- Added options for delaying veteran militia training and mobile militia training. - Added cost modifiers to promoting green militia to regular and promoting regular to veteran.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@595 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
AcyForsythe
2006-10-08 05:31:39 +00:00
parent d855a34473
commit 50f6bb35ed
11 changed files with 246 additions and 117 deletions
+23 -18
View File
@@ -1100,7 +1100,9 @@ BOOLEAN BasicCanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
BOOLEAN CanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
{
if (gGameExternalOptions.gfmusttrainroaming)
if (gGameExternalOptions.gfmusttrainroaming
&& (GetWorldDay( ) >= gGameExternalOptions.guiAllowMilitiaGroupsDelay)
&& (!IsThisSectorASAMSector(pSoldier->sSectorX,pSoldier->sSectorY,0 )))
{
if( BasicCanCharacterTrainMilitia( pSoldier ) &&
MilitiaTrainingAllowedInSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) &&
@@ -1120,7 +1122,7 @@ BOOLEAN CanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
if( BasicCanCharacterTrainMilitia( pSoldier ) &&
MilitiaTrainingAllowedInSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) &&
DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( pSoldier ) &&
( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) == FALSE ) &&
( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier,ELITE_MILITIA ) == FALSE ) &&
( CountMilitiaTrainersInSoldiersSector( pSoldier ) < gGameExternalOptions.ubMaxMilitiaTrainersPerSector ) )
{
return( TRUE );
@@ -1211,7 +1213,7 @@ INT8 CountMilitiaTrainersInSoldiersSector( SOLDIERTYPE * pSoldier )
BOOLEAN IsMilitiaTrainableFromSoldiersSectorMaxed( SOLDIERTYPE *pSoldier )
BOOLEAN IsMilitiaTrainableFromSoldiersSectorMaxed( SOLDIERTYPE *pSoldier, INT8 iMilitiaType )
{
INT8 bTownId = 0;
BOOLEAN fSamSitePresent = FALSE;
@@ -1232,18 +1234,17 @@ BOOLEAN IsMilitiaTrainableFromSoldiersSectorMaxed( SOLDIERTYPE *pSoldier )
// if there is a sam site here
if( fSamSitePresent )
{
if( IsSAMSiteFullOfMilitia( pSoldier->sSectorX, pSoldier->sSectorY ) )
{
return( TRUE );
}
return( FALSE );
if( IsSAMSiteFullOfMilitia( pSoldier->sSectorX, pSoldier->sSectorY,iMilitiaType ) )
{
return( TRUE );
}
return( FALSE );
}
return( FALSE );
}
// this considers *ALL* safe sectors of the town, not just the one soldier is in
if( IsTownFullMilitia( bTownId ) )
if( IsTownFullMilitia( bTownId, iMilitiaType ) )
{
// town is full of militia
return( TRUE );
@@ -7332,6 +7333,7 @@ void TrainingMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
INT8 bTownId;
CHAR16 sString[ 128 ];
CHAR16 sStringA[ 128 ];
BOOLEAN fCanTrainMilitia = TRUE;
pSoldier = GetSelectedAssignSoldier( FALSE );
@@ -7396,10 +7398,18 @@ void TrainingMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
// Kaiden: Roaming Militia Training:
// Added to the if test here:
// && (!gGameExternalOptions.gfmusttrainroaming)
if(IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, ELITE_MILITIA ))
if (!gGameExternalOptions.gfmusttrainroaming)
fCanTrainMilitia = FALSE;
else if (GetWorldDay( ) < gGameExternalOptions.guiAllowMilitiaGroupsDelay)
fCanTrainMilitia = FALSE;
else if (IsThisSectorASAMSector(pSoldier->sSectorX,pSoldier->sSectorY,0 ))
fCanTrainMilitia = FALSE;
else
fCanTrainMilitia = TRUE;
if( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) && (!gGameExternalOptions.gfmusttrainroaming))
if(!fCanTrainMilitia)
{
if( bTownId == BLANK_SECTOR )
{
@@ -7417,11 +7427,6 @@ void TrainingMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
break;
}
if ( CountMilitiaTrainersInSoldiersSector( pSoldier ) >= gGameExternalOptions.ubMaxMilitiaTrainersPerSector )
{
swprintf( sString, gzLateLocalizedString[ 47 ], gGameExternalOptions.ubMaxMilitiaTrainersPerSector );
+1 -1
View File
@@ -315,7 +315,7 @@ void ReEvaluateEveryonesNothingToDo();
void SetAssignmentForList( INT8 bAssignment, INT8 bParam );
// is this area maxed out on militia?
