New feature: enemy combat jeeps fill the role between infantry and tanks. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=344628&#msg_344628

This is savegame compatible. GameDir >= r2305 required.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8114 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-03-20 18:45:51 +00:00
parent b8c0036396
commit 9e97538d89
75 changed files with 1614 additions and 772 deletions
+138 -49
View File
@@ -282,11 +282,11 @@ UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubT
return ubNumTroops;
}
UINT16 NumTanksInSector( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam )
UINT16 NumEnemyArmedVehiclesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam )
{
SECTORINFO *pSector;
GROUP *pGroup;
UINT8 ubNum;
UINT16 ubNum;
// HEADROCK: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
// probably isn't. But I need this bit to work.
@@ -306,18 +306,14 @@ UINT16 NumTanksInSector( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam )
pSector = &SectorInfo[SECTOR( sSectorX, sSectorY )];
if ( usTeam == ENEMY_TEAM )
ubNum = (UINT16)(pSector->ubNumTanks);
// TODO
//if ( is_networked )
//ubNumTroops += numenemyLAN( (UINT8)sSectorX, (UINT8)sSectorY ); //hayden
ubNum = (UINT16)(pSector->ubNumTanks + pSector->ubNumJeeps);
pGroup = gpGroupList;
while ( pGroup )
{
if ( pGroup->usGroupTeam == usTeam && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
ubNum += pGroup->pEnemyGroup->ubNumTanks;
ubNum += pGroup->pEnemyGroup->ubNumTanks + pGroup->pEnemyGroup->ubNumJeeps;
}
pGroup = pGroup->next;
}
@@ -383,7 +379,7 @@ UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
return ubNumTroops;
}
void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks )
void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
{
GROUP *pGroup;
SECTORINFO *pSector;
@@ -393,7 +389,7 @@ void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pu
AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
//Now count the number of mobile groups in the sector.
*pubNumTroops = *pubNumElites = *pubNumAdmins = *pubNumTanks = 0;
*pubNumTroops = *pubNumElites = *pubNumAdmins = *pubNumTanks = *pubNumJeeps =0;
pGroup = gpGroupList;
while( pGroup )
{
@@ -403,6 +399,7 @@ void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pu
*pubNumElites += pGroup->pEnemyGroup->ubNumElites;
*pubNumAdmins += pGroup->pEnemyGroup->ubNumAdmins;
*pubNumTanks += pGroup->pEnemyGroup->ubNumTanks;
*pubNumJeeps += pGroup->pEnemyGroup->ubNumJeeps;
}
pGroup = pGroup->next;
}
@@ -415,10 +412,11 @@ void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pu
*pubNumTroops += pSector->ubNumTroops;
*pubNumElites += pSector->ubNumElites;
*pubNumTanks += pSector->ubNumTanks;
*pubNumJeeps += pSector->ubNumJeeps;
}
}
void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks )
void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
{
GROUP *pGroup;
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
@@ -427,7 +425,7 @@ void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSe
AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
//Now count the number of mobile groups in the sector.
*pubNumTroops = *pubNumElites = *pubNumAdmins = *pubNumTanks = 0;
*pubNumTroops = *pubNumElites = *pubNumAdmins = *pubNumTanks = *pubNumJeeps = 0;
pGroup = gpGroupList;
while( pGroup )
{
@@ -437,13 +435,14 @@ void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSe
*pubNumElites += pGroup->pEnemyGroup->ubNumElites;
*pubNumAdmins += pGroup->pEnemyGroup->ubNumAdmins;
*pubNumTanks += pGroup->pEnemyGroup->ubNumTanks;
*pubNumJeeps += pGroup->pEnemyGroup->ubNumJeeps;
}
pGroup = pGroup->next;
}
}
void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks )
void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
{
SECTORINFO *pSector;
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
@@ -457,20 +456,22 @@ void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8
