Add robots to enemy groups (by rftr).

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8956 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-04-03 03:32:40 +00:00
parent 4c7db819ef
commit b6f15b2347
64 changed files with 1033 additions and 766 deletions
+85 -24
View File
@@ -74,6 +74,8 @@
#include "MilitiaIndividual.h" // added by Flugente
#endif
#pragma optimize("",off)
#include "Reinforcement.h"
//#define INVULNERABILITY
@@ -141,7 +143,7 @@ typedef struct AUTORESOLVE_STRUCT
INT32 iButtonImage[ NUM_AR_BUTTONS ];
INT32 iFaces; //for generic civs and enemies
// WDS - make number of mercenaries, etc. be configurable
INT32 iMercFaces[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS]; //for each merc face
//INT32 iMercFaces[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS]; //for each merc face
INT32 iIndent;
INT32 iInterfaceBuffer;
INT32 iNumMercFaces;
@@ -168,7 +170,7 @@ typedef struct AUTORESOLVE_STRUCT
UINT8 ubEnemyLeadership;
UINT8 ubPlayerLeadership;
UINT8 ubMercs, ubCivs, ubEnemies;
UINT8 ubAdmins, ubTroops, ubElites, ubTanks, ubJeeps;
UINT8 ubAdmins, ubTroops, ubElites, ubTanks, ubJeeps, ubRobots;
UINT8 ubYMCreatures, ubYFCreatures, ubAMCreatures, ubAFCreatures;
UINT8 ubBloodcats;
UINT8 ubZombies;
@@ -236,10 +238,11 @@ typedef struct AUTORESOLVE_STRUCT
#define CELL_BLOODCAT 0x01000000
#define CELL_ZOMBIE 0x02000000
#define CELL_BANDIT 0x04000000
#define CELL_ENEMYROBOT 0x08000000
//Combined flags
#define CELL_PLAYER ( CELL_MERC | CELL_MILITIA )
#define CELL_ENEMY ( CELL_ELITE | CELL_TROOP | CELL_ADMIN | CELL_TANK | CELL_JEEP | CELL_BANDIT )
#define CELL_ENEMY ( CELL_ELITE | CELL_TROOP | CELL_ADMIN | CELL_TANK | CELL_JEEP | CELL_BANDIT | CELL_ENEMYROBOT )
#define CELL_FEMALECREATURE ( CELL_AF_CREATURE | CELL_YF_CREATURE )
#define CELL_MALECREATURE ( CELL_AM_CREATURE | CELL_YM_CREATURE )
#define CELL_BUG ( CELL_FEMALECREATURE | CELL_MALECREATURE )
@@ -415,6 +418,7 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
UINT8 ubNumEnemies[ NUM_ENEMY_RANKS ];
UINT8 ubNumTanks = 0;
UINT8 ubNumJeeps = 0;
UINT8 ubNumRobots = 0;
UINT8 ubRankIndex;
//Clear any possible battle locator
@@ -427,7 +431,7 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
// 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, &ubNumJeeps );
GetNumberOfEnemiesInSector( ubSectorX, ubSectorY, &ubNumEnemies[0], &ubNumEnemies[1], &ubNumEnemies[2], &ubNumRobots, &ubNumTanks, &ubNumJeeps );
for ( ubRankIndex = 0; ubRankIndex < NUM_ENEMY_RANKS; ++ubRankIndex )
{
@@ -459,6 +463,7 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
pSector->ubNumAdmins = 0;
pSector->ubNumTanks = 0;
pSector->ubNumJeeps = 0;
pSector->ubNumRobots = 0;
pSector->ubNumCreatures = 0;
pSector->bLastKnownEnemies = 0;
//Remove the mobile forces here, but only if battle is over.
@@ -747,9 +752,9 @@ void AssociateEnemiesWithStrategicGroups()
{
SECTORINFO *pSector;
GROUP *pGroup;
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;
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots; //how many soldiers of the type do we still have to assign to a group?
