- New feature: zombies can now spawn from corpses, if you specify that option in the preferences screen (by Flugente)

o if set to off, no zombies will spawn. This can also be changed in mid-game
o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746
o with the tag <PoisonPercentage>, you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation)
o The zombie option can only be enabled in a single player game

o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-05-29 22:49:17 +00:00
parent 744ce2ee9c
commit c90f4bce47
73 changed files with 4481 additions and 609 deletions
+51 -5
View File
@@ -341,6 +341,7 @@ SOLDIERCREATE_STRUCT::SOLDIERCREATE_STRUCT() {
SOLDIERCREATE_STRUCT::SOLDIERCREATE_STRUCT(const SOLDIERCREATE_STRUCT& src) {
memcpy(this, &src, SIZEOF_SOLDIERCREATE_STRUCT_POD);
this->Inv = src.Inv;
this->fNoGenNewPalette = src.fNoGenNewPalette;
}
// Assignment operator
@@ -349,6 +350,7 @@ SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const SOLDIERCREATE_STRUCT
if (this != &src) {
memcpy(this, &src, SIZEOF_SOLDIERCREATE_STRUCT_POD);
this->Inv = src.Inv;
this->fNoGenNewPalette = src.fNoGenNewPalette;
}
return *this;
}
@@ -1727,6 +1729,10 @@ BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREAT
{
swprintf( pSoldier->name, gzLateLocalizedString[ 36 ] );
}
else if ( pSoldier->IsZombie() )
{
swprintf( pSoldier->name, TacticalStr[ ZOMBIE_TEAM_MERC_NAME ] );
}
else
{
swprintf( pSoldier->name, TacticalStr[ CREATURE_TEAM_MERC_NAME ] ); break;
@@ -1735,7 +1741,8 @@ BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREAT
}
//Generate colors for soldier based on the body type.
GeneratePaletteForSoldier( pSoldier, pCreateStruct->ubSoldierClass );
if ( !pCreateStruct->fNoGenNewPalette )
GeneratePaletteForSoldier( pSoldier, pCreateStruct->ubSoldierClass );
// Copy item info over
pSoldier->inv = pCreateStruct->Inv;
@@ -2170,6 +2177,7 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B
switch( ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
case SOLDIER_CLASS_ZOMBIE:
pp->bExpLevel = (INT8) 2 + bExpLevelModifier;
break;
case SOLDIER_CLASS_ARMY:
@@ -2287,7 +2295,7 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B
//If it is a detailed placement, don't do this yet, as detailed placements may have their
//own equipment.
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenBasicPlacementInfo: generate random equipment"));
if( !bp->fDetailedPlacement && ubSoldierClass != SOLDIER_CLASS_NONE && ubSoldierClass != SOLDIER_CLASS_CREATURE && ubSoldierClass != SOLDIER_CLASS_MINER )
if( !bp->fDetailedPlacement && ubSoldierClass != SOLDIER_CLASS_NONE && ubSoldierClass != SOLDIER_CLASS_CREATURE && ubSoldierClass != SOLDIER_CLASS_MINER && ubSoldierClass != SOLDIER_CLASS_ZOMBIE )
GenerateRandomEquipment( pp, ubSoldierClass, bp->bRelativeEquipmentLevel);
DecideToAssignSniperOrders(pp);
@@ -2455,7 +2463,7 @@ void CreateDetailedPlacementGivenStaticDetailedPlacementAndBasicPlacementInfo(
//{
// ReplaceExtendedGuns( pp, bp->ubSoldierClass );
//}
if( bp->ubSoldierClass != SOLDIER_CLASS_NONE && bp->ubSoldierClass != SOLDIER_CLASS_CREATURE && bp->ubSoldierClass != SOLDIER_CLASS_MINER )
if( bp->ubSoldierClass != SOLDIER_CLASS_NONE && bp->ubSoldierClass != SOLDIER_CLASS_CREATURE && bp->ubSoldierClass != SOLDIER_CLASS_MINER && bp->ubSoldierClass != SOLDIER_CLASS_ZOMBIE )
{
GenerateRandomEquipment( pp, bp->ubSoldierClass, bp->bRelativeEquipmentLevel);
DecideToAssignSniperOrders(pp);
@@ -2650,7 +2658,7 @@ SOLDIERTYPE* ReserveTacticalSoldierForAutoresolve( UINT8 ubSoldierClass )
//returns the pointer to that soldier. This is used when copying the exact status of
//all remaining enemy troops (or creatures) to finish the battle in autoresolve. To
//signify that the troop has already been reserved, we simply set their gridno to NOWHERE.
