAR->ubSectorY,
&gpAR->ubAdmins, &gpAR->ubTroops, &gpAR->ubElites );
gpAR->ubEnemies = (UINT8)min( gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubElites, MAX_AR_TEAM_SIZE );
gpAR->ubEnemies = (UINT8)min( gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubElites, MAX_AR_TEAM_SIZE );
}
else
{
@@ -2672,7 +2783,8 @@ void CalculateAutoResolveInfo()
gpAR->ubEnemies = (UINT8)min( gpAR->ubYMCreatures + gpAR->ubYFCreatures + gpAR->ubAMCreatures + gpAR->ubAFCreatures, MAX_AR_TEAM_SIZE );
}
gfTransferTacticalOppositionToAutoResolve = FALSE;
gpAR->ubCivs = CountAllMilitiaInSector( gpAR->ubSectorX, gpAR->ubSectorY );
// gpAR->ubCivs = CountAllMilitiaInSector( gpAR->ubSectorX, gpAR->ubSectorY );
gpAR->ubCivs = CountAllMilitiaInFiveSectors( gpAR->ubSectorX, gpAR->ubSectorY );
gpAR->ubMercs = 0;
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
pGroup = gpGroupList;
@@ -3383,6 +3495,24 @@ void ResetNextAttackCounter( SOLDIERCELL *pCell )
}
}
FLOAT CalcClassBonusOrPenalty( SOLDIERTYPE *pSoldier )
{
switch( pSoldier->ubSoldierClass )
{
case SOLDIER_CLASS_ELITE:
case SOLDIER_CLASS_ELITE_MILITIA:
return 1.3f;
case SOLDIER_CLASS_ARMY:
case SOLDIER_CLASS_REG_MILITIA:
return 1.0f;
case SOLDIER_CLASS_ADMINISTRATOR:
case SOLDIER_CLASS_GREEN_MILITIA:
return 0.7f;
}
return 1.0f;
}
void CalculateAttackValues()
{
INT32 i;
@@ -3435,6 +3565,7 @@ void CalculateAttackValues()
//bExpLevel adds a bonus of 7% per level after 2, level 1 soldiers get a 7% decrease
//usBonus += 7 * (pSoldier->bExpLevel-2);
usBonus += EXP_BONUS * (pSoldier->bExpLevel-5);
usBonus += gpAR->ubPlayerDefenceAdvantage;
pCell->usAttack = pCell->usAttack * usBonus / 100;
pCell->usDefence = pCell->usDefence * usBonus / 100;
@@ -3478,10 +3609,14 @@ void CalculateAttackValues()
usBonus = 100 + gpAR->ubPlayerLeadership/10;// + sOutnumberBonus;
//bExpLevel adds a bonus of 7% per level after 2, level 1 soldiers get a 7% decrease
//usBonus += 7 * (pSoldier->bExpLevel-2);
usBonus += EXP_BONUS * (pSoldier->bExpLevel-5);
usBonus += gpAR->ubPlayerDefenceAdvantage;
pCell->usAttack = pCell->usAttack * usBonus / 100;
pCell->usDefence = pCell->usDefence * usBonus / 100;
pCell->usAttack = (UINT16)( pCell->usAttack * CalcClassBonusOrPenalty( pCell->pSoldier ) );
pCell->usDefence =(UINT16)( pCell->usDefence * CalcClassBonusOrPenalty( pCell->pSoldier ) );
pCell->usAttack = min( pCell->usAttack, 1000 );
pCell->usDefence = min( pCell->usDefence, 1000 );
@@ -3490,8 +3625,16 @@ void CalculateAttackValues()
ResetNextAttackCounter( pCell );
if( i > 6 )
{ //Too many militia, delay attack entry of extra mercs.
