New Feature: Improved ambushes have mercs face the enemy and be somewhat scattered, while the enemy encircles the player but is not at point-blank range.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7846 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-05-03 20:02:01 +00:00
parent 79e7278736
commit 7efe3966cf
6 changed files with 131 additions and 26 deletions
+5
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@@ -20,8 +20,13 @@ INT32 FindGridNoFromSweetSpotExcludingSweetSpotInQuardent( SOLDIERTYPE *pSoldier
INT32 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
// Finds a sweetspot but excluding this one!
// Flugente: I've altered this function in two ways:
// 1. The gridno is now drawn from the entirety of the circle - not just for sX and sY being positive
// 2. The direction now points to sSweetGridNo, center of the circle, instead of the map center
INT32 FindRandomGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
// Flugente: returns random gridno in a circle around sCenterGridNo with radius uOuterRadius that is not inside the circle with radius uInnerRadius
INT32 FindRandomGridNoBetweenCircles( INT32 sCenterGridNo, UINT8 uInnerRadius, UINT8 uOuterRadius, UINT8& urDirection );
// Adds a soldier ( already created in mercptrs[] array )!
// Finds a good placement based on data in the loaded sector and if they are enemy's or not, etc...