- New Feature/exploit enhancement: enter hostile sector with helicopter and land mercs anywhere (see http://www.bears-pit.com/board/ubbthreads.php/topics/327879.html#Post327879)

- MP entry points are now much more and scale with mapsize

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6576 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-11-10 19:35:13 +00:00
parent 899d0f15a0
commit 7e5cbd126a
11 changed files with 444 additions and 293 deletions
+1 -2
View File
@@ -3197,9 +3197,8 @@ void GetMercClimbDirection( UINT8 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoU
*pfGoUp = TRUE;
}
}
// IF we are higher...
if ( pSoldier->pathing.bLevel > 0 )
else //if ( pSoldier->pathing.bLevel > 0 )
{
if ( FindLowerLevel( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection, &bNewDirection ) )
{
+30 -37
View File
@@ -386,10 +386,6 @@ BOOLEAN gfFirstHeliRun;
void HandleFirstHeliDropOfGame( );
void ResetHeliSeats( )
{
gbNumHeliSeatsOccupied = 0;
@@ -415,13 +411,16 @@ void AddMercToHeli( UINT8 ubID )
}
}
// Flugente: we might want to set the helicopter dropoff point without starting it at the same time
void SetHelicopterDroppoint( INT32 sGridNo )
{
gsGridNoSweetSpot = sGridNo;
}
void StartHelicopterRun( INT32 sGridNoSweetSpot )
void StartHelicopterRun()
{
INT16 sX, sY;
gsGridNoSweetSpot = sGridNoSweetSpot;
if ( gbNumHeliSeatsOccupied == 0 )
{
return;
@@ -431,7 +430,7 @@ void StartHelicopterRun( INT32 sGridNoSweetSpot )
PauseGame();
LockPauseState( 20 );
ConvertGridNoToCenterCellXY( sGridNoSweetSpot, &sX, &sY );
ConvertGridNoToCenterCellXY( gsGridNoSweetSpot, &sX, &sY );
gsHeliXPos = sX - ( 2 * CELL_X_SIZE );
gsHeliYPos = sY - ( 10 * CELL_Y_SIZE );
@@ -444,15 +443,14 @@ void StartHelicopterRun( INT32 sGridNoSweetSpot )
gbHeliRound = 1;
gubHeliState = HELI_APPROACH;
guiHeliLastUpdate = GetJA2Clock( );
guiHeliLastUpdate = GetJA2Clock( );
// Start sound
uiSoundSample = PlayJA2Sample( HELI_1, RATE_11025, 0, 10000, MIDDLEPAN );
fFadingHeliIn = TRUE;
gfHandleHeli = TRUE;
gfFirstGuyDown = TRUE;
gfHandleHeli = TRUE;
gfFirstGuyDown = TRUE;
guiPendingOverrideEvent = LU_BEGINUILOCK;
}
@@ -462,12 +460,10 @@ void HandleHeliDrop( )
{
UINT8 ubScriptCode;
UINT32 uiClock;
//INT16 sWorldX, sWorldY;
INT32 iVol;
INT32 cnt;
ANITILE_PARAMS AniParams;
if ( gfHandleHeli )
{
if ( gCurrentUIMode != LOCKUI_MODE )
@@ -503,7 +499,7 @@ void HandleHeliDrop( )
// Remove heli
DeleteAniTile( gpHeli );
RebuildCurrentSquad( );
RebuildCurrentSquad( );
// Remove sound
if( uiSoundSample!=NO_SAMPLE )
@@ -559,7 +555,7 @@ void HandleHeliDrop( )
// Remove heli
DeleteAniTile( gpHeli );
RebuildCurrentSquad( );
RebuildCurrentSquad( );
// Remove sound
if( uiSoundSample!=NO_SAMPLE )
@@ -603,7 +599,7 @@ void HandleHeliDrop( )
iVol=__min( HIGHVOLUME, iVol+5);
SoundSetVolume(uiSoundSample, iVol);
if(iVol==HIGHVOLUME)
fFadingHeliIn=FALSE;
fFadingHeliIn=FALSE;
}
else
{
@@ -631,7 +627,7 @@ void HandleHeliDrop( )
UnLockPauseState();
UnPauseGame();
RebuildCurrentSquad( );
RebuildCurrentSquad( );
HandleFirstHeliDropOfGame( );
}
@@ -646,7 +642,7 @@ void HandleHeliDrop( )
UnLockPauseState();
UnPauseGame();
RebuildCurrentSquad( );
RebuildCurrentSquad( );
HandleFirstHeliDropOfGame( );
}
@@ -681,15 +677,9 @@ void HandleHeliDrop( )
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->EVENT_InitNewSoldierAnim( HELIDROP, 0 , FALSE );
// Change insertion code
#ifdef JA2UB
//MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->usStrategicInsertionData = gGameUBOptions.LOCATEGRIDNO;
#else
//MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
#endif
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->usStrategicInsertionData = gsGridNoSweetSpot;
// HEADROCK HAM 3.5: Externalized!