UINT8 ubISNumAdmins, ubISNumTroops, ubISNumElites, ubISNumTanks, ubISNumJeeps, ubISNumRobots;
UINT8 ubNumElitesInGroup, ubNumTroopsInGroup, ubNumAdminsInGroup, ubNumTanksInGroup, ubNumJeepsInGroup, ubNumRobotsInGroup;
INT32 i;
UINT8 pSectors[4];
UINT8 ubDirAmount;
@@ -769,6 +774,7 @@ void AssociateEnemiesWithStrategicGroups()
ubNumElites = pSector->ubNumElites;
ubNumTanks = pSector->ubNumTanks;
ubNumJeeps = pSector->ubNumJeeps;
ubNumRobots = pSector->ubNumRobots;
//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
@@ -786,6 +792,12 @@ void AssociateEnemiesWithStrategicGroups()
gpEnemies[i].uiFlags |= CELL_ASSIGNED;
ubNumJeeps--;
}
else if ( gpEnemies[i].uiFlags & CELL_ENEMYROBOT && ubNumRobots )
{
gpEnemies[i].pSoldier->ubGroupID = 0;
gpEnemies[i].uiFlags |= CELL_ASSIGNED;
ubNumRobots--;
}
else if ( gpEnemies[i].uiFlags & CELL_ELITE && ubNumElites )
{
gpEnemies[ i ].pSoldier->ubGroupID = 0;
@@ -804,15 +816,16 @@ void AssociateEnemiesWithStrategicGroups()
gpEnemies[ i ].uiFlags |= CELL_ASSIGNED;
ubNumAdmins--;
}
}
}
ubNumAdmins = gpAR->ubAdmins - pSector->ubNumAdmins;
ubNumTroops = gpAR->ubTroops - pSector->ubNumTroops;
ubNumElites = gpAR->ubElites - pSector->ubNumElites;
ubNumTanks = gpAR->ubTanks - pSector->ubNumTanks;
ubNumJeeps = gpAR->ubJeeps - pSector->ubNumJeeps;
ubNumRobots = gpAR->ubRobots - pSector->ubNumRobots;
if ( !ubNumElites && !ubNumTroops && !ubNumAdmins && !ubNumTanks && !ubNumJeeps )
if ( !ubNumElites && !ubNumTroops && !ubNumAdmins && !ubNumTanks && !ubNumJeeps && !ubNumRobots )
{ //All troops accounted for.
return;
}
@@ -828,6 +841,7 @@ void AssociateEnemiesWithStrategicGroups()
ubNumAdminsInGroup = pGroup->pEnemyGroup->ubNumAdmins;
ubNumTanksInGroup = pGroup->pEnemyGroup->ubNumTanks;
ubNumJeepsInGroup = pGroup->pEnemyGroup->ubNumJeeps;
ubNumRobotsInGroup = pGroup->pEnemyGroup->ubNumRobots;
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) ?
@@ -846,6 +860,13 @@ void AssociateEnemiesWithStrategicGroups()
ubNumJeeps--;
ubNumJeepsInGroup--;
}
else if ( ubNumRobots && ubNumRobotsInGroup && gpEnemies[i].uiFlags & CELL_ENEMYROBOT )
{
gpEnemies[i].pSoldier->ubGroupID = pGroup->ubGroupID;
gpEnemies[i].uiFlags |= CELL_ASSIGNED;
ubNumRobots--;
ubNumRobotsInGroup--;
}
else if (ubNumElites && ubNumElitesInGroup && gpEnemies[i].uiFlags & CELL_ELITE)
{
gpEnemies[ i ].pSoldier->ubGroupID = pGroup->ubGroupID;
@@ -886,6 +907,7 @@ void AssociateEnemiesWithStrategicGroups()
ubNumAdminsInGroup = pGroup->pEnemyGroup->ubNumAdmins;
ubNumTanksInGroup = pGroup->pEnemyGroup->ubNumTanks;
ubNumJeepsInGroup = pGroup->pEnemyGroup->ubNumJeeps;
ubNumRobotsInGroup = pGroup->pEnemyGroup->ubNumRobots;
for( i = 0; i < gpAR->ubEnemies; i++ )
{
if( !(gpEnemies[ i ].uiFlags & CELL_ASSIGNED) )
@@ -904,6 +926,13 @@ void AssociateEnemiesWithStrategicGroups()
ubNumJeeps--;
ubNumJeepsInGroup--;
}
else if ( ubNumRobots && ubNumRobotsInGroup && gpEnemies[i].uiFlags & CELL_ENEMYROBOT )
{
gpEnemies[i].pSoldier->ubGroupID = pGroup->ubGroupID;
gpEnemies[i].uiFlags |= CELL_ASSIGNED;
ubNumRobots--;
ubNumRobotsInGroup--;
}