*pubNumTroops = pSector->ubNumTroops;
*pubNumElites = pSector->ubNumElites;
*pubNumTanks = pSector->ubNumTanks;
*pubNumJeeps = pSector->ubNumJeeps;
}
void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks )
void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
{
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks;
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps;
GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites, pubNumTanks );
GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites, pubNumTanks, pubNumJeeps );
GetNumberOfMobileEnemiesInSector( sSectorX, sSectorY, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
GetNumberOfMobileEnemiesInSector( sSectorX, sSectorY, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
*pubNumAdmins += ubNumAdmins;
*pubNumTroops += ubNumTroops;
*pubNumElites += ubNumElites;
*pubNumTanks += ubNumTanks;
*pubNumJeeps += ubNumJeeps;
}
void EndTacticalBattleForEnemy()
@@ -487,6 +488,7 @@ void EndTacticalBattleForEnemy()
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubTanksInBattle = 0;
pSector->ubJeepsInBattle = 0;
}
else if( !gbWorldSectorZ )
{
@@ -497,6 +499,7 @@ void EndTacticalBattleForEnemy()
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubTanksInBattle = 0;
pSector->ubJeepsInBattle = 0;
pSector->ubNumCreatures = 0;
pSector->ubCreaturesInBattle = 0;
}
@@ -516,6 +519,7 @@ void EndTacticalBattleForEnemy()
pGroup->pEnemyGroup->ubElitesInBattle = 0;
pGroup->pEnemyGroup->ubAdminsInBattle = 0;
pGroup->pEnemyGroup->ubTanksInBattle = 0;
pGroup->pEnemyGroup->ubJeepsInBattle = 0;
}
pGroup = pGroup->next;
}
@@ -570,8 +574,8 @@ BOOLEAN PrepareEnemyForSectorBattle()
SECTORINFO *pSector;
GROUP *pGroup;
SOLDIERTYPE *pSoldier;
unsigned ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks;
unsigned ubTotalAdmins, ubTotalElites, ubTotalTroops, ubTotalTanks = 0;
unsigned ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps;
unsigned ubTotalAdmins, ubTotalElites, ubTotalTroops, ubTotalTanks, ubTotalJeeps = 0;
unsigned totalCountOfStationaryEnemies = 0;
unsigned totalCountOfMobileEnemies = 0;
int sNumSlots;
@@ -627,7 +631,8 @@ BOOLEAN PrepareEnemyForSectorBattle()
!pGroup->pEnemyGroup->ubAdminsInBattle &&
!pGroup->pEnemyGroup->ubTroopsInBattle &&
!pGroup->pEnemyGroup->ubElitesInBattle &&
!pGroup->pEnemyGroup->ubTanksInBattle)
!pGroup->pEnemyGroup->ubTanksInBattle &&
!pGroup->pEnemyGroup->ubJeepsInBattle )
{
HandleArrivalOfReinforcements( pGroup );
}
@@ -665,12 +670,13 @@ BOOLEAN PrepareEnemyForSectorBattle()
// OJW - 20090403 - override max ai in co-op
if (is_networked && is_server && gMaxEnemiesEnabled == 1)
{
float totalEnemies = (float)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumTanks);
float totalEnemies = (float)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumTanks + pSector->ubNumJeeps);
ubTotalAdmins = (unsigned int)(((float)pSector->ubNumAdmins / totalEnemies) * mapMaximumNumberOfEnemies);
ubTotalTroops = (unsigned int)(((float)pSector->ubNumTroops / totalEnemies) * mapMaximumNumberOfEnemies);
ubTotalElites = (unsigned int)(((float)pSector->ubNumElites / totalEnemies) * mapMaximumNumberOfEnemies);
ubTotalTanks = (unsigned int)(((float)pSector->ubNumTanks / totalEnemies) * mapMaximumNumberOfEnemies);
totalEnemies = (float)(ubTotalAdmins + ubTotalTroops + ubTotalElites + ubTotalTanks);
ubTotalJeeps = (unsigned int)(((float)pSector->ubNumJeeps / totalEnemies) * mapMaximumNumberOfEnemies);
totalEnemies = (float)(ubTotalAdmins + ubTotalTroops + ubTotalElites + ubTotalTanks + ubTotalJeeps);
// take care of any rounding losses
while (totalEnemies < mapMaximumNumberOfEnemies)
@@ -684,10 +690,12 @@ BOOLEAN PrepareEnemyForSectorBattle()
pSector->ubNumTroops = ubTotalTroops;
pSector->ubNumElites = ubTotalElites;
pSector->ubNumTanks = ubTotalTanks;
pSector->ubNumJeeps = ubTotalJeeps;
