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:
Shadooow
2022-03-22 22:12:07 +00:00
parent 3e4295c70b
commit 7baeb20175
+40 -56
View File
@@ -98,8 +98,8 @@ void ChooseBombsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bBombClas
void ChooseLBEsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bLBEClass ); void ChooseLBEsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bLBEClass );
UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass); UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass);
UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness); UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness);
UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness, BOOLEAN getMatchingCoolness); UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness, BOOLEAN getMatchingCoolness);
UINT16 PickARandomAttachment(UINT8 typeIndex, INT8 bSoldierClass, UINT16 usBaseItem, UINT8 maxCoolness, BOOLEAN getMatchingCoolness); UINT16 PickARandomAttachment(UINT8 typeIndex, INT8 bSoldierClass, UINT16 usBaseItem, UINT8 maxCoolness, BOOLEAN getMatchingCoolness);
void InitArmyGunTypes(void) void InitArmyGunTypes(void)
@@ -833,8 +833,7 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
//selection for that particular type of item, and 1-11 means to choose an item if possible. 1 is //selection for that particular type of item, and 1-11 means to choose an item if possible. 1 is
//the worst class of item, while 11 is the best. //the worst class of item, while 11 is the best.
void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponClass, void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponClass, INT8 bAmmoClips, INT8 bAttachClass, BOOLEAN fAttachment )
INT8 bAmmoClips, INT8 bAttachClass, BOOLEAN fAttachment )
{ {
//INVTYPE *pItem; //INVTYPE *pItem;
UINT16 i; UINT16 i;
@@ -1460,47 +1459,31 @@ void ChooseArmourForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bHelmetC
UINT16 usItem = 0, usHelmetItem = 0, usVestItem = 0, usLeggingsItem = 0; UINT16 usItem = 0, usHelmetItem = 0, usVestItem = 0, usLeggingsItem = 0;
//UINT16 usNumMatches; //UINT16 usNumMatches;
//INT8 bOrigVestClass = bVestClass; //INT8 bOrigVestClass = bVestClass;
INT8 i;
//tais: always get any armor... smeagol doesnt like naked people.. // This option wants us to dress soldier up surely. But unfortunately it cannot be guaranteed due to:
if(gGameExternalOptions.fSoldiersWearAnyArmour) // * item choises XML can be empty
// * a picking is random after all
// So we are going to try to pick something other than nothing but not guarantee it.
if (gGameExternalOptions.fSoldiersWearAnyArmour)
{ {
if(bHelmetClass < 1) bHelmetClass = 1; if (bHelmetClass < MIN_EQUIPMENT_CLASS) bHelmetClass = MIN_EQUIPMENT_CLASS;
//search for a non-empty class with items we need if (bVestClass < MIN_EQUIPMENT_CLASS) bVestClass = MIN_EQUIPMENT_CLASS;
for(i=bHelmetClass;i<=10;i++) if (bLeggingsClass < MIN_EQUIPMENT_CLASS) bLeggingsClass = MIN_EQUIPMENT_CLASS;
{
usHelmetItem = PickARandomItem(HELMET, pp->ubSoldierClass, i ); // Make the first attempt for each item type
//if we find a non-empty class change to that and break usHelmetItem = PickARandomItem(HELMET, pp->ubSoldierClass, bHelmetClass, TRUE);
if(usHelmetItem > 0) usVestItem = PickARandomItem(VEST, pp->ubSoldierClass, bVestClass, TRUE);
{ usLeggingsItem = PickARandomItem(LEGS, pp->ubSoldierClass, bLeggingsClass, TRUE);
bHelmetClass = i;
break; // PickARandomItem(getMatchingCoolness = TRUE) must have a strong reason to return 0 disregarding wantedCoolness
} // we pass, e.g. itemChoices is empty or filled with improper items. So let's make another attempt to ensure we did
} // all what we can. Unlikely it will help, though.
