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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:
+179
-64
@@ -162,7 +162,7 @@ UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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pSector = FindUnderGroundSector( sSectorX, sSectorY, (UINT8)sSectorZ );
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if( pSector )
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{
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ubNumHostiles = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures + pSector->ubNumJeeps + pSector->ubNumTanks);
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ubNumHostiles = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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}
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}
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else
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@@ -172,7 +172,7 @@ UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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//Count stationary hostiles
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pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
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ubNumHostiles = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures + pSector->ubNumJeeps + pSector->ubNumTanks);
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ubNumHostiles = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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//Count mobile enemies
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pGroup = gpGroupList;
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@@ -206,7 +206,7 @@ UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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pSector = FindUnderGroundSector( sSectorX, sSectorY, (UINT8)sSectorZ );
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if( pSector )
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{
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ubNumEnemies = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumJeeps + pSector->ubNumTanks);
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ubNumEnemies = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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}
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}
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else
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@@ -216,7 +216,7 @@ UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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//Count stationary enemies
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pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
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ubNumEnemies = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumJeeps + pSector->ubNumTanks);
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ubNumEnemies = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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//Count mobile enemies
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pGroup = gpGroupList;
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@@ -259,7 +259,7 @@ UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubT
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if ( ubTeam == ENEMY_TEAM )
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{
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ubNumTroops = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumJeeps + pSector->ubNumTanks);
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ubNumTroops = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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if ( is_networked )
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ubNumTroops += numenemyLAN((UINT8)sSectorX,(UINT8)sSectorY ); //hayden
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@@ -372,7 +372,7 @@ UINT8 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
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return( 0 );
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}
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return (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumTanks);
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return (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumTanks + pSector->ubNumJeeps + pSector->ubNumRobots);
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}
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UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
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@@ -400,13 +400,13 @@ UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
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if( pSector->ubGarrisonID == ROADBLOCK )
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{
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//consider these troops as mobile troops even though they are in a garrison
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ubNumTroops += (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumJeeps + pSector->ubNumTanks);
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ubNumTroops += (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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}
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return ubNumTroops;
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}
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void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
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void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
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{
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GROUP *pGroup;
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SECTORINFO *pSector;
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@@ -416,7 +416,7 @@ void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pu
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AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
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//Now count the number of mobile groups in the sector.
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*pubNumTroops = *pubNumElites = *pubNumAdmins = *pubNumTanks = *pubNumJeeps =0;
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*pubNumTroops = *pubNumElites = *pubNumAdmins = *pubNumRobots = *pubNumTanks = *pubNumJeeps = 0;
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pGroup = gpGroupList;
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while( pGroup )
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{
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@@ -425,6 +425,7 @@ void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pu
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*pubNumTroops += pGroup->pEnemyGroup->ubNumTroops;
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*pubNumElites += pGroup->pEnemyGroup->ubNumElites;
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*pubNumAdmins += pGroup->pEnemyGroup->ubNumAdmins;
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*pubNumRobots += pGroup->pEnemyGroup->ubNumRobots;
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*pubNumTanks += pGroup->pEnemyGroup->ubNumTanks;
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*pubNumJeeps += pGroup->pEnemyGroup->ubNumJeeps;
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}
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@@ -438,12 +439,13 @@ void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pu
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*pubNumAdmins += pSector->ubNumAdmins;
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*pubNumTroops += pSector->ubNumTroops;
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*pubNumElites += pSector->ubNumElites;
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*pubNumRobots += pSector->ubNumRobots;
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*pubNumTanks += pSector->ubNumTanks;
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*pubNumJeeps += pSector->ubNumJeeps;
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}
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}
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void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
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void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
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{
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GROUP *pGroup;
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AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
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@@ -452,7 +454,7 @@ void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSe
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AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
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//Now count the number of mobile groups in the sector.