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubTanksInBattle = 0;
pSector->ubJeepsInBattle = 0;
}
else
{
@@ -706,6 +714,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
case SOLDIER_CLASS_ARMY: ubTotalTroops++; break;
case SOLDIER_CLASS_ELITE: ubTotalElites++; break;
case SOLDIER_CLASS_TANK: ubTotalTanks++; break;
case SOLDIER_CLASS_JEEP: ubTotalJeeps++; break;
}
}
curr = curr->next;
@@ -714,10 +723,12 @@ BOOLEAN PrepareEnemyForSectorBattle()
pSector->ubNumTroops = ubTotalTroops;
pSector->ubNumElites = ubTotalElites;
pSector->ubNumTanks = ubTotalTanks;
pSector->ubNumJeeps = ubTotalJeeps;
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubTanksInBattle = 0;
pSector->ubJeepsInBattle = 0;
}
else
{
@@ -725,10 +736,11 @@ BOOLEAN PrepareEnemyForSectorBattle()
ubTotalTroops = pSector->ubNumTroops - pSector->ubTroopsInBattle;
ubTotalElites = pSector->ubNumElites - pSector->ubElitesInBattle;
ubTotalTanks = pSector->ubNumTanks - pSector->ubTanksInBattle;
ubTotalJeeps = pSector->ubNumJeeps - pSector->ubJeepsInBattle;
}
}
totalCountOfStationaryEnemies = ubTotalAdmins + ubTotalTroops + ubTotalElites + ubTotalTanks;
totalCountOfStationaryEnemies = ubTotalAdmins + ubTotalTroops + ubTotalElites + ubTotalTanks + ubTotalJeeps;
if( totalCountOfStationaryEnemies > mapMaximumNumberOfEnemies )
{
@@ -743,20 +755,22 @@ BOOLEAN PrepareEnemyForSectorBattle()
ubTotalTroops = min( mapMaximumNumberOfEnemies-ubTotalAdmins, ubTotalTroops );
ubTotalElites = min( mapMaximumNumberOfEnemies-ubTotalAdmins-ubTotalTroops, ubTotalElites );
ubTotalTanks = min( mapMaximumNumberOfEnemies-ubTotalAdmins-ubTotalTroops-ubTotalElites, ubTotalTanks );
ubTotalJeeps = min( mapMaximumNumberOfEnemies - ubTotalAdmins - ubTotalTroops - ubTotalElites - ubTotalTanks, ubTotalJeeps );
}
pSector->ubAdminsInBattle += ubTotalAdmins;
pSector->ubTroopsInBattle += ubTotalTroops;
pSector->ubElitesInBattle += ubTotalElites;
pSector->ubTanksInBattle += ubTotalTanks;
pSector->ubJeepsInBattle += ubTotalJeeps;
#ifdef JA2TESTVERSION
if( gfOverrideSector )
{
//if there are no troops in the current groups, then we're done.
if( !ubTotalAdmins && !ubTotalTroops && !ubTotalElites && !ubTotalTanks )
if ( !ubTotalAdmins && !ubTotalTroops && !ubTotalElites && !ubTotalTanks && !ubTotalJeeps )
return FALSE;
AddSoldierInitListEnemyDefenceSoldiers( ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalTanks );
AddSoldierInitListEnemyDefenceSoldiers( ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalTanks, ubTotalJeeps );
ValidateEnemiesHaveWeapons();
return TRUE;
}
@@ -783,7 +797,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
//Subtract the total number of stationary enemies from the available slots, as stationary forces take
//precendence in combat. The mobile forces that could also be in the same sector are considered later if
//all the slots fill up.
sNumSlots -= ubTotalAdmins + ubTotalTroops + ubTotalElites + ubTotalTanks;
sNumSlots -= ubTotalAdmins + ubTotalTroops + ubTotalElites + ubTotalTanks + ubTotalJeeps;
//Now, process all of the groups and search for both enemy and player groups in the sector.
//For enemy groups, we fill up the slots until we have none left or all of the groups have been
@@ -850,6 +864,21 @@ BOOLEAN PrepareEnemyForSectorBattle()
pGroup->pEnemyGroup->ubTanksInBattle += ubNumTanks;
ubTotalTanks += ubNumTanks;
}
if ( sNumSlots > 0 )
{
//Add jeeps
AssertGE( pGroup->pEnemyGroup->ubNumJeeps, pGroup->pEnemyGroup->ubJeepsInBattle );
ubNumJeeps = pGroup->pEnemyGroup->ubNumJeeps - pGroup->pEnemyGroup->ubJeepsInBattle;
sNumSlots -= ubNumJeeps;
if ( sNumSlots < 0 )
{ //adjust the value to zero
ubNumJeeps += sNumSlots;
sNumSlots = 0;
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
}
pGroup->pEnemyGroup->ubJeepsInBattle += ubNumJeeps;
ubTotalJeeps += ubNumJeeps;
}
//NOTE:
//no provisions for profile troop leader or retreat groups yet.
