- Added INI Setting and ability to manually train mobile militia at a cost

- Added INI setting and ability to train veteran militia

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@586 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
AcyForsythe
2006-10-01 06:52:06 +00:00
parent e88e16c038
commit 11b2e75e32
10 changed files with 477 additions and 191 deletions
+3
View File
@@ -478,7 +478,9 @@ void LoadGameExternalOptions()
gGameExternalOptions.gfUseAutoSave = iniReader.ReadBoolean("JA2 Gameplay Settings","USE_AUTO_SAVE",FALSE);
// Militia settings
gGameExternalOptions.gfTrainVeteranMilitia = iniReader.ReadBoolean("JA2 Gameplay Settings","TRAIN_VETERAN_MILITIA",FALSE);
gGameExternalOptions.gfAllowMilitiaGroups = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_MILITIA_MOBILE_GROUPS",FALSE);
gGameExternalOptions.gfmusttrainroaming = iniReader.ReadBoolean("JA2 Gameplay Settings","MUST_TRAIN_MOBILE_MILITIA",FALSE);
gGameExternalOptions.gfAllowReinforcements = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_REINFORCEMENTS",FALSE);
gGameExternalOptions.gfAllowReinforcementsOnlyInCity = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_REINFORCEMENTS_ONLY_IN_CITIES",FALSE);
gGameExternalOptions.guiBaseQueenPoolIncrement = iniReader.ReadInteger("JA2 Gameplay Settings","QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL",60);
@@ -492,6 +494,7 @@ void LoadGameExternalOptions()
gGameExternalOptions.iMaxMilitiaPerSector = iniReader.ReadInteger("JA2 Gameplay Settings","MAX_MILITIA_PER_SECTOR",20);
gGameExternalOptions.iTrainingSquadSize = iniReader.ReadInteger("JA2 Gameplay Settings","MAX_TRAINING_SQUAD_SIZE",10);
gGameExternalOptions.iMilitiaTrainingCost = iniReader.ReadInteger("JA2 Gameplay Settings","MILITIA_TRAINING_COST",750);
gGameExternalOptions.iMilitiaCostModifier = iniReader.ReadInteger("JA2 Gameplay Settings","MILITIA_COST_MODIFIER",3);
gGameExternalOptions.iMinLoyaltyToTrain = iniReader.ReadInteger("JA2 Gameplay Settings","MIN_LOYALTY_TO_TRAIN",20);
//Assignment Settings (training, repairing, doctoring, etc)
+3 -1
View File
@@ -154,6 +154,7 @@ typedef struct
INT32 iMaxMilitiaPerSector;
INT32 iTrainingSquadSize;
INT32 iMilitiaTrainingCost;
INT32 iMilitiaCostModifier;
INT32 iMinLoyaltyToTrain;
INT32 iMaxEnemyGroupSize;
@@ -212,8 +213,9 @@ typedef struct
// Militia Settings
BOOLEAN fAllowTacticalMilitiaCommand;
BOOLEAN gfTrainVeteranMilitia;
BOOLEAN gfAllowMilitiaGroups;
BOOLEAN gfmusttrainroaming;
BOOLEAN gfAllowReinforcements;
BOOLEAN gfAllowReinforcementsOnlyInCity;
UINT32 guiBaseQueenPoolIncrement;
BIN
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+47 -49
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@@ -6,7 +6,7 @@
--------------------Configuration: TileEngine - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP2B.tmp" with contents
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP213.tmp" with contents
[
/nologo /MT /W3 /GX /O2 /I "..\Standard Gaming Platform" /I "..\\" /I "..\Tactical" /I "..\Utils" /I "..\tacticalai" /I "..\Editor" /I "..\strategic" /I "..\Laptop" /I ".\\" /D "CALLBACKTIMER" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR"Release/" /Fp"Release/TileEngine.pch" /YX"TileEngine All.h" /Fo"Release/" /Fd"Release/" /FD /O2b2 /c
"C:\JA2\Build\TileEngine\Ambient Control.cpp"
@@ -46,8 +46,8 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP2B.tmp" with content
"C:\JA2\Build\TileEngine\worldman.cpp"
"C:\JA2\Build\TileEngine\XML_ExplosionData.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP2B.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP2C.tmp" with contents
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP213.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP214.tmp" with contents
[
/nologo /out:"Release\TileEngine.lib"
".\Release\Ambient Control.obj"
@@ -87,7 +87,7 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP2C.tmp" with content
.\Release\worldman.obj
.\Release\XML_ExplosionData.obj
]
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP2C.tmp"
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP214.tmp"
<h3>Output Window</h3>
Compiling...
Ambient Control.cpp
@@ -132,7 +132,7 @@ Creating library...
--------------------Configuration: Standard Gaming Platform - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP2D.tmp" with contents
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP215.tmp" with contents
[
/nologo /MT /W3 /GX /O2 /I "..\\" /I "..\TileEngine" /I "..\Tactical" /I "..\Utils" /I "..\strategic" /I ".\\" /D "NO_ZLIB" /D "JA2_PRECOMPILED_HEADERS" /D "NO_ZLIB_COMPRESSION" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR".\Release/" /Fp".\Release/Standard Gaming Platform.pch" /YX"JA2 SGP ALL.H" /Fo".\Release/" /Fd".\Release/" /FD /c
"C:\JA2\Build\Standard Gaming Platform\Button Sound Control.cpp"
@@ -172,14 +172,14 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP2D.tmp" with content
"C:\JA2\Build\Standard Gaming Platform\vsurface.cpp"
"C:\JA2\Build\Standard Gaming Platform\WinFont.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP2D.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP2E.tmp" with contents
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP215.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP216.tmp" with contents
[
/nologo /MT /W3 /GX /O2 /I "..\\" /I "..\TileEngine" /I "..\Tactical" /I "..\Utils" /I "..\strategic" /I ".\\" /D "NO_ZLIB" /D "JA2_PRECOMPILED_HEADERS" /D "NO_ZLIB_COMPRESSION" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /D "_DEBUG" /FR".\Release/" /Fp".\Release/Standard Gaming Platform.pch" /YX"JA2 SGP ALL.H" /Fo".\Release/" /Fd".\Release/" /FD /c
"C:\JA2\Build\Standard Gaming Platform\DEBUG.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP2E.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP2F.tmp" with contents
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP216.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP217.tmp" with contents
[
/nologo /out:".\Release\Standard Gaming Platform.lib"
".\Release\Button Sound Control.obj"
@@ -221,7 +221,7 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP2F.tmp" with content
".\Release\WinFont.obj"
".\ddraw.lib"
]
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP2F.tmp"
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP217.tmp"
<h3>Output Window</h3>
Compiling...
