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
+4 -2
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@@ -304,7 +304,7 @@ STR16 EditMercAttitudes[6] = { L"Defensive",L"Brave Loner",L"Brave Buddy",
#define MAX_REBELTYPES 6
#define MAX_CIVTYPES 6
#else
#define MAX_ENEMYTYPES 7
#define MAX_ENEMYTYPES 11
//#define MAX_ENEMYRANDOMTYPES 5
#define MAX_CREATURETYPES 8
#define MAX_REBELTYPES 7
@@ -318,7 +318,7 @@ INT8 bCreatureArray[MAX_CREATURETYPES]={ ADULTFEMALEMONSTER };
INT8 bRebelArray[MAX_REBELTYPES]={ RANDOM, MANCIV, REGMALE, BIGMALE, STOCKYMALE, REGFEMALE };
INT8 bCivArray[MAX_CIVTYPES]={ RANDOM, MANCIV, REGMALE, BIGMALE, STOCKYMALE, REGFEMALE };
#else
INT8 bEnemyArray[MAX_ENEMYTYPES]={ RANDOM, REGMALE, BIGMALE, STOCKYMALE, REGFEMALE, TANK_NW, TANK_NE };
INT8 bEnemyArray[MAX_ENEMYTYPES] = {RANDOM, REGMALE, BIGMALE, STOCKYMALE, REGFEMALE, TANK_NW, TANK_NE, COMBAT_JEEP};
INT8 bCreatureArray[MAX_CREATURETYPES]={ BLOODCAT, LARVAE_MONSTER, INFANT_MONSTER, YAF_MONSTER, YAM_MONSTER, ADULTFEMALEMONSTER, AM_MONSTER, QUEENMONSTER };
INT8 bRebelArray[MAX_REBELTYPES]={ RANDOM, FATCIV, MANCIV, REGMALE, BIGMALE, STOCKYMALE, REGFEMALE };
INT8 bCivArray[MAX_CIVTYPES]={ RANDOM, FATCIV, MANCIV, MINICIV, DRESSCIV, HATKIDCIV, KIDCIV, REGMALE, BIGMALE, STOCKYMALE, REGFEMALE,
@@ -2161,6 +2161,7 @@ void ChangeBodyType( INT8 bOffset ) //+1 or -1 only
case JEEP:
case TANK_NW:
case TANK_NE:
case COMBAT_JEEP:
gpSelected->pSoldier->flags.uiStatusFlags |= SOLDIER_VEHICLE;
break;
}
@@ -2503,6 +2504,7 @@ void DisplayBodyTypeInfo()
case AM_MONSTER: swprintf( str, pDisplayBodyTypeInfoText[25] ); break;
case QUEENMONSTER: swprintf( str, pDisplayBodyTypeInfoText[26] ); break;
case BLOODCAT: swprintf( str, pDisplayBodyTypeInfoText[27] ); break;
case COMBAT_JEEP: swprintf( str, pDisplayBodyTypeInfoText[28] ); break;
}
DrawEditorInfoBox( str, FONT10ARIAL, iScreenWidthOffset + 490, 2 * iScreenHeightOffset + 364, 70, 20 );
}
+16 -6
View File
@@ -1377,6 +1377,7 @@ void LoadGameExternalOptions()
gGameExternalOptions.fAllowTanksDrivingOverPeople = iniReader.ReadBoolean("Tactical Gameplay Settings","ALLOW_TANKS_DRIVING_OVER_PEOPLE", TRUE);
gGameExternalOptions.ubCarsRammingMaxStructureArmour = iniReader.ReadInteger("Tactical Gameplay Settings","CARS_RAMMING_MAX_STRUCTURE_ARMOUR", 30, 0, 255);
gGameExternalOptions.ubEnemyJeepsRammingMaxStructureArmour = iniReader.ReadInteger( "Tactical Gameplay Settings", "ENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", 38, 0, 255 );
gGameExternalOptions.ubTanksRammingMaxStructureArmour = iniReader.ReadInteger("Tactical Gameplay Settings","TANKS_RAMMING_MAX_STRUCTURE_ARMOUR", 70, 0, 255);
gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleMode = iniReader.ReadInteger("Tactical Gameplay Settings","AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE", 3, 0, 3);
@@ -1973,15 +1974,21 @@ void LoadGameExternalOptions()
gGameExternalOptions.gASDResource_Cost[ASD_MONEY] = 1;
gGameExternalOptions.gASDResource_Cost[ASD_FUEL] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_COST_FUEL", 10, 1, 100 );
gGameExternalOptions.gASDResource_Cost[ASD_HELI] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_COST_HELI", 100000, 10000, 1000000 );
gGameExternalOptions.gASDResource_Cost[ASD_JEEP] = 50000;
gGameExternalOptions.gASDResource_Cost[ASD_TANK] = 200000;
gGameExternalOptions.gASDResource_Cost[ASD_HELI] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_COST_HELI", 30000, 1, 1000000 );
gGameExternalOptions.gASDResource_Cost[ASD_JEEP] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_COST_JEEP", 20000, 1, 1000000 );
gGameExternalOptions.gASDResource_Cost[ASD_TANK] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_COST_TANK", 50000, 1, 1000000 );
gGameExternalOptions.gASDResource_BuyTime[ASD_MONEY] = 0;
gGameExternalOptions.gASDResource_BuyTime[ASD_FUEL] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_TIME_FUEL", 60 * 8, 1, 60 * 48 );
gGameExternalOptions.gASDResource_BuyTime[ASD_HELI] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_TIME_HELI", 60 * 20, 1, 60 * 48 );
gGameExternalOptions.gASDResource_BuyTime[ASD_JEEP] = 60 * 12;
gGameExternalOptions.gASDResource_BuyTime[ASD_TANK] = 60 * 24;
gGameExternalOptions.gASDResource_BuyTime[ASD_JEEP] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_TIME_JEEP", 60 * 12, 1, 60 * 48 );
gGameExternalOptions.gASDResource_BuyTime[ASD_TANK] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_TIME_TANK", 60 * 24, 1, 60 * 48 );
gGameExternalOptions.fASDAssignsTanks = iniReader.ReadBoolean( "Strategic Additional Enemy AI Settings", "ASD_ASSIGNS_TANKS", TRUE );
gGameExternalOptions.fASDAssignsJeeps = iniReader.ReadBoolean( "Strategic Additional Enemy AI Settings", "ASD_ASSIGNS_JEEPS", TRUE );
gGameExternalOptions.gASDResource_Fuel_Tank = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_FUEL_REQUIRED_TANK", 100, 0, 10000 );
gGameExternalOptions.gASDResource_Fuel_Jeep = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_FUEL_REQUIRED_JEEP", 20, 0, 10000 );
// Flugente: enemy heli
//################# Enemy Helicopter Settings ##################
@@ -2236,8 +2243,11 @@ void LoadGameExternalOptions()
gGameExternalOptions.fArmyUsesTanksInAttacks = iniReader.ReadBoolean("Strategic Gameplay Settings","ARMY_USES_TANKS_IN_ATTACKS", FALSE);
gGameExternalOptions.fArmyUsesTanksInPatrols = iniReader.ReadBoolean("Strategic Gameplay Settings","ARMY_USES_TANKS_IN_PATROLS", FALSE);
gGameExternalOptions.usTankMinimumProgress = iniReader.ReadInteger("Strategic Gameplay Settings","TANK_MINIMUM_PROGRESS", 0, 0, 100);
gGameExternalOptions.usTankMinimumProgress = iniReader.ReadInteger("Strategic Gameplay Settings","TANK_MINIMUM_PROGRESS", 60, 0, 100);
gGameExternalOptions.fArmyUsesJeepsInAttacks = iniReader.ReadBoolean( "Strategic Gameplay Settings", "ARMY_USES_JEEPS_IN_ATTACKS", FALSE );
gGameExternalOptions.fArmyUsesJeepsInPatrols = iniReader.ReadBoolean( "Strategic Gameplay Settings", "ARMY_USES_JEEPS_IN_PATROLS", FALSE );
gGameExternalOptions.usJeepMinimumProgress = iniReader.ReadInteger( "Strategic Gameplay Settings", "JEEP_MINIMUM_PROGRESS", 30, 0, 100 );
// WANNE: This is just a debug setting. Only in debug version we set that property to TRUE.
// In Release version this should always be set to FALSE
+11
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@@ -616,6 +616,12 @@ typedef struct
INT32 gASDResource_Cost[ASD_RESOURCE_MAX];
INT32 gASDResource_BuyTime[ASD_RESOURCE_MAX];
BOOLEAN fASDAssignsTanks;
BOOLEAN fASDAssignsJeeps;
INT32 gASDResource_Fuel_Tank;
INT32 gASDResource_Fuel_Jeep;
// Flugente: enemy heli
BOOLEAN fEnemyHeliActive;
UINT8 usEnemyHeliMinimumProgress;
@@ -831,6 +837,10 @@ typedef struct
BOOLEAN fArmyUsesTanksInPatrols;
UINT8 usTankMinimumProgress;
BOOLEAN fArmyUsesJeepsInAttacks;
BOOLEAN fArmyUsesJeepsInPatrols;
UINT8 usJeepMinimumProgress;
// WANNE: Always use "prof.dat".
BOOLEAN fUseDifficultyBasedProfDat;
@@ -1460,6 +1470,7 @@ typedef struct
BOOLEAN fAllowTanksDrivingOverPeople;
UINT8 ubCarsRammingMaxStructureArmour;
UINT8 ubEnemyJeepsRammingMaxStructureArmour;
UINT8 ubTanksRammingMaxStructureArmour;
UINT8 ubAPSharedAmongPassengersAndVehicleMode;
+9 -9
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@@ -15,9 +15,9 @@
#ifdef JA2EDITOR
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8105 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8113 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8105 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8113 (Development Build)" };
#endif
// ------------------------------
@@ -27,11 +27,11 @@
//DEBUG BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8105 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8113 (Development Build)" };
#elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8105 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8113 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8105 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8113 (Development Build)" };
#endif
#elif defined CRIPPLED_VERSION
@@ -46,16 +46,16 @@
//RELEASE BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8105 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8113 (Development Build)" };
#elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8105 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8113 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Release v1.13.8105 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release v1.13.8113 (Development Build)" };
#endif
#endif
CHAR8 czVersionNumber[16] = { "Build 16.03.12" }; //YY.MM.DD
CHAR8 czVersionNumber[16] = { "Build 16.03.20" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
// SAVE_GAME_VERSION is defined in header, change it there
+2 -1
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@@ -21,6 +21,7 @@ extern CHAR16 zTrackingNumber[16];
// Keeps track of the saved game version. Increment the saved game version whenever
// you will invalidate the saved game file
#define ENEMY_JEEPS 165 // Flugente: enemy jeeps
#define ENEMY_HELICOPTERS 164 // Flugente: enemy helicopters
#define DRUG_SYSTEM_REDONE 163 // Flugente: reworked the drug system
#define MILITIA_PATH_PLOTTING 162 // Flugente: the player can plot militia paths in strategic, similar to player or helicopter travel
@@ -83,7 +84,7 @@ extern CHAR16 zTrackingNumber[16];
#define AP100_SAVEGAME_DATATYPE_CHANGE 105 // Before this, we didn't have the 100AP structure changes
#define NIV_SAVEGAME_DATATYPE_CHANGE 102 // Before this, we used the old structure system
#define SAVE_GAME_VERSION ENEMY_HELICOPTERS
#define SAVE_GAME_VERSION ENEMY_JEEPS
//#define RUSSIANGOLD
#ifdef __cplusplus
+3 -1
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@@ -84,9 +84,10 @@
#include "AimArchives.h"
#include "connect.h"
#include "DynamicDialogueWidget.h" // added by Flugente for InitMyBoxes()
#include "Animation Data.h" // added by Flugente
extern INT16 APBPConstants[TOTAL_APBP_VALUES] = {0};
extern INT16 gubMaxActionPoints[28];//MAXBODYTYPES = 28... JUST GETTING IT TO WORK NOW. GOTTHARD 7/2/08
extern INT16 gubMaxActionPoints[TOTALBODYTYPES];//MAXBODYTYPES = 28... JUST GETTING IT TO WORK NOW. GOTTHARD 7/2/08
extern BOOLEAN GetCDromDriveLetter( STR8 pString );
// The InitializeGame function is responsible for setting up all data and Gaming Engine
@@ -1870,4 +1871,5 @@ void SetupMaxActionPointsAnimation()
gubMaxActionPoints[ELDORADO] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[ICECREAMTRUCK] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[JEEP] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[COMBAT_JEEP] = APBPConstants[AP_VEHICLE_MAXIMUM];
}
+2 -2
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@@ -156,7 +156,7 @@ Incident_Stats::AddStat( SOLDIERTYPE* pSoldier, UINT8 aType )
case ENEMY_TEAM:
{
if ( TANK(pSoldier) )
if ( ARMED_VEHICLE( pSoldier ) )
group = CAMPAIGNHISTORY_SD_ENEMY_TANK;
else if ( pSoldier->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR )
group = CAMPAIGNHISTORY_SD_ENEMY_ADMIN;
@@ -226,7 +226,7 @@ Incident_Stats::AddStat( SOLDIERTYPE* pSoldier, UINT8 aType )
break;
}
if ( TANK(pSoldier) )
if ( ARMED_VEHICLE( pSoldier ) )
{
if ( pSoldier->bSide == 0 )
usIncidentFlags |= INCIDENT_TANKS_PLAYERSIDE;
+21 -17
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@@ -162,7 +162,7 @@ void ViewCreaturesCallback( GUI_BUTTON *btn, INT32 reason );
void ExtractAndUpdatePopulations();
void PrintEnemyPopTable();
void PrintEnemiesKilledTable();
UINT8 ChooseEnemyIconColor( UINT8 ubAdmins, UINT8 ubTroops, UINT8 ubElites, UINT8 ubTanks );
UINT8 ChooseEnemyIconColor( UINT8 ubAdmins, UINT8 ubTroops, UINT8 ubElites, UINT8 ubTanks, UINT8 ubJeeps );
void BlitGroupIcon( UINT8 ubIconType, UINT8 ubIconColor, UINT32 uiX, UINT32 uiY, HVOBJECT hVObject );
void PrintDetailedEnemiesInSectorInfo( INT32 iScreenX, INT32 iScreenY, UINT8 ubSectorX, UINT8 ubSectorY );
@@ -495,7 +495,7 @@ void RenderStationaryGroups()
else if( pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumTanks )
{
// show enemies
ubIconColor = ChooseEnemyIconColor( pSector->ubNumAdmins, pSector->ubNumTroops, pSector->ubNumElites, pSector->ubNumTanks );
ubIconColor = ChooseEnemyIconColor( pSector->ubNumAdmins, pSector->ubNumTroops, pSector->ubNumElites, pSector->ubNumTanks, pSector->ubNumJeeps );
ubGroupSize = pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumTanks;
if( pSector->ubGarrisonID != NO_GARRISON )
@@ -541,14 +541,13 @@ void RenderMovingGroupsAndMercs()
GROUP *pGroup;
HVOBJECT hVObject;
INT32 x, y;
UINT8 ubNumTroops, ubNumAdmins, ubNumElites, ubNumTanks;
UINT8 ubNumTroops, ubNumAdmins, ubNumElites, ubNumTanks, ubNumJeeps;
float ratio;
INT32 minX, maxX, minY, maxY;
UINT8 ubIconType;
UINT8 ubIconColor;
UINT8 ubFontColor;
SetFont( FONT10ARIAL );
SetFontShadow( FONT_NEARBLACK );
@@ -597,12 +596,13 @@ void RenderMovingGroupsAndMercs()
ubNumTroops = pGroup->pEnemyGroup->ubNumTroops;//+ pGroup->pEnemyGroup->ubTroopsInBattle;
ubNumElites = pGroup->pEnemyGroup->ubNumElites;// + pGroup->pEnemyGroup->ubElitesInBattle;
ubNumTanks = pGroup->pEnemyGroup->ubNumTanks;
ubNumJeeps = pGroup->pEnemyGroup->ubNumJeeps;
// must have one of the three, already checked groupsize!
Assert( ubNumAdmins || ubNumTroops || ubNumElites || ubNumTanks );
Assert( ubNumAdmins || ubNumTroops || ubNumElites || ubNumTanks || ubNumJeeps );
//determine icon color
ubIconColor = ChooseEnemyIconColor( ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
ubIconColor = ChooseEnemyIconColor( ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
// must have a valid intention
Assert( pGroup->pEnemyGroup->ubIntention < NUM_ENEMY_INTENTIONS );
@@ -727,7 +727,7 @@ void RenderInfoInSector()
{
SECTORINFO *pSector;
GROUP *pGroup;
UINT8 ubNumAdmins=0, ubNumTroops=0, ubNumElites=0, ubNumTanks=0, ubAdminsInBattle=0, ubTroopsInBattle=0, ubElitesInBattle=0, ubTanksInBattle=0, ubNumGroups=0;
UINT8 ubNumAdmins = 0, ubNumTroops = 0, ubNumElites = 0, ubNumTanks = 0, ubNumJeeps = 0, ubAdminsInBattle = 0, ubTroopsInBattle = 0, ubElitesInBattle = 0, ubTanksInBattle = 0, ubJeepsInBattle = 0,ubNumGroups = 0;
pSector = &SectorInfo[ SECTOR( ubSectorX, ubSectorY ) ];
@@ -741,10 +741,12 @@ void RenderInfoInSector()
ubNumElites += pGroup->pEnemyGroup->ubNumElites;
ubNumAdmins += pGroup->pEnemyGroup->ubNumAdmins;
ubNumTanks += pGroup->pEnemyGroup->ubNumTanks;
ubNumJeeps += pGroup->pEnemyGroup->ubNumJeeps;
ubTroopsInBattle += pGroup->pEnemyGroup->ubTroopsInBattle;
ubElitesInBattle += pGroup->pEnemyGroup->ubElitesInBattle;
ubAdminsInBattle += pGroup->pEnemyGroup->ubAdminsInBattle;
ubTanksInBattle += pGroup->pEnemyGroup->ubTanksInBattle;
ubJeepsInBattle += pGroup->pEnemyGroup->ubJeepsInBattle;
ubNumGroups++;
}
pGroup = pGroup->next;
@@ -761,17 +763,19 @@ void RenderInfoInSector()
MilitiaInSectorOfRank( ubSectorX, ubSectorY, GREEN_MILITIA ), MilitiaInSectorOfRank( ubSectorX, ubSectorY, REGULAR_MILITIA ), MilitiaInSectorOfRank( ubSectorX, ubSectorY, ELITE_MILITIA ) );
yp += 10;
SetFontForeground( FONT_ORANGE );
mprintf( 280, yp, L"Garrison: (%d:%d Admins, %d:%d Troops, %d:%d Elites, %d:%d Tanks)",
mprintf( 280, yp, L"Garrison: (%d:%d Admins, %d:%d Troops, %d:%d Elites, %d:%d Tanks, %d:%d Jeeps)",
pSector->ubAdminsInBattle, pSector->ubNumAdmins,
pSector->ubTroopsInBattle, pSector->ubNumTroops,
pSector->ubElitesInBattle, pSector->ubNumElites,
pSector->ubTanksInBattle, pSector->ubNumTanks );
pSector->ubTanksInBattle, pSector->ubNumTanks,
pSector->ubJeepsInBattle, pSector->ubNumJeeps );
yp += 10;
mprintf( 280, yp, L"%d Groups: (%d:%d Admins, %d:%d Troops, %d:%d Elites, %d:%d Tanks)", ubNumGroups,
mprintf( 280, yp, L"%d Groups: (%d:%d Admins, %d:%d Troops, %d:%d Elites, %d:%d Tanks, %d:%d Jeeps)", ubNumGroups,
ubAdminsInBattle, ubNumAdmins,
ubTroopsInBattle, ubNumTroops,
ubElitesInBattle, ubNumElites,
ubTanksInBattle, ubNumTanks );
ubTanksInBattle, ubNumTanks,
ubJeepsInBattle, ubNumJeeps );
yp += 10;
SetFontForeground( FONT_WHITE );
@@ -1274,7 +1278,7 @@ void TestIncoming4SidesCallback( GUI_BUTTON *btn, INT32 reason )
gfRenderViewer = TRUE;
if( gsSelSectorY > 1 )
{
pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector-16, 0, 11, 5, 0 );
pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector-16, 0, 11, 5, 0, 0 );
pGroup->ubNextX = (UINT8)gsSelSectorX;
pGroup->ubNextY = (UINT8)gsSelSectorY;
pGroup->uiTraverseTime = 10;
@@ -1286,7 +1290,7 @@ void TestIncoming4SidesCallback( GUI_BUTTON *btn, INT32 reason )
}
if( gsSelSectorY < 16 )
{
pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector+16, 0, 8, 8, 0 );
pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector+16, 0, 8, 8, 0, 0 );
pGroup->ubNextX = (UINT8)gsSelSectorX;
pGroup->ubNextY = (UINT8)gsSelSectorY;
pGroup->uiTraverseTime = 12;
@@ -1298,7 +1302,7 @@ void TestIncoming4SidesCallback( GUI_BUTTON *btn, INT32 reason )
}
if( gsSelSectorX > 1 )
{
pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector-1, 0, 11, 5, 0 );
pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector-1, 0, 11, 5, 0, 0 );
pGroup->ubNextX = (UINT8)gsSelSectorX;
pGroup->ubNextY = (UINT8)gsSelSectorY;
pGroup->uiTraverseTime = 11;
@@ -1310,7 +1314,7 @@ void TestIncoming4SidesCallback( GUI_BUTTON *btn, INT32 reason )
}
if( gsSelSectorX < 16 )
{
pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector+1, 0, 14, 0, 0 );
pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector+1, 0, 14, 0, 0, 0 );
pGroup->ubNextX = (UINT8)gsSelSectorX;
pGroup->ubNextY = (UINT8)gsSelSectorY;
pGroup->uiTraverseTime = 13;
@@ -1833,7 +1837,7 @@ void PrintEnemiesKilledTable()
UINT8 ChooseEnemyIconColor( UINT8 ubAdmins, UINT8 ubTroops, UINT8 ubElites, UINT8 ubTanks )
UINT8 ChooseEnemyIconColor( UINT8 ubAdmins, UINT8 ubTroops, UINT8 ubElites, UINT8 ubTanks, UINT8 ubJeeps )
{
UINT8 ubIconColor;
@@ -1844,7 +1848,7 @@ UINT8 ChooseEnemyIconColor( UINT8 ubAdmins, UINT8 ubTroops, UINT8 ubElites, UINT
// Orange Mixed, no elites (Admins + Troops)
// Burgundy Mixed, with elites (Elites + (Admins OR Troops))
Assert( ubAdmins || ubTroops || ubElites ||ubTanks );
Assert( ubAdmins || ubTroops || ubElites || ubTanks || ubJeeps );
if ( ubElites )
{
+34 -10
View File
@@ -196,6 +196,13 @@ void UpdateASD( )
if ( !(gASD_Flags & ASDFACT_HELI_UNLOCKED) && HighestPlayerProgressPercentage( ) >= gGameExternalOptions.usEnemyHeliMinimumProgress )
SetASDFlag( ASDFACT_HELI_UNLOCKED );
if ( !(gASD_Flags & ASDFACT_JEEP_UNLOCKED) && HighestPlayerProgressPercentage( ) >= gGameExternalOptions.usJeepMinimumProgress )
SetASDFlag( ASDFACT_JEEP_UNLOCKED );
if ( !(gASD_Flags & ASDFACT_TANK_UNLOCKED) && HighestPlayerProgressPercentage( ) >= gGameExternalOptions.usTankMinimumProgress )
SetASDFlag( ASDFACT_TANK_UNLOCKED );
// determine whether we need to buy new toys
ASDDecideOnPurchases();
@@ -250,10 +257,10 @@ void ASDDecideOnPurchases()
// how many would we like to have? Note that this refers to the ones in our pool, the vehicles awarded to enemy groups are no longer accounted for
needed_jeep = min( 10, 2 + highestplayerprogress / 10 );
// if we already unlocked tanks, we want less jeeps
// if we already unlocked tanks, we no longer want jeeps - they are replaced by tanks
if ( gASD_Flags & ASDFACT_TANK_UNLOCKED )
{
needed_jeep = max( 4, 12 - highestplayerprogress / 10 );
needed_jeep = 0;
}
// how many are needed?