}
@@ -871,12 +900,12 @@ BOOLEAN PrepareEnemyForSectorBattle()
}
//if there are no troops in the current groups, then we're done.
if( !ubTotalAdmins && !ubTotalTroops && !ubTotalElites && !ubTotalTanks )
if ( !ubTotalAdmins && !ubTotalTroops && !ubTotalElites && !ubTotalTanks && !ubTotalJeeps )
{
return FALSE;
}
AddSoldierInitListEnemyDefenceSoldiers( ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalTanks );
AddSoldierInitListEnemyDefenceSoldiers( ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalTanks, ubTotalJeeps );
//Now, we have to go through all of the enemies in the new map, and assign their respective groups if
//in a mobile group, but only for the ones that were assigned from the
@@ -895,7 +924,8 @@ BOOLEAN PrepareEnemyForSectorBattle()
ubNumTroops = pGroup->pEnemyGroup->ubTroopsInBattle;
ubNumElites = pGroup->pEnemyGroup->ubElitesInBattle;
ubNumTanks = pGroup->pEnemyGroup->ubTanksInBattle;
unsigned num = ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks;
ubNumJeeps = pGroup->pEnemyGroup->ubJeepsInBattle;
unsigned num = ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps;
unsigned firstSlot = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
unsigned lastSlot = gTacticalStatus.Team[ ENEMY_TEAM ].bLastID;
@@ -974,6 +1004,15 @@ BOOLEAN PrepareEnemyForSectorBattle()
pSoldier->ubGroupID = pGroup->ubGroupID;
}
break;
case SOLDIER_CLASS_JEEP:
if ( ubNumTanks )
{
num--;
sNumSlots--;
ubNumJeeps--;
pSoldier->ubGroupID = pGroup->ubGroupID;
}
break;
}
}
@@ -983,6 +1022,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
AssertEQ( ubNumTroops , 0);
AssertEQ( ubNumAdmins , 0);
AssertEQ( ubNumTanks , 0);
AssertEQ( ubNumJeeps , 0);
AssertEQ( num , 0);*/
}
pGroup = pGroup->next;
@@ -996,7 +1036,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
BOOLEAN PrepareEnemyForUndergroundBattle()
{
UNDERGROUND_SECTORINFO *pUnderground;
unsigned ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalTanks;
unsigned ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalTanks, ubTotalJeeps;
pUnderground = gpUndergroundSectorInfoHead;
while( pUnderground )
@@ -1011,14 +1051,16 @@ BOOLEAN PrepareEnemyForUndergroundBattle()
ubTotalTroops = (UINT8)(pUnderground->ubNumTroops - pUnderground->ubTroopsInBattle);
ubTotalElites = (UINT8)(pUnderground->ubNumElites - pUnderground->ubElitesInBattle);
ubTotalTanks = (UINT8)(pUnderground->ubNumTanks - pUnderground->ubTanksInBattle);
ubTotalJeeps = (UINT8)(pUnderground->ubNumJeeps - pUnderground->ubJeepsInBattle);
pUnderground->ubAdminsInBattle += ubTotalAdmins;
pUnderground->ubTroopsInBattle += ubTotalTroops;
pUnderground->ubElitesInBattle += ubTotalElites;
pUnderground->ubTanksInBattle += ubTotalTanks;
AddSoldierInitListEnemyDefenceSoldiers( pUnderground->ubNumAdmins, pUnderground->ubNumTroops, pUnderground->ubNumElites, pUnderground->ubNumTanks );
pUnderground->ubJeepsInBattle += ubTotalJeeps;
AddSoldierInitListEnemyDefenceSoldiers( pUnderground->ubNumAdmins, pUnderground->ubNumTroops, pUnderground->ubNumElites, pUnderground->ubNumTanks, pUnderground->ubNumJeeps );
ValidateEnemiesHaveWeapons();
}
return ( ( BOOLEAN) ( pUnderground->ubNumAdmins + pUnderground->ubNumTroops + pUnderground->ubNumElites + pUnderground->ubNumTanks > 0 ) );
return ((BOOLEAN)(pUnderground->ubNumAdmins + pUnderground->ubNumTroops + pUnderground->ubNumElites + pUnderground->ubNumTanks + pUnderground->ubNumJeeps > 0));
