*** Merged Code from Multiplayer Branch Revision 2960 ***

- Virtual File System (VFS) by birdflu. This is needed for Multiplayer and is also used for Single Player. Very neat system :-)
- Multiplayer Version 1.1 + some additional features and bugfixes
* INFO: If you compile a new EXE and want to test, be sure to also use the latest SVN GameDir files in your JA2 install directory *




git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2961 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2009-06-04 21:01:45 +00:00
parent 17f44f63e8
commit 47db604b50
301 changed files with 76701 additions and 1843 deletions
+47 -18
View File
@@ -550,23 +550,24 @@ BOOLEAN PrepareEnemyForSectorBattle()
gfPendingEnemies = (NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) > mapMaximumNumberOfEnemies );
pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
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 )
// OJW - 20090403 - override max ai in co-op
if (is_networked && is_server && OVERRIDE_MAX_AI == 1)
{
float totalEnemies = pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites;
ubTotalAdmins = ((float)pSector->ubNumAdmins / totalEnemies) * mapMaximumNumberOfEnemies;
ubTotalTroops = ((float)pSector->ubNumTroops / totalEnemies) * mapMaximumNumberOfEnemies;
ubTotalElites = ((float)pSector->ubNumElites / totalEnemies) * mapMaximumNumberOfEnemies;
totalEnemies = ubTotalAdmins + ubTotalTroops + ubTotalElites;
// take care of any rounding losses
while (totalEnemies < mapMaximumNumberOfEnemies)
{
if( curr->pBasicPlacement->bTeam == ENEMY_TEAM )
{
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;
// just fill out with standard troops
ubTotalTroops++;
totalEnemies++;
}
pSector->ubNumAdmins = ubTotalAdmins;
pSector->ubNumTroops = ubTotalTroops;
pSector->ubNumElites = ubTotalElites;
@@ -576,9 +577,37 @@ BOOLEAN PrepareEnemyForSectorBattle()
}
else
{
ubTotalAdmins = pSector->ubNumAdmins - pSector->ubAdminsInBattle;
ubTotalTroops = pSector->ubNumTroops - pSector->ubTroopsInBattle;
ubTotalElites = pSector->ubNumElites - pSector->ubElitesInBattle;
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 )
{
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;
}
pSector->ubNumAdmins = ubTotalAdmins;
pSector->ubNumTroops = ubTotalTroops;
pSector->ubNumElites = ubTotalElites;
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
}
else
{
ubTotalAdmins = pSector->ubNumAdmins - pSector->ubAdminsInBattle;
ubTotalTroops = pSector->ubNumTroops - pSector->ubTroopsInBattle;
ubTotalElites = pSector->ubNumElites - pSector->ubElitesInBattle;
}
}
totalCountOfStationaryEnemies = ubTotalAdmins + ubTotalTroops + ubTotalElites;