Externalize tunnel sectors for adding enemies to

This commit is contained in:
Asdow
2025-11-27 22:38:29 +02:00
parent 4a43b7704e
commit b562b45c00
4 changed files with 105 additions and 57 deletions
+11 -1
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@@ -200,7 +200,17 @@ void LoadGameUBOptions()
gGameUBOptions.BorderItem = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_ITEM", TRUE);
gGameUBOptions.EventAttackInitialSectorIfPlayerStillThere = iniReader.ReadBoolean("Unfinished Business Settings","EVENT_ATTACK_INITIAL_SECTOR_IF_PLAYER_STILL_THERE", TRUE);
gGameUBOptions.HandleAddingEnemiesToTunnelMaps = iniReader.ReadBoolean("Unfinished Business Settings","HANDLE_ADDING_ENEMIES_TO_TUNNEL_MAPS", TRUE);
gGameUBOptions.HandleAddingEnemiesToTunnelMaps = iniReader.ReadBoolean("Unfinished Business Settings","HANDLE_ADDING_ENEMIES_TO_TUNNEL_MAPS", TRUE);
//J14-1
gGameUBOptions.Tunnel1_SectorX = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL1_SECTOR_X", 14);
gGameUBOptions.Tunnel1_SectorY = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL1_SECTOR_Y", 10);
gGameUBOptions.Tunnel1_SectorZ = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL1_SECTOR_Z", 1);
//K14-1
gGameUBOptions.Tunnel2_SectorX = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL2_SECTOR_X", 14);
gGameUBOptions.Tunnel2_SectorY = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL2_SECTOR_Y", 11);
gGameUBOptions.Tunnel2_SectorZ = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL2_SECTOR_Z", 1);
gGameUBOptions.ubEndDefaultSectorX = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_X", 16, 1, 16);
gGameUBOptions.ubEndDefaultSectorY = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_Y", 11, 1, 16);
gGameUBOptions.ubEndDefaultSectorZ = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_Z", 0, 0, 16);
+8
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@@ -224,6 +224,14 @@ typedef struct
INT16 BettyBloodCatSectorX;
INT16 BettyBloodCatSectorY;
INT8 BettyBloodCatSectorZ;
INT16 Tunnel1_SectorX;
INT16 Tunnel1_SectorY;
INT8 Tunnel1_SectorZ;
INT16 Tunnel2_SectorX;
INT16 Tunnel2_SectorY;
INT8 Tunnel2_SectorZ;
} GAME_UB_OPTIONS;
extern GAME_UB_OPTIONS gGameUBOptions;
+86 -55
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@@ -145,8 +145,6 @@ void InitJohnKulbaInitialSector();
void FixEnemyCounterInSectorBug();
void AddEnemiesToFirstTunnelSector();
void AddEnemiesToSecondTunnelSector();
UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps, UINT8 *pRobots );
UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps, UINT8 *pRobots );
void RemoveAllEnemySoldierInitListLinks();
@@ -1272,10 +1270,70 @@ void InitJa25StrategicAiBloodcats( )
}
static BOOLEAN AddEnemiesToSectorPlayerIsIn(INT16 sectorX, INT16 sectorY, INT8 sectorZ, UINT8 admins, UINT8 troops, UINT8 elites)
{
if ( gGameUBOptions.pJA2UB == TRUE )
{
if ( !(gTacticalStatus.uiFlags & INCOMBAT) )
{
SetEnemyEncounterCode(ENEMY_INVASION_CODE);
}
SetNumberJa25EnemiesInSector(sectorX, sectorY, sectorZ, admins, troops, elites, 0, 0, 0);
SetThisSectorAsEnemyControlled(sectorX, sectorY, sectorZ, FALSE);
//Set up flag so enemies will go and find the player in that sector
gJa25SaveStruct.fEnemyShouldImmediatelySeekThePlayer = TRUE;
gJa25SaveStruct.bSectorTheEnemyWillSeekEnemy = SECTOR(sectorX, sectorY);
}
return(TRUE);
}
static void AddEnemiesToFirstTunnelSector()
{
const auto x1 = gGameUBOptions.Tunnel1_SectorX;
const auto y1 = gGameUBOptions.Tunnel1_SectorY;
const auto z1 = gGameUBOptions.Tunnel1_SectorZ;
UINT8 ubNumAdmins = 0;
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
UINT8 ubNumTanks = 0;
UINT8 ubNumJeeps = 0;
UINT8 ubNumRobots = 0;
NumEnemiesToAttackFirstTunnelSector(&ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots);
SetNumberJa25EnemiesInSector(x1, y1, z1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots);
}
static void AddEnemiesToSecondTunnelSector()
{
const auto x2 = gGameUBOptions.Tunnel2_SectorX;
const auto y2 = gGameUBOptions.Tunnel2_SectorY;
const auto z2 = gGameUBOptions.Tunnel2_SectorZ;
UINT8 ubNumAdmins = 0;
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
UINT8 ubNumTanks = 0;
UINT8 ubNumJeeps = 0;
UINT8 ubNumRobots = 0;
NumEnemiesToAttackSecondTunnelSector(&ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots);