pCell->usNextAttack += (UINT16)(( i - 4 ) * 2000 );
pCell->usNextAttack += (UINT32)(( i - 4 ) * 2000 );
}
if( i >= CountAllMilitiaInSector( gpAR->ubSectorX, gpAR->ubSectorY ) )
{ //Extra delay if soldier's from reinforcement
pCell->usNextAttack += REINFORCMENT_ATTACK_DELAY_PER_SOLDIER_IN_SECTOR * CountAllMilitiaInSector( gpAR->ubSectorX, gpAR->ubSectorY );
}
if( pCell->usNextAttack < usBestAttack )
usBestAttack = pCell->usNextAttack;
}
@@ -3525,9 +3668,12 @@ void CalculateAttackValues()
usBonus = 100 + gpAR->ubPlayerLeadership/10;// + sOutnumberBonus;
//bExpLevel adds a bonus of 7% per level after 2, level 1 soldiers get a 7% decrease
//usBonus += 7 * (pSoldier->bExpLevel-2);
usBonus += EXP_BONUS * (pSoldier->bExpLevel-5);
usBonus += gpAR->ubEnemyDefenceAdvantage;
pCell->usAttack = pCell->usAttack * usBonus / 100;
pCell->usAttack = pCell->usAttack * usBonus / 100;
pCell->usDefence = pCell->usDefence * usBonus / 100;
pCell->usAttack = (UINT16)( pCell->usAttack * CalcClassBonusOrPenalty( pCell->pSoldier ) );
pCell->usDefence = (UINT16)( pCell->usDefence * CalcClassBonusOrPenalty( pCell->pSoldier ) );
pCell->usAttack = min( pCell->usAttack, 1000 );
pCell->usDefence = min( pCell->usDefence, 1000 );
@@ -3538,8 +3684,14 @@ void CalculateAttackValues()
if( i > 4 && !(pCell->uiFlags & CELL_CREATURE) )
{ //Too many enemies, delay attack entry of extra mercs.
pCell->usNextAttack += (UINT16)( ( i - 4 ) * 1000 );
pCell->usNextAttack += (UINT32)( ( i - 4 ) * 1000 );
}
if(i >= NumEnemiesInSector( gpAR->ubSectorX, gpAR->ubSectorY ) && !(pCell->uiFlags & CELL_CREATURE) )
{ //Extra delay if it's a reinforcement
pCell->usNextAttack += REINFORCMENT_ATTACK_DELAY_PER_SOLDIER_IN_SECTOR * NumEnemiesInSector( gpAR->ubSectorX, gpAR->ubSectorY );
}
if( pCell->usNextAttack < usBestAttack )
usBestAttack = pCell->usNextAttack;
@@ -3608,7 +3760,7 @@ SOLDIERCELL* ChooseTarget( SOLDIERCELL *pAttacker )
INT32 index;
INT32 iRandom = -1;
SOLDIERCELL *pTarget = NULL;
UINT16 usSavedDefence;
UINT32 usSavedDefence;
//Determine what team we are attacking
if( pAttacker->uiFlags & (CELL_ENEMY | CELL_CREATURE) )
{ //enemy team attacking a player
@@ -3776,7 +3928,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
pAttacker->uiFlags |= CELL_FIREDATTARGET | CELL_DIRTY;
if( pAttacker->usAttack < 950 )
usAttack = (UINT16)(pAttacker->usAttack + PreRandom(1000 - pAttacker->usAttack ));
usAttack = (UINT16)(pAttacker->usAttack + PreRandom(2000 - pAttacker->usAttack ));
else
usAttack = (UINT16)(950 + PreRandom( 50 ));
if( pTarget->uiFlags & CELL_RETREATING && !(pAttacker->uiFlags & CELL_FEMALECREATURE) )
@@ -3785,7 +3937,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
usAttack = usAttack * 7 / 10;
}
if( pTarget->usDefence < 950 )
usDefence = (UINT16)(pTarget->usDefence + PreRandom(1000 - pTarget->usDefence ));
usDefence = (UINT16)(pTarget->usDefence + PreRandom(2000 - pTarget->usDefence ));
else
usDefence = (UINT16)(950 + PreRandom( 50 ));
if( pAttacker->uiFlags & CELL_FEMALECREATURE )
@@ -3862,7 +4014,8 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
//Attacker hits
if( !fMelee )
{
ubImpact = (UINT8) GetDamage(&pAttacker->pSoldier->inv[ pAttacker->bWeaponSlot ]);
//ubImpact = (UINT8) GetDamage(&pAttacker->pSoldier->inv[ pAttacker->bWeaponSlot ]);
ubImpact = Weapon[ pAttacker->pSoldier->inv[ pAttacker->bWeaponSlot ].usItem ].ubImpact;
iRandom = PreRandom( 100 );
if( iRandom < 15 )
ubLocation = AIM_SHOT_HEAD;
@@ -3887,14 +4040,14 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
else
{
OBJECTTYPE *pItem;
OBJECTTYPE tempItem;
//OBJECTTYPE tempItem;
PlayAutoResolveSample( (UINT8)(BULLET_IMPACT_1+PreRandom(3)), RATE_11025, 50, 1, MIDDLEPAN );
if( !pTarget->pSoldier->bLife )
{ //Soldier already dead (can't kill him again!)
