- New Feature: Enemy Generals are unique enemies whose location randomized and unknwon to the player. As long as they are alive, the enemy gets signifiant strategic boni. The player must learn of their location and take take them out, preferrably without alerting them prior.

- Covert Ops: Bleeding is deemed suspicious only if COVERT_DETECTEDIFBLEEDING is set to TRUE.
- renamed special prisoners to officers. 
- lowered the priority of enemy troops becoming medics
- prisoners in player-controlled prisons now use the prioner-colour scheme used by Shank and Dynamo


Requires GameDir >= r2028.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7179 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-05-01 13:28:33 +00:00
parent 30060f0595
commit 6edf7dd079
33 changed files with 1050 additions and 337 deletions
+51 -10
View File
@@ -6581,7 +6581,7 @@ void HandlePrisonerProcessingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
UINT8 prisoners[PRISONER_MAX] = {0};
UINT16 numprisoners = GetNumberOfPrisoners( pSectorInfo, &prisoners[PRISONER_SPECIAL], &prisoners[PRISONER_ELITE], &prisoners[PRISONER_REGULAR], &prisoners[PRISONER_ADMIN] );
UINT16 numprisoners = GetNumberOfPrisoners( pSectorInfo, &prisoners[PRISONER_OFFICER], &prisoners[PRISONER_ELITE], &prisoners[PRISONER_REGULAR], &prisoners[PRISONER_ADMIN] );
// add interrogation progress from last hour and erase it in data
UINT32 interrogationpoints = pSectorInfo->uiInterrogationHundredsLeft;
@@ -6650,7 +6650,7 @@ void HandlePrisonerProcessingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
}
}
UINT16 prisonersinterrogated = interrogatedprisoners[PRISONER_ADMIN] + interrogatedprisoners[PRISONER_REGULAR] + interrogatedprisoners[PRISONER_ELITE] + interrogatedprisoners[PRISONER_SPECIAL];
UINT16 prisonersinterrogated = interrogatedprisoners[PRISONER_ADMIN] + interrogatedprisoners[PRISONER_REGULAR] + interrogatedprisoners[PRISONER_ELITE] + interrogatedprisoners[PRISONER_OFFICER];
// the part that gets left behind is saved to the map (but not the part that gets lost due to there not being enough prisoners)
UINT32 losthundreds = interrogationpoints / 100;
@@ -6687,6 +6687,47 @@ void HandlePrisonerProcessingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
// chance that prisoner will give us random info about enemy positions
else if ( result < gGameExternalOptions.ubPrisonerProcessDefectChance + gGameExternalOptions.ubPrisonerProcessInfoBaseChance )
{
// if this guy is an elite or a special prisoner, there is a chance he might tell us about high-value targets!
BOOLEAN fGetInfoOnHiddenVIPs = FALSE;
if ( i < interrogatedprisoners[PRISONER_ADMIN] )
{
if ( Chance( gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_ADMIN] ) )
fGetInfoOnHiddenVIPs = TRUE;
}
else if ( i < interrogatedprisoners[PRISONER_REGULAR] )
{
if ( Chance( gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_REGULAR] ) )
fGetInfoOnHiddenVIPs = TRUE;
}
else if ( i < interrogatedprisoners[PRISONER_ELITE] )
{
if ( Chance( gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_ELITE] ) )
fGetInfoOnHiddenVIPs = TRUE;
}
else if ( i < interrogatedprisoners[PRISONER_OFFICER] )
{
if ( Chance( gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_OFFICER] ) )
fGetInfoOnHiddenVIPs = TRUE;
}
if ( fGetInfoOnHiddenVIPs )
{
UINT16 unknownvipector = 0;
if ( GetRandomUnknownVIPSector( unknownvipector ) )
{
// make this guy known to the player
StrategicMap[unknownvipector].usFlags |= ENEMY_VIP_PRESENT_KNOWN;
CHAR16 str[128];
GetSectorIDString( SECTORX( unknownvipector ), SECTORY( unknownvipector ), 0, str, TRUE );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_DETECTION_VIP], str );
// enough info from this guy
continue;
}
}
BOOLEAN found = FALSE;
UINT8 maxtries = 20;
for(UINT8 infotry = 0; infotry < maxtries; ++infotry)
@@ -6761,7 +6802,7 @@ void HandlePrisonerProcessingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
}
// remove interrogated prisoners...
ChangeNumberOfPrisoners( pSectorInfo, -interrogatedprisoners[PRISONER_SPECIAL], -interrogatedprisoners[PRISONER_ELITE], -interrogatedprisoners[PRISONER_REGULAR], -interrogatedprisoners[PRISONER_ADMIN], sMapX, sMapY );
ChangeNumberOfPrisoners( pSectorInfo, -interrogatedprisoners[PRISONER_OFFICER], -interrogatedprisoners[PRISONER_ELITE], -interrogatedprisoners[PRISONER_REGULAR], -interrogatedprisoners[PRISONER_ADMIN], sMapX, sMapY );
// give experience rewards to the interrogators
// total experience to share
@@ -6824,13 +6865,13 @@ void HandlePrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
// Are there any prisoners in this prison?
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
UINT8 prisonersspecial = 0, prisonerselite = 0, prisonersregular = 0, prisonersadmin = 0;
UINT16 numprisoners = GetNumberOfPrisoners( pSectorInfo, &prisonersspecial, &prisonerselite, &prisonersregular, &prisonersadmin );
UINT8 prisonersofficer = 0, prisonerselite = 0, prisonersregular = 0, prisonersadmin = 0;
UINT16 numprisoners = GetNumberOfPrisoners( pSectorInfo, &prisonersofficer, &prisonerselite, &prisonersregular, &prisonersadmin );
// for now, simply count specials as elites
ChangeNumberOfPrisoners( pSectorInfo, -prisonersspecial, prisonersspecial, 0, 0 );
prisonerselite += prisonersspecial;
prisonersspecial = 0;
// for now, simply count officers as elites
ChangeNumberOfPrisoners( pSectorInfo, -prisonersofficer, prisonersofficer, 0, 0 );
prisonerselite += prisonersofficer;
prisonersofficer = 0;
if ( !numprisoners )
return;
@@ -6901,7 +6942,7 @@ void HandlePrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
pSectorInfo->ubNumAdmins = min(255, pSectorInfo->ubNumAdmins + escapedadmins);
// reduce prisoner count!
ChangeNumberOfPrisoners( pSectorInfo, -prisonersspecial, -escapedelites, -escapedregulars, -escapedadmins, sMapX, sMapY );
ChangeNumberOfPrisoners( pSectorInfo, -prisonersofficer, -escapedelites, -escapedregulars, -escapedadmins, sMapX, sMapY );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_RIOT], wSectorName );
}