UpdateMercInSector( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ );
//EVENT_SetSoldierPosition( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], sWorldX, sWorldY );
@@ -876,9 +866,8 @@ void BeginMercEntering( SOLDIERTYPE *pSoldier, INT32 sGridNo )
ResetHeliSeats( );
AddMercToHeli( pSoldier->ubID );
StartHelicopterRun( sGridNo );
StartHelicopterRun();
// Make sure AI does nothing.....
PauseAIUntilManuallyUnpaused();
@@ -887,13 +876,19 @@ void BeginMercEntering( SOLDIERTYPE *pSoldier, INT32 sGridNo )
void HandleFirstHeliDropOfGame( )
{
// Flugente: always call people to area
CallAvailableEnemiesTo( gsGridNoSweetSpot );
// Are we in the first heli drop?
if ( gfFirstHeliRun )
{
SyncStrategicTurnTimes();
#ifdef JA2UB
SetHelicopterDroppoint( gGameUBOptions.LOCATEGRIDNO );
#else
SetHelicopterDroppoint( gGameExternalOptions.iInitialMercArrivalLocation );
#endif
// Call people to area
CallAvailableEnemiesTo( gsGridNoSweetSpot );
SyncStrategicTurnTimes();
// Move to header file...
// HEADROCK HAM 3.5: Externalized!
@@ -935,12 +930,10 @@ void HandleFirstHeliDropOfGame( )
}
gfFirstHeliRun = FALSE;
}
// Send message to turn on ai again....
CharacterDialogueWithSpecialEvent( 0, 0, 0, DIALOGUE_TACTICAL_UI , FALSE , FALSE , DIALOGUE_SPECIAL_EVENT_ENABLE_AI ,0, 0 );
}
+23 -11
View File
@@ -22,6 +22,7 @@
#include "meanwhile.h"
#include "Exit Grids.h"
#include "Interface.h" // added by Flugente for zBackground
#include "renderworld.h" // added by Flugente
#endif
#ifdef JA2UB
@@ -1194,16 +1195,7 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO
sGridNo = pSoldier->sInsertionGridNo;
}
}
// Flugente backgrounds
if ( pSoldier->ubStrategicInsertionCode == INSERTION_CODE_CENTER && pSoldier->GetBackgroundValue(BG_AIRDROP) )
{
fCalculateDirection = FALSE;
pSoldier->ubInsertionDirection = Random( DIRECTION_IRRELEVANT );
pSoldier->bSoldierFlagMask |= SOLDIER_AIRDROP_BONUS;
}
// add this flag whenever we enter strategically enter a sector (= we attack a sector)
pSoldier->bSoldierFlagMask |= SOLDIER_ASSAULT_BONUS;
@@ -1500,6 +1492,26 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDir
fUpdateFinalPosition = FALSE;
}
// Flugente: if we are airdropping, center screen on the action adn remove soldier initially. He will be dropped into the sector by the helicopter
if ( pSoldier->bSoldierFlagMask & SOLDIER_AIRDROP )
{
pSoldier->bSoldierFlagMask &= ~SOLDIER_AIRDROP;
if ( gGameExternalOptions.ubSkyriderHotLZ == 3 )
{
gfIgnoreScrolling = FALSE;
INT16 sNewCenterWorldX, sNewCenterWorldY;
ConvertGridNoToCenterCellXY( sGridNo, &sNewCenterWorldX, &sNewCenterWorldY );
SetRenderCenter( sNewCenterWorldX, sNewCenterWorldY );
gfIgnoreScrolling = TRUE;
pSoldier->RemoveSoldierFromGridNo( );
pSoldier->bInSector = FALSE;
return;
}
}
// If this is a special insertion location, get path!
if ( ubInsertionCode == INSERTION_CODE_ARRIVING_GAME )
@@ -1524,7 +1536,7 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDir
pSoldier->EVENT_SetSoldierDesiredDirection( ubDirection );
}
}
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
if ( !( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
+2 -2
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@@ -380,8 +380,8 @@ enum
#define SOLDIER_RADIO_OPERATOR_JAMMING 0x00100000 //1048576 // radio operator is jamming frequencies
#define SOLDIER_RADIO_OPERATOR_SCANNING 0x00200000 //2097152 // radio operator is scanning for jammers
/*#define PLAYER_NET_3_LVL_2 0x00400000 //4194304
#define PLAYER_NET_4_LVL_2 0x00800000 //8388608
#define SOLDIER_AIRDROP 0x00400000 //4194304 // soldier is entering the sector via airdrop from a helicopter
/*#define PLAYER_NET_4_LVL_2 0x00800000 //8388608
#define PLAYER_NET_1_LVL_3 0x01000000 //16777216
#define PLAYER_NET_2_LVL_3 0x02000000 //33554432
+3 -3
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@@ -5,14 +5,14 @@
void ResetHeliSeats( );
void AddMercToHeli( UINT8 ubID );
void StartHelicopterRun( INT32 sGridNoSweetSpot );
// Flugente: we might want to set the helicopter dropoff point without starting it at the same time
void SetHelicopterDroppoint( INT32 sGridNo );
void StartHelicopterRun();
void HandleHeliDrop( );
extern BOOLEAN gfIngagedInDrop;
#endif