return;
}
ubAccuracy = (UINT8)((usAttack - usDefence + PreRandom( usDefence - pTarget->usDefence ) )/10);
ubAccuracy = (UINT8)((usAttack - usDefence + PreRandom( usDefence - pTarget->usDefence ) )/10);
//Determine attacking weapon.
pAttacker->pSoldier->usAttackingWeapon = 0;
@@ -3904,10 +4057,10 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
if( Item[ pItem->usItem ].usItemClass & IC_WEAPON )
pAttacker->pSoldier->usAttackingWeapon = pAttacker->pSoldier->inv[ pAttacker->bWeaponSlot ].usItem;
}
//if( pAttacker->bWeaponSlot != HANDPOS )
//{ //switch items
// memcpy( &tempItem, &pAttacker->pSoldier->inv[ HANDPOS ], sizeof( OBJECTTYPE ) );
//{ //switch items
// memcpy( &tempItem, &pAttacker->pSoldier->inv[ HANDPOS ], sizeof( OBJECTTYPE ) );
// memcpy( &pAttacker->pSoldier->inv[ HANDPOS ], &pAttacker->pSoldier->inv[ pAttacker->bWeaponSlot ], sizeof( OBJECTTYPE ) ); //CTD
// iImpact = HTHImpact( pAttacker->pSoldier, pTarget->pSoldier, ubAccuracy, (BOOLEAN)(fKnife | fClaw) );
// memcpy( &pAttacker->pSoldier->inv[ pAttacker->bWeaponSlot ], &pAttacker->pSoldier->inv[ HANDPOS ], sizeof( OBJECTTYPE ) );
@@ -3917,7 +4070,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
//{
// iImpact = HTHImpact( pAttacker->pSoldier, pTarget->pSoldier, ubAccuracy, (BOOLEAN)(fKnife || fClaw) );
//}
iImpact = 0;
iNewLife = pTarget->pSoldier->bLife - iImpact;
if( pAttacker->uiFlags & CELL_MERC )
@@ -4631,7 +4784,7 @@ void ProcessBattleFrame()
iTime -= uiSlice;
if( iTime > 0 )
{
pAttacker->usNextAttack = (UINT16)iTime;
pAttacker->usNextAttack = (UINT32)iTime;
continue;
}
else
@@ -4661,7 +4814,7 @@ void ProcessBattleFrame()
else
AttackTarget( pAttacker, pTarget );
ResetNextAttackCounter( pAttacker );
pAttacker->usNextAttack += (UINT16)iTime; //tack on the remainder
pAttacker->usNextAttack += (UINT32)iTime; //tack on the remainder
iAttacksThisFrame++;
}
}
@@ -4766,4 +4919,16 @@ BOOLEAN GetCurrentBattleSectorXYZAndReturnTRUEIfThereIsABattle( INT16 *psSectorX
void AutoBandageFinishedCallback( UINT8 ubResult )
{
SetupDoneInterface();
}
}
BOOLEAN ProcessLoyalty()
{
if( PlayerMercsInSector( gpAR->ubSectorX, gpAR->ubSectorY, 0 ) )
return TRUE;
if( GetTownIdForSector( gpAR->ubSectorX, gpAR->ubSectorY ) != BLANK_SECTOR ||
IsThisSectorASAMSector( gpAR->ubSectorX, gpAR->ubSectorY, 0 ) )
return TRUE;
return FALSE;
}
+11 -9
View File
@@ -6165,7 +6165,7 @@ void DrawTownMilitiaForcesOnMap( void )
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
/*
while( pTownNamesList[ iCounter ] != 0 )
{
// run through each town sector and plot the icons for the militia forces in the town
@@ -6214,20 +6214,22 @@ void DrawTownMilitiaForcesOnMap( void )
}
iCounter++;
}
}*/
// now handle militia for sam sectors
for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
for( sSectorX = 0; sSectorX < 16 ; ++sSectorX )
for( sSectorY = 0; sSectorY < 16 ; ++sSectorY )
//for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
{
sSectorX = SECTORX( pSamList[ iCounter ] );
sSectorY = SECTORY( pSamList[ iCounter ] );
// sSectorX = SECTORX( pSamList[ iCounter ] );
// sSectorY = SECTORY( pSamList[ iCounter ] );
if( !StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyControlled )
if( 1)// !StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyControlled )
{
// get number of each
iNumberOfGreens = SectorInfo[ pSamList[ iCounter ] ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
