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- Prisoners of war are now spawned in prison sectors. They have fitting dialogue etc. Harming them slightly lowers global loyalty.
- Prisoner system: added ini options that allow display of surrender strength sum, and externalised surrender strength modifier - Fix: wrong assignment string in strategic view git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5895 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -480,12 +480,15 @@ OBJECTTYPE* GetExternalFeedingObject(SOLDIERTYPE* pSoldier, OBJECTTYPE * pObject
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BOOLEAN DeductBulletViaExternalFeeding(SOLDIERTYPE* pSoldier, OBJECTTYPE * pObject);
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#define MAX_PRISON_ROOMS 16
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// Flugente: additional xml data for sectors
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typedef struct
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{
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UINT8 usWaterType; // type of water source in this sector
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UINT16 usNaturalDirt; // extra dirt percentage when firing in this sector
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UINT8 usCurfewValue; // determines wether mercs disguising as civilian are automatically discovered (certain sectors are 'restricted' to civilians)
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UINT16 usPrisonRoomNumber[MAX_PRISON_ROOMS]; // room numbers of prisons
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} SECTOR_EXT_DATA;
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// get dirt increase for object with attachments, fConsiderAmmo: with ammo
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@@ -359,7 +359,7 @@ enum
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UNNAMED_CIV_GROUP_18,
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UNNAMED_CIV_GROUP_19,
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ASSASSIN_CIV_GROUP, // Flugente: enemy assassins belong to this group
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UNNAMED_CIV_GROUP_21,
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POW_PRISON_CIV_GROUP, // Flugente: prisoners of war the player caught are in this group
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UNNAMED_CIV_GROUP_22,
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UNNAMED_CIV_GROUP_23,
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UNNAMED_CIV_GROUP_24,
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+19
-1
@@ -3824,6 +3824,15 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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HandleMurderOfCivilian( pSoldierOld, pSoldierOld->flags.fIntendedTarget );
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}
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}
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// Flugente: if this was a prisoner of war, reduce their sector count by 1
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if ( pSoldierOld->bSoldierFlagMask & SOLDIER_POW_PRISON )
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{
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// get sector
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SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
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if ( pSector )
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pSector->uiNumberOfPrisonersOfWar = max(0, pSector->uiNumberOfPrisonersOfWar - 1);
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}
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}
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else if ( pSoldierOld->bTeam == MILITIA_TEAM )
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{
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@@ -8604,6 +8613,11 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
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}
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}
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}
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// Flugente: if we attack prisoners, the local support might wane, as we turned out to be cruel oppressors, not liberators
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else if ( (pTarget->bTeam == CIV_TEAM) && (pTarget->ubCivilianGroup == POW_PRISON_CIV_GROUP) )
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{
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_PRISONERS_TORTURED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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}
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else if (pTarget->bTeam == CREATURE_TEAM && pTarget->ubBodyType == BLOODCAT && pTarget->aiData.bNeutral)
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{
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// Attacked a bloodcat.