@@ -1411,20 +1418,16 @@ void UpdateAndDamageEnemyHeliIfFound( INT16 sSectorX, INT16 sSectorY, INT16 sSec
}
//////////////////////////////////////////// enemy tanks /////////////////////////////////////////////////////////
// TODO: ini this
INT32 gASDResource_Cost_Fuel_Tank = 100; // how many units of fuel a tank needs (used upon creation)
INT32 gASDResource_Cost_Fuel_Jeep = 20;
UINT32 ASDResourceCostFuel( UINT8 aType )
{
switch ( aType )
{
case ASD_TANK:
return gASDResource_Cost_Fuel_Tank;
return gGameExternalOptions.gASDResource_Fuel_Tank;
break;
case ASD_JEEP:
return gASDResource_Cost_Fuel_Jeep;
return gGameExternalOptions.gASDResource_Fuel_Jeep;
break;
}
@@ -1434,8 +1437,7 @@ UINT32 ASDResourceCostFuel( UINT8 aType )
// if ASD has tanks, it can allow the queen to upgrade soldiers to tanks
BOOLEAN ASDSoldierUpgradeToTank( )
{
// TODO: ini val for feature
if ( gGameExternalOptions.fASDActive && 0 )
if ( gGameExternalOptions.fASDActive && gGameExternalOptions.fASDAssignsTanks )
{
if ( gASD_Flags & ASDFACT_TANK_UNLOCKED )
{
@@ -1454,3 +1456,25 @@ BOOLEAN ASDSoldierUpgradeToTank( )
return FALSE;
}
BOOLEAN ASDSoldierUpgradeToJeep( )
{
if ( gGameExternalOptions.fASDActive && gGameExternalOptions.fASDAssignsJeeps )
{
if ( gASD_Flags & ASDFACT_JEEP_UNLOCKED )
{
if ( gASDResource[ASD_JEEP] )
{
gASDResource[ASD_JEEP] = max( 0, gASDResource[ASD_JEEP] - 1 );
return TRUE;
}
}
}
else
{
gASDResource[ASD_JEEP] = max( 0, gASDResource[ASD_JEEP] - 1 );
return TRUE;
}
return FALSE;
}
+1
View File
@@ -118,5 +118,6 @@ UINT32 ASDResourceCostFuel( UINT8 aType );
// if ASD is used, any tanks the queen uses in mobile attacks come from its pool, and we have to account for that
BOOLEAN ASDSoldierUpgradeToTank( );
BOOLEAN ASDSoldierUpgradeToJeep( );
#endif //__ASD_H
+88 -35
View File
@@ -167,7 +167,7 @@ typedef struct AUTORESOLVE_STRUCT
UINT8 ubEnemyLeadership;
UINT8 ubPlayerLeadership;
UINT8 ubMercs, ubCivs, ubEnemies;
UINT8 ubAdmins, ubTroops, ubElites, ubTanks;
UINT8 ubAdmins, ubTroops, ubElites, ubTanks, ubJeeps;
UINT8 ubYMCreatures, ubYFCreatures, ubAMCreatures, ubAFCreatures;
UINT8 ubAliveMercs, ubAliveCivs, ubAliveEnemies;
UINT8 ubMercCols, ubMercRows;
@@ -228,10 +228,11 @@ typedef struct AUTORESOLVE_STRUCT
#define CELL_EPC 0x00100000
#define CELL_ROBOT 0x00200000
#define CELL_TANK 0x00400000
#define CELL_JEEP 0x00800000
//Combined flags
#define CELL_PLAYER ( CELL_MERC | CELL_MILITIA )
#define CELL_ENEMY ( CELL_ELITE | CELL_TROOP | CELL_ADMIN | CELL_TANK )
#define CELL_ENEMY ( CELL_ELITE | CELL_TROOP | CELL_ADMIN | CELL_TANK | CELL_JEEP )
#define CELL_CREATURE ( CELL_AF_CREATURE | CELL_AM_CREATURE | CELL_YF_CREATURE | CELL_YM_CREATURE )
#define CELL_FEMALECREATURE ( CELL_AF_CREATURE | CELL_YF_CREATURE )
#define CELL_MALECREATURE ( CELL_AM_CREATURE | CELL_YM_CREATURE )
@@ -290,6 +291,8 @@ enum
MILITIA1F_FACE,
MILITIA2F_FACE,
MILITIA3F_FACE,
JEEP_FACE,
JEEP_WRECK,
};
extern void CreateDestroyMapInvButton();
@@ -434,6 +437,8 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
SECTORINFO *pSector;
INT32 i;
UINT8 ubNumEnemies[ NUM_ENEMY_RANKS ];
UINT8 ubNumTanks = 0;
UINT8 ubNumJeeps = 0;
UINT8 ubRankIndex;
//Clear any possible battle locator
@@ -442,13 +447,11 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
pGroup = gpGroupList;
pSector = &SectorInfo[ SECTOR( ubSectorX, ubSectorY ) ];
UINT8 ubNumTanks = 0;
// if we're doing this from the Pre-Battle interface, gpAR is NULL, and RemoveAutoResolveInterface(0 won't happen, so
// we must process the enemies killed right here & give out loyalty bonuses as if the battle had been fought & won
if( !gpAR )
{
GetNumberOfEnemiesInSector( ubSectorX, ubSectorY, &ubNumEnemies[ 0 ], &ubNumEnemies[ 1 ], &ubNumEnemies[ 2 ], &ubNumTanks );
GetNumberOfEnemiesInSector( ubSectorX, ubSectorY, &ubNumEnemies[0], &ubNumEnemies[1], &ubNumEnemies[2], &ubNumTanks, &ubNumJeeps );
for ( ubRankIndex = 0; ubRankIndex < NUM_ENEMY_RANKS; ++ubRankIndex )
{
@@ -479,6 +482,7 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
pSector->ubNumElites = 0;
pSector->ubNumAdmins = 0;
pSector->ubNumTanks = 0;
pSector->ubNumJeeps = 0;
pSector->ubNumCreatures = 0;
pSector->bLastKnownEnemies = 0;
//Remove the mobile forces here, but only if battle is over.
@@ -764,9 +768,9 @@ void AssociateEnemiesWithStrategicGroups()
{
SECTORINFO *pSector;
GROUP *pGroup;
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks; //how many soldiers of the type do we still have to assign to a group?
UINT8 ubISNumAdmins, ubISNumTroops, ubISNumElites, ubISNumTanks;
UINT8 ubNumElitesInGroup, ubNumTroopsInGroup, ubNumAdminsInGroup, ubNumTanksInGroup;
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps; //how many soldiers of the type do we still have to assign to a group?
UINT8 ubISNumAdmins, ubISNumTroops, ubISNumElites, ubISNumTanks, ubISNumJeeps;
UINT8 ubNumElitesInGroup, ubNumTroopsInGroup, ubNumAdminsInGroup, ubNumTanksInGroup, ubNumJeepsInGroup;
INT32 i;
UINT8 pSectors[4];
UINT8 ubDirAmount;
@@ -782,6 +786,7 @@ void AssociateEnemiesWithStrategicGroups()
ubNumTroops = pSector->ubNumTroops;
ubNumElites = pSector->ubNumElites;
ubNumTanks = pSector->ubNumTanks;
ubNumJeeps = pSector->ubNumJeeps;
//Now go through our enemies in the autoresolve array, and assign the ubGroupID to the soldier
//Stationary groups have a group ID of 0 - first assign enemies from those stationary groups
@@ -793,6 +798,12 @@ void AssociateEnemiesWithStrategicGroups()
gpEnemies[i].uiFlags |= CELL_ASSIGNED;
ubNumTanks--;
}
else if ( gpEnemies[i].uiFlags & CELL_JEEP && ubNumJeeps )
{
gpEnemies[i].pSoldier->ubGroupID = 0;
gpEnemies[i].uiFlags |= CELL_ASSIGNED;
ubNumJeeps--;
}
else if ( gpEnemies[i].uiFlags & CELL_ELITE && ubNumElites )
{
gpEnemies[ i ].pSoldier->ubGroupID = 0;
@@ -817,8 +828,9 @@ void AssociateEnemiesWithStrategicGroups()
ubNumTroops = gpAR->ubTroops - pSector->ubNumTroops;
ubNumElites = gpAR->ubElites - pSector->ubNumElites;
ubNumTanks = gpAR->ubTanks - pSector->ubNumTanks;
ubNumJeeps = gpAR->ubJeeps - pSector->ubNumJeeps;
if( !ubNumElites && !ubNumTroops && !ubNumAdmins && !ubNumTanks )
if ( !ubNumElites && !ubNumTroops && !ubNumAdmins && !ubNumTanks && !ubNumJeeps )
{ //All troops accounted for.
return;
}
@@ -833,6 +845,7 @@ void AssociateEnemiesWithStrategicGroups()
ubNumTroopsInGroup = pGroup->pEnemyGroup->ubNumTroops;
ubNumAdminsInGroup = pGroup->pEnemyGroup->ubNumAdmins;
ubNumTanksInGroup = pGroup->pEnemyGroup->ubNumTanks;
ubNumJeepsInGroup = pGroup->pEnemyGroup->ubNumJeeps;
for( i = 0; i < gpAR->ubEnemies; i++ )
{
if( !(gpEnemies[ i ].uiFlags & CELL_ASSIGNED) ) //has this soldier already been assigned to a cell and therefore a group (while processing the static enemies above) ?
@@ -844,6 +857,13 @@ void AssociateEnemiesWithStrategicGroups()
ubNumTanks--;
ubNumTanksInGroup--;
}
else if ( ubNumJeeps && ubNumJeepsInGroup && gpEnemies[i].uiFlags & CELL_JEEP )
{
gpEnemies[i].pSoldier->ubGroupID = pGroup->ubGroupID;
gpEnemies[i].uiFlags |= CELL_ASSIGNED;
ubNumJeeps--;
ubNumJeepsInGroup--;
}
else if (ubNumElites && ubNumElitesInGroup && gpEnemies[i].uiFlags & CELL_ELITE)
{
gpEnemies[ i ].pSoldier->ubGroupID = pGroup->ubGroupID;
@@ -883,6 +903,7 @@ void AssociateEnemiesWithStrategicGroups()
ubNumTroopsInGroup = pGroup->pEnemyGroup->ubNumTroops;
ubNumAdminsInGroup = pGroup->pEnemyGroup->ubNumAdmins;
ubNumTanksInGroup = pGroup->pEnemyGroup->ubNumTanks;
ubNumJeepsInGroup = pGroup->pEnemyGroup->ubNumJeeps;
for( i = 0; i < gpAR->ubEnemies; i++ )
{
if( !(gpEnemies[ i ].uiFlags & CELL_ASSIGNED) )
@@ -894,6 +915,13 @@ void AssociateEnemiesWithStrategicGroups()
ubNumTanks--;
ubNumTanksInGroup--;
}
else if ( ubNumJeeps && ubNumJeepsInGroup && gpEnemies[i].uiFlags & CELL_JEEP )
{
gpEnemies[i].pSoldier->ubGroupID = pGroup->ubGroupID;
gpEnemies[i].uiFlags |= CELL_ASSIGNED;
ubNumJeeps--;
ubNumJeepsInGroup--;
}
else if (ubNumElites && ubNumElitesInGroup && gpEnemies[i].uiFlags & CELL_ELITE)
{
gpEnemies[ i ].pSoldier->ubGroupID = pGroup->ubGroupID;
@@ -932,10 +960,11 @@ void AssociateEnemiesWithStrategicGroups()
ubISNumTroops = pSector->ubNumTroops;
ubISNumElites = pSector->ubNumElites;
ubISNumTanks = pSector->ubNumTanks;
ubISNumJeeps = pSector->ubNumJeeps;
for( i = 0; i < gpAR->ubEnemies; ++i )
{
if( ubISNumAdmins + ubISNumTroops + ubISNumElites + ubISNumTanks <= gubReinforcementMinEnemyStaticGroupSize ) break; //if group would be left understaffed, it wont reinforce - go chceck another sector (what if are there more groups here?)
if ( ubISNumAdmins + ubISNumTroops + ubISNumElites + ubISNumTanks + ubISNumJeeps <= gubReinforcementMinEnemyStaticGroupSize ) break; //if group would be left understaffed, it wont reinforce - go chceck another sector (what if are there more groups here?)
if( !(gpEnemies[ i ].uiFlags & CELL_ASSIGNED) )
{
@@ -948,6 +977,15 @@ void AssociateEnemiesWithStrategicGroups()
ubISNumTanks--;
ubNumTanks--;
}
else if ( gpEnemies[i].uiFlags & CELL_JEEP && ubISNumJeeps && ubNumJeeps )
{
gpEnemies[i].pSoldier->ubGroupID = 0;
gpEnemies[i].uiFlags |= CELL_ASSIGNED;
gpEnemies[i].pSoldier->sSectorX = SECTORX( pSectors[ubCurrSI] );
gpEnemies[i].pSoldier->sSectorY = SECTORY( pSectors[ubCurrSI] );
ubISNumJeeps--;
ubNumJeeps--;
}
else if ( gpEnemies[i].uiFlags & CELL_ELITE && ubISNumElites && ubNumElites )
{
gpEnemies[ i ].pSoldier->ubGroupID = 0;
@@ -980,7 +1018,7 @@ void AssociateEnemiesWithStrategicGroups()
}
/*at this point, all enemies should have been assigned to their cell and group. If not, there is a bug around
Because number and type of cells should be computed for the same composition of enemies as the one we see in this function, it should not happen though*/
AssertMsg(!(ubISNumAdmins & ubISNumTroops & ubISNumElites & ubISNumTanks), "Mapping between actual enemies and autoresolve cells is wrong.");
AssertMsg( !(ubISNumAdmins & ubISNumTroops & ubISNumElites & ubISNumTanks & ubISNumJeeps), "Mapping between actual enemies and autoresolve cells is wrong." );
}
@@ -1090,14 +1128,16 @@ void CalculateSoldierCells( BOOLEAN fReset )
if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
{
if ( index < gpAR->ubTanks )
gpEnemies[index].uiFlags = CELL_TANK;
else if ( index < gpAR->ubTanks + gpAR->ubElites )
gpEnemies[ index ].uiFlags = CELL_ELITE;
else if ( index < gpAR->ubTanks + gpAR->ubElites + gpAR->ubTroops )
gpEnemies[ index ].uiFlags = CELL_TROOP;
else
if ( index < gpAR->ubElites )
gpEnemies[index].uiFlags = CELL_ELITE;
else if ( index < gpAR->ubElites + gpAR->ubTroops )
gpEnemies[index].uiFlags = CELL_TROOP;
else if ( index < gpAR->ubElites + gpAR->ubTroops + gpAR->ubAdmins )
gpEnemies[index].uiFlags = CELL_ADMIN;
else if ( index < gpAR->ubElites + gpAR->ubTroops + gpAR->ubAdmins + gpAR->ubTanks )
gpEnemies[index].uiFlags = CELL_TANK;
else
gpEnemies[index].uiFlags = CELL_JEEP;
}
else
{
@@ -1177,6 +1217,8 @@ void RenderSoldierCell( SOLDIERCELL *pCell )
BltVideoObjectFromIndex( FRAME_BUFFER, gpAR->iFaces, CREATURE_SKULL, pCell->xp + 3 + x, pCell->yp + 3, VO_BLT_SRCTRANSPARENCY, NULL );
else if ( (pCell->uiFlags & CELL_TANK) )
BltVideoObjectFromIndex( FRAME_BUFFER, gpAR->iFaces, TANK_WRECK, pCell->xp + 3 + x, pCell->yp + 3, VO_BLT_SRCTRANSPARENCY, NULL );
else if ( (pCell->uiFlags & CELL_JEEP) )
BltVideoObjectFromIndex( FRAME_BUFFER, gpAR->iFaces, JEEP_WRECK, pCell->xp + 3 + x, pCell->yp + 3, VO_BLT_SRCTRANSPARENCY, NULL );
else
BltVideoObjectFromIndex( FRAME_BUFFER, gpAR->iFaces, HUMAN_SKULL, pCell->xp+3+x, pCell->yp+3, VO_BLT_SRCTRANSPARENCY, NULL );
}
@@ -2182,6 +2224,7 @@ void CreateAutoResolveInterface()
gpEnemies[index].pSoldier->sSectorY = gpAR->ubSectorY;
swprintf( gpEnemies[index].pSoldier->name, gpStrategicString[ STR_AR_ADMINISTRATOR_NAME ] );
}
for ( i = 0; i < gpAR->ubTanks; ++i, ++index )
{
gpEnemies[index].pSoldier = TacticalCreateEnemyTank();
@@ -2191,6 +2234,17 @@ void CreateAutoResolveInterface()
gpEnemies[index].pSoldier->sSectorY = gpAR->ubSectorY;
swprintf( gpEnemies[index].pSoldier->name, gpStrategicString[STR_AR_TANK_NAME] );
}
for ( i = 0; i < gpAR->ubJeeps; ++i, ++index )
{
gpEnemies[index].pSoldier = TacticalCreateEnemyJeep( );
gpEnemies[index].uiVObjectID = gpAR->iFaces;
gpEnemies[index].usIndex = JEEP_FACE;
gpEnemies[index].pSoldier->sSectorX = gpAR->ubSectorX;
gpEnemies[index].pSoldier->sSectorY = gpAR->ubSectorY;
swprintf( gpEnemies[index].pSoldier->name, gpStrategicString[STR_AR_JEEP_NAME] );
}
AssociateEnemiesWithStrategicGroups();
}
else
@@ -2900,8 +2954,8 @@ void CalculateAutoResolveInfo()
{
// GetNumberOfEnemiesInSector( gpAR->ubSectorX, gpAR->ubSectorY,
GetNumberOfEnemiesInFiveSectors( gpAR->ubSectorX, gpAR->ubSectorY,
&gpAR->ubAdmins, &gpAR->ubTroops, &gpAR->ubElites, &gpAR->ubTanks );
gpAR->ubEnemies = (UINT8)min( gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubElites + gpAR->ubTanks, MAX_AR_TEAM_SIZE );
&gpAR->ubAdmins, &gpAR->ubTroops, &gpAR->ubElites, &gpAR->ubTanks, &gpAR->ubJeeps );
gpAR->ubEnemies = (UINT8)min( gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubElites + gpAR->ubTanks + gpAR->ubJeeps, MAX_AR_TEAM_SIZE );
}
else
{
@@ -2987,16 +3041,18 @@ void ResetAutoResolveInterface()
//Make sure the number of enemy portraits is the same as needed.
//The debug keypresses may add or remove more than one at a time.
while ( gpAR->ubElites + gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubTanks > gpAR->ubEnemies )
while ( gpAR->ubElites + gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubTanks + gpAR->ubJeeps > gpAR->ubEnemies )
{
switch( PreRandom( 5 ) )
{
case 0: if( gpAR->ubElites ) { gpAR->ubElites--; break; }
case 1: case 2: if( gpAR->ubAdmins ) { gpAR->ubAdmins--; break; }
case 3: case 4: if( gpAR->ubTroops ) { gpAR->ubTroops--; break; }
case 0: if ( gpAR->ubElites ) { gpAR->ubElites--; break; }
case 1: if ( gpAR->ubAdmins ) { gpAR->ubAdmins--; break; }
case 2: if ( gpAR->ubTroops ) { gpAR->ubTroops--; break; }
case 3: if ( gpAR->ubTanks ) { gpAR->ubTanks--; break; }
case 4: if ( gpAR->ubJeeps ) { gpAR->ubJeeps--; break; }
}
}
while ( gpAR->ubElites + gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubTanks < gpAR->ubEnemies )
while ( gpAR->ubElites + gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubTanks + gpAR->ubJeeps< gpAR->ubEnemies )
{
switch( PreRandom( 5 ) )
{
@@ -4066,7 +4122,7 @@ BOOLEAN FireTankCannon( SOLDIERCELL *pAttacker )
pSoldier = pAttacker->pSoldier;
// we need to be a tank to do this...
if ( !pSoldier || (pAttacker->uiFlags & CELL_TANK) == 0 || pSoldier->ubSoldierClass != SOLDIER_CLASS_TANK )
if ( !pSoldier || (pAttacker->uiFlags & CELL_TANK) == 0 || pSoldier->ubSoldierClass != SOLDIER_CLASS_TANK || COMBAT_JEEP( pSoldier ) )
return FALSE;
// a tank has several guns, don't fire the main gun all the time
@@ -4296,7 +4352,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
usAttack *= 1.5;
}
// if our target is a tank, we use heavy weapons if we have any
else if ( TANK( pTarget->pSoldier ) && FireAntiTankWeapon( pAttacker ) )
else if ( ARMED_VEHICLE( pTarget->pSoldier ) && FireAntiTankWeapon( pAttacker ) )
{
fAntiTank = TRUE;
@@ -4454,10 +4510,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
UINT8 ubAmmoType = Magazine[Item[(&pAttacker->pSoldier->inv[pAttacker->bWeaponSlot])->usItem].ubClassIndex].ubAmmoType;
if ( AmmoTypes[ubAmmoType].antiTank )
{
ubImpact *= 2;
}
ubImpact *= AmmoTypes[ubAmmoType].dDamageModifierTank;
iRandom = Random( 100 );
if ( iRandom < 15 )
@@ -4646,7 +4699,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
default :
if ( CREATURE_OR_BLOODCAT( pTarget->pSoldier ) )
gMercProfiles[ pAttacker->pSoldier->ubProfile ].records.usKillsCreatures++;
else if ( TANK( pTarget->pSoldier ) ) // we hardly can kill a tank in autoresolve, but well.. who knows..
else if ( ARMED_VEHICLE( pTarget->pSoldier ) ) // we hardly can kill a tank in autoresolve, but well.. who knows..
gMercProfiles[ pAttacker->pSoldier->ubProfile ].records.usKillsTanks++;
else if ( pTarget->pSoldier->bTeam == CIV_TEAM && !pTarget->pSoldier->aiData.bNeutral && pTarget->pSoldier->bSide != gbPlayerNum )
gMercProfiles[ pAttacker->pSoldier->ubProfile ].records.usKillsHostiles++;
@@ -4794,7 +4847,7 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
}
//bullet hit -- play an impact sound and a merc hit sound
if ( TANK( pTarget->pSoldier ) )
if ( ARMED_VEHICLE( pTarget->pSoldier ) )
PlayAutoResolveSample( (UINT8)(S_METAL_IMPACT1 + PreRandom( 3 )), RATE_11025, 50, 1, MIDDLEPAN );
else
PlayAutoResolveSample( (UINT8)(BULLET_IMPACT_1+PreRandom(3)), RATE_11025, 50, 1, MIDDLEPAN );
@@ -4860,7 +4913,7 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
default :
if ( CREATURE_OR_BLOODCAT( pTarget->pSoldier ) )
gMercProfiles[ pKiller->pSoldier->ubProfile ].records.usKillsCreatures++;
else if ( TANK( pTarget->pSoldier ) ) // we hardly can kill a tank in autoresolve, but well.. who knows..
else if ( ARMED_VEHICLE( pTarget->pSoldier ) ) // we hardly can kill a tank in autoresolve, but well.. who knows..
gMercProfiles[ pKiller->pSoldier->ubProfile ].records.usKillsTanks++;
else if ( pTarget->pSoldier->bTeam == CIV_TEAM && !pTarget->pSoldier->aiData.bNeutral && pTarget->pSoldier->bSide != gbPlayerNum )
gMercProfiles[ pKiller->pSoldier->ubProfile ].records.usKillsHostiles++;
@@ -4949,7 +5002,7 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
{ //Normal death
if( gpAR->fSound )
{
if ( TANK( pTarget->pSoldier ) )
if ( ARMED_VEHICLE( pTarget->pSoldier ) )
PlayAutoResolveSample( (UINT8)(S_RAID_TB_BOMB), RATE_11025, 50, 1, MIDDLEPAN );
else
pTarget->pSoldier->DoMercBattleSound( BATTLE_SOUND_DIE1 );
+6 -6
View File
@@ -339,25 +339,25 @@ void GeneratePatrolGroups()
GROUP *pGroup;
UINT8 ubNumTroops;
ubNumTroops = (UINT8)(3 + gGameOptions.ubDifficultyLevel + Random( 3 ));
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_C7, 0, ubNumTroops, 0, 0 );
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_C7, 0, ubNumTroops, 0, 0, 0 );
pGroup->ubTransportationMask = CAR;
AddWaypointToPGroup( pGroup, 8, 3 ); //C8
AddWaypointToPGroup( pGroup, 7, 3 ); //C7
ubNumTroops = (UINT8)(3 + gGameOptions.ubDifficultyLevel + Random( 3 ));
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_D9, 0, ubNumTroops, 0, 0 );
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_D9, 0, ubNumTroops, 0, 0, 0 );
AddWaypointToPGroup( pGroup, 9, 5 ); //E9
AddWaypointToPGroup( pGroup, 9, 4 ); //D9
pGroup->ubTransportationMask = TRUCK;
ubNumTroops = (UINT8)(3 + gGameOptions.ubDifficultyLevel + Random( 3 ));
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_B9, 0, ubNumTroops, 0, 0 );
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_B9, 0, ubNumTroops, 0, 0, 0 );
AddWaypointToPGroup( pGroup, 12, 2 ); //B12
AddWaypointToPGroup( pGroup, 9, 2 ); //B9
pGroup->ubTransportationMask = FOOT;
ubNumTroops = (UINT8)(3 + gGameOptions.ubDifficultyLevel + Random( 3 ));
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_A14, 0, ubNumTroops, 0, 0 );
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_A14, 0, ubNumTroops, 0, 0, 0 );
pGroup->ubMoveType = ENDTOEND_FORWARDS;
AddWaypointToPGroup( pGroup, 13, 1 ); //A13
AddWaypointToPGroup( pGroup, 15, 1 ); //A15
@@ -368,13 +368,13 @@ void GeneratePatrolGroups()
pGroup->ubTransportationMask = TRACKED;
ubNumTroops = (UINT8)(5 + gGameOptions.ubDifficultyLevel * 2 + Random( 4 ));
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_N6, 0, ubNumTroops, 0, 0 );
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_N6, 0, ubNumTroops, 0, 0, 0 );
AddWaypointToPGroup( pGroup, 9, 14 ); //N9
AddWaypointToPGroup( pGroup, 6, 14 ); //N6
pGroup->ubTransportationMask = CAR;
ubNumTroops = (UINT8)(5 + gGameOptions.ubDifficultyLevel * 2 + Random( 4 ));
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_N10, 0, ubNumTroops, 0, 0 );
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_N10, 0, ubNumTroops, 0, 0, 0 );
AddWaypointToPGroup( pGroup, 10, 11 ); //K10
AddWaypointToPGroup( pGroup, 10, 14 ); //N10
pGroup->ubTransportationMask = CAR;
+8 -2
View File
@@ -528,7 +528,10 @@ typedef struct SECTORINFO
FLOAT dFortification_MaxPossible; // the amount of fortification that can still be done in this sector, given the current layout plans. Is updated every time we unload a sector
FLOAT dFortification_UnappliedProgress; // progress done via assignment work. As we cannot update unloaded sectors, update happens once sector is loaded
INT8 bPadding[ 4 ];
UINT8 ubNumJeeps;
UINT8 ubJeepsInBattle;
INT8 bPadding[ 22 ];
}SECTORINFO;
@@ -574,7 +577,10 @@ typedef struct UNDERGROUND_SECTORINFO
FLOAT dFortification_MaxPossible; // the amount of fortification that can still be done in this sector, given the current layout plans. Is updated every time we unload a sector
FLOAT dFortification_UnappliedProgress; // progress done via assignment work. As we cannot update unloaded sectors, update happens once sector is loaded
INT8 bPadding[16];
UINT8 ubNumJeeps;
UINT8 ubJeepsInBattle;
INT8 bPadding[14];
//no padding left!
