mirror of
https://github.com/1dot13/source.git
synced 2026-09-09 14:46:05 +02:00
- 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:
+157
-46
@@ -35,6 +35,8 @@ UINT8 gubTownSectorServerIndex = 0;
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BOOLEAN gfYesNoPromptIsForContinue = FALSE; // this flag remembers whether we're starting new training, or continuing
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INT32 giTotalCostOfTraining = 0;
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BOOLEAN gfAreWeTrainingMobile = FALSE;
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BOOLEAN gfAreWePromotingGreen = FALSE;
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BOOLEAN gfAreWePromotingRegular = FALSE;
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//the completed list of sector soldiers for training militia
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@@ -108,7 +110,9 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
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// If we're not training roaming militia,
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// then we will handle everything as normal.
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if( (IsMilitiaTrainableFromSoldiersSectorMaxed( pTrainer )) && (gGameExternalOptions.gfmusttrainroaming))
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if( (IsMilitiaTrainableFromSoldiersSectorMaxed( pTrainer, ELITE_MILITIA ))
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&& (gGameExternalOptions.gfmusttrainroaming)
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&&(GetWorldDay( ) >= gGameExternalOptions.guiAllowMilitiaGroupsDelay))
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{
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CreateMilitiaSquads(sMapX, sMapY );
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}
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@@ -182,7 +186,8 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
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// Kaiden: Veteran militia training
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// This is essentially copy/pasted from above
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// But the names have been changed to protect the innocent
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if ((!fFoundOne) && (gGameExternalOptions.gfTrainVeteranMilitia))
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if ((!fFoundOne) && (gGameExternalOptions.gfTrainVeteranMilitia)
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&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
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{
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// are there any REGULAR militia men in the training sector itself?
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if (MilitiaInSectorOfRank(sMapX, sMapY, REGULAR_MILITIA) > 0)
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@@ -573,18 +578,35 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia2");
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// We want to charge more for Roaming
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// get total cost
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if( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) && (gGameExternalOptions.gfmusttrainroaming))
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if( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, ELITE_MILITIA )
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&& (gGameExternalOptions.gfmusttrainroaming)
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&& (GetWorldDay( ) >= gGameExternalOptions.guiAllowMilitiaGroupsDelay))
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{
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giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iMilitiaCostModifier) * iNumberOfSectors;
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Assert( giTotalCostOfTraining > 0 );
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gfAreWeTrainingMobile = TRUE;
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}
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else if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, REGULAR_MILITIA )
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&& (gGameExternalOptions.gfTrainVeteranMilitia)
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&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
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{
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giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iVeteranCostModifier) * iNumberOfSectors;
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Assert( giTotalCostOfTraining > 0 );
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gfAreWePromotingRegular = TRUE;
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}
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else if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, GREEN_MILITIA ))
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{
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giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iRegularCostModifier) * iNumberOfSectors;
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Assert( giTotalCostOfTraining > 0 );
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gfAreWePromotingGreen = TRUE;
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}
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else
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{
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giTotalCostOfTraining = iMilitiaTrainingCost * iNumberOfSectors;
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Assert( giTotalCostOfTraining > 0 );
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}
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gfYesNoPromptIsForContinue = FALSE;
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if( LaptopSaveInfo.iCurrentBalance < giTotalCostOfTraining )
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@@ -637,6 +659,7 @@ void HandleInterfaceMessageForContinuingTrainingMilitia( SOLDIERTYPE *pSoldier )
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INT16 sSectorX = 0, sSectorY = 0;
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CHAR16 sStringB[ 128 ];
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INT8 bTownId;
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BOOLEAN fIsFull = FALSE;
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INT32 iMinLoyaltyToTrain = gGameExternalOptions.iMinLoyaltyToTrain;
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@@ -667,9 +690,17 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia3");
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// if ( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) )
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// And we're not training mobile militia from a SAM Site
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if ((IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ))
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&& ((!gGameExternalOptions.gfmusttrainroaming)
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|| (IsThisSectorASAMSector(sSectorX,sSectorY,0 ))) )
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if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, ELITE_MILITIA ))
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if (!gGameExternalOptions.gfmusttrainroaming)
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fIsFull = TRUE;
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else if (GetWorldDay( ) < gGameExternalOptions.guiAllowMilitiaGroupsDelay)
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fIsFull = TRUE;
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else if (IsThisSectorASAMSector(sSectorX,sSectorY,0 ))
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fIsFull = TRUE;
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else
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fIsFull = FALSE;
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if (fIsFull)
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{
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// we're full!!! go home!