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@@ -10130,8 +10144,12 @@ void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
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}
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}
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// print out values
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if ( gGameExternalOptions.fDisplaySurrenderSValues )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"PlayerStrength : %d Enemystrength: %6.0f", playersidestrength, gGameExternalOptions.fSurrenderMultiplier * enemysidestrength );
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// perhaps this can be fleshed out more, for now, let's see if this is acceptable behaviour
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if ( playersidestrength >= 6 * enemysidestrength )
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if ( playersidestrength >= gGameExternalOptions.fSurrenderMultiplier * enemysidestrength )
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{
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// it is enough to simply set all soldiers to captured
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firstid = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
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@@ -363,8 +363,8 @@ enum
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#define SOLDIER_POW 0x00000400 //1024 // we are a prisoner of war
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#define SOLDIER_ASSASSIN 0x00000800 //2048 // we are an enemy assassin, and thus we will behave very different from normal enemies
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/*#define SOLDIER_EQ_TAKEN 0x00001000 //4096 // this militia's equipment was taken from a sector inventory
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#define SOLDIER_EQ_EMPTY 0x00002000 //8192 // this militia has no equipment and is to be equipped from the sector inventory
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#define SOLDIER_POW_PRISON 0x00001000 //4096 // this guy is a prisoner of war in a prison sector. SOLDIER_POW refers to people we capture, this refers to people we hold captive
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/*#define SOLDIER_EQ_EMPTY 0x00002000 //8192 // this militia has no equipment and is to be equipped from the sector inventory
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#define ENEMY_NET_3_LVL_4 0x00004000 //16384
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#define ENEMY_NET_4_LVL_4 0x00008000 //32768
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@@ -3165,6 +3165,98 @@ void CreateAssassin(UINT8 disguisetype)
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}
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}
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extern UINT16* gusWorldRoomInfo;
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extern SECTOR_EXT_DATA SectorExternalData[256][4];
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static UINT8 roomcnt = 0;
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void CreatePrisonerOfWar()
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{
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INT32 insertiongridno = NOWHERE;
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// get sector data and look fo a fitting room
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UINT8 ubSectorId = SECTOR(gWorldSectorX, gWorldSectorY);
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if ( ubSectorId >= 0 && ubSectorId < 256 )
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{
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UINT8 numrooms = 0;
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for(UINT8 i = 0; i < MAX_PRISON_ROOMS; ++i)
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if ( SectorExternalData[ubSectorId][0].usPrisonRoomNumber[i] > 0)
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++numrooms;
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++roomcnt;
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if ( roomcnt >= numrooms )
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roomcnt = 0;
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UINT16 room = SectorExternalData[ubSectorId][0].usPrisonRoomNumber[roomcnt];
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for ( UINT32 uiLoop = 0; uiLoop < WORLD_MAX; ++uiLoop )
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{
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if ( (gusWorldRoomInfo[ uiLoop ] == room) )
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{
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// we have to make sure that the gridno is deep in the room, as otherwise the gridno might be corrected to be on the other side of a wall
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if ( gusWorldRoomInfo[ NewGridNo( uiLoop, DirectionInc(NORTH) ) ] == room )
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if ( gusWorldRoomInfo[ NewGridNo( uiLoop, DirectionInc(EAST) ) ] == room )
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if ( gusWorldRoomInfo[ NewGridNo( uiLoop, DirectionInc(SOUTH) ) ] == room )
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if ( gusWorldRoomInfo[ NewGridNo( uiLoop, DirectionInc(WEST) ) ] == room )
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{
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// check wether this location is sittable
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if ( IsLocationSittable( uiLoop, 0 ) )
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{
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insertiongridno = uiLoop;
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break;
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}
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}
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}
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}
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// invalid gridno? Get out of here
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if ( TileIsOutOfBounds(insertiongridno) )
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return;
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}
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SOLDIERCREATE_STRUCT MercCreateStruct;
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UINT8 ubID;
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static INT8 bPowBodyType = REGMALE;
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MercCreateStruct.initialize();
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MercCreateStruct.bTeam = CIV_TEAM;
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MercCreateStruct.ubProfile = NO_PROFILE;
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MercCreateStruct.sSectorX = gWorldSectorX;
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MercCreateStruct.sSectorY = gWorldSectorY;
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MercCreateStruct.bSectorZ = gbWorldSectorZ;
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MercCreateStruct.sInsertionGridNo = insertiongridno;
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MercCreateStruct.ubDirection = Random(NUM_WORLD_DIRECTIONS);
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MercCreateStruct.bBodyType = bPowBodyType;
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++bPowBodyType;
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if ( bPowBodyType > REGFEMALE )
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bPowBodyType = REGMALE;
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RandomizeNewSoldierStats( &MercCreateStruct );
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SOLDIERTYPE* pSoldier = TacticalCreateSoldier( &MercCreateStruct, &ubID );
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if ( pSoldier )
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{
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AddSoldierToSector( pSoldier->ubID );
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// mark this guy
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pSoldier->bSoldierFlagMask |= SOLDIER_POW_PRISON;
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// set correct civ group
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pSoldier->ubCivilianGroup = POW_PRISON_CIV_GROUP;
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// set militia name to further irritate the player
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swprintf( pSoldier->name, TacticalStr[ POW_TEAM_MERC_NAME ] );
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// So we can see them!