Button Sound Control.cpp
@@ -275,7 +275,7 @@ Creating library...
--------------------Configuration: Tactical - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP30.tmp" with contents
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP218.tmp" with contents
[
/nologo /MT /W3 /GX /O2 /I "..\Standard Gaming Platform" /I "..\TileEngine" /I "..\\" /I "..\Utils" /I "..\tacticalai" /I "..\Editor" /I "..\strategic" /I "..\Laptop" /I ".\\" /D "CALLBACKTIMER" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /FR"Release/" /Fp"Release/Tactical.pch" /YX"Tactical All.h" /Fo"Release/" /Fd"Release/" /FD /c
"C:\JA2\Build\Tactical\Air Raid.cpp"
@@ -372,14 +372,14 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP30.tmp" with content
"C:\JA2\Build\Tactical\XML_Sounds.cpp"
"C:\JA2\Build\Tactical\XML_TonyInventory.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP30.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP31.tmp" with contents
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP218.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP219.tmp" with contents
[
/nologo /MT /W3 /GX /Od /I "..\Standard Gaming Platform" /I "..\TileEngine" /I "..\\" /I "..\Utils" /I "..\tacticalai" /I "..\Editor" /I "..\strategic" /I "..\Laptop" /I ".\\" /D "CALLBACKTIMER" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /FR"Release/" /Fp"Release/Tactical.pch" /YX"Tactical All.h" /Fo"Release/" /Fd"Release/" /FD /c
"C:\JA2\Build\Tactical\LOS.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP31.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP32.tmp" with contents
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP219.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP21A.tmp" with contents
[
/nologo /out:"Release\Tactical.lib"
".\Release\Air Raid.obj"
@@ -477,7 +477,7 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP32.tmp" with content
.\Release\XML_Sounds.obj
.\Release\XML_TonyInventory.obj
]
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP32.tmp"
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP21A.tmp"
<h3>Output Window</h3>
Compiling...
Air Raid.cpp
@@ -586,7 +586,7 @@ Creating library...
--------------------Configuration: Utils - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP33.tmp" with contents
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP21B.tmp" with contents
[
/nologo /MT /W3 /GX /O2 /I "..\Standard Gaming Platform" /I "..\TileEngine" /I "..\\" /I "..\Tactical" /I "..\tacticalai" /I "..\Editor" /I "..\strategic" /I "..\Laptop" /I ".\\" /D "CALLBACKTIMER" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR"Release/" /Fp"Release/Utils.pch" /YX"Utils All.h" /Fo"Release/" /Fd"Release/" /FD /c
"C:\JA2\Build\Utils\_DutchText.cpp"
@@ -629,8 +629,8 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP33.tmp" with content
"C:\JA2\Build\Utils\XML_Strings.cpp"
"C:\JA2\Build\Utils\XML_Strings2.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP33.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP34.tmp" with contents
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP21B.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP21C.tmp" with contents
[
/nologo /out:"Release\Utils.lib"
.\Release\_DutchText.obj
@@ -673,7 +673,7 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP34.tmp" with content
.\Release\XML_Strings.obj
.\Release\XML_Strings2.obj
]
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP34.tmp"
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP21C.tmp"
<h3>Output Window</h3>
Compiling...
_DutchText.cpp
@@ -732,7 +732,7 @@ Creating library...
--------------------Configuration: TacticalAI - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP35.tmp" with contents
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP21D.tmp" with contents
[
/nologo /MT /W3 /GX /O2 /I "..\Standard Gaming Platform" /I "..\TileEngine" /I "..\\" /I "..\Tactical" /I "..\Utils" /I "..\Editor" /I "..\strategic" /I "..\Laptop" /I ".\\" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR"Release/" /Fp"Release/TacticalAI.pch" /YX"AI All.h" /Fo"Release/" /Fd"Release/" /FD /c
"C:\JA2\Build\TacticalAI\AIList.cpp"
@@ -750,8 +750,8 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP35.tmp" with content
"C:\JA2\Build\TacticalAI\QuestDebug.cpp"
"C:\JA2\Build\TacticalAI\Realtime.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP35.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP36.tmp" with contents
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP21D.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP21E.tmp" with contents
[
/nologo /out:"Release\TacticalAI.lib"
.\Release\AIList.obj
@@ -769,7 +769,7 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP36.tmp" with content
.\Release\QuestDebug.obj
.\Release\Realtime.obj
]
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP36.tmp"
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP21E.tmp"
<h3>Output Window</h3>
Compiling...
AIList.cpp
@@ -792,7 +792,7 @@ Creating library...
--------------------Configuration: Editor - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP37.tmp" with contents
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP21F.tmp" with contents
[
/nologo /MT /W3 /GX /O2 /Ob2 /I "..\Standard Gaming Platform" /I "..\TileEngine" /I "..\\" /I "..\Tactical" /I "..\Utils" /I "..\tacticalai" /I "..\strategic" /I "..\Laptop" /I ".\\" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR"Release/" /Fp"Release/Editor.pch" /YX"Editor All.h" /Fo"Release/" /Fd"Release/" /FD /c
"C:\JA2\Build\Editor\Cursor Modes.cpp"
@@ -820,8 +820,8 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP37.tmp" with content
"C:\JA2\Build\Editor\smooth.cpp"
"C:\JA2\Build\Editor\Smoothing Utils.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP37.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP38.tmp" with contents
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP21F.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP220.tmp" with contents
[
/nologo /out:"Release\Editor.lib"
".\Release\Cursor Modes.obj"
@@ -849,11 +849,10 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP38.tmp" with content
.\Release\smooth.obj
".\Release\Smoothing Utils.obj"
]
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP38.tmp"
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP220.tmp"
<h3>Output Window</h3>
Compiling...
Cursor Modes.cpp
GENERATED PCH FOR EDITOR PROJECT.
edit_sys.cpp
Editor Callbacks.cpp
Editor Modes.cpp
@@ -882,7 +881,7 @@ Creating library...
--------------------Configuration: Laptop - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP39.tmp" with contents
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP221.tmp" with contents
[
/nologo /MT /W3 /GX /O2 /I "..\Standard Gaming Platform" /I "..\TileEngine" /I "..\\" /I "..\Tactical" /I "..\Utils" /I "..\tacticalai" /I "..\Editor" /I "..\strategic" /I ".\\" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR"Release/" /Fp"Release/Laptop.pch" /YX"Laptop All.h" /Fo"Release/" /Fd"Release/" /FD /c
"C:\JA2\Build\Laptop\aim.cpp"
@@ -943,8 +942,8 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP39.tmp" with content
"C:\JA2\Build\Laptop\sirtech.cpp"
"C:\JA2\Build\Laptop\Store Inventory.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP39.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3A.tmp" with contents
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP221.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP222.tmp" with contents
[
/nologo /out:"Release\Laptop.lib"
.\Release\aim.obj
@@ -1005,7 +1004,7 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3A.tmp" with content
.\Release\sirtech.obj
".\Release\Store Inventory.obj"
]
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3A.tmp"
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP222.tmp"
<h3>Output Window</h3>
Compiling...
aim.cpp
@@ -1071,7 +1070,7 @@ Creating library...
--------------------Configuration: Strategic - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3B.tmp" with contents
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP223.tmp" with contents
[
/nologo /MT /W3 /GX /O2 /I "..\Standard Gaming Platform" /I "..\TileEngine" /I "..\\" /I "..\Tactical" /I "..\Utils" /I "..\tacticalai" /I "..\Editor" /I "..\Laptop" /I ".\\" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR"Release/" /Fp"Release/Strategic.pch" /YX"Strategic All.h" /Fo"Release/" /Fd"Release/" /FD /c
"C:\JA2\Build\Strategic\AI Viewer.cpp"
@@ -1094,12 +1093,14 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3B.tmp" with content
"C:\JA2\Build\Strategic\mapscreen.cpp"
"C:\JA2\Build\Strategic\Meanwhile.cpp"
"C:\JA2\Build\Strategic\Merc Contract.cpp"
"C:\JA2\Build\Strategic\MilitiaSquads.cpp"
"C:\JA2\Build\Strategic\Player Command.cpp"
"C:\JA2\Build\Strategic\PreBattle Interface.cpp"
"C:\JA2\Build\Strategic\Queen Command.cpp"
"C:\JA2\Build\Strategic\Quest Debug System.cpp"
"C:\JA2\Build\Strategic\Quests.cpp"
"C:\JA2\Build\Strategic\QuestText.cpp"
"C:\JA2\Build\Strategic\Reinforcement.cpp"
"C:\JA2\Build\Strategic\Scheduling.cpp"
"C:\JA2\Build\Strategic\Strategic AI.cpp"
"C:\JA2\Build\Strategic\Strategic Event Handler.cpp"
@@ -1115,11 +1116,9 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3B.tmp" with content
"C:\JA2\Build\Strategic\strategic.cpp"
"C:\JA2\Build\Strategic\strategicmap.cpp"
"C:\JA2\Build\Strategic\Town Militia.cpp"
"C:\JA2\Build\Strategic\MilitiaSquads.cpp"
"C:\JA2\Build\Strategic\Reinforcement.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3B.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3C.tmp" with contents
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP223.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP224.tmp" with contents
[
/nologo /out:"Release\Strategic.lib"
".\Release\AI Viewer.obj"
@@ -1142,12 +1141,14 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3C.tmp" with content
.\Release\mapscreen.obj
.\Release\Meanwhile.obj
".\Release\Merc Contract.obj"
.\Release\MilitiaSquads.obj
".\Release\Player Command.obj"
".\Release\PreBattle Interface.obj"
".\Release\Queen Command.obj"
".\Release\Quest Debug System.obj"
.\Release\Quests.obj
.\Release\QuestText.obj
.\Release\Reinforcement.obj
.\Release\Scheduling.obj
".\Release\Strategic AI.obj"
".\Release\Strategic Event Handler.obj"
@@ -1163,10 +1164,8 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3C.tmp" with content
.\Release\strategic.obj
.\Release\strategicmap.obj
".\Release\Town Militia.obj"
.\Release\MilitiaSquads.obj
.\Release\Reinforcement.obj
]
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3C.tmp"
Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP224.tmp"
<h3>Output Window</h3>
Compiling...
AI Viewer.cpp
@@ -1190,12 +1189,14 @@ Map Screen Interface.cpp
mapscreen.cpp
Meanwhile.cpp
Merc Contract.cpp
MilitiaSquads.cpp
Player Command.cpp
PreBattle Interface.cpp
Queen Command.cpp
Quest Debug System.cpp
Quests.cpp
QuestText.cpp
Reinforcement.cpp
Scheduling.cpp
Strategic AI.cpp
Strategic Event Handler.cpp
@@ -1211,15 +1212,13 @@ Strategic Turns.cpp
strategic.cpp
strategicmap.cpp
Town Militia.cpp
MilitiaSquads.cpp
Reinforcement.cpp
Creating library...
<h3>
--------------------Configuration: ja2 - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating command line "rc.exe /l 0x409 /fo"Release/ja2.res" /i "Res" /i ".\Res" /d "NDEBUG" "C:\JA2\Build\Res\ja2.rc""
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3D.tmp" with contents
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP225.tmp" with contents
[
/nologo /G5 /MT /W3 /GX /Zi /O2 /Ob2 /I ".\Standard Gaming Platform" /I ".\TileEngine" /I ".\Tactical" /I ".\Utils" /I ".\TacticalAI" /I ".\Editor" /I ".\Strategic" /I ".\laptop" /I ".\\" /D "CALLBACKTIMER" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR"Release/" /Fp"Release/JA2.pch" /YX"JA2 All.h" /Fo"Release/" /Fd"Release/" /FD /O2b2 /c
"C:\JA2\Build\Utils\_Ja25GermanText.cpp"
@@ -1246,8 +1245,8 @@ Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3D.tmp" with content
"C:\JA2\Build\SCREENS.cpp"
"C:\JA2\Build\Sys Globals.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3D.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3E.tmp" with contents
Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP225.tmp"
Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP226.tmp" with contents
[
libexpatMT.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib winmm.lib smackw32.lib mss32.lib /nologo /subsystem:windows /profile /map:"Release/ja2_cvs.map" /machine:I386 /out:"..\ja2_cvs.exe"
.\Release\_Ja25GermanText.obj
@@ -1284,7 +1283,7 @@ libexpatMT.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advap
.\Laptop\Release\Laptop.lib
.\Strategic\Release\Strategic.lib
]
Creating command line "link.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP3E.tmp"
Creating command line "link.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP226.tmp"
<h3>Output Window</h3>
Compiling resources...
Compiling...
@@ -1307,7 +1306,6 @@ Init.cpp
Intro.cpp
JA2 Splash.cpp
jascreens.cpp
C:\JA2\Build\jascreens.cpp(269) : warning C4101: 'str' : unreferenced local variable
Loading Screen.cpp
MainMenuScreen.cpp
MessageBoxScreen.cpp
@@ -1322,7 +1320,7 @@ LINK : warning LNK4089: all references to "ADVAPI32.dll" discarded by /OPT:REF
<h3>Results</h3>
ja2_cvs.exe - 0 error(s), 2 warning(s)
ja2_cvs.exe - 0 error(s), 1 warning(s)
</pre>
</body>
</html>
+42 -10
View File
@@ -1092,21 +1092,43 @@ BOOLEAN BasicCanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
return( TRUE );
}
// Kaiden: Roaming Militia Training:
// Commenting out the check for:
// IsMilitiaTrainableFromSoldiersSectorMaxed(
// At this point, we don't care if it's full yet
BOOLEAN CanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
{
if( BasicCanCharacterTrainMilitia( pSoldier ) &&
if (gGameExternalOptions.gfmusttrainroaming)
{
if( BasicCanCharacterTrainMilitia( pSoldier ) &&
MilitiaTrainingAllowedInSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) &&
DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( pSoldier ) &&
/*( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) == FALSE ) && */
( CountMilitiaTrainersInSoldiersSector( pSoldier ) < gGameExternalOptions.ubMaxMilitiaTrainersPerSector ) )
{
return( TRUE );
}
else
{
return( FALSE );
}
}
else
{
if( BasicCanCharacterTrainMilitia( pSoldier ) &&
MilitiaTrainingAllowedInSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) &&
DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( pSoldier ) &&
( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) == FALSE ) &&
( CountMilitiaTrainersInSoldiersSector( pSoldier ) < gGameExternalOptions.ubMaxMilitiaTrainersPerSector ) )
{
return( TRUE );
}
else
{
return( FALSE );
{
return( TRUE );
}
else
{
return( FALSE );
}
}
}
@@ -7372,7 +7394,12 @@ void TrainingMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
}
}
if( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) )
// Kaiden: Roaming Militia Training:
// Added to the if test here:
// && (!gGameExternalOptions.gfmusttrainroaming)
if( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) && (!gGameExternalOptions.gfmusttrainroaming))
{
if( bTownId == BLANK_SECTOR )
{
@@ -7388,7 +7415,12 @@ void TrainingMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
break;
}
}
if ( CountMilitiaTrainersInSoldiersSector( pSoldier ) >= gGameExternalOptions.ubMaxMilitiaTrainersPerSector )
{
+127 -23
View File
@@ -456,7 +456,9 @@ void UpdateMilitiaSquads(INT16 sMapX, INT16 sMapY )
if( !uiMilitiaCount )return;
// new squad
//new squad
if( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR )
{
if( GetWorldHour() % gGameExternalOptions.guiCreateEachNHours )return;
@@ -481,35 +483,41 @@ void UpdateMilitiaSquads(INT16 sMapX, INT16 sMapY )
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%ld,%ld:Dir count %ld, Rand %ld. Go to %ld,%ld", sMapX, sMapY, uiDirNumber, iRandomRes, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ));
GenerateMilitiaSquad( sMapX, sMapY, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
AddToBlockMoveList( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
// Kaiden: Roaming Militia Training:
// If we're training roaming militia,
// We'll get our new squad elsewhere.
if(!gGameExternalOptions.gfmusttrainroaming)
{
GenerateMilitiaSquad( sMapX, sMapY, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
AddToBlockMoveList( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
if( NumEnemiesInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) && CountAllMilitiaInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) )
{
/* GROUP* pEnemyGroup = GetGroup( GetEnemyGroupIdInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) );
if(pEnemyGroup && pEnemyGroup->ubGroupID)
if( NumEnemiesInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) && CountAllMilitiaInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) )
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Attacking from %ld,%ld to %ld,%ld - enemy's group id %ld", sMapX, sMapY, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0], pEnemyGroup->ubGroupID ));
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Arrival 1, Arrival 2");
/* GROUP* pEnemyGroup = GetGroup( GetEnemyGroupIdInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) );
if(pEnemyGroup && pEnemyGroup->ubGroupID)
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Attacking from %ld,%ld to %ld,%ld - enemy's group id %ld", sMapX, sMapY, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0], pEnemyGroup->ubGroupID ));
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Arrival 1, Arrival 2");
pEnemyGroup->ubPrevX = sMapX;
pEnemyGroup->ubPrevY = sMapY;
pEnemyGroup->ubPrevX = sMapX;
pEnemyGroup->ubPrevY = sMapY;
pEnemyGroup->ubNextX = SECTORX( pMoveDir[ iRandomRes ][0] );
pEnemyGroup->ubNextY = SECTORY( pMoveDir[ iRandomRes ][0] );
*/
gfMSBattle = TRUE;
// GroupArrivedAtSector( pEnemyGroup->ubGroupID , TRUE, FALSE );
EnterAutoResolveMode( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
// }
pEnemyGroup->ubNextX = SECTORX( pMoveDir[ iRandomRes ][0] );
pEnemyGroup->ubNextY = SECTORY( pMoveDir[ iRandomRes ][0] );
*/
gfMSBattle = TRUE;
// GroupArrivedAtSector( pEnemyGroup->ubGroupID , TRUE, FALSE );
EnterAutoResolveMode( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
// }
}
}
}
else return;
else return;
}
// moving squad, if it is not a SAM site
else if(!IsThisSectorASAMSector( sMapX, sMapY, 0 ))
if( !PlayerMercsInSector_MSE( (UINT8)sMapX, (UINT8)sMapY, FALSE ) ) // and there's no player's mercs in the sector
@@ -581,6 +589,102 @@ void UpdateMilitiaSquads(INT16 sMapX, INT16 sMapY )
}
// Kaiden: Roaming Militia Training:
// If we're training roaming militia,
// we'll get our squad from here:
void CreateMilitiaSquads(INT16 sMapX, INT16 sMapY )
{
UINT16 pMoveDir[4][3];
UINT8 uiDirNumber = 0;
UINT32 iRandomRes = 0, iRandom = 0;
UINT8 x;//,y;
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
UINT8 uiMilitiaCount;
if( !gGameExternalOptions.gfAllowMilitiaGroups )
return;
if( sMapX == 1 && sMapY == 1 )
{
ClearBlockMoveList();
gfMSBattle = FALSE;
}
if( CheckInBlockMoveList( sMapX, sMapY ) )return;
uiMilitiaCount = CountMilitia(pSectorInfo);
if( !uiMilitiaCount )return;
// new squad
if(gGameExternalOptions.gfmusttrainroaming)
{
if( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR )
{
GenerateDirectionInfos( sMapX, sMapY, &uiDirNumber, pMoveDir, FALSE, FALSE, FALSE );
if(uiDirNumber)// && Random(100) < CHANCE_TO_GENERATE_A_SQUAD)
{
for( x = 1; x < uiDirNumber ; ++x )pMoveDir[x][1] += pMoveDir[x-1][1];
iRandomRes = Random( pMoveDir[ uiDirNumber - 1 ][1] );
for( x = 0; x < uiDirNumber; ++x)
if( iRandomRes < pMoveDir[x][1] )
{
iRandomRes = x;
break;
}
// shouldn't be!
if(iRandomRes >= uiDirNumber)iRandomRes = 0;
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%ld,%ld:Dir count %ld, Rand %ld. Go to %ld,%ld", sMapX, sMapY, uiDirNumber, iRandomRes, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ));
GenerateMilitiaSquad( sMapX, sMapY, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
AddToBlockMoveList( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
if( NumEnemiesInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) && CountAllMilitiaInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) )
{
/* GROUP* pEnemyGroup = GetGroup( GetEnemyGroupIdInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) );
if(pEnemyGroup && pEnemyGroup->ubGroupID)
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Attacking from %ld,%ld to %ld,%ld - enemy's group id %ld", sMapX, sMapY, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0], pEnemyGroup->ubGroupID ));
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Arrival 1, Arrival 2");
pEnemyGroup->ubPrevX = sMapX;
pEnemyGroup->ubPrevY = sMapY;
pEnemyGroup->ubNextX = SECTORX( pMoveDir[ iRandomRes ][0] );
pEnemyGroup->ubNextY = SECTORY( pMoveDir[ iRandomRes ][0] );
*/
gfMSBattle = TRUE;
// GroupArrivedAtSector( pEnemyGroup->ubGroupID , TRUE, FALSE );
EnterAutoResolveMode( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
// }
}
}
else return;
}
}
return;
}
extern BOOLEAN gfMSResetMilitia;
void DoMilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY )
+1
View File
@@ -12,6 +12,7 @@ extern UINT8 gpAttackDirs[5][4];
extern UINT8 guiDirNumber;
void UpdateMilitiaSquads(INT16 sMapX, INT16 sMapY );
void CreateMilitiaSquads(INT16 sMapX, INT16 sMapY );
void MilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY );
void GenerateDirectionInfos( INT16 sMapX, INT16 sMapY, UINT8* uiDirNumber, UINT16 pMoveDir[4][3], BOOLEAN fWithCities, BOOLEAN fForBattle, BOOLEAN fOnlyCitySectors );
+16 -8
View File
@@ -315,6 +315,10 @@ SOURCE=".\Merc Contract.cpp"
# End Source File
# Begin Source File
SOURCE=.\MilitiaSquads.cpp
# End Source File
# Begin Source File
SOURCE=".\Player Command.cpp"
# End Source File
# Begin Source File
@@ -339,6 +343,10 @@ SOURCE=.\QuestText.cpp
# End Source File
# Begin Source File
SOURCE=.\Reinforcement.cpp
# End Source File
# Begin Source File
SOURCE=.\Scheduling.cpp
# End Source File
# Begin Source File
@@ -475,6 +483,10 @@ SOURCE=".\Merc Contract.h"
# End Source File
# Begin Source File
SOURCE=.\MilitiaSquads.h
# End Source File
# Begin Source File
SOURCE=".\Player Command.h"
# End Source File
# Begin Source File
@@ -491,6 +503,10 @@ SOURCE=.\Quests.h
# End Source File
# Begin Source File
SOURCE=.\Reinforcement.h
# End Source File
# Begin Source File
SOURCE=.\Scheduling.h
# End Source File
# Begin Source File
@@ -546,13 +562,5 @@ SOURCE=.\strategicmap.h
SOURCE=".\Town Militia.h"
# End Source File
# End Group
# Begin Source File
SOURCE=.\MilitiaSquads.cpp
# End Source File
# Begin Source File
SOURCE=.\Reinforcement.cpp
# End Source File
# End Target
# End Project
+233 -97
View File
@@ -24,6 +24,7 @@
#include "GameSettings.h"
#endif
#include "MilitiaSquads.h"
#define SIZE_OF_MILITIA_COMPLETED_TRAINING_LIST 50
// temporary local global variables
@@ -33,6 +34,7 @@ INT16 gsTownSectorServerSkipY = -1;
UINT8 gubTownSectorServerIndex = 0;
BOOLEAN gfYesNoPromptIsForContinue = FALSE; // this flag remembers whether we're starting new training, or continuing
INT32 giTotalCostOfTraining = 0;
BOOLEAN gfAreWeTrainingMobile = FALSE;
//the completed list of sector soldiers for training militia
@@ -81,7 +83,7 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
INT32 iTrainingSquadSize = gGameExternalOptions.iTrainingSquadSize;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia1");
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia1");
// get town index
ubTownId = StrategicMap[ sMapX + sMapY * MAP_WORLD_X ].bNameId;
@@ -101,101 +103,149 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia1");
// 4) If not enough GREENS there to promote, promote GREENs in other sectors.
// 5) If all friendly sectors of this town are completely filled with REGULAR militia, then training effect is wasted
while (ubMilitiaTrained < iTrainingSquadSize)
// Kaiden: Roaming Militia Training:
// If we're not training roaming militia,
// then we will handle everything as normal.
if( (IsMilitiaTrainableFromSoldiersSectorMaxed( pTrainer )) && (gGameExternalOptions.gfmusttrainroaming))
{
// is there room for another militia in the training sector itself?
if (CountAllMilitiaInSector(sMapX, sMapY) < iMaxMilitiaPerSector)
CreateMilitiaSquads(sMapX, sMapY );
}
else
{
while (ubMilitiaTrained < iTrainingSquadSize)
{
// great! Create a new GREEN militia guy in the training sector
StrategicAddMilitiaToSector(sMapX, sMapY, GREEN_MILITIA, 1);
// is there room for another militia in the training sector itself?
if (CountAllMilitiaInSector(sMapX, sMapY) < iMaxMilitiaPerSector)
{
// great! Create a new GREEN militia guy in the training sector
StrategicAddMilitiaToSector(sMapX, sMapY, GREEN_MILITIA, 1);
}
else
{
fFoundOne = FALSE;
if( ubTownId != BLANK_SECTOR )
{
InitFriendlyTownSectorServer(ubTownId, sMapX, sMapY);
// check other eligible sectors in this town for room for another militia
while( ServeNextFriendlySectorInTown( &sNeighbourX, &sNeighbourY ) )
{
// is there room for another militia in this neighbouring sector ?
if (CountAllMilitiaInSector(sNeighbourX, sNeighbourY) < iMaxMilitiaPerSector)
{
// great! Create a new GREEN militia guy in the neighbouring sector
StrategicAddMilitiaToSector(sNeighbourX, sNeighbourY, GREEN_MILITIA, 1);
fFoundOne = TRUE;
break;
}
}
}
// if we still haven't been able to train anyone
if (!fFoundOne)
{
// alrighty, then. We'll have to *promote* guys instead.
