-commented out more air raid code

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@235 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-06-15 17:38:06 +00:00
parent d390d4a266
commit 927a57961b
2 changed files with 78 additions and 77 deletions
+3 -3
View File
@@ -321,9 +321,9 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
// case EVENT_CHECK_FOR_AIR_RAID:
// CheckForAndSetupAirRaid( );
// break;
case EVENT_BEGIN_AIR_RAID:
BeginAirRaid( );
break;
//case EVENT_BEGIN_AIR_RAID:
// BeginAirRaid( );
// break;
case EVENT_MEANWHILE:
if( !DelayEventIfBattleInProgress( pEvent ) )
{
+75 -74
View File
@@ -1247,7 +1247,8 @@ void HandleAirRaid( )
BOOLEAN InAirRaid( )
{
return( gfInAirRaid );
return FALSE;
// return( gfInAirRaid );
}
@@ -1498,96 +1499,96 @@ void EndAirRaid( )
// Madd
void CheckForAndSetupAirRaid ()
{
INT16 sSectorX;
INT16 sSectorY;
BOOLEAN fDoAirRaid=FALSE;
SECTORINFO * pSector;
INT16 sMenInSector;
INT16 sMinMenForRaid;
SOLDIERTYPE * pSoldier;
INT16 cnt=0;
//INT16 sSectorX;
//INT16 sSectorY;
//BOOLEAN fDoAirRaid=FALSE;
//SECTORINFO * pSector;
//INT16 sMenInSector;
//INT16 sMinMenForRaid;
//SOLDIERTYPE * pSoldier;
//INT16 cnt=0;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"CheckForAndSetupAirRaid");
//DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"CheckForAndSetupAirRaid");
switch ( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
sMinMenForRaid = 10;
break;
case DIF_LEVEL_MEDIUM:
sMinMenForRaid = 8;
break;
case DIF_LEVEL_HARD:
sMinMenForRaid = 6;
break;
case DIF_LEVEL_INSANE:
sMinMenForRaid = 4;
break;
}
//switch ( gGameOptions.ubDifficultyLevel )
//{
// case DIF_LEVEL_EASY:
// sMinMenForRaid = 10;
// break;
// case DIF_LEVEL_MEDIUM:
// sMinMenForRaid = 8;
// break;
// case DIF_LEVEL_HARD:
// sMinMenForRaid = 6;
// break;
// case DIF_LEVEL_INSANE:
// sMinMenForRaid = 4;
// break;
//}
for ( sSectorY = 0;sSectorY < MAP_WORLD_Y;sSectorY++ )
{
for ( sSectorX = 0;sSectorX < MAP_WORLD_X;sSectorX++ )
{
pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
//for ( sSectorY = 0;sSectorY < MAP_WORLD_Y;sSectorY++ )
//{
// for ( sSectorX = 0;sSectorX < MAP_WORLD_X;sSectorX++ )
// {
// pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CheckForAndSetupAirRaid: sector (%d,%d)",sSectorX,sSectorY));
// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CheckForAndSetupAirRaid: sector (%d,%d)",sSectorX,sSectorY));
//only attack towns and sam sites
if( StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bNameId == BLANK_SECTOR && !IsThisSectorASAMSector( sSectorX, sSectorY, 0 ))
continue;
// //only attack towns and sam sites
// if( StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bNameId == BLANK_SECTOR && !IsThisSectorASAMSector( sSectorX, sSectorY, 0 ))
// continue;
sMenInSector = 0;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CheckForAndSetupAirRaid: soldier id = %d, (x,y,z) = (%d,%d,%d)",pSoldier->bActive,pSoldier->sSectorX,pSoldier->sSectorY,pSoldier->bSectorZ ));