BOOLEAN IsMilitiaTrainableFromSoldiersSectorMaxed( SOLDIERTYPE *pSoldier );
BOOLEAN IsMilitiaTrainableFromSoldiersSectorMaxed( SOLDIERTYPE *pSoldier, INT8 iMilitiaType );
// function where we actually set someone's assignment so we can trap certain situations
void ChangeSoldiersAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment );
+10 -3
View File
@@ -462,10 +462,16 @@ void UpdateMilitiaSquads(INT16 sMapX, INT16 sMapY )
// Kaiden: Moved Create Militia code into CreateMilitiaSquads
// Removed the code from here and added the procedure call
// If it's time, and this is a city sector create a new group.
// But only if we're not training our own.
// But only if we're not training our own.
if( (!gGameExternalOptions.gfmusttrainroaming) && ( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ) )
{
if( GetWorldHour() % gGameExternalOptions.guiCreateEachNHours )return;
if (GetWorldDay( ) < gGameExternalOptions.guiAllowMilitiaGroupsDelay)
return;
if( GetWorldHour() % gGameExternalOptions.guiCreateEachNHours )
return;
CreateMilitiaSquads( sMapX, sMapY );
}
@@ -545,7 +551,8 @@ void UpdateMilitiaSquads(INT16 sMapX, INT16 sMapY )
// Kaiden: Roaming Militia Training:
// If we're training roaming militia,
// we'll get our squad from here:
// Don't need to check for delay, as this function won't be
// called if there is a delay set.
void CreateMilitiaSquads(INT16 sMapX, INT16 sMapY )
{
UINT16 pMoveDir[4][3];
+157 -46
View File
@@ -35,6 +35,8 @@ UINT8 gubTownSectorServerIndex = 0;
BOOLEAN gfYesNoPromptIsForContinue = FALSE; // this flag remembers whether we're starting new training, or continuing
INT32 giTotalCostOfTraining = 0;
BOOLEAN gfAreWeTrainingMobile = FALSE;
BOOLEAN gfAreWePromotingGreen = FALSE;
BOOLEAN gfAreWePromotingRegular = FALSE;
//the completed list of sector soldiers for training militia
@@ -108,7 +110,9 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
// If we're not training roaming militia,
// then we will handle everything as normal.
if( (IsMilitiaTrainableFromSoldiersSectorMaxed( pTrainer )) && (gGameExternalOptions.gfmusttrainroaming))
if( (IsMilitiaTrainableFromSoldiersSectorMaxed( pTrainer, ELITE_MILITIA ))
&& (gGameExternalOptions.gfmusttrainroaming)
&&(GetWorldDay( ) >= gGameExternalOptions.guiAllowMilitiaGroupsDelay))
{
CreateMilitiaSquads(sMapX, sMapY );
}
@@ -182,7 +186,8 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
// 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))
if ((!fFoundOne) && (gGameExternalOptions.gfTrainVeteranMilitia)
&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
{
// are there any REGULAR militia men in the training sector itself?
if (MilitiaInSectorOfRank(sMapX, sMapY, REGULAR_MILITIA) > 0)
@@ -573,18 +578,35 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia2");
// We want to charge more for Roaming
// get total cost
if( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) && (gGameExternalOptions.gfmusttrainroaming))
if( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, ELITE_MILITIA )
&& (gGameExternalOptions.gfmusttrainroaming)
&& (GetWorldDay( ) >= gGameExternalOptions.guiAllowMilitiaGroupsDelay))
{
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iMilitiaCostModifier) * iNumberOfSectors;
Assert( giTotalCostOfTraining > 0 );
gfAreWeTrainingMobile = TRUE;
}
else if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, REGULAR_MILITIA )
&& (gGameExternalOptions.gfTrainVeteranMilitia)
&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
{
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iVeteranCostModifier) * iNumberOfSectors;
Assert( giTotalCostOfTraining > 0 );
gfAreWePromotingRegular = TRUE;
}
else if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, GREEN_MILITIA ))
{
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iRegularCostModifier) * iNumberOfSectors;
Assert( giTotalCostOfTraining > 0 );
gfAreWePromotingGreen = TRUE;
}
else
{
giTotalCostOfTraining = iMilitiaTrainingCost * iNumberOfSectors;
Assert( giTotalCostOfTraining > 0 );
}
gfYesNoPromptIsForContinue = FALSE;
if( LaptopSaveInfo.iCurrentBalance < giTotalCostOfTraining )
@@ -637,6 +659,7 @@ void HandleInterfaceMessageForContinuingTrainingMilitia( SOLDIERTYPE *pSoldier )
INT16 sSectorX = 0, sSectorY = 0;
CHAR16 sStringB[ 128 ];
INT8 bTownId;
BOOLEAN fIsFull = FALSE;
INT32 iMinLoyaltyToTrain = gGameExternalOptions.iMinLoyaltyToTrain;
@@ -667,9 +690,17 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia3");
// if ( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) )
// And we're not training mobile militia from a SAM Site
if ((IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ))
&& ((!gGameExternalOptions.gfmusttrainroaming)
|| (IsThisSectorASAMSector(sSectorX,sSectorY,0 ))) )
if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, ELITE_MILITIA ))
if (!gGameExternalOptions.gfmusttrainroaming)
fIsFull = TRUE;
else if (GetWorldDay( ) < gGameExternalOptions.guiAllowMilitiaGroupsDelay)
fIsFull = TRUE;
else if (IsThisSectorASAMSector(sSectorX,sSectorY,0 ))
fIsFull = TRUE;
else
fIsFull = FALSE;
if (fIsFull)
{
// we're full!!! go home!