if( ubSoldierClass != SOLDIER_CLASS_CREATURE )
if( ubSoldierClass != SOLDIER_CLASS_CREATURE && ubSoldierClass != SOLDIER_CLASS_ZOMBIE )
{ //use the enemy team
iStart = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
iEnd = gTacticalStatus.Team[ ENEMY_TEAM ].bLastID;
@@ -2660,7 +2668,7 @@ SOLDIERTYPE* ReserveTacticalSoldierForAutoresolve( UINT8 ubSoldierClass )
iStart = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID;
iEnd = gTacticalStatus.Team[ CREATURE_TEAM ].bLastID;
}
for( i = iStart; i <= iEnd; i++ )
for( i = iStart; i <= iEnd; ++i )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife && !TileIsOutOfBounds(MercPtrs[ i ]->sGridNo))
{
@@ -2792,6 +2800,40 @@ SOLDIERTYPE* TacticalCreateEliteEnemy()
return( pSoldier );
}
//USED BY STRATEGIC AI and AUTORESOLVE
SOLDIERTYPE* TacticalCreateZombie()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
{
pSoldier = ReserveTacticalSoldierForAutoresolve( SOLDIER_CLASS_ZOMBIE );
if( pSoldier ) return pSoldier;
}
memset( &bp, 0, sizeof( BASIC_SOLDIERCREATE_STRUCT ) );
RandomizeRelativeLevel( &( bp.bRelativeAttributeLevel ), SOLDIER_CLASS_ZOMBIE );
RandomizeRelativeLevel( &( bp.bRelativeEquipmentLevel ), SOLDIER_CLASS_ZOMBIE );
bp.bTeam = CREATURE_TEAM;//ZOMBIE_TEAM;
bp.bOrders = SEEKENEMY;
bp.bAttitude = AGGRESSIVE;
bp.bBodyType = -1;
bp.ubSoldierClass = SOLDIER_CLASS_ZOMBIE;
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;
}
return( pSoldier );
}
SOLDIERTYPE* ReserveTacticalMilitiaSoldierForAutoresolve( UINT8 ubSoldierClass )
{
INT32 i, iStart, iEnd;
@@ -4195,6 +4237,8 @@ BOOLEAN AssignTraitsToSoldier( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCre
iChance = 10 + ubProgress/4; // 10-35% chance
else if( ubSolClass == SOLDIER_CLASS_ADMINISTRATOR || ubSolClass == SOLDIER_CLASS_GREEN_MILITIA )
iChance = ubProgress/4; // 0-25% chance
else if (ubSolClass == SOLDIER_CLASS_ZOMBIE )
iChance = 100; // 100% chance
if( foundHtH ) // if found brass knuckless, increase the chance (doesn't happen often)
iChance += 35;
@@ -4238,6 +4282,8 @@ BOOLEAN AssignTraitsToSoldier( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCre
iChance = 25 + ubProgress*2/5; // 25-65% chance
else if( ubSolClass == SOLDIER_CLASS_ADMINISTRATOR || ubSolClass == SOLDIER_CLASS_GREEN_MILITIA )
iChance = 10 + ubProgress*2/5; // 10-50% chance
else if (ubSolClass == SOLDIER_CLASS_ZOMBIE )
iChance = 100; // 100% chance
// modify the chance by preset ini setting
if( gGameExternalOptions.bAssignedTraitsRarity != 0 )