Deleted 'mobile militia feature', as 'militia strategic command' offered better ways to move militia.

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23649&goto=352592&#msg_352592

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8542 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-03-10 15:31:11 +00:00
parent d6db35f000
commit c0d77f79c7
51 changed files with 307 additions and 4138 deletions
+56 -545
View File
@@ -53,7 +53,6 @@ INT16 gsTownSectorServerSkipY = -1;
UINT8 gubTownSectorServerIndex = 0;
BOOLEAN gfYesNoPromptIsForContinue = FALSE; // this flag remembers whether we're starting new training, or continuing
INT32 giTotalCostOfTraining = 0;
BOOLEAN gfAreWeTrainingMobile = FALSE;
BOOLEAN gfAreWePromotingGreen = FALSE;
BOOLEAN gfAreWePromotingRegular = FALSE;
@@ -88,10 +87,7 @@ BOOLEAN gfMilitiaAllowedInTown[MAX_TOWNS] =
// private prototypes
void PayMilitiaTrainingYesNoBoxCallback( UINT8 bExitValue );
// HEADROCK HAM 3.6: Duplicate function for handling callback on Mobile Militia training
void PayMobileMilitiaTrainingYesNoBoxCallback( UINT8 bExitValue );
void CantTrainMilitiaOkBoxCallback( UINT8 bExitValue );
void CantTrainMobileMilitiaOkBoxCallback( UINT8 bExitValue );
void PayForTrainingInSector( UINT8 ubSector );
@@ -257,7 +253,7 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
// HEADROCK HAM 3.6: Leadership may affect the resulting squad size.
UINT8 ubTrainerEffectiveLeadership = FindBestMilitiaTrainingLeadershipInSector ( sMapX, sMapY, pTrainer->bSectorZ, TOWN_MILITIA );
UINT8 iTrainingSquadSize = __min(iMaxMilitiaPerSector, CalcNumMilitiaTrained(ubTrainerEffectiveLeadership, FALSE));
UINT8 iTrainingSquadSize = __min(iMaxMilitiaPerSector, CalcNumMilitiaTrained(ubTrainerEffectiveLeadership));
UINT8 promotionstodo = 0;
// Flugente: our pool of volunteers limits how many militia can be created
@@ -298,19 +294,7 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
// Kaiden: Roaming Militia Training:
// If we're not training roaming militia,
// then we will handle everything as normal.
// HEADROCK HAM 3.6: This is now VOLUNTARY.
if( pTrainer->bAssignment == TRAIN_MOBILE )
{
CreateMilitiaSquads(sMapX, sMapY );
// the trainer announces to player that he's finished his assignment. Make his sector flash!
AssignmentDone( pTrainer, TRUE, FALSE );
// handle completion of town by training group
HandleCompletionOfTownTrainingByGroupWithTrainer( pTrainer, MOBILE_MILITIA );
}
else
{
// we either create new militia or promote existing ones if no space is left
while ( ubMilitiaTrained + promotionstodo < iTrainingSquadSize )
@@ -416,7 +400,7 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
}
// SANDRO - merc records (num militia trained)
RecordNumMilitiaTrainedForMercs( sMapX, sMapY, pTrainer->bSectorZ, ubMilitiaTrained, FALSE );
RecordNumMilitiaTrainedForMercs( sMapX, sMapY, pTrainer->bSectorZ, ubMilitiaTrained );
}
if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
@@ -440,7 +424,6 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
AddStrategicEvent( EVENT_MILITIAROSTER_EMAIL, GetWorldTotalMin( ) + 60 * (1 + Random( 4 )), 0 );
}
// feed this a SOLDIER_CLASS_, it will return you a _MITILIA rank, or -1 if the guy's not militia
INT8 SoldierClassToMilitiaRank(UINT8 ubSoldierClass)
{
@@ -462,7 +445,6 @@ INT8 SoldierClassToMilitiaRank(UINT8 ubSoldierClass)
return(bRank);
}
// feed this a _MITILIA rank, it will return you a SOLDIER_CLASS_, or -1 if the guy's not militia
INT8 MilitiaRankToSoldierClass(UINT8 ubRank)
{
@@ -484,7 +466,6 @@ INT8 MilitiaRankToSoldierClass(UINT8 ubRank)
return(bSoldierClass);
}
void StrategicAddMilitiaToSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT8 ubHowMany)
{
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
@@ -500,7 +481,6 @@ void StrategicAddMilitiaToSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT8 u
fMapPanelDirty = TRUE;
}
void StrategicPromoteMilitiaInSector(INT16 sMapX, INT16 sMapY, UINT8 ubCurrentRank, UINT8 ubHowMany)
{
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
@@ -556,7 +536,6 @@ void StrategicPromoteMilitiaInSector(INT16 sMapX, INT16 sMapY, UINT8 ubCurrentRa
fMapPanelDirty = TRUE;
}
void StrategicRemoveMilitiaFromSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT8 ubHowMany)
{
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
