Replaced reinforcement functions to allow non-enemy movement groups to reinforce battles

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7712 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-01-06 21:11:36 +00:00
parent 474df6ffb5
commit bb95be057b
7 changed files with 320 additions and 73 deletions
+2 -1
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@@ -6256,7 +6256,8 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
OutputDebugString( "Resetting attack busy due to load game.\n");
#endif
gTacticalStatus.ubAttackBusyCount = 0;
gfPendingEnemies = CheckPendingEnemies();
gfPendingNonPlayerTeam[ENEMY_TEAM] = CheckPendingNonPlayerTeam( ENEMY_TEAM );
gfPendingNonPlayerTeam[MILITIA_TEAM] = CheckPendingNonPlayerTeam( MILITIA_TEAM );
}
// ATE: if we are within this window where skyridder was foobared, fix!
+226 -50
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@@ -75,7 +75,7 @@ std::vector<SECTORINFO> SectorInfo (256);
UNDERGROUND_SECTORINFO *gpUndergroundSectorInfoHead = NULL;
extern UNDERGROUND_SECTORINFO* gpUndergroundSectorInfoTail;
BOOLEAN gfPendingEnemies = FALSE;
BOOLEAN gfPendingNonPlayerTeam[PLAYER_PLAN] = {FALSE, FALSE, FALSE, FALSE, FALSE};
UINT32 guiTurnCnt = 0, guiReinforceTurn = 0, guiArrived = 0;//dnl ch68 080913
extern void BuildUndergroundSectorInfoList();
@@ -572,7 +572,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
unsigned totalCountOfMobileEnemies = 0;
int sNumSlots;
gfPendingEnemies = FALSE;
gfPendingNonPlayerTeam[ENEMY_TEAM] = FALSE;
if( gbWorldSectorZ > 0 )
return PrepareEnemyForUndergroundBattle();
@@ -601,9 +601,9 @@ BOOLEAN PrepareEnemyForSectorBattle()
for( unsigned ubIndex = 0; ubIndex < ubDirNumber; ++ubIndex )
{
while ( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) && GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) )
while ( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ) ) && GetNonPlayerGroupInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), ENEMY_TEAM ) )
{
pGroup = GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) );
pGroup = GetNonPlayerGroupInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), ENEMY_TEAM );
pGroup->ubPrevX = pGroup->ubSectorX;
pGroup->ubPrevY = pGroup->ubSectorY;
@@ -653,7 +653,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
if (mapMaximumNumberOfEnemies > gGameExternalOptions.ubGameMaximumNumberOfEnemies)
mapMaximumNumberOfEnemies = gGameExternalOptions.ubGameMaximumNumberOfEnemies;
gfPendingEnemies = (NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, ENEMY_TEAM ) > mapMaximumNumberOfEnemies);
gfPendingNonPlayerTeam[ENEMY_TEAM] = (NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, ENEMY_TEAM ) > mapMaximumNumberOfEnemies);
pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
@@ -798,7 +798,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
{ //adjust the value to zero
ubNumAdmins += sNumSlots;
sNumSlots = 0;
gfPendingEnemies = TRUE;
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
}
pGroup->pEnemyGroup->ubAdminsInBattle += ubNumAdmins;
ubTotalAdmins += ubNumAdmins;
@@ -812,7 +812,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
{ //adjust the value to zero
ubNumTroops += sNumSlots;
sNumSlots = 0;
gfPendingEnemies = TRUE;
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
}
pGroup->pEnemyGroup->ubTroopsInBattle += ubNumTroops;
ubTotalTroops += ubNumTroops;
@@ -826,7 +826,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
{ //adjust the value to zero
ubNumElites += sNumSlots;
sNumSlots = 0;
gfPendingEnemies = TRUE;
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
}