}UNDERGROUND_SECTORINFO;
+42 -27
View File
@@ -126,13 +126,13 @@ BOOLEAN AddEnemiesToInitialSectorH7();
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, UINT8 ubNumTanks );
void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
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, UINT8 ubNumTanks );
void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
void ResetJa25SectorProbabilities();
BOOLEAN InitJa25StrategicSectorAI( BOOLEAN fReset );
@@ -281,17 +281,18 @@ BOOLEAN AddEnemiesToInitialSectorH7()
UINT8 ubNumTroops;
UINT8 ubNumElites;
UINT8 ubNumTanks;
UINT8 ubNumJeeps;
UINT8 ubNumRemovedAdmins=0;
UINT8 ubNumRemovedTroops=0;
UINT8 ubNumRemovedElites=0;
UINT8 ubNumRemovedTanks=0;
UINT8 ubNumRemovedJeeps=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, &ubNumTanks );
GetNumberOfJA25EnemiesInSector( 8, MAP_ROW_H, 0, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
//determine the #of enemies to travel to the initial heli sector
if( ubNumAdmins > 1 )
@@ -306,13 +307,17 @@ BOOLEAN AddEnemiesToInitialSectorH7()
if( ubNumTanks > 1 )
ubNumRemovedTanks = ubNumTanks / 3 + + Random( 3 );
if( ubNumJeeps > 1 )
ubNumRemovedJeeps = ubNumJeeps / 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), (UINT8)(ubNumTanks-ubNumRemovedTanks) );
SetNumberJa25EnemiesInSector( 8, MAP_ROW_H, 0, (UINT8)(ubNumAdmins-ubNumRemovedAdmins), (UINT8)(ubNumTroops-ubNumRemovedTroops), (UINT8)(ubNumElites-ubNumRemovedElites),
(UINT8)(ubNumTanks-ubNumRemovedTanks), (UINT8)(ubNumJeeps-ubNumRemovedJeeps) );
uiWorldMin = GetWorldTotalMin();
pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector+1, ubNumRemovedAdmins, ubNumRemovedTroops, ubNumRemovedElites, ubNumRemovedTanks );
pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector+1, ubNumRemovedAdmins, ubNumRemovedTroops, ubNumRemovedElites, ubNumRemovedTanks, ubNumRemovedJeeps );
if( pGroup == NULL )
{
@@ -403,19 +408,19 @@ void InitJa25UnderGroundSectors()
*/
}
void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks )
void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps )
{
//if its a ground level
if( bSectorZ == 0 )
{
SetNumberJa25EnemiesInSurfaceSector( SECTOR( sSectorX, sSectorY ), ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSurfaceSector( SECTOR( sSectorX, sSectorY ), ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
}
//its an underground level
else
{
SetNumberJa25EnemiesInUnderGroundSector( sSectorX, sSectorY, bSectorZ, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInUnderGroundSector( sSectorX, sSectorY, bSectorZ, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
}
}
@@ -857,6 +862,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks;
UINT8 ubNumJeeps;
//Mine Sector Level 1
switch( gGameOptions.ubDifficultyLevel )
@@ -877,7 +883,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 0 + Random( 0 );
break;
}
SetNumberJa25EnemiesInSector( 13, 9, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( 13, 9, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
//Power Generator Level 1
@@ -899,7 +905,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 0 + Random( 0 );
break;
}
SetNumberJa25EnemiesInSector( 13, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( 13, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
//Tunnel First Part, Level 1
@@ -921,7 +927,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 0 + Random( 0 );
break;
}
SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
//Tunnel Second Part, Level 1
@@ -943,7 +949,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 0 + Random( 0 );
break;
}
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
@@ -966,7 +972,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 6 + Random( 4 );
break;
}
SetNumberJa25EnemiesInSector( 15, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( 15, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
//Complex, Level 2, K15
@@ -988,7 +994,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 10 + Random( 2 );
break;
}
SetNumberJa25EnemiesInSector( 15, 11, 2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( 15, 11, 2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
//Complex, Level 2, L15
@@ -1010,7 +1016,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 14 + Random( 2 );
break;
}
SetNumberJa25EnemiesInSector( 15, 12, 2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( 15, 12, 2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
//Complex, Level 3, L15
@@ -1032,7 +1038,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
ubNumElites = 15 + Random( 0 );
break;
}
SetNumberJa25EnemiesInSector( 15, 12, 3, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( 15, 12, 3, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
}
void InitJa25SaveStruct()
@@ -1325,10 +1331,11 @@ void AddEnemiesToFirstTunnelSector()
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
UINT8 ubNumJeeps=0;
NumEnemiesToAttackFirstTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
NumEnemiesToAttackFirstTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
}
void AddEnemiesToSecondTunnelSector()
@@ -1337,17 +1344,19 @@ void AddEnemiesToSecondTunnelSector()
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
UINT8 ubNumJeeps=0;
NumEnemiesToAttackSecondTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
NumEnemiesToAttackSecondTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
}
UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks )
UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps )
{
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
UINT8 ubNumJeeps=0;
//if the player blew up the fan, add a ton of enemies to the sector
//1st Tunnel Sector
@@ -1382,15 +1391,19 @@ UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8
if( pTanks )
*pTanks = ubNumTanks;
return( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks );
if( pJeeps )
*pJeeps = ubNumJeeps;
return( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps );
}
UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks )
UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps )
{
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
UINT8 ubNumJeeps=0;
//if the player blew up the fan, add a ton of enemies to the sector
//1st Tunnel Sector
@@ -1422,8 +1435,10 @@ UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT
*pElites = ubNumElites;
if( pTanks )
*pTanks = ubNumTanks;
if( pJeeps )
*pJeeps = ubNumJeeps;
return( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks );
return( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps );
}
@@ -2186,7 +2201,7 @@ BOOLEAN HandleAddEnemiesToSectorPlayerIsntIn( INT16 sSaiSector, UINT8 ubNumEnemi
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
}
SetNumberJa25EnemiesInSector( sSectorX, sSectorY, bSectorZ, 0, ubNumEnemies, 0, 0 );
SetNumberJa25EnemiesInSector( sSectorX, sSectorY, bSectorZ, 0, ubNumEnemies, 0, 0, 0 );
SetThisSectorAsEnemyControlled( sSectorX, sSectorY, bSectorZ, FALSE );
@@ -2231,7 +2246,7 @@ if ( gGameUBOptions.pJA2UB == TRUE )
if( gJa25AiSectorStruct[ sSaiSector ].bSectorZ == 0 )
{
pGroup = CreateNewEnemyGroupDepartingFromSector( sSector, 0, ubNumEnemies, 0, 0 );
pGroup = CreateNewEnemyGroupDepartingFromSector( sSector, 0, ubNumEnemies, 0, 0, 0 );
if( sGridNo != -1 )
{
+4 -4
View File
@@ -188,12 +188,12 @@ BOOLEAN ShouldEnemiesBeAddedToInitialSector();
void InitJa25StrategicAi();
extern void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks );
extern void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
void InitJa25SaveStruct();
void InitJa25StrategicAiBloodcats( );
extern void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks );
extern void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
BOOLEAN SaveJa25SaveInfoToSaveGame( HWFILE hFile );
BOOLEAN LoadJa25SaveInfoFromSavedGame( HWFILE hFile );
@@ -305,7 +305,7 @@ enum
extern BOOLEAN gfEnemyShouldImmediatelySeekThePlayer;
//extern INT32 giNumJA25Sectors;
extern void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks );
extern void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
void SetJa25SectorOwnedStatus( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fPlayerOwned );
INT8 GetTheFurthestSectorPlayerOwns();
void Ja25_UpdateTimeOfEndOfLastBattle( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
@@ -317,7 +317,7 @@ void JA25_HandleUpdateOfStrategicAi();
void SetEnemiesToFindThePlayerMercs();
void HandleSayingDontStayToLongWarningInSectorH8();
extern void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks );
extern void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
#ifdef JA2BETAVERSION
BOOLEAN InitJa25StrategicAiDecisions( BOOLEAN fLoadedGame );
+11 -10
View File
@@ -562,7 +562,7 @@ void ShowSAMSitesOnStrategicMap( void );
void MilitiaBoxMaskBtnCallback(MOUSE_REGION * pRegion, INT32 iReason );
// display potential path, yes or no?
void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies, UINT16 usNumTanks, UINT8 ubIconPosition );
void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies, UINT16 usNumEnemyArmedVehicles, UINT8 ubIconPosition );
void ShowUncertainNumberEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubIconPosition );
@@ -1256,7 +1256,7 @@ INT32 ShowVehicles(INT16 sMapX, INT16 sMapY, INT32 iCount)
}
void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies, UINT16 usNumTanks, UINT8 ubIconPosition )
void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies, UINT16 usNumEnemyArmedVehicles, UINT8 ubIconPosition )
{
HVOBJECT hIconHandle;
INT16 sEnemy, s10xEnemy, sEnemyLessTank;
@@ -1264,7 +1264,7 @@ void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies
// get the video object
GetVideoObject(&hIconHandle, guiCHARICONS);
sEnemyLessTank = sNumberOfEnemies - usNumTanks;
sEnemyLessTank = sNumberOfEnemies - usNumEnemyArmedVehicles;
// no 10x icon for easy enemy quantity gauge in low resolution
if (iResolution >= _640x480 && iResolution < _800x600)
@@ -1285,17 +1285,17 @@ void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies
{
// Flugente: the tank icon has is 4 icons wide and 2 rows high, thus this odd code bit
// if we want to display a tank and have not yet done so, pick the first position that still has enough space to the right
if ( usNumTanks && secondtankrowstart < 0 && ( ubIconPosition % MERC_ICONS_PER_LINE ) < 3 )
if ( usNumEnemyArmedVehicles && secondtankrowstart < 0 && (ubIconPosition % MERC_ICONS_PER_LINE) < 3 )
{
DrawMapBoxIcon( hIconHandle, ENEMY_TANK_BIG, sSectorX, sSectorY, ubIconPosition );
secondtankrowstart = ubIconPosition + 6;
ubIconPosition += 4;
}
// if this is the second row of a tank, don't draw anything
else if ( usNumTanks && secondtankrowstart > -1 && ubIconPosition == secondtankrowstart )
else if ( usNumEnemyArmedVehicles && secondtankrowstart > -1 && ubIconPosition == secondtankrowstart )
{
// for now display only one tank icon
usNumTanks = 0;
usNumEnemyArmedVehicles = 0;
ubIconPosition += 4;
sEnemy = max( 0, sEnemy - 1 );
}
@@ -6598,6 +6598,7 @@ BOOLEAN CanMercsScoutThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubIconPosition )
{
INT16 sNumberOfEnemies = 0;
UINT16 usNumEnemyArmedVehicles = 0;
// ATE: If game has just started, don't do it!
if ( DidGameJustStart() )
@@ -6677,10 +6678,10 @@ void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
case KNOWS_HOW_MANY:
{
// Flugente: tanks get a special icon, so we need to count them separately
UINT16 usNumTanks = NumTanksInSector( sSectorX, sSectorY, ENEMY_TEAM );
usNumEnemyArmedVehicles = NumEnemyArmedVehiclesInSector( sSectorX, sSectorY, ENEMY_TEAM );
// display individual icons for each enemy, starting at the received icon position index
ShowEnemiesInSector( sSectorX, sSectorY, sNumberOfEnemies, usNumTanks, ubIconPosition );
ShowEnemiesInSector( sSectorX, sSectorY, sNumberOfEnemies, usNumEnemyArmedVehicles, ubIconPosition );
}
break;
@@ -6688,10 +6689,10 @@ void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
case KNOWS_HOW_MANY_AND_WHERE_GOING:
{
// Flugente: tanks get a special icon, so we need to count them separately
UINT16 usNumTanks = NumTanksInSector( sSectorX, sSectorY, ENEMY_TEAM );
usNumEnemyArmedVehicles = NumEnemyArmedVehiclesInSector( sSectorX, sSectorY, ENEMY_TEAM );
// display individual icons for each enemy, starting at the received icon position index
ShowEnemiesInSector( sSectorX, sSectorY, sNumberOfEnemies, usNumTanks, ubIconPosition );
ShowEnemiesInSector( sSectorX, sSectorY, sNumberOfEnemies, usNumEnemyArmedVehicles, ubIconPosition );
// display their direction of movement, if valid.
ShowNonPlayerGroupsInMotion( sSectorX, sSectorY, ENEMY_TEAM );
+6 -3
View File
@@ -227,13 +227,14 @@ void ValidateAndCorrectInBattleCounters( GROUP *pLocGroup )
{
if( pGroup->ubSectorX == pLocGroup->ubSectorX && pGroup->ubSectorY == pLocGroup->ubSectorY )
{
if( pGroup->pEnemyGroup->ubAdminsInBattle || pGroup->pEnemyGroup->ubTroopsInBattle || pGroup->pEnemyGroup->ubElitesInBattle || pGroup->pEnemyGroup->ubTanksInBattle )
if ( pGroup->pEnemyGroup->ubAdminsInBattle || pGroup->pEnemyGroup->ubTroopsInBattle || pGroup->pEnemyGroup->ubElitesInBattle || pGroup->pEnemyGroup->ubTanksInBattle || pGroup->pEnemyGroup->ubJeepsInBattle )
{
++ubInvalidGroups;
pGroup->pEnemyGroup->ubAdminsInBattle = 0;
pGroup->pEnemyGroup->ubTroopsInBattle = 0;
pGroup->pEnemyGroup->ubElitesInBattle = 0;
pGroup->pEnemyGroup->ubTanksInBattle = 0;
pGroup->pEnemyGroup->ubJeepsInBattle = 0;
}
}
}
@@ -251,19 +252,21 @@ void ValidateAndCorrectInBattleCounters( GROUP *pLocGroup )
L"If you can provide information on how a previous battle was resolved here or nearby patrol "
L"(auto resolve, tactical battle, cheat keys, or retreat),"
L"please forward that info (no data files necessary) as well as the following code (very important): "
L"G(%02d:%c%d_b%d) A(%02d:%02d) T(%02d:%02d) E(%02d:%02d) C(%02d:%02d) Ta(%02d:%02d)",
L"G(%02d:%c%d_b%d) A(%02d:%02d) T(%02d:%02d) E(%02d:%02d) C(%02d:%02d) Ta(%02d:%02d) J(%02d:%02d)",
ubInvalidGroups, pLocGroup->ubSectorY + 'A' - 1, pLocGroup->ubSectorX, pLocGroup->ubSectorZ,
pSector->ubNumAdmins, pSector->ubAdminsInBattle,
pSector->ubNumTroops, pSector->ubTroopsInBattle,
pSector->ubNumElites, pSector->ubElitesInBattle,
pSector->ubNumCreatures, pSector->ubCreaturesInBattle,
pSector->ubNumTanks, pSector->ubTanksInBattle );
pSector->ubNumTanks, pSector->ubTanksInBattle,
pSector->ubNumJeeps, pSector->ubJeepsInBattle );
DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubCreaturesInBattle = 0;
pSector->ubTanksInBattle = 0;
pSector->ubJeepsInBattle = 0;
}
}
#endif
+137 -48
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 )
+6 -6
View File
@@ -22,13 +22,13 @@ UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
// returns how many members of a team are in a sector - not intended for OUR_TEAM!
UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam );
UINT16 NumTanksInSector( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam );
UINT16 NumEnemyArmedVehiclesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam );
UINT8 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks );
void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks );
void GetNumberOfStationaryEnemiesInSector( 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 );
void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
//Called when entering a sector so the campaign AI can automatically insert the
//correct number of troops of each type based on the current number in the sector
@@ -36,7 +36,7 @@ void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAd
BOOLEAN PrepareEnemyForSectorBattle();
BOOLEAN PrepareEnemyForUndergroundBattle();
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 abNumJeeps, BOOLEAN fMagicallyAppeared );
void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumGreens, UINT8 ubNumRegulars, UINT8 ubNumElites, BOOLEAN fMagicallyAppeared );
void AddPossiblePendingEnemiesToBattle();
void EndTacticalBattleForEnemy();
+33 -17
View File
@@ -33,20 +33,21 @@
UINT8 gubReinforcementMinEnemyStaticGroupSize = 12;
UINT32 guiMilitiaReinforceTurn = 0, guiMilitiaArrived = 0;//dnl ch68 090913
void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks )
void GetNumberOfEnemiesInFiveSectors( 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;
UINT16 pusMoveDir[4][3]; //first column in this matrix is number of sector, except for 4th row
UINT8 ubDirNumber, ubIndex;
GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites, pubNumTanks );
GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites, pubNumTanks, pubNumJeeps );
GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( sSectorX, sSectorY, ENEMY_TEAM, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( sSectorX, sSectorY, ENEMY_TEAM, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
*pubNumAdmins += ubNumAdmins;
*pubNumTroops += ubNumTroops;
*pubNumElites += ubNumElites;
*pubNumTanks += ubNumTanks;
*pubNumJeeps += ubNumJeeps;
if( !gGameExternalOptions.gfAllowReinforcements )
return;
@@ -56,21 +57,23 @@ void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pub
GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
for( ubIndex = 0; ubIndex < ubDirNumber; ++ubIndex )
{ //take number of the involved sector, find its X and Y coordintes and then ask for number of troops there
GetNumberOfStationaryEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
GetNumberOfStationaryEnemiesInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
while( ubNumElites + ubNumTroops + ubNumAdmins + ubNumTanks > gubReinforcementMinEnemyStaticGroupSize) //count how many of static group will reinforce the battle, but leave minimal group size to guard
while ( ubNumElites + ubNumTroops + ubNumAdmins + ubNumTanks + ubNumJeeps > gubReinforcementMinEnemyStaticGroupSize ) //count how many of static group will reinforce the battle, but leave minimal group size to guard
{
if( ubNumElites )
{
*pubNumElites += 1;
ubNumElites--;
}else if( ubNumTroops )
}
else if( ubNumTroops )
{
*pubNumTroops += 1;
ubNumTroops--;
}else if( ubNumAdmins )
}
else if( ubNumAdmins )
{
*pubNumAdmins += 1;
ubNumAdmins--;
@@ -80,24 +83,30 @@ void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pub
*pubNumTanks += 1;
ubNumTanks--;
}
else if ( ubNumJeeps )
{
*pubNumJeeps += 1;
ubNumJeeps--;
}
}
GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), ENEMY_TEAM, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), ENEMY_TEAM, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
*pubNumAdmins += ubNumAdmins;
*pubNumTroops += ubNumTroops;
*pubNumElites += ubNumElites;
*pubNumTanks += ubNumTanks;
*pubNumJeeps += ubNumJeeps;
}
}
UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY )
{
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks;
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps;
GetNumberOfEnemiesInFiveSectors( sMapX, sMapY, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
GetNumberOfEnemiesInFiveSectors( sMapX, sMapY, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
return ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks;
return ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps;
}
BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 sSectorY )
@@ -255,28 +264,35 @@ UINT8 DoReinforcementAsPendingNonPlayer( INT16 sMapX, INT16 sMapY, UINT8 usTeam
(pThisSector->ubNumElites)++;
(pSector->ubNumElites)--;
(pThisSector->ubElitesInBattle)++;
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 0, 0, 1, 0, FALSE );
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 0, 0, 1, 0, 0, FALSE );
}
else if( pSector->ubNumTroops )
{
(pThisSector->ubNumTroops)++;
(pSector->ubNumTroops)--;
(pThisSector->ubTroopsInBattle)++;
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 0, 1, 0, 0, FALSE );
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 0, 1, 0, 0, 0, FALSE );
}
else if( pSector->ubNumAdmins )
{
(pThisSector->ubNumAdmins)++;
(pSector->ubNumAdmins)--;
(pThisSector->ubAdminsInBattle)++;
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 1, 0, 0, 0, FALSE );
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 1, 0, 0, 0, 0, FALSE );
}
else if( pSector->ubNumTanks )
{
(pThisSector->ubNumTanks)++;
(pSector->ubNumTanks)--;
(pThisSector->ubTanksInBattle)++;
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 0, 0, 0, 1, FALSE );
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 0, 0, 0, 1, 0, FALSE );
}
else if ( pSector->ubNumJeeps )
{
(pThisSector->ubNumJeeps)++;
(pSector->ubNumJeeps)--;
(pThisSector->ubJeepsInBattle)++;
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ubIndex][2], 0, 0, 0, 0, 1, FALSE );
}
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
+1 -1
View File
@@ -2,7 +2,7 @@
#define __REINFORCEMENT_H__
//For Autoresolve (mostly)
void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks );
void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 sSectorY );
UINT8 GetAdjacentSectors( UINT8 pSectors[4], INT16 sSectorX, INT16 sSectorY );
UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY);
+389 -157
View File
File diff suppressed because it is too large Load Diff
+8 -3
View File
@@ -700,7 +700,7 @@ BOOLEAN AddWaypointStrategicIDToPGroup( GROUP *pGroup, UINT32 uiSectorID )
//Enemy grouping functions -- private use by the strategic AI.