iNumberOfRegulars = SectorInfo[ pSamList[ iCounter ] ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
iNumberOfElites = SectorInfo[pSamList[ iCounter ] ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
iNumberOfGreens = SectorInfo[ SECTOR( sSectorX, sSectorY ) ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
iNumberOfRegulars = SectorInfo[ SECTOR( sSectorX, sSectorY ) ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
iNumberOfElites = SectorInfo[ SECTOR( sSectorX, sSectorY ) ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
// ste the total for loop upper bound
iTotalNumberOfTroops = iNumberOfGreens + iNumberOfRegulars + iNumberOfElites;
+112 -18
View File
@@ -32,6 +32,8 @@
extern BOOLEAN gfClearCreatureQuest;
#endif
#include "Reinforcement.h"
//The sector information required for the strategic AI. Contains the number of enemy troops,
//as well as intentions, etc.
SECTORINFO SectorInfo[256];
@@ -847,14 +849,14 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
UINT32 ubTotalEnemies;
#endif
if( !IsAutoResolveActive() )
{
// if( !IsAutoResolveActive() )
// {
pSector = &SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ];
}
else
{
pSector = &SectorInfo[ GetAutoResolveSectorID() ];
}
// }
// else
// {
// pSector = &SectorInfo[ GetAutoResolveSectorID() ];
// }
#ifdef JA2BETAVERSION
ubTotalEnemies = pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites;
@@ -1093,16 +1095,99 @@ void AddPossiblePendingEnemiesToBattle()
UINT8 ubSlots, ubNumAvailable;
UINT8 ubNumElites, ubNumTroops, ubNumAdmins;
GROUP *pGroup;
if( !gfPendingEnemies )
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
static UINT8 ubPredefinedInsertionCode = 255;
if( ( !PlayerMercsInSector( gWorldSectorX, gWorldSectorY, 0 ) && !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY ) )
|| !NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) ) return;
/* if( !gfPendingEnemies )
{ //Optimization. No point in checking if we know that there aren't any more enemies that can
//be added to this battle. This changes whenever a new enemy group arrives at the scene.
return;
}
}*/
ubSlots = NumFreeEnemySlots();
if( !ubSlots )
{ //no available slots to add enemies to. Try again later...
return;
}
if( pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins )
{
ubNumElites = ubNumTroops = ubNumAdmins = 0;
ubNumAvailable = pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins - pSector->ubElitesInBattle - pSector->ubTroopsInBattle - pSector->ubAdminsInBattle;
while( ubNumAvailable && ubSlots )
{ //This group has enemies waiting for a chance to enter the battle.
if( pSector->ubElitesInBattle < pSector->ubNumElites )
{ //Add an elite troop
pSector->ubElitesInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumElites++;
}
else if( pSector->ubTroopsInBattle < pSector->ubNumTroops )
{ //Add a regular troop.
pSector->ubTroopsInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumTroops++;
}
else if( pSector->ubAdminsInBattle < pSector->ubNumAdmins )
{ //Add an elite troop
pSector->ubAdminsInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumAdmins++;
}
else
{
AssertMsg( 0, "AddPossiblePendingEnemiesToBattle(): Logic Error -- by Kris" );
}
}
if( ubNumAdmins || ubNumTroops || ubNumElites )
{ //This group has contributed forces, then add them now, because different
//groups appear on different sides of the map.