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*pubNumTroops = *pubNumElites = *pubNumAdmins = *pubNumTanks = *pubNumJeeps = 0;
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*pubNumTroops = *pubNumElites = *pubNumAdmins = *pubNumRobots = *pubNumTanks = *pubNumJeeps = 0;
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pGroup = gpGroupList;
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while( pGroup )
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{
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@@ -461,6 +463,7 @@ void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSe
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*pubNumTroops += pGroup->pEnemyGroup->ubNumTroops;
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*pubNumElites += pGroup->pEnemyGroup->ubNumElites;
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*pubNumAdmins += pGroup->pEnemyGroup->ubNumAdmins;
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*pubNumRobots += pGroup->pEnemyGroup->ubNumRobots;
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*pubNumTanks += pGroup->pEnemyGroup->ubNumTanks;
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*pubNumJeeps += pGroup->pEnemyGroup->ubNumJeeps;
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}
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@@ -469,7 +472,7 @@ void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSe
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}
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void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
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void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
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{
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SECTORINFO *pSector;
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AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
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@@ -482,21 +485,23 @@ void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8
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*pubNumAdmins = pSector->ubNumAdmins;
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*pubNumTroops = pSector->ubNumTroops;
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*pubNumElites = pSector->ubNumElites;
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*pubNumRobots = pSector->ubNumRobots;
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*pubNumTanks = pSector->ubNumTanks;
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*pubNumJeeps = pSector->ubNumJeeps;
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}
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void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
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void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
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{
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UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps;
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UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
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GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites, pubNumTanks, pubNumJeeps );
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GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites, pubNumRobots, pubNumTanks, pubNumJeeps );
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GetNumberOfMobileEnemiesInSector( sSectorX, sSectorY, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
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GetNumberOfMobileEnemiesInSector( sSectorX, sSectorY, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumRobots, &ubNumTanks, &ubNumJeeps );
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*pubNumAdmins += ubNumAdmins;
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*pubNumTroops += ubNumTroops;
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*pubNumElites += ubNumElites;
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*pubNumRobots += ubNumRobots;
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*pubNumTanks += ubNumTanks;
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*pubNumJeeps += ubNumJeeps;
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}
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@@ -514,6 +519,7 @@ void EndTacticalBattleForEnemy()
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pSector->ubAdminsInBattle = 0;
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pSector->ubTroopsInBattle = 0;
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pSector->ubElitesInBattle = 0;
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pSector->ubRobotsInBattle = 0;
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pSector->ubTanksInBattle = 0;
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pSector->ubJeepsInBattle = 0;
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}
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@@ -525,6 +531,7 @@ void EndTacticalBattleForEnemy()
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pSector->ubAdminsInBattle = 0;
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pSector->ubTroopsInBattle = 0;
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pSector->ubElitesInBattle = 0;
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pSector->ubRobotsInBattle = 0;
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pSector->ubTanksInBattle = 0;
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pSector->ubJeepsInBattle = 0;
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pSector->ubNumCreatures = 0;
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@@ -544,6 +551,7 @@ void EndTacticalBattleForEnemy()
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{
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pGroup->pEnemyGroup->ubTroopsInBattle = 0;
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pGroup->pEnemyGroup->ubElitesInBattle = 0;
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pGroup->pEnemyGroup->ubRobotsInBattle = 0;
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pGroup->pEnemyGroup->ubAdminsInBattle = 0;
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pGroup->pEnemyGroup->ubTanksInBattle = 0;
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pGroup->pEnemyGroup->ubJeepsInBattle = 0;
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@@ -601,8 +609,8 @@ BOOLEAN PrepareEnemyForSectorBattle()
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SECTORINFO *pSector;
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GROUP *pGroup;
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SOLDIERTYPE *pSoldier;
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unsigned ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps;
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unsigned ubTotalAdmins, ubTotalElites, ubTotalTroops, ubTotalTanks, ubTotalJeeps = 0;
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unsigned ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
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unsigned ubTotalAdmins, ubTotalElites, ubTotalRobots, ubTotalTroops, ubTotalTanks, ubTotalJeeps = 0;
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unsigned totalCountOfStationaryEnemies = 0;
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unsigned totalCountOfMobileEnemies = 0;
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int sNumSlots;
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@@ -658,6 +666,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
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!pGroup->pEnemyGroup->ubAdminsInBattle &&
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!pGroup->pEnemyGroup->ubTroopsInBattle &&
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!pGroup->pEnemyGroup->ubElitesInBattle &&
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!pGroup->pEnemyGroup->ubRobotsInBattle &&
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!pGroup->pEnemyGroup->ubTanksInBattle &&
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!pGroup->pEnemyGroup->ubJeepsInBattle )
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{
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@@ -698,13 +707,14 @@ BOOLEAN PrepareEnemyForSectorBattle()
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// OJW - 20090403 - override max ai in co-op
