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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:
+201
-36
@@ -58,15 +58,23 @@
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#include "GameSettings.h"
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#endif
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#include "Reinforcement.h"
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//#include "vtuneapi.h"
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//#define INVULNERABILITY
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// default = 7 (%)
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#define EXP_BONUS 7
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#define MAX_AR_TEAM_SIZE 256
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#define REINFORCMENT_ATTACK_DELAY_PER_SOLDIER_IN_SECTOR 1000
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INT32 giMaxEnemiesToRender = 40;
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INT32 giMaxMilitiaToRender = 20;//Changes depending on merc amount
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extern UINT8 gubReinforcementMinEnemyStaticGroupSize;
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extern BOOLEAN AutoReload( SOLDIERTYPE *pSoldier );
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extern HVSURFACE ghFrameBuffer;
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@@ -99,7 +107,7 @@ typedef struct SOLDIERCELL
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UINT16 usFrame;
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INT16 xp, yp;
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UINT16 usAttack, usDefence;
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UINT16 usNextAttack;
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UINT32 usNextAttack;
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UINT16 usNextHit[3];
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UINT16 usHitDamage[3];
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struct SOLDIERCELL *pAttacker[3];
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@@ -133,10 +141,10 @@ typedef struct AUTORESOLVE_STRUCT
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SGPRect Rect, ExRect;
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UINT16 usPlayerAttack;
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UINT16 usPlayerDefence;
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UINT16 usEnemyAttack;
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UINT16 usEnemyDefence;
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UINT32 usPlayerAttack;
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UINT32 usPlayerDefence;
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UINT32 usEnemyAttack;
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UINT32 usEnemyDefence;
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INT16 sWidth, sHeight;
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INT16 sCenterStartX;
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@@ -269,6 +277,7 @@ extern void CreateDestroyMapInvButton();
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INT16 gsEnemyGainedControlOfSectorID = -1;
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INT16 gsCiviliansEatenByMonsters = -1;
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BOOLEAN ProcessLoyalty();
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//Autoresolve handling -- keyboard input, callbacks
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void HandleAutoResolveInput();
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void PauseButtonCallback( GUI_BUTTON *btn, INT32 reason );
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@@ -424,12 +433,12 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
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{
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for ( i = 0; i < ubNumEnemies[ ubRankIndex ]; i++ )
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{
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ENEMY_KILLED, ubSectorX, ubSectorY, 0 );
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if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ENEMY_KILLED, ubSectorX, ubSectorY, 0 );
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TrackEnemiesKilled( ENEMY_KILLED_IN_AUTO_RESOLVE, RankIndexToSoldierClass( ubRankIndex ) );
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}
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}
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, ubSectorX, ubSectorY, 0 );
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if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, ubSectorX, ubSectorY, 0 );
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}
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if( !gpAR || gpAR->ubBattleStatus != BATTLE_IN_PROGRESS )
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@@ -560,12 +569,17 @@ void DoTransitionFromPreBattleInterfaceToAutoResolve()
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//BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, 640, 480 );
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}
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extern UINT8 guiDirNumber;
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void EnterAutoResolveMode( UINT8 ubSectorX, UINT8 ubSectorY )
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{
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#ifdef JA2BETAVERSION
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CountRandomCalls( TRUE );
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#endif
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guiDirNumber = 0;
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//Set up mapscreen for removal
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SetPendingNewScreen( AUTORESOLVE_SCREEN );
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CreateDestroyMapInvButton();
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@@ -730,8 +744,12 @@ void AssociateEnemiesWithStrategicGroups()
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SECTORINFO *pSector;
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GROUP *pGroup;
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UINT8 ubNumAdmins, ubNumTroops, ubNumElites;
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UINT8 ubISNumAdmins, ubISNumTroops, ubISNumElites;
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UINT8 ubNumElitesInGroup, ubNumTroopsInGroup, ubNumAdminsInGroup;
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INT32 i;
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UINT8 pSectors[4];
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UINT8 ubDirAmount;
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UINT8 ubCurrSI;
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if( gubEnemyEncounterCode == CREATURE_ATTACK_CODE )
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return;
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@@ -815,6 +833,97 @@ void AssociateEnemiesWithStrategicGroups()
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}
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pGroup = pGroup->next;
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}
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/////////////////////////////////////////////////////////////////////////// Reinforcement
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pGroup = gpGroupList;
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while( pGroup )
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{ // Don't process road block. It'll be processed as static
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if( pGroup->ubGroupID && !pGroup->fPlayer && IsGroupInARightSectorToReinforce( pGroup, gpAR->ubSectorX, gpAR->ubSectorY ) )
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{
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ubNumElitesInGroup = pGroup->pEnemyGroup->ubNumElites;
