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INI option SOLDIERS_ALWAYS_WEAR_ANY_ARMOR works improperly at 100% game progress, so that a soldier lacks 1, 2 or all 3 armor items ('naked' guy). (by sun_alf)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -98,8 +98,8 @@ void ChooseBombsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bBombClas
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void ChooseLBEsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bLBEClass );
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UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass);
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UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness);
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UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness, BOOLEAN getMatchingCoolness);
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UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness);
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UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness, BOOLEAN getMatchingCoolness);
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UINT16 PickARandomAttachment(UINT8 typeIndex, INT8 bSoldierClass, UINT16 usBaseItem, UINT8 maxCoolness, BOOLEAN getMatchingCoolness);
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void InitArmyGunTypes(void)
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@@ -833,8 +833,7 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
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//selection for that particular type of item, and 1-11 means to choose an item if possible. 1 is
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//the worst class of item, while 11 is the best.
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void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponClass,
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INT8 bAmmoClips, INT8 bAttachClass, BOOLEAN fAttachment )
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void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponClass, INT8 bAmmoClips, INT8 bAttachClass, BOOLEAN fAttachment )
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{
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//INVTYPE *pItem;
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UINT16 i;
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@@ -1460,47 +1459,31 @@ void ChooseArmourForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bHelmetC
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UINT16 usItem = 0, usHelmetItem = 0, usVestItem = 0, usLeggingsItem = 0;
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//UINT16 usNumMatches;
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//INT8 bOrigVestClass = bVestClass;
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INT8 i;
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//tais: always get any armor... smeagol doesnt like naked people..
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if(gGameExternalOptions.fSoldiersWearAnyArmour)
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// This option wants us to dress soldier up surely. But unfortunately it cannot be guaranteed due to:
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// * item choises XML can be empty
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// * a picking is random after all
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// So we are going to try to pick something other than nothing but not guarantee it.
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if (gGameExternalOptions.fSoldiersWearAnyArmour)
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{
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if(bHelmetClass < 1) bHelmetClass = 1;
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//search for a non-empty class with items we need
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for(i=bHelmetClass;i<=10;i++)
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{
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usHelmetItem = PickARandomItem(HELMET, pp->ubSoldierClass, i );
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//if we find a non-empty class change to that and break
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if(usHelmetItem > 0)
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{
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bHelmetClass = i;
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break;
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}
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}
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if(bVestClass < 1) bVestClass = 1;
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//search for a non-empty class with items we need
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for(i=bVestClass;i<=10;i++)
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{
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usVestItem = PickARandomItem(VEST, pp->ubSoldierClass, i );
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//if we find a non-empty class change to that and break
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if(usVestItem > 0)
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{
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bVestClass = i;
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break;
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}
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}
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if(bLeggingsClass < 1) bLeggingsClass = 1;
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//search for a non-empty class with items we need
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for(i=bLeggingsClass;i<=10;i++)
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{
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usLeggingsItem = PickARandomItem(LEGS, pp->ubSoldierClass, i );
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//if we find a non-empty class change to that and break
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if(usLeggingsItem > 0)
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{
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bLeggingsClass = i;
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break;
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}
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}
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if (bHelmetClass < MIN_EQUIPMENT_CLASS) bHelmetClass = MIN_EQUIPMENT_CLASS;
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if (bVestClass < MIN_EQUIPMENT_CLASS) bVestClass = MIN_EQUIPMENT_CLASS;
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if (bLeggingsClass < MIN_EQUIPMENT_CLASS) bLeggingsClass = MIN_EQUIPMENT_CLASS;
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// Make the first attempt for each item type
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usHelmetItem = PickARandomItem(HELMET, pp->ubSoldierClass, bHelmetClass, TRUE);
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usVestItem = PickARandomItem(VEST, pp->ubSoldierClass, bVestClass, TRUE);
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usLeggingsItem = PickARandomItem(LEGS, pp->ubSoldierClass, bLeggingsClass, TRUE);
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// PickARandomItem(getMatchingCoolness = TRUE) must have a strong reason to return 0 disregarding wantedCoolness
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// we pass, e.g. itemChoices is empty or filled with improper items. So let's make another attempt to ensure we did
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// all what we can. Unlikely it will help, though.
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if (usHelmetItem == 0)
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usHelmetItem = PickARandomItem(HELMET, pp->ubSoldierClass, bHelmetClass, TRUE);
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if (usVestItem == 0)
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usVestItem = PickARandomItem(VEST, pp->ubSoldierClass, bVestClass, TRUE);
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if (usLeggingsItem == 0)
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usLeggingsItem = PickARandomItem(LEGS, pp->ubSoldierClass, bLeggingsClass, TRUE);
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}
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//Madd: added minimum protection of 10 for armours to be used by enemies
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@@ -3313,11 +3296,11 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass)
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{
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return PickARandomItem(typeIndex, bSoldierClass, 100,FALSE);
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}
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UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness)
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UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness)
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{
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return PickARandomItem(typeIndex, bSoldierClass, maxCoolness,TRUE);
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return PickARandomItem(typeIndex, bSoldierClass, wantedCoolness,TRUE);
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}
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UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness, BOOLEAN getMatchingCoolness)
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UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness, BOOLEAN getMatchingCoolness)
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("PickARandomItem: typeIndex = %d, maxCoolness = %d, getMatchingCoolness = %d",typeIndex,maxCoolness,getMatchingCoolness));
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@@ -3342,8 +3325,10 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness, B
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if ( i > gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices )
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break;
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// a chance for nothing!
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uiChoice = Random(gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices + (int) ( gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices / 3 ));
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if (getMatchingCoolness == TRUE)
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uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices);
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else // otherwise there is a chance to pick nothing!
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uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices + (int)(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices / 3));
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if ( uiChoice >= gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices )
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{
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@@ -3365,7 +3350,7 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness, B
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pickItem = FALSE;
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if (usItem >= 0 && Item[usItem].ubCoolness <= maxCoolness && ItemIsLegal(usItem))
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if (usItem > 0 && Item[usItem].randomitem == 0 && ItemIsLegal(usItem))
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{
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// On day
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if (DayTime() == TRUE)
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@@ -3387,10 +3372,6 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness, B
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pickItem = TRUE;
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}
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}
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// Flugente: if item is still random, don't pick it
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if ( Item[usItem].randomitem > 0 )
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pickItem = FALSE;
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}
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@@ -3399,12 +3380,15 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness, B
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if (pickItem == TRUE)
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{
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// pick a default item in case we don't find anything with a matching coolness, but pick the coolest item we can find
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if ( defaultItem == 0 || Item[usItem].ubCoolness > Item[defaultItem].ubCoolness )
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// pick a default item in case we don't find anything with a matching coolness, but pick the most matching (by coolness) item
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if ( defaultItem == 0 ||
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abs((int)wantedCoolness - (int)Item[usItem].ubCoolness) < abs((int)wantedCoolness - (int)Item[defaultItem].ubCoolness))
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{
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defaultItem = usItem;
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}
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// found something with the right coolness
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if ( Item[usItem].ubCoolness == maxCoolness || !getMatchingCoolness )
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if ( Item[usItem].ubCoolness == wantedCoolness || !getMatchingCoolness )
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return usItem;
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}
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}
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