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if (is_networked && is_server && gMaxEnemiesEnabled == 1)
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{
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float totalEnemies = (float)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumTanks + pSector->ubNumJeeps);
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float totalEnemies = (float)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumTanks + pSector->ubNumJeeps);
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ubTotalAdmins = (unsigned int)(((float)pSector->ubNumAdmins / totalEnemies) * mapMaximumNumberOfEnemies);
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ubTotalTroops = (unsigned int)(((float)pSector->ubNumTroops / totalEnemies) * mapMaximumNumberOfEnemies);
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ubTotalElites = (unsigned int)(((float)pSector->ubNumElites / totalEnemies) * mapMaximumNumberOfEnemies);
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ubTotalRobots = (unsigned int)(((float)pSector->ubNumRobots / totalEnemies) * mapMaximumNumberOfEnemies);
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ubTotalTanks = (unsigned int)(((float)pSector->ubNumTanks / totalEnemies) * mapMaximumNumberOfEnemies);
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ubTotalJeeps = (unsigned int)(((float)pSector->ubNumJeeps / totalEnemies) * mapMaximumNumberOfEnemies);
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totalEnemies = (float)(ubTotalAdmins + ubTotalTroops + ubTotalElites + ubTotalTanks + ubTotalJeeps);
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totalEnemies = (float)(ubTotalAdmins + ubTotalTroops + ubTotalElites + ubTotalRobots + ubTotalTanks + ubTotalJeeps);
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// take care of any rounding losses
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while (totalEnemies < mapMaximumNumberOfEnemies)
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@@ -717,11 +727,13 @@ BOOLEAN PrepareEnemyForSectorBattle()
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pSector->ubNumAdmins = ubTotalAdmins;
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pSector->ubNumTroops = ubTotalTroops;
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pSector->ubNumElites = ubTotalElites;
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pSector->ubNumRobots = ubTotalRobots;
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pSector->ubNumTanks = ubTotalTanks;
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pSector->ubNumJeeps = ubTotalJeeps;
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pSector->ubAdminsInBattle = 0;
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pSector->ubTroopsInBattle = 0;
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pSector->ubElitesInBattle = 0;
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pSector->ubRobotsInBattle = 0;
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pSector->ubTanksInBattle = 0;
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pSector->ubJeepsInBattle = 0;
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}
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@@ -742,6 +754,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
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case SOLDIER_CLASS_BANDIT: ubTotalAdmins++; break;
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case SOLDIER_CLASS_ARMY: ubTotalTroops++; break;
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case SOLDIER_CLASS_ELITE: ubTotalElites++; break;
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case SOLDIER_CLASS_ROBOT: ubTotalRobots++; break;
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case SOLDIER_CLASS_TANK: ubTotalTanks++; break;
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case SOLDIER_CLASS_JEEP: ubTotalJeeps++; break;
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}
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@@ -751,11 +764,13 @@ BOOLEAN PrepareEnemyForSectorBattle()
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pSector->ubNumAdmins = ubTotalAdmins;
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pSector->ubNumTroops = ubTotalTroops;
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pSector->ubNumElites = ubTotalElites;
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pSector->ubNumRobots = ubTotalRobots;
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pSector->ubNumTanks = ubTotalTanks;
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pSector->ubNumJeeps = ubTotalJeeps;
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pSector->ubAdminsInBattle = 0;
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pSector->ubTroopsInBattle = 0;
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pSector->ubElitesInBattle = 0;
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pSector->ubRobotsInBattle = 0;
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pSector->ubTanksInBattle = 0;
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pSector->ubJeepsInBattle = 0;
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}
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@@ -764,12 +779,13 @@ BOOLEAN PrepareEnemyForSectorBattle()
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ubTotalAdmins = pSector->ubNumAdmins - pSector->ubAdminsInBattle;
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ubTotalTroops = pSector->ubNumTroops - pSector->ubTroopsInBattle;
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ubTotalElites = pSector->ubNumElites - pSector->ubElitesInBattle;
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ubTotalRobots = pSector->ubNumRobots - pSector->ubRobotsInBattle;
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ubTotalTanks = pSector->ubNumTanks - pSector->ubTanksInBattle;
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ubTotalJeeps = pSector->ubNumJeeps - pSector->ubJeepsInBattle;
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}
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}
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totalCountOfStationaryEnemies = ubTotalAdmins + ubTotalTroops + ubTotalElites + ubTotalTanks + ubTotalJeeps;
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totalCountOfStationaryEnemies = ubTotalAdmins + ubTotalTroops + ubTotalElites + ubTotalRobots + ubTotalTanks + ubTotalJeeps;
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if( totalCountOfStationaryEnemies > mapMaximumNumberOfEnemies )
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{
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@@ -783,13 +799,15 @@ BOOLEAN PrepareEnemyForSectorBattle()
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ubTotalAdmins = min( mapMaximumNumberOfEnemies, ubTotalAdmins );
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ubTotalTroops = min( mapMaximumNumberOfEnemies-ubTotalAdmins, ubTotalTroops );
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ubTotalElites = min( mapMaximumNumberOfEnemies-ubTotalAdmins-ubTotalTroops, ubTotalElites );
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ubTotalTanks = min( mapMaximumNumberOfEnemies-ubTotalAdmins-ubTotalTroops-ubTotalElites, ubTotalTanks );
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ubTotalJeeps = min( mapMaximumNumberOfEnemies - ubTotalAdmins - ubTotalTroops - ubTotalElites - ubTotalTanks, ubTotalJeeps );
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ubTotalRobots = min( mapMaximumNumberOfEnemies-ubTotalAdmins-ubTotalTroops-ubTotalElites, ubTotalRobots );
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ubTotalTanks = min( mapMaximumNumberOfEnemies-ubTotalAdmins-ubTotalTroops-ubTotalElites-ubTotalRobots, ubTotalTanks );
|
||||
ubTotalJeeps = min( mapMaximumNumberOfEnemies-ubTotalAdmins-ubTotalTroops-ubTotalElites-ubTotalRobots-ubTotalTanks, ubTotalJeeps );
|
||||
}
|
||||
|
||||
pSector->ubAdminsInBattle += ubTotalAdmins;
|
||||
pSector->ubTroopsInBattle += ubTotalTroops;
|
||||
pSector->ubElitesInBattle += ubTotalElites;
|
||||
pSector->ubRobotsInBattle += ubTotalRobots;
|
||||
pSector->ubTanksInBattle += ubTotalTanks;
|
||||
pSector->ubJeepsInBattle += ubTotalJeeps;
|
||||
|
||||
@@ -797,9 +815,9 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
if( gfOverrideSector )
|
||||
{
|
||||
//if there are no troops in the current groups, then we're done.
