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Removed ENABLE_ZOMBIES-define
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8047 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+41
-59
@@ -2399,9 +2399,7 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B
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switch( ubSoldierClass )
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{
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case SOLDIER_CLASS_ADMINISTRATOR:
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#ifdef ENABLE_ZOMBIES
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case SOLDIER_CLASS_ZOMBIE:
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#endif
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pp->bExpLevel = (INT8) 2 + bExpLevelModifier;
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break;
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case SOLDIER_CLASS_ARMY:
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@@ -2553,21 +2551,18 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B
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//If it is a detailed placement, don't do this yet, as detailed placements may have their
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//own equipment.
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenBasicPlacementInfo: generate random equipment"));
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#ifdef ENABLE_ZOMBIES
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if( !bp->fDetailedPlacement && ubSoldierClass != SOLDIER_CLASS_NONE && ubSoldierClass != SOLDIER_CLASS_CREATURE && ubSoldierClass != SOLDIER_CLASS_MINER && ubSoldierClass != SOLDIER_CLASS_ZOMBIE )
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#else
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if( !bp->fDetailedPlacement && ubSoldierClass != SOLDIER_CLASS_NONE && ubSoldierClass != SOLDIER_CLASS_CREATURE && ubSoldierClass != SOLDIER_CLASS_MINER )
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#endif
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{
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GenerateRandomEquipment( pp, ubSoldierClass, bp->bRelativeEquipmentLevel);
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GenerateRandomEquipment( pp, ubSoldierClass, bp->bRelativeEquipmentLevel);
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// Flugente testing: militia get equipment in a different way
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if ( pp->bTeam == MILITIA_TEAM && sX > 0 && sX < 17 && sY > 0 && sY < 17 )
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{
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INT8 sZ = gbWorldSectorZ > -1 ? gbWorldSectorZ : 0;
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// Flugente testing: militia get equipment in a different way
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if ( pp->bTeam == MILITIA_TEAM && sX > 0 && sX < 17 && sY > 0 && sY < 17 )
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{
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INT8 sZ = gbWorldSectorZ > -1 ? gbWorldSectorZ : 0;
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TakeMilitiaEquipmentfromSector(sX, sY, sZ, pp, ubSoldierClass);
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}
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TakeMilitiaEquipmentfromSector(sX, sY, sZ, pp, ubSoldierClass);
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}
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}
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DecideToAssignSniperOrders(pp);
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@@ -2739,11 +2734,7 @@ void CreateDetailedPlacementGivenStaticDetailedPlacementAndBasicPlacementInfo(
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// ReplaceExtendedGuns( pp, bp->ubSoldierClass );
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//}
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#ifdef ENABLE_ZOMBIES
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if( bp->ubSoldierClass != SOLDIER_CLASS_NONE && bp->ubSoldierClass != SOLDIER_CLASS_CREATURE && bp->ubSoldierClass != SOLDIER_CLASS_MINER && bp->ubSoldierClass != SOLDIER_CLASS_ZOMBIE )
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#else
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if( bp->ubSoldierClass != SOLDIER_CLASS_NONE && bp->ubSoldierClass != SOLDIER_CLASS_CREATURE && bp->ubSoldierClass != SOLDIER_CLASS_MINER )
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#endif
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{
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GenerateRandomEquipment( pp, bp->ubSoldierClass, bp->bRelativeEquipmentLevel);
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@@ -2946,12 +2937,9 @@ SOLDIERTYPE* ReserveTacticalSoldierForAutoresolve( UINT8 ubSoldierClass )
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//returns the pointer to that soldier. This is used when copying the exact status of
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//all remaining enemy troops (or creatures) to finish the battle in autoresolve. To
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//signify that the troop has already been reserved, we simply set their gridno to NOWHERE.