pGroup->pEnemyGroup->ubElitesInBattle += ubNumElites;
ubTotalElites += ubNumElites;
@@ -840,7 +840,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
{ //adjust the value to zero
ubNumTanks += sNumSlots;
sNumSlots = 0;
gfPendingEnemies = TRUE;
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
}
pGroup->pEnemyGroup->ubTanksInBattle += ubNumTanks;
ubTotalTanks += ubNumTanks;
@@ -1159,7 +1159,7 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
}
if( guiCurrentScreen == GAME_SCREEN )
{
if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumElites != pGroup->pEnemyGroup->ubElitesInBattle && !gfPendingEnemies ||
if ( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumElites != pGroup->pEnemyGroup->ubElitesInBattle && !gfPendingNonPlayerTeam[ENEMY_TEAM] ||
pGroup->ubGroupSize > iMaxEnemyGroupSize /* || pGroup->pEnemyGroup->ubNumElites > 50 || pGroup->pEnemyGroup->ubElitesInBattle > 50*/ )
{
DoScreenIndependantMessageBox( L"Group elite counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
@@ -1185,7 +1185,7 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
}
if( guiCurrentScreen == GAME_SCREEN )
{
if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumTroops != pGroup->pEnemyGroup->ubTroopsInBattle && !gfPendingEnemies ||
if ( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumTroops != pGroup->pEnemyGroup->ubTroopsInBattle && !gfPendingNonPlayerTeam[ENEMY_TEAM] ||
pGroup->ubGroupSize > iMaxEnemyGroupSize /*|| pGroup->pEnemyGroup->ubNumTroops > 50 || pGroup->pEnemyGroup->ubTroopsInBattle > 50*/ )
{
// haydent
@@ -1216,7 +1216,7 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
}
if( guiCurrentScreen == GAME_SCREEN )
{
if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumAdmins != pGroup->pEnemyGroup->ubAdminsInBattle && !gfPendingEnemies ||
if ( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumAdmins != pGroup->pEnemyGroup->ubAdminsInBattle && !gfPendingNonPlayerTeam[ENEMY_TEAM] ||
pGroup->ubGroupSize > iMaxEnemyGroupSize /*|| pGroup->pEnemyGroup->ubNumAdmins > 50 || pGroup->pEnemyGroup->ubAdminsInBattle > 50*/ )
{
DoScreenIndependantMessageBox( L"Group admin counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
@@ -1580,7 +1580,7 @@ void AddPossiblePendingEnemiesToBattle()
return;
}
if( !gfPendingEnemies )
if ( !gfPendingNonPlayerTeam[ENEMY_TEAM] )
{
//Optimization. No point in checking for group reinforcements if we know that there aren't any more enemies that can
//be added to this battle. This changes whenever a new enemy group arrives at the scene.
@@ -1590,7 +1590,7 @@ void AddPossiblePendingEnemiesToBattle()
UINT8 ubInsertionCode = 255;
if( gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition == TRUE )
ubInsertionCode = DoReinforcementAsPendingEnemy( gWorldSectorX, gWorldSectorY );
ubInsertionCode = DoReinforcementAsPendingNonPlayer( gWorldSectorX, gWorldSectorY, ENEMY_TEAM );
if (ubInsertionCode == 255)
{
@@ -1693,7 +1693,7 @@ void AddPossiblePendingEnemiesToBattle()
ubStrategicInsertionCode = INSERTION_CODE_NORTH + Random( 4 );
AddEnemiesToBattle( 0, ubStrategicInsertionCode, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, FALSE );
gfPendingEnemies = TRUE;
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
}
}
@@ -1817,9 +1817,10 @@ void AddPossiblePendingEnemiesToBattle()
MemFree( pGroupInSectorList);
if( ubSlots )
{ //After going through the process, we have finished with some free slots and no more enemies to add.
//So, we can turn off the flag, as this check is no longer needed.
gfPendingEnemies = FALSE;
{
//After going through the process, we have finished with some free slots and no more enemies to add.
