Initial commit - SVN checkpoint to git branch

This commit is contained in:
rftrdev
2022-10-11 00:17:12 -07:00
parent 9cc567644f
commit 7b0830c060
28 changed files with 2232 additions and 206 deletions
+17 -3
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@@ -1,3 +1,4 @@
#pragma optimize("",off)
#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#include "GameSettings.h"
@@ -1658,6 +1659,9 @@ BOOLEAN BasicCanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
// check if sam site
if( fSamSitePresent == FALSE )
{
if (RebelCommand::CanTrainMilitiaAnywhere())
return( TRUE );
// nope
return ( FALSE );
}
@@ -1971,6 +1975,9 @@ BOOLEAN CanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
}
}
if (RebelCommand::CanTrainMilitiaAnywhere())
ubFacilityTrainersAllowed = RebelCommand::GetMaxTrainersForTrainMilitiaAnywhere();
// Count number of trainers already operating here
if ( CountMilitiaTrainersInSoldiersSector( pSoldier, TOWN_MILITIA ) >= ubFacilityTrainersAllowed )
{
@@ -2033,6 +2040,9 @@ BOOLEAN DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( SOLDIERTYPE *pSol
{
return( TRUE );
}
if (RebelCommand::CanTrainMilitiaAnywhere())
return(TRUE);
return( FALSE );
}
@@ -2085,7 +2095,7 @@ BOOLEAN IsMilitiaTrainableFromSoldiersSectorMaxed( SOLDIERTYPE *pSoldier, INT8 i
// is there a town really here
if( bTownId == BLANK_SECTOR )
{
fSamSitePresent = IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
fSamSitePresent = IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) || RebelCommand::CanTrainMilitiaAnywhere();
// if there is a sam site here
if( fSamSitePresent )
@@ -6136,7 +6146,8 @@ void HandleTrainingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
}
// check if we're doing a sector where militia can be trained
if( ( (StrategicMap[CALCULATE_STRATEGIC_INDEX(sMapX, sMapY) ].bNameId != BLANK_SECTOR ) || ( fSamSiteInSector == TRUE ) ) && (bZ == 0) )
const BOOL canTrainMilitiaAnywhere = RebelCommand::CanTrainMilitiaAnywhere();
if( (canTrainMilitiaAnywhere || (StrategicMap[CALCULATE_STRATEGIC_INDEX(sMapX, sMapY) ].bNameId != BLANK_SECTOR ) || ( fSamSiteInSector == TRUE ) ) && (bZ == 0) )
{
// init town trainer list
memset( TownTrainer, 0, sizeof( TownTrainer ) );
@@ -7898,7 +7909,7 @@ BOOLEAN TrainTownInSector( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY, INT1
// get town index
ubTownId = StrategicMap[CALCULATE_STRATEGIC_INDEX(pTrainer->sSectorX, pTrainer->sSectorY ) ].bNameId;
if( fSamSiteInSector == FALSE )
if( fSamSiteInSector == FALSE && !RebelCommand::CanTrainMilitiaAnywhere())
{
AssertNE(ubTownId, BLANK_SECTOR);
}
@@ -20165,6 +20176,9 @@ BOOLEAN CanCharacterTrainMilitiaWithErrorReport( SOLDIERTYPE *pSoldier )
}
}
if (RebelCommand::CanTrainMilitiaAnywhere())
ubFacilityTrainersAllowed = RebelCommand::GetMaxTrainersForTrainMilitiaAnywhere();
// If we are here, then TrainersAllowed > 0.
