New feature: militia resources requires the player to convert items to resources to be able to train and promote militia

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8271 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-07-15 19:33:44 +00:00
parent 5dcfe09a77
commit 7a34e9a154
21 changed files with 711 additions and 105 deletions
+43 -9
View File
@@ -224,6 +224,22 @@ enum
ASD_RESOURCE_MAX
};
// exact gun types
enum
{
NOT_GUN = 0,
GUN_PISTOL,
GUN_M_PISTOL,
GUN_SMG,
GUN_RIFLE,
GUN_SN_RIFLE,
GUN_AS_RIFLE,
GUN_LMG,
GUN_SHOTGUN,
GUN_TYPES_MAX
};
typedef struct
{
BOOLEAN fGunNut;
@@ -512,6 +528,24 @@ typedef struct
UINT16 usMilitiaAmmo_OptimalMagCount;
BOOLEAN fMilitiaUseSectorClassSpecificTaboos;
// Flugente: militia resources
BOOLEAN fMilitiaResources;
FLOAT fMilitiaResources_ProgressFactor;
FLOAT fMilitiaResources_ItemClassMod_Ammo_Bullet;
FLOAT fMilitiaResources_ItemClassMod_Gun;
FLOAT fMilitiaResources_ItemClassMod_Armour;
FLOAT fMilitiaResources_ItemClassMod_Melee;
FLOAT fMilitiaResources_ItemClassMod_Bomb;
FLOAT fMilitiaResources_ItemClassMod_Grenade;
FLOAT fMilitiaResources_ItemClassMod_Face;
FLOAT fMilitiaResources_ItemClassMod_LBE;
FLOAT fMilitiaResources_ItemClassMod_Attachment_Low;
FLOAT fMilitiaResources_ItemClassMod_Attachment_Medium;
FLOAT fMilitiaResources_ItemClassMod_Attachment_High;
FLOAT fMilitiaResources_WeaponMod[GUN_TYPES_MAX];
// Flugente - allow accessing other mercs inventory via 'stealing'
BOOLEAN fAccessOtherMercInventories;
@@ -2290,7 +2324,7 @@ typedef struct
FLOAT fRangeModifierGrenade;
// damage modifiers
FLOAT fDamageModifierGun[9];
FLOAT fDamageModifierGun[GUN_TYPES_MAX];
FLOAT fDamageModifierBlade;
FLOAT fDamageModifierPunch;
FLOAT fDamageModifierTentacle;
@@ -2302,23 +2336,23 @@ typedef struct
FLOAT fShotsPer4TurnsModifierTentacle;
FLOAT fShotsPer4TurnsModifierThrowKnife;
// Burst AP modifiers
FLOAT fBurstAPModifierGun[9];
FLOAT fBurstAPModifierGun[GUN_TYPES_MAX];
// AP modifiers for Auto Fire Shots per 5 AP (bAutofireShotsPerFiveAP)
FLOAT fAFShotsPer5APModifierGun[9];
FLOAT fAFShotsPer5APModifierGun[GUN_TYPES_MAX];
// AP to Reload modifiers
FLOAT fAPtoReloadModifierGun[9];
FLOAT fAPtoReloadModifierGun[GUN_TYPES_MAX];
FLOAT fAPtoReloadModifierLauncher;
// AP to Reload manually modifiers
FLOAT fAPtoReloadManuallyModifierGun[9];
FLOAT fAPtoReloadManuallyModifierGun[GUN_TYPES_MAX];
FLOAT fAPtoReloadManuallyModifierLauncher;
// Max Distance for messy shot modifiers
FLOAT fDistMessyModifierGun[9];
FLOAT fDistMessyModifierGun[GUN_TYPES_MAX];
// Handling modifiers
FLOAT fHandlingModifierGun[9];
FLOAT fHandlingModifierGun[GUN_TYPES_MAX];
FLOAT fHandlingModifierLauncher;
// Recoil modifiers
FLOAT fRecoilXModifierGun[9];
FLOAT fRecoilYModifierGun[9];
FLOAT fRecoilXModifierGun[GUN_TYPES_MAX];
FLOAT fRecoilYModifierGun[GUN_TYPES_MAX];
// -------------- ARMOR MODIFIERS ----------------
FLOAT fCamoLBEoverVestModifier;