//So, we can turn off the flag, as this check is no longer needed.
gfPendingNonPlayerTeam[ENEMY_TEAM] = FALSE;
}
}
@@ -1886,11 +1887,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
UINT8 ubCurrSlot;
UINT8 ubTotalSoldiers;
UINT8 bDesiredDirection=0;
#ifdef JA2UB
UINT8 ubCnt;
#endif
switch( ubStrategicInsertionCode )
{
case INSERTION_CODE_NORTH: bDesiredDirection = SOUTHEAST; break;
@@ -1899,9 +1896,9 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
case INSERTION_CODE_WEST: bDesiredDirection = NORTHEAST; break;
default: AssertMsg( 0, "Illegal direction passed to AddEnemiesToBattle()" ); break;
}
#ifdef JA2TESTVERSION
ScreenMsg( FONT_RED, MSG_INTERFACE, L"Enemy reinforcements have arrived! (%d admins, %d troops, %d elite)", ubNumAdmins, ubNumTroops, ubNumElites );
#endif
#ifdef JA2TESTVERSION
ScreenMsg( FONT_RED, MSG_INTERFACE, L"Enemy reinforcements have arrived! (%d admins, %d troops, %d elite)", ubNumAdmins, ubNumTroops, ubNumElites );
#endif
if( fMagicallyAppeared )
{ //update the strategic counters
@@ -1938,14 +1935,12 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
ubTotalSoldiers = ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks;
#ifdef JA2UB
#ifdef JA2UB
if( gsGridNoForMapEdgePointInfo != -1 )
{
ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
}
#endif
#ifdef JA2UB
if( ubStrategicInsertionCode == INSERTION_CODE_GRIDNO )
{
if( gsGridNoForMapEdgePointInfo == -1 )
@@ -1954,7 +1949,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
gsGridNoForMapEdgePointInfo=0;
}
for( ubCnt=0; ubCnt<32;ubCnt++)
for( UINT8 ubCnt=0; ubCnt<32; ++ubCnt)
{
MapEdgepointInfo.sGridNo[ ubCnt ] = gsGridNoForMapEdgePointInfo;
}
@@ -1964,12 +1959,11 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
}
else
{
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumAdmins+ubNumElites+ubNumTroops+ubNumTanks) );
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, ubTotalSoldiers );
}
#else
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumAdmins+ubNumElites+ubNumTroops+ubNumTanks) );
#endif
#else
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, ubTotalSoldiers );
#endif
ubCurrSlot = 0;
while( ubTotalSoldiers )
@@ -2082,12 +2076,173 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
}
}
#ifdef JA2UB
gsGridNoForMapEdgePointInfo = -1;
#endif
#ifdef JA2UB
gsGridNoForMapEdgePointInfo = -1;
#endif
}
void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumGreens, UINT8 ubNumRegulars, UINT8 ubNumElites, BOOLEAN fMagicallyAppeared )
{
SOLDIERTYPE *pSoldier;
MAPEDGEPOINTINFO MapEdgepointInfo;
UINT8 ubCurrSlot;
UINT8 ubTotalSoldiers;
UINT8 bDesiredDirection = 0;
switch ( ubStrategicInsertionCode )
{
case INSERTION_CODE_NORTH: bDesiredDirection = SOUTHEAST; break;
case INSERTION_CODE_EAST: bDesiredDirection = SOUTHWEST; break;
case INSERTION_CODE_SOUTH: bDesiredDirection = NORTHWEST; break;
case INSERTION_CODE_WEST: bDesiredDirection = NORTHEAST; break;
default: AssertMsg( 0, "Illegal direction passed to AddEnemiesToBattle()" ); break;
}
#ifdef JA2TESTVERSION
ScreenMsg( FONT_RED, MSG_INTERFACE, L"Militia reinforcements have arrived! (%d greens, %d regulars, %d elite)", ubNumGreens, ubNumRegulars, ubNumElites );
#endif
if ( fMagicallyAppeared )
{
//update the strategic counters
if ( !gbWorldSectorZ )
{
SECTORINFO *pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )];
pSector->ubNumberOfCivsAtLevel[GREEN_MILITIA] += ubNumGreens;
pSector->ubNumberOfCivsAtLevel[REGULAR_MILITIA] += ubNumRegulars;
pSector->ubNumberOfCivsAtLevel[ELITE_MILITIA] += ubNumElites;
}
else
{
// there are no underground militia... error if this ever happens
AssertMsg( 0, "Tried to add militia to an underground sector" );
}
}
ubTotalSoldiers = ubNumGreens + ubNumRegulars + ubNumElites;
#ifdef JA2UB
if ( gsGridNoForMapEdgePointInfo != -1 )
