Moving Tanks Feature (by anv)

- feature: tanks can move around in tactical. Set with Tactical Gameplay Settings > ENEMY_TANKS_CAN_MOVE.
- feature: tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it. Set with Tactical Gameplay Settings > ENEMY_TANKS_BLOW_OBSTACLES_UP.
- feature: tanks can use cannon even against single mercs and in perfect health. Set with Tactical Gameplay Settings > ENEMY_TANKS_DONT_SPARE_SHELLS.
- feature: tanks can noticed as soon as any part of it is visible. Set with Tactical Gameplay Settings > ENEMY_TANKS_ANY_PART_VISIBLE.
- feature: depending on game difficulty enemy patrols at game start can be randomly reinforced with tank. Set with Strategic Gameplay Settings > ARMY_USES_TANKS_IN_PATROLS.
- feature: depending on game difficulty enemy groups created during offensives can include tanks. Set with trategic Gameplay Settings > ARMY_USES_TANKS_IN_ATTACKS.
- feature: mercs in vehicles automatically rest their guns,
- fix: guns can be rested on vehicles,
- rewritten code to allow putting enemies inside vehicles,
- added missing descriptions for all vehicle options to INIEditorJA2Options.xml.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7277 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-06-18 18:10:07 +00:00
parent 33b3707381
commit 981c81b4b4
42 changed files with 971 additions and 372 deletions
+71 -50
View File
@@ -123,16 +123,16 @@ JA25_SECTOR_AI_MANAGER gJa25StrategicAi;
BOOLEAN AddEnemiesToInitialSectorH7();
UINT32 GetNumberOfJA25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 *pNumAdmins, UINT8 *pNumTroops, UINT8 *pNumElites );
void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites );
UINT32 GetNumberOfJA25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 *pNumAdmins, UINT8 *pNumTroops, UINT8 *pNumElites, UINT8 *pubNumTanks );
void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks );
void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites );
void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks );
void InitJa25InitialEnemiesInSector();
void InitJa25UnderGroundSectors();
void InitNumberOfEnemiesInAboveGroundSectors( );
void InitNumberOfEnemiesInUnderGroundSectors( );
void SetNumberOfJa25BloodCatsInSector( INT32 iSectorID, INT8 bNumBloodCats, INT8 bBloodCatPlacements );
void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites );
void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks );
void ResetJa25SectorProbabilities();
BOOLEAN InitJa25StrategicSectorAI( BOOLEAN fReset );
@@ -152,8 +152,8 @@ void FixEnemyCounterInSectorBug();
void AddEnemiesToFirstTunnelSector();
void AddEnemiesToSecondTunnelSector();
UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites );
UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites );
UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks );
UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks );
void RemoveAllEnemySoldierInitListLinks();
INT16 GetGridNoEnemyWillSeekWhenAttacking( INT8 bSaiSector );
void SetH11NumEnemiesInSector();
@@ -175,7 +175,7 @@ BOOLEAN Ja25BetaDateToInvalidateExe();
UINT32 GetNumberOfJA25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 *pNumAdmins, UINT8 *pNumTroops, UINT8 *pNumElites )
UINT32 GetNumberOfJA25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 *pNumAdmins, UINT8 *pNumTroops, UINT8 *pNumElites, UINT8 *pNumTanks )
{
SECTORINFO *pSector;
@@ -187,6 +187,7 @@ UINT32 GetNumberOfJA25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSec
*pNumAdmins = pSector->ubNumAdmins;
*pNumTroops = pSector->ubNumTroops;
*pNumElites = pSector->ubNumElites;
*pNumTanks = pSector->ubNumTanks;
}
else
{
@@ -198,6 +199,7 @@ UINT32 GetNumberOfJA25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSec
*pNumAdmins = pSector->ubNumAdmins;
*pNumTroops = pSector->ubNumTroops;
*pNumElites = pSector->ubNumElites;
*pNumTanks = pSector->ubNumTanks;
}
}
@@ -278,15 +280,17 @@ BOOLEAN AddEnemiesToInitialSectorH7()
UINT8 ubNumAdmins;
UINT8 ubNumTroops;
UINT8 ubNumElites;
UINT8 ubNumTanks;
UINT8 ubNumRemovedAdmins=0;
UINT8 ubNumRemovedTroops=0;
UINT8 ubNumRemovedElites=0;
UINT8 ubNumRemovedTanks=0;
ubSector = SECTOR( JA2_5_START_SECTOR_X, JA2_5_START_SECTOR_Y );
//Get the number of enemies in the guard post sector