bTownId = GetTownIdForSector( sSectorX, sSectorY );
@@ -688,47 +719,35 @@ 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;
}
}*/
// Kaiden: Roaming Militia Training:
// Charging more to train Roaming Militia
if ( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) && (gGameExternalOptions.gfmusttrainroaming))
// Also Charging more for promotions over Training
if( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, ELITE_MILITIA )
&& (gGameExternalOptions.gfmusttrainroaming)
&&(GetWorldDay( ) >= gGameExternalOptions.guiAllowMilitiaGroupsDelay))
{
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iMilitiaCostModifier);
gfAreWeTrainingMobile = TRUE;
}
else if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, REGULAR_MILITIA )
&& (gGameExternalOptions.gfTrainVeteranMilitia)
&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
{
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iVeteranCostModifier);
gfAreWePromotingRegular = TRUE;
}
else if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, GREEN_MILITIA ))
{
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iRegularCostModifier);
gfAreWePromotingGreen = TRUE;
}
else
{
// continue training always handles just one sector at a time
giTotalCostOfTraining = iMilitiaTrainingCost;
giTotalCostOfTraining = (iMilitiaTrainingCost);
}
// can player afford to continue training?
if( LaptopSaveInfo.iCurrentBalance < giTotalCostOfTraining )
{
@@ -889,15 +908,15 @@ BOOLEAN CanNearbyMilitiaScoutThisSector( INT16 sSectorX, INT16 sSectorY )
return( FALSE );
}
BOOLEAN IsTownFullMilitia( INT8 bTownId )
BOOLEAN IsTownFullMilitia( INT8 bTownId, INT8 iMilitiaType )
{
INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia4");
INT32 iCounter = 0;
INT16 sSectorX = 0, sSectorY = 0;
INT32 iNumberOfMilitia = 0;
INT32 iMaxNumber = 0;
BOOLEAN fIncreaseCost = FALSE;
while( pTownNamesList[ iCounter ] != 0 )
{
@@ -910,15 +929,42 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia4");
// if sector is ours get number of militia here
if( SectorOursAndPeaceful( sSectorX, sSectorY, 0 ) )
{
//Kaiden: Checking for Price Hikes.