}
pUnderground = pUnderground->next;
}
@@ -1544,7 +1586,7 @@ void AddPossiblePendingEnemiesToBattle()
#endif
UINT8 ubSlots, ubNumAvailable;
UINT8 ubNumElites, ubNumTroops, ubNumAdmins, ubNumTanks;
UINT8 ubNumElites, ubNumTroops, ubNumAdmins, ubNumTanks, ubNumJeeps;
UINT8 ubNumGroupsInSector;
UINT8 ubGroupIndex;
GROUP *pGroup;
@@ -1639,11 +1681,12 @@ void AddPossiblePendingEnemiesToBattle()
//return;
}
if( pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks )
if ( pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks + pSector->ubNumJeeps )
{
ubNumElites = ubNumTroops = ubNumAdmins = ubNumTanks = 0;
ubNumElites = ubNumTroops = ubNumAdmins = ubNumTanks = ubNumJeeps = 0;
ubNumAvailable = pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks - pSector->ubElitesInBattle - pSector->ubTroopsInBattle - pSector->ubAdminsInBattle - pSector->ubTanksInBattle;
ubNumAvailable = pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks + pSector->ubNumJeeps
- pSector->ubElitesInBattle - pSector->ubTroopsInBattle - pSector->ubAdminsInBattle - pSector->ubTanksInBattle - pSector->ubJeepsInBattle;
while( ubNumAvailable && ubSlots )
{
// So they just magically appear out of nowhere from the edge?
@@ -1677,6 +1720,14 @@ void AddPossiblePendingEnemiesToBattle()
ubSlots--;
ubNumTanks++;
}
else if ( pSector->ubJeepsInBattle < pSector->ubNumJeeps )
{
//Add a jeep
pSector->ubJeepsInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumJeeps++;
}
else
{
AssertMsg( 0, "AddPossiblePendingEnemiesToBattle(): Logic Error -- by Kris" );
@@ -1684,7 +1735,7 @@ void AddPossiblePendingEnemiesToBattle()
}
if( ubNumAdmins || ubNumTroops || ubNumElites || ubNumTanks )
if ( ubNumAdmins || ubNumTroops || ubNumElites || ubNumTanks || ubNumJeeps )
{ //This group has contributed forces, then add them now, because different
//groups appear on different sides of the map.
UINT8 ubStrategicInsertionCode = ubPredefinedInsertionCode;
@@ -1725,7 +1776,7 @@ void AddPossiblePendingEnemiesToBattle()
if( ubStrategicInsertionCode < INSERTION_CODE_NORTH ||ubStrategicInsertionCode > INSERTION_CODE_WEST )
ubStrategicInsertionCode = INSERTION_CODE_NORTH + Random( 4 );
AddEnemiesToBattle( 0, ubStrategicInsertionCode, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, FALSE );
AddEnemiesToBattle( 0, ubStrategicInsertionCode, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, FALSE );
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
}
}
@@ -1755,7 +1806,8 @@ void AddPossiblePendingEnemiesToBattle()
pGroup = pGroupInSectorList[ ubGroupIndex];
// Flugente fix: check for underflow...
UINT8 currentgroupsize = pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle + pGroup->pEnemyGroup->ubTanksInBattle;
UINT8 currentgroupsize = pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle
+ pGroup->pEnemyGroup->ubTanksInBattle + pGroup->pEnemyGroup->ubJeepsInBattle;
if ( currentgroupsize > pGroup->ubGroupSize )
ubNumAvailable = 0;
else
@@ -1816,25 +1868,32 @@ void AddPossiblePendingEnemiesToBattle()
{ //Add an elite troop
pGroup->pEnemyGroup->ubElitesInBattle++;
ubSlots--;
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 1, 0, FALSE );
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 1, 0, 0, FALSE );
}
else if( pGroup->pEnemyGroup->ubTroopsInBattle < pGroup->pEnemyGroup->ubNumTroops )
{ //Add a regular troop.