GetNumberOfJA25EnemiesInSector( 8, MAP_ROW_H, 0, &ubNumAdmins, &ubNumTroops, &ubNumElites );
GetNumberOfJA25EnemiesInSector( 8, MAP_ROW_H, 0, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
//determine the #of enemies to travel to the initial heli sector
@@ -299,13 +303,16 @@ BOOLEAN AddEnemiesToInitialSectorH7()
if( ubNumElites > 1 )
ubNumRemovedElites = ubNumElites / 3 + + Random( 3 );
if( ubNumTanks > 1 )
ubNumRemovedTanks = ubNumTanks / 3 + + Random( 3 );
//deduct the # that are moving from the # in the guard post sector
// SetNumberJa25EnemiesInSurfaceSector( SEC_H8, (UINT8)(ubNumAdmins-ubNumRemovedAdmins), (UINT8)(ubNumTroops-ubNumRemovedTroops), (UINT8)(ubNumElites-ubNumRemovedElites) );
SetNumberJa25EnemiesInSector( 8, MAP_ROW_H, 0, (UINT8)(ubNumAdmins-ubNumRemovedAdmins), (UINT8)(ubNumTroops-ubNumRemovedTroops), (UINT8)(ubNumElites-ubNumRemovedElites) );
SetNumberJa25EnemiesInSector( 8, MAP_ROW_H, 0, (UINT8)(ubNumAdmins-ubNumRemovedAdmins), (UINT8)(ubNumTroops-ubNumRemovedTroops), (UINT8)(ubNumElites-ubNumRemovedElites), (UINT8)(ubNumTanks-ubNumRemovedTanks) );
uiWorldMin = GetWorldTotalMin();
pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector+1, ubNumRemovedAdmins, ubNumRemovedTroops, ubNumRemovedElites );
pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector+1, ubNumRemovedAdmins, ubNumRemovedTroops, ubNumRemovedElites, ubNumRemovedTanks );
if( pGroup == NULL )
{
@@ -396,24 +403,24 @@ void InitJa25UnderGroundSectors()
*/
}
void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites )
void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks )
{
//if its a ground level
if( bSectorZ == 0 )
{
SetNumberJa25EnemiesInSurfaceSector( SECTOR( sSectorX, sSectorY ), ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SECTOR( sSectorX, sSectorY ), ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
//its an underground level
else
{
SetNumberJa25EnemiesInUnderGroundSector( sSectorX, sSectorY, bSectorZ, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInUnderGroundSector( sSectorX, sSectorY, bSectorZ, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
}
void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites )
void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks )
{
SECTORINFO *pSector;
@@ -421,6 +428,7 @@ void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UI
pSector->ubNumAdmins = ubNumAdmins;
pSector->ubNumTroops = ubNumTroops;
pSector->ubNumElites = ubNumElites;
pSector->ubNumTanks = ubNumTanks;
}
void SetNumberOfJa25BloodCatsInSector( INT32 iSectorID, INT8 bNumBloodCats, INT8 bBloodCatPlacements )
@@ -433,7 +441,7 @@ void SetNumberOfJa25BloodCatsInSector( INT32 iSectorID, INT8 bNumBloodCats, INT8
pSector->bBloodCatPlacements = bBloodCatPlacements;
}
void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites )
void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks )
{
UNDERGROUND_SECTORINFO *pSector=NULL;
@@ -444,6 +452,7 @@ void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, IN
pSector->ubNumAdmins = ubNumAdmins;
pSector->ubNumTroops = ubNumTroops;
pSector->ubNumElites = ubNumElites;
pSector->ubNumTanks = ubNumTanks;
}
void InitNumberOfEnemiesInAboveGroundSectors( )
@@ -451,6 +460,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
//H7
{
@@ -477,7 +487,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
ubNumElites = 0 + Random( 0 );
break;
}
SetNumberJa25EnemiesInSurfaceSector( SEC_H7, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SEC_H7, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
@@ -508,7 +518,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
break;
}
SetNumberJa25EnemiesInSurfaceSector( SEC_H8, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SEC_H8, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
//Guard Post
@@ -538,7 +548,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
break;
}
SetNumberJa25EnemiesInSurfaceSector( SEC_H9, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SEC_H9, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
// SEC_H10:
@@ -567,7 +577,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
break;
}
SetNumberJa25EnemiesInSurfaceSector( SEC_H10, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SEC_H10, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
