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
+12 -7
View File
@@ -651,7 +651,11 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
{
fVehicleIgnoreObstacles = TRUE;
}
else if( gGameExternalOptions.ubTanksRammingMaxStructureArmour && sSoldierID != NOBODY && TANK( MercPtrs[ sSoldierID ] ) )
else if ( gGameExternalOptions.ubEnemyJeepsRammingMaxStructureArmour && sSoldierID != NOBODY && COMBAT_JEEP( MercPtrs[sSoldierID] ) )
{
fVehicleIgnoreObstacles = TRUE;
}
else if ( gGameExternalOptions.ubTanksRammingMaxStructureArmour && sSoldierID != NOBODY && TANK( MercPtrs[sSoldierID] ) )
{
fVehicleIgnoreObstacles = TRUE;
}
@@ -737,15 +741,15 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
// but not monsters and such (they can't fall down due to lack of animations)
// also make sure AI won't flatten their allies
if( !( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_ROBOT | SOLDIER_MONSTER ) ) &&
( ( !TANK(MercPtrs[ sSoldierID ]) && gGameExternalOptions.fAllowCarsDrivingOverPeople ) ||
( TANK(MercPtrs[ sSoldierID ]) && gGameExternalOptions.fAllowTanksDrivingOverPeople ) ) &&
((!ARMED_VEHICLE( MercPtrs[sSoldierID] ) && gGameExternalOptions.fAllowCarsDrivingOverPeople) ||
(ARMED_VEHICLE( MercPtrs[sSoldierID] ) && gGameExternalOptions.fAllowTanksDrivingOverPeople)) &&
( MercPtrs[ sSoldierID ]->bTeam == gbPlayerNum || MercPtrs[ sSoldierID ]->bTeam != pSoldier->bTeam ) )
{
pExistingStructure = pExistingStructure->pNext;
// damage people when driving on them
if( fAddingForReal )
{
if( TANK( MercPtrs[ sSoldierID ] ) )
if ( TANK( MercPtrs[sSoldierID] ) )
{
pSoldier->EVENT_SoldierGotHit( 0, Random(10)+5, Random(200)+Random(200), MercPtrs[ sSoldierID ]->ubDirection, 0, sSoldierID, FIRE_WEAPON_VEHICLE_TRAUMA, 0, 0, pSoldier->sGridNo );
}
@@ -771,8 +775,9 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
else
{
// only if structure is weak enough
if( ( !TANK(MercPtrs[ sSoldierID ]) && gubMaterialArmour[ pExistingStructure->pDBStructureRef->pDBStructure->ubArmour ] < gGameExternalOptions.ubCarsRammingMaxStructureArmour ) ||
( TANK(MercPtrs[ sSoldierID ]) && gubMaterialArmour[ pExistingStructure->pDBStructureRef->pDBStructure->ubArmour ] < gGameExternalOptions.ubTanksRammingMaxStructureArmour ) )
if ( (!ARMED_VEHICLE( MercPtrs[sSoldierID] ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubCarsRammingMaxStructureArmour) ||
(COMBAT_JEEP( MercPtrs[sSoldierID] ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubEnemyJeepsRammingMaxStructureArmour) ||
(TANK( MercPtrs[sSoldierID] ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubTanksRammingMaxStructureArmour) )
{
// when not just plotting path, really destroy structure
if( fAddingForReal )
@@ -1915,7 +1920,7 @@ BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason,
gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED;
// handle structure revenge - damage to vehicle
if ( ubOwner != NOBODY && MercPtrs[ubOwner] && !TANK( MercPtrs[ubOwner] ) )
if ( ubOwner != NOBODY && MercPtrs[ubOwner] && !ARMED_VEHICLE( MercPtrs[ubOwner] ) )
{
MercPtrs[ ubOwner ]->SoldierTakeDamage( 0, Random(max(0,(ubBaseArmour-10)/5))+max(0,(ubBaseArmour-10)/5), 0, TAKE_DAMAGE_STRUCTURE_EXPLOSION, NOBODY, MercPtrs[ ubOwner ]->sGridNo, 0, TRUE );
}