else if (ubNumElites && ubNumElitesInGroup && gpEnemies[i].uiFlags & CELL_ELITE)
{
gpEnemies[ i ].pSoldier->ubGroupID = pGroup->ubGroupID;
@@ -943,10 +972,11 @@ void AssociateEnemiesWithStrategicGroups()
ubISNumElites = pSector->ubNumElites;
ubISNumTanks = pSector->ubNumTanks;
ubISNumJeeps = pSector->ubNumJeeps;
ubISNumRobots = pSector->ubNumRobots;
for( i = 0; i < gpAR->ubEnemies; ++i )
{
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 ( ubISNumAdmins + ubISNumTroops + ubISNumElites + ubISNumTanks + ubISNumJeeps + ubISNumRobots <= 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) )
{
@@ -968,6 +998,15 @@ void AssociateEnemiesWithStrategicGroups()
ubISNumJeeps--;
ubNumJeeps--;
}
else if ( gpEnemies[i].uiFlags & CELL_ENEMYROBOT && ubISNumRobots && ubNumRobots )
{
gpEnemies[i].pSoldier->ubGroupID = 0;
gpEnemies[i].uiFlags |= CELL_ASSIGNED;
gpEnemies[i].pSoldier->sSectorX = SECTORX( pSectors[ubCurrSI] );
gpEnemies[i].pSoldier->sSectorY = SECTORY( pSectors[ubCurrSI] );
ubISNumRobots--;
ubNumRobots--;
}
else if ( gpEnemies[i].uiFlags & CELL_ELITE && ubISNumElites && ubNumElites )
{
gpEnemies[ i ].pSoldier->ubGroupID = 0;
@@ -1000,7 +1039,7 @@ 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 & ubISNumJeeps), "Mapping between actual enemies and autoresolve cells is wrong." );
AssertMsg( !(ubISNumAdmins & ubISNumTroops & ubISNumElites & ubISNumTanks & ubISNumJeeps & ubISNumRobots), "Mapping between actual enemies and autoresolve cells is wrong." );
}
@@ -1142,8 +1181,10 @@ void CalculateSoldierCells( BOOLEAN fReset )
gpEnemies[index].uiFlags = CELL_ADMIN;
else if ( index < gpAR->ubElites + gpAR->ubTroops + gpAR->ubAdmins + gpAR->ubTanks )
gpEnemies[index].uiFlags = CELL_TANK;
else
else if ( index < gpAR->ubElites + gpAR->ubTroops + gpAR->ubAdmins + gpAR->ubTanks + gpAR->ubJeeps )
gpEnemies[index].uiFlags = CELL_JEEP;
else
gpEnemies[index].uiFlags = CELL_ENEMYROBOT;
}
}
}
@@ -2270,6 +2311,19 @@ void CreateAutoResolveInterface()
}
else
{
for (i = 0; i < gpAR->ubRobots; ++i, ++index)
{
gpEnemies[index].pSoldier = TacticalCreateEnemyRobot();
gpEnemies[index].pSoldier->sSectorX = gpAR->ubSectorX;
gpEnemies[index].pSoldier->sSectorY = gpAR->ubSectorY;
swprintf( gpEnemies[index].pSoldier->name, gpStrategicString[STR_AR_ROBOT_NAME] );
// reuse madlab's robot's face
VOBJECT_DESC VObjectDesc;
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%02d.sti", gMercProfiles[ ROBOT ].ubFaceIndex );
AddVideoObject(&VObjectDesc, &gpEnemies[index].uiVObjectID);
}
for ( i = 0; i < gpAR->ubElites; ++i, ++index )
{
gpEnemies[index].pSoldier = TacticalCreateEliteEnemy();
@@ -3052,9 +3106,9 @@ void CalculateAutoResolveInfo()
else
{
GetNumberOfEnemiesInFiveSectors( gpAR->ubSectorX, gpAR->ubSectorY,
&gpAR->ubAdmins, &gpAR->ubTroops, &gpAR->ubElites, &gpAR->ubTanks, &gpAR->ubJeeps );
&gpAR->ubAdmins, &gpAR->ubTroops, &gpAR->ubElites, &gpAR->ubRobots, &gpAR->ubTanks, &gpAR->ubJeeps );
gpAR->ubEnemies = (UINT8)min( gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubElites + gpAR->ubTanks + gpAR->ubJeeps, MAX_AR_TEAM_SIZE );