//............................................................
GROUP* CreateNewEnemyGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks )
GROUP* CreateNewEnemyGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps )
{
GROUP *pNew;
AssertMsg( uiSector >= 0 && uiSector <= 255, String( "CreateNewEnemyGroup with out of range value of %d", uiSector ) );
@@ -711,7 +711,7 @@ GROUP* CreateNewEnemyGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdmin
AssertMsg( pNew->pEnemyGroup, "MemAlloc failure during enemy group creation." );
memset( pNew->pEnemyGroup, 0, sizeof( ENEMYGROUP ) );
// Make sure group is not bigger than allowed!
while (ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks > gGameExternalOptions.iMaxEnemyGroupSize)
while ( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps > gGameExternalOptions.iMaxEnemyGroupSize )
{
if (ubNumTroops)
{
@@ -729,6 +729,10 @@ GROUP* CreateNewEnemyGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdmin
{
ubNumTanks--;
}
else if ( ubNumJeeps )
{
ubNumJeeps--;
}
}
pNew->pWaypoints = NULL;
pNew->ubSectorX = (UINT8)SECTORX( uiSector );
@@ -743,7 +747,8 @@ GROUP* CreateNewEnemyGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdmin
pNew->pEnemyGroup->ubNumTroops = ubNumTroops;
pNew->pEnemyGroup->ubNumElites = ubNumElites;
pNew->pEnemyGroup->ubNumTanks = ubNumTanks;
pNew->ubGroupSize = (UINT8)(ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks);
pNew->pEnemyGroup->ubNumJeeps = ubNumJeeps;
pNew->ubGroupSize = (UINT8)(ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps);
pNew->ubTransportationMask = FOOT;
pNew->fVehicle = FALSE;
pNew->ubCreatedSectorID = pNew->ubOriginalSector;
+4 -2
View File
@@ -73,7 +73,9 @@ typedef struct ENEMYGROUP
// WDS - New AI
UINT8 ubNumTanks;
UINT8 ubTanksInBattle;
INT8 bPadding[18];
UINT8 ubNumJeeps;
UINT8 ubJeepsInBattle;
INT8 bPadding[16];
}ENEMYGROUP;
//NOTE: ALL FLAGS ARE CLEARED WHENEVER A GROUP ARRIVES IN A SECTOR, OR ITS WAYPOINTS ARE
@@ -181,7 +183,7 @@ BOOLEAN SetGroupPatrolParameters( UINT8 ubGroupID, UINT8 ubRestAtFL, UINT8 ubRes
//Enemy grouping functions -- private use by the strategic AI.
//............................................................
GROUP* CreateNewEnemyGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks );
GROUP* CreateNewEnemyGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanksm, UINT8 ubNumJeeps );
GROUP* CreateNewMilitiaGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites );
+2
View File
@@ -89,6 +89,7 @@ BOOLEAN LuaUnderground::InitializeSectorList()
sectorData.getValue("numTroops", s->ubNumTroops);
sectorData.getValue("numElites", s->ubNumElites);
sectorData.getValue("numTanks", s->ubNumTanks);
sectorData.getValue("numJeeps", s->ubNumJeeps );
sectorData.getValue("numBloodcats", s->ubNumBloodcats);
sectorData.getValue("numCreatures", s->ubNumCreatures);
@@ -106,6 +107,7 @@ BOOLEAN LuaUnderground::InitializeSectorList()
m_log << "\t\tTroops: " << static_cast<int>(s->ubNumTroops) << LF;
m_log << "\t\tElites: " << static_cast<int>(s->ubNumElites) << LF;
m_log << "\t\tTanks: " << static_cast<int>(s->ubNumTanks) << LF;
m_log << "\t\tJeeps: " << static_cast<int>(s->ubNumJeeps) << LF;
m_log << "\t- Creature population" << LF;
m_log << "\t\tBloodcats: " << static_cast<int>(s->ubNumBloodcats) << LF;
m_log << "\t\tCrepitus: " << static_cast<int>(s->ubNumCreatures) << LF;
+9 -18
View File
@@ -5349,21 +5349,7 @@ BOOLEAN LoadStrategicInfoFromSavedFile( HWFILE hFile )
UINT32 uiNumBytesRead = 0;
UINT32 uiSize = sizeof(StrategicMapElement);
if ( guiCurrentSaveGameVersion >= MILITIA_MOVEMENT )
{
for ( UINT16 i = 0; i < MAP_WORLD_X * MAP_WORLD_Y; ++i )
{
// Load the strategic map information
FileRead( hFile, &StrategicMap[i], uiSize, &uiNumBytesRead );
if ( uiNumBytesRead != uiSize )
{
return(FALSE);
}
}
}
else
{
if ( guiCurrentSaveGameVersion < MILITIA_MOVEMENT )
uiSize = 41;
for ( UINT16 i = 0; i < MAP_WORLD_X * MAP_WORLD_Y; ++i )
@@ -5375,15 +5361,19 @@ BOOLEAN LoadStrategicInfoFromSavedFile( HWFILE hFile )
return(FALSE);
}
if ( guiCurrentSaveGameVersion < MILITIA_MOVEMENT )
StrategicMap[i].usFlags = 0;
}
}
// Load the Sector Info
uiSize = sizeof(SECTORINFO);
if ( guiCurrentSaveGameVersion < ENEMY_JEEPS )
uiSize = 116;
for ( int sectorID = 0; sectorID <= 255; ++sectorID )
{
FileRead( hFile, &SectorInfo[sectorID], sizeof(SECTORINFO), &uiNumBytesRead );
if ( uiNumBytesRead != sizeof(SECTORINFO) )
FileRead( hFile, &SectorInfo[sectorID], uiSize, &uiNumBytesRead );
if ( uiNumBytesRead != uiSize )
{
return(FALSE);
}
@@ -5399,6 +5389,7 @@ BOOLEAN LoadStrategicInfoFromSavedFile( HWFILE hFile )
SectorInfo[sectorID].ubTanksInBattle = SectorInfo[sectorID].uiInterrogationHundredsLeft[PRISONER_CIVILIAN];
}
}
// uiSize = sizeof( SECTORINFO ) * 256;
// FileRead( hFile, SectorInfo, uiSize, &uiNumBytesRead );
// if( uiNumBytesRead != uiSize)
+34 -2
View File
@@ -1118,6 +1118,7 @@ ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
-10, (FLOAT)4.0, //ELDORADO
-10, (FLOAT)4.0, //ICECREAMTRUCK
-10, (FLOAT)4.0, //JEEP
-10, (FLOAT)4.0, //COMBAT_JEEP
};
extern INT16 gubMaxActionPoints[TOTALBODYTYPES] = {0};
@@ -3592,7 +3593,10 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ TANK_NW ][ TANK_SHOOT ] = TANKNW_SHOOT;
gubAnimSurfaceIndex[ TANK_NW ][ TANK_BURST ] = TANKNW_SHOOT;
gubAnimSurfaceIndex[ TANK_NW ][ VEHICLE_DIE ] = TANKNW_DIE;
gubAnimSurfaceCorpseID[ TANK_NW ][ STANDING ] = TANK1_DEAD;
gubAnimSurfaceCorpseID[TANK_NW][STANDING] = TANK1_DEAD;
gubAnimSurfaceCorpseID[TANK_NW][WALKING] = TANK1_DEAD;
gubAnimSurfaceCorpseID[TANK_NW][RUNNING] = TANK1_DEAD;
gubAnimSurfaceCorpseID[TANK_NW][WALK_BACKWARDS] = TANK1_DEAD;
// TANK
gubAnimSurfaceIndex[ TANK_NE ][ STANDING ] = TANKNE_READY;
@@ -3603,6 +3607,9 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ TANK_NE ][ TANK_BURST ] = TANKNE_SHOOT;
gubAnimSurfaceIndex[ TANK_NE ][ VEHICLE_DIE ] = TANKNE_DIE;
gubAnimSurfaceCorpseID[ TANK_NE ][ STANDING ] = TANK2_DEAD;
gubAnimSurfaceCorpseID[ TANK_NE ][WALKING] = TANK2_DEAD;
gubAnimSurfaceCorpseID[ TANK_NE ][RUNNING] = TANK2_DEAD;
gubAnimSurfaceCorpseID[ TANK_NE ][WALK_BACKWARDS] = TANK2_DEAD;
// ELDORADO
gubAnimSurfaceIndex[ ELDORADO ][ STANDING ] = ELDORADO_BASIC;
@@ -3610,6 +3617,10 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ ELDORADO ][ RUNNING ] = ELDORADO_BASIC;
gubAnimSurfaceIndex[ ELDORADO ][ WALK_BACKWARDS ] = ELDORADO_BASIC;
gubAnimSurfaceIndex[ ELDORADO ][ VEHICLE_DIE ] = ELDORADO_DIE;
gubAnimSurfaceCorpseID[ELDORADO][STANDING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ELDORADO][WALKING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ELDORADO][RUNNING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ELDORADO][WALK_BACKWARDS] = ICECREAM_DEAD;
// ICECREAMTRUCK
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ STANDING ] = ICECREAMTRUCK_BASIC;
@@ -3617,7 +3628,10 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ RUNNING ] = ICECREAMTRUCK_BASIC;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ WALK_BACKWARDS ] = ICECREAMTRUCK_BASIC;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ VEHICLE_DIE ] = HUMVEE_DIE;
gubAnimSurfaceCorpseID[ ICECREAMTRUCK ][ STANDING ] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ICECREAMTRUCK][STANDING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ICECREAMTRUCK][WALKING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ICECREAMTRUCK][RUNNING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ICECREAMTRUCK][WALK_BACKWARDS] = ICECREAM_DEAD;
// JEEP
gubAnimSurfaceIndex[ JEEP ][ STANDING ] = JEEP_BASIC;
@@ -3625,6 +3639,23 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ JEEP ][ RUNNING ] = JEEP_BASIC;
gubAnimSurfaceIndex[ JEEP ][ WALK_BACKWARDS ] = JEEP_BASIC;
gubAnimSurfaceIndex[ JEEP ][ VEHICLE_DIE ] = JEEP_DIE;
gubAnimSurfaceCorpseID[JEEP][STANDING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[JEEP][WALKING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[JEEP][RUNNING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[JEEP][WALK_BACKWARDS] = ICECREAM_DEAD;
// COMBAT_JEEP
gubAnimSurfaceIndex[COMBAT_JEEP][STANDING] = ARMED_CAR_READY;
gubAnimSurfaceIndex[COMBAT_JEEP][WALKING] = ARMED_CAR_READY;
gubAnimSurfaceIndex[COMBAT_JEEP][RUNNING] = ARMED_CAR_READY;
gubAnimSurfaceIndex[COMBAT_JEEP][WALK_BACKWARDS] = ARMED_CAR_READY;
gubAnimSurfaceIndex[COMBAT_JEEP][TANK_SHOOT] = ARMED_CAR_SHOOT;
gubAnimSurfaceIndex[COMBAT_JEEP][TANK_BURST] = ARMED_CAR_SHOOT;
gubAnimSurfaceIndex[COMBAT_JEEP][VEHICLE_DIE] = ARMED_CAR_DIE;
gubAnimSurfaceCorpseID[COMBAT_JEEP][STANDING] = HUMMER_DEAD;
gubAnimSurfaceCorpseID[COMBAT_JEEP][WALKING] = HUMMER_DEAD;
gubAnimSurfaceCorpseID[COMBAT_JEEP][RUNNING] = HUMMER_DEAD;
gubAnimSurfaceCorpseID[COMBAT_JEEP][WALK_BACKWARDS] = HUMMER_DEAD;
}
BOOLEAN LoadAnimationStateInstructions( )
@@ -3991,6 +4022,7 @@ INT8 GetBodyTypePaletteSubstitutionCode( SOLDIERTYPE *pSoldier, UINT8 ubBodyType
case ROBOTNOWEAPON:
case TANK_NW:
case TANK_NE:
case COMBAT_JEEP:
return( 0 );
}
+11
View File
@@ -472,6 +472,10 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
JEEP_BASIC, "ANIMS\\VEHICLES\\JEEP.STI", S_STRUCT, ANIM_DATA_FLAG_NOFRAMES, 32, TO_INIT, NULL, NULL, 0, -1,
JEEP_DIE, "ANIMS\\VEHICLES\\HM_WREK.STI", NO_STRUCT, 0, 2, TO_INIT, NULL, NULL, 0, -1,
ARMED_CAR_READY, "ANIMS\\VEHICLES\\LATV_ROT.STI", S_STRUCT, ANIM_DATA_FLAG_NOFRAMES, 32, TO_INIT, NULL, NULL, 0, -1,
ARMED_CAR_SHOOT, "ANIMS\\VEHICLES\\LATV_SHT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
ARMED_CAR_DIE, "ANIMS\\VEHICLES\\LATV_DIE.STI", S_STRUCT, 0, 2, TO_INIT, NULL, NULL, 0, -1,
BODYEXPLODE, "ANIMS\\S_MERC\\BOD_BLOW.STI", NO_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
//<SB> crouch throwing
@@ -802,6 +806,13 @@ AnimationStructureType gAnimStructureDatabase[ TOTALBODYTYPES ][ NUM_STRUCT_IDS
"ANIMS\\STRUCTDATA\\JEEP.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD",NULL, // default
//COMBAT_JEEP
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD",NULL, // default
};
+5
View File
@@ -66,6 +66,7 @@ enum SoldierBodyTypes
ELDORADO,
ICECREAMTRUCK,
JEEP,
COMBAT_JEEP, // Flugente, smeagol & DepressivesBrot: lightly armored tactical vehicle
TOTALBODYTYPES
@@ -503,6 +504,10 @@ typedef enum
JEEP_BASIC,
JEEP_DIE,
ARMED_CAR_READY,
ARMED_CAR_SHOOT,
ARMED_CAR_DIE,
BODYEXPLODE,
//<SB> crouch throwing
+1
View File
@@ -321,6 +321,7 @@ void DoneFadeOutKilledQueen( void )
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubTroopsInBattle = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubElitesInBattle = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubTanksInBattle = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubJeepsInBattle = 0;
// ATE: banish elliot... dead or alive
gMercProfiles[ ELLIOT ].sSectorX = 0;
+49 -17
View File
@@ -44,7 +44,7 @@ int gCivPreservedTempFileVersion[256];
BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *pNode, GROUP *pGroup = NULL );
BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( UINT8 *pubNumElites, UINT8 *pubNumRegulars, UINT8 *pubNumAdmins, UINT8 *pubNumCreatures, UINT8 *pubNumTanks );
BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( UINT8 *pubNumElites, UINT8 *pubNumRegulars, UINT8 *pubNumAdmins, UINT8 *pubNumCreatures, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
BOOLEAN gfRestoringEnemySoldiersFromTempFile = FALSE;
BOOLEAN gfRestoringCiviliansFromTempFile = FALSE;
@@ -105,8 +105,8 @@ BOOLEAN LoadEnemySoldiersFromTempFile()
#endif
INT8 bSectorZ;
UINT8 ubSectorID;
UINT8 ubNumElites = 0, ubNumTroops = 0, ubNumAdmins = 0, ubNumCreatures = 0, ubNumTanks = 0;
UINT8 ubStrategicElites, ubStrategicTroops, ubStrategicAdmins, ubStrategicCreatures, ubStrategicTanks;
UINT8 ubNumElites = 0, ubNumTroops = 0, ubNumAdmins = 0, ubNumCreatures = 0, ubNumTanks = 0, ubNumJeeps = 0;
UINT8 ubStrategicElites, ubStrategicTroops, ubStrategicAdmins, ubStrategicCreatures, ubStrategicTanks, ubStrategicJeeps;
gfRestoringEnemySoldiersFromTempFile = TRUE;
@@ -255,6 +255,7 @@ BOOLEAN LoadEnemySoldiersFromTempFile()
ubStrategicTroops = pSector->ubNumTroops;
ubStrategicAdmins = pSector->ubNumAdmins;
ubStrategicTanks = pSector->ubNumTanks;
ubStrategicJeeps = pSector->ubNumJeeps;
ubStrategicCreatures = pSector->ubNumCreatures;
}
else
@@ -262,7 +263,7 @@ BOOLEAN LoadEnemySoldiersFromTempFile()
SECTORINFO *pSector;
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
ubStrategicCreatures = pSector->ubNumCreatures;
GetNumberOfEnemiesInSector( sSectorX, sSectorY, &ubStrategicAdmins, &ubStrategicTroops, &ubStrategicElites, &ubStrategicTanks );
GetNumberOfEnemiesInSector( sSectorX, sSectorY, &ubStrategicAdmins, &ubStrategicTroops, &ubStrategicElites, &ubStrategicTanks, &ubStrategicJeeps );
}
for( i = 0; i < slots; i++ )
@@ -359,6 +360,16 @@ BOOLEAN LoadEnemySoldiersFromTempFile()
}
}
break;
case SOLDIER_CLASS_JEEP:
if ( COMBAT_JEEP( curr->pBasicPlacement ) )
{
++ubNumJeeps;
if ( ubNumJeeps < ubStrategicJeeps )
{
AddPlacementToWorld( curr );
}
}
break;
}
break;
}
@@ -386,14 +397,16 @@ BOOLEAN LoadEnemySoldiersFromTempFile()
}
//now add any extra enemies that have arrived since the temp file was made.
if( ubStrategicTroops > ubNumTroops || ubStrategicElites > ubNumElites || ubStrategicAdmins > ubNumAdmins || ubStrategicTanks > ubNumTanks )
if ( ubStrategicTroops > ubNumTroops || ubStrategicElites > ubNumElites || ubStrategicAdmins > ubNumAdmins || ubStrategicTanks > ubNumTanks || ubStrategicJeeps > ubNumJeeps )
{
ubStrategicTroops = ( ubStrategicTroops > ubNumTroops ) ? ubStrategicTroops - ubNumTroops : 0;
ubStrategicElites = ( ubStrategicElites > ubNumElites ) ? ubStrategicElites - ubNumElites : 0;
ubStrategicAdmins = ( ubStrategicAdmins > ubNumAdmins ) ? ubStrategicAdmins - ubNumAdmins : 0;
ubStrategicTanks = ( ubStrategicTanks > ubNumTanks ) ? ubStrategicTanks - ubNumTanks : 0;
AddSoldierInitListEnemyDefenceSoldiers( ubStrategicAdmins, ubStrategicTroops, ubStrategicElites, ubStrategicTanks );
ubStrategicJeeps = (ubStrategicJeeps > ubNumJeeps) ? ubStrategicJeeps - ubNumJeeps : 0;
AddSoldierInitListEnemyDefenceSoldiers( ubStrategicAdmins, ubStrategicTroops, ubStrategicElites, ubStrategicTanks, ubStrategicJeeps );
}
if( ubStrategicCreatures > ubNumCreatures )
{
ubStrategicCreatures; //not sure if this wil ever happen. If so, needs to be handled.
@@ -675,8 +688,8 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
#endif
INT8 bSectorZ;
UINT8 ubSectorID;
UINT8 ubNumElites = 0, ubNumTroops = 0, ubNumAdmins = 0, ubNumCreatures = 0, ubNumTanks = 0;
UINT8 ubStrategicElites, ubStrategicTroops, ubStrategicAdmins, ubStrategicCreatures, ubStrategicTanks;
UINT8 ubNumElites = 0, ubNumTroops = 0, ubNumAdmins = 0, ubNumCreatures = 0, ubNumTanks = 0, ubNumJeeps = 0;
UINT8 ubStrategicElites, ubStrategicTroops, ubStrategicAdmins, ubStrategicCreatures, ubStrategicTanks, ubStrategicJeeps;
gfRestoringEnemySoldiersFromTempFile = TRUE;
@@ -716,16 +729,17 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
ubNumTroops = pSector->ubNumTroops;
ubNumAdmins = pSector->ubNumAdmins;
ubNumTanks = pSector->ubNumTanks;
ubNumJeeps = pSector->ubNumJeeps;
ubNumCreatures = pSector->ubNumCreatures;
}
if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
// Get the number of enemies form the temp file
CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( &ubStrategicElites, &ubStrategicTroops, &ubStrategicAdmins, &ubStrategicCreatures, &ubStrategicTanks );
CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( &ubStrategicElites, &ubStrategicTroops, &ubStrategicAdmins, &ubStrategicCreatures, &ubStrategicTanks, &ubStrategicJeeps );
//If any of the counts differ from what is in memory
if( ubStrategicElites != ubNumElites || ubStrategicTroops != ubNumTroops || ubStrategicAdmins != ubNumAdmins || ubStrategicCreatures != ubNumCreatures || ubStrategicTanks != ubNumTanks )
if ( ubStrategicElites != ubNumElites || ubStrategicTroops != ubNumTroops || ubStrategicAdmins != ubNumAdmins || ubStrategicCreatures != ubNumCreatures || ubStrategicTanks != ubNumTanks || ubStrategicJeeps != ubNumJeeps )
{
//remove the file
RemoveEnemySoldierTempFile( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
@@ -734,7 +748,7 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
}
//reset
ubNumElites = ubNumTroops = ubNumAdmins = ubNumCreatures = ubNumTanks = 0;
ubNumElites = ubNumTroops = ubNumAdmins = ubNumCreatures = ubNumTanks = ubNumJeeps = 0;
//Open the file for reading
@@ -875,6 +889,7 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
ubStrategicTroops = pSector->ubNumTroops;
ubStrategicAdmins = pSector->ubNumAdmins;
ubStrategicTanks = pSector->ubNumTanks;
ubStrategicJeeps = pSector->ubNumJeeps;
ubStrategicCreatures = pSector->ubNumCreatures;
}
else
@@ -882,7 +897,7 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
SECTORINFO *pSector;
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
ubStrategicCreatures = pSector->ubNumCreatures;
GetNumberOfEnemiesInSector( sSectorX, sSectorY, &ubStrategicAdmins, &ubStrategicTroops, &ubStrategicElites, &ubStrategicTanks );
GetNumberOfEnemiesInSector( sSectorX, sSectorY, &ubStrategicAdmins, &ubStrategicTroops, &ubStrategicElites, &ubStrategicTanks, &ubStrategicJeeps );
}
for( i = 0; i < slots; i++ )
@@ -969,6 +984,16 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
}
}
break;
case SOLDIER_CLASS_JEEP:
if ( COMBAT_JEEP( curr->pBasicPlacement ) )
{
++ubNumJeeps;
if ( ubNumJeeps <= ubStrategicJeeps )
{
//def: AddPlacementToWorld( curr );
}
}
break;
}
break;
}
@@ -994,21 +1019,21 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
}
//now add any extra enemies that have arrived since the temp file was made.
if( ubStrategicTroops > ubNumTroops || ubStrategicElites > ubNumElites || ubStrategicAdmins > ubNumAdmins || ubStrategicTanks > ubNumTanks )
if ( ubStrategicTroops > ubNumTroops || ubStrategicElites > ubNumElites || ubStrategicAdmins > ubNumAdmins || ubStrategicTanks > ubNumTanks || ubStrategicJeeps > ubNumJeeps )
{
ubStrategicTroops = ( ubStrategicTroops > ubNumTroops ) ? ubStrategicTroops - ubNumTroops : 0;
ubStrategicElites = ( ubStrategicElites > ubNumElites ) ? ubStrategicElites - ubNumElites : 0;
ubStrategicAdmins = ( ubStrategicAdmins > ubNumAdmins ) ? ubStrategicAdmins - ubNumAdmins : 0;
ubStrategicTanks = ( ubStrategicTanks > ubNumTanks ) ? ubStrategicTanks - ubNumTanks : 0;
AddSoldierInitListEnemyDefenceSoldiers( ubStrategicAdmins, ubStrategicTroops, ubStrategicElites, ubStrategicTanks );
ubStrategicJeeps = (ubStrategicJeeps > ubNumJeeps) ? ubStrategicJeeps - ubNumJeeps : 0;
AddSoldierInitListEnemyDefenceSoldiers( ubStrategicAdmins, ubStrategicTroops, ubStrategicElites, ubStrategicTanks, ubStrategicJeeps );
}
if( ubStrategicCreatures > ubNumCreatures )
{
ubStrategicCreatures; //not sure if this wil ever happen. If so, needs to be handled.
