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- Fix: possible mismatch of individual militia profiles if trained militia were immediately promoted
- Fix: Armour/Misc. resources also limit training of green militia - cleaned up button deletion git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8456 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+54
-21
@@ -198,17 +198,6 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
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// if we can't train as many militia as we should due to lack of volunteers, the excess training goes into promoting militia
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UINT8 promotionsfromvolunteers = ubMilitiaToTrain;
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ubMilitiaToTrain = min( ubMilitiaToTrain, GetVolunteerPool( ) );
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if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
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{
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FLOAT val_gun, val_armour, val_misc;
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GetResources( val_gun, val_armour, val_misc );
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ubMilitiaToTrain = min( ubMilitiaToTrain, (INT32)val_gun );
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ubMilitiaToTrain = min( ubMilitiaToTrain, (INT32)val_armour );
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ubMilitiaToTrain = min( ubMilitiaToTrain, (INT32)val_misc );
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}
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promotionsfromvolunteers -= ubMilitiaToTrain;
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// HEADROCK HAM 3.4: Composition of new Mobile Militia groups is now dictated by two INI settings controlling
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@@ -324,6 +313,49 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
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--ubTargetGreen;
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}
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// Flugente: resources limit our training
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if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
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{
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FLOAT val_gun, val_armour, val_misc;
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GetResources( val_gun, val_armour, val_misc );
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while ( ubTargetElite > (INT32)val_misc )
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{
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--ubTargetElite;
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++ubTargetRegular;
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}
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while ( 2 * ubTargetElite + ubTargetRegular > (INT32)val_armour )
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{
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if ( ubTargetElite )
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{
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--ubTargetElite;
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++ubTargetRegular;
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}
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else
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{
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--ubTargetRegular;
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++ubTargetGreen;
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}
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}
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while ( 3 * ubTargetElite + 2 * ubTargetRegular + ubTargetGreen > (INT32)val_gun )
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{
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if ( ubTargetElite )
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{
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--ubTargetElite;
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++ubTargetRegular;
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}
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else if ( ubTargetRegular )
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{
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--ubTargetRegular;
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++ubTargetGreen;
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}
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else
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--ubTargetGreen;
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}
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}
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while ( trained + promotionstodo < ubMilitiaToTrain )
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{
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////////////////////////////////
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@@ -389,6 +421,17 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
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AddResources( -numcreated[GREEN_MILITIA] - numcreated[REGULAR_MILITIA] - numcreated[ELITE_MILITIA], -numcreated[REGULAR_MILITIA] - numcreated[ELITE_MILITIA], -numcreated[ELITE_MILITIA] );
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}
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// Flugente: we need to create profiles fro individual militia here, as they might immediately be promoted afterwards in rare cases
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// Flugente: create individual militia
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for ( int i = 0; i < numcreated[GREEN_MILITIA]; ++i )
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CreateNewIndividualMilitia( GREEN_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
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for ( int i = 0; i < numcreated[REGULAR_MILITIA]; ++i )
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CreateNewIndividualMilitia( REGULAR_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
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for ( int i = 0; i < numcreated[ELITE_MILITIA]; ++i )
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CreateNewIndividualMilitia( ELITE_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
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// handle promotions
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UINT8 promotions = 0;
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UINT8 promotedto = 0;
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@@ -411,16 +454,6 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
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// Flugente: substract volunteers
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AddVolunteers( -trained );
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// Flugente: create individual militia
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for ( int i = 0; i < numcreated[GREEN_MILITIA]; ++i )
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CreateNewIndividualMilitia( GREEN_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
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for ( int i = 0; i < numcreated[REGULAR_MILITIA]; ++i )
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CreateNewIndividualMilitia( REGULAR_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
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for ( int i = 0; i < numcreated[ELITE_MILITIA]; ++i )
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CreateNewIndividualMilitia( ELITE_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
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}
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if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
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