|
||||
if ( !ubTotalAdmins && !ubTotalTroops && !ubTotalElites && !ubTotalTanks && !ubTotalJeeps )
|
||||
if ( !ubTotalAdmins && !ubTotalTroops && !ubTotalElites && !ubTotalTanks && !ubTotalJeeps && !ubTotalRobots)
|
||||
return FALSE;
|
||||
AddSoldierInitListEnemyDefenceSoldiers( ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalTanks, ubTotalJeeps );
|
||||
AddSoldierInitListEnemyDefenceSoldiers( ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalTanks, ubTotalJeeps, ubTotalRobots );
|
||||
ValidateEnemiesHaveWeapons();
|
||||
UnPauseGame();
|
||||
return TRUE;
|
||||
@@ -827,7 +845,7 @@ 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 + ubTotalJeeps;
|
||||
sNumSlots -= ubTotalAdmins + ubTotalTroops + ubTotalElites + ubTotalRobots + 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
|
||||
@@ -881,6 +899,20 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
ubTotalElites += ubNumElites;
|
||||
}
|
||||
if( sNumSlots > 0 )
|
||||
{ //Add robots
|
||||
AssertGE(pGroup->pEnemyGroup->ubNumRobots, pGroup->pEnemyGroup->ubRobotsInBattle);
|
||||
ubNumRobots = pGroup->pEnemyGroup->ubNumRobots - pGroup->pEnemyGroup->ubRobotsInBattle;
|
||||
sNumSlots -= ubNumRobots;
|
||||
if( sNumSlots < 0 )
|
||||
{ //adjust the value to zero
|
||||
ubNumRobots += sNumSlots;
|
||||
sNumSlots = 0;
|
||||
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
|
||||
}
|
||||
pGroup->pEnemyGroup->ubRobotsInBattle += ubNumRobots;
|
||||
ubTotalRobots += ubNumRobots;
|
||||
}
|
||||
if( sNumSlots > 0 )
|
||||
{ //Add tanks
|
||||
AssertGE(pGroup->pEnemyGroup->ubNumTanks, pGroup->pEnemyGroup->ubTanksInBattle);
|
||||
ubNumTanks = pGroup->pEnemyGroup->ubNumTanks - pGroup->pEnemyGroup->ubTanksInBattle;
|
||||
@@ -930,12 +962,12 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
}
|
||||
|
||||
//if there are no troops in the current groups, then we're done.