{
ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
}
if ( ubStrategicInsertionCode == INSERTION_CODE_GRIDNO )
{
if ( gsGridNoForMapEdgePointInfo == -1 )
{
Assert( 0 );
gsGridNoForMapEdgePointInfo = 0;
}
for ( UINT8 ubCnt = 0; ubCnt<32; ++ubCnt )
{
MapEdgepointInfo.sGridNo[ubCnt] = gsGridNoForMapEdgePointInfo;
}
MapEdgepointInfo.ubNumPoints = 32;
MapEdgepointInfo.ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
}
else
{
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, ubTotalSoldiers );
}
#else
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (ubTotalSoldiers) );
#endif
ubCurrSlot = 0;
while ( ubTotalSoldiers )
{
if ( ubNumElites && Random( ubTotalSoldiers ) < ubNumElites )
{
ubNumElites--;
ubTotalSoldiers--;
Assert( pSoldier = TacticalCreateMilitia( SOLDIER_CLASS_ELITE_MILITIA, gWorldSectorX, gWorldSectorY ) );
if ( pGroup )
{
pSoldier->ubGroupID = pGroup->ubGroupID;
}
pSoldier->ubInsertionDirection = bDesiredDirection;
//Setup the position
if ( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
{ //using an edgepoint
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ubCurrSlot++];
}
else
{ //no edgepoints left, so put him at the entrypoint.
pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
else if ( ubNumRegulars && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumRegulars) )
{
ubNumRegulars--;
ubTotalSoldiers--;
Assert( pSoldier = TacticalCreateMilitia( SOLDIER_CLASS_REG_MILITIA, gWorldSectorX, gWorldSectorY ) );
if ( pGroup )
{
pSoldier->ubGroupID = pGroup->ubGroupID;
}
pSoldier->ubInsertionDirection = bDesiredDirection;
//Setup the position
if ( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
{ //using an edgepoint
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ubCurrSlot++];
}
else
{ //no edgepoints left, so put him at the entrypoint.
pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
else if ( ubNumGreens && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumRegulars + ubNumGreens) )
{
ubNumGreens--;
ubTotalSoldiers--;
Assert( pSoldier = TacticalCreateMilitia( SOLDIER_CLASS_GREEN_MILITIA, gWorldSectorX, gWorldSectorY ) );
if ( pGroup )
{
pSoldier->ubGroupID = pGroup->ubGroupID;
}
pSoldier->ubInsertionDirection = bDesiredDirection;
//Setup the position
if ( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
{ //using an edgepoint
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ubCurrSlot++];
}
else
{ //no edgepoints left, so put him at the entrypoint.
pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
// HEADROCK HAM 3.2: enemy reinforcements arrive with 0 APs.
if ( gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 1 || gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 2 )
{
pSoldier->bActionPoints = 0;
// Flugente: due to a fix, also note here that the reinforcements get no APs.
pSoldier->usSoldierFlagMask |= SOLDIER_NO_AP;
// Flugente: campaign stats
if ( IsOurSoldier( pSoldier ) )
gCurrentIncident.usIncidentFlags |= INCIDENT_REINFORCEMENTS_PLAYERSIDE;
else
gCurrentIncident.usIncidentFlags |= INCIDENT_REINFORCEMENTS_ENEMY;
}
}
#ifdef JA2UB
gsGridNoForMapEdgePointInfo = -1;
#endif
}
BOOLEAN SaveUnderGroundSectorInfoToSaveGame( HWFILE hFile )
@@ -2627,21 +2782,42 @@ BOOLEAN OnlyHostileCivsInSector()
return TRUE;
}
BOOLEAN CheckPendingEnemies()
// Flugente check whether a team has nearby members that can be added to the current battle
// Note that this requires separate counts of teammembers in the sector and those that are actually fighting
// This currently does not exist for MILITIA_TEAM, making such a check relatively useless
BOOLEAN CheckPendingNonPlayerTeam( UINT8 usTeam )
{
if( gbWorldSectorZ ) return FALSE;
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
