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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:
+2
-1
@@ -6256,7 +6256,8 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
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OutputDebugString( "Resetting attack busy due to load game.\n");
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#endif
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gTacticalStatus.ubAttackBusyCount = 0;
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gfPendingEnemies = CheckPendingEnemies();
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gfPendingNonPlayerTeam[ENEMY_TEAM] = CheckPendingNonPlayerTeam( ENEMY_TEAM );
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gfPendingNonPlayerTeam[MILITIA_TEAM] = CheckPendingNonPlayerTeam( MILITIA_TEAM );
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}
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// ATE: if we are within this window where skyridder was foobared, fix!
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+226
-50
@@ -75,7 +75,7 @@ std::vector<SECTORINFO> SectorInfo (256);
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UNDERGROUND_SECTORINFO *gpUndergroundSectorInfoHead = NULL;
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extern UNDERGROUND_SECTORINFO* gpUndergroundSectorInfoTail;
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BOOLEAN gfPendingEnemies = FALSE;
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BOOLEAN gfPendingNonPlayerTeam[PLAYER_PLAN] = {FALSE, FALSE, FALSE, FALSE, FALSE};
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UINT32 guiTurnCnt = 0, guiReinforceTurn = 0, guiArrived = 0;//dnl ch68 080913
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extern void BuildUndergroundSectorInfoList();
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@@ -572,7 +572,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
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unsigned totalCountOfMobileEnemies = 0;
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int sNumSlots;
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gfPendingEnemies = FALSE;
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gfPendingNonPlayerTeam[ENEMY_TEAM] = FALSE;
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if( gbWorldSectorZ > 0 )
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return PrepareEnemyForUndergroundBattle();
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@@ -601,9 +601,9 @@ BOOLEAN PrepareEnemyForSectorBattle()
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for( unsigned ubIndex = 0; ubIndex < ubDirNumber; ++ubIndex )
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{
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while ( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) && GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) )
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while ( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ) ) && GetNonPlayerGroupInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), ENEMY_TEAM ) )
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{
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pGroup = GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) );
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pGroup = GetNonPlayerGroupInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), ENEMY_TEAM );
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pGroup->ubPrevX = pGroup->ubSectorX;
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pGroup->ubPrevY = pGroup->ubSectorY;
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@@ -653,7 +653,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
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if (mapMaximumNumberOfEnemies > gGameExternalOptions.ubGameMaximumNumberOfEnemies)
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mapMaximumNumberOfEnemies = gGameExternalOptions.ubGameMaximumNumberOfEnemies;
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gfPendingEnemies = (NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, ENEMY_TEAM ) > mapMaximumNumberOfEnemies);
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gfPendingNonPlayerTeam[ENEMY_TEAM] = (NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, ENEMY_TEAM ) > mapMaximumNumberOfEnemies);
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pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
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@@ -798,7 +798,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
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{ //adjust the value to zero
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ubNumAdmins += sNumSlots;
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sNumSlots = 0;
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gfPendingEnemies = TRUE;
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gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
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}
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pGroup->pEnemyGroup->ubAdminsInBattle += ubNumAdmins;
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ubTotalAdmins += ubNumAdmins;
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@@ -812,7 +812,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
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{ //adjust the value to zero
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ubNumTroops += sNumSlots;
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sNumSlots = 0;
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gfPendingEnemies = TRUE;
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gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
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}
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pGroup->pEnemyGroup->ubTroopsInBattle += ubNumTroops;
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ubTotalTroops += ubNumTroops;
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@@ -826,7 +826,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
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{ //adjust the value to zero
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ubNumElites += sNumSlots;
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sNumSlots = 0;
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gfPendingEnemies = TRUE;
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gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
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}
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pGroup->pEnemyGroup->ubElitesInBattle += ubNumElites;
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ubTotalElites += ubNumElites;
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@@ -840,7 +840,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
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{ //adjust the value to zero
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ubNumTanks += sNumSlots;
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sNumSlots = 0;
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gfPendingEnemies = TRUE;
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gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
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}
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pGroup->pEnemyGroup->ubTanksInBattle += ubNumTanks;
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ubTotalTanks += ubNumTanks;
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@@ -1159,7 +1159,7 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
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}
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if( guiCurrentScreen == GAME_SCREEN )
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{
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if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumElites != pGroup->pEnemyGroup->ubElitesInBattle && !gfPendingEnemies ||
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if ( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumElites != pGroup->pEnemyGroup->ubElitesInBattle && !gfPendingNonPlayerTeam[ENEMY_TEAM] ||
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pGroup->ubGroupSize > iMaxEnemyGroupSize /* || pGroup->pEnemyGroup->ubNumElites > 50 || pGroup->pEnemyGroup->ubElitesInBattle > 50*/ )
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{
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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 );
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@@ -1185,7 +1185,7 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
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}
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if( guiCurrentScreen == GAME_SCREEN )
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{
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if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumTroops != pGroup->pEnemyGroup->ubTroopsInBattle && !gfPendingEnemies ||
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if ( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumTroops != pGroup->pEnemyGroup->ubTroopsInBattle && !gfPendingNonPlayerTeam[ENEMY_TEAM] ||
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pGroup->ubGroupSize > iMaxEnemyGroupSize /*|| pGroup->pEnemyGroup->ubNumTroops > 50 || pGroup->pEnemyGroup->ubTroopsInBattle > 50*/ )
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{
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// haydent
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@@ -1216,7 +1216,7 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
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}
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if( guiCurrentScreen == GAME_SCREEN )
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{
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if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumAdmins != pGroup->pEnemyGroup->ubAdminsInBattle && !gfPendingEnemies ||
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if ( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumAdmins != pGroup->pEnemyGroup->ubAdminsInBattle && !gfPendingNonPlayerTeam[ENEMY_TEAM] ||
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pGroup->ubGroupSize > iMaxEnemyGroupSize /*|| pGroup->pEnemyGroup->ubNumAdmins > 50 || pGroup->pEnemyGroup->ubAdminsInBattle > 50*/ )
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{
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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 );
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@@ -1580,7 +1580,7 @@ void AddPossiblePendingEnemiesToBattle()
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return;
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}
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if( !gfPendingEnemies )
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if ( !gfPendingNonPlayerTeam[ENEMY_TEAM] )
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{
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//Optimization. No point in checking for group reinforcements if we know that there aren't any more enemies that can
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//be added to this battle. This changes whenever a new enemy group arrives at the scene.