SetNumberJa25EnemiesInSector(x2, y2, z2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots);
}
void HandleAddingEnemiesToTunnelMaps()
{
BOOLEAN fInCombat = ( gTacticalStatus.uiFlags & INCOMBAT );
UINT8 ubNumEnemies=0;
UINT8 ubNumEnemies = 0;
UINT8 ubNumAdmins = 0;
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
//if the player has been in the complex
if( HaveMercsEverBeenInComplex() )
@@ -1284,21 +1342,35 @@ void HandleAddingEnemiesToTunnelMaps()
return;
}
const auto x1 = gGameUBOptions.Tunnel1_SectorX;
const auto y1 = gGameUBOptions.Tunnel1_SectorY;
const auto z1 = gGameUBOptions.Tunnel1_SectorZ;
const auto x2 = gGameUBOptions.Tunnel2_SectorX;
const auto y2 = gGameUBOptions.Tunnel2_SectorY;
const auto z2 = gGameUBOptions.Tunnel2_SectorZ;
const bool isPlayerInFirstTunnel = AreAnyPlayerMercsStillInSector(x1, y1, z1);
const bool isPlayerInSecondTunnel = AreAnyPlayerMercsStillInSector(x2, y2, z2);
//if the player IS NOT in either of the tunnel sectors
if( !AreAnyPlayerMercsStillInSector( 14, 10, 1 ) &&
!AreAnyPlayerMercsStillInSector( 14, 11, 1 ) )
if( !isPlayerInFirstTunnel && !isPlayerInSecondTunnel )
{
AddEnemiesToJa25TunnelMaps();
// Add enemies to both sectors if fan was blown up
if ( gJa25SaveStruct.ubHowPlayerGotThroughFan == PG__PLAYER_BLEW_UP_FAN_TO_GET_THROUGH )
{
AddEnemiesToFirstTunnelSector();
AddEnemiesToSecondTunnelSector();
}
}
//else if the player IS NOT in the 2nd sector but in the first sector
else if( AreAnyPlayerMercsStillInSector( 14, 10, 1 ) &&
!AreAnyPlayerMercsStillInSector( 14, 11, 1 ) )
//else if the player IS NOT in the 2nd sector but is in the first sector
else if( isPlayerInFirstTunnel && !isPlayerInSecondTunnel )
{
ubNumEnemies = NumEnemiesToAttackFirstTunnelSector( NULL, NULL, NULL, NULL, NULL, NULL );
ubNumEnemies = NumEnemiesToAttackFirstTunnelSector(&ubNumAdmins, &ubNumTroops, &ubNumElites, NULL, NULL, NULL );
//Add enemies to the first sector
HandleAddEnemiesToSectorPlayerIsntIn( JA25_J14_1, ubNumEnemies );
AddEnemiesToSectorPlayerIsIn( x1, y1, z1, ubNumAdmins, ubNumTroops, ubNumElites);
//Remember to move the enemies to be in the entrance to the tunnel
SetJa25GeneralFlag( JA_GF__MOVE_ENEMIES_TO_EDGE_IN_TUNNEL_1 );
@@ -1307,58 +1379,17 @@ void HandleAddingEnemiesToTunnelMaps()
}
//else if the player is in the second sector
else if( AreAnyPlayerMercsStillInSector( 14, 11, 1 ) )
else if( isPlayerInSecondTunnel )
{
ubNumEnemies = NumEnemiesToAttackSecondTunnelSector( NULL, NULL, NULL, NULL, NULL, NULL );
ubNumEnemies = NumEnemiesToAttackSecondTunnelSector(&ubNumAdmins, &ubNumTroops, &ubNumElites, NULL, NULL, NULL );
//Add enemies to the first sector
HandleAddEnemiesToSectorPlayerIsntIn( JA25_K14_1, ubNumEnemies );
AddEnemiesToSectorPlayerIsIn(x2, y2, z2, ubNumAdmins, ubNumTroops, ubNumElites);
//Remember to move the enemies to be in the entrance to the tunnel
SetJa25GeneralFlag( JA_GF__MOVE_ENEMIES_TO_EDGE_IN_TUNNEL_2 );
}
}
void AddEnemiesToJa25TunnelMaps()
{
if( gJa25SaveStruct.ubHowPlayerGotThroughFan == PG__PLAYER_BLEW_UP_FAN_TO_GET_THROUGH )
{
//if the player blew up the fan, add a ton of enemies to the sector
AddEnemiesToFirstTunnelSector();
AddEnemiesToSecondTunnelSector();
}
else if( gJa25SaveStruct.ubHowPlayerGotThroughFan == PG__PLAYER_STOPPED_FAN_TO_GET_THROUGH )
{
}
}
void AddEnemiesToFirstTunnelSector()
{
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
UINT8 ubNumJeeps=0;
UINT8 ubNumRobots=0;
NumEnemiesToAttackFirstTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots );
SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
}
void AddEnemiesToSecondTunnelSector()
{
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
UINT8 ubNumJeeps=0;
UINT8 ubNumRobots=0;
NumEnemiesToAttackSecondTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots );
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
}
UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps, UINT8 *pRobots )
{
-1
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@@ -199,7 +199,6 @@ BOOLEAN SaveJa25SaveInfoToSaveGame( HWFILE hFile );
BOOLEAN LoadJa25SaveInfoFromSavedGame( HWFILE hFile );
void AddEnemiesToJa25TunnelMaps();
void HandleAddingEnemiesToTunnelMaps();
void SetJa25GeneralFlag( UINT32 uiFlagToSet );