Deleted 'mobile militia feature', as 'militia strategic command' offered better ways to move militia.

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23649&goto=352592&#msg_352592

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8542 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-03-10 15:31:11 +00:00
parent d6db35f000
commit c0d77f79c7
51 changed files with 307 additions and 4138 deletions
+4 -54
View File
@@ -309,7 +309,6 @@ typedef struct
INT32 iMaxMilitiaPerSector;
INT32 iTrainingSquadSize;
INT32 iMilitiaTrainingCost;
INT32 iMilitiaCostModifier;
INT32 iRegularCostModifier;
INT32 iVeteranCostModifier;
INT32 iMinLoyaltyToTrain;
@@ -476,14 +475,6 @@ typedef struct
// Militia Settings
BOOLEAN fAllowTacticalMilitiaCommand;
BOOLEAN gfTrainVeteranMilitia;
BOOLEAN gfAllowMilitiaGroups;
BOOLEAN gfmusttrainroaming;
BOOLEAN gflimitedRoaming;
BOOLEAN gfAllowMilitiaFollowPlayer; //Moa: TRUE try to follow, FALSE do what they want
BOOLEAN gfAllowMilitiaSpreadWhenFollowing; //Moa: TRUE spread normal, FALSE dont spread when following
BOOLEAN gfAllowMilitiaSpread; //Moa: TRUE spread normal, FALSE fill up to max
UINT8 gbMobileMilitiaMaxActiveMode; //Moa: Used to check if the maximum of mobile militia is reached (for training/deserting). THIS IS A MODE
FLOAT gfpMobileMilitiaMaxActiveModifier; //Moa: const multiplier for the mode used (precalculated with MOBILE_MILITIA_MAX_ACTIVE_MODIFIER * MAX_MILITIA_PER_SECTOR).
// Flugente: militia movement
BOOLEAN fMilitiaStrategicCommand;
@@ -491,14 +482,7 @@ typedef struct
BOOLEAN gfAllowReinforcements;
BOOLEAN gfAllowReinforcementsOnlyInCity;
UINT32 guiAllowMilitiaGroupsDelay;
UINT32 guiTrainVeteranMilitiaDelay;
UINT32 guiCreateEachNHours;
UINT32 guiNumMobileMilitiaTrained;
// HEADROCK HAM 3.6: These settings are REDUNDANT.
//UINT32 guiMinMilitiaSquadSize;
//UINT32 guiMaxMilitiaSquadSize;
//UINT32 guiMaxMilitiaSquadSizeBattle;
// SANDRO - added some variables
INT16 sGreenMilitiaAutoresolveStrength;
@@ -971,13 +955,7 @@ typedef struct
// HEADROCK HAM B1: Allows reducing the chance of scoring a hit fractionally, if CTH = Minimum CTH
UINT16 usMinimumCTHDivisor;
// HEADROCK HAM B1: Allows Restricted Roaming Militia to move through previously visited sectors.
BOOLEAN fUnrestrictVisited;
// HEADROCK HAM B1: Allows the capture of towns to dynamically alter roaming restrictions
BOOLEAN fDynamicRestrictRoaming;
// HEADROCK HAM B2.1: This controls how effective suppression is, by increasing the number of ubSuppressionPoints accumulated by combatants (percentage);
INT16 sSuppressionEffectiveness;
@@ -1073,9 +1051,6 @@ typedef struct
// HEADROCK HAM B2.7: When turned on, this will give a CTH approximation instead of an exact value, on CTH Bars and "F" key feedback.
BOOLEAN fApproximateCTH;
// HEADROCK HAM B2.7: Augmented Roaming Militia code - turn this to TRUE to allow militia free travel through San Mona, Tixa, Orta, Omerta, and Estoni.
BOOLEAN fAllowMilitiaMoveThroughMinorCities;
// HEADROCK HAM B2.8: These are new cowering penalty divisors that help us determine how effective cowering is in different stances and when the shooter is targetting different bodyparts
UINT8 ubCoweringPenaltyDivisorProne;
UINT8 ubCoweringPenaltyDivisorCrouchedHead;
@@ -1175,37 +1150,13 @@ typedef struct
// HEADROCK HAM 3.3: Increases tolerance while moving.
UINT8 ubTilesMovedPerBonusTolerancePoint;
// HEADROCK HAM 3.3: New militia feature, Minimum Leadership required to train Roaming Militia
UINT8 ubMinimumLeadershipToTrainMobileMilitia;
// HEADROCK HAM 3.3: If enabled, the trainer's "effective" leadership skill determines HOW MANY militia he/she creates per session.
BOOLEAN fLeadershipAffectsMobileMilitiaQuantity;
// HEADROCK HAM 3.3: If "LEADERSHIP_AFFECTS_MILITIA_QUANTITY" is true, this value determines the lowest leadership required to train a full (default size 10) squad of town militia in one training session.
UINT8 ubReqLeadershipForFullMobileTraining;
// HEADROCK HAM 3.3: Minimum distance (in METERS) at which character suffer from friendly suppression.
UINT16 usMinDistanceFriendlySuppression;
// HEADROCK HAM 3.3: If enabled, Roaming Militia can automatically reinforce city garrisons.
BOOLEAN fAllowMobileReinforceCities;
// HEADROCK HAM 3.3: If enabled, Roaming Militia can automatically reinforce city garrisons.
BOOLEAN fAllowMobileReinforceSAM;
// HEADROCK HAM 3.4: This controls the intensity of Hiding the Bullet Count during combat. The higher it is, the more intense the effect. Negative values reduce the effect.
UINT16 usBulletHideIntensity;
// HEADROCK HAM 3.4: What percentage of a new Mobile Militia group will be made of Elites? If >0, then at least one of every group will be an Elite. 100 = All Elites.
UINT8 ubPercentRoamingMilitiaElites;
// HEADROCK HAM 3.4: What percentage of a new Mobile Militia group will be made of Elites? If >0, then at least one of every group will be an Elite. 100 = All Elites.
UINT8 ubPercentRoamingMilitiaRegulars;
// HEADROCK HAM 3.5: Does leadership affect the Quality of new Mobile Militia groups?
BOOLEAN fLeadershipAffectsMobileMilitiaQuality;
// HEADROCK HAM 3.5: Explosive Suppression Effectiveness alters the amount of Suppression Points you get from nearby blasts.
UINT16 usExplosionSuppressionEffect;
@@ -1252,7 +1203,6 @@ typedef struct
// HEADROCK HAM 3.6: Daily upkeep costs for militia
UINT16 usDailyCostTown[MAX_MILITIA_LEVELS];
UINT16 usDailyCostMobile[MAX_MILITIA_LEVELS];
// HEADROCK HAM 3.6: Non-Combat Bodytypes can't become hostile
BOOLEAN fCanTrueCiviliansBecomeHostile;