if(bVestClass < 1) bVestClass = 1; if (usHelmetItem == 0)
//search for a non-empty class with items we need usHelmetItem = PickARandomItem(HELMET, pp->ubSoldierClass, bHelmetClass, TRUE);
for(i=bVestClass;i<=10;i++) if (usVestItem == 0)
{ usVestItem = PickARandomItem(VEST, pp->ubSoldierClass, bVestClass, TRUE);
usVestItem = PickARandomItem(VEST, pp->ubSoldierClass, i ); if (usLeggingsItem == 0)
//if we find a non-empty class change to that and break usLeggingsItem = PickARandomItem(LEGS, pp->ubSoldierClass, bLeggingsClass, TRUE);
if(usVestItem > 0)
{
bVestClass = i;
break;
}
}
if(bLeggingsClass < 1) bLeggingsClass = 1;
//search for a non-empty class with items we need
for(i=bLeggingsClass;i<=10;i++)
{
usLeggingsItem = PickARandomItem(LEGS, pp->ubSoldierClass, i );
//if we find a non-empty class change to that and break
if(usLeggingsItem > 0)
{
bLeggingsClass = i;
break;
}
}
} }
//Madd: added minimum protection of 10 for armours to be used by enemies //Madd: added minimum protection of 10 for armours to be used by enemies
@@ -3313,11 +3296,11 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass)
{ {
return PickARandomItem(typeIndex, bSoldierClass, 100,FALSE); return PickARandomItem(typeIndex, bSoldierClass, 100,FALSE);
} }
UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness) UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness)
{ {
return PickARandomItem(typeIndex, bSoldierClass, maxCoolness,TRUE); return PickARandomItem(typeIndex, bSoldierClass, wantedCoolness,TRUE);
} }
UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness, BOOLEAN getMatchingCoolness) UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness, BOOLEAN getMatchingCoolness)
{ {
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("PickARandomItem: typeIndex = %d, maxCoolness = %d, getMatchingCoolness = %d",typeIndex,maxCoolness,getMatchingCoolness)); //DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("PickARandomItem: typeIndex = %d, maxCoolness = %d, getMatchingCoolness = %d",typeIndex,maxCoolness,getMatchingCoolness));
@@ -3342,8 +3325,10 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness, B
if ( i > gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices ) if ( i > gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices )
break; break;
// a chance for nothing! if (getMatchingCoolness == TRUE)
uiChoice = Random(gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices + (int) ( gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices / 3 )); uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices);
else // otherwise there is a chance to pick nothing!
uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices + (int)(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices / 3));
if ( uiChoice >= gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices ) if ( uiChoice >= gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices )
{ {
@@ -3365,7 +3350,7 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness, B
pickItem = FALSE; pickItem = FALSE;
if (usItem >= 0 && Item[usItem].ubCoolness <= maxCoolness && ItemIsLegal(usItem)) if (usItem > 0 && Item[usItem].randomitem == 0 && ItemIsLegal(usItem))
{ {
// On day // On day
if (DayTime() == TRUE) if (DayTime() == TRUE)
@@ -3387,10 +3372,6 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness, B
pickItem = TRUE; pickItem = TRUE;
} }
} }
// Flugente: if item is still random, don't pick it
if ( Item[usItem].randomitem > 0 )
pickItem = FALSE;
} }
@@ -3399,12 +3380,15 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness, B
if (pickItem == TRUE) if (pickItem == TRUE)
{ {
// pick a default item in case we don't find anything with a matching coolness, but pick the coolest item we can find // pick a default item in case we don't find anything with a matching coolness, but pick the most matching (by coolness) item
if ( defaultItem == 0 || Item[usItem].ubCoolness > Item[defaultItem].ubCoolness ) if ( defaultItem == 0 ||
abs((int)wantedCoolness - (int)Item[usItem].ubCoolness) < abs((int)wantedCoolness - (int)Item[defaultItem].ubCoolness))
{
defaultItem = usItem; defaultItem = usItem;
}
// found something with the right coolness // found something with the right coolness
if ( Item[usItem].ubCoolness == maxCoolness || !getMatchingCoolness ) if ( Item[usItem].ubCoolness == wantedCoolness || !getMatchingCoolness )
return usItem; return usItem;
} }
} }