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bTownId = GetTownIdForSector( sSectorX, sSectorY );
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@@ -688,47 +719,35 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia3");
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DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_OK, CantTrainMilitiaOkBoxCallback );
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return;
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}
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/* else
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{
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if (( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier )) && (!gGameExternalOptions.gfmusttrainroaming))
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{
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// we're full!!! go home!
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bTownId = GetTownIdForSector( sSectorX, sSectorY );
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if ( bTownId == BLANK_SECTOR )
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{
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// wilderness SAM site
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GetSectorIDString( sSectorX, sSectorY, 0, sStringB, TRUE );
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void (*tempFptr)(INT16 , INT16 , INT8 , CHAR16 *, BOOLEAN) = GetSectorIDString;
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swprintf( (wchar_t *)sString, (wchar_t *)pMilitiaConfirmStrings[ 10 ], sStringB, tempFptr, iMinLoyaltyToTrain );
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}
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else
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{
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// town
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swprintf( (wchar_t *)sString, (wchar_t *)pMilitiaConfirmStrings[ 10 ], pTownNames[ bTownId ], iMinLoyaltyToTrain );
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}
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DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_OK, CantTrainMilitiaOkBoxCallback );
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return;
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}
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}*/
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// Kaiden: Roaming Militia Training:
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// Charging more to train Roaming Militia
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if ( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) && (gGameExternalOptions.gfmusttrainroaming))
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// Also Charging more for promotions over Training
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if( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, ELITE_MILITIA )
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&& (gGameExternalOptions.gfmusttrainroaming)
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&&(GetWorldDay( ) >= gGameExternalOptions.guiAllowMilitiaGroupsDelay))
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{
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giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iMilitiaCostModifier);
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gfAreWeTrainingMobile = TRUE;
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}
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else if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, REGULAR_MILITIA )
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&& (gGameExternalOptions.gfTrainVeteranMilitia)
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&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
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{
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giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iVeteranCostModifier);
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gfAreWePromotingRegular = TRUE;
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}
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else if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, GREEN_MILITIA ))
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{
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giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iRegularCostModifier);
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gfAreWePromotingGreen = TRUE;
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}
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else
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{
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// continue training always handles just one sector at a time
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giTotalCostOfTraining = iMilitiaTrainingCost;
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giTotalCostOfTraining = (iMilitiaTrainingCost);
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}
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// can player afford to continue training?
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if( LaptopSaveInfo.iCurrentBalance < giTotalCostOfTraining )
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{
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@@ -889,15 +908,15 @@ BOOLEAN CanNearbyMilitiaScoutThisSector( INT16 sSectorX, INT16 sSectorY )
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return( FALSE );
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}
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BOOLEAN IsTownFullMilitia( INT8 bTownId )
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BOOLEAN IsTownFullMilitia( INT8 bTownId, INT8 iMilitiaType )
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{
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INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia4");
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INT32 iCounter = 0;
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INT16 sSectorX = 0, sSectorY = 0;
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INT32 iNumberOfMilitia = 0;
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INT32 iMaxNumber = 0;
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BOOLEAN fIncreaseCost = FALSE;
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while( pTownNamesList[ iCounter ] != 0 )
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{
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@@ -910,15 +929,42 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia4");
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// if sector is ours get number of militia here
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if( SectorOursAndPeaceful( sSectorX, sSectorY, 0 ) )
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{
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//Kaiden: Checking for Price Hikes.