@@ -631,7 +610,6 @@ void StrategicRemoveAllStaticMilitiaFromSector( INT16 sMapX, INT16 sMapY, UINT8
fMapPanelDirty = TRUE;
}
// kill pts are (2 * kills) + assists
UINT8 CheckOneMilitiaForPromotion(INT16 sMapX, INT16 sMapY, UINT8 ubCurrentRank, UINT8 ubRecentKillPts)
{
@@ -683,7 +661,6 @@ UINT8 CheckOneMilitiaForPromotion(INT16 sMapX, INT16 sMapY, UINT8 ubCurrentRank,
return 0;
}
// call this if the player attacks his own militia
void HandleMilitiaDefections(INT16 sMapX, INT16 sMapY)
{
@@ -723,7 +700,6 @@ void HandleMilitiaDefections(INT16 sMapX, INT16 sMapY)
}
}
UINT8 MilitiaInSectorOfRank(INT16 sMapX, INT16 sMapY, UINT8 ubRank)
{
return MilitiaInSectorOfRankStationary( sMapX, sMapY, ubRank ) + MilitiaInSectorOfRankInGroups( sMapX, sMapY, ubRank );
@@ -851,7 +827,6 @@ BOOLEAN ServeNextFriendlySectorInTown( INT16 *sNeighbourX, INT16 *sNeighbourY )
return(TRUE);
}
void HandleInterfaceMessageForCostOfTrainingMilitia( SOLDIERTYPE *pSoldier )
{
INT32 iMilitiaTrainingCost = gGameExternalOptions.iMilitiaTrainingCost;
@@ -867,19 +842,14 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia2");
UINT8 ubMilitiaType = 0;
if (pSoldier->bAssignment == TRAIN_TOWN)
ubMilitiaType = TOWN_MILITIA;
else if (pSoldier->bAssignment == TRAIN_MOBILE)
ubMilitiaType = MOBILE_MILITIA;
else
return;
// grab total number of sectors
iNumberOfSectors = GetNumberOfUnpaidTrainableSectors( ubMilitiaType );
Assert( iNumberOfSectors > 0 );
// Kaiden: Roaming Militia Training:
// We want to charge more for Roaming
// get total cost
// HEADROCK HAM 3.6: Mobile and Garrison Militia now separate
if (ubMilitiaType == TOWN_MILITIA) // Garrison
{
// If Regulars are maxed, and Elites are allowed, calculate cost to upgrade Regular->Elite
@@ -903,14 +873,6 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia2");
giTotalCostOfTraining = iMilitiaTrainingCost * iNumberOfSectors;
Assert( giTotalCostOfTraining > 0 );
}
gfAreWeTrainingMobile = FALSE;
}
// Mobile
else
{
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iMilitiaCostModifier) * iNumberOfSectors;
Assert( giTotalCostOfTraining > 0 );
gfAreWeTrainingMobile = TRUE;
}
gfYesNoPromptIsForContinue = FALSE;
@@ -923,66 +885,31 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia2");
swprintf( sString, pMilitiaConfirmStrings[ 8 ], giTotalCostOfTraining );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, CantTrainMilitiaOkBoxCallback );
}
else
{
swprintf( sString, pMilitiaConfirmStrings[ 11 ], giTotalCostOfTraining );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, CantTrainMobileMilitiaOkBoxCallback );
}
return;
}
// ok to start training, ask player
if( iNumberOfSectors > 1 )
if ( ubMilitiaType == TOWN_MILITIA )
{
if (ubMilitiaType == TOWN_MILITIA)
if ( iNumberOfSectors > 1 )
{
swprintf( sString, pMilitiaConfirmStrings[ 7 ], iNumberOfSectors, giTotalCostOfTraining, pMilitiaConfirmStrings[ 1 ] );
swprintf( sString, pMilitiaConfirmStrings[7], iNumberOfSectors, giTotalCostOfTraining, pMilitiaConfirmStrings[1] );
}
else
{
swprintf( sString, pMilitiaConfirmStrings[ 13 ], iNumberOfSectors, giTotalCostOfTraining, pMilitiaConfirmStrings[ 1 ] );
swprintf( sString, L"%s%d. %s", pMilitiaConfirmStrings[0], giTotalCostOfTraining, pMilitiaConfirmStrings[1] );
}
}
else
{
if (ubMilitiaType == TOWN_MILITIA)
{
swprintf( sString, L"%s%d. %s", pMilitiaConfirmStrings[ 0 ], giTotalCostOfTraining, pMilitiaConfirmStrings[ 1 ] );
}
else
{
swprintf( sString, L"%s%d. %s", pMilitiaConfirmStrings[ 14 ], giTotalCostOfTraining, pMilitiaConfirmStrings[ 1 ] );
}
}
// if we are in mapscreen, make a pop up
if( guiCurrentScreen == MAP_SCREEN )
{
// HEADROCK HAM 3.6: Separate callbacks for Mobile and Garrison militia
if (ubMilitiaType == TOWN_MILITIA)
// if we are in mapscreen, make a pop up
if ( guiCurrentScreen == MAP_SCREEN )
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_YESNO, PayMilitiaTrainingYesNoBoxCallback );
}
else
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_YESNO, PayMobileMilitiaTrainingYesNoBoxCallback );
}
}
else
{
if (ubMilitiaType == TOWN_MILITIA)
{
DoMessageBox( MSG_BOX_BASIC_STYLE, sString, GAME_SCREEN, MSG_BOX_FLAG_YESNO, PayMilitiaTrainingYesNoBoxCallback, &pCenteringRect );
}
else
{
DoMessageBox( MSG_BOX_BASIC_STYLE, sString, GAME_SCREEN, MSG_BOX_FLAG_YESNO, PayMobileMilitiaTrainingYesNoBoxCallback, &pCenteringRect );
}
}
return;
}