}
//set the number of enemies in the sector
if( bSectorZ )
{
@@ -1593,7 +1618,7 @@ BOOLEAN NewWayOfSavingEnemyAndCivliansToTempFile( INT16 sSectorX, INT16 sSectorY
BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( UINT8 *pubNumElites, UINT8 *pubNumRegulars, UINT8 *pubNumAdmins, UINT8 *pubNumCreatures, UINT8 *pubNumTanks )
BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile( UINT8 *pubNumElites, UINT8 *pubNumRegulars, UINT8 *pubNumAdmins, UINT8 *pubNumCreatures, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
{
// SOLDIERINITNODE *curr;
SOLDIERCREATE_STRUCT tempDetailedPlacement;
@@ -1617,6 +1642,7 @@ BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile(
*pubNumRegulars = 0;
*pubNumAdmins = 0;
*pubNumTanks = 0;
*pubNumJeeps = 0;
*pubNumCreatures = 0;
//STEP ONE: Set up the temp file to read from.
@@ -1785,6 +1811,12 @@ BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile(
(*pubNumTanks)++;
}
break;
case SOLDIER_CLASS_JEEP:
if ( COMBAT_JEEP( (&tempDetailedPlacement) ) )
{
(*pubNumJeeps)++;
}
break;
}
/*
while( curr )
+3
View File
@@ -5315,6 +5315,7 @@ void BombMessageBoxCallBack( UINT8 ubExitValue )
}
}
#include "Strategic AI.h"
// Flugente: callback after deciding what tactical function to use
void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
{
@@ -5356,6 +5357,8 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
break;
case 8:
ExecuteStrategicAIAction( NPC_ACTION_SEND_SOLDIERS_TO_DRASSEN, 0, 0 );
break;
default:
break;
}
+79 -4
View File
@@ -1156,13 +1156,21 @@ UINT32 UIHandleNewBadMerc( UI_EVENT *pUIEvent )
return( GAME_SCREEN );
}
usRandom = (UINT16)Random( 12 );
if( usRandom < 3 )
// Flugente hack
/*if ( Water(usMapPos) )
pSoldier = TacticalCreateEnemyBoat( );
else
pSoldier = TacticalCreateEnemyJeep( );*/
usRandom = (UINT16)Random( 20 );
if( usRandom < 5 )
pSoldier = TacticalCreateAdministrator();
else if( usRandom < 6 )
else if( usRandom < 10 )
pSoldier = TacticalCreateArmyTroop();
else if ( usRandom < 9 )
else if ( usRandom < 12 )
pSoldier = TacticalCreateEnemyTank( );
else if ( usRandom < 15 )
pSoldier = TacticalCreateEnemyJeep( );
else
pSoldier = TacticalCreateEliteEnemy( );
@@ -1178,6 +1186,7 @@ UINT32 UIHandleNewBadMerc( UI_EVENT *pUIEvent )
case SOLDIER_CLASS_ARMY: pSector->ubNumTroops++; pSector->ubTroopsInBattle++; break;
case SOLDIER_CLASS_ELITE: pSector->ubNumElites++; pSector->ubElitesInBattle++; break;
case SOLDIER_CLASS_TANK: pSector->ubNumTanks++; pSector->ubTanksInBattle++; break;
case SOLDIER_CLASS_JEEP: pSector->ubNumJeeps++; pSector->ubJeepsInBattle++; break;
}
}
else
@@ -1191,6 +1200,7 @@ UINT32 UIHandleNewBadMerc( UI_EVENT *pUIEvent )
case SOLDIER_CLASS_ARMY: pSector->ubNumTroops++; pSector->ubTroopsInBattle++; break;
case SOLDIER_CLASS_ELITE: pSector->ubNumElites++; pSector->ubElitesInBattle++; break;
case SOLDIER_CLASS_TANK: pSector->ubNumTanks++; pSector->ubTanksInBattle++; break;
case SOLDIER_CLASS_JEEP: pSector->ubNumJeeps++; pSector->ubJeepsInBattle++; break;
}
}
}
@@ -1205,6 +1215,71 @@ UINT32 UIHandleNewBadMerc( UI_EVENT *pUIEvent )
return( GAME_SCREEN );
}
/*void TankBattlefun()
{
int teamsize = 1;
for ( int i = 0; i < teamsize; ++i)
{
{
SOLDIERTYPE *pSoldier = TacticalCreateTankFuntime(ENEMY_TEAM);
if( pSoldier )
{
if( !gbWorldSectorZ )
{
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
switch( pSoldier->ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR: pSector->ubNumAdmins++; pSector->ubAdminsInBattle++; break;
case SOLDIER_CLASS_ARMY: pSector->ubNumTroops++; pSector->ubTroopsInBattle++; break;
case SOLDIER_CLASS_ELITE: pSector->ubNumElites++; pSector->ubElitesInBattle++; break;
}
}
else
{
UNDERGROUND_SECTORINFO *pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
if( pSector )
{
switch( pSoldier->ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR: pSector->ubNumAdmins++; pSector->ubAdminsInBattle++; break;
case SOLDIER_CLASS_ARMY: pSector->ubNumTroops++; pSector->ubTroopsInBattle++; break;
case SOLDIER_CLASS_ELITE: pSector->ubNumElites++; pSector->ubElitesInBattle++; break;
}
}
}
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
//pSoldier->usStrategicInsertionData = gMapInformation.sSouthGridNo;
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
AllTeamsLookForAll( NO_INTERRUPTS );
}
}
{
SOLDIERTYPE *pSoldier = TacticalCreateTankFuntime(MILITIA_TEAM);
if( pSoldier )
{
pSoldier->ubSoldierClass = SOLDIER_CLASS_ELITE_MILITIA;
if( !gbWorldSectorZ )
{
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
pSector->ubNumberOfCivsAtLevel[ELITE_MILITIA]++;
}
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
//pSoldier->usStrategicInsertionData = gMapInformation.sSouthGridNo;
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
AllTeamsLookForAll( NO_INTERRUPTS );
}
}
}
}*/
UINT32 UIHandleEnterEditMode( UI_EVENT *pUIEvent )
{
+3 -3
View File
@@ -2365,7 +2365,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
}
/////////////////// ANTI-TANK AMMO
if ( AmmoTypes[Magazine[Item[ gpItemDescObject->usItem ].ubClassIndex].ubAmmoType].antiTank )
if ( AmmoTypes[Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubAmmoType].dDamageModifierTank >= 0.1f )
{
swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[ 1 ], szUDBGenSecondaryStatsExplanationsTooltipText[ 1 ]);
SetRegionFastHelpText( &(gUDBFasthelpRegions[ iFirstDataRegion + cnt ]), pStr );
@@ -5946,8 +5946,8 @@ void DrawSecondaryStats( OBJECTTYPE * gpItemDescObject )
}
/////////////////// ANTI-TANK AMMO
if ( ( AmmoTypes[Magazine[Item[ gpItemDescObject->usItem ].ubClassIndex].ubAmmoType].antiTank && !fComparisonMode ) ||
( fComparisonMode && AmmoTypes[Magazine[Item[ gpComparedItemDescObject->usItem ].ubClassIndex].ubAmmoType].antiTank ) )
if ( (AmmoTypes[Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubAmmoType].dDamageModifierTank >= 0.1f && !fComparisonMode) ||
(fComparisonMode && AmmoTypes[Magazine[Item[gpComparedItemDescObject->usItem].ubClassIndex].ubAmmoType].dDamageModifierTank >= 0.1f ) )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 1, gItemDescGenSecondaryRegions[cnt].sLeft+sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
cnt++;
+1 -1
View File
@@ -2024,7 +2024,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
swprintf( NameStr, zGrod[0] );
}
//Legion
else if ( TANK( pSoldier ) )
else if ( ARMED_VEHICLE( pSoldier ) )
{
swprintf( NameStr, gNewVehicle[164].NewVehicleStrings );
}
+20 -12
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
// 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 );
// 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;
}
+2 -2
View File
@@ -3229,7 +3229,7 @@ void SwapObjs(SOLDIERTYPE* pSoldier, int leftSlot, int rightSlot, BOOLEAN fPerma
{
SwapObjs(&pSoldier->inv[ leftSlot ], &pSoldier->inv[ rightSlot ]);
if(fPermanent && !TANK(pSoldier))//dnl ch64 290813 for current tank don't go further as it lead to invalid animation
if ( fPermanent && !ARMED_VEHICLE( pSoldier ) )//dnl ch64 290813 for current tank don't go further as it lead to invalid animation
{
//old usItem for the left slot is now stored in the right slot, and vice versa
HandleTacticalEffectsOfEquipmentChange(pSoldier, leftSlot, pSoldier->inv[ rightSlot ].usItem, pSoldier->inv[ leftSlot ].usItem);
@@ -8953,7 +8953,7 @@ void CheckEquipmentForDamage( SOLDIERTYPE *pSoldier, INT32 iDamage )
BOOLEAN fBlowsUp;
UINT8 ubNumberOfObjects;
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
{
return;
}
+7 -7
View File
@@ -2047,7 +2047,7 @@ BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * p
ubPosType = TORSO_TARGET_POS;
}
}
else if ( TANK( pSoldier ) )
else if ( ARMED_VEHICLE( pSoldier ) )
{
// high up!
//ubPosType = HEAD_TARGET_POS;
@@ -2184,7 +2184,7 @@ BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * p
// robot is 1/3 the height of regular people
*pdZPos = *pdZPos / 3;
}
else if ( TANK ( pSoldier ) )
else if ( ARMED_VEHICLE( pSoldier ) )
{
*pdZPos = (*pdZPos * 4) / 3;
}
@@ -2311,7 +2311,7 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
fSmell = HasThermalOptics( pStartSoldier);
}
if ( TANK( pStartSoldier ) )
if ( ARMED_VEHICLE( pStartSoldier ) )
{
INT16 sDistance;
@@ -2352,7 +2352,7 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
// anv: special check for vehicles - since they're no longer transparent, we need to check for visibility
// of all substructures, also vehicle will be noticed even if just part of it is sticking around the corner
if( pEndSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && ( !TANK( pEndSoldier ) || gGameExternalOptions.fEnemyTanksAnyPartVisible ) )
if ( pEndSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && (!ARMED_VEHICLE( pEndSoldier ) || gGameExternalOptions.fEnemyTanksAnyPartVisible) )
{
STRUCTURE *pBase = pEndSoldier->pLevelNode->pStructureData;
if( pBase == NULL )
@@ -2917,7 +2917,7 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend
{
usExpGain /= 2;
}
else if ( pTarget->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pTarget ) || TANK( pTarget ) )
else if ( pTarget->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pTarget ) || ARMED_VEHICLE( pTarget ) )
{
// no exp from shooting a vehicle that you can't damage and can't move!
usExpGain = 0;
@@ -3305,7 +3305,7 @@ INT32 HandleBulletStructureInteraction( BULLET * pBullet, STRUCTURE * pStructure
//else if ( pBullet->usFlags & BULLET_FLAG_SMALL_MISSILE )
//{
// stops if using HE ammo
else if ( AmmoTypes[ubAmmoType].highExplosive && !AmmoTypes[ubAmmoType].antiTank )
else if ( AmmoTypes[ubAmmoType].highExplosive && AmmoTypes[ubAmmoType].dDamageModifierTank < 0.1f )
{
*pfHit = TRUE;
return( 0 );
@@ -3457,7 +3457,7 @@ INT32 CTGTHandleBulletStructureInteraction( BULLET * pBullet, STRUCTURE * pStruc
//else if ( pBullet->usFlags & BULLET_FLAG_SMALL_MISSILE )
//{
// stops if using HE ammo
else if ( AmmoTypes[pBullet->pFirer->inv[ pBullet->pFirer->ubAttackingHand ][0]->data.gun.ubGunAmmoType].highExplosive && !AmmoTypes[pBullet->pFirer->inv[ pBullet->pFirer->ubAttackingHand ][0]->data.gun.ubGunAmmoType].antiTank )
else if ( AmmoTypes[pBullet->pFirer->inv[pBullet->pFirer->ubAttackingHand][0]->data.gun.ubGunAmmoType].highExplosive && AmmoTypes[pBullet->pFirer->inv[pBullet->pFirer->ubAttackingHand][0]->data.gun.ubGunAmmoType].dDamageModifierTank < 0.1f )
{
return( pBullet->iImpact );
}
+6 -6
View File
@@ -3585,7 +3585,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
//
gMercProfiles[ pSoldierOld->ubProfile ].bLife = 0;
if ( !(pSoldierOld->flags.uiStatusFlags & SOLDIER_VEHICLE) && !TANK( pSoldierOld) )
if ( !(pSoldierOld->flags.uiStatusFlags & SOLDIER_VEHICLE) && !ARMED_VEHICLE( pSoldierOld ) )
{
if ( pSoldierOld->ubAttackerID != NOBODY )
{
@@ -7021,16 +7021,16 @@ void RemoveStaticEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
SECTORINFO *pSectorInfo = &(SectorInfo[SECTOR( sMapX, sMapY )]);
pSectorInfo->ubNumAdmins = pSectorInfo->ubNumTroops = pSectorInfo->ubNumElites = pSectorInfo->ubNumTanks = 0;
pSectorInfo->ubAdminsInBattle = pSectorInfo->ubTroopsInBattle = pSectorInfo->ubElitesInBattle = pSectorInfo->ubTanksInBattle = 0;
pSectorInfo->ubNumAdmins = pSectorInfo->ubNumTroops = pSectorInfo->ubNumElites = pSectorInfo->ubNumTanks = pSectorInfo->ubNumJeeps = 0;
pSectorInfo->ubAdminsInBattle = pSectorInfo->ubTroopsInBattle = pSectorInfo->ubElitesInBattle = pSectorInfo->ubTanksInBattle = pSectorInfo->ubJeepsInBattle = 0;
}
else
{
UNDERGROUND_SECTORINFO *pSectorInfo;
pSectorInfo = FindUnderGroundSector( sMapX, sMapY, bMapZ );
pSectorInfo->ubNumAdmins = pSectorInfo->ubNumTroops = pSectorInfo->ubNumElites = pSectorInfo->ubNumTanks = 0;
pSectorInfo->ubAdminsInBattle = pSectorInfo->ubTroopsInBattle = pSectorInfo->ubElitesInBattle = pSectorInfo->ubTanksInBattle = 0;
pSectorInfo->ubNumAdmins = pSectorInfo->ubNumTroops = pSectorInfo->ubNumElites = pSectorInfo->ubNumTanks = pSectorInfo->ubNumJeeps = 0;
pSectorInfo->ubAdminsInBattle = pSectorInfo->ubTroopsInBattle = pSectorInfo->ubElitesInBattle = pSectorInfo->ubTanksInBattle = pSectorInfo->ubJeepsInBattle = 0;
}
}
@@ -10485,7 +10485,7 @@ void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
{
enemysidestrength += pSoldier->GetSurrenderStrength();
if ( pSoldier->ubProfile != NO_PROFILE || TANK(pSoldier) )
if ( pSoldier->ubProfile != NO_PROFILE || ARMED_VEHICLE(pSoldier) )
fNoSurrender = TRUE;
}
}
+8 -5
View File
@@ -2621,7 +2621,10 @@ if(!GridNoOnVisibleWorldTile(iDestination))
fPathingForPlayer = ( (s->bTeam == gbPlayerNum) && (!gTacticalStatus.fAutoBandageMode) && !(s->flags.uiStatusFlags & SOLDIER_PCUNDERAICONTROL) );
fNonFenceJumper = !( IS_MERC_BODY_TYPE( s ) ) || (UsingNewInventorySystem() == true && FindBackpackOnSoldier( s ) != ITEM_NOT_FOUND);//Moa: added backpack check
fNonSwimmer = !( IS_MERC_BODY_TYPE( s ) );
// Flugente: nonswimmers are those who are not mercs and not boats
fNonSwimmer = !(IS_MERC_BODY_TYPE( s ) );
if ( fNonSwimmer )
{
if ( Water( sDestination, ubLevel ) )
@@ -2638,13 +2641,13 @@ if(!GridNoOnVisibleWorldTile(iDestination))
fVehicleIgnoreObstacles = TRUE;
}
// AI can't press shift, let's assume only tanks ram through (we wouldn't want AI cars to get destroyed kamikazing through walls, no matter how funny that would be)
else if( !fPathingForPlayer && TANK(s) )
else if ( !fPathingForPlayer && ARMED_VEHICLE( s ) )
{
fVehicleIgnoreObstacles = TRUE;
}
if( fVehicleIgnoreObstacles &&
( ( gGameExternalOptions.fAllowCarsDrivingOverPeople && !TANK(s) ) ||
( gGameExternalOptions.fAllowTanksDrivingOverPeople && TANK(s) ) ) )
((gGameExternalOptions.fAllowCarsDrivingOverPeople && !ARMED_VEHICLE( s )) ||
(gGameExternalOptions.fAllowTanksDrivingOverPeople && ARMED_VEHICLE( s ))) )
{
fPathAroundPeople = FALSE;
}
@@ -4617,7 +4620,7 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_RUN];
break;
case WALKING:
if (!(pSold->MercInWater()) && ( (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIRE ) ))
if ( 0 && !(pSold->MercInWater()) && ( (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIRE ) ))
{
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
}
+13 -11
View File
@@ -83,6 +83,7 @@ INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, INT8
}
}
}
//ddd window
if ( sSwitchValue == TRAVELCOST_JUMPABLEWINDOW
|| sSwitchValue == TRAVELCOST_JUMPABLEWINDOW_N
@@ -90,8 +91,8 @@ INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, INT8
{
if (bDir & 1)
return -1;
}
//ddd if we don't check this condition, then when we approach to the tile with a window, when the distance to that tile will be 1
//we'll get nice message, that the way is blocked
if ( sSwitchValue == TRAVELCOST_NOT_STANDING)// || sSwitchValue == TRAVELCOST_JUMPABLEWINDOW)
@@ -106,6 +107,7 @@ INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, INT8
{
return -1;
}
sSwitchValue = DoorTravelCost( pSoldier, sGridNo, (UINT8) sSwitchValue, (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), NULL );
}
else if (gfPlotPathToExitGrid && sSwitchValue == TRAVELCOST_EXITGRID)
@@ -138,20 +140,20 @@ INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, INT8
case TRAVELCOST_DEBRIS : sAPCost += APBPConstants[AP_MOVEMENT_RUBBLE];
break;
case TRAVELCOST_SHORE : sAPCost += APBPConstants[AP_MOVEMENT_SHORE]; // wading shallow water
if (!IS_MERC_BODY_TYPE( pSoldier ))
if ( !IS_MERC_BODY_TYPE( pSoldier ) )
{
return -1;
}
break;
case TRAVELCOST_KNEEDEEP : sAPCost += APBPConstants[AP_MOVEMENT_LAKE]; // wading waist/chest deep - very slow
if (!IS_MERC_BODY_TYPE( pSoldier ))
if ( !IS_MERC_BODY_TYPE( pSoldier ) )
{
return -1;
}
break;
case TRAVELCOST_DEEPWATER: sAPCost += APBPConstants[AP_MOVEMENT_OCEAN]; // can swim, so it's faster than wading
if (!IS_MERC_BODY_TYPE( pSoldier ))
if ( !IS_MERC_BODY_TYPE( pSoldier ) )
{
return -1;
}
@@ -1474,7 +1476,7 @@ INT16 GetBreathPerAP( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
sBreathPerAP = APBPConstants[BP_PER_AP_MIN_EFFORT];
// OK, check if we are in water and are waling/standing
if ( pSoldier->MercInWater( ) )
if ( 0 && pSoldier->MercInWater( ) )
{
switch( usAnimState )
{
@@ -2481,7 +2483,7 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
}
}
if ( AM_A_ROBOT( pSoldier ) || TANK( pSoldier ) || ubForceRaiseGunCost == 2 )//dnl ch64 300813 robots and tanks cannot do this //dnl ch69 150913 need option to override raise gun cost
if ( AM_A_ROBOT( pSoldier ) || ARMED_VEHICLE( pSoldier ) || ubForceRaiseGunCost == 2 )//dnl ch64 300813 robots and tanks cannot do this //dnl ch69 150913 need option to override raise gun cost
{
fAddingRaiseGunCost = FALSE;
}
@@ -2632,7 +2634,7 @@ INT16 MinPtsToMove(SOLDIERTYPE *pSoldier)
INT16 sCost;
INT32 sGridNo;
if ( TANK( pSoldier ) && !gGameExternalOptions.fEnemyTanksCanMoveInTactical )
if ( ARMED_VEHICLE( pSoldier ) && !gGameExternalOptions.fEnemyTanksCanMoveInTactical )
{
return(sLowest);//dnl ch64 290813 100AP made INT8 return obsolete
}
@@ -2837,7 +2839,7 @@ void DeductAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE* pObj )
{
// tanks never run out of MG ammo!