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#ifdef ENABLE_ZOMBIES
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if( ubSoldierClass != SOLDIER_CLASS_CREATURE && ubSoldierClass != SOLDIER_CLASS_ZOMBIE )
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#else
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if( ubSoldierClass != SOLDIER_CLASS_CREATURE )
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#endif
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{ //use the enemy team
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{
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//use the enemy team
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iStart = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
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iEnd = gTacticalStatus.Team[ ENEMY_TEAM ].bLastID;
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}
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@@ -3171,41 +3159,39 @@ SOLDIERTYPE* TacticalCreateJeep()
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return( pSoldier );
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}
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#ifdef ENABLE_ZOMBIES
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//USED BY STRATEGIC AI and AUTORESOLVE
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SOLDIERTYPE* TacticalCreateZombie()
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//USED BY STRATEGIC AI and AUTORESOLVE
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SOLDIERTYPE* TacticalCreateZombie()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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SOLDIERTYPE * pSoldier;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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SOLDIERTYPE * pSoldier;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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{
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pSoldier = ReserveTacticalSoldierForAutoresolve( SOLDIER_CLASS_ZOMBIE );
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if( pSoldier ) return pSoldier;
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}
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memset( &bp, 0, sizeof( BASIC_SOLDIERCREATE_STRUCT ) );
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RandomizeRelativeLevel( &( bp.bRelativeAttributeLevel ), SOLDIER_CLASS_ZOMBIE );
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RandomizeRelativeLevel( &( bp.bRelativeEquipmentLevel ), SOLDIER_CLASS_ZOMBIE );
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bp.bTeam = CREATURE_TEAM;//ZOMBIE_TEAM;
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bp.bOrders = SEEKENEMY;
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bp.bAttitude = AGGRESSIVE;
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bp.ubBodyType = -1;
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bp.ubSoldierClass = SOLDIER_CLASS_ZOMBIE;
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CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
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pSoldier = TacticalCreateSoldier( &pp, &ubID );
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if ( pSoldier )
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{
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// send soldier to centre of map, roughly
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pSoldier->aiData.sNoiseGridno = (CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
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pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION;
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}
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return( pSoldier );
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pSoldier = ReserveTacticalSoldierForAutoresolve( SOLDIER_CLASS_ZOMBIE );
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if( pSoldier ) return pSoldier;
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}
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#endif
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memset( &bp, 0, sizeof( BASIC_SOLDIERCREATE_STRUCT ) );
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RandomizeRelativeLevel( &( bp.bRelativeAttributeLevel ), SOLDIER_CLASS_ZOMBIE );
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RandomizeRelativeLevel( &( bp.bRelativeEquipmentLevel ), SOLDIER_CLASS_ZOMBIE );
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bp.bTeam = CREATURE_TEAM;//ZOMBIE_TEAM;
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bp.bOrders = SEEKENEMY;
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bp.bAttitude = AGGRESSIVE;
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bp.ubBodyType = -1;
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bp.ubSoldierClass = SOLDIER_CLASS_ZOMBIE;
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CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
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pSoldier = TacticalCreateSoldier( &pp, &ubID );
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if ( pSoldier )
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{
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// send soldier to centre of map, roughly
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pSoldier->aiData.sNoiseGridno = (CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
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pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION;
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}
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return( pSoldier );
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}
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SOLDIERTYPE* ReserveTacticalMilitiaSoldierForAutoresolve( UINT8 ubSoldierClass )
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{
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@@ -5085,10 +5071,8 @@ BOOLEAN AssignTraitsToSoldier( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCre
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iChance = 10 + ubProgress / 4; // 10-35% chance
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else if ( ubSolClass == SOLDIER_CLASS_ADMINISTRATOR || ubSolClass == SOLDIER_CLASS_GREEN_MILITIA )
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iChance = ubProgress / 4; // 0-25% chance
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#ifdef ENABLE_ZOMBIES
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else if ( ubSolClass == SOLDIER_CLASS_ZOMBIE )
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iChance = 100; // 100% chance
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#endif
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if ( foundHtH ) // if found brass knuckless, increase the chance (doesn't happen often)
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iChance += 35;
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@@ -5132,10 +5116,8 @@ BOOLEAN AssignTraitsToSoldier( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCre
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iChance = 25 + ubProgress * 2 / 5; // 25-65% chance
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else if ( ubSolClass == SOLDIER_CLASS_ADMINISTRATOR || ubSolClass == SOLDIER_CLASS_GREEN_MILITIA )
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iChance = 10 + ubProgress * 2 / 5; // 10-50% chance
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#ifdef ENABLE_ZOMBIES
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else if ( ubSolClass == SOLDIER_CLASS_ZOMBIE )
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iChance = 100; // 100% chance
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#endif
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// modify the chance by preset ini setting
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if ( gGameExternalOptions.bAssignedTraitsRarity != 0 )
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