if ( pSoldier->sSectorX == sSectorX && pSoldier->sSectorY == sSectorY && pSoldier->bSectorZ == 0 && pSoldier->bActive )
sMenInSector++;
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CheckForAndSetupAirRaid: men %d, min men %d",sMenInSector,sMinMenForRaid));
if ( !WillAirRaidBeStopped ( sSectorX, sSectorY ) && sMenInSector >= sMinMenForRaid && Random(4) < gGameOptions.ubDifficultyLevel )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CheckForAndSetupAirRaid: do a raid"));
fDoAirRaid = TRUE;
break;
}
}
if( fDoAirRaid )
break;
}
// sMenInSector = 0;
// cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
// {
// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CheckForAndSetupAirRaid: soldier id = %d, (x,y,z) = (%d,%d,%d)",pSoldier->bActive,pSoldier->sSectorX,pSoldier->sSectorY,pSoldier->bSectorZ ));
// if ( pSoldier->sSectorX == sSectorX && pSoldier->sSectorY == sSectorY && pSoldier->bSectorZ == 0 && pSoldier->bActive )
// sMenInSector++;
// }
//
// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CheckForAndSetupAirRaid: men %d, min men %d",sMenInSector,sMinMenForRaid));
// if ( !WillAirRaidBeStopped ( sSectorX, sSectorY ) && sMenInSector >= sMinMenForRaid && Random(4) < gGameOptions.ubDifficultyLevel )
// {
// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CheckForAndSetupAirRaid: do a raid"));
// fDoAirRaid = TRUE;
// break;
// }
// }
// if( fDoAirRaid )
// break;
//}
if ( fDoAirRaid )
{
AIR_RAID_DEFINITION AirRaidDef;
//if ( fDoAirRaid )
//{
// AIR_RAID_DEFINITION AirRaidDef;
AirRaidDef.sSectorX = sSectorX;
AirRaidDef.sSectorY = sSectorY;
AirRaidDef.sSectorZ = 0;
AirRaidDef.bIntensity = max(1,gGameOptions.ubDifficultyLevel-1) ;
AirRaidDef.uiFlags = AIR_RAID_CAN_RANDOMIZE_TEASE_DIVES;
AirRaidDef.ubNumMinsFromCurrentTime = Random(840) + 1;
// AirRaidDef.sSectorX = sSectorX;
// AirRaidDef.sSectorY = sSectorY;
// AirRaidDef.sSectorZ = 0;
// AirRaidDef.bIntensity = max(1,gGameOptions.ubDifficultyLevel-1) ;
// AirRaidDef.uiFlags = AIR_RAID_CAN_RANDOMIZE_TEASE_DIVES;
// AirRaidDef.ubNumMinsFromCurrentTime = Random(840) + 1;
ScheduleAirRaid( &AirRaidDef );
// ScheduleAirRaid( &AirRaidDef );
return;
}
//}
}
void EnemyCallInAirStrike (INT16 sSectorX, INT16 sSectorY)
{
AIR_RAID_DEFINITION AirRaidDef;
//AIR_RAID_DEFINITION AirRaidDef;
AirRaidDef.sSectorX = sSectorX;
AirRaidDef.sSectorY = sSectorY;
AirRaidDef.sSectorZ = 0;
AirRaidDef.bIntensity = max(1,gGameOptions.ubDifficultyLevel-1);
AirRaidDef.uiFlags = AIR_RAID_BOMBS_ONLY;
AirRaidDef.ubNumMinsFromCurrentTime = Random(2);
//AirRaidDef.sSectorX = sSectorX;
//AirRaidDef.sSectorY = sSectorY;
//AirRaidDef.sSectorZ = 0;
//AirRaidDef.bIntensity = max(1,gGameOptions.ubDifficultyLevel-1);
//AirRaidDef.uiFlags = AIR_RAID_BOMBS_ONLY;
//AirRaidDef.ubNumMinsFromCurrentTime = Random(2);
if ( AirRaidDef.bIntensity > 0 )
ScheduleAirRaid( &AirRaidDef );
//if ( AirRaidDef.bIntensity > 0 )
// ScheduleAirRaid( &AirRaidDef );
return;
}