// Otherwise we'd have failed the BasicCanTrain check
if ( CountMilitiaTrainersInSoldiersSector( pSoldier, TOWN_MILITIA ) >= ubFacilityTrainersAllowed )
+1
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@@ -100,6 +100,7 @@ enum
ADMINISTRATION, // merc boosts the effectiveness of other mercs
EXPLORATION, // merc searches the sector for undiscovered items
ASSIGNMENT_MINIEVENT,
ASSIGNMENT_REBELCOMMAND,
NUM_ASSIGNMENTS,
};
+5
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@@ -51,6 +51,7 @@
#include "Player Command.h" // added by Flugente
#include "LuaInitNPCs.h" // added by Flugente
#include "MiniEvents.h"
#include "Rebel Command.h"
#endif
#include "connect.h"
@@ -680,6 +681,10 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
CheckMiniEvents(pEvent->uiParam);
}
break;
case EVENT_REBELCOMMAND:
RebelCommand::HandleStrategicEvent(pEvent->uiParam);
break;
}
gfPreventDeletionOfAnyEvent = fOrigPreventFlag;
return TRUE;
+2
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@@ -152,6 +152,8 @@ enum
EVENT_MINIEVENT,
EVENT_REBELCOMMAND,
NUMBER_OF_EVENT_TYPES_PLUS_ONE,
NUMBER_OF_EVENT_TYPES = NUMBER_OF_EVENT_TYPES_PLUS_ONE - 1
};
+1
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@@ -140,6 +140,7 @@ CHAR16 gEventName[NUMBER_OF_EVENT_TYPES_PLUS_ONE][40]={
L"bandit attack",
L"ArmyFinishTraining",
L"MiniEvent",
L"ARC_Event",
};
#endif
+38
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@@ -1,3 +1,4 @@
#pragma optimize("",off)
#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#include "GameSettings.h"
@@ -49,6 +50,7 @@
#include "Map Screen Interface Map Inventory.h" // added by Flugente
#include "LuaInitNPCs.h" // added by Flugente
#include "Game Event Hook.h" // added by Flugente
#include "Rebel Command.h"
#endif
#include "Quests.h"
@@ -844,6 +846,42 @@ void fillMapColoursForVisitedSectors(INT32(&colorMap)[ MAXIMUM_VALID_Y_COORDINAT
}
}
}
if (RebelCommand::ShowEnemyMovementTargets())
{
const auto targetColor = MAP_SHADE_LT_RED;
GROUP* pGroup = gpGroupList;
while (pGroup)
{
if (pGroup->usGroupTeam == ENEMY_TEAM)
{
const UINT8 intention = pGroup->pEnemyGroup->ubIntention;
if (intention == STAGING
|| intention == REINFORCEMENTS
|| intention == PURSUIT
|| intention == ASSAULT)
{
WAYPOINT* wp = pGroup->pWaypoints;
while (wp)
{
if (wp->next == nullptr)
break;
wp = wp->next;
}
if (GetSectorFlagStatus(wp->x-1, wp->y-1, (UINT8)iCurrentMapSectorZ, SF_ALREADY_VISITED))
{
colorMap[wp->y-1][wp->x-1] = targetColor;
}
}
}
pGroup = pGroup->next;
}
}
}
+1
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@@ -1529,6 +1529,7 @@ void MiniEventsLua(UINT32 eventId)
&& pSoldier->stats.bLife > 0
&& pSoldier->bAssignment != IN_TRANSIT
&& pSoldier->bAssignment != ASSIGNMENT_POW
&& pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND
&& !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE))
{
gAllMercs.push_back(pSoldier);
+1787 -133
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File diff suppressed because it is too large Load Diff
+89 -5
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@@ -6,9 +6,43 @@
#include "Types.h"
#define REBEL_COMMAND_MAX_ACTIONS_PER_REGION 6
#define NUM_ARC_AGENT_SLOTS 2
namespace RebelCommand
{
// applies to RegionSaveInfo.actionLevels: use the MSB as the active flag since I don't expect it to be used otherwise
constexpr UINT8 ADMIN_ACTION_ACTIVE_BIT = 1 << 7;
// for rebelCommandSaveInfo.uBitMask
// requirement breakdown
// 1 bit for notification toggle
// 5 * 4 bits for random mission selection (2off, 2def) = 32 choices each
// need some bits to track mission area (friendly/hostile? num towns?)
// remaining bits to track up/downgrades?
// some should be ASD specific?
// can we not do this and just check strategic events? GetAllStrategicEventsOfType(). could be costly. iterates over event LL on each call
// can we cache in-flight events on load? no real need to save this, right?
//constexpr UINT64 AGENT_NOTIFICATION_BIT = 1 << 0;
// the FIRST and SECOND strategic events share the same type (EVENT_REBELCOMMAND - no need to have multiple types yet, I think...)
// so the 32-bit int will have to block out information for both events
// FIRST EVENT BREAKDOWN
// A######B CCCCCCCC DDDDDDDD EEEEEEEE
// A (1 bit) - always 0 to indicate that this is the FIRST event (ie, keeping a merc busy for a set duration)
// B (1 bit) - 0 if the player sent a generic rebel agent, 1 if the player sent one of their own mercs
// C (8 bit) - the profile number of the merc that was sent. invalid if B == 0
// D (8 bit) - the mission ID. should match up with RebelCommandAgentMissions enum
// E (8 bit) - the mission duration, in hours. if 0, mission failed.