gpAR->ubEnemies = (UINT8)min( gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubElites + gpAR->ubTanks + gpAR->ubJeeps + gpAR->ubRobots, MAX_AR_TEAM_SIZE );
}
gfTransferTacticalOppositionToAutoResolve = FALSE;
@@ -3114,22 +3168,23 @@ 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->ubJeeps > gpAR->ubEnemies )
while ( gpAR->ubElites + gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubTanks + gpAR->ubJeeps + gpAR->ubRobots > gpAR->ubEnemies )
{
switch( PreRandom( 5 ) )
switch( PreRandom( 6 ) )
{
case 0: if( gpAR->ubElites ) { gpAR->ubElites--; 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; }
case 5: if ( gpAR->ubRobots ) { gpAR->ubRobots--; break; }
}
}
while ( gpAR->ubElites + gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubTanks + gpAR->ubJeeps< gpAR->ubEnemies )
while ( gpAR->ubElites + gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubTanks + gpAR->ubJeeps + gpAR->ubRobots < gpAR->ubEnemies )
{
switch( PreRandom( 5 ) )
{
case 0: gpAR->ubElites++; break;
case 0: gpAR->ubElites++; break;
case 1: case 2: gpAR->ubAdmins++; break;
case 3: case 4: gpAR->ubTroops++; break;
}
@@ -4433,7 +4488,7 @@ 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 ( ARMED_VEHICLE( pTarget->pSoldier ) && FireAntiTankWeapon( pAttacker ) )
else if ( (ARMED_VEHICLE( pTarget->pSoldier ) || ENEMYROBOT( pTarget->pSoldier )) && FireAntiTankWeapon( pAttacker ) )
{
fAntiTank = TRUE;
@@ -4801,6 +4856,9 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
// SANDRO - experimental - more specific statistics of mercs
switch(pTarget->pSoldier->ubSoldierClass)
{
case SOLDIER_CLASS_ROBOT :
gMercProfiles[ pAttacker->pSoldier->ubProfile ].records.usKillsOthers++;
break;
case SOLDIER_CLASS_ELITE :
gMercProfiles[ pAttacker->pSoldier->ubProfile ].records.usKillsElites++;
break;
@@ -4970,10 +5028,10 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
}
//bullet hit -- play an impact sound and a merc hit sound
if ( ARMED_VEHICLE( pTarget->pSoldier ) )
if ( ARMED_VEHICLE( pTarget->pSoldier ) || ENEMYROBOT( 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 );
PlayAutoResolveSample( (UINT8)(BULLET_IMPACT_1+PreRandom(3)), RATE_11025, 50, 1, MIDDLEPAN );
if( pTarget->pSoldier->stats.bLife >= CONSCIOUSNESS )
{
@@ -5043,6 +5101,9 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
// SANDRO - new mercs' records
switch(pTarget->pSoldier->ubSoldierClass)
{
case SOLDIER_CLASS_ROBOT :
gMercProfiles[ pKiller->pSoldier->ubProfile ].records.usKillsOthers++;
break;
case SOLDIER_CLASS_ELITE :
gMercProfiles[ pKiller->pSoldier->ubProfile ].records.usKillsElites++;
break;
@@ -5154,10 +5215,10 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
{ //Normal death
if( gpAR->fSound )
{
if ( ARMED_VEHICLE( pTarget->pSoldier ) )
if ( ARMED_VEHICLE( pTarget->pSoldier ) || ENEMYROBOT( pTarget->pSoldier ) )
PlayAutoResolveSample( (UINT8)(S_RAID_TB_BOMB), RATE_11025, 50, 1, MIDDLEPAN );
else
pTarget->pSoldier->DoMercBattleSound( BATTLE_SOUND_DIE1 );
pTarget->pSoldier->DoMercBattleSound( BATTLE_SOUND_DIE1 );
}
}
#ifdef INVULNERABILITY