// unlimited cannon ammo is handled in AI
if ( TANK( pSoldier ) && !Item[pObj->usItem].cannon )
if ( ARMED_VEHICLE( pSoldier ) && !Item[pObj->usItem].cannon )
return;
if ( Item[pObj->usItem].cannon )
@@ -4031,7 +4033,7 @@ INT32 CalcAPCostForAiming( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAim
Assert(pSoldier != NULL);
Assert(&pSoldier->inv[HANDPOS] != NULL);
#ifndef dnlCALCBESTSHOT//dnl ch69 150913 if this is turn on we get incorrect APs as MinAPsToShootOrStab always include raise gun cost
if (!TANK(pSoldier) && !( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_FIREREADY | ANIM_FIRE )))//dnl ch64 310813
if (!ARMED_VEHICLE(pSoldier) && !( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_FIREREADY | ANIM_FIRE )))//dnl ch64 310813
{
// Weapon not ready, check aiming from hip, else add raise gun cost
//if (!pSoldier->IsValidShotFromHip(bAimTime,sTargetGridNo))
@@ -4238,7 +4240,7 @@ INT32 GetBPCostPer10APsForGunHolding( SOLDIERTYPE * pSoldier, BOOLEAN fEstimate
return 0;
if ( !(gAnimControl[ pSoldier->usAnimState ].uiFlags & (ANIM_FIRE | ANIM_FIREREADY) ) && !fEstimate ) // don't if weapon not raised, but do if we are gonna estimate the cost
return 0;
if ( TANK( pSoldier ) || AM_A_ROBOT( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) || AM_A_ROBOT( pSoldier ) )
return 0;
//////////////////////////////////////////////////////////////////////////////
// THE BASIC COST FOR HOLDING THE GUN RAISED (per AP)
@@ -4379,7 +4381,7 @@ INT32 GetBPCostForRecoilkick( SOLDIERTYPE * pSoldier )
return 0;
if ( Item[pSoldier->inv[pSoldier->ubAttackingHand].usItem].usItemClass != IC_GUN && Item[pSoldier->inv[pSoldier->ubAttackingHand].usItem].usItemClass != IC_LAUNCHER )
return 0;
if ( TANK( pSoldier ) || AM_A_ROBOT( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) || AM_A_ROBOT( pSoldier ) )
return 0;
//////////////////////////////////////////////////////////////////////////////
// THE GUN RECOIL KICK ENERGY COST
+2 -1
View File
@@ -3949,7 +3949,7 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
default :
if ( CREATURE_OR_BLOODCAT( pSoldier ) )
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsCreatures++;
else if ( TANK( pSoldier ) )
else if ( ARMED_VEHICLE( pSoldier ) )
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsTanks++;
else if ( pSoldier->bTeam == CIV_TEAM && !pSoldier->aiData.bNeutral && pSoldier->bSide != gbPlayerNum )
gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsHostiles++;
@@ -4209,6 +4209,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
case QUEENMONSTER:
case TANK_NW:
case TANK_NE:
case COMBAT_JEEP:
pSoldier->stats.bLife = 0;
break;
+21 -20
View File
@@ -5122,7 +5122,7 @@ UINT16 SelectFireAnimation( SOLDIERTYPE *pSoldier, UINT8 ubHeight )
return(TANK_SHOOT);
}
if ( TANK(pSoldier) )
if ( ARMED_VEHICLE( pSoldier ) )
{
return(TANK_BURST);
}
@@ -5474,7 +5474,7 @@ UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOL
return(INVALID_ANIMATION);
}
if ( TANK(pSoldier) )
if ( ARMED_VEHICLE( pSoldier ) )
{
return(INVALID_ANIMATION);
}
@@ -8095,7 +8095,7 @@ void SOLDIERTYPE::TurnSoldier( void )
if ( ((gAnimControl[this->usAnimState].uiFlags & ANIM_FIREREADY) &&
this->flags.bTurningFromPronePosition == TURNING_FROM_PRONE_OFF) ||
this->ubBodyType == ROBOTNOWEAPON ||
TANK(this) )
ARMED_VEHICLE( this ) )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "TurnSoldier: EVENT_InitNewSoldierAnim" ) );
this->EVENT_InitNewSoldierAnim( SelectFireAnimation( this, gAnimControl[this->usAnimState].ubEndHeight ), 0, FALSE );
@@ -8175,7 +8175,7 @@ void SOLDIERTYPE::TurnSoldier( void )
// Don't do anything if we are at dest direction!
if ( this->ubDirection == this->pathing.bDesiredDirection )
{
if ( TANK(this) )
if ( ARMED_VEHICLE( this ) )
{
if ( this->iTuringSoundID != NO_SAMPLE )
{
@@ -8324,7 +8324,7 @@ void SOLDIERTYPE::TurnSoldier( void )
}
}
if ( TANK(this) )
if ( ARMED_VEHICLE( this ) )
{
if ( this->iTuringSoundID == NO_SAMPLE )
{
@@ -9870,23 +9870,24 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBr
// OK, If we are a vehicle.... damage vehicle...( people inside... )
if ( this->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
if ( TANK( this ) )
{
//sLifeDeduct = (sLifeDeduct * 2) / 3;
}
else
{
if ( ubReason == TAKE_DAMAGE_GUNFIRE )
{
sLifeDeduct /= 3;
;
}
else if ( ubReason == TAKE_DAMAGE_EXPLOSION && sLifeDeduct > 50 )
else if ( ubReason == TAKE_DAMAGE_EXPLOSION )
{
if ( ARMED_VEHICLE( this ) )
;
else
{
if ( sLifeDeduct > 50 )
{
// boom!
sLifeDeduct *= 2;
}
}
}
VehicleTakeDamage( this->bVehicleID, ubReason, sLifeDeduct, this->sGridNo, ubAttacker );
HandleTakeDamageDeath( this, bOldLife, ubReason );
@@ -15992,7 +15993,7 @@ UINT32 SOLDIERTYPE::GetSurrenderStrength( )
value *= 0.75f;
// tanks won't surrender that easy
if ( TANK( this ) )
if ( ARMED_VEHICLE( this ) )
value *= 10;
return value;
@@ -16036,8 +16037,8 @@ BOOLEAN SOLDIERTYPE::CanBeCaptured( )
// if this guy is not already handcuffed, and is not an NPC
if ( !(this->usSoldierFlagMask & SOLDIER_POW) && this->ubProfile == NO_PROFILE )
{
// tanks cannot be captured
if ( this->ubSoldierClass == SOLDIER_CLASS_TANK )
// armed vehicles cannot be captured
if ( ARMED_VEHICLE(this) )
return FALSE;
// enemies can be captured
@@ -18241,7 +18242,7 @@ BOOLEAN SOLDIERTYPE::CanMedicAI( )
return FALSE;
// this is not for tanks
if ( TANK( this ) )
if ( ARMED_VEHICLE( this ) )
return FALSE;
if ( HAS_SKILL_TRAIT( this, DOCTOR_NT ) )
@@ -18273,7 +18274,7 @@ BOOLEAN SOLDIERTYPE::AIDoctorFriend( )
return FALSE;
// this is not for tanks
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
return FALSE;
// if this guy is wounded, heal him (should always be the case, otherwise this function was called needlessly)
@@ -20504,7 +20505,7 @@ BOOLEAN SOLDIERTYPE::IsValidShotFromHip( INT16 bAimTime, INT32 iTrgGridNo )
return(FALSE);
}
// robots and tanks cannot do this
if ( AM_A_ROBOT( this ) || TANK( this ) )//dnl ch64 300813
if ( AM_A_ROBOT( this ) || ARMED_VEHICLE( this ) )//dnl ch64 300813
{
return(FALSE);
}
@@ -20556,7 +20557,7 @@ BOOLEAN SOLDIERTYPE::IsValidPistolFastShot( INT16 bAimTime, INT32 iTrgGridNo )
return(FALSE);
}
// robots and tanks cannot do this
if ( AM_A_ROBOT( this ) || TANK( this ) )//dnl ch64 300813
if ( AM_A_ROBOT( this ) || ARMED_VEHICLE( this ) )//dnl ch64 300813
{
return(FALSE);
}
+1
View File
@@ -332,6 +332,7 @@ enum
SOLDIER_CLASS_MINER,
SOLDIER_CLASS_ZOMBIE,
SOLDIER_CLASS_TANK,
SOLDIER_CLASS_JEEP,
SOLDIER_CLASS_MAX,
};
+46 -3
View File
@@ -606,7 +606,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
pCreateStruct->fPlayerPlan = 0;
}
if ( is_networked && TANK( pCreateStruct ) )
if ( is_networked && ARMED_VEHICLE( pCreateStruct ) )
{
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, L"skipping tank");
return NULL;
@@ -802,7 +802,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
Soldier.bOldLife = Soldier.stats.bLifeMax;
// Flugente: disease can affect a soldier's health
if ( gGameExternalOptions.fDisease && gGameExternalOptions.fDiseaseStrategic && Soldier.bTeam != OUR_TEAM && Soldier.bTeam != CREATURE_TEAM && Soldier.ubSoldierClass != SOLDIER_CLASS_TANK )
if ( gGameExternalOptions.fDisease && gGameExternalOptions.fDiseaseStrategic && Soldier.bTeam != OUR_TEAM && Soldier.bTeam != CREATURE_TEAM && !ARMED_VEHICLE((&Soldier)) )
{
UINT8 sector = SECTOR( Soldier.sSectorX, Soldier.sSectorY );
UINT16 population = GetSectorPopulation( Soldier.sSectorX, Soldier.sSectorY );
@@ -1073,6 +1073,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
case JEEP:
case TANK_NW:
case TANK_NE:
case COMBAT_JEEP:
Soldier.flags.uiStatusFlags |= SOLDIER_VEHICLE;
@@ -1115,6 +1116,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
*/
case TANK_NW:
case TANK_NE:
case COMBAT_JEEP:
ubVehicleID = TANK_CAR;
break;
@@ -1704,7 +1706,7 @@ BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREAT
// Flugente: soldier profiles
// silversurfer: Don't replace tanks!
if ( !TANK( pCreateStruct ) )
if ( !ARMED_VEHICLE( pCreateStruct ) )
{
// We have a function for this
INT8 type = pSoldier->GetSoldierProfileType( pCreateStruct->bTeam );
@@ -2476,6 +2478,7 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B
break;
case SOLDIER_CLASS_TANK:
case SOLDIER_CLASS_JEEP:
pp->bExpLevel = bp->bRelativeAttributeLevel;
break;
@@ -3127,6 +3130,46 @@ SOLDIERTYPE* TacticalCreateEnemyTank()
return( pSoldier );
}
SOLDIERTYPE* TacticalCreateEnemyJeep( )
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
SOLDIERTYPE * pSoldier;
if ( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
{
pSoldier = ReserveTacticalSoldierForAutoresolve( SOLDIER_CLASS_JEEP );
if ( pSoldier )
return pSoldier;
}
memset( &bp, 0, sizeof(BASIC_SOLDIERCREATE_STRUCT) );
RandomizeRelativeLevel( &(bp.bRelativeAttributeLevel), SOLDIER_CLASS_ELITE );
RandomizeRelativeLevel( &(bp.bRelativeEquipmentLevel), SOLDIER_CLASS_ELITE );
bp.bTeam = ENEMY_TEAM;
bp.bOrders = SEEKENEMY;
bp.bAttitude = (INT8)Random( MAXATTITUDES );
bp.ubBodyType = COMBAT_JEEP;
bp.ubSoldierClass = SOLDIER_CLASS_JEEP;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
pSoldier = TacticalCreateSoldier( &pp, &ubID );
if ( pSoldier )
{
// send soldier to centre of map, roughly
pSoldier->aiData.sNoiseGridno = (CENTRAL_GRIDNO + (Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS) + (Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS) * WORLD_COLS);
pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION;
// Flugente: why would a vehicle's armour depend on game progress? Always give them 100 HP
pSoldier->stats.bLifeMax = 100;
pSoldier->stats.bLife = pSoldier->stats.bLifeMax;
}
return(pSoldier);
}
//USED BY STRATEGIC AI and AUTORESOLVE
// should to be succeeded by TacticalCreateArmyTroop/EliteEnemy and AddSoldierToVehicle
SOLDIERTYPE* TacticalCreateJeep()
+1
View File
@@ -443,6 +443,7 @@ SOLDIERTYPE* TacticalCreateZombie(); // Flugente Zombies
SOLDIERTYPE* TacticalCreateMilitia( UINT8 ubMilitiaClass, INT16 sX, INT16 sY ); // Flugente: added sector coordinates
SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType );
SOLDIERTYPE* TacticalCreateEnemyTank();
SOLDIERTYPE* TacticalCreateEnemyJeep( );
SOLDIERTYPE* TacticalCreateJeep();
// Flugente: create an armed civilian
+66 -14
View File
@@ -591,7 +591,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
// First check if this guy has a profile and if so check his location such that it matches!
// Get profile from placement info
if ( TANK( curr->pBasicPlacement ) )
if ( ARMED_VEHICLE( curr->pBasicPlacement ) )
{
while (1)
{
@@ -804,7 +804,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddPlacementToWorld: create soldier"));
if ( is_networked && ( TANK( (&tempDetailedPlacement) ) || tempDetailedPlacement.fOnRoof ) )
if ( is_networked && (ARMED_VEHICLE( (&tempDetailedPlacement) ) || tempDetailedPlacement.fOnRoof) )
return TRUE;
pSoldier = TacticalCreateSoldier( &tempDetailedPlacement, &ubID );
@@ -1019,7 +1019,7 @@ UINT8 AddSoldierInitListTeamToWorld( INT8 bTeam, UINT8 ubMaxNum )
return ubNumAdded;
}
void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTroops, UINT8 ubTotalElite, UINT8 ubTotalTanks )
void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTroops, UINT8 ubTotalElite, UINT8 ubTotalTanks, UINT8 ubTotalJeeps )
{
SOLDIERINITNODE *mark;
SOLDIERINITNODE *curr;
@@ -1029,6 +1029,7 @@ void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTr
UINT8 ubTroopPDSlots = 0, ubTroopDSlots = 0, ubTroopPSlots = 0, ubTroopBSlots = 0;
UINT8 ubAdminPDSlots = 0, ubAdminDSlots = 0, ubAdminPSlots = 0, ubAdminBSlots = 0;
UINT8 ubTankPDSlots = 0, ubTankDSlots = 0, ubTankPSlots = 0, ubTankBSlots = 0;
UINT8 ubJeepPDSlots = 0, ubJeepDSlots = 0, ubJeepPSlots = 0, ubJeepBSlots = 0;
UINT8 ubFreeSlots;
UINT8 *pCurrSlots=NULL;
UINT8 *pCurrTotal=NULL;
@@ -1046,7 +1047,7 @@ void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTr
//of each type of enemy may not be the same. Elites will choose the best placements, then army, then
//administrators.
ubMaxNum = ubTotalAdmin + ubTotalTroops + ubTotalElite + ubTotalTanks;
ubMaxNum = ubTotalAdmin + ubTotalTroops + ubTotalElite + ubTotalTanks + ubTotalJeeps;
AssertLE (ubMaxNum, gGameExternalOptions.ubGameMaximumNumberOfEnemies);
@@ -1096,6 +1097,18 @@ void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTr
else
ubTroopBSlots++;
break;
case SOLDIER_CLASS_JEEP:
if ( COMBAT_JEEP( curr->pDetailedPlacement ) )
{
if ( curr->pBasicPlacement->fPriorityExistance && curr->pDetailedPlacement )
ubJeepPDSlots++;
else if ( curr->pBasicPlacement->fPriorityExistance )
ubJeepPSlots++;
else if ( curr->pDetailedPlacement )
ubJeepDSlots++;
else
ubJeepBSlots++;
}
case SOLDIER_CLASS_TANK:
if ( TANK( curr->pDetailedPlacement ) )
{
@@ -1117,7 +1130,7 @@ void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTr
//ADD PLACEMENTS WITH PRIORITY EXISTANCE WITH DETAILED PLACEMENT INFORMATION FIRST
//we now have the numbers of available slots for each soldier class, so loop through three times
//and randomly choose some (or all) of the matching slots to fill. This is done randomly.
for( ubCurrClass = SOLDIER_CLASS_ADMINISTRATOR; ubCurrClass <= SOLDIER_CLASS_ARMY + 1; ubCurrClass++ )
for( ubCurrClass = SOLDIER_CLASS_ADMINISTRATOR; ubCurrClass <= SOLDIER_CLASS_ARMY + 2; ++ubCurrClass )
{
//First, prepare the counters.
switch( ubCurrClass )
@@ -1139,6 +1152,11 @@ void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTr
pCurrSlots = &ubTankPDSlots;
pCurrTotal = &ubTotalTanks;
break;
case SOLDIER_CLASS_ARMY + 2:// SOLDIER_CLASS_JEEP
ubCurrClass = SOLDIER_CLASS_JEEP;
pCurrSlots = &ubJeepPDSlots;
pCurrTotal = &ubTotalJeeps;
break;
}
//Now, loop through the priority existance and detailed placement section of the list.
curr = gSoldierInitHead;
@@ -1321,6 +1339,12 @@ void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTr
curr->pBasicPlacement->ubBodyType = TANK_NW;
ubTotalTanks--;
}
else if ( iRandom < ubTotalElite + ubTotalTroops + ubTotalAdmin + ubTotalTanks + ubTotalJeeps )
{
curr->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_JEEP;
curr->pBasicPlacement->ubBodyType = COMBAT_JEEP;
ubTotalJeeps--;
}
else
Assert(0);
if( AddPlacementToWorld( curr ) )
@@ -1406,11 +1430,13 @@ void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTr
curr = gSoldierInitHead;
while( curr && ubFreeSlots && ubMaxNum )
{
if( !curr->pSoldier && curr->pBasicPlacement->bTeam == ENEMY_TEAM && ubTotalTanks && !GridNoIndoors( curr->pBasicPlacement->usStartingGridNo ))
if ( !curr->pSoldier && curr->pBasicPlacement->bTeam == ENEMY_TEAM && !GridNoIndoors( curr->pBasicPlacement->usStartingGridNo ) && (ubTotalTanks || ubTotalJeeps) )
{
curr->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_TANK;
curr->pBasicPlacement->ubBodyType = TANK_NW;
ubTotalTanks--;
if ( ubTotalJeeps )
{
curr->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_JEEP;
curr->pBasicPlacement->ubBodyType = COMBAT_JEEP;
ubTotalJeeps--;
if( AddPlacementToWorld( curr ) )
{
ubMaxNum--;
@@ -1419,6 +1445,20 @@ void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTr
return;
ubFreeSlots--;
}
else if ( ubTotalTanks )
{
curr->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_TANK;
curr->pBasicPlacement->ubBodyType = TANK_NW;
ubTotalTanks--;
if ( AddPlacementToWorld( curr ) )
{
ubMaxNum--;
}
else
return;
ubFreeSlots--;
}
}
curr = curr->next;
}
@@ -1456,6 +1496,12 @@ void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTr
curr->pBasicPlacement->ubBodyType = TANK_NW;
ubTotalTanks--;
}
else if ( iRandom < ubTotalElite + ubTotalTroops + ubTotalAdmin + ubTotalTanks + ubTotalJeeps )
{
curr->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_JEEP;
curr->pBasicPlacement->ubBodyType = COMBAT_JEEP;
ubTotalJeeps--;
}
else
Assert(0);
/* DISABLE THE OVERRIDE FOR NOW...
@@ -1546,7 +1592,7 @@ void AddSoldierInitListMilitia( UINT8 ubNumGreen, UINT8 ubNumRegs, UINT8 ubNumEl
// silversurfer: Replace body type. Militia tanks are not allowed.
if( curr->pBasicPlacement->fDetailedPlacement )
{
if ( TANK( curr->pDetailedPlacement ) )
if ( ARMED_VEHICLE( curr->pDetailedPlacement ) )
{
curr->pBasicPlacement->ubBodyType = PreRandom( REGFEMALE + 1 );
// check for better spot next to the tank so the militia doesn't get stuck in the tank
@@ -1555,7 +1601,7 @@ void AddSoldierInitListMilitia( UINT8 ubNumGreen, UINT8 ubNumRegs, UINT8 ubNumEl
curr->pBasicPlacement->usStartingGridNo = iNewSpot;
}
}
else if ( TANK( curr->pBasicPlacement ) )
else if ( ARMED_VEHICLE( curr->pBasicPlacement ) )
{
curr->pBasicPlacement->ubBodyType = PreRandom( REGFEMALE + 1 );
// check for better spot next to the tank so the militia doesn't get stuck in the tank
@@ -1563,14 +1609,17 @@ void AddSoldierInitListMilitia( UINT8 ubNumGreen, UINT8 ubNumRegs, UINT8 ubNumEl
if( iNewSpot != NOWHERE)
curr->pBasicPlacement->usStartingGridNo = iNewSpot;
}
if( curr->pDetailedPlacement )
{ //delete the detailed placement information.
{
//delete the detailed placement information.
delete( curr->pDetailedPlacement );
curr->pDetailedPlacement = NULL;
curr->pBasicPlacement->fDetailedPlacement = FALSE;
RandomizeRelativeLevel( &( curr->pBasicPlacement->bRelativeAttributeLevel ), curr->pBasicPlacement->ubSoldierClass );
RandomizeRelativeLevel( &( curr->pBasicPlacement->bRelativeEquipmentLevel ), curr->pBasicPlacement->ubSoldierClass );
}
if( AddPlacementToWorld( curr ) )
{
ubMaxNum--;
@@ -1726,7 +1775,7 @@ void AddSoldierInitListMilitia( UINT8 ubNumGreen, UINT8 ubNumRegs, UINT8 ubNumEl
curr->pBasicPlacement->bAttitude = (INT8) Random( MAXATTITUDES );
// silversurfer: Replace body type. Militia tanks are not allowed.
if ( TANK(curr->pBasicPlacement) )
if ( ARMED_VEHICLE( curr->pBasicPlacement ) )
{
curr->pBasicPlacement->ubBodyType = PreRandom( REGFEMALE + 1 );
// check for better spot next to the tank so the militia doesn't get stuck in the tank
@@ -1734,14 +1783,17 @@ void AddSoldierInitListMilitia( UINT8 ubNumGreen, UINT8 ubNumRegs, UINT8 ubNumEl
if( iNewSpot != NOWHERE)
curr->pBasicPlacement->usStartingGridNo = iNewSpot;
}
if( curr->pDetailedPlacement )
{ //delete the detailed placement information.
{
//delete the detailed placement information.
delete( curr->pDetailedPlacement );
curr->pDetailedPlacement = NULL;
curr->pBasicPlacement->fDetailedPlacement = FALSE;
RandomizeRelativeLevel( &( curr->pBasicPlacement->bRelativeAttributeLevel), curr->pBasicPlacement->ubSoldierClass );
RandomizeRelativeLevel( &( curr->pBasicPlacement->bRelativeEquipmentLevel), curr->pBasicPlacement->ubSoldierClass );
}
if( AddPlacementToWorld( curr ) )
{
ubMaxNum--;
+1 -1
View File
@@ -40,7 +40,7 @@ void RemoveSoldierNodeFromInitList( SOLDIERINITNODE *pNode );
SOLDIERINITNODE* FindSoldierInitNodeWithID( UINT16 usID );
UINT8 AddSoldierInitListTeamToWorld( INT8 bTeam, UINT8 ubMaxNum );
void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTroops, UINT8 ubTotalElite, UINT8 ubTotalTanks );
void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTroops, UINT8 ubTotalElite, UINT8 ubTotalTanks, UINT8 ubTotalJeeps );
void AddSoldierInitListCreatures( BOOLEAN fQueen, UINT8 ubNumLarvae, UINT8 ubNumInfants,
UINT8 ubNumYoungMales, UINT8 ubNumYoungFemales, UINT8 ubNumAdultMales,
UINT8 ubNumAdultFemales );
+2
View File
@@ -1024,6 +1024,7 @@ BOOLEAN LoadMercProfiles(void)
case ELDORADO:
case ICECREAMTRUCK:
case JEEP:
case COMBAT_JEEP:
gProfilesVehicle[uiLoop].ProfilId = uiLoop;
break;
// Make it an RPC
@@ -1051,6 +1052,7 @@ BOOLEAN LoadMercProfiles(void)
case ELDORADO:
case ICECREAMTRUCK:
case JEEP:
case COMBAT_JEEP:
gProfilesVehicle[uiLoop].ProfilId = uiLoop;
break;
// RPC or NPC
+2 -2
View File
@@ -224,11 +224,11 @@ INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT32 sGridNo, INT8 b
}
// anv: vehicles can ram people
if ( !TANK(pSoldier) && gGameExternalOptions.fAllowCarsDrivingOverPeople && pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && pSoldier->usSoldierFlagMask2 & SOLDIER_RAM_THROUGH_OBSTACLES )
if ( !ARMED_VEHICLE( pSoldier ) && gGameExternalOptions.fAllowCarsDrivingOverPeople && pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && pSoldier->usSoldierFlagMask2 & SOLDIER_RAM_THROUGH_OBSTACLES )
{
return( MOVE_TILE_CLEAR );
}
else if( TANK(pSoldier) && gGameExternalOptions.fAllowTanksDrivingOverPeople && pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
else if ( ARMED_VEHICLE( pSoldier ) && gGameExternalOptions.fAllowTanksDrivingOverPeople && pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
return( MOVE_TILE_CLEAR );
}
+3 -1
View File
@@ -32,9 +32,11 @@
#define CREATURE_OR_BLOODCAT( p ) ( (p->flags.uiStatusFlags & SOLDIER_MONSTER) || p->ubBodyType == BLOODCAT )
#define COMBAT_JEEP( p ) ( p->ubBodyType == COMBAT_JEEP )
#define TANK( p ) (p->ubBodyType == TANK_NE || p->ubBodyType == TANK_NW )
#define ARMED_VEHICLE( p ) ( TANK( p ) || COMBAT_JEEP(p) )
//#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !TANK( p ) && p->stats.bLife >= OKLIFE )
#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && (!TANK( p ) || !(p->flags.uiStatusFlags & SOLDIER_ENEMY) ) && p->stats.bLife >= OKLIFE )
#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && (!ARMED_VEHICLE( p ) || !(p->flags.uiStatusFlags & SOLDIER_ENEMY) ) && p->stats.bLife >= OKLIFE )
#endif
+1 -1
View File
@@ -60,7 +60,7 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
return;
// WANNE: No tooltips on bloodcats, bugs, tanks, roboter
if ( CREATURE_OR_BLOODCAT( pSoldier ) || TANK ( pSoldier ) ||
if ( CREATURE_OR_BLOODCAT( pSoldier ) || ARMED_VEHICLE( pSoldier ) ||
AM_A_ROBOT( pSoldier))
{
return;
+1 -1
View File
@@ -1969,7 +1969,7 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT8 ubOpponentID, BOOLEAN f
}
}
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
{
// reduce interrupt possibilities for tanks!