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@@ -1590,7 +1590,7 @@ void AddPossiblePendingEnemiesToBattle()
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UINT8 ubInsertionCode = 255;
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if( gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition == TRUE )
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ubInsertionCode = DoReinforcementAsPendingEnemy( gWorldSectorX, gWorldSectorY );
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ubInsertionCode = DoReinforcementAsPendingNonPlayer( gWorldSectorX, gWorldSectorY, ENEMY_TEAM );
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if (ubInsertionCode == 255)
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{
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@@ -1693,7 +1693,7 @@ void AddPossiblePendingEnemiesToBattle()
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ubStrategicInsertionCode = INSERTION_CODE_NORTH + Random( 4 );
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AddEnemiesToBattle( 0, ubStrategicInsertionCode, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, FALSE );
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gfPendingEnemies = TRUE;
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gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
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}
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}
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@@ -1817,9 +1817,10 @@ void AddPossiblePendingEnemiesToBattle()
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MemFree( pGroupInSectorList);
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if( ubSlots )
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{ //After going through the process, we have finished with some free slots and no more enemies to add.
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//So, we can turn off the flag, as this check is no longer needed.
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gfPendingEnemies = FALSE;
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{
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//After going through the process, we have finished with some free slots and no more enemies to add.
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//So, we can turn off the flag, as this check is no longer needed.
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gfPendingNonPlayerTeam[ENEMY_TEAM] = FALSE;
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}
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}
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@@ -1886,11 +1887,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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UINT8 ubCurrSlot;
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UINT8 ubTotalSoldiers;
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UINT8 bDesiredDirection=0;
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#ifdef JA2UB
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UINT8 ubCnt;
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#endif
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switch( ubStrategicInsertionCode )
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{
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case INSERTION_CODE_NORTH: bDesiredDirection = SOUTHEAST; break;
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@@ -1899,9 +1896,9 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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case INSERTION_CODE_WEST: bDesiredDirection = NORTHEAST; break;
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default: AssertMsg( 0, "Illegal direction passed to AddEnemiesToBattle()" ); break;
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}
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_RED, MSG_INTERFACE, L"Enemy reinforcements have arrived! (%d admins, %d troops, %d elite)", ubNumAdmins, ubNumTroops, ubNumElites );
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#endif
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_RED, MSG_INTERFACE, L"Enemy reinforcements have arrived! (%d admins, %d troops, %d elite)", ubNumAdmins, ubNumTroops, ubNumElites );
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#endif
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if( fMagicallyAppeared )
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{ //update the strategic counters
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@@ -1938,14 +1935,12 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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ubTotalSoldiers = ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks;
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#ifdef JA2UB
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#ifdef JA2UB
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if( gsGridNoForMapEdgePointInfo != -1 )
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{
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ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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}
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#endif
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#ifdef JA2UB
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if( ubStrategicInsertionCode == INSERTION_CODE_GRIDNO )
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{
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if( gsGridNoForMapEdgePointInfo == -1 )
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@@ -1954,7 +1949,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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gsGridNoForMapEdgePointInfo=0;
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}
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for( ubCnt=0; ubCnt<32;ubCnt++)
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for( UINT8 ubCnt=0; ubCnt<32; ++ubCnt)
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{
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MapEdgepointInfo.sGridNo[ ubCnt ] = gsGridNoForMapEdgePointInfo;
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}
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@@ -1964,12 +1959,11 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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}
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else
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{
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumAdmins+ubNumElites+ubNumTroops+ubNumTanks) );
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, ubTotalSoldiers );
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}
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#else
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumAdmins+ubNumElites+ubNumTroops+ubNumTanks) );
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#endif
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#else
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, ubTotalSoldiers );
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#endif
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ubCurrSlot = 0;
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while( ubTotalSoldiers )
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@@ -2082,12 +2076,173 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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}
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}
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#ifdef JA2UB
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gsGridNoForMapEdgePointInfo = -1;
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#endif
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#ifdef JA2UB
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gsGridNoForMapEdgePointInfo = -1;
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#endif
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}
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void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumGreens, UINT8 ubNumRegulars, UINT8 ubNumElites, BOOLEAN fMagicallyAppeared )
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{
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SOLDIERTYPE *pSoldier;
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MAPEDGEPOINTINFO MapEdgepointInfo;
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UINT8 ubCurrSlot;
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UINT8 ubTotalSoldiers;
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UINT8 bDesiredDirection = 0;
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switch ( ubStrategicInsertionCode )