void DoContinueMilitiaTrainingMessageBox( INT16 sSectorX, INT16 sSectorY, const STR16 str, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback )
@@ -1021,34 +948,16 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia3");
{
ubMilitiaType = TOWN_MILITIA;
}
else if (pSoldier->bAssignment == TRAIN_MOBILE )
{
ubMilitiaType = MOBILE_MILITIA;
}
if (ubMilitiaType == TOWN_MILITIA)
{
Assert( SectorInfo[ SECTOR( sSectorX, sSectorY ) ].fMilitiaTrainingPaid == FALSE );
}
else if (ubMilitiaType == MOBILE_MILITIA)
{
Assert( SectorInfo[ SECTOR( sSectorX, sSectorY ) ].fMobileMilitiaTrainingPaid == FALSE );
}
pMilitiaTrainerSoldier = pSoldier;
gfYesNoPromptIsForContinue = TRUE;
//Moa: prevent continue training when at/above maximum
if ( ubMilitiaType == MOBILE_MILITIA )
{
if ( 100 <= GetMobileMilitiaQuota( TRUE ) )
{
MilitiaTrainingRejected( MOBILE_MILITIA );
return;
}
}
// is there enough loyalty to continue training
if( DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( pSoldier ) == FALSE )
{
@@ -1058,10 +967,6 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia3");
{
DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_OK, CantTrainMilitiaOkBoxCallback );
}
else if (ubMilitiaType == MOBILE_MILITIA)
{
DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_OK, CantTrainMobileMilitiaOkBoxCallback );
}
return;
}
@@ -1084,132 +989,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia3");
DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_OK, CantTrainMilitiaOkBoxCallback );
return;
}
else if (ubMilitiaType == MOBILE_MILITIA)
{
// Test to see if not enough Town Militia
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR(pSoldier->sSectorX, pSoldier->sSectorY) ] );
BOOLEAN fUnfullSectorFound = FALSE;
// Test to see if not enough Town Militia
// HEADROCK HAM 4: No need for this check anymore. Militia can now be trained separately thanks to being
// able to keep them out of cities.
/*
if ( CountMilitia( pSectorInfo ) < gGameExternalOptions.iMaxMilitiaPerSector )
{
fUnfullSectorFound = TRUE;
}
else
{
iCounter = 0;
while( pTownNamesList[ iCounter ] != 0 )
{
// Are we in this city?
if( pTownNamesList[ iCounter] == bTownId )
{
INT16 sCurrentX = GET_X_FROM_STRATEGIC_INDEX( pTownLocationsList[ iCounter ] );
INT16 sCurrentY = GET_Y_FROM_STRATEGIC_INDEX( pTownLocationsList[ iCounter ] );
pSectorInfo = &( SectorInfo[ SECTOR(sCurrentX, sCurrentY) ] );
// if sector has enemies or hasn't already been taken at least once, then
if ( !SectorInfo[ SECTOR(sCurrentX, sCurrentY) ].fSurfaceWasEverPlayerControlled ||
NumNonPlayerTeamMembersInSector( sCurrentX, sCurrentY, ENEMY_TEAM ) > 0 )
{
// skip the rest. This sector cannot generate militia anyway.
iCounter++;
continue;
}
else
{
if (CountMilitia(pSectorInfo) < gGameExternalOptions.iMaxMilitiaPerSector )
{
// Found a controlled city sector that does not yet have a full garrison
fUnfullSectorFound;
}
}
}
iCounter++;
}
}
if (fUnfullSectorFound)
{
// At least one city sector is controlled but not full of garrison militia. Can't train mobiles!
swprintf(sString, New113HAMMessage[9], gGameExternalOptions.iMaxMilitiaPerSector, pTownNames[bTownId]);
DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_OK, CantTrainMobileMilitiaOkBoxCallback );
return;
}
*/
//////////////////////////////////////////
// Capacity check in nearby sectors
UINT16 pMoveDir[4][3];
UINT8 uiDirNumber = 0;
BOOLEAN fFoundValidSector = FALSE;
INT8 bTownId = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
GenerateDirectionInfosForTraining( pSoldier->sSectorX, pSoldier->sSectorY, &uiDirNumber, pMoveDir );
// Found at least one suitable place to put Mobiles?
if (uiDirNumber)
{
fFoundValidSector = TRUE;
}
// Try entire city.
else
{
INT32 iCounter = 0;
// Go through each city in the game
while( pTownNamesList[ iCounter ] != 0 )
{
// Are we in this city?
if( pTownNamesList[ iCounter] == bTownId )
{
INT16 sCurrentX = GET_X_FROM_STRATEGIC_INDEX( pTownLocationsList[ iCounter ] );
INT16 sCurrentY = GET_Y_FROM_STRATEGIC_INDEX( pTownLocationsList[ iCounter ] );
// if sector has enemies or hasn't already been taken at least once, then
if ( !SectorInfo[ SECTOR(sCurrentX, sCurrentY) ].fSurfaceWasEverPlayerControlled ||
NumNonPlayerTeamMembersInSector( sCurrentX, sCurrentY, ENEMY_TEAM ) > 0 )
{
// skip the rest. This sector cannot generate militia anyway.
iCounter++;
continue;
}
// Find out if any adjacent sectors have room in them.
GenerateDirectionInfosForTraining( sCurrentX, sCurrentY, &uiDirNumber, pMoveDir );
if(uiDirNumber)
{
fFoundValidSector = TRUE;
break;
}
}
iCounter++;
}
}
// Couldn't find at least one sector to place Mobiles. Report "No room!"
if (!fFoundValidSector)
{
swprintf( sString, New113HAMMessage[ 8 ], pTownNames[ bTownId ], iMinLoyaltyToTrain );
DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_OK, CantTrainMobileMilitiaOkBoxCallback );
return;
}
}
// Kaiden: Roaming Militia Training:
// Charging more to train Roaming Militia
// Also Charging more for promotions over Training
if( ubMilitiaType == MOBILE_MILITIA )
{
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iMilitiaCostModifier);
gfAreWeTrainingMobile = TRUE;
}
else
{
if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, REGULAR_MILITIA )
&& (gGameExternalOptions.gfTrainVeteranMilitia)
@@ -1227,7 +1007,6 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia3");
{
giTotalCostOfTraining = (iMilitiaTrainingCost);
}
gfAreWeTrainingMobile = FALSE;
}
// can player afford to continue training?
@@ -1239,10 +1018,6 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia3");
{
DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_OK, CantTrainMilitiaOkBoxCallback );
}
else if (ubMilitiaType == MOBILE_MILITIA)
{
DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_OK, CantTrainMobileMilitiaOkBoxCallback );
}
return;
}
@@ -1253,10 +1028,6 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia3");
{
swprintf( sString, pMilitiaConfirmStrings[ 3 ], sStringB, pMilitiaConfirmStrings[ 4 ], giTotalCostOfTraining );
}
else if (ubMilitiaType == MOBILE_MILITIA)
{
swprintf( sString, pMilitiaConfirmStrings[ 12 ], sStringB, pMilitiaConfirmStrings[ 4 ], giTotalCostOfTraining );
}
// ask player whether he'd like to continue training
//DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_YESNO, PayMilitiaTrainingYesNoBoxCallback );
@@ -1264,14 +1035,8 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia3");
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_YESNO, PayMilitiaTrainingYesNoBoxCallback );
}
else if (ubMilitiaType == MOBILE_MILITIA)
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_YESNO, PayMobileMilitiaTrainingYesNoBoxCallback );
}
}
// IMPORTANT: This same callback is used both for initial training and for continue training prompt
// use 'gfYesNoPromptIsForContinue' flag to tell them apart
void PayMilitiaTrainingYesNoBoxCallback( UINT8 bExitValue )
@@ -1317,22 +1082,12 @@ void PayMilitiaTrainingYesNoBoxCallback( UINT8 bExitValue )
MilitiaTrainingRejected( TOWN_MILITIA );
}
return;
}
void CantTrainMilitiaOkBoxCallback( UINT8 bExitValue )
{
MilitiaTrainingRejected( TOWN_MILITIA );
return;
}
// HEADROCK HAM 3.6: Duplicate of the above, for Mobile Militia purposes.
void CantTrainMobileMilitiaOkBoxCallback( UINT8 bExitValue )
{
MilitiaTrainingRejected( MOBILE_MILITIA );
return;
}
// IMPORTANT: This same callback is used both for initial training and for continue training prompt
@@ -1360,8 +1115,6 @@ void MilitiaTrainingRejected( UINT8 ubMilitiaType )
pMilitiaTrainerSoldier = NULL;
}
void HandleMilitiaStatusInCurrentMapBeforeLoadingNewMap( void )
{
if ( gTacticalStatus.Team[ MILITIA_TEAM ].bSide != 0 )
@@ -1376,7 +1129,6 @@ void HandleMilitiaStatusInCurrentMapBeforeLoadingNewMap( void )
}
}
BOOLEAN CanSomeoneNearbyScoutThisSector( INT16 sSectorX, INT16 sSectorY, BOOLEAN fScoutTraitCheck ) // added argument - SANDRO
{
INT16 sSectorValue = 0, sSector = 0;
@@ -1788,16 +1540,6 @@ void BuildListOfUnpaidTrainableSectors( UINT8 ubMilitiaType )
}
}
}
else
{
if (CanCharacterTrainMobileMilitia( pSoldier ) == TRUE )
{
if (SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ].fMobileMilitiaTrainingPaid == FALSE)
{
gsUnpaidStrategicSector[ iCounter ] = CALCULATE_STRATEGIC_INDEX( pSoldier->sSectorX, pSoldier->sSectorY );
}
}
}
}
}
}
@@ -1818,16 +1560,6 @@ void BuildListOfUnpaidTrainableSectors( UINT8 ubMilitiaType )
}
}
}
else
{
if (CanCharacterTrainMobileMilitia( pSoldier ) == TRUE )
{
if (SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ].fMobileMilitiaTrainingPaid == FALSE )
{
gsUnpaidStrategicSector[ iCounter ] = CALCULATE_STRATEGIC_INDEX( pSoldier->sSectorX, pSoldier->sSectorY );
}
}
}
}
// now clean out repeated sectors
@@ -1869,7 +1601,6 @@ INT32 GetNumberOfUnpaidTrainableSectors( UINT8 ubMilitiaType )
}
void StartTrainingInAllUnpaidTrainableSectors( UINT8 ubMilitiaType )
{
INT32 iCounter = 0;
@@ -1879,10 +1610,6 @@ void StartTrainingInAllUnpaidTrainableSectors( UINT8 ubMilitiaType )
{
SetAssignmentForList( TRAIN_TOWN, 0 );
}
else if (ubMilitiaType == MOBILE_MILITIA)
{
SetAssignmentForList( TRAIN_MOBILE, 0 );
}
BuildListOfUnpaidTrainableSectors( ubMilitiaType );
@@ -1898,7 +1625,6 @@ void StartTrainingInAllUnpaidTrainableSectors( UINT8 ubMilitiaType )
}
}
void ContinueTrainingInThisSector( UINT8 ubMilitiaType )
{
UINT8 ubSector;
@@ -1920,20 +1646,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia6");
UINT8 ubMilitiaType = 0;
// spend the money
// Kaiden: Roaming Militia Training:
// Charging more to train Roaming Militia
// Or for promotions.
if ( gfAreWeTrainingMobile)
{
Assert( SectorInfo[ ubSector ].fMobileMilitiaTrainingPaid == FALSE );
// Mark sector as being paid up
SectorInfo[ ubSector ].fMobileMilitiaTrainingPaid = TRUE;
CostMultiplyer = gGameExternalOptions.iMilitiaCostModifier;
gfAreWeTrainingMobile = FALSE;
ubMilitiaType = MOBILE_MILITIA;
}
else
{
Assert( SectorInfo[ ubSector ].fMilitiaTrainingPaid == FALSE );
if ( gfAreWePromotingGreen)
@@ -1961,14 +1674,11 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia6");
ResetDoneFlagForAllMilitiaTrainersInSector( ubSector, ubMilitiaType );
}
void ResetDoneFlagForAllMilitiaTrainersInSector( UINT8 ubSector, UINT8 ubMilitiaType )
{
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
for( iCounter = 0; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; iCounter++ )
for( INT32 iCounter = 0; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++iCounter )
{
pSoldier = &Menptr[ iCounter ];
@@ -1985,22 +1695,10 @@ void ResetDoneFlagForAllMilitiaTrainersInSector( UINT8 ubSector, UINT8 ubMilitia
}
}
}
else if (ubMilitiaType == MOBILE_MILITIA)
{
if( pSoldier->bAssignment == TRAIN_MOBILE )
{
if( ( SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) == ubSector ) && ( pSoldier->bSectorZ == 0 ) )
{
pSoldier->flags.fDoneAssignmentAndNothingToDoFlag = FALSE;
pSoldier->usQuoteSaidExtFlags &= ~SOLDIER_QUOTE_SAID_DONE_ASSIGNMENT;
}
}
}
}
}
}
BOOLEAN MilitiaTrainingAllowedInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
INT8 bTownId;
@@ -2101,23 +1799,21 @@ void BuildMilitiaPromotionsString( STR16 str )
gbRegToElitePromotions = 0;
gbMilitiaPromotions = 0;
}
// HEADROCK HAM 3.3: This function finds the best Militia Trainer in the target sector. It may also take into account
// mercs' TEACHING skill, if told to. The function returns the calculated "Effective Leadership" of the selected
// trainer.
UINT8 FindBestMilitiaTrainingLeadershipInSector ( INT16 sMapX, INT16 sMapY, INT8 bMapZ, UINT8 ubMilitiaType )
{
UINT16 cnt = 0;
SOLDIERTYPE * pCheckedTrainer;
UINT16 usTrainerEffectiveLeadership = 0;
UINT8 ubBestLeadership = 0;
// HEADROCK HAM 3.3: Add search for best trainer in sector
for ( pCheckedTrainer = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pCheckedTrainer++)
for ( pCheckedTrainer = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, ++pCheckedTrainer )
{
if (pCheckedTrainer->bActive && pCheckedTrainer->stats.bLife >= OKLIFE &&
((ubMilitiaType == TOWN_MILITIA && pCheckedTrainer->bAssignment == TRAIN_TOWN) ||
(ubMilitiaType == MOBILE_MILITIA && pCheckedTrainer->bAssignment == TRAIN_MOBILE) ) )
if (pCheckedTrainer->bActive && pCheckedTrainer->stats.bLife >= OKLIFE && (ubMilitiaType == TOWN_MILITIA && pCheckedTrainer->bAssignment == TRAIN_TOWN) )
{
if (pCheckedTrainer->sSectorX == sMapX && pCheckedTrainer->sSectorY == sMapY && pCheckedTrainer->bSectorZ == bMapZ )
{
@@ -2157,9 +1853,8 @@ UINT8 FindBestMilitiaTrainingLeadershipInSector ( INT16 sMapX, INT16 sMapY, INT8
// HEADROCK HAM 3.6: Created a new function to make things easier. This calculates the target number of militia to
// be created.
UINT8 CalcNumMilitiaTrained(UINT8 ubBestLeadership, BOOLEAN fMobile)
UINT8 CalcNumMilitiaTrained(UINT8 ubBestLeadership)
{
UINT8 ubReqLeadershipForFull = 1;
UINT8 ubMinLeadershipForTraining = 0;
UINT8 ubLeadershipRange = 0;
@@ -2167,132 +1862,43 @@ UINT8 CalcNumMilitiaTrained(UINT8 ubBestLeadership, BOOLEAN fMobile)
// Result value
UINT8 ubMilitiaToTrain = 0;
// Garrison Training
if (!fMobile)
// Default Squad Size for Garrisons, read from INI.
ubMilitiaToTrain = gGameExternalOptions.iTrainingSquadSize;
// Is affected by Leadership?
if (gGameExternalOptions.fLeadershipAffectsMilitiaQuantity &&
gGameExternalOptions.ubReqLeadershipForFullTraining > gGameExternalOptions.ubMinimumLeadershipToTrainMilitia)
{
// Default Squad Size for Garrisons, read from INI.
ubMilitiaToTrain = gGameExternalOptions.iTrainingSquadSize;
// Set these variables to their INI values.
ubReqLeadershipForFull = gGameExternalOptions.ubReqLeadershipForFullTraining;
ubMinLeadershipForTraining = gGameExternalOptions.ubMinimumLeadershipToTrainMilitia;
// Is affected by Leadership?
if (gGameExternalOptions.fLeadershipAffectsMilitiaQuantity &&
gGameExternalOptions.ubReqLeadershipForFullTraining > gGameExternalOptions.ubMinimumLeadershipToTrainMilitia)
{
// Set these variables to their INI values.
ubReqLeadershipForFull = gGameExternalOptions.ubReqLeadershipForFullTraining;
ubMinLeadershipForTraining = gGameExternalOptions.ubMinimumLeadershipToTrainMilitia;
// We make sure our effective leadership isn't above or below the limits. If so, reset to limits.
// If there is a minimum required to train militia, we're ASSUMING that the character has enough leadership
// otherwise they wouldn't even be here. But just in case he's skipped the check somehow, this will raise
// leadership to the minimum to avoid problems.
ubBestLeadership = __max(ubBestLeadership, ubMinLeadershipForTraining);
ubBestLeadership = __min(ubBestLeadership, ubReqLeadershipForFull);
// We make sure our effective leadership isn't above or below the limits. If so, reset to limits.
// If there is a minimum required to train militia, we're ASSUMING that the character has enough leadership
// otherwise they wouldn't even be here. But just in case he's skipped the check somehow, this will raise
// leadership to the minimum to avoid problems.
ubBestLeadership = __max(ubBestLeadership, ubMinLeadershipForTraining);
ubBestLeadership = __min(ubBestLeadership, ubReqLeadershipForFull);
// Find out by how much we've beaten the skill check
ubBestLeadership = ubBestLeadership - ubMinLeadershipForTraining;
// Find out by how much we've beaten the skill check
ubBestLeadership = ubBestLeadership - ubMinLeadershipForTraining;
// Find the range between the minimum and maximum.
ubLeadershipRange = ubReqLeadershipForFull - ubMinLeadershipForTraining;
// Find the range between the minimum and maximum.
ubLeadershipRange = ubReqLeadershipForFull - ubMinLeadershipForTraining;
// Squad Size is determined by the relative value of the leadership within the range. Anyone meeting or
// exceeding the range (latter shouldn't happen) will train a full squad. Others will train less. If
// leadership was the minimum required, only 1 militia is trained.
ubMilitiaToTrain = ((ubBestLeadership * ubMilitiaToTrain) / ubLeadershipRange) + 1;
ubMilitiaToTrain = __min(ubMilitiaToTrain, gGameExternalOptions.iTrainingSquadSize);
ubMilitiaToTrain = __max(1, ubMilitiaToTrain);
}
}
// Mobile Militia
else
{
// Default Squad Size for Mobiles, read from INI.
ubMilitiaToTrain = gGameExternalOptions.guiNumMobileMilitiaTrained;
// Is affected by Leadership?
if (gGameExternalOptions.fLeadershipAffectsMobileMilitiaQuantity &&
gGameExternalOptions.ubReqLeadershipForFullMobileTraining > gGameExternalOptions.ubMinimumLeadershipToTrainMobileMilitia )
{
// Set these variables to their INI values.
ubReqLeadershipForFull = gGameExternalOptions.ubReqLeadershipForFullMobileTraining;
ubMinLeadershipForTraining = gGameExternalOptions.ubMinimumLeadershipToTrainMobileMilitia;
// We make sure our effective leadership isn't above or below the limits. If so, reset to limits.
// If there is a minimum required to train militia, we're ASSUMING that the character has enough leadership
// otherwise they wouldn't even be here. But just in case he's skipped the check somehow, this will raise
// leadership to the minimum to avoid problems.
ubBestLeadership = __max(ubBestLeadership, ubMinLeadershipForTraining);
ubBestLeadership = __min(ubBestLeadership, ubReqLeadershipForFull);
// Find out by how much we've beaten the skill check
ubBestLeadership = ubBestLeadership - ubMinLeadershipForTraining;
// Find the range between the minimum and maximum.
ubLeadershipRange = ubReqLeadershipForFull - ubMinLeadershipForTraining;
// Squad Size is determined by the relative value of the leadership within the range. Anyone meeting or
// exceeding the range (latter shouldn't happen) will train a full squad. Others will train less. If
// leadership was the minimum required, only 3 militia are trained.
ubMilitiaToTrain = ((ubBestLeadership * ubMilitiaToTrain) / ubLeadershipRange) + 1;
ubMilitiaToTrain = __min(ubMilitiaToTrain, gGameExternalOptions.guiNumMobileMilitiaTrained);
ubMilitiaToTrain = __max(3, ubMilitiaToTrain);
}
// Squad Size is determined by the relative value of the leadership within the range. Anyone meeting or
// exceeding the range (latter shouldn't happen) will train a full squad. Others will train less. If
// leadership was the minimum required, only 1 militia is trained.
ubMilitiaToTrain = ((ubBestLeadership * ubMilitiaToTrain) / ubLeadershipRange) + 1;
ubMilitiaToTrain = __min(ubMilitiaToTrain, gGameExternalOptions.iTrainingSquadSize);
ubMilitiaToTrain = __max(1, ubMilitiaToTrain);
}
return (ubMilitiaToTrain);
}
// HEADROCK HAM 3.6: Duplicate function for handling callback on Mobile Militia training
void PayMobileMilitiaTrainingYesNoBoxCallback( UINT8 bExitValue )
{
CHAR16 sString[ 128 ];
Assert( giTotalCostOfTraining > 0 );
// yes
if( bExitValue == MSG_BOX_RETURN_YES )
{
// does the player have enough
if( LaptopSaveInfo.iCurrentBalance >= giTotalCostOfTraining )
{
if( gfYesNoPromptIsForContinue )
{
ContinueTrainingInThisSector( MOBILE_MILITIA );
}
else
{
StartTrainingInAllUnpaidTrainableSectors( MOBILE_MILITIA );
}
#ifdef JA2BETAVERSION
// put this BEFORE training gets handled to avoid detecting an error everytime a sector completes training
// Checks Town and Mobile militia
VerifyTownTrainingIsPaidFor();
#endif
// this completes the training prompt sequence
pMilitiaTrainerSoldier = NULL;
}
else // can't afford it
{
StopTimeCompression();
swprintf( sString, L"%s", pMilitiaConfirmStrings[ 2 ] );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, CantTrainMobileMilitiaOkBoxCallback );
}
}
else if( bExitValue == MSG_BOX_RETURN_NO )
{
StopTimeCompression();
MilitiaTrainingRejected( MOBILE_MILITIA );
}
return;
}
// HEADROCK HAM 3.6: Daily check for upkeep of all militia
void HandleMilitiaUpkeepPayment( void )
{
@@ -2329,26 +1935,9 @@ void HandleMilitiaUpkeepPayment( void )
MilitiaList[cnt].ubSectorId = (UINT8)cnt;
UINT8 ubTownId = GetTownIdForSector( sMapX, sMapY );
if ((ubTownId != BLANK_SECTOR && MilitiaTrainingAllowedInTown(ubTownId)) || // Major Town
IsThisSectorASAMSector( sMapX, sMapY, 0 ) ) // SAM Site
{
MilitiaList[cnt].ubNumTownGreens = MilitiaInSectorOfRank( sMapX, sMapY, GREEN_MILITIA );
MilitiaList[cnt].ubNumTownRegulars = MilitiaInSectorOfRank( sMapX, sMapY, REGULAR_MILITIA );
MilitiaList[cnt].ubNumTownElites = MilitiaInSectorOfRank( sMapX, sMapY, ELITE_MILITIA );
MilitiaList[cnt].ubNumMobileGreens = 0;
MilitiaList[cnt].ubNumMobileRegulars = 0;
MilitiaList[cnt].ubNumMobileElites = 0;
}
else
{
MilitiaList[cnt].ubNumMobileGreens = MilitiaInSectorOfRank( sMapX, sMapY, GREEN_MILITIA );
MilitiaList[cnt].ubNumMobileRegulars = MilitiaInSectorOfRank( sMapX, sMapY, REGULAR_MILITIA );
MilitiaList[cnt].ubNumMobileElites = MilitiaInSectorOfRank( sMapX, sMapY, ELITE_MILITIA );
MilitiaList[cnt].ubNumTownGreens = 0;
MilitiaList[cnt].ubNumTownRegulars = 0;
MilitiaList[cnt].ubNumTownElites = 0;
}
MilitiaList[cnt].ubNumTownGreens = MilitiaInSectorOfRank( sMapX, sMapY, GREEN_MILITIA );
MilitiaList[cnt].ubNumTownRegulars = MilitiaInSectorOfRank( sMapX, sMapY, REGULAR_MILITIA );
MilitiaList[cnt].ubNumTownElites = MilitiaInSectorOfRank( sMapX, sMapY, ELITE_MILITIA );
}
// Resort list so that sectors with more militia are at the top of the array. Higher weight
@@ -2359,10 +1948,7 @@ void HandleMilitiaUpkeepPayment( void )
{
if (MilitiaList[0].ubNumTownGreens +
MilitiaList[0].ubNumTownRegulars +
MilitiaList[0].ubNumTownElites +
MilitiaList[0].ubNumMobileGreens +
MilitiaList[0].ubNumMobileRegulars +
MilitiaList[0].ubNumMobileElites == 0)
MilitiaList[0].ubNumTownElites == 0)
{
//All sectors are empty? Default to 0 payment.
uiMoneyUnpaid = 0;
@@ -2371,42 +1957,7 @@ void HandleMilitiaUpkeepPayment( void )
INT16 sX = SECTORX( MilitiaList[0].ubSectorId );
INT16 sY = SECTORY( MilitiaList[0].ubSectorId );
if (MilitiaList[0].ubNumMobileElites > 0)
{
// Remove one militia from sector
StrategicRemoveMilitiaFromSector( sX, sY, ELITE_MILITIA, 1 );
// Adjust list entry
MilitiaList[0].ubNumMobileElites--;
// Reduce debt appropriately
uiMoneyUnpaid -= gGameExternalOptions.usDailyCostMobile[ELITE_MILITIA];
// Increase tally of militia removed
++uiNumMilitiaDisbanded;
++usElitesDisbanded;
// Flugente: individual militia profiles need to be adjusted
DisbandIndividualMilitia( MilitiaList[0].ubSectorId, 0, 0, 1 );
}
else if (MilitiaList[0].ubNumMobileRegulars > 0)
{
StrategicRemoveMilitiaFromSector( sX, sY, REGULAR_MILITIA, 1 );
MilitiaList[0].ubNumMobileRegulars--;
uiMoneyUnpaid -= gGameExternalOptions.usDailyCostMobile[REGULAR_MILITIA];
++uiNumMilitiaDisbanded;
++usRegularsDisbanded;
DisbandIndividualMilitia( MilitiaList[0].ubSectorId, 0, 1, 0 );
}
else if (MilitiaList[0].ubNumMobileGreens > 0)
{
StrategicRemoveMilitiaFromSector( sX, sY, GREEN_MILITIA, 1 );
MilitiaList[0].ubNumMobileGreens--;
uiMoneyUnpaid -= gGameExternalOptions.usDailyCostMobile[GREEN_MILITIA];
++uiNumMilitiaDisbanded;
++usGreenDisbanded;
DisbandIndividualMilitia( MilitiaList[0].ubSectorId, 1, 0, 0 );
}
else if (MilitiaList[0].ubNumTownElites > 0)
if (MilitiaList[0].ubNumTownElites > 0)
{
StrategicRemoveMilitiaFromSector( sX, sY, ELITE_MILITIA, 1 );
MilitiaList[0].ubNumTownElites--;
@@ -2464,19 +2015,7 @@ void HandleMilitiaUpkeepPayment( void )
int MilitiaListQsortCompare(const void *pArg1, const void *pArg2)
{
if (((MILITIA_LIST_TYPE *)pArg1)->ubNumMobileElites > ((MILITIA_LIST_TYPE *)pArg2)->ubNumMobileElites)
{
return(-1);
}
else if (((MILITIA_LIST_TYPE *)pArg1)->ubNumMobileRegulars > ((MILITIA_LIST_TYPE *)pArg2)->ubNumMobileRegulars)
{
return(-1);
}
else if (((MILITIA_LIST_TYPE *)pArg1)->ubNumMobileGreens > ((MILITIA_LIST_TYPE *)pArg2)->ubNumMobileGreens)
{
return(-1);
}
else if (((MILITIA_LIST_TYPE *)pArg1)->ubNumTownElites > ((MILITIA_LIST_TYPE *)pArg2)->ubNumTownElites)
if (((MILITIA_LIST_TYPE *)pArg1)->ubNumTownElites > ((MILITIA_LIST_TYPE *)pArg2)->ubNumTownElites)
{
return(-1);
}
@@ -2501,19 +2040,7 @@ int MilitiaListQsortCompare(const void *pArg1, const void *pArg2)
else if (((MILITIA_LIST_TYPE *)pArg1)->ubNumTownElites < ((MILITIA_LIST_TYPE *)pArg2)->ubNumTownElites)
{
return(1);
}
else if (((MILITIA_LIST_TYPE *)pArg1)->ubNumMobileGreens < ((MILITIA_LIST_TYPE *)pArg2)->ubNumMobileGreens)
{
return(1);
}
else if (((MILITIA_LIST_TYPE *)pArg1)->ubNumMobileRegulars < ((MILITIA_LIST_TYPE *)pArg2)->ubNumMobileRegulars)
{
return(1);
}
else if (((MILITIA_LIST_TYPE *)pArg1)->ubNumMobileElites < ((MILITIA_LIST_TYPE *)pArg2)->ubNumMobileElites)
{
return(1);
}
}
else
{
return(0);
@@ -2527,7 +2054,6 @@ UINT32 CalcMilitiaUpkeep( void )
UINT32 uiTotalPayment = 0;
UINT32 militia_static[MAX_MILITIA_LEVELS] = {0, 0, 0};
UINT32 militia_mobile[MAX_MILITIA_LEVELS] = {0, 0, 0};
UINT32 militia_individual[MAX_MILITIA_LEVELS] = {0, 0, 0};
for (UINT16 cnt = 0; cnt < 256; ++cnt)
@@ -2536,18 +2062,8 @@ UINT32 CalcMilitiaUpkeep( void )
UINT8 sMapX = SECTORX(cnt);
UINT8 sMapY = SECTORY(cnt);
UINT8 ubTownId = GetTownIdForSector( sMapX, sMapY );
if ((ubTownId != BLANK_SECTOR && MilitiaTrainingAllowedInTown(ubTownId)) || // Major Town
IsThisSectorASAMSector( sMapX, sMapY, 0 ) ) // SAM Site
{
for ( int i = GREEN_MILITIA; i < MAX_MILITIA_LEVELS; ++i )
militia_static[i] += MilitiaInSectorOfRank( sMapX, sMapY, i );
}
else
{
for ( int i = GREEN_MILITIA; i < MAX_MILITIA_LEVELS; ++i )
militia_mobile[i] += MilitiaInSectorOfRank( sMapX, sMapY, i );
}
for ( int i = GREEN_MILITIA; i < MAX_MILITIA_LEVELS; ++i )
militia_static[i] += MilitiaInSectorOfRank( sMapX, sMapY, i );
}
// Flugente: if indivídual militia is on, calculate costs there and use the above as a fallback option
@@ -2558,14 +2074,9 @@ UINT32 CalcMilitiaUpkeep( void )
for ( int i = GREEN_MILITIA; i < MAX_MILITIA_LEVELS; ++i )
{
if ( militia_static[i] + militia_mobile[i] > militia_individual[i] )
if ( militia_static[i] > militia_individual[i] )
{
UINT32 exceed = militia_static[i] + militia_mobile[i] - militia_individual[i];
UINT32 exceed_mobile = min( exceed, militia_mobile[i] );
UINT32 exced_static = exceed - exceed_mobile;
uiTotalPayment += exced_static * gGameExternalOptions.usDailyCostTown[i];
uiTotalPayment += exceed_mobile * gGameExternalOptions.usDailyCostMobile[i];
uiTotalPayment += ( militia_static[i] + -militia_individual[i] ) * gGameExternalOptions.usDailyCostTown[i];
}
}