// the rest of the bits depend on the mission?
//
// SECOND EVENT BREAKDOWN
// A####### #######B CCCCCCCC DDDDDDDD
// A (1 bit) - always 1 to indicate that this is the SECOND event (ie, this event fires when the mission bonus expires)
// B (1 bit) - 0 if the player sent a generic rebel agent, 1 if the player sent one of their own mercs
// C (8 bit) - the profile number of the merc that was sent. invalid if B == 0
// D (8 bit) - the mission ID. should match up with RebelCommandAgentMissions enum
// extra bits are for ???????????
enum RebelCommandDirectives
{
@@ -49,6 +83,36 @@ enum RebelCommandAdminActions
RCAA_NUM_ACTIONS
};
enum RebelCommandAgentMissions
{
RCAM_NONE = -1,
RCAM_DEEP_DEPLOYMENT = 0,
RCAM_GET_ENEMY_MOVEMENT_TARGETS, // aka Strategic Intel
RCAM_IMPROVE_LOCAL_SHOPS,
RCAM_REDUCE_STRATEGIC_DECISION_SPEED, // aka Slower Strategic Decisions
RCAM_REDUCE_UNALERTED_ENEMY_VISION, // aka Lower Readiness
RCAM_SABOTAGE_INFANTRY_EQUIPMENT, // aka Sabotage Equipment
RCAM_SABOTAGE_MECHANICAL_UNITS, // aka Sabotage Vehicles
RCAM_TRAIN_MILITIA_ANYWHERE,
RCAM_NUM_MISSIONS,
// ideas/unimplemented - rename some?
// need to have permanent and temporary boons
RCAM_SEND_SUPPLIES_TO_TOWN,
RCAM_BOOST_TOWN_ADMIN_ACTIONS,
RCAM_PROCURE_ITEMS,
RCAM_MILITIA_SKILL_TRAITS, // should override militia skill traits ini option - split into multiple (weapon spec, bodybuilding, athletic, night ops)
RCAM_OBSERVE_SECTORS, // ??? competes with scouts?
RCAM_PURCHASE_SUPPLIES, // increase daily supply income, decrease daily $ income
RCAM_SABOTAGE_ASD, // see ASD.cpp for things that can be played with
RCAM_SABOTAGE_MINE,
RCAM_REDUCE_ENEMY_POOL, // need to make sure enemy pool is not infinite // giReinforcementPool, also gfUnlimitedTroops = zDiffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
// militia/mercs get bonus vision (???)
// share vision with civilians?
};
enum RegionAdminStatus
{
RAS_NONE,
@@ -97,8 +161,13 @@ typedef struct RegionSaveInfo
UINT8 actionLevels[REBEL_COMMAND_MAX_ACTIONS_PER_REGION];
UINT8 ubMaxLoyalty;
BOOLEAN IsActive(UINT8 index) { return (actionLevels[index] & ADMIN_ACTION_ACTIVE_BIT) == 0; }
// rftr: I know these fly in the face of convention, but I'm lazy and this preserves savegame compatibility without needing to add any additional code
void SetActive(UINT8 index) { actionLevels[index] &= ~ADMIN_ACTION_ACTIVE_BIT; } // active bit value = 0
void SetInactive(UINT8 index) { actionLevels[index] |= ADMIN_ACTION_ACTIVE_BIT; } // inactive bit value = 1
INT32 GetAdminDeployCost(INT16 numAdminTeams) { return 10 * numAdminTeams * numAdminTeams; };
INT32 GetAdminReactivateCost(INT16 numAdminTeams) { return GetAdminDeployCost(numAdminTeams) / 4; };
UINT8 GetLevel(INT16 index) { return actionLevels[index] & ~ADMIN_ACTION_ACTIVE_BIT; }
} RegionSaveInfo;
typedef struct SaveInfo
@@ -110,9 +179,10 @@ typedef struct SaveInfo
INT32 iActiveDirective;
INT32 iSelectedDirective;
INT8 iMilitiaStatsLevel;
UINT8 uSupplyDropCount;
UINT8 uSupplyDropCount; // keeping this around for compatibility with old saves
INT8 availableMissions[NUM_ARC_AGENT_SLOTS];
INT8 filler[19];
INT8 filler[17];
} SaveInfo;
extern SaveInfo rebelCommandSaveInfo;
@@ -122,6 +192,7 @@ void ExitWebsite();
void RenderWebsite();
