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autoMissionBattle_s Struct Reference

Data structure for a simulated or auto mission. More...

Data Fields

bool isHostile [AUTOMISSION_TEAM_TYPE_MAX][AUTOMISSION_TEAM_TYPE_MAX]
 
short nUnits [AUTOMISSION_TEAM_TYPE_MAX]
 
short actUnits [AUTOMISSION_TEAM_TYPE_MAX]
 
double scoreTeamEquipment [AUTOMISSION_TEAM_TYPE_MAX]
 
double scoreTeamSkill [AUTOMISSION_TEAM_TYPE_MAX]
 
double scoreTeamDifficulty [AUTOMISSION_TEAM_TYPE_MAX]
 
autoUnit_t units [AUTOMISSION_TEAM_TYPE_MAX][MAX_SOLDIERS_AUTOMISSION]
 
int teamAccomplishment [AUTOMISSION_TEAM_TYPE_MAX]
 
int winningTeam
 
missionResults_tresults
 

Detailed Description

Data structure for a simulated or auto mission.

Definition at line 65 of file cp_auto_mission.cpp.

Field Documentation

short autoMissionBattle_s::actUnits[AUTOMISSION_TEAM_TYPE_MAX]

Number of active units (soldiers, aliens, UGVs, whatever) on each team, hardcoded MAX of 64 per team

Definition at line 68 of file cp_auto_mission.cpp.

Referenced by AM_CalculateTeamScores(), AM_CheckFire(), AM_DoFight(), AM_FillTeamFromAircraft(), AM_FillTeamFromBattleParams(), AM_GetRandomActiveUnit(), AM_GetRandomActiveUnitOfTeam(), AM_GetRandomTeam(), and AM_SetDefaultHostilities().

bool autoMissionBattle_s::isHostile[AUTOMISSION_TEAM_TYPE_MAX][AUTOMISSION_TEAM_TYPE_MAX]

Friendly or hostile? Params are [Each team] [Each other team]

Definition at line 66 of file cp_auto_mission.cpp.

Referenced by AM_CalculateTeamScores(), and AM_ClearBattle().

short autoMissionBattle_s::nUnits[AUTOMISSION_TEAM_TYPE_MAX]

Number of units (soldiers, aliens, UGVs, whatever) on each team, hardcoded MAX of 64 per team

Definition at line 67 of file cp_auto_mission.cpp.

Referenced by AM_AlienCollect(), AM_CalculateTeamScores(), AM_CleanBattleParameters(), AM_DoFight(), AM_FillTeamFromAircraft(), AM_FillTeamFromBattleParams(), AM_GetRandomActiveUnitOfTeam(), and AM_Go().

missionResults_t* autoMissionBattle_s::results

Manual mission "compatible" result structure

Definition at line 79 of file cp_auto_mission.cpp.

Referenced by AM_CheckFire(), AM_ClearBattle(), AM_DisplayResults(), AM_DoFight(), AM_Go(), and AM_UpdateSurivorsAfterBattle().

double autoMissionBattle_s::scoreTeamDifficulty[AUTOMISSION_TEAM_TYPE_MAX]

Number from 0.f to 1.f, represents a team's global fighting ability, difficulty, or misc. adjustments (higher is better)

Definition at line 72 of file cp_auto_mission.cpp.

Referenced by AM_CheckFire(), AM_ClearBattle(), and AM_FillTeamFromAircraft().

double autoMissionBattle_s::scoreTeamEquipment[AUTOMISSION_TEAM_TYPE_MAX]

Number from 0.f to 1.f, represents how good a team's equipment is (higher is better)

Definition at line 70 of file cp_auto_mission.cpp.

Referenced by AM_ClearBattle().

double autoMissionBattle_s::scoreTeamSkill[AUTOMISSION_TEAM_TYPE_MAX]

Number from 0.f to 1.f, represents how good a team's abilities are (higher is better)

Definition at line 71 of file cp_auto_mission.cpp.

Referenced by AM_CalculateTeamScores(), AM_ClearBattle(), AM_DoFight(), and AM_FillTeamFromBattleParams().

int autoMissionBattle_s::teamAccomplishment[AUTOMISSION_TEAM_TYPE_MAX]

Used for calculating experience gain, and for friendly fire (including hit civilians)

Definition at line 76 of file cp_auto_mission.cpp.

Referenced by AM_CheckFire(), AM_DisplayResults(), and AM_UpdateSurivorsAfterBattle().

Units data

Definition at line 74 of file cp_auto_mission.cpp.

int autoMissionBattle_s::winningTeam

Which team is victorious

Definition at line 78 of file cp_auto_mission.cpp.

Referenced by AM_CalculateTeamScores(), AM_ClearBattle(), and AM_DoFight().


The documentation for this struct was generated from the following file: