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- 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:
+127
-23
@@ -456,7 +456,9 @@ void UpdateMilitiaSquads(INT16 sMapX, INT16 sMapY )
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if( !uiMilitiaCount )return;
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// new squad
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//new squad
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if( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR )
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{
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if( GetWorldHour() % gGameExternalOptions.guiCreateEachNHours )return;
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@@ -481,35 +483,41 @@ void UpdateMilitiaSquads(INT16 sMapX, INT16 sMapY )
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//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] ));
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GenerateMilitiaSquad( sMapX, sMapY, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
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AddToBlockMoveList( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
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// Kaiden: Roaming Militia Training:
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// If we're training roaming militia,
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// We'll get our new squad elsewhere.
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if(!gGameExternalOptions.gfmusttrainroaming)
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{
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GenerateMilitiaSquad( sMapX, sMapY, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
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AddToBlockMoveList( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
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if( NumEnemiesInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) && CountAllMilitiaInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) )
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{
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/* GROUP* pEnemyGroup = GetGroup( GetEnemyGroupIdInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) );
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if(pEnemyGroup && pEnemyGroup->ubGroupID)
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if( NumEnemiesInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) && CountAllMilitiaInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) )
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{
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//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 ));
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Arrival 1, Arrival 2");
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/* GROUP* pEnemyGroup = GetGroup( GetEnemyGroupIdInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) );
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if(pEnemyGroup && pEnemyGroup->ubGroupID)
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{
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//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 ));
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Arrival 1, Arrival 2");
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pEnemyGroup->ubPrevX = sMapX;
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pEnemyGroup->ubPrevY = sMapY;
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pEnemyGroup->ubPrevX = sMapX;
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pEnemyGroup->ubPrevY = sMapY;
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pEnemyGroup->ubNextX = SECTORX( pMoveDir[ iRandomRes ][0] );
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pEnemyGroup->ubNextY = SECTORY( pMoveDir[ iRandomRes ][0] );
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*/
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gfMSBattle = TRUE;
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// GroupArrivedAtSector( pEnemyGroup->ubGroupID , TRUE, FALSE );
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EnterAutoResolveMode( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
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// }
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pEnemyGroup->ubNextX = SECTORX( pMoveDir[ iRandomRes ][0] );
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pEnemyGroup->ubNextY = SECTORY( pMoveDir[ iRandomRes ][0] );
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*/
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gfMSBattle = TRUE;
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// GroupArrivedAtSector( pEnemyGroup->ubGroupID , TRUE, FALSE );
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EnterAutoResolveMode( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
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// }
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}
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}
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}
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else return;
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else return;
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}
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// moving squad, if it is not a SAM site
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else if(!IsThisSectorASAMSector( sMapX, sMapY, 0 ))
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if( !PlayerMercsInSector_MSE( (UINT8)sMapX, (UINT8)sMapY, FALSE ) ) // and there's no player's mercs in the sector
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@@ -581,6 +589,102 @@ void UpdateMilitiaSquads(INT16 sMapX, INT16 sMapY )
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}
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// Kaiden: Roaming Militia Training:
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// If we're training roaming militia,
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// we'll get our squad from here:
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void CreateMilitiaSquads(INT16 sMapX, INT16 sMapY )
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{
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UINT16 pMoveDir[4][3];
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UINT8 uiDirNumber = 0;
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UINT32 iRandomRes = 0, iRandom = 0;
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UINT8 x;//,y;
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
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UINT8 uiMilitiaCount;
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if( !gGameExternalOptions.gfAllowMilitiaGroups )
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return;
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if( sMapX == 1 && sMapY == 1 )
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{
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ClearBlockMoveList();
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gfMSBattle = FALSE;
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}
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if( CheckInBlockMoveList( sMapX, sMapY ) )return;
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uiMilitiaCount = CountMilitia(pSectorInfo);
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if( !uiMilitiaCount )return;
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// new squad
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if(gGameExternalOptions.gfmusttrainroaming)
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{
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if( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR )
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{
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GenerateDirectionInfos( sMapX, sMapY, &uiDirNumber, pMoveDir, FALSE, FALSE, FALSE );
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if(uiDirNumber)// && Random(100) < CHANCE_TO_GENERATE_A_SQUAD)
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{
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for( x = 1; x < uiDirNumber ; ++x )pMoveDir[x][1] += pMoveDir[x-1][1];
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iRandomRes = Random( pMoveDir[ uiDirNumber - 1 ][1] );
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for( x = 0; x < uiDirNumber; ++x)
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if( iRandomRes < pMoveDir[x][1] )
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{
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iRandomRes = x;
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break;
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}
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// shouldn't be!
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if(iRandomRes >= uiDirNumber)iRandomRes = 0;
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//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] ));
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GenerateMilitiaSquad( sMapX, sMapY, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
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AddToBlockMoveList( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
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if( NumEnemiesInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) && CountAllMilitiaInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) )
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{
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/* GROUP* pEnemyGroup = GetGroup( GetEnemyGroupIdInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) );
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if(pEnemyGroup && pEnemyGroup->ubGroupID)
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{
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//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 ));
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Arrival 1, Arrival 2");
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pEnemyGroup->ubPrevX = sMapX;
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pEnemyGroup->ubPrevY = sMapY;
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pEnemyGroup->ubNextX = SECTORX( pMoveDir[ iRandomRes ][0] );
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pEnemyGroup->ubNextY = SECTORY( pMoveDir[ iRandomRes ][0] );
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*/
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gfMSBattle = TRUE;
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// GroupArrivedAtSector( pEnemyGroup->ubGroupID , TRUE, FALSE );
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EnterAutoResolveMode( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
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// }
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}
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}
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else return;
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}
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}
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return;
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}
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extern BOOLEAN gfMSResetMilitia;
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void DoMilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY )
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