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AllTeamsLookForAll(NO_INTERRUPTS);
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gTacticalStatus.fCivGroupHostile[ POW_PRISON_CIV_GROUP ] = CIV_GROUP_NEUTRAL;
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}
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}
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void RandomizeRelativeLevel( INT8 *pbRelLevel, UINT8 ubSoldierClass )
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{
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UINT8 ubLocationModifier = 0;
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@@ -430,6 +430,8 @@ SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType );
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SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype);
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void CreateAssassin(UINT8 disguisetype);
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void CreatePrisonerOfWar();
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// randomly generates a relative level rating (attributes or equipment)
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void RandomizeRelativeLevel( INT8 *pbRelLevel, UINT8 ubSoldierClass );
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@@ -918,6 +918,10 @@ UINT8 AddSoldierInitListTeamToWorld( INT8 bTeam, UINT8 ubMaxNum )
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if ( bTeam == MILITIA_TEAM )
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SectorAddAssassins(gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
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// Flugente: spawn prisoners of war in prison sectors
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if ( bTeam == CIV_TEAM )
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SectorAddPrisonersofWar(gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
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//There aren't any basic placements of desired team, so exit.
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return ubNumAdded;
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}
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@@ -965,6 +969,10 @@ UINT8 AddSoldierInitListTeamToWorld( INT8 bTeam, UINT8 ubMaxNum )
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if ( bTeam == MILITIA_TEAM )
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SectorAddAssassins(gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
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// Flugente: spawn prisoners of war in prison sectors
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if ( bTeam == CIV_TEAM )
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SectorAddPrisonersofWar(gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
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return ubNumAdded;
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}
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@@ -2793,3 +2801,59 @@ void SectorAddAssassins( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
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++numberofcivs;
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}
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}
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// Flugente: decide wether to create prisoners of war in a sector. Not to be confused with player POWs
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void SectorAddPrisonersofWar( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
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{
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// this needs to be turned on on
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if ( !gGameExternalOptions.fAllowPrisonerSystem )
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return;
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// not in underground sectors
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if ( sMapZ > 0 )
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return;
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// get sector
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SECTORINFO *pSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];
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if ( !pSector )
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return;
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// only continue if there are prisoners in this sector that need to be placed
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UINT32 numprisoners = pSector->uiNumberOfPrisonersOfWar;
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numprisoners = 30;
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if ( !numprisoners )
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return;
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// count current number of civilians and already placed pows
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UINT16 numberofcivs = 0;
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UINT16 numberofpows = 0;
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SOLDIERTYPE* pTeamSoldier = NULL;
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INT32 cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
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INT32 lastid = gTacticalStatus.Team[ CIV_TEAM ].bLastID;
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt < lastid; ++cnt, ++pTeamSoldier)
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{
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// check if teamsoldier exists in this sector
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if ( pTeamSoldier && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->sSectorX == sMapX && pTeamSoldier->sSectorY == sMapY && pTeamSoldier->bSectorZ == sMapZ )
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++numberofcivs;
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// count how many pows are already placed
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if ( pTeamSoldier->bSoldierFlagMask & SOLDIER_POW_PRISON )
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++numberofpows;
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}
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// we can't spawn if all civilian slots are already taken (we leave a bit of reserve for more important civs)
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UINT8 maxcivs = max(0, gGameExternalOptions.ubGameMaximumNumberOfCivilians - 3);
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for (UINT8 i = numberofpows; i < numprisoners; ++i)
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{
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if ( numberofcivs < maxcivs )
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{
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CreatePrisonerOfWar();
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++numberofcivs;
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}
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else
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break;
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}
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}
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@@ -62,4 +62,7 @@ void AddProfilesNotUsingProfileInsertionData();
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// Flugente: decide wether to spawn enemy assassins in this sector (not kingpin's hitmen, they are handled elsewhere)
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void SectorAddAssassins( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
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// Flugente: decide wether to create prisoners of war in a sector. Not to be confused with player POWs
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void SectorAddPrisonersofWar( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
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#endif
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