// are there any GREEN militia men in the training sector itself?
if (MilitiaInSectorOfRank(sMapX, sMapY, GREEN_MILITIA) > 0)
{
// great! Promote a GREEN militia guy in the training sector to a REGULAR
StrategicPromoteMilitiaInSector(sMapX, sMapY, GREEN_MILITIA, 1);
fFoundOne = TRUE;
}
else
{
if( ubTownId != BLANK_SECTOR )
{
// dammit! Last chance - try to find other eligible sectors in the same town with a Green guy to be promoted
InitFriendlyTownSectorServer(ubTownId, sMapX, sMapY);
// check other eligible sectors in this town for room for another militia
while( ServeNextFriendlySectorInTown( &sNeighbourX, &sNeighbourY ) )
{
// are there any GREEN militia men in the neighbouring sector ?
if (MilitiaInSectorOfRank(sNeighbourX, sNeighbourY, GREEN_MILITIA) > 0)
{
// great! Promote a GREEN militia guy in the neighbouring sector to a REGULAR
StrategicPromoteMilitiaInSector(sNeighbourX, sNeighbourY, GREEN_MILITIA, 1);
fFoundOne = TRUE;
break;
}
}
}
// Kaiden: Veteran militia training
// This is essentially copy/pasted from above
// But the names have been changed to protect the innocent
if ((!fFoundOne) && (gGameExternalOptions.gfTrainVeteranMilitia))
{
// are there any REGULAR militia men in the training sector itself?
if (MilitiaInSectorOfRank(sMapX, sMapY, REGULAR_MILITIA) > 0)
{
// great! Promote a REGULAR militia guy in the training sector to a REGULAR
StrategicPromoteMilitiaInSector(sMapX, sMapY, REGULAR_MILITIA, 1);
fFoundOne = TRUE;
}
else
{
if( ubTownId != BLANK_SECTOR )
{
// dammit! Last chance - try to find other eligible sectors in the same town with a Green guy to be promoted
InitFriendlyTownSectorServer(ubTownId, sMapX, sMapY);
// check other eligible sectors in this town for room for another militia
while( ServeNextFriendlySectorInTown( &sNeighbourX, &sNeighbourY ) )
{
// are there any REGULAR militia men in the neighbouring sector ?
if (MilitiaInSectorOfRank(sNeighbourX, sNeighbourY, REGULAR_MILITIA) > 0)
{
// great! Promote a GREEN militia guy in the neighbouring sector to a REGULAR
StrategicPromoteMilitiaInSector(sNeighbourX, sNeighbourY, REGULAR_MILITIA, 1);
fFoundOne = TRUE;
break;
}
}
}
}
}
// if we still haven't been able to train anyone
if (!fFoundOne)
{
// Well, that's it. All eligible sectors of this town are full of REGULARs or ELITEs.
// The training goes to waste in this situation.
break; // the main while loop
}
}
}
}
// next, please!
ubMilitiaTrained++;
}
else
// if anyone actually got trained
if (ubMilitiaTrained > 0)
{
fFoundOne = FALSE;
// update the screen display
fMapPanelDirty = TRUE;
if( ubTownId != BLANK_SECTOR )
{
InitFriendlyTownSectorServer(ubTownId, sMapX, sMapY);
// check other eligible sectors in this town for room for another militia
while( ServeNextFriendlySectorInTown( &sNeighbourX, &sNeighbourY ) )
{
// is there room for another militia in this neighbouring sector ?
if (CountAllMilitiaInSector(sNeighbourX, sNeighbourY) < iMaxMilitiaPerSector)
{
// great! Create a new GREEN militia guy in the neighbouring sector
StrategicAddMilitiaToSector(sNeighbourX, sNeighbourY, GREEN_MILITIA, 1);
fFoundOne = TRUE;
break;
}
}
// loyalty in this town increases a bit because we obviously care about them...
IncrementTownLoyalty( ubTownId, LOYALTY_BONUS_FOR_TOWN_TRAINING );
}
// if we still haven't been able to train anyone
if (!fFoundOne)
{
// alrighty, then. We'll have to *promote* guys instead.
// are there any GREEN militia men in the training sector itself?
if (MilitiaInSectorOfRank(sMapX, sMapY, GREEN_MILITIA) > 0)
{
// great! Promote a GREEN militia guy in the training sector to a REGULAR
StrategicPromoteMilitiaInSector(sMapX, sMapY, GREEN_MILITIA, 1);
}
else
{
if( ubTownId != BLANK_SECTOR )
{
// dammit! Last chance - try to find other eligible sectors in the same town with a Green guy to be promoted
InitFriendlyTownSectorServer(ubTownId, sMapX, sMapY);
// check other eligible sectors in this town for room for another militia
while( ServeNextFriendlySectorInTown( &sNeighbourX, &sNeighbourY ) )
{
// are there any GREEN militia men in the neighbouring sector ?
if (MilitiaInSectorOfRank(sNeighbourX, sNeighbourY, GREEN_MILITIA) > 0)
{
// great! Promote a GREEN militia guy in the neighbouring sector to a REGULAR
StrategicPromoteMilitiaInSector(sNeighbourX, sNeighbourY, GREEN_MILITIA, 1);
fFoundOne = TRUE;
break;
}
}
}
// if we still haven't been able to train anyone
if (!fFoundOne)
{
// Well, that's it. All eligible sectors of this town are full of REGULARs or ELITEs.
// The training goes to waste in this situation.
break; // the main while loop
}
}
}
}
// next, please!
ubMilitiaTrained++;
}
// if anyone actually got trained
if (ubMilitiaTrained > 0)
{
// update the screen display
fMapPanelDirty = TRUE;
if( ubTownId != BLANK_SECTOR )
{
// loyalty in this town increases a bit because we obviously care about them...
IncrementTownLoyalty( ubTownId, LOYALTY_BONUS_FOR_TOWN_TRAINING );
}
}
// the trainer announces to player that he's finished his assignment. Make his sector flash!