//SEC_H11
@@ -600,7 +610,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
break;
}
SetNumberJa25EnemiesInSurfaceSector( SEC_I9, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SEC_I9, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
//First part of town
@@ -630,7 +640,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
break;
}
SetNumberJa25EnemiesInSurfaceSector( SEC_I10, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SEC_I10, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
//Second part of town
@@ -660,7 +670,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
break;
}
SetNumberJa25EnemiesInSurfaceSector( SEC_I11, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SEC_I11, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
//SEC_I12:
@@ -689,7 +699,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
break;
}
SetNumberJa25EnemiesInSurfaceSector( SEC_I12, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SEC_I12, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
//Abandoned mine
@@ -719,7 +729,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
break;
}
SetNumberJa25EnemiesInSurfaceSector( SEC_I13, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SEC_I13, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
// SEC_J11:
@@ -748,7 +758,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
break;
}
SetNumberJa25EnemiesInSurfaceSector( SEC_J11, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SEC_J11, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
// SEC_J12:
@@ -777,7 +787,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
break;
}
SetNumberJa25EnemiesInSurfaceSector( SEC_J12, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SEC_J12, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
//Power Generator, Ground Level
@@ -807,7 +817,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
break;
}
SetNumberJa25EnemiesInSurfaceSector( SEC_J13, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SEC_J13, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
//Complex, Ground Level
@@ -837,7 +847,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
break;
}
SetNumberJa25EnemiesInSurfaceSector( SEC_K15, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SEC_K15, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
}
@@ -846,6 +856,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks;
//Mine Sector Level 1
switch( gGameOptions.ubDifficultyLevel )
@@ -866,7 +877,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 0 + Random( 0 );
break;
}
SetNumberJa25EnemiesInSector( 13, 9, 1, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSector( 13, 9, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
//Power Generator Level 1
@@ -888,7 +899,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 0 + Random( 0 );
break;
}
SetNumberJa25EnemiesInSector( 13, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSector( 13, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
//Tunnel First Part, Level 1
@@ -910,7 +921,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 0 + Random( 0 );
break;
}
SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
//Tunnel Second Part, Level 1
@@ -932,7 +943,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 0 + Random( 0 );
break;
}
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
@@ -955,7 +966,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 6 + Random( 4 );
break;
}
SetNumberJa25EnemiesInSector( 15, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSector( 15, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
//Complex, Level 2, K15
@@ -977,7 +988,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 10 + Random( 2 );
break;
}
SetNumberJa25EnemiesInSector( 15, 11, 2, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSector( 15, 11, 2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
//Complex, Level 2, L15
@@ -999,7 +1010,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 14 + Random( 2 );
break;
}
SetNumberJa25EnemiesInSector( 15, 12, 2, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSector( 15, 12, 2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
//Complex, Level 3, L15
@@ -1021,7 +1032,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 15 + Random( 0 );
break;
}
SetNumberJa25EnemiesInSector( 15, 12, 3, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSector( 15, 12, 3, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
void InitJa25SaveStruct()
@@ -1270,7 +1281,7 @@ void HandleAddingEnemiesToTunnelMaps()
else if( AreAnyPlayerMercsStillInSector( 14, 10, 1 ) &&
!AreAnyPlayerMercsStillInSector( 14, 11, 1 ) )
{
ubNumEnemies = NumEnemiesToAttackFirstTunnelSector( NULL, NULL, NULL );
ubNumEnemies = NumEnemiesToAttackFirstTunnelSector( NULL, NULL, NULL, NULL );
//Add enemies to the first sector
HandleAddEnemiesToSectorPlayerIsntIn( JA25_J14_1, ubNumEnemies );
@@ -1284,7 +1295,7 @@ void HandleAddingEnemiesToTunnelMaps()
//else if the player is in the second sector
else if( AreAnyPlayerMercsStillInSector( 14, 11, 1 ) )
{
ubNumEnemies = NumEnemiesToAttackSecondTunnelSector( NULL, NULL, NULL );
ubNumEnemies = NumEnemiesToAttackSecondTunnelSector( NULL, NULL, NULL, NULL );
//Add enemies to the first sector
HandleAddEnemiesToSectorPlayerIsntIn( JA25_K14_1, ubNumEnemies );
@@ -1313,10 +1324,11 @@ void AddEnemiesToFirstTunnelSector()
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
NumEnemiesToAttackFirstTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites );
NumEnemiesToAttackFirstTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
void AddEnemiesToSecondTunnelSector()
@@ -1324,16 +1336,18 @@ void AddEnemiesToSecondTunnelSector()
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
NumEnemiesToAttackSecondTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites );
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites );
NumEnemiesToAttackSecondTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites )
UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks )
{
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
//if the player blew up the fan, add a ton of enemies to the sector
//1st Tunnel Sector
@@ -1365,14 +1379,18 @@ UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8
if( pElites )
*pElites = ubNumElites;
return( ubNumAdmins + ubNumTroops + ubNumElites );
if( pTanks )
*pTanks = ubNumTanks;
return( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks );
}
UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites )
UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks )
{
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
//if the player blew up the fan, add a ton of enemies to the sector
//1st Tunnel Sector
@@ -1402,8 +1420,10 @@ UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT
*pTroops = ubNumTroops;
if( pElites )
*pElites = ubNumElites;
if( pTanks )
*pTanks = ubNumTanks;
return( ubNumAdmins + ubNumTroops + ubNumElites );
return( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks );
}
@@ -2166,7 +2186,7 @@ BOOLEAN HandleAddEnemiesToSectorPlayerIsntIn( INT16 sSaiSector, UINT8 ubNumEnemi
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
}
SetNumberJa25EnemiesInSector( sSectorX, sSectorY, bSectorZ, 0, ubNumEnemies, 0 );
SetNumberJa25EnemiesInSector( sSectorX, sSectorY, bSectorZ, 0, ubNumEnemies, 0, 0 );
SetThisSectorAsEnemyControlled( sSectorX, sSectorY, bSectorZ, FALSE );
@@ -2211,7 +2231,7 @@ if ( gGameUBOptions.pJA2UB == TRUE )
if( gJa25AiSectorStruct[ sSaiSector ].bSectorZ == 0 )
{
pGroup = CreateNewEnemyGroupDepartingFromSector( sSector, 0, ubNumEnemies, 0 );
pGroup = CreateNewEnemyGroupDepartingFromSector( sSector, 0, ubNumEnemies, 0, 0 );
if( sGridNo != -1 )
{
@@ -2241,7 +2261,7 @@ if ( gGameUBOptions.pJA2UB == TRUE )
Ja25SAI_DetermineWhichLevelToAttackFrom( sSaiSector, &sSector, &bLevel );
//underground, we have to specify
pGroup = CreateNewEnemyGroupDepartingFromSectorUsingZLevel( sSector, bLevel, 0, ubNumEnemies, 0 );//was sSector
pGroup = CreateNewEnemyGroupDepartingFromSectorUsingZLevel( sSector, bLevel, 0, ubNumEnemies, 0, 0 );//was sSector
// pGroup->pEnemyGroup->ubTroopsInBattle = ubNumEnemies;
}
@@ -2802,6 +2822,7 @@ void SetH11NumEnemiesInSector()
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
// SEC_H11:
{
@@ -2829,7 +2850,7 @@ void SetH11NumEnemiesInSector()
break;
}
SetNumberJa25EnemiesInSurfaceSector( SEC_H11, ubNumAdmins, ubNumTroops, ubNumElites );
SetNumberJa25EnemiesInSurfaceSector( SEC_H11, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
}
}