- changed starting location for Drassen attack

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@321 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-07-01 22:17:15 +00:00
parent 37ef9ad38a
commit f9ed02ede2
+13 -42
View File
@@ -4016,62 +4016,34 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
if ( !gGameExternalOptions.gfSendTroopsToDrassen )
break;
ubSectorID = SEC_D13;
UINT8 ubSourceSectorID = SEC_H13;
UINT8 ubTargetSectorID = SEC_D13;
if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
{
ubSourceSectorID = SEC_P3;
}
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 3);
//pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, ubNumSoldiers, 0 );
//ScreenMsg( FONT_RED, MSG_INTERFACE, L"Elites: %d", (ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel) );
pGroup0 = CreateNewEnemyGroupDepartingFromSector( SEC_H13, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
pGroup1 = CreateNewEnemyGroupDepartingFromSector( SEC_H13, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
pGroup2 = CreateNewEnemyGroupDepartingFromSector( SEC_H13, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
pGroup3 = CreateNewEnemyGroupDepartingFromSector( SEC_H13, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
pGroup0 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
pGroup1 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
//pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector-16, 0, 11, 5 );
//pGroup->ubNextX = (UINT8)gsSelSectorX;
//pGroup->ubNextY = (UINT8)gsSelSectorY;
//pGroup->uiTraverseTime = 10;
//pGroup->pEnemyGroup->ubIntention = ASSAULT;
//SetGroupArrivalTime( pGroup, uiWorldMin + 10 );
//pGroup->ubMoveType = ONE_WAY;
//pGroup->fDebugGroup = TRUE;
//AddStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup->uiArrivalTime, pGroup->ubGroupID );
//pGroup0->uiTraverseTime = 1000;
//pGroup1->uiTraverseTime = 10;
//pGroup2->uiTraverseTime = 10;
//pGroup3->uiTraverseTime = 10;
//SetGroupArrivalTime( pGroup0, GetWorldTotalMin() + 1000 );
//SetGroupArrivalTime( pGroup1, GetWorldTotalMin() + 10 );
//SetGroupArrivalTime( pGroup2, GetWorldTotalMin() + 10 );
//SetGroupArrivalTime( pGroup3, GetWorldTotalMin() + 10 );
//AddStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup0->uiArrivalTime, pGroup0->ubGroupID );
//AddStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup1->uiArrivalTime, pGroup1->ubGroupID );
//AddStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup2->uiArrivalTime, pGroup2->ubGroupID );
//AddStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup3->uiArrivalTime, pGroup3->ubGroupID );
if( !gGarrisonGroup[ SectorInfo[ ubSectorID ].ubGarrisonID ].ubPendingGroupID )
if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
{
//pGroup->pEnemyGroup->ubIntention = STAGE;
//gGarrisonGroup[ SectorInfo[ ubSectorID ].ubGarrisonID ].ubPendingGroupID = pGroup->ubGroupID;
pGroup0->pEnemyGroup->ubIntention = STAGE;
pGroup1->pEnemyGroup->ubIntention = STAGE;
pGroup2->pEnemyGroup->ubIntention = STAGE;
pGroup3->pEnemyGroup->ubIntention = REINFORCEMENTS;
gGarrisonGroup[ SectorInfo[ ubSectorID ].ubGarrisonID ].ubPendingGroupID = pGroup3->ubGroupID;
gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID = pGroup3->ubGroupID;
}
else
{ //this should never happen (but if it did, then this is the best way to deal with it).
//pGroup->pEnemyGroup->ubIntention = PURSUIT;
pGroup0->pEnemyGroup->ubIntention = PURSUIT;
pGroup1->pEnemyGroup->ubIntention = PURSUIT;
pGroup2->pEnemyGroup->ubIntention = PURSUIT;
@@ -4084,7 +4056,6 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
giReinforcementPool = max( giReinforcementPool, 0 );
//MoveSAIGroupToSector( &pGroup, ubSectorID, EVASIVE, pGroup->pEnemyGroup->ubIntention );
MoveSAIGroupToSector( &pGroup0, SEC_D14, EVASIVE, pGroup0->pEnemyGroup->ubIntention );
MoveSAIGroupToSector( &pGroup1, SEC_E13, EVASIVE, pGroup1->pEnemyGroup->ubIntention );
MoveSAIGroupToSector( &pGroup2, SEC_D12, EVASIVE, pGroup2->pEnemyGroup->ubIntention );