if( (pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks) > ( pSector->ubElitesInBattle + pSector->ubTroopsInBattle + pSector->ubAdminsInBattle + pSector->ubTanksInBattle) )
return TRUE;
for (GROUP *pGroup = gpGroupList; pGroup; pGroup = pGroup->next)
if( gbWorldSectorZ )
return FALSE;
SECTORINFO *pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )];
if ( usTeam == ENEMY_TEAM )
{
if ( pGroup->usGroupTeam != OUR_TEAM
&& !pGroup->fVehicle
&& pGroup->ubSectorX == gWorldSectorX
&& pGroup->ubSectorY == gWorldSectorY
&& pGroup->ubGroupSize > pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle + pGroup->pEnemyGroup->ubTanksInBattle)
if( (pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks) > ( pSector->ubElitesInBattle + pSector->ubTroopsInBattle + pSector->ubAdminsInBattle + pSector->ubTanksInBattle) )
return TRUE;
}
for (GROUP *pGroup = gpGroupList; pGroup; pGroup = pGroup->next)
{
if ( pGroup->usGroupTeam == usTeam
&& !pGroup->fVehicle
&& pGroup->ubSectorX == gWorldSectorX
&& pGroup->ubSectorY == gWorldSectorY )
{
if ( usTeam == ENEMY_TEAM )
{
if ( pGroup->ubGroupSize > pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle + pGroup->pEnemyGroup->ubTanksInBattle )
return TRUE;
}
else if ( usTeam == MILITIA_TEAM )
{
if ( pGroup->ubGroupSize > pSector->ubNumberOfCivsAtLevel[GREEN_MILITIA] + pSector->ubNumberOfCivsAtLevel[REGULAR_MILITIA] + pSector->ubNumberOfCivsAtLevel[ELITE_MILITIA] )
return TRUE;
}
}
}
return FALSE;
}
+6 -2
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@@ -9,7 +9,7 @@
extern BOOLEAN gfPendingEnemies;
extern BOOLEAN gfPendingNonPlayerTeam[PLAYER_PLAN];
UINT8 NumFreeSlots( UINT8 ubTeam );
@@ -37,6 +37,7 @@ BOOLEAN PrepareEnemyForSectorBattle();
BOOLEAN PrepareEnemyForUndergroundBattle();
void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, BOOLEAN fMagicallyAppeared );
void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumGreens, UINT8 ubNumRegulars, UINT8 ubNumElites, BOOLEAN fMagicallyAppeared );
void AddPossiblePendingEnemiesToBattle();
void EndTacticalBattleForEnemy();
@@ -64,7 +65,10 @@ BOOLEAN OnlyHostileCivsInSector();
extern INT32 gsGridNoForMapEdgePointInfo;
#endif
BOOLEAN CheckPendingEnemies();
// Flugente check whether a team has nearby members that can be added to the current battle
// Note that this requires separate counts of teammembers in the sector and those that are actually fighting
// This currently does not exist for MILITIA_TEAM, making such a check relatively useless
BOOLEAN CheckPendingNonPlayerTeam(UINT8 usTeam);
extern UINT32 guiTurnCnt, guiReinforceTurn, guiMilitiaReinforceTurn;//dnl ch68 080913
+75 -14
View File
@@ -179,13 +179,13 @@ BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY)
return TRUE;
}
GROUP* GetEnemyGroupInSector( INT16 sMapX, INT16 sMapY )
GROUP* GetNonPlayerGroupInSector( INT16 sMapX, INT16 sMapY, UINT8 usTeam )
{
GROUP *curr;
curr = gpGroupList;
while( curr )
{
if ( curr->ubSectorX == sMapX && curr->ubSectorY == sMapY && curr->usGroupTeam != OUR_TEAM && curr->ubGroupID )
if ( curr->ubSectorX == sMapX && curr->ubSectorY == sMapY && curr->usGroupTeam == usTeam && curr->ubGroupID )
return curr;
curr = curr->next;
}
@@ -193,7 +193,7 @@ GROUP* GetEnemyGroupInSector( INT16 sMapX, INT16 sMapY )
}
UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
UINT8 DoReinforcementAsPendingNonPlayer( INT16 sMapX, INT16 sMapY, UINT8 usTeam )
{
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber = 0, ubIndex;
@@ -204,16 +204,16 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
if( !gGameExternalOptions.gfAllowReinforcements )
return 255;
if ( ( GetTownIdForSector( sMapX, sMapY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
if ( usTeam == ENEMY_TEAM && ( GetTownIdForSector( sMapX, sMapY ) == OMERTA ) && (gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE) ) //Madd: skip Omerta //Lal: but not on insane ;-)