iPoints /= 2;
+1
View File
@@ -4962,6 +4962,7 @@ void ChangeSoldiersBodyType( UINT8 ubBodyType, BOOLEAN fCreateNewPalette )
case TANK_NW:
case TANK_NE:
case COMBAT_JEEP:
pSoldier->flags.uiStatusFlags |= SOLDIER_VEHICLE;
//pSoldier->inv[ HANDPOS ].usItem = TANK_CANNON;
+37 -24
View File
@@ -3320,7 +3320,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
{
iHitChance = 100;
}
else if ( AM_A_ROBOT( pTargetSoldier ) || TANK( pTargetSoldier ) || CREATURE_OR_BLOODCAT( pTargetSoldier ) || (SOLDIER_CLASS_MILITIA(pTargetSoldier->ubSoldierClass) && (gGameExternalOptions.ubMilitiaDropEquipment != 2)) ) // added militia here - SANDRO
else if ( AM_A_ROBOT( pTargetSoldier ) || ARMED_VEHICLE( pTargetSoldier ) || CREATURE_OR_BLOODCAT( pTargetSoldier ) || (SOLDIER_CLASS_MILITIA( pTargetSoldier->ubSoldierClass ) && (gGameExternalOptions.ubMilitiaDropEquipment != 2)) ) // added militia here - SANDRO
{
iHitChance = 0;
}
@@ -3653,7 +3653,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
}
// Give some experience
if ( iHitChance > 0 && pSoldier->bTeam == gbPlayerNum && pTargetSoldier->bTeam != gbPlayerNum && !(pTargetSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pTargetSoldier ) && !TANK( pTargetSoldier ) )
if ( iHitChance > 0 && pSoldier->bTeam == gbPlayerNum && pTargetSoldier->bTeam != gbPlayerNum && !(pTargetSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pTargetSoldier ) && !ARMED_VEHICLE( pTargetSoldier ) )
{
if (fFailure == FALSE)
{
@@ -3778,7 +3778,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
}
}
if ( pTargetSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pTargetSoldier ) || TANK( pTargetSoldier ) )
if ( pTargetSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pTargetSoldier ) || ARMED_VEHICLE( pTargetSoldier ) )
{
ubExpGain = 0;
}
@@ -3828,7 +3828,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
}
}
if ( pTargetSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pTargetSoldier ) || TANK( pTargetSoldier ) )
if ( pTargetSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pTargetSoldier ) || ARMED_VEHICLE( pTargetSoldier ) )
{
ubExpGain = 0;
}
@@ -6996,7 +6996,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
iPenalty = ((iMaxRange - (iRange-iAccRangeMod) * 3) * 10) / (17 * CELL_X_SIZE);
if ( iPenalty < 0 )
iChance += iPenalty;
if ( TANK( pSoldier ) && ( iRange / CELL_X_SIZE < MaxNormalDistanceVisible() ) )
if ( ARMED_VEHICLE( pSoldier ) && (iRange / CELL_X_SIZE < MaxNormalDistanceVisible( )) )
iChance -= 2 * ( MaxNormalDistanceVisible() - (iRange / CELL_X_SIZE) );
// Like the above modifier, only this applies to long range weapons trying to be used in close quater. Penalty will result when within 10% of max range
iPenalty = (((iRange - iMinRange - iAccRangeMod) * 12) * 10) / (17 * CELL_X_SIZE);
@@ -7005,7 +7005,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
// Effects of visual range
// From for JA2.5: 3% bonus/penalty for each tile different from range NORMAL_RANGE.
if (!TANK(pSoldier)) // WANNE: No penalty on the tank
if ( !ARMED_VEHICLE( pSoldier ) ) // WANNE: No penalty on the tank
iPenalty = 3 * ( NORMAL_RANGE - iSightRange ) / CELL_X_SIZE;
if ( fCantSeeTarget ){
// CHRISL: There are conditions where iSightRange can still return 0. If that happens, the result is that "impossible" shots are actually easier then
@@ -7043,7 +7043,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
switch( gAnimControl[ pTarget->usAnimState ].ubHeight )
{
case ANIM_CROUCH:
if ( TANK( pSoldier ) && iRange < MIN_TANK_RANGE )
if ( ARMED_VEHICLE( pSoldier ) && iRange < MIN_TANK_RANGE )
{
// 13% penalty per tile closer than min range
iChance -= (INT32)(13 * ( ( MIN_TANK_RANGE - iRange ) / CELL_X_SIZE ));
@@ -7063,7 +7063,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
}
break;
case ANIM_PRONE:
if ( TANK( pSoldier ) && iRange < MIN_TANK_RANGE )
if ( ARMED_VEHICLE( pSoldier ) && iRange < MIN_TANK_RANGE )
{
// 25% penalty per tile closer than min range
iChance -= (INT32)(25 * ( ( MIN_TANK_RANGE - iRange ) / CELL_X_SIZE ) * iPenalty);
@@ -7204,7 +7204,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
// if target sees us, he may have a chance to dodge before the gun goes off
// but ability to dodge is reduced if crouched or prone!
if (pTarget->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY && !TANK( pTarget ) && !(pSoldier->ubBodyType != QUEENMONSTER) )
if ( pTarget->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY && !ARMED_VEHICLE( pTarget ) && !(pSoldier->ubBodyType != QUEENMONSTER) )
{
iPenalty = ( EffectiveAgility( pTarget, FALSE ) / 5 + EffectiveExpLevel( pTarget ) * 2);
switch( gAnimControl[ pTarget->usAnimState ].ubHeight )
@@ -7219,7 +7219,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
// reduce dodge ability by the attacker's stats
iBonus = ( EffectiveDexterity( pSoldier, FALSE ) / 5 + EffectiveExpLevel( pSoldier ) * 2);
if ( TANK( pTarget ) || (pSoldier->ubBodyType != QUEENMONSTER) )
if ( ARMED_VEHICLE( pTarget ) || (pSoldier->ubBodyType != QUEENMONSTER) )
{
// reduce ability to track shots
iBonus = iBonus / 2;
@@ -7235,7 +7235,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
iChance -= iPenalty;
}
}
else if ( TANK( pSoldier ) && iRange < MIN_TANK_RANGE )
else if ( ARMED_VEHICLE( pSoldier ) && iRange < MIN_TANK_RANGE )
{
// 25% penalty per tile closer than min range
iChance -= 25 * ( ( MIN_TANK_RANGE - iRange ) / CELL_X_SIZE );
@@ -7802,7 +7802,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
// be an effective CTH of only 1/5000 (50 chances to get a 1 out of 100 CTH, hehehe)
if (iChance <= gGameExternalOptions.ubMinimumCTH)
{
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
{
// allow absolute minimums
iChance = 0;
@@ -8626,12 +8626,12 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
if ( iPenalty < 0 )
{
// No penalty on tanks
//if (!TANK(pSoldier))
//if (!ARMED_VEHICLE(pSoldier))
iChance += iPenalty;
}
//iChance -= 20 * iRange / iMaxRange;
if ( TANK( pSoldier ) && ( iRange / CELL_X_SIZE < MaxNormalDistanceVisible() ) )
if ( ARMED_VEHICLE( pSoldier ) && ( iRange / CELL_X_SIZE < MaxNormalDistanceVisible() ) )
{
// tank; penalize at close range!
// 2 percent per tile closer than max visible distance
@@ -8655,7 +8655,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
// range less penalized, and longer range more penalized
// WANNE: No penalty on the tank
if (!TANK(pSoldier))
if (!ARMED_VEHICLE(pSoldier))
iChance += 3 * ( NORMAL_RANGE - iSightRange ) / CELL_X_SIZE;
// if aiming at the head, reduce chance to hit
if (ubAimPos == AIM_SHOT_HEAD)
@@ -9567,15 +9567,31 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
ubAmmoType = Explosive[Item[usAttackingWeapon].ubClassIndex].ubFragType;
}
if ( TANK( pTarget ) )
// Flugente: ammotype can alter the damage dealt
FLOAT damagefactor = AmmoTypes[ubAmmoType].dDamageModifierLife;
if ( pTarget->IsZombie( ) )
{
if ( !AmmoTypes[ubAmmoType].antiTank )
damagefactor *= AmmoTypes[ubAmmoType].dDamageModifierZombie;
}
else if ( pTarget->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
// ping!
return( 0 );
if ( COMBAT_JEEP( pTarget ) || AM_A_ROBOT( pTarget ) )
{
damagefactor *= AmmoTypes[ubAmmoType].dDamageModifierArmouredVehicle;
}
else if ( TANK( pTarget ) )
{
damagefactor *= AmmoTypes[ubAmmoType].dDamageModifierTank;
}
else
{
damagefactor *= AmmoTypes[ubAmmoType].dDamageModifierCivilianVehicle;
}
}
iOrigImpact = iOrigImpact * damagefactor;
// plus/minus up to 25% due to "random" factors (major organs hit or missed,
// lucky lighter in breast pocket, divine intervention on behalf of "Rev"...)
iFluke = PreRandom(51) - 25; // gives (0 to 50 -25)->-25% to +25%
@@ -9622,9 +9638,6 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
pTarget->iLastArmourProtection += iTotalArmourProtection;
}
// Flugente: ammotype can alter the damage dealt
iImpact *= AmmoTypes[ubAmmoType].dDamageModifierLife;
// calc minimum damage
if ( AmmoTypes[ubAmmoType].zeroMinimumDamage )
{
@@ -9654,14 +9667,14 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
}
// Flugente: if this is cryo ammo, freeze target.
if ( !TANK( pTarget ) && !(pTarget->flags.uiStatusFlags & SOLDIER_VEHICLE) && AmmoTypes[ubAmmoType].ammoflag & AMMO_CRYO )
if ( !ARMED_VEHICLE( pTarget ) && !(pTarget->flags.uiStatusFlags & SOLDIER_VEHICLE) && AmmoTypes[ubAmmoType].ammoflag & AMMO_CRYO )
{
pTarget->usSkillCooldown[SOLDIER_COOLDOWN_CRYO] += 2;
ShutupaYoFace( pTarget->iFaceIndex );
}
if ( iImpact > 0 && !TANK( pTarget ) )
if ( iImpact > 0 && !ARMED_VEHICLE( pTarget ) )
{
// Flugente: any bullet can have drug effects it set so in the magazine item
if ( ammoitem != NOTHING )
+4 -1
View File
@@ -252,7 +252,6 @@ typedef struct
INT32 multipleBulletDamageDivisor;
UINT16 highExplosive;
UINT8 explosionSize; //0=none, 1=small, 2=medium, 3=large
BOOLEAN antiTank;
BOOLEAN dart;
BOOLEAN knife;
UINT16 monsterSpit;
@@ -272,6 +271,10 @@ typedef struct
// Flugente: modifiers for life and breath damage, 1.0 being the unmodified value
FLOAT dDamageModifierLife;
FLOAT dDamageModifierBreath;
FLOAT dDamageModifierTank;
FLOAT dDamageModifierArmouredVehicle;
FLOAT dDamageModifierCivilianVehicle;
FLOAT dDamageModifierZombie;
} AMMOTYPE;
+41 -8
View File
@@ -71,7 +71,6 @@ ammotypeStartElementHandle(void *userData, const XML_Char *name, const XML_Char
strcmp(name, "spreadPattern") == 0 ||
strcmp(name, "highExplosive") == 0 ||
strcmp(name, "explosionSize") == 0 ||
strcmp(name, "antiTank") == 0 ||
strcmp(name, "dart") == 0 ||
strcmp(name, "knife") == 0 ||
strcmp(name, "ignoreArmour") == 0 ||
@@ -83,7 +82,11 @@ ammotypeStartElementHandle(void *userData, const XML_Char *name, const XML_Char
strcmp(name, "dirtModificator") == 0 ||
strcmp(name, "ammoflag" ) == 0 ||
strcmp(name, "dDamageModifierLife" ) == 0 ||
strcmp(name, "dDamageModifierBreath") == 0 ))
strcmp(name, "dDamageModifierBreath" ) == 0 ||
strcmp(name, "dDamageModifierTank" ) == 0 ||
strcmp(name, "dDamageModifierArmouredVehicle" ) == 0 ||
strcmp(name, "dDamageModifierCivilianVehicle" ) == 0 ||
strcmp(name, "dDamageModifierZombie") == 0 ))
{
pData->curElement = ELEMENT_PROPERTY;
@@ -246,11 +249,6 @@ ammotypeEndElementHandle(void *userData, const XML_Char *name)
pData->curElement = ELEMENT;
pData->curAmmoType.explosionSize = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "antiTank") == 0)
{
pData->curElement = ELEMENT;
pData->curAmmoType.antiTank = (BOOLEAN) atol(pData->szCharData);
}
else if(strcmp(name, "dart") == 0)
{
pData->curElement = ELEMENT;
@@ -312,6 +310,38 @@ ammotypeEndElementHandle(void *userData, const XML_Char *name)
// reasonable values only
pData->curAmmoType.dDamageModifierBreath = min( 100.0f, max( 0.0f, pData->curAmmoType.dDamageModifierBreath ) );
}
else if ( strcmp( name, "dDamageModifierTank" ) == 0 )
{
pData->curElement = ELEMENT;
pData->curAmmoType.dDamageModifierTank = (FLOAT)atof( pData->szCharData );
// reasonable values only
pData->curAmmoType.dDamageModifierTank = min( 100.0f, max( 0.0f, pData->curAmmoType.dDamageModifierTank ) );
}
else if ( strcmp( name, "dDamageModifierArmouredVehicle" ) == 0 )
{
pData->curElement = ELEMENT;
pData->curAmmoType.dDamageModifierArmouredVehicle = (FLOAT)atof( pData->szCharData );
// reasonable values only
pData->curAmmoType.dDamageModifierArmouredVehicle = min( 100.0f, max( 0.0f, pData->curAmmoType.dDamageModifierArmouredVehicle ) );
}
else if ( strcmp( name, "dDamageModifierCivilianVehicle" ) == 0 )
{
pData->curElement = ELEMENT;
pData->curAmmoType.dDamageModifierCivilianVehicle = (FLOAT)atof( pData->szCharData );
// reasonable values only
pData->curAmmoType.dDamageModifierCivilianVehicle = min( 100.0f, max( 0.0f, pData->curAmmoType.dDamageModifierCivilianVehicle ) );
}
else if ( strcmp( name, "dDamageModifierZombie" ) == 0 )
{
pData->curElement = ELEMENT;
pData->curAmmoType.dDamageModifierZombie = (FLOAT)atof( pData->szCharData );
// reasonable values only
pData->curAmmoType.dDamageModifierZombie = min( 100.0f, max( 0.0f, pData->curAmmoType.dDamageModifierZombie ) );
}
pData->maxReadDepth--;
}
@@ -425,7 +455,6 @@ BOOLEAN WriteAmmoTypeStats()
FilePrintf(hFile,"\t\t<multipleBulletDamageDivisor>%d</multipleBulletDamageDivisor>\r\n", AmmoTypes[cnt].multipleBulletDamageDivisor );
FilePrintf(hFile,"\t\t<highExplosive>%d</highExplosive>\r\n", AmmoTypes[cnt].highExplosive );
FilePrintf(hFile,"\t\t<explosionSize>%d</explosionSize>\r\n", AmmoTypes[cnt].explosionSize );
FilePrintf(hFile,"\t\t<antiTank>%d</antiTank>\r\n", AmmoTypes[cnt].antiTank );
FilePrintf(hFile,"\t\t<dart>%d</dart>\r\n", AmmoTypes[cnt].dart );
FilePrintf(hFile,"\t\t<knife>%d</knife>\r\n", AmmoTypes[cnt].knife );
FilePrintf(hFile,"\t\t<monsterSpit>%d</monsterSpit>\r\n", AmmoTypes[cnt].monsterSpit );
@@ -438,6 +467,10 @@ BOOLEAN WriteAmmoTypeStats()
FilePrintf(hFile,"\t\t<ammoflag>%d</ammoflag>\r\n", AmmoTypes[cnt].ammoflag );
FilePrintf(hFile,"\t\t<dDamageModifierLife>%4.2f</dDamageModifierLife>\r\n", AmmoTypes[cnt].dDamageModifierLife );
FilePrintf(hFile,"\t\t<dDamageModifierBreath>%4.2f</dDamageModifierBreath>\r\n", AmmoTypes[cnt].dDamageModifierBreath );
FilePrintf(hFile,"\t\t<dDamageModifierTank>%4.2f</dDamageModifierTank>\r\n", AmmoTypes[cnt].dDamageModifierTank );
FilePrintf(hFile,"\t\t<dDamageModifierArmouredVehicle>%4.2f</dDamageModifierArmouredVehicle>\r\n", AmmoTypes[cnt].dDamageModifierArmouredVehicle );
FilePrintf(hFile,"\t\t<dDamageModifierCivilianVehicle>%4.2f</dDamageModifierCivilianVehicle>\r\n", AmmoTypes[cnt].dDamageModifierCivilianVehicle );
FilePrintf(hFile,"\t\t<dDamageModifierZombie>%4.2f</dDamageModifierZombie>\r\n", AmmoTypes[cnt].dDamageModifierZombie );
FilePrintf(hFile,"\t</AMMOTYPE>\r\n");
}
+6 -6
View File
@@ -1233,7 +1233,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
}
}
if ( bFacingDir == DIRECTION_IRRELEVANT && TANK( pSoldier ) )
if ( bFacingDir == DIRECTION_IRRELEVANT && ARMED_VEHICLE( pSoldier ) )
{
// always calculate direction for tanks so we have something to work with
bFacingDir = pSoldier->pathing.bDesiredDirection;
@@ -1241,7 +1241,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
//bSubjectDir = atan8(pSoldier->sX,pSoldier->sY,pOpponent->sX,pOpponent->sY);
}
if ( !TANK( pSoldier ) && ( bFacingDir == DIRECTION_IRRELEVANT || (pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT) || (pSubject && pSubject->flags.fMuzzleFlash) ) )
if ( !ARMED_VEHICLE( pSoldier ) && (bFacingDir == DIRECTION_IRRELEVANT || (pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT) || (pSubject && pSubject->flags.fMuzzleFlash)) )
{
sDistVisible = MaxNormalDistanceVisible();
}
@@ -1385,10 +1385,10 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
}
// let tanks see and be seen further (at night)
if ( (TANK( pSoldier ) && sDistVisible > 0) || (pSubject && TANK( pSubject ) ) )
if ( (ARMED_VEHICLE( pSoldier ) && sDistVisible > 0) || (pSubject && ARMED_VEHICLE( pSubject )) )
{
#if 0
if ( TANK(pSoldier) && sDistVisible > 0 && pSubject)
if ( ARMED_VEHICLE(pSoldier) && sDistVisible > 0 && pSubject)
{
sDistVisible = __max( sDistVisible + 5, pSubject->GetMaxDistanceVisible(pSoldier->sGridNo, pSoldier->pathing.bLevel) );
}
@@ -1561,7 +1561,7 @@ INT8 DecideHearing( SOLDIERTYPE * pSoldier )
// calculate the hearing value for the merc...
INT8 bHearing;
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
{
return( -5 );
}
@@ -6443,7 +6443,7 @@ void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bL
// (taking into account we are definitely aware of this guy now)
// skip LOS check if we had to turn and we're a tank. sorry Mr Tank, no looking out of the sides for you!
if ( !( bHadToTurn && TANK( pSoldier ) ) )
if ( !(bHadToTurn && ARMED_VEHICLE( pSoldier )) )
{
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, bLevel, 0, TRUE, sDistVisible ) )
{
+8 -4
View File
@@ -346,7 +346,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
return;
}
if ( ( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && ( (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !TANK( pSoldier ) ) ) || AM_A_ROBOT( pSoldier ) )
if ( (!gGameExternalOptions.fEnemyTanksCanMoveInTactical && ((pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !ARMED_VEHICLE( pSoldier ))) || AM_A_ROBOT( pSoldier ) )
{
// bail out!
#ifdef TESTAICONTROL
@@ -1235,7 +1235,7 @@ void CancelAIAction(SOLDIERTYPE *pSoldier, UINT8 ubForce)
#endif
// re-enable cover checking, something is new or something strange happened
if( gGameExternalOptions.fEnemyTanksCanMoveInTactical || !TANK(pSoldier))//dnl ch64 290813
if ( gGameExternalOptions.fEnemyTanksCanMoveInTactical || !ARMED_VEHICLE( pSoldier ) )//dnl ch64 290813
SkipCoverCheck = FALSE;
// turn off new situation flag to stop this from repeating all the time!
@@ -1501,7 +1501,7 @@ void RefreshAI(SOLDIERTYPE *pSoldier)
if (pSoldier->aiData.bAlertStatus == STATUS_YELLOW)
SkipCoverCheck = FALSE;
if( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && TANK(pSoldier) )//dnl ch64 290813 tanks don't have move animations
if ( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && ARMED_VEHICLE( pSoldier ) )//dnl ch64 290813 tanks don't have move animations
SkipCoverCheck = TRUE;
// if he's in battle or knows opponents are here
@@ -1589,7 +1589,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
// in most cases, merc will change location, or may cause damage to opponents,
// so a new cover check will be necessary. Exceptions handled individually.
if( gGameExternalOptions.fEnemyTanksCanMoveInTactical || !TANK(pSoldier) )//dnl ch64 290813
if ( gGameExternalOptions.fEnemyTanksCanMoveInTactical || !ARMED_VEHICLE( pSoldier ) )//dnl ch64 290813
SkipCoverCheck = FALSE;
// reset this field, too
@@ -2607,6 +2607,10 @@ void HandleAITacticalTraversal( SOLDIERTYPE * pSoldier )
++pSectorInfo->ubNumTanks;
break;
case SOLDIER_CLASS_JEEP:
if ( COMBAT_JEEP( pSoldier ) )
++pSectorInfo->ubNumJeeps;
break;
}
ProcessQueenCmdImplicationsOfDeath( pSoldier );
+7 -5
View File
@@ -2509,7 +2509,8 @@ INT16 RoamingRange(SOLDIERTYPE *pSoldier, INT32 * pusFromGridNo)
{
// JA2 GOLD: give non-NPCs a 5 tile roam range for cover in combat when being shot at
// anv: and tanks who are technically NPCs
case STATIONARY: if ( ( pSoldier->ubProfile != NO_PROFILE && !TANK(pSoldier) ) || (pSoldier->aiData.bAlertStatus < STATUS_BLACK && !(pSoldier->aiData.bUnderFire)))
case STATIONARY:
if ( (pSoldier->ubProfile != NO_PROFILE && !ARMED_VEHICLE( pSoldier )) || (pSoldier->aiData.bAlertStatus < STATUS_BLACK && !(pSoldier->aiData.bUnderFire)) )
{
return( 0 );
}
@@ -2517,7 +2518,8 @@ INT16 RoamingRange(SOLDIERTYPE *pSoldier, INT32 * pusFromGridNo)
{
return( 5 );
}
case ONGUARD: return( 5 );
case ONGUARD:
return( 5 );
case CLOSEPATROL: if (pSoldier->aiData.bAlertStatus < STATUS_RED)
{
return( 5 );
@@ -3122,7 +3124,7 @@ UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 au
continue;
// this is not for tanks
if ( TANK(pFriend) )
if ( ARMED_VEHICLE( pFriend ) )
return FALSE;
// skip if this guy is dead
@@ -3175,7 +3177,7 @@ UINT8 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 au
continue;
// this is not for tanks
if ( TANK(pFriend) )
if ( ARMED_VEHICLE( pFriend ) )
return FALSE;
// skip if this guy is dead, or not wounded (enough)
@@ -3224,7 +3226,7 @@ UINT8 GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTe
continue;
// this is not for tanks
if ( TANK(pFriend) )
if ( ARMED_VEHICLE( pFriend ) )
return FALSE;
// skip this guy if he is dead or unconscious
+10 -10
View File
@@ -110,7 +110,7 @@ void LoadWeaponIfNeeded(SOLDIERTYPE *pSoldier)
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadWeaponIfNeeded: remove payload from its pocket, and add it as the hand weapon's first attachment"));
// remove payload from its pocket, and add it as the hand weapon's first attachment
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
{
// don't remove ammo
gTempObject = pSoldier->inv[bPayloadPocket];
@@ -375,7 +375,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
// calculate the maximum possible aiming time
#if 0//dnl ch64 270813 maybe I'm wrong but don't see purpose of this
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
{
ubMaxPossibleAimTime = pSoldier->bActionPoints - ubMinAPcost;
@@ -407,7 +407,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
//NumMessage("ubAimTime = ",ubAimTime);
//dnl ch59 180813 Find true best chance to hit depending of stance so AI would be more eager to attack
ubChanceToHit = AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo,ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, STANDING);
if(!TANK(pSoldier))//dnl ch64 270813
if(!ARMED_VEHICLE(pSoldier))//dnl ch64 270813
{
if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, CROUCHING)) > ubChanceToHit)
ubChanceToHit = ubChanceToHit2;
@@ -437,7 +437,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
ubAimTime = APBPConstants[AP_MIN_AIM_ATTACK];
//dnl ch59 180813 Find true best chance to hit depending of stance for autofire
ubChanceToHit = AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, STANDING);
if(!TANK(pSoldier))//dnl ch64 270813
if(!ARMED_VEHICLE(pSoldier))//dnl ch64 270813
{
if((ubChanceToHit2=AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, CROUCHING)) > ubChanceToHit)
ubChanceToHit = ubChanceToHit2;
@@ -514,7 +514,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
pSoldier->usAnimState = usTrueState;
pSoldier->sLastTarget = iTrueLastTarget;
}
if(pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD || TANK(pSoldier) || (Item[pSoldier->usAttackingWeapon].usItemClass & IC_THROWING_KNIFE))
if ( pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD || ARMED_VEHICLE( pSoldier ) || (Item[pSoldier->usAttackingWeapon].usItemClass & IC_THROWING_KNIFE) )
continue;
ubStance = ANIM_CROUCH;
if(IsValidStance(pSoldier, ubStance))
@@ -1102,7 +1102,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
// they won't use them until they have 2+ opponents as long as half life left
// anv: tanks don't care
if ( ( ubOpponentCnt < 2 ) && ( pSoldier->stats.bLife > pSoldier->stats.bLifeMax / 2 ) &&
( !gGameExternalOptions.fEnemyTanksDontSpareShells || !TANK(pSoldier) ) && !gGameExternalOptions.fEnemiesDontSpareLaunchables )
(!gGameExternalOptions.fEnemyTanksDontSpareShells || !ARMED_VEHICLE( pSoldier )) && !gGameExternalOptions.fEnemiesDontSpareLaunchables )
{
return;
}
@@ -1110,7 +1110,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
case 2:
// they won't use them until they have 2+ opponents as long as 3/4 life left
if ( (ubOpponentCnt < 2) && ( pSoldier->stats.bLife > (pSoldier->stats.bLifeMax / 4) * 3 ) &&
( !gGameExternalOptions.fEnemyTanksDontSpareShells || !TANK(pSoldier) ) && !gGameExternalOptions.fEnemiesDontSpareLaunchables )
(!gGameExternalOptions.fEnemyTanksDontSpareShells || !ARMED_VEHICLE( pSoldier )) && !gGameExternalOptions.fEnemiesDontSpareLaunchables )
{
return;
}
@@ -1350,7 +1350,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
ubChanceToGetThrough = AISoldierToLocationChanceToGetThrough( pSoldier, sGridNo, bOpponentLevel[ubLoop], 0 );
// anv: tanks shouldn't care about chance to get through - can't hit? At least we'll destroy their cover.