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ubNumTroopsInGroup = pGroup->pEnemyGroup->ubNumTroops;
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ubNumAdminsInGroup = pGroup->pEnemyGroup->ubNumAdmins;
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for( i = 0; i < gpAR->ubEnemies; i++ )
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{
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if( !(gpEnemies[ i ].uiFlags & CELL_ASSIGNED) )
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{
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if( ubNumElites && ubNumElitesInGroup )
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{
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gpEnemies[ i ].pSoldier->ubGroupID = pGroup->ubGroupID;
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gpEnemies[ i ].uiFlags |= CELL_ASSIGNED;
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ubNumElites--;
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ubNumElitesInGroup--;
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}
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else if( ubNumTroops && ubNumTroopsInGroup )
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{
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gpEnemies[ i ].pSoldier->ubGroupID = pGroup->ubGroupID;
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gpEnemies[ i ].uiFlags |= CELL_ASSIGNED;
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ubNumTroops--;
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ubNumTroopsInGroup--;
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}
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else if( ubNumAdmins && ubNumAdminsInGroup )
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{
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gpEnemies[ i ].pSoldier->ubGroupID = pGroup->ubGroupID;
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gpEnemies[ i ].uiFlags |= CELL_ASSIGNED;
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ubNumAdmins--;
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ubNumAdminsInGroup--;
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}
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}
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}
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}
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pGroup = pGroup->next;
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}
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// Set GroupID = 0 for the rest
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ubDirAmount = GetAdjacentSectors( pSectors, gpAR->ubSectorX, gpAR->ubSectorY );
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for( ubCurrSI = 0; ubCurrSI < ubDirAmount; ubCurrSI++ )
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{
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pSector = &SectorInfo[ pSectors[ ubCurrSI ] ];
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ubISNumAdmins = pSector->ubNumAdmins;
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ubISNumTroops = pSector->ubNumTroops;
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ubISNumElites = pSector->ubNumElites;
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for( i = 0; i < gpAR->ubEnemies; i++ )
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{
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if( ubISNumAdmins + ubISNumTroops + ubISNumElites <= gubReinforcementMinEnemyStaticGroupSize ) break;
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if( !(gpEnemies[ i ].uiFlags & CELL_ASSIGNED) )
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{
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if( gpEnemies[ i ].uiFlags & CELL_ELITE && ubISNumElites && ubNumElites )
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{
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gpEnemies[ i ].pSoldier->ubGroupID = 0;
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gpEnemies[ i ].uiFlags |= CELL_ASSIGNED;
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gpEnemies[ i ].pSoldier->sSectorX = SECTORX( pSectors[ ubCurrSI ] );
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gpEnemies[ i ].pSoldier->sSectorY = SECTORY( pSectors[ ubCurrSI ] );
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ubISNumElites--;
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ubNumElites--;
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}
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else if( gpEnemies[ i ].uiFlags & CELL_TROOP && ubISNumTroops && ubNumTroops )
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{
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gpEnemies[ i ].pSoldier->ubGroupID = 0;
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gpEnemies[ i ].uiFlags |= CELL_ASSIGNED;
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gpEnemies[ i ].pSoldier->sSectorX = SECTORX( pSectors[ ubCurrSI ] );
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gpEnemies[ i ].pSoldier->sSectorY = SECTORY( pSectors[ ubCurrSI ] );
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ubISNumTroops--;
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ubNumTroops--;
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}
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else if( gpEnemies[ i ].uiFlags & CELL_ADMIN && ubISNumAdmins && ubNumAdmins )
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{
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gpEnemies[ i ].pSoldier->ubGroupID = 0;
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gpEnemies[ i ].uiFlags |= CELL_ASSIGNED;
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gpEnemies[ i ].pSoldier->sSectorX = SECTORX( pSectors[ ubCurrSI ] );
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gpEnemies[ i ].pSoldier->sSectorY = SECTORY( pSectors[ ubCurrSI ] );
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ubISNumAdmins--;
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ubNumAdmins--;
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}
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}
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}
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}
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}
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@@ -1710,7 +1819,7 @@ void RenderAutoResolve()
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{
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case BATTLE_VICTORY:
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HandleMoraleEvent( NULL, MORALE_BATTLE_WON, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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SectorInfo[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].bLastKnownEnemies = 0;
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SetThisSectorAsPlayerControlled( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE );
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@@ -1733,14 +1842,14 @@ void RenderAutoResolve()
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}
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}
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HandleMoraleEvent( NULL, MORALE_HEARD_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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SetMusicMode( MUSIC_TACTICAL_DEATH );
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gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
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break;
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case BATTLE_DEFEAT:
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HandleMoraleEvent( NULL, MORALE_HEARD_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
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{
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gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
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@@ -1759,7 +1868,7 @@ void RenderAutoResolve()
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//Tack on 5 minutes for retreat.