if (iMilitiaType == GREEN_MILITIA)
{
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA );
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
iMaxNumber += iMaxMilitiaPerSector;
if (MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA ) > 0)
fIncreaseCost = TRUE;
}
else if (iMilitiaType == REGULAR_MILITIA)
{
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
iMaxNumber += iMaxMilitiaPerSector;
if (MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA ) > 0)
fIncreaseCost = TRUE;
}
//Kaiden: OK So iMilitiaType should be ELITE_MILITIA
// and we're just checking sectors for purposes
// of training mobile militia or ending training
// don't count GREEN militia, they can be trained into regulars first
// Kaiden: Veteran Militia Training:
// And we don't count regulars either if we're training veterans
if (gGameExternalOptions.gfTrainVeteranMilitia)
if (gGameExternalOptions.gfTrainVeteranMilitia && (iMilitiaType == ELITE_MILITIA)
&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
{
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
iMaxNumber += iMaxMilitiaPerSector;
}
else
else if (iMilitiaType == ELITE_MILITIA)
{
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
@@ -930,6 +976,24 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia4");
iCounter++;
}
if (iMilitiaType == GREEN_MILITIA)
{
if (( iNumberOfMilitia == iMaxNumber ) && (fIncreaseCost))
return( TRUE );
else
return( FALSE );
}
else if (iMilitiaType == REGULAR_MILITIA)
{
if (( iNumberOfMilitia == iMaxNumber ) && (fIncreaseCost))
return( TRUE );
else
return( FALSE );
}
// now check the number of militia
if ( iMaxNumber > iNumberOfMilitia )
{
@@ -939,7 +1003,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia4");
return( TRUE );
}
BOOLEAN IsSAMSiteFullOfMilitia( INT16 sSectorX, INT16 sSectorY )
BOOLEAN IsSAMSiteFullOfMilitia( INT16 sSectorX, INT16 sSectorY, INT8 iMilitiaType )
{
BOOLEAN fSamSitePresent = FALSE;
INT32 iNumberOfMilitia = 0;
@@ -956,16 +1020,47 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia5");
if( SectorOursAndPeaceful( sSectorX, sSectorY, 0 ) )
{
//Kaiden: If we're checking for specific Militia for Price Hikes:
if (iMilitiaType == GREEN_MILITIA)
{
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA );
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
if (( iNumberOfMilitia == iMaxMilitiaPerSector) &&
(MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA ) > 0))
return( TRUE );
else
return( FALSE );
}
else if (iMilitiaType == REGULAR_MILITIA)
{
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
if (( iNumberOfMilitia == iMaxMilitiaPerSector) &&
(MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA ) > 0))
return( TRUE );
else
return( FALSE );
}
// Kaiden: Ok we're not checking for militia promotions now,
// so MilitiaType should be ELITE_MILITIA for purposes
// of training Roaming or not.
// don't count GREEN militia, they can be trained into regulars first
// Kaiden: Veteran Militia Training:
// And we don't count regulars either if we're training veterans
if (gGameExternalOptions.gfTrainVeteranMilitia)
if (gGameExternalOptions.gfTrainVeteranMilitia && (iMilitiaType == ELITE_MILITIA)
&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
{
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
iMaxNumber += iMaxMilitiaPerSector;
}
else
else if (iMilitiaType == ELITE_MILITIA)
{
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
@@ -1250,19 +1345,35 @@ void PayForTrainingInSector( UINT8 ubSector )
INT32 iMilitiaTrainingCost = gGameExternalOptions.iMilitiaTrainingCost;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia6");
Assert( SectorInfo[ ubSector ].fMilitiaTrainingPaid == FALSE );
INT32 CostMultiplyer = 0;
// spend the money
// Kaiden: Roaming Militia Training:
// Charging more to train Roaming Militia
// Or for promotions.
if ( gfAreWeTrainingMobile)
{
AddTransactionToPlayersBook( TRAIN_TOWN_MILITIA, ubSector, GetWorldTotalMin(), -( iMilitiaTrainingCost*gGameExternalOptions.iMilitiaCostModifier ) );
CostMultiplyer = gGameExternalOptions.iMilitiaCostModifier;
gfAreWeTrainingMobile = FALSE;
}
else if ( gfAreWePromotingGreen)
{
CostMultiplyer = gGameExternalOptions.iRegularCostModifier;
gfAreWePromotingGreen = FALSE;
}
else if ( gfAreWePromotingRegular)
{
CostMultiplyer = gGameExternalOptions.iVeteranCostModifier;
gfAreWePromotingRegular = FALSE;
}
else
{
AddTransactionToPlayersBook( TRAIN_TOWN_MILITIA, ubSector, GetWorldTotalMin(), -( iMilitiaTrainingCost ) );
CostMultiplyer = 1;
}
AddTransactionToPlayersBook( TRAIN_TOWN_MILITIA, ubSector, GetWorldTotalMin(), -( iMilitiaTrainingCost*CostMultiplyer ) );
// mark this sector sectors as being paid up
SectorInfo[ ubSector ].fMilitiaTrainingPaid = TRUE;
+2 -2
View File
@@ -61,9 +61,9 @@ void HandleMilitiaStatusInCurrentMapBeforeLoadingNewMap( void );
BOOLEAN CanNearbyMilitiaScoutThisSector( INT16 sSectorX, INT16 sSectorY );
// is the town militia full?
BOOLEAN IsTownFullMilitia( INT8 bTownId );
BOOLEAN IsTownFullMilitia( INT8 bTownId, INT8 iMilitiaType );
// is the SAM site full of militia?
BOOLEAN IsSAMSiteFullOfMilitia( INT16 sSectorX, INT16 sSectorY );
BOOLEAN IsSAMSiteFullOfMilitia( INT16 sSectorX, INT16 sSectorY, INT8 iMilitiaType );
// now that town training is complete, handle the continue boxes