|
||||
if ( !ubTotalAdmins && !ubTotalTroops && !ubTotalElites && !ubTotalTanks && !ubTotalJeeps )
|
||||
if ( !ubTotalAdmins && !ubTotalTroops && !ubTotalElites && !ubTotalRobots && !ubTotalTanks && !ubTotalJeeps )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
AddSoldierInitListEnemyDefenceSoldiers( ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalTanks, ubTotalJeeps );
|
||||
AddSoldierInitListEnemyDefenceSoldiers( ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalRobots, 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
|
||||
@@ -956,9 +988,10 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
ubNumAdmins = pGroup->pEnemyGroup->ubAdminsInBattle;
|
||||
ubNumTroops = pGroup->pEnemyGroup->ubTroopsInBattle;
|
||||
ubNumElites = pGroup->pEnemyGroup->ubElitesInBattle;
|
||||
ubNumRobots = pGroup->pEnemyGroup->ubRobotsInBattle;
|
||||
ubNumTanks = pGroup->pEnemyGroup->ubTanksInBattle;
|
||||
ubNumJeeps = pGroup->pEnemyGroup->ubJeepsInBattle;
|
||||
unsigned num = ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps;
|
||||
unsigned num = ubNumAdmins + ubNumTroops + ubNumElites + ubNumRobots + ubNumTanks + ubNumJeeps;
|
||||
|
||||
AssertGE((int)slotsAvailable, sNumSlots);
|
||||
|
||||
@@ -1028,6 +1061,16 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SOLDIER_CLASS_ROBOT:
|
||||
if( ubNumRobots )
|
||||
{
|
||||
num--;
|
||||
sNumSlots--;
|
||||
ubNumRobots--;
|
||||
pSoldier->ubGroupID = pGroup->ubGroupID;
|
||||
firstSlot = slot + 1;
|
||||
}
|
||||
break;
|
||||
case SOLDIER_CLASS_TANK:
|
||||
if( ubNumTanks )
|
||||
{
|
||||
@@ -1058,6 +1101,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
AssertEQ( ubNumAdmins , 0);
|
||||
AssertEQ( ubNumTanks , 0);
|
||||
AssertEQ( ubNumJeeps , 0);
|
||||
AssertEQ( ubNumRobots , 0);
|
||||
AssertEQ( num , 0);*/
|
||||
}
|
||||
pGroup = pGroup->next;
|
||||
@@ -1072,7 +1116,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
|
||||
BOOLEAN PrepareEnemyForUndergroundBattle()
|
||||
{
|
||||
UNDERGROUND_SECTORINFO *pUnderground;
|
||||
unsigned ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalTanks, ubTotalJeeps;
|
||||
unsigned ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalRobots, ubTotalTanks, ubTotalJeeps;
|
||||
|
||||
pUnderground = gpUndergroundSectorInfoHead;
|
||||
while( pUnderground )
|
||||
@@ -1086,18 +1130,20 @@ BOOLEAN PrepareEnemyForUndergroundBattle()
|
||||
ubTotalAdmins = (UINT8)(pUnderground->ubNumAdmins - pUnderground->ubAdminsInBattle);
|
||||
ubTotalTroops = (UINT8)(pUnderground->ubNumTroops - pUnderground->ubTroopsInBattle);
|
||||
ubTotalElites = (UINT8)(pUnderground->ubNumElites - pUnderground->ubElitesInBattle);
|
||||
ubTotalRobots = (UINT8)(pUnderground->ubNumRobots - pUnderground->ubRobotsInBattle);
|
||||
ubTotalTanks = (UINT8)(pUnderground->ubNumTanks - pUnderground->ubTanksInBattle);
|
||||
ubTotalJeeps = (UINT8)(pUnderground->ubNumJeeps - pUnderground->ubJeepsInBattle);
|
||||
pUnderground->ubAdminsInBattle += ubTotalAdmins;
|
||||
pUnderground->ubTroopsInBattle += ubTotalTroops;
|
||||
pUnderground->ubElitesInBattle += ubTotalElites;
|
||||
pUnderground->ubRobotsInBattle += ubTotalRobots;
|
||||
pUnderground->ubTanksInBattle += ubTotalTanks;
|
||||
pUnderground->ubJeepsInBattle += ubTotalJeeps;
|
||||
AddSoldierInitListEnemyDefenceSoldiers( pUnderground->ubNumAdmins, pUnderground->ubNumTroops, pUnderground->ubNumElites, pUnderground->ubNumTanks, pUnderground->ubNumJeeps );
|
||||
AddSoldierInitListEnemyDefenceSoldiers( pUnderground->ubNumAdmins, pUnderground->ubNumTroops, pUnderground->ubNumElites, pUnderground->ubNumRobots, pUnderground->ubNumTanks, pUnderground->ubNumJeeps );
|
||||
ValidateEnemiesHaveWeapons();
|
||||
UnPauseGame();
|
||||
}
|
||||
return ((BOOLEAN)(pUnderground->ubNumAdmins + pUnderground->ubNumTroops + pUnderground->ubNumElites + pUnderground->ubNumTanks + pUnderground->ubNumJeeps > 0));
|
||||
return ((BOOLEAN)(pUnderground->ubNumAdmins + pUnderground->ubNumTroops + pUnderground->ubNumElites + pUnderground->ubNumRobots + pUnderground->ubNumTanks + pUnderground->ubNumJeeps > 0));
