- 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
+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 )