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
+26 -18
View File
@@ -91,7 +91,7 @@ ARMY_GUN_CHOICE_TYPE gExtendedArmyGunChoices[SOLDIER_GUN_CHOICE_SELECTIONS][ARMY
ARMY_GUN_CHOICE_TYPE gArmyItemChoices[SOLDIER_GUN_CHOICE_SELECTIONS][MAX_ITEM_TYPES];
void RandomlyChooseWhichItemsAreDroppable( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass );
void EquipTank( SOLDIERCREATE_STRUCT *pp );
void EquipArmouredVehicle( SOLDIERCREATE_STRUCT *pp, BOOLEAN fTank = TRUE );
void ChooseKitsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bKitClass );
void ChooseMiscGearForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bMiscClass );
@@ -251,13 +251,13 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
return;
}
if ( TANK( pp ) )
if ( ARMED_VEHICLE( pp ) )
{
EquipTank( pp );
EquipArmouredVehicle( pp, TANK( pp ) );
return;
}
Assert( ( bSoldierClass >= SOLDIER_CLASS_NONE ) && ( bSoldierClass <= SOLDIER_CLASS_ELITE_MILITIA ) || bSoldierClass == SOLDIER_CLASS_TANK );
Assert( (bSoldierClass >= SOLDIER_CLASS_NONE) && (bSoldierClass <= SOLDIER_CLASS_ELITE_MILITIA) || bSoldierClass == SOLDIER_CLASS_TANK || bSoldierClass == SOLDIER_CLASS_JEEP );
Assert( ( bEquipmentRating >= 0 ) && ( bEquipmentRating <= 4 ) );
// equipment level is modified by 1/10 of the difficulty percentage, -5, so it's between -5 to +5
@@ -3406,24 +3406,33 @@ UINT16 SelectStandardArmyGun( UINT8 uiGunLevel, INT8 bSoldierClass )
void EquipTank( SOLDIERCREATE_STRUCT *pp )
void EquipArmouredVehicle( SOLDIERCREATE_STRUCT *pp, BOOLEAN fTank )
{
// tanks get special equipment, and they drop nothing (MGs are hard-mounted & non-removable)
// main cannon
CreateItem( TANK_CANNON, ( INT8 )( 80 + Random( 21 ) ), &( pp->Inv[ HANDPOS ]) );
pp->Inv[ HANDPOS ].fFlags |= OBJECT_UNDROPPABLE;
// tanks get a main cannon and a MG, other vehicles just get the MG
if ( fTank )
{
CreateItem( TANK_CANNON, ( INT8 )( 80 + Random( 21 ) ), &( pp->Inv[ HANDPOS ]) );
pp->Inv[ HANDPOS ].fFlags |= OBJECT_UNDROPPABLE;
// machine gun
CreateItems( MINIMI, ( INT8 )( 80 + Random( 21 ) ), 1, &gTempObject );
gTempObject.fFlags |= OBJECT_UNDROPPABLE;
PlaceObjectInSoldierCreateStruct( pp, &gTempObject );
// tanks don't deplete shells or ammo...
CreateItems( TANK_SHELL, 100, 1, &gTempObject );
gTempObject.fFlags |= OBJECT_UNDROPPABLE;
PlaceObjectInSoldierCreateStruct( pp, &gTempObject );
// tanks don't deplete shells or ammo...
CreateItems( TANK_SHELL, 100, 1, &gTempObject );
gTempObject.fFlags |= OBJECT_UNDROPPABLE;
PlaceObjectInSoldierCreateStruct( pp, &gTempObject );
// machine gun
CreateItems( MINIMI, (INT8)(80 + Random( 21 )), 1, &gTempObject );
gTempObject.fFlags |= OBJECT_UNDROPPABLE;
PlaceObjectInSoldierCreateStruct( pp, &gTempObject );
}
else
{
// machine gun
CreateItems( MINIMI, (INT8)(80 + Random( 21 )), 1, &(pp->Inv[HANDPOS]) );
pp->Inv[HANDPOS].fFlags |= OBJECT_UNDROPPABLE;
}
// armour equal to spectra all over (for vs explosives)
CreateItem( SPECTRA_VEST, 100, &(pp->Inv[ VESTPOS ]) );
pp->Inv[ VESTPOS ].fFlags |= OBJECT_UNDROPPABLE;
@@ -3431,7 +3440,6 @@ void EquipTank( SOLDIERCREATE_STRUCT *pp )
pp->Inv[ HELMETPOS ].fFlags |= OBJECT_UNDROPPABLE;
CreateItem( SPECTRA_LEGGINGS, 100, &(pp->Inv[ LEGPOS ]) );
pp->Inv[ LEGPOS ].fFlags |= OBJECT_UNDROPPABLE;
}