// also AISoldierToLocationChanceToGetThrough used to return 0 for tanks, but that's a different story
if( ( gGameExternalOptions.fEnemyTanksBlowObstaclesUp && TANK(pSoldier) ) || gGameExternalOptions.fEnemiesBlowObstaclesUp )
if ( (gGameExternalOptions.fEnemyTanksBlowObstaclesUp && ARMED_VEHICLE( pSoldier )) || gGameExternalOptions.fEnemiesBlowObstaclesUp )
{
ubChanceToGetThrough = 100;
}
@@ -1395,7 +1395,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
// this is try to minimize enemies wasting their (few) mortar shells or LAWs
// they won't use them on less than 2 targets as long as half life left
if ((Item[usInHand].mortar || Item[usInHand].rocketlauncher ) && (ubOppsInRange < 2) &&
(pSoldier->stats.bLife > (pSoldier->stats.bLifeMax / 2)) && ( !gGameExternalOptions.fEnemyTanksDontSpareShells || !TANK(pSoldier) ) && !gGameExternalOptions.fEnemiesDontSpareLaunchables )
(pSoldier->stats.bLife >( pSoldier->stats.bLifeMax / 2 )) && (!gGameExternalOptions.fEnemyTanksDontSpareShells || !ARMED_VEHICLE( pSoldier )) && !gGameExternalOptions.fEnemiesDontSpareLaunchables )
{
continue; // next gridno
}
@@ -2982,7 +2982,7 @@ void CheckIfShotPossible(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN s
pBestShot->ubPossible = FALSE;
pBestShot->bWeaponIn = NO_SLOT;
if ( !TANK( pSoldier ) )
if ( !ARMED_VEHICLE( pSoldier ) )
{
// AIs never have more than one gun anyway
pBestShot->bWeaponIn = FindAIUsableObjClass( pSoldier, IC_GUN );
+41 -23
View File
@@ -782,7 +782,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
}
}
if ( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && TANK( pSoldier ) )
if ( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && ARMED_VEHICLE( pSoldier ) )
{
return( AI_ACTION_NONE );
}
@@ -793,6 +793,12 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
// check if standing in tear gas without a gas mask on, or in smoke
bInGas = InGasOrSmoke( pSoldier, pSoldier->sGridNo );
// Flugente: tanks do not care about gas
if ( ARMED_VEHICLE( pSoldier ) )
{
bInGas = FALSE;
}
// if real-time, and not in the way, do nothing 90% of the time (for GUARDS!)
// unless in water (could've started there), then we better swim to shore!
@@ -1875,7 +1881,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
}
}
if ( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && TANK( pSoldier ) )
if ( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && ARMED_VEHICLE( pSoldier ) )
{
return( AI_ACTION_NONE );
}
@@ -2480,6 +2486,12 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// check if standing in tear gas without a gas mask on
bInGas = InGasOrSmoke( pSoldier, pSoldier->sGridNo );
// Flugente: tanks do not care about gas
if ( ARMED_VEHICLE( pSoldier ) )
{
bInGas = FALSE;
}
////////////////////////////////////////////////////////////////////////////
// WHEN LEFT IN GAS, WEAR GAS MASK IF AVAILABLE AND NOT WORN
////////////////////////////////////////////////////////////////////////////
@@ -3346,7 +3358,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
}
//if ( !TANK( pSoldier ) )
if( ( gGameExternalOptions.fEnemyTanksCanMoveInTactical || !TANK( pSoldier ) ) && !( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) )
if ( (gGameExternalOptions.fEnemyTanksCanMoveInTactical || !ARMED_VEHICLE( pSoldier )) && !(pSoldier->flags.uiStatusFlags & (SOLDIER_DRIVER | SOLDIER_PASSENGER)) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: main red ai");
@@ -4112,7 +4124,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
if (pSoldier->aiData.bAttitude == DEFENSIVE)
iChance += 25;
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
{
iChance += 50;
}
@@ -4184,7 +4196,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
}
}
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
{
// try turning in a random direction as we still can't see anyone.
if (!gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints)
@@ -4569,6 +4581,12 @@ INT16 ubMinAPCost;
// check if standing in tear gas without a gas mask on
bInGas = InGasOrSmoke( pSoldier, pSoldier->sGridNo );
// Flugente: tanks do not care about gas
if ( ARMED_VEHICLE( pSoldier ) )
{
bInGas = FALSE;
}
// calculate our morale
pSoldier->aiData.bAIMorale = CalcMorale(pSoldier);
@@ -4675,7 +4693,7 @@ INT16 ubMinAPCost;
// offer surrender?
#ifdef JA2UB
#else
if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !( gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER ) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !TANK(pSoldier) )
if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) )
{
if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 && gTacticalStatus.Team[ CREATURE_TEAM ].bMenInSector == 0 && NumPCsInSector() < 4 && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector >= NumPCsInSector() * 3 )
{
@@ -5089,7 +5107,7 @@ INT16 ubMinAPCost;
// if the soldier does have a usable knife somewhere
// 0verhaul: And is not a tank!
if (bWeaponIn != NO_SLOT && !TANK( pSoldier) && !( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) )
if ( bWeaponIn != NO_SLOT && !ARMED_VEHICLE( pSoldier ) && !(pSoldier->flags.uiStatusFlags & (SOLDIER_DRIVER | SOLDIER_PASSENGER)) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"try to stab");
BestStab.bWeaponIn = bWeaponIn;
@@ -5157,7 +5175,7 @@ INT16 ubMinAPCost;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - even if we don't have any blade, calculate how much damage we could do unarmed
else if ( !TANK( pSoldier) && !( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) )
else if ( !ARMED_VEHICLE( pSoldier ) && !(pSoldier->flags.uiStatusFlags & (SOLDIER_DRIVER | SOLDIER_PASSENGER)) )
{
bWeaponIn = FindAIUsableObjClass( pSoldier, IC_PUNCH );
if (bWeaponIn == NO_SLOT) // if no punch-type weapon found, just calculate it with empty hands
@@ -5301,7 +5319,7 @@ INT16 ubMinAPCost;
}
////////////////////////////////////////////////////////////////////////////////////
}
if (BestThrow.ubPossible && ((BestThrow.iAttackValue > BestAttack.iAttackValue) || (ubBestAttackAction == AI_ACTION_NONE)) && !(TANK(pSoldier) && ubBestAttackAction == AI_ACTION_FIRE_GUN && BestShot.ubChanceToReallyHit > 20 && Random(2)))//dnl ch64 290813 tank always had better chance to fire from cannon so this will increase probabilty to use machinegun too
if ( BestThrow.ubPossible && ((BestThrow.iAttackValue > BestAttack.iAttackValue) || (ubBestAttackAction == AI_ACTION_NONE)) && !(ARMED_VEHICLE( pSoldier ) && ubBestAttackAction == AI_ACTION_FIRE_GUN && BestShot.ubChanceToReallyHit > 20 && Random( 2 )) )//dnl ch64 290813 tank always had better chance to fire from cannon so this will increase probabilty to use machinegun too
{
ubBestAttackAction = AI_ACTION_TOSS_PROJECTILE;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"best action = throw something");
@@ -5538,7 +5556,7 @@ INT16 ubMinAPCost;
{
#ifndef dnlCALCBESTSHOT//dnl ch69 140913
// Do we need to change stance? NB We'll have to ready our gun again
if ( !TANK( pSoldier ) && ( pSoldier->bActionPoints >= BestAttack.ubAPCost + GetAPsCrouch( pSoldier, TRUE) + MinAPsToAttack( pSoldier, BestAttack.sTarget, ADDTURNCOST,0, 1 ) ) )
if ( !ARMED_VEHICLE( pSoldier ) && ( pSoldier->bActionPoints >= BestAttack.ubAPCost + GetAPsCrouch( pSoldier, TRUE) + MinAPsToAttack( pSoldier, BestAttack.sTarget, ADDTURNCOST,0, 1 ) ) )
{
// since the AI considers shooting chance from standing primarily, if we are not
// standing we should always consider a stance change
@@ -5613,7 +5631,7 @@ INT16 ubMinAPCost;
}
}
#else
if( gGameExternalOptions.fEnemyTanksCanMoveInTactical || !TANK(pSoldier) )
if ( gGameExternalOptions.fEnemyTanksCanMoveInTactical || !ARMED_VEHICLE( pSoldier ) )
{
// first get the direction, as we will need to pass that in to ShootingStanceChange
bDirection = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(BestAttack.sTarget),CenterY(BestAttack.sTarget));
@@ -5668,7 +5686,7 @@ INT16 ubMinAPCost;
if (pSoldier->bActionPoints >= BestAttack.ubAPCost + sActualAimTime + ubBurstAPs )
{
// Base chance of bursting is 25% if best shot was +0 aim, down to 8% at +4
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
{
iChance = 100;
}
@@ -5770,7 +5788,7 @@ L_NEWAIM:
if (pSoldier->bActionPoints >= BestAttack.ubAPCost + sActualAimTime + ubBurstAPs )
{
// Base chance of bursting is 25% if best shot was +0 aim, down to 8% at +4
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
{
iChance = 100;
}
@@ -6038,7 +6056,7 @@ L_NEWAIM:
if ( (pSoldier->bActionPoints - BestAttack.ubAPCost) >= ubBurstAPs )
{
// Base chance of bursting is 25% if best shot was +0 aim, down to 8% at +4
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
{
iChance = 100;
}
@@ -6083,7 +6101,7 @@ L_NEWAIM:
}
// end of tank AI
if( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && TANK( pSoldier ) )
if ( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && ARMED_VEHICLE( pSoldier ) )
{
return( AI_ACTION_NONE );
}
@@ -6711,7 +6729,7 @@ INT8 ZombieDecideActionGreen(SOLDIERTYPE *pSoldier)
gubNPCPathCount = 0;
if( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && TANK( pSoldier ) )
if ( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && ARMED_VEHICLE( pSoldier ) )
{
return( AI_ACTION_NONE );
}
@@ -7223,7 +7241,7 @@ INT8 ZombieDecideActionYellow(SOLDIERTYPE *pSoldier)
}
}
if( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && TANK( pSoldier ) )
if ( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && ARMED_VEHICLE( pSoldier ) )
{
return( AI_ACTION_NONE );
}
@@ -7382,7 +7400,7 @@ INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// RADIO RED ALERT: determine %chance to call others and report contact
////////////////////////////////////////////////////////////////////////////
if( gGameExternalOptions.fEnemyTanksCanMoveInTactical || !TANK( pSoldier ) )
if ( gGameExternalOptions.fEnemyTanksCanMoveInTactical || !ARMED_VEHICLE( pSoldier ) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: main red ai");
@@ -7878,7 +7896,7 @@ INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
if (pSoldier->aiData.bAttitude == DEFENSIVE)
iChance += 25;
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
{
iChance += 50;
}
@@ -7897,7 +7915,7 @@ INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
}
}
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
{
// try turning in a random direction as we still can't see anyone.
if (!gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints)
@@ -8174,7 +8192,7 @@ INT8 ZombieDecideActionBlack(SOLDIERTYPE *pSoldier)
/////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - even if we don't have any blade, calculate how much damage we could do unarmed
if ( !TANK( pSoldier) )
if ( !ARMED_VEHICLE( pSoldier ) )
{
bWeaponIn = FindAIUsableObjClass( pSoldier, IC_PUNCH );
if (bWeaponIn == NO_SLOT) // if no punch-type weapon found, just calculate it with empty hands
@@ -8518,7 +8536,7 @@ INT8 ZombieDecideActionBlack(SOLDIERTYPE *pSoldier)
if ( (pSoldier->bActionPoints - BestAttack.ubAPCost) >= ubBurstAPs )
{
// Base chance of bursting is 25% if best shot was +0 aim, down to 8% at +4
if ( TANK( pSoldier ) )
if ( ARMED_VEHICLE( pSoldier ) )
{
iChance = 100;
}
@@ -8563,7 +8581,7 @@ INT8 ZombieDecideActionBlack(SOLDIERTYPE *pSoldier)
}
// end of tank AI
if( gGameExternalOptions.fEnemyTanksCanMoveInTactical || TANK( pSoldier ) )
if ( gGameExternalOptions.fEnemyTanksCanMoveInTactical || ARMED_VEHICLE( pSoldier ) )
{
return( AI_ACTION_NONE );
}
+4 -4
View File
@@ -1617,7 +1617,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
sNewWoundAmt = (INT16)(((sNewWoundAmt * (100 + gSkillTraitValues.ubDEDamageOfBombsAndMines)) / 100) + 0.5);
}
// Heavy Weapons trait bonus damage to tanks
if ( HAS_SKILL_TRAIT( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT ) && TANK( pSoldier ) &&
if ( HAS_SKILL_TRAIT( MercPtrs[ubOwner], HEAVY_WEAPONS_NT ) && ARMED_VEHICLE( pSoldier ) &&
Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_NORMAL )
{
sNewWoundAmt = (INT16)(((sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageTanksBonusPercent * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT ))) / 100) + 0.5); // +30%
@@ -1633,7 +1633,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
}
}
// adjust damage resistance of TANKS
if ( TANK( pSoldier ) && gGameOptions.fNewTraitSystem )
if ( ARMED_VEHICLE( pSoldier ) && gGameOptions.fNewTraitSystem )
{
sNewWoundAmt = (INT16)(sNewWoundAmt * (100 - gSkillTraitValues.bTanksDamageResistanceModifier) / 100);
// another half of this for ordinary grenades
@@ -1651,7 +1651,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
;
// we can loose stats due to being hit by the blast
else if ( gGameOptions.fNewTraitSystem && Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_NORMAL &&
!AM_A_ROBOT( pSoldier ) && !(pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER) && !TANK(pSoldier) &&
!AM_A_ROBOT( pSoldier ) && !(pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER) && !ARMED_VEHICLE( pSoldier ) &&
sNewWoundAmt > 2 && sNewWoundAmt < pSoldier->stats.bLife )
{
if ( PreRandom( sNewWoundAmt ) > gSkillTraitValues.ubDamageNeededToLoseStats )
@@ -4496,7 +4496,7 @@ BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8
if ( !fAllBombs && ubID != NOBODY && Item[pObj->usItem].antitankmine )
{
// if this is not a vehicle, not a robot and not a tank, don't activate
if ( !(MercPtrs[ubID]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[ubID] ) && !TANK( MercPtrs[ubID] ) )
if ( !(MercPtrs[ubID]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[ubID] ) && !ARMED_VEHICLE( MercPtrs[ubID] ) )
continue;
}
+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 );
}
+1
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@@ -1863,6 +1863,7 @@ enum
STR_MILITIAMOVEMENT_NO_STAFF_ABORT,
STR_AR_TANK_NAME,
STR_AR_JEEP_NAME,
STR_BREATH_REGEN_SLEEP,
+2
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@@ -1546,6 +1546,7 @@ STR16 pDisplayBodyTypeInfoText[] =
L"成年公异形", //25 //L"Adt M Monster",
L"异形女王", //L"Queen Monster",
L"血猫", //L"Bloodcat",
L"Humvee", // TODO.Translate
};
STR16 pUpdateMercsInfoText[] =
@@ -3458,6 +3459,7 @@ STR16 gpStrategicString[] =
L"超出战争(地图)范围,民兵移动失败!", //L"War room isn't staffed - militia move aborted!",
L"坦克", //STR_AR_TANK_NAME,
L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate
L"\n每一个小时刷新一次呼吸: %d", //L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP
};
+2
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@@ -1548,6 +1548,7 @@ STR16 pDisplayBodyTypeInfoText[] =
L"Adt M Monster", //25
L"Queen Monster",
L"Bloodcat",
L"Humvee", // TODO.Translate
};
STR16 pUpdateMercsInfoText[] =
@@ -3456,6 +3457,7 @@ STR16 gpStrategicString[] =
L"War room isn't staffed - militia move aborted!",
L"Tank", //STR_AR_TANK_NAME,
L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate
L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP
};
+2
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@@ -1544,6 +1544,7 @@ STR16 pDisplayBodyTypeInfoText[] =
L"Adt M Monster", //25
L"Queen Monster",
L"Bloodcat",
L"Humvee",
};
STR16 pUpdateMercsInfoText[] =
@@ -3456,6 +3457,7 @@ STR16 gpStrategicString[] =
L"War room isn't staffed - militia move aborted!",
L"Tank", //STR_AR_TANK_NAME,
L"Jeep", //STR_AR_JEEP_NAME,
L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP
};
+2
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@@ -1550,6 +1550,7 @@ STR16 pDisplayBodyTypeInfoText[] =
L"Monstre Adt M", //25
L"Monstre Reine",
L"Chat Sauvg",
L"Humvee", // TODO.Translate
};
STR16 pUpdateMercsInfoText[] =
@@ -3464,6 +3465,7 @@ STR16 gpStrategicString[] =
L"La salle d'opérations n'est pas ouverte... Le mouvement de la milice a avorté !",
L"Tank", //STR_AR_TANK_NAME, // TODO.Translate
L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate
L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP
};
+2
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@@ -1569,6 +1569,7 @@ STR16 pDisplayBodyTypeInfoText[] =
L"Adt M Monster", //25
L"Queen Monster",
L"Bloodcat",
L"Humvee", // TODO.Translate
};
STR16 pUpdateMercsInfoText[] =
@@ -3467,6 +3468,7 @@ STR16 gpStrategicString[] =
L"War room isn't staffed - militia move aborted!",
L"Panzer", //STR_AR_TANK_NAME,
L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate
L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP
};
+2
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@@ -1545,6 +1545,7 @@ STR16 pDisplayBodyTypeInfoText[] =
L"Adt M Monster", //25
L"Queen Monster",
L"Bloodcat",
L"Humvee", // TODO.Translate
};
STR16 pUpdateMercsInfoText[] =
@@ -3451,6 +3452,7 @@ STR16 gpStrategicString[] =
L"War room isn't staffed - militia move aborted!",
L"Tank", //STR_AR_TANK_NAME,
L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate
L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP
};
+2
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@@ -1548,6 +1548,7 @@ STR16 pDisplayBodyTypeInfoText[] =
L"Adt M Monster", //25
L"Queen Monster",
L"Dziki kot",
L"Humvee", // TODO.Translate
};
STR16 pUpdateMercsInfoText[] =
@@ -3462,6 +3463,7 @@ STR16 gpStrategicString[] =
L"War room isn't staffed - militia move aborted!",
L"Tank", //STR_AR_TANK_NAME,
L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate
L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP
};
+2
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@@ -1544,6 +1544,7 @@ STR16 pDisplayBodyTypeInfoText[] =
L"Adt M Monster", //25
L"Queen Monster",
L"Bloodcat",
L"Humvee", // TODO.Translate
};
STR16 pUpdateMercsInfoText[] =
@@ -3456,6 +3457,7 @@ STR16 gpStrategicString[] =
L"War room isn't staffed - militia move aborted!",
L"Танк", //STR_AR_TANK_NAME,
L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate
L"\nВосстановление дыхания в час: %d", // STR_BREATH_REGEN_SLEEP
};
+2 -1
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@@ -158,8 +158,9 @@ static int LuaGroupCreate( lua_State *L )
UINT8 NumTroops = (UINT8) luaL_checkinteger( L, 3);
UINT8 NumElites = (UINT8) luaL_checkinteger( L, 4);
UINT8 NumTanks = (UINT8) luaL_checkinteger( L, 5);
UINT8 NumJeeps = (UINT8)luaL_checkinteger( L, 6 );
GROUP *pGroup = CreateNewEnemyGroupDepartingFromSector( Sector, NumAdmins, NumTroops, NumElites, NumTanks );
GROUP *pGroup = CreateNewEnemyGroupDepartingFromSector( Sector, NumAdmins, NumTroops, NumElites, NumTanks, NumJeeps );
if (pGroup)
{
+16 -16
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@@ -101,11 +101,12 @@ void RandomStats ();
void RandomAddEnemy( UINT8 SectorX, UINT8 SectorY, UINT8 Level )
{
UNDERGROUND_SECTORINFO *pSector;
UINT8 ubNumAdmins = 0;
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
UINT8 ubNumTanks = 0;
UNDERGROUND_SECTORINFO *pSector;
UINT8 ubNumAdmins = 0;
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
UINT8 ubNumTanks = 0;
UINT8 ubNumJeeps = 0;
if ( Level != 0 )
{
@@ -120,31 +121,31 @@ UINT8 ubNumTanks = 0;
ubNumAdmins = Random( 0 );
ubNumTroops = 10 + Random( 5 );
ubNumElites = Random( 4 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
break;
case DIF_LEVEL_MEDIUM:
ubNumAdmins = Random( 0 );
ubNumTroops = 15 + Random( 8 );
ubNumElites = 1 + Random( 2 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
break;
case DIF_LEVEL_HARD:
ubNumAdmins = Random( 0 );
ubNumTroops = 20 + Random( 7 );
ubNumElites = 2 + Random( 2 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
break;
case DIF_LEVEL_INSANE:
ubNumAdmins = Random( 0 );
ubNumTroops = 20 + Random( 3 );
ubNumElites = 6 + Random( 3 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
break;
default:
ubNumAdmins = Random( 0 );
ubNumTroops = 10 + Random( 5 );
ubNumElites = Random( 4 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
break;
}
}
@@ -160,32 +161,31 @@ UINT8 ubNumTanks = 0;
ubNumAdmins = Random( 0 );
ubNumTroops = 10 + Random( 5 );
ubNumElites = Random( 4 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
break;
case DIF_LEVEL_MEDIUM:
ubNumAdmins = Random( 0 );
ubNumTroops = 15 + Random( 8 );
ubNumElites = 1 + Random( 2 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
break;
case DIF_LEVEL_HARD:
ubNumAdmins = Random( 0 );
ubNumTroops = 23 + Random( 7);
ubNumElites = 2 + Random( 2 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
break;
case DIF_LEVEL_INSANE:
ubNumAdmins = Random( 0 );
ubNumTroops = 20 + Random( 3 );
ubNumElites = 6 + Random( 3 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
break;
default:
ubNumAdmins = Random( 0 );
ubNumTroops = 10 + Random( 5 );
ubNumElites = Random( 4 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks );
break;
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
break;
}
}