|
||||
}
|
||||
pUnderground = pUnderground->next;
|
||||
}
|
||||
@@ -1284,6 +1330,16 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
|
||||
|
||||
switch( pSoldier->ubSoldierClass )
|
||||
{
|
||||
case SOLDIER_CLASS_ROBOT:
|
||||
if( pGroup->pEnemyGroup->ubNumRobots )
|
||||
{
|
||||
pGroup->pEnemyGroup->ubNumRobots--;
|
||||
}
|
||||
if( pGroup->pEnemyGroup->ubRobotsInBattle )
|
||||
{
|
||||
pGroup->pEnemyGroup->ubRobotsInBattle--;
|
||||
}
|
||||
break;
|
||||
case SOLDIER_CLASS_ELITE:
|
||||
#ifdef JA2BETAVERSION
|
||||
if( !pGroup->pEnemyGroup->ubNumElites )
|
||||
@@ -1464,6 +1520,16 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
|
||||
pSector->ubElitesInBattle--;
|
||||
}
|
||||
break;
|
||||
case SOLDIER_CLASS_ROBOT:
|
||||
if( pSector->ubNumRobots )
|
||||
{
|
||||
pSector->ubNumRobots--;
|
||||
}
|
||||
if( pSector->ubRobotsInBattle )
|
||||
{
|
||||
pSector->ubRobotsInBattle--;
|
||||
}
|
||||
break;
|
||||
case SOLDIER_CLASS_CREATURE:
|
||||
case SOLDIER_CLASS_BANDIT:
|
||||
case SOLDIER_CLASS_ZOMBIE:
|
||||
@@ -1570,6 +1636,16 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
|
||||
pSector->ubElitesInBattle--;
|
||||
}
|
||||
break;
|
||||
case SOLDIER_CLASS_ROBOT:
|
||||
if( pSector->ubNumRobots )
|
||||
{
|
||||
pSector->ubNumRobots--;
|
||||
}
|
||||
if( pSector->ubRobotsInBattle )
|
||||
{
|
||||
pSector->ubRobotsInBattle--;
|
||||
}
|
||||
break;
|
||||
case SOLDIER_CLASS_CREATURE:
|
||||
case SOLDIER_CLASS_BANDIT:
|
||||
case SOLDIER_CLASS_ZOMBIE:
|
||||
@@ -1662,7 +1738,7 @@ void AddPossiblePendingEnemiesToBattle()
|
||||
#endif
|
||||
|
||||
UINT8 ubSlots, ubNumAvailable;
|
||||
UINT8 ubNumElites, ubNumTroops, ubNumAdmins, ubNumTanks, ubNumJeeps;
|
||||
UINT8 ubNumRobots, ubNumElites, ubNumTroops, ubNumAdmins, ubNumTanks, ubNumJeeps;
|
||||
UINT8 ubNumGroupsInSector;
|
||||
UINT8 ubGroupIndex;
|
||||
GROUP *pGroup;
|
||||
@@ -1758,18 +1834,25 @@ void AddPossiblePendingEnemiesToBattle()
|
||||
//return;
|
||||
}
|
||||
|
||||
if ( pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks + pSector->ubNumJeeps )
|
||||
if ( pSector->ubNumRobots + pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks + pSector->ubNumJeeps )
|
||||
{
|
||||
ubNumElites = ubNumTroops = ubNumAdmins = ubNumTanks = ubNumJeeps = 0;
|
||||
ubNumRobots = ubNumElites = ubNumTroops = ubNumAdmins = ubNumTanks = ubNumJeeps = 0;
|
||||
|
||||
ubNumAvailable = pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks + pSector->ubNumJeeps
|
||||
- pSector->ubElitesInBattle - pSector->ubTroopsInBattle - pSector->ubAdminsInBattle - pSector->ubTanksInBattle - pSector->ubJeepsInBattle;
|
||||
ubNumAvailable = pSector->ubNumRobots + pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks + pSector->ubNumJeeps
|
||||
- pSector->ubRobotsInBattle - pSector->ubElitesInBattle - pSector->ubTroopsInBattle - pSector->ubAdminsInBattle - pSector->ubTanksInBattle - pSector->ubJeepsInBattle;
|
||||
while( ubNumAvailable && ubSlots )
|
||||
{
|
||||
// So they just magically appear out of nowhere from the edge?
|
||||
|
||||
//This group has enemies waiting for a chance to enter the battle.
|
||||
if( pSector->ubElitesInBattle < pSector->ubNumElites )
|
||||
if( pSector->ubRobotsInBattle < pSector->ubNumRobots )
|
||||
{ //Add a robot
|
||||
pSector->ubRobotsInBattle++;
|
||||
ubNumAvailable--;
|
||||
ubSlots--;
|
||||
ubNumRobots++;
|
||||
}
|
||||
else if( pSector->ubElitesInBattle < pSector->ubNumElites )
|
||||
{ //Add an elite troop
|
||||
pSector->ubElitesInBattle++;
|
||||
ubNumAvailable--;
|
||||
@@ -1812,7 +1895,7 @@ void AddPossiblePendingEnemiesToBattle()
|
||||
}
|
||||
|
||||
|
||||
if ( ubNumAdmins || ubNumTroops || ubNumElites || ubNumTanks || ubNumJeeps )
|
||||
if ( ubNumAdmins || ubNumTroops || ubNumElites || ubNumRobots || ubNumTanks || ubNumJeeps )
|
||||
{ //This group has contributed forces, then add them now, because different
|
||||
//groups appear on different sides of the map.