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{
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case INSERTION_CODE_NORTH: bDesiredDirection = SOUTHEAST; break;
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case INSERTION_CODE_EAST: bDesiredDirection = SOUTHWEST; break;
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case INSERTION_CODE_SOUTH: bDesiredDirection = NORTHWEST; break;
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case INSERTION_CODE_WEST: bDesiredDirection = NORTHEAST; break;
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default: AssertMsg( 0, "Illegal direction passed to AddEnemiesToBattle()" ); break;
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}
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_RED, MSG_INTERFACE, L"Militia reinforcements have arrived! (%d greens, %d regulars, %d elite)", ubNumGreens, ubNumRegulars, ubNumElites );
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#endif
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if ( fMagicallyAppeared )
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{
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//update the strategic counters
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if ( !gbWorldSectorZ )
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{
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SECTORINFO *pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )];
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pSector->ubNumberOfCivsAtLevel[GREEN_MILITIA] += ubNumGreens;
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pSector->ubNumberOfCivsAtLevel[REGULAR_MILITIA] += ubNumRegulars;
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pSector->ubNumberOfCivsAtLevel[ELITE_MILITIA] += ubNumElites;
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}
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else
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{
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// there are no underground militia... error if this ever happens
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AssertMsg( 0, "Tried to add militia to an underground sector" );
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}
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}
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ubTotalSoldiers = ubNumGreens + ubNumRegulars + ubNumElites;
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#ifdef JA2UB
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if ( gsGridNoForMapEdgePointInfo != -1 )
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{
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ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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}
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if ( ubStrategicInsertionCode == INSERTION_CODE_GRIDNO )
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{
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if ( gsGridNoForMapEdgePointInfo == -1 )
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{
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Assert( 0 );
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gsGridNoForMapEdgePointInfo = 0;
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}
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for ( UINT8 ubCnt = 0; ubCnt<32; ++ubCnt )
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{
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MapEdgepointInfo.sGridNo[ubCnt] = gsGridNoForMapEdgePointInfo;
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}
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MapEdgepointInfo.ubNumPoints = 32;
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MapEdgepointInfo.ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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}
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else
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{
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, ubTotalSoldiers );
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}
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#else
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (ubTotalSoldiers) );
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#endif
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ubCurrSlot = 0;
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while ( ubTotalSoldiers )
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{
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if ( ubNumElites && Random( ubTotalSoldiers ) < ubNumElites )
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{
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ubNumElites--;
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ubTotalSoldiers--;
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Assert( pSoldier = TacticalCreateMilitia( SOLDIER_CLASS_ELITE_MILITIA, gWorldSectorX, gWorldSectorY ) );
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if ( pGroup )
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{
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pSoldier->ubGroupID = pGroup->ubGroupID;
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}
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pSoldier->ubInsertionDirection = bDesiredDirection;
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//Setup the position
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if ( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
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{ //using an edgepoint
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ubCurrSlot++];
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}
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else
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{ //no edgepoints left, so put him at the entrypoint.
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pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if ( ubNumRegulars && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumRegulars) )
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{
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ubNumRegulars--;
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ubTotalSoldiers--;
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Assert( pSoldier = TacticalCreateMilitia( SOLDIER_CLASS_REG_MILITIA, gWorldSectorX, gWorldSectorY ) );
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if ( pGroup )
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{
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pSoldier->ubGroupID = pGroup->ubGroupID;
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}
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pSoldier->ubInsertionDirection = bDesiredDirection;
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//Setup the position
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if ( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
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{ //using an edgepoint
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ubCurrSlot++];
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}
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else
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{ //no edgepoints left, so put him at the entrypoint.
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pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if ( ubNumGreens && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumRegulars + ubNumGreens) )
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{
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ubNumGreens--;
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ubTotalSoldiers--;
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Assert( pSoldier = TacticalCreateMilitia( SOLDIER_CLASS_GREEN_MILITIA, gWorldSectorX, gWorldSectorY ) );
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if ( pGroup )
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{
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pSoldier->ubGroupID = pGroup->ubGroupID;
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}
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pSoldier->ubInsertionDirection = bDesiredDirection;
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//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;
|
||||
}
|
||||
|
||||
|
||||
@@ -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
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
@@ -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( );
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user