UINT8 ubStrategicInsertionCode = ubPredefinedInsertionCode;
//First, determine which entrypoint to use, based on the travel direction of the group.
if( ubStrategicInsertionCode == 255 )
{
if( NumEnemiesInSector( gWorldSectorX + 1, gWorldSectorY ) )
ubStrategicInsertionCode = INSERTION_CODE_EAST;
else if( NumEnemiesInSector( gWorldSectorX - 1, gWorldSectorY ) )
ubStrategicInsertionCode = INSERTION_CODE_WEST;
else if( NumEnemiesInSector( gWorldSectorX, gWorldSectorY + 1 ) )
ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
else if( NumEnemiesInSector( gWorldSectorX, gWorldSectorY - 1 ) )
ubStrategicInsertionCode = INSERTION_CODE_NORTH;
}
if( ubStrategicInsertionCode == 255 )
{
if( !CountAllMilitiaInSector( gWorldSectorX + 1, gWorldSectorY ) )
ubStrategicInsertionCode = INSERTION_CODE_EAST;
else if( !CountAllMilitiaInSector( gWorldSectorX - 1, gWorldSectorY ) )
ubStrategicInsertionCode = INSERTION_CODE_WEST;
else if( !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY + 1 ) )
ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
else if( !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY - 1 ) )
ubStrategicInsertionCode = INSERTION_CODE_NORTH;
}
if( ubStrategicInsertionCode < INSERTION_CODE_NORTH ||ubStrategicInsertionCode > INSERTION_CODE_WEST )
ubStrategicInsertionCode = INSERTION_CODE_NORTH + Random( 4 );
AddEnemiesToBattle( 0, ubStrategicInsertionCode, ubNumAdmins, ubNumTroops, ubNumElites, FALSE );
gfPendingEnemies = TRUE;
}
}
ubPredefinedInsertionCode = 255;
pGroup = gpGroupList;
while( pGroup && ubSlots )
{
@@ -1112,22 +1197,22 @@ void AddPossiblePendingEnemiesToBattle()
ubNumAvailable = pGroup->ubGroupSize - pGroup->pEnemyGroup->ubElitesInBattle - pGroup->pEnemyGroup->ubTroopsInBattle - pGroup->pEnemyGroup->ubAdminsInBattle;
while( ubNumAvailable && ubSlots )
{ //This group has enemies waiting for a chance to enter the battle.
if( pGroup->pEnemyGroup->ubTroopsInBattle < pGroup->pEnemyGroup->ubNumTroops )
{ //Add a regular troop.
pGroup->pEnemyGroup->ubTroopsInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumTroops++;
}
else if( pGroup->pEnemyGroup->ubElitesInBattle < pGroup->pEnemyGroup->ubNumElites )
if( pGroup->pEnemyGroup->ubElitesInBattle < pGroup->pEnemyGroup->ubNumElites )
{ //Add an elite troop
pGroup->pEnemyGroup->ubElitesInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumElites++;
}
else if( pGroup->pEnemyGroup->ubTroopsInBattle < pGroup->pEnemyGroup->ubNumTroops )
{ //Add a regular troop.
pGroup->pEnemyGroup->ubTroopsInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumTroops++;
}
else if( pGroup->pEnemyGroup->ubAdminsInBattle < pGroup->pEnemyGroup->ubNumAdmins )
{ //Add an elite troop
{ //Add an admin troop
pGroup->pEnemyGroup->ubAdminsInBattle++;
ubNumAvailable--;
ubSlots--;
@@ -1167,6 +1252,7 @@ void AddPossiblePendingEnemiesToBattle()
}
//Add the number of each type of troop and place them in the appropriate positions
AddEnemiesToBattle( pGroup, ubStrategicInsertionCode, ubNumAdmins, ubNumTroops, ubNumElites, FALSE );
gfPendingEnemies = TRUE;
}
}
pGroup = pGroup->next;
@@ -1175,6 +1261,14 @@ void AddPossiblePendingEnemiesToBattle()
{ //After going through the process, we have finished with some free slots and no more enemies to add.