return 255;
pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
for( ubIndex = 0; ubIndex < ubDirNumber; ++ubIndex )
{
while ((pGroup = GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) ) != NULL)
while ( (pGroup = GetNonPlayerGroupInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), usTeam )) != NULL )
{
// Flugente: disease
PopulationMove( pGroup->ubSectorX, pGroup->ubSectorY, sMapX, sMapY, pGroup->ubGroupSize );
@@ -224,9 +224,16 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
pGroup->ubSectorX = pGroup->ubNextX = (UINT8)sMapX;
pGroup->ubSectorY = pGroup->ubNextY = (UINT8)sMapY;
gfPendingEnemies = TRUE;
ResetMortarsOnTeamCount();
ResetNumSquadleadersInArmyGroup(); // added by SANDRO
if ( usTeam == ENEMY_TEAM )
{
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
ResetMortarsOnTeamCount();
ResetNumSquadleadersInArmyGroup(); // added by SANDRO
}
else if ( usTeam == MILITIA_TEAM )
{
gfPendingNonPlayerTeam[MILITIA_TEAM] = TRUE;
}
}
}
@@ -234,7 +241,7 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
{
ubIndex = Random(ubDirNumber);
if ( NumNonPlayerTeamMembersInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), ENEMY_TEAM ) > gubReinforcementMinEnemyStaticGroupSize )
if ( usTeam == ENEMY_TEAM && NumNonPlayerTeamMembersInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), usTeam ) > gubReinforcementMinEnemyStaticGroupSize )
{
pSector = &SectorInfo[ pusMoveDir[ ubIndex ][ 0 ] ];
@@ -244,19 +251,22 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
(pSector->ubNumElites)--;
(pThisSector->ubElitesInBattle)++;
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 0, 0, 1, 0, FALSE );
}else if( pSector->ubNumTroops )
}
else if( pSector->ubNumTroops )
{
(pThisSector->ubNumTroops)++;
(pSector->ubNumTroops)--;
(pThisSector->ubTroopsInBattle)++;
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 0, 1, 0, 0, FALSE );
}else if( pSector->ubNumAdmins )
}
else if( pSector->ubNumAdmins )
{
(pThisSector->ubNumAdmins)++;
(pSector->ubNumAdmins)--;
(pThisSector->ubAdminsInBattle)++;
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 1, 0, 0, 0, FALSE );
}else if( pSector->ubNumTanks )
}
else if( pSector->ubNumTanks )
{
(pThisSector->ubNumTanks)++;
(pSector->ubNumTanks)--;
@@ -266,6 +276,32 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
}
// no required min size on militia groups
else if ( usTeam == MILITIA_TEAM && NumNonPlayerTeamMembersInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), usTeam ) )
{
pSector = &SectorInfo[pusMoveDir[ubIndex][0]];
if ( pSector->ubNumberOfCivsAtLevel[ELITE_MILITIA] )
{
(pThisSector->ubNumberOfCivsAtLevel[ELITE_MILITIA])++;
(pSector->ubNumberOfCivsAtLevel[ELITE_MILITIA])--;
AddMilitiaToBattle( NULL, (UINT8)pusMoveDir[ubIndex][2], 0, 0, 1, FALSE );
}
else if ( pSector->ubNumberOfCivsAtLevel[REGULAR_MILITIA] )
{
(pThisSector->ubNumberOfCivsAtLevel[REGULAR_MILITIA])++;
(pSector->ubNumberOfCivsAtLevel[REGULAR_MILITIA])--;
AddMilitiaToBattle( NULL, (UINT8)pusMoveDir[ubIndex][2], 0, 1, 0, FALSE );
}
else if ( pSector->ubNumberOfCivsAtLevel[GREEN_MILITIA] )
{
(pThisSector->ubNumberOfCivsAtLevel[GREEN_MILITIA])++;
(pSector->ubNumberOfCivsAtLevel[GREEN_MILITIA])--;
AddMilitiaToBattle( NULL, (UINT8)pusMoveDir[ubIndex][2], 1, 0, 0, FALSE );
}
return (UINT8)pusMoveDir[ubIndex][2];
}
else
{
// If there are no reinforcements from this direction, remove this as a direction
@@ -391,11 +427,29 @@ void AddPossiblePendingMilitiaToBattle()
guiMilitiaReinforceTurn = guiMilitiaArrived = 0;
//SendFmtMsg("Militia reinforcements: guiTurnCnt=%d guiReinforceTurn=%d guiArrived=%d", guiTurnCnt, guiMilitiaReinforceTurn, guiMilitiaArrived);
}
if( !ubSlots )
{ //no available slots to add militia to. Try again later...
