Use more of MAX_PLAYERS in the code rather than plain numbers. Define MAX_PLAYERS for scripts. From patch by Cyp.
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6a99f44265
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7f5da6ad47
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@ -30,7 +30,6 @@
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// Base threat range in world units
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#define W_BASE_THREAT_RANGE ((17 + (mapWidth + mapHeight) / 2 / 35) * TILE)
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#define ALL_ALLIES -1
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#define MAX_PLAYERS 8
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#define BASE_DEFEND_DURATION (3 * 60)
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#define BASE_DEFEND_RADIUS (15 * TILE)
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@ -62,7 +62,7 @@ event initialisedEvent(CALL_GAMEINIT)
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addReticuleButton(DESIGN);
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playnum = 0;
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while (playnum < 8)
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while (playnum < MAX_PLAYERS)
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{
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enableStructure(command ,playnum); //make structures available to build
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enableStructure(factory ,playnum);
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@ -86,7 +86,7 @@ event initialisedEvent(CALL_GAMEINIT)
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event initialisedEventTwo(CALL_GAMEINIT)
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{
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playnum = 0;
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while (playnum < 8)
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while (playnum < MAX_PLAYERS)
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{
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count = 0;
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while (count < numBaseRes)
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@ -101,7 +101,6 @@ Improve the way the units are gathered. dyDo should be abale to attack from vari
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#define EVENT_CHECK_NUMBER 23
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#define NUM_AI_PERSONALITIES 4
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#define MAX_PLAYERS 8
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#define TILE 128
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#define MAX_DROIDS 150
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@ -30,7 +30,6 @@
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// Base threat range in world units
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#define W_BASE_THREAT_RANGE ((17 + (mapWidth + mapHeight) / 2 / 35) * TILE)
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#define ALL_ALLIES -1
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#define MAX_PLAYERS 8
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#define BASE_DEFEND_DURATION (3 * 60)
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#define BASE_DEFEND_RADIUS (15 * TILE)
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@ -136,7 +136,7 @@ typedef enum
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#define SESSION_JOINDISABLED 1
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#define MAX_CONNECTED_PLAYERS 8
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#define MAX_CONNECTED_PLAYERS MAX_PLAYERS
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#define MAX_TMP_SOCKETS 16
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typedef struct { //Available game storage... JUST FOR REFERENCE!
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@ -638,7 +638,7 @@ void missionFlyTransportersIn( SDWORD iPlayer, BOOL bTrackTransporter )
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UWORD iX, iY, iZ;
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SDWORD iLandX, iLandY, iDx, iDy;
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ASSERT_OR_RETURN(, iPlayer < 8, "Flying nonexistent player %d's transporters in", iPlayer);
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ASSERT_OR_RETURN(, iPlayer < MAX_PLAYERS, "Flying nonexistent player %d's transporters in", iPlayer);
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bTrackingTransporter = bTrackTransporter;
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@ -34,8 +34,8 @@
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* The number of areas that can be defined to prevent buildings being placed -
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* used for Transporter Landing Zones 0-7 are for players, 8 = LIMBO_LANDING
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*/
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#define MAX_NOGO_AREAS 9
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#define LIMBO_LANDING 8
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#define MAX_NOGO_AREAS (MAX_PLAYERS + 1)
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#define LIMBO_LANDING MAX_PLAYERS
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/** Set by scrFlyInTransporter. True if were currenly tracking the transporter. */
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extern BOOL bTrackingTransporter;
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@ -2004,6 +2004,8 @@ CONST_SYMBOL asConstantTable[] =
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// multiplayer
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{ "MAX_PLAYERS", VAL_INT, false, MAX_PLAYERS, NULL, NULL, 0.0f },
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{ "CAMPAIGN", VAL_INT, false, CAMPAIGN, NULL, NULL, 0.0f },
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{ "SKIRMISH", VAL_INT, false, SKIRMISH, NULL, NULL, 0.0f },
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@ -2543,9 +2543,6 @@ static bool IsFactoryCommanderGroupFull(const FACTORY* psFactory)
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// Disallow manufacture of units once these limits are reached,
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// doesn't mean that these numbers can't be exceeded if units are
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// put down in the editor or by the scripts.
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static UWORD MaxDroidsAllowedPerPlayer[MAX_PLAYERS] = {100, 999, 999, 999, 999, 999, 999, 999};
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// FIXME: We should have this variable user defined.
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static UWORD MaxDroidsAllowedPerPlayerMultiPlayer[MAX_PLAYERS] = {450, 450, 450, 450, 450, 450, 450, 450};
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BOOL IsPlayerStructureLimitReached(UDWORD PlayerNumber)
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{
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@ -2556,7 +2553,7 @@ BOOL IsPlayerStructureLimitReached(UDWORD PlayerNumber)
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UDWORD getMaxDroids(UDWORD PlayerNumber)
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{
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return (bMultiPlayer ? MaxDroidsAllowedPerPlayerMultiPlayer[PlayerNumber] : MaxDroidsAllowedPerPlayer[PlayerNumber] );
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return bMultiPlayer? 450 : PlayerNumber == 0? 100 : 999;
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}
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@ -2565,18 +2562,7 @@ BOOL IsPlayerDroidLimitReached(UDWORD PlayerNumber)
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{
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unsigned int numDroids = getNumDroids(PlayerNumber) + getNumMissionDroids(PlayerNumber) + getNumTransporterDroids(PlayerNumber);
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if (bMultiPlayer)
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{
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if ( numDroids >= MaxDroidsAllowedPerPlayerMultiPlayer[PlayerNumber] )
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return true;
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}
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else
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{
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if( numDroids >= MaxDroidsAllowedPerPlayer[PlayerNumber] )
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return true;
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}
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return false;
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return numDroids >= getMaxDroids(PlayerNumber);
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}
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