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gpAR->uiTotalElapsedBattleTimeInMilliseconds += 300000;
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HandleLoyaltyImplicationsOfMercRetreat( RETREAT_AUTORESOLVE, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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if( ProcessLoyalty() )HandleLoyaltyImplicationsOfMercRetreat( RETREAT_AUTORESOLVE, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
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{
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gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
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@@ -1924,9 +2033,9 @@ void CreateAutoResolveInterface()
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}
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}
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ubEliteMilitia = MilitiaInSectorOfRank( gpAR->ubSectorX, gpAR->ubSectorY, ELITE_MILITIA );
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ubRegMilitia = MilitiaInSectorOfRank( gpAR->ubSectorX, gpAR->ubSectorY, REGULAR_MILITIA );
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ubGreenMilitia = MilitiaInSectorOfRank( gpAR->ubSectorX, gpAR->ubSectorY, GREEN_MILITIA );
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ubEliteMilitia = MilitiaInFiveSectorsOfRank( gpAR->ubSectorX, gpAR->ubSectorY, ELITE_MILITIA );
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ubRegMilitia = MilitiaInFiveSectorsOfRank( gpAR->ubSectorX, gpAR->ubSectorY, REGULAR_MILITIA );
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ubGreenMilitia = MilitiaInFiveSectorsOfRank( gpAR->ubSectorX, gpAR->ubSectorY, GREEN_MILITIA );
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while( ubEliteMilitia + ubRegMilitia + ubGreenMilitia < gpAR->ubCivs )
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{
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switch( PreRandom( 3 ) )
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@@ -2266,8 +2375,9 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
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if( fDeleteForGood && gpCivs[ i ].pSoldier->bLife < OKLIFE/2 )
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{
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AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpCivs[ i ].pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
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StrategicRemoveMilitiaFromSector( gpAR->ubSectorX, gpAR->ubSectorY, ubCurrentRank, 1 );
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_NATIVE_KILLED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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// StrategicRemoveMilitiaFromSector( gpAR->ubSectorX, gpAR->ubSectorY, ubCurrentRank, 1 );
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ARRemoveMilitiaMan( gpAR->ubSectorX, gpAR->ubSectorY, ubCurrentRank );
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if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_NATIVE_KILLED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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}
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else
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{
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@@ -2309,7 +2419,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
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if( fDeleteForGood && gpEnemies[ i ].pSoldier->bLife < OKLIFE )
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{
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TrackEnemiesKilled( ENEMY_KILLED_IN_AUTO_RESOLVE, gpEnemies[ i ].pSoldier->ubSoldierClass );
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ENEMY_KILLED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ENEMY_KILLED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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ProcessQueenCmdImplicationsOfDeath( gpEnemies[ i ].pSoldier );
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AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpEnemies[ i ].pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
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}
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@@ -2651,9 +2761,10 @@ void CalculateAutoResolveInfo()
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if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
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{
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GetNumberOfEnemiesInSector( gpAR->ubSectorX, gpAR->ubSectorY,
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// GetNumberOfEnemiesInSector( gpAR->ubSectorX, gpAR->ubSectorY,
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GetNumberOfEnemiesInFiveSectors( gpAR->ubSectorX, gpAR->ubSectorY,
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&gpAR->ubAdmins, &gpAR->ubTroops, &gpAR->ubElites );
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gpAR->ubEnemies = (UINT8)min( gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubElites, MAX_AR_TEAM_SIZE );
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gpAR->ubEnemies = (UINT8)min( gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubElites, MAX_AR_TEAM_SIZE );
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}
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else
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{