|
||||
UINT8 ubStrategicInsertionCode = ubPredefinedInsertionCode;
|
||||
@@ -1853,7 +1936,7 @@ void AddPossiblePendingEnemiesToBattle()
|
||||
if( ubStrategicInsertionCode < INSERTION_CODE_NORTH ||ubStrategicInsertionCode > INSERTION_CODE_WEST )
|
||||
ubStrategicInsertionCode = INSERTION_CODE_NORTH + Random( 4 );
|
||||
|
||||
AddEnemiesToBattle( 0, ubStrategicInsertionCode, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, FALSE );
|
||||
AddEnemiesToBattle( 0, ubStrategicInsertionCode, ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps, FALSE );
|
||||
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
|
||||
}
|
||||
}
|
||||
@@ -1884,7 +1967,7 @@ void AddPossiblePendingEnemiesToBattle()
|
||||
|
||||
// Flugente fix: check for underflow...
|
||||
UINT8 currentgroupsize = pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle
|
||||
+ pGroup->pEnemyGroup->ubTanksInBattle + pGroup->pEnemyGroup->ubJeepsInBattle;
|
||||
+ pGroup->pEnemyGroup->ubRobotsInBattle + pGroup->pEnemyGroup->ubTanksInBattle + pGroup->pEnemyGroup->ubJeepsInBattle;
|
||||
if ( currentgroupsize > pGroup->ubGroupSize )
|
||||
ubNumAvailable = 0;
|
||||
else
|
||||
@@ -1949,32 +2032,37 @@ void AddPossiblePendingEnemiesToBattle()
|
||||
{ //Add an elite troop
|
||||
pGroup->pEnemyGroup->ubElitesInBattle++;
|
||||
ubSlots--;
|
||||
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 1, 0, 0, FALSE );
|
||||
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 1, 0, 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, 0, FALSE );
|
||||
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 1, 0, 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, 0, FALSE );
|
||||
AddEnemiesToBattle( pGroup, ubInsertionCode, 1, 0, 0, 0, 0, 0, FALSE );
|
||||
}
|
||||
else if( pGroup->pEnemyGroup->ubRobotsInBattle < pGroup->pEnemyGroup->ubNumRobots)
|
||||
{ //Add a robot
|
||||
pGroup->pEnemyGroup->ubRobotsInBattle++;
|
||||
ubSlots--;
|
||||
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 0, 1, 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, 0, FALSE );
|
||||
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 0, 0, 1, 0, FALSE );
|
||||
}
|
||||
else if ( pGroup->pEnemyGroup->ubJeepsInBattle < pGroup->pEnemyGroup->ubNumJeeps )
|
||||
{
|
||||
//Add a jeep
|
||||
{ //Add a jeep
|
||||
pGroup->pEnemyGroup->ubJeepsInBattle++;
|
||||
ubSlots--;
|
||||
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 0, 0, 1, FALSE );
|
||||
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 0, 0, 0, 1, FALSE );
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1983,7 +2071,7 @@ void AddPossiblePendingEnemiesToBattle()
|
||||
|
||||
pGroup->pEnemyGroup->ubTroopsInBattle++;
|
||||
ubSlots--;
|
||||
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 1, 0, 0, 0, FALSE );
|
||||
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 1, 0, 0, 0, 0, FALSE );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2053,7 +2141,7 @@ void NotifyPlayersOfNewEnemies()
|
||||
}
|
||||
}
|
||||
|
||||
void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps, BOOLEAN fMagicallyAppeared )
|
||||
void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumRobots, UINT8 ubNumTanks, UINT8 ubNumJeeps, BOOLEAN fMagicallyAppeared )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
MAPEDGEPOINTINFO MapEdgepointInfo;
|
||||
@@ -2078,13 +2166,15 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
|
||||
if( !gbWorldSectorZ )
|
||||
{
|
||||
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
|
||||
pSector->ubNumAdmins += ubNumAdmins;
|
||||
pSector->ubNumAdmins += ubNumAdmins;
|
||||
pSector->ubAdminsInBattle += ubNumAdmins;
|
||||
pSector->ubNumTroops += ubNumTroops;
|
||||
pSector->ubNumTroops += ubNumTroops;
|
||||
pSector->ubTroopsInBattle += ubNumTroops;
|
||||
pSector->ubNumElites += ubNumElites;
|
||||
pSector->ubNumElites += ubNumElites;
|
||||
pSector->ubElitesInBattle += ubNumElites;