{
//no available slots to add militia to. Try again later...
return;
}
if ( !gfPendingNonPlayerTeam[MILITIA_TEAM] )
{
//Optimization. No point in checking for group reinforcements if we know that there aren't any more enemies that can
//be added to this battle. This changes whenever a new enemy group arrives at the scene.
while ( ubSlots )
{
UINT8 ubInsertionCode = DoReinforcementAsPendingNonPlayer( gWorldSectorX, gWorldSectorY, MILITIA_TEAM );
if ( ubInsertionCode == 255 )
break;
// Assume we added one since there are supposedly more available and room for them
--ubSlots;
}
}
if( ubPredefinedInsertionCode != 255 && ubPredefinedRank != 255 &&
NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, MILITIA_TEAM ) )
{
@@ -438,5 +492,12 @@ void AddPossiblePendingMilitiaToBattle()
gfStrategicMilitiaChangesMade = FALSE; // Handled them here
}
}
if ( ubSlots )
{
//After going through the process, we have finished with some free slots and no more enemies to add.
//So, we can turn off the flag, as this check is no longer needed.
gfPendingNonPlayerTeam[MILITIA_TEAM] = FALSE;
}
}
+2 -2
View File
@@ -9,8 +9,8 @@ UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY);
UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY );
//For Tactical
UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY );
UINT8 DoReinforcementAsPendingNonPlayer( INT16 sMapX, INT16 sMapY, UINT8 usTeam );
void AddPossiblePendingMilitiaToBattle();
GROUP* GetEnemyGroupInSector( INT16 sMapX, INT16 sMapY );
GROUP* GetNonPlayerGroupInSector( INT16 sMapX, INT16 sMapY, UINT8 usTeam );
#endif
+6 -2
View File
@@ -3489,12 +3489,16 @@ void HandleArrivalOfReinforcements( GROUP *pGroup )
ScreenMsg( FONT_YELLOW, MSG_INTERFACE, Message[ STR_PLAYER_REINFORCEMENTS ] );
}
else
else if ( pGroup->usGroupTeam == ENEMY_TEAM )
{
gfPendingEnemies = TRUE;
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
ResetMortarsOnTeamCount();
ResetNumSquadleadersInArmyGroup(); // added by SANDRO
AddPossiblePendingEnemiesToBattle();
}
else if ( pGroup->usGroupTeam == MILITIA_TEAM )
{
gfPendingNonPlayerTeam[MILITIA_TEAM] = TRUE;
AddPossiblePendingMilitiaToBattle( );
}
+3 -2
View File
@@ -7055,12 +7055,13 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
//NEW (Nov 24, 98) by Kris
if( !gbWorldSectorZ && fBattleWon )
{ //Check to see if more enemy soldiers exist in the strategic layer
{
//Check to see if more enemy soldiers exist in the strategic layer
//It is possible to have more than 20 enemies in a sector. By failing here,
//it gives the engine a chance to add these soldiers as reinforcements. This
//is naturally handled.
AddPossiblePendingEnemiesToBattle();
if( gfPendingEnemies )
if ( gfPendingNonPlayerTeam[ENEMY_TEAM] )
{
fBattleWon = FALSE;
}