//So, we can turn off the flag, as this check is no longer needed.
gfPendingEnemies = FALSE;
if( gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition == TRUE )
ubPredefinedInsertionCode = DoReinforcementAsPendingEnemy( gWorldSectorX, gWorldSectorY );
else
ubPredefinedInsertionCode = 255;
if( ubPredefinedInsertionCode != 255 )
AddPossiblePendingEnemiesToBattle();
}
}
+2 -1
View File
@@ -79,6 +79,7 @@ of the group. If the priority of the group is high, they
// values have been externalized into an INI file. Not all of them at this point,
// but more will be externalized as time goes on.
#define BASIC_POOL_INCREMENT gGameExternalOptions.guiBaseQueenPoolIncrement
//Modifies the number of troops the queen has at the beginning of the game on top
//of all of the garrison and patrol groups. Additionally, there are a total of
@@ -2956,7 +2957,7 @@ void EvaluateQueenSituation()
if( !giReinforcementPool )
{ //Queen has run out of reinforcements. Simulate recruiting and training new troops
uiOffset *= 10;
giReinforcementPool += 30;
giReinforcementPool += ( BASIC_POOL_INCREMENT * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, GetWorldTotalMin() + uiOffset, 0 );
return;
}
+16
View File
@@ -39,6 +39,8 @@
#include "Town Militia.h"
#endif
#include "MilitiaSquads.h"
// the delay for a group about to arrive
#define ABOUT_TO_ARRIVE_DELAY 5
@@ -1145,6 +1147,15 @@ BOOLEAN CheckConditionsForBattle( GROUP *pGroup )
if( fMilitiaPresent )
{
NotifyPlayerOfInvasionByEnemyForces( pGroup->ubSectorX, pGroup->ubSectorY, 0, TriggerPrebattleInterface );
if( GetTownIdForSector( pGroup->ubSectorX, pGroup->ubSectorY ) == BLANK_SECTOR)
{
// UINT16 str[ 256 ];
// UINT16 uiSectorC = L'A' + pGroup->ubSectorY - 1;
// swprintf( str, gpStrategicString[ STR_DIALOG_ENEMIES_ATTACK_MILITIA ], uiSectorC, pGroup->ubSectorX );
// DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, TriggerPrebattleInterface );
TriggerPrebattleInterface(1);
}
}
else
{
@@ -1163,6 +1174,7 @@ BOOLEAN CheckConditionsForBattle( GROUP *pGroup )
if( pPlayerDialogGroup )
{
if( !pGroup->ubSectorZ )MilitiaHelpFromAdjacentSectors( pGroup->ubSectorX, pGroup->ubSectorY );
PrepareForPreBattleInterface( pPlayerDialogGroup, pGroup );
}
return TRUE;
@@ -2029,6 +2041,10 @@ void HandleNonCombatGroupArrival( GROUP *pGroup, BOOLEAN fMainGroup, BOOLEAN fNe
}
}
}
//MilitiaFollowPlayer( pGroup->ubPrevX, pGroup->ubPrevY, pGroup->ubSectorX, pGroup->ubSectorY );
// look for NPCs to stop for, anyone is too tired to keep going, if all OK rebuild waypoints & continue movement
// NOTE: Only the main group (first group arriving) will stop for NPCs, it's just too much hassle to stop them all
PlayerGroupArrivedSafelyInSector( pGroup, fMainGroup );
+12
View File
@@ -1938,6 +1938,9 @@
BrowseInformation="1"/>
</FileConfiguration>
</File>
<File
RelativePath=".\MilitiaSquads.cpp">
</File>
<File
RelativePath="Player Command.cpp">
<FileConfiguration
@@ -2388,6 +2391,9 @@
BrowseInformation="1"/>
</FileConfiguration>
</File>
<File
RelativePath=".\Reinforcement.cpp">
</File>
<File
RelativePath="Scheduling.cpp">
<FileConfiguration
@@ -3571,6 +3577,9 @@
<File
RelativePath="Merc Contract.h">
</File>
<File
RelativePath=".\MilitiaSquads.h">
</File>
<File
RelativePath="Player Command.h">
</File>
@@ -3583,6 +3592,9 @@
<File
RelativePath="Quests.h">
</File>
<File
RelativePath=".\Reinforcement.h">
</File>
<File
RelativePath="Scheduling.h">
</File>