|
||||
pSector->ubNumTanks += ubNumTanks;
|
||||
pSector->ubNumRobots += ubNumRobots;
|
||||
pSector->ubRobotsInBattle += ubNumRobots;
|
||||
pSector->ubNumTanks += ubNumTanks;
|
||||
pSector->ubTanksInBattle += ubNumTanks;
|
||||
pSector->ubNumJeeps += ubNumJeeps;
|
||||
pSector->ubJeepsInBattle += ubNumJeeps;
|
||||
@@ -2094,13 +2184,15 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
|
||||
UNDERGROUND_SECTORINFO *pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
||||
if( pSector )
|
||||
{
|
||||
pSector->ubNumAdmins += ubNumAdmins;
|
||||
pSector->ubNumAdmins += ubNumAdmins;
|
||||
pSector->ubAdminsInBattle += ubNumAdmins;
|
||||
pSector->ubNumTroops += ubNumTroops;
|
||||
pSector->ubNumTroops += ubNumTroops;
|
||||
pSector->ubTroopsInBattle += ubNumTroops;
|
||||
pSector->ubNumElites += ubNumElites;
|
||||
pSector->ubNumElites += ubNumElites;
|
||||
pSector->ubElitesInBattle += ubNumElites;
|
||||
pSector->ubNumTanks += ubNumTanks;
|
||||
pSector->ubNumRobots += ubNumRobots;
|
||||
pSector->ubRobotsInBattle += ubNumRobots;
|
||||
pSector->ubNumTanks += ubNumTanks;
|
||||
pSector->ubTanksInBattle += ubNumTanks;
|
||||
pSector->ubNumJeeps += ubNumJeeps;
|
||||
pSector->ubJeepsInBattle += ubNumJeeps;
|
||||
@@ -2110,7 +2202,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
|
||||
NotifyPlayersOfNewEnemies();
|
||||
}
|
||||
|
||||
ubTotalSoldiers = ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps;
|
||||
ubTotalSoldiers = ubNumAdmins + ubNumTroops + ubNumElites + ubNumRobots + ubNumTanks + ubNumJeeps;
|
||||
|
||||
#ifdef JA2UB
|
||||
if( gsGridNoForMapEdgePointInfo != -1 )
|
||||
@@ -2232,7 +2324,30 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
|
||||
}
|
||||
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
|
||||
}
|
||||
else if( ubNumTanks && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins + ubNumTanks) && ubNumberOfVehicles < 9 )
|
||||
else if( ubNumRobots && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots) )
|
||||
{
|
||||
ubNumRobots--;
|
||||
ubTotalSoldiers--;
|
||||
Assert(pSoldier = TacticalCreateEnemyRobot());
|
||||
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 );
|
||||
}
|
||||
else if( ubNumTanks && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots + ubNumTanks) && ubNumberOfVehicles < 9 )
|
||||
{
|
||||
ubNumTanks--;
|
||||
ubTotalSoldiers--;
|
||||
@@ -2255,7 +2370,7 @@ 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 )
|
||||
else if ( ubNumJeeps && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots + ubNumTanks + ubNumJeeps) && ubNumberOfVehicles < 9 )
|
||||
{
|
||||
ubNumJeeps--;
|
||||
ubTotalSoldiers--;
|
||||
@@ -2972,8 +3087,8 @@ BOOLEAN CheckPendingNonPlayerTeam( UINT8 usTeam )
|
||||
|
||||
if ( usTeam == ENEMY_TEAM )
|
||||
{
|
||||
if ( (pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks + pSector->ubNumJeeps) >
|
||||
(pSector->ubElitesInBattle + pSector->ubTroopsInBattle + pSector->ubAdminsInBattle + pSector->ubTanksInBattle + pSector->ubJeepsInBattle) )
|
||||
if ( (pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks + pSector->ubNumJeeps + pSector->ubNumRobots) >
|
||||
(pSector->ubElitesInBattle + pSector->ubTroopsInBattle + pSector->ubAdminsInBattle + pSector->ubTanksInBattle + pSector->ubJeepsInBattle + pSector->ubRobotsInBattle) )
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
@@ -2987,7 +3102,7 @@ BOOLEAN CheckPendingNonPlayerTeam( UINT8 usTeam )
|
||||
if ( usTeam == ENEMY_TEAM )
|
||||
{
|
||||
if ( pGroup->ubGroupSize > pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle
|
||||
+ pGroup->pEnemyGroup->ubTanksInBattle + pGroup->pEnemyGroup->ubJeepsInBattle )
|
||||
+ pGroup->pEnemyGroup->ubTanksInBattle + pGroup->pEnemyGroup->ubJeepsInBattle + pGroup->pEnemyGroup->ubRobotsInBattle )
|
||||
return TRUE;
|
||||
}
|
||||
else if ( usTeam == MILITIA_TEAM )
|
||||
|
||||
Reference in New Issue
Block a user