AssignmentDone( pTrainer, TRUE, FALSE );
@@ -519,9 +569,21 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia2");
iNumberOfSectors = GetNumberOfUnpaidTrainableSectors( );
Assert( iNumberOfSectors > 0 );
// Kaiden: Roaming Militia Training:
// We want to charge more for Roaming
// get total cost
giTotalCostOfTraining = iMilitiaTrainingCost * iNumberOfSectors;
Assert( giTotalCostOfTraining > 0 );
if( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) && (gGameExternalOptions.gfmusttrainroaming))
{
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iMilitiaCostModifier) * iNumberOfSectors;
Assert( giTotalCostOfTraining > 0 );
gfAreWeTrainingMobile = TRUE;
}
else
{
giTotalCostOfTraining = iMilitiaTrainingCost * iNumberOfSectors;
Assert( giTotalCostOfTraining > 0 );
}
gfYesNoPromptIsForContinue = FALSE;
@@ -579,6 +641,7 @@ void HandleInterfaceMessageForContinuingTrainingMilitia( SOLDIERTYPE *pSoldier )
INT32 iMinLoyaltyToTrain = gGameExternalOptions.iMinLoyaltyToTrain;
INT32 iMilitiaTrainingCost = gGameExternalOptions.iMilitiaTrainingCost;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia3");
sSectorX = pSoldier->sSectorX;
@@ -599,7 +662,12 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia3");
return;
}
if ( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) )
// Kaiden: Roaming Militia Training:
// Changed the if condition from
// if ( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) )
// And we're not training mobile militia from a SAM Site
if (( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier )) && (IsThisSectorASAMSector(sSectorX,sSectorY,0 )))
{
// we're full!!! go home!
bTownId = GetTownIdForSector( sSectorX, sSectorY );
@@ -618,10 +686,47 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia3");
DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_OK, CantTrainMilitiaOkBoxCallback );
return;
}
else
{
if (( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier )) && (!gGameExternalOptions.gfmusttrainroaming))
{
// we're full!!! go home!
bTownId = GetTownIdForSector( sSectorX, sSectorY );
if ( bTownId == BLANK_SECTOR )
{
// wilderness SAM site
GetSectorIDString( sSectorX, sSectorY, 0, sStringB, TRUE );
void (*tempFptr)(INT16 , INT16 , INT8 , CHAR16 *, BOOLEAN) = GetSectorIDString;
swprintf( (wchar_t *)sString, (wchar_t *)pMilitiaConfirmStrings[ 10 ], sStringB, tempFptr, iMinLoyaltyToTrain );
}
else
{
// town
swprintf( (wchar_t *)sString, (wchar_t *)pMilitiaConfirmStrings[ 10 ], pTownNames[ bTownId ], iMinLoyaltyToTrain );
}
DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_OK, CantTrainMilitiaOkBoxCallback );
return;
}
}
// continue training always handles just one sector at a time
giTotalCostOfTraining = iMilitiaTrainingCost;
// Kaiden: Roaming Militia Training:
// Charging more to train Roaming Militia
if ( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) && (gGameExternalOptions.gfmusttrainroaming))
{
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iMilitiaCostModifier);
gfAreWeTrainingMobile = TRUE;
}
else
{
// continue training always handles just one sector at a time
giTotalCostOfTraining = iMilitiaTrainingCost;
}
// can player afford to continue training?
if( LaptopSaveInfo.iCurrentBalance < giTotalCostOfTraining )
{
@@ -804,9 +909,19 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia4");
if( SectorOursAndPeaceful( sSectorX, sSectorY, 0 ) )
{
// don't count GREEN militia, they can be trained into regulars first
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
iMaxNumber += iMaxMilitiaPerSector;
// Kaiden: Veteran Militia Training:
// And we don't count regulars either if we're training veterans
if (gGameExternalOptions.gfTrainVeteranMilitia)
{
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
iMaxNumber += iMaxMilitiaPerSector;
}
else
{
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
iMaxNumber += iMaxMilitiaPerSector;
}
}
}
@@ -840,11 +955,23 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia5");
if( SectorOursAndPeaceful( sSectorX, sSectorY, 0 ) )
{
// don't count GREEN militia, they can be trained into regulars first
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
iMaxNumber += iMaxMilitiaPerSector;
// Kaiden: Veteran Militia Training:
// And we don't count regulars either if we're training veterans
if (gGameExternalOptions.gfTrainVeteranMilitia)
{
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
iMaxNumber += iMaxMilitiaPerSector;
}
else
{
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
iMaxNumber += iMaxMilitiaPerSector;
}
}
// now check the number of militia
if ( iMaxNumber > iNumberOfMilitia )
{
@@ -1123,8 +1250,17 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia6");
Assert( SectorInfo[ ubSector ].fMilitiaTrainingPaid == FALSE );
// spend the money
AddTransactionToPlayersBook( TRAIN_TOWN_MILITIA, ubSector, GetWorldTotalMin(), -( iMilitiaTrainingCost ) );
// Kaiden: Roaming Militia Training:
// Charging more to train Roaming Militia
if ( gfAreWeTrainingMobile)
{
AddTransactionToPlayersBook( TRAIN_TOWN_MILITIA, ubSector, GetWorldTotalMin(), -( iMilitiaTrainingCost*gGameExternalOptions.iMilitiaCostModifier ) );
gfAreWeTrainingMobile = FALSE;
}
else
{
AddTransactionToPlayersBook( TRAIN_TOWN_MILITIA, ubSector, GetWorldTotalMin(), -( iMilitiaTrainingCost ) );
}
// mark this sector sectors as being paid up
SectorInfo[ ubSector ].fMilitiaTrainingPaid = TRUE;
+5 -3
View File
@@ -27,9 +27,11 @@
#ifdef JA2BETAVERSION
#define SGP_DEBUG
#define FORCE_ASSERTS_ON
#define SGP_VIDEO_DEBUGGING
#ifndef JA2EDITOR
#define SGP_DEBUG
#define FORCE_ASSERTS_ON
#define SGP_VIDEO_DEBUGGING
#endif
#endif
//#define CRIPPLED_VERSION