pGroup->pEnemyGroup->ubTroopsInBattle++;
ubSlots--;
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 1, 0, 0, FALSE );
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 1, 0, 0, 0, FALSE );
}
else if( pGroup->pEnemyGroup->ubAdminsInBattle < pGroup->pEnemyGroup->ubNumAdmins )
{ //Add an admin troop
pGroup->pEnemyGroup->ubAdminsInBattle++;
ubSlots--;
AddEnemiesToBattle( pGroup, ubInsertionCode, 1, 0, 0, 0, FALSE );
AddEnemiesToBattle( pGroup, ubInsertionCode, 1, 0, 0, 0, 0, FALSE );
}
else if( pGroup->pEnemyGroup->ubTanksInBattle < pGroup->pEnemyGroup->ubNumTanks )
{ //Add a tank
pGroup->pEnemyGroup->ubTanksInBattle++;
ubSlots--;
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 0, 1, FALSE );
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 0, 1, 0, FALSE );
}
else if ( pGroup->pEnemyGroup->ubJeepsInBattle < pGroup->pEnemyGroup->ubNumJeeps )
{
//Add a jeep
pGroup->pEnemyGroup->ubJeepsInBattle++;
ubSlots--;
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 0, 0, 1, FALSE );
}
else
{
@@ -1843,7 +1902,7 @@ void AddPossiblePendingEnemiesToBattle()
pGroup->pEnemyGroup->ubTroopsInBattle++;
ubSlots--;
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 1, 0, 0, FALSE );
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 1, 0, 0, 0, FALSE );
}
}
@@ -1913,7 +1972,7 @@ void NotifyPlayersOfNewEnemies()
}
}
void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, BOOLEAN fMagicallyAppeared )
void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps, BOOLEAN fMagicallyAppeared )
{
SOLDIERTYPE *pSoldier;
MAPEDGEPOINTINFO MapEdgepointInfo;
@@ -1946,6 +2005,8 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
pSector->ubElitesInBattle += ubNumElites;
pSector->ubNumTanks += ubNumTanks;
pSector->ubTanksInBattle += ubNumTanks;
pSector->ubNumJeeps += ubNumJeeps;
pSector->ubJeepsInBattle += ubNumJeeps;
}
else
{
@@ -1960,13 +2021,15 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
pSector->ubElitesInBattle += ubNumElites;
pSector->ubNumTanks += ubNumTanks;
pSector->ubTanksInBattle += ubNumTanks;
pSector->ubNumJeeps += ubNumJeeps;
pSector->ubJeepsInBattle += ubNumJeeps;
}
}
//Because the enemies magically appeared, have one of our soldiers say something...
NotifyPlayersOfNewEnemies();
}
ubTotalSoldiers = ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks;
ubTotalSoldiers = ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps;
#ifdef JA2UB
if( gsGridNoForMapEdgePointInfo != -1 )
@@ -2093,6 +2156,30 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
else if ( ubNumJeeps && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins + ubNumTanks + ubNumJeeps) && ubNumberOfVehicles < 9 )
{
ubNumJeeps--;
ubTotalSoldiers--;
Assert( pSoldier = TacticalCreateEnemyJeep( ) );
if ( pGroup )
{
pSoldier->ubGroupID = pGroup->ubGroupID;
}
pSoldier->ubInsertionDirection = bDesiredDirection;
//Setup the position
if ( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
{ //using an edgepoint
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ubCurrSlot++];
}
else
{ //no edgepoints left, so put him at the entrypoint.
pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
// HEADROCK HAM 3.2: enemy reinforcements arrive with 0 APs.
if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 1 || gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 2)
{
@@ -2808,7 +2895,8 @@ BOOLEAN CheckPendingNonPlayerTeam( UINT8 usTeam )
if ( usTeam == ENEMY_TEAM )
{
if( (pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks) > ( pSector->ubElitesInBattle + pSector->ubTroopsInBattle + pSector->ubAdminsInBattle + pSector->ubTanksInBattle) )
if ( (pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks + pSector->ubNumJeeps) >
(pSector->ubElitesInBattle + pSector->ubTroopsInBattle + pSector->ubAdminsInBattle + pSector->ubTanksInBattle + pSector->ubJeepsInBattle) )
return TRUE;
}
@@ -2821,7 +2909,8 @@ BOOLEAN CheckPendingNonPlayerTeam( UINT8 usTeam )
{
if ( usTeam == ENEMY_TEAM )
{
if ( pGroup->ubGroupSize > pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle + pGroup->pEnemyGroup->ubTanksInBattle )
if ( pGroup->ubGroupSize > pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle
+ pGroup->pEnemyGroup->ubTanksInBattle + pGroup->pEnemyGroup->ubJeepsInBattle )
return TRUE;
}
else if ( usTeam == MILITIA_TEAM )