From 927a57961bd30db6e8704a0243466777903668e6 Mon Sep 17 00:00:00 2001 From: MaddMugsy Date: Thu, 15 Jun 2006 17:38:06 +0000 Subject: [PATCH] -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 --- Strategic/Game Event Hook.cpp | 6 +- Tactical/Air Raid.cpp | 149 +++++++++++++++++----------------- 2 files changed, 78 insertions(+), 77 deletions(-) diff --git a/Strategic/Game Event Hook.cpp b/Strategic/Game Event Hook.cpp index 9d75e78dc..bb1e1d568 100644 --- a/Strategic/Game Event Hook.cpp +++ b/Strategic/Game Event Hook.cpp @@ -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 ) ) { diff --git a/Tactical/Air Raid.cpp b/Tactical/Air Raid.cpp index 47774035d..4cbc09446 100644 --- a/Tactical/Air Raid.cpp +++ b/Tactical/Air Raid.cpp @@ -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; }