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@@ -2672,7 +2783,8 @@ void CalculateAutoResolveInfo()
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gpAR->ubEnemies = (UINT8)min( gpAR->ubYMCreatures + gpAR->ubYFCreatures + gpAR->ubAMCreatures + gpAR->ubAFCreatures, MAX_AR_TEAM_SIZE );
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}
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gfTransferTacticalOppositionToAutoResolve = FALSE;
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gpAR->ubCivs = CountAllMilitiaInSector( gpAR->ubSectorX, gpAR->ubSectorY );
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// gpAR->ubCivs = CountAllMilitiaInSector( gpAR->ubSectorX, gpAR->ubSectorY );
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gpAR->ubCivs = CountAllMilitiaInFiveSectors( gpAR->ubSectorX, gpAR->ubSectorY );
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gpAR->ubMercs = 0;
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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pGroup = gpGroupList;
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@@ -3383,6 +3495,24 @@ void ResetNextAttackCounter( SOLDIERCELL *pCell )
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}
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}
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FLOAT CalcClassBonusOrPenalty( SOLDIERTYPE *pSoldier )
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{
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switch( pSoldier->ubSoldierClass )
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{
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case SOLDIER_CLASS_ELITE:
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case SOLDIER_CLASS_ELITE_MILITIA:
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return 1.3f;
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case SOLDIER_CLASS_ARMY:
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case SOLDIER_CLASS_REG_MILITIA:
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return 1.0f;
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case SOLDIER_CLASS_ADMINISTRATOR:
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case SOLDIER_CLASS_GREEN_MILITIA:
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return 0.7f;
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}
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return 1.0f;
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}
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void CalculateAttackValues()
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{
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INT32 i;
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@@ -3435,6 +3565,7 @@ void CalculateAttackValues()
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//bExpLevel adds a bonus of 7% per level after 2, level 1 soldiers get a 7% decrease
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//usBonus += 7 * (pSoldier->bExpLevel-2);
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usBonus += EXP_BONUS * (pSoldier->bExpLevel-5);
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usBonus += gpAR->ubPlayerDefenceAdvantage;
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pCell->usAttack = pCell->usAttack * usBonus / 100;
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pCell->usDefence = pCell->usDefence * usBonus / 100;
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@@ -3478,10 +3609,14 @@ void CalculateAttackValues()
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usBonus = 100 + gpAR->ubPlayerLeadership/10;// + sOutnumberBonus;
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//bExpLevel adds a bonus of 7% per level after 2, level 1 soldiers get a 7% decrease
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//usBonus += 7 * (pSoldier->bExpLevel-2);
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usBonus += EXP_BONUS * (pSoldier->bExpLevel-5);
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usBonus += gpAR->ubPlayerDefenceAdvantage;
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pCell->usAttack = pCell->usAttack * usBonus / 100;
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pCell->usDefence = pCell->usDefence * usBonus / 100;
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pCell->usAttack = (UINT16)( pCell->usAttack * CalcClassBonusOrPenalty( pCell->pSoldier ) );
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pCell->usDefence =(UINT16)( pCell->usDefence * CalcClassBonusOrPenalty( pCell->pSoldier ) );
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pCell->usAttack = min( pCell->usAttack, 1000 );
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pCell->usDefence = min( pCell->usDefence, 1000 );
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@@ -3490,8 +3625,16 @@ void CalculateAttackValues()
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ResetNextAttackCounter( pCell );
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if( i > 6 )
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{ //Too many militia, delay attack entry of extra mercs.
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pCell->usNextAttack += (UINT16)(( i - 4 ) * 2000 );
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pCell->usNextAttack += (UINT32)(( i - 4 ) * 2000 );
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}
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||||
|
||||
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;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user