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if (iMilitiaType == GREEN_MILITIA)
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{
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA );
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
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iMaxNumber += iMaxMilitiaPerSector;
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if (MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA ) > 0)
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fIncreaseCost = TRUE;
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}
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else if (iMilitiaType == REGULAR_MILITIA)
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{
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
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iMaxNumber += iMaxMilitiaPerSector;
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if (MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA ) > 0)
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fIncreaseCost = TRUE;
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}
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//Kaiden: OK So iMilitiaType should be ELITE_MILITIA
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// and we're just checking sectors for purposes
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// of training mobile militia or ending training
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// don't count GREEN militia, they can be trained into regulars first
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// Kaiden: Veteran Militia Training:
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// And we don't count regulars either if we're training veterans
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if (gGameExternalOptions.gfTrainVeteranMilitia)
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if (gGameExternalOptions.gfTrainVeteranMilitia && (iMilitiaType == ELITE_MILITIA)
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&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
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{
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
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iMaxNumber += iMaxMilitiaPerSector;
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}
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else
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else if (iMilitiaType == ELITE_MILITIA)
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{
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
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@@ -930,6 +976,24 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia4");
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iCounter++;
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}
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if (iMilitiaType == GREEN_MILITIA)
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{
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if (( iNumberOfMilitia == iMaxNumber ) && (fIncreaseCost))
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return( TRUE );
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else
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return( FALSE );
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}
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else if (iMilitiaType == REGULAR_MILITIA)
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{
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if (( iNumberOfMilitia == iMaxNumber ) && (fIncreaseCost))
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return( TRUE );
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else
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return( FALSE );
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}
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// now check the number of militia
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if ( iMaxNumber > iNumberOfMilitia )
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{
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@@ -939,7 +1003,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia4");
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return( TRUE );
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}
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BOOLEAN IsSAMSiteFullOfMilitia( INT16 sSectorX, INT16 sSectorY )
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BOOLEAN IsSAMSiteFullOfMilitia( INT16 sSectorX, INT16 sSectorY, INT8 iMilitiaType )
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{
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BOOLEAN fSamSitePresent = FALSE;
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INT32 iNumberOfMilitia = 0;
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@@ -956,16 +1020,47 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia5");
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if( SectorOursAndPeaceful( sSectorX, sSectorY, 0 ) )
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{
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//Kaiden: If we're checking for specific Militia for Price Hikes:
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if (iMilitiaType == GREEN_MILITIA)
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{
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA );
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
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if (( iNumberOfMilitia == iMaxMilitiaPerSector) &&
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(MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA ) > 0))
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return( TRUE );
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else
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return( FALSE );
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}
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else if (iMilitiaType == REGULAR_MILITIA)
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{
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
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if (( iNumberOfMilitia == iMaxMilitiaPerSector) &&
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(MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA ) > 0))
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return( TRUE );
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else
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return( FALSE );
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}
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// Kaiden: Ok we're not checking for militia promotions now,
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// so MilitiaType should be ELITE_MILITIA for purposes
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// of training Roaming or not.
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// don't count GREEN militia, they can be trained into regulars first
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// Kaiden: Veteran Militia Training:
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// And we don't count regulars either if we're training veterans
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if (gGameExternalOptions.gfTrainVeteranMilitia)
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if (gGameExternalOptions.gfTrainVeteranMilitia && (iMilitiaType == ELITE_MILITIA)
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&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
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{
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
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iMaxNumber += iMaxMilitiaPerSector;
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}
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else
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else if (iMilitiaType == ELITE_MILITIA)
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{
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
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iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
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@@ -1250,19 +1345,35 @@ void PayForTrainingInSector( UINT8 ubSector )
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INT32 iMilitiaTrainingCost = gGameExternalOptions.iMilitiaTrainingCost;
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia6");
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Assert( SectorInfo[ ubSector ].fMilitiaTrainingPaid == FALSE );
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INT32 CostMultiplyer = 0;
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// spend the money
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// Kaiden: Roaming Militia Training:
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// Charging more to train Roaming Militia
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// Or for promotions.
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if ( gfAreWeTrainingMobile)
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{
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AddTransactionToPlayersBook( TRAIN_TOWN_MILITIA, ubSector, GetWorldTotalMin(), -( iMilitiaTrainingCost*gGameExternalOptions.iMilitiaCostModifier ) );
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CostMultiplyer = gGameExternalOptions.iMilitiaCostModifier;
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gfAreWeTrainingMobile = FALSE;
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}
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else if ( gfAreWePromotingGreen)
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{
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CostMultiplyer = gGameExternalOptions.iRegularCostModifier;
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gfAreWePromotingGreen = FALSE;
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}
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else if ( gfAreWePromotingRegular)
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{
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CostMultiplyer = gGameExternalOptions.iVeteranCostModifier;
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gfAreWePromotingRegular = FALSE;
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}
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else
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{
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AddTransactionToPlayersBook( TRAIN_TOWN_MILITIA, ubSector, GetWorldTotalMin(), -( iMilitiaTrainingCost ) );
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CostMultiplyer = 1;
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}
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AddTransactionToPlayersBook( TRAIN_TOWN_MILITIA, ubSector, GetWorldTotalMin(), -( iMilitiaTrainingCost*CostMultiplyer ) );
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// mark this sector sectors as being paid up
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SectorInfo[ ubSector ].fMilitiaTrainingPaid = TRUE;
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