void HandleWebsite();
// admin actions
void ApplyEnemyPenalties(SOLDIERTYPE* pSoldier);
void ApplyMilitiaBonuses(SOLDIERTYPE* pMilitia);
UINT8 GetApproximateEnemyLocationResolutionIndex();
@@ -139,17 +210,30 @@ FLOAT GetPathfindersSpeedBonus(UINT8 sector);
BOOLEAN NeutraliseRole(const SOLDIERTYPE* pSoldier);
void RaidMines(INT32 &playerIncome, INT32 &enemyIncome);
BOOLEAN ShowApproximateEnemyLocations();
void ShowWebsiteAvailableMessage();
// agent missions
void ApplyEnemyMechanicalUnitPenalties(SOLDIERTYPE* pSoldier);
void ApplyMilitiaTraits(SOLDIERTYPE* pSoldier);
void ApplyVisionModifier(const SOLDIERTYPE* pSoldier, INT32& sight);
BOOLEAN CanAssignTraitsToMilitia();
BOOLEAN CanTrainMilitiaAnywhere();
UINT8 GetMaxTrainersForTrainMilitiaAnywhere();
INT16 GetAdditionalDeployRange(const UINT8 insertionCode);
INT8 GetEnemyEquipmentCoolnessModifier();
INT8 GetEnemyEquipmentStatusModifier(const INT8 initialStatus);
UINT8 GetMerchantCoolnessBonus();
FLOAT GetStrategicDecisionSpeedModifier();
void HandleStrategicEvent(const UINT32 eventParam);
BOOLEAN ShowEnemyMovementTargets();
void DailyUpdate();
void HourlyUpdate();
void Init();
void ShowWebsiteAvailableMessage();
BOOLEAN Load(HWFILE file);
BOOLEAN Save(HWFILE file);
}
//BOOLEAN LoadRebelCommand( HWFILE file ) { return RebelCommand::Load( file ); }
#endif
+5
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@@ -36,6 +36,7 @@
#include "Map Information.h"
#include "interface dialogue.h"
#include "ASD.h" // added by Flugente
#include "Rebel Command.h"
#endif
#include "GameInitOptionsScreen.h"
@@ -1198,6 +1199,8 @@ void InitStrategicAI()
dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus );
}
dEnemyGeneralsSpeedupFactor *= RebelCommand::GetStrategicDecisionSpeedModifier();
giReinforcementPool = zDiffSetting[gGameOptions.ubDifficultyLevel].iQueensInitialPoolOfTroops;
giForcePercentage = zDiffSetting[gGameOptions.ubDifficultyLevel].iInitialGarrisonPercentages;
giArmyAlertness = zDiffSetting[gGameOptions.ubDifficultyLevel].iEnemyStartingAlertLevel;
@@ -3456,6 +3459,8 @@ void EvaluateQueenSituation()
{
dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus );
}
dEnemyGeneralsSpeedupFactor *= RebelCommand::GetStrategicDecisionSpeedModifier();
uiOffset += dEnemyGeneralsSpeedupFactor * (zDiffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDiffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance ));
+3 -2
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@@ -1,3 +1,4 @@
#pragma optimize("",off)
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
@@ -279,7 +280,7 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
if( ubTownId == BLANK_SECTOR )
{
Assert( IsThisSectorASAMSector( sMapX, sMapY, 0 ) );
Assert( IsThisSectorASAMSector( sMapX, sMapY, 0 ) || RebelCommand::CanTrainMilitiaAnywhere() );
}
// force tactical to update militia status
@@ -1293,7 +1294,7 @@ BOOLEAN IsSAMSiteFullOfMilitia( INT16 sSectorX, INT16 sSectorY, INT8 iMilitiaTyp
INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia5");
// check if SAM site is ours?
fSamSitePresent = IsThisSectorASAMSector( sSectorX, sSectorY, 0 );
fSamSitePresent = IsThisSectorASAMSector(sSectorX, sSectorY, 0) || RebelCommand::CanTrainMilitiaAnywhere();
if( fSamSitePresent == FALSE )
{