Externalizations (by Buggler)

- Strategic AI garrisons and patrol main spawning sector (thanks to Moa)
- Tixa Sector; separated from Dynamo captive sector to allow modding flexibility 

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6557 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-11-05 12:39:35 +00:00
parent 86a2967508
commit ee44781fbe
6 changed files with 60 additions and 47 deletions
+10 -3
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@@ -2372,6 +2372,10 @@ void LoadSkillTraitsExternalSettings()
//DBrot: Grids //DBrot: Grids
void LoadModSettings(){ void LoadModSettings(){
CIniReader iniReader(MOD_SETTINGS_FILE); CIniReader iniReader(MOD_SETTINGS_FILE);
gModSettings.ubSAISpawnSectorX = iniReader.ReadInteger("AI", "STRATEGIC_AI_SPAWN_SECTOR_X", 3);
gModSettings.ubSAISpawnSectorY = iniReader.ReadInteger("AI", "STRATEGIC_AI_SPAWN_SECTOR_Y", 16);
gModSettings.ubHideoutSectorX = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SECTOR_X", 10, 1, 16); gModSettings.ubHideoutSectorX = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SECTOR_X", 10, 1, 16);
gModSettings.ubHideoutSectorY = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SECTOR_Y", 1, 1, 16); gModSettings.ubHideoutSectorY = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SECTOR_Y", 1, 1, 16);
gModSettings.ubHideoutSectorZ = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SECTOR_Z", 1, 0, 3); gModSettings.ubHideoutSectorZ = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SECTOR_Z", 1, 0, 3);
@@ -2452,9 +2456,12 @@ void LoadModSettings(){
//[Grumm] //[Grumm]
//[Tixa] //[Tixa]
gModSettings.ubDyanmoPrisonSectorX = iniReader.ReadInteger("Tixa", "DYNAMO_PRISON_SECTOR_X", 9); gModSettings.ubTixaPrisonSectorX = iniReader.ReadInteger("Tixa", "PRISON_SECTOR_X", 9);
gModSettings.ubDyanmoPrisonSectorY = iniReader.ReadInteger("Tixa", "DYNAMO_PRISON_SECTOR_Y", 10); gModSettings.ubTixaPrisonSectorY = iniReader.ReadInteger("Tixa", "PRISON_SECTOR_Y", 10);
gModSettings.ubDyanmoPrisonSectorZ = iniReader.ReadInteger("Tixa", "DYNAMO_PRISON_SECTOR_Z", 0);
gModSettings.ubDyanmoCaptiveSectorX = iniReader.ReadInteger("Tixa", "DYNAMO_CAPTIVE_SECTOR_X", 9);
gModSettings.ubDyanmoCaptiveSectorY = iniReader.ReadInteger("Tixa", "DYNAMO_CAPTIVE_SECTOR_Y", 10);
gModSettings.ubDyanmoCaptiveSectorZ = iniReader.ReadInteger("Tixa", "DYNAMO_CAPTIVE_SECTOR_Z", 0);
//[Cambria] //[Cambria]
gModSettings.ubHospitalSectorX = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_X", 8); gModSettings.ubHospitalSectorX = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_X", 8);
+11 -5
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@@ -1710,6 +1710,10 @@ typedef struct
//DBrot: Grids //DBrot: Grids
typedef struct typedef struct
{ {
//AI
UINT8 ubSAISpawnSectorX;
UINT8 ubSAISpawnSectorY;
//defines the basement and the bottom of the stairs //defines the basement and the bottom of the stairs
UINT8 ubHideoutSectorX; UINT8 ubHideoutSectorX;
UINT8 ubHideoutSectorY; UINT8 ubHideoutSectorY;
@@ -1746,7 +1750,6 @@ typedef struct
UINT8 ubAirport2X; UINT8 ubAirport2X;
UINT8 ubAirport2Y; UINT8 ubAirport2Y;
//BobbyR stuff //BobbyR stuff
UINT8 ubBobbyRShipDestSectorX; UINT8 ubBobbyRShipDestSectorX;
UINT8 ubBobbyRShipDestSectorY; UINT8 ubBobbyRShipDestSectorY;
@@ -1775,10 +1778,13 @@ typedef struct
//[Grumm] //[Grumm]
//[Tixa] //[Tixa]
//Dynamo Prison Sector UINT8 ubTixaPrisonSectorX;
UINT8 ubDyanmoPrisonSectorX; UINT8 ubTixaPrisonSectorY;
UINT8 ubDyanmoPrisonSectorY;
UINT8 ubDyanmoPrisonSectorZ; //Dynamo Captive Sector
UINT8 ubDyanmoCaptiveSectorX;
UINT8 ubDyanmoCaptiveSectorY;
UINT8 ubDyanmoCaptiveSectorZ;
//[Cambria] //[Cambria]
//Hospital Sector //Hospital Sector
+2 -2
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@@ -1964,7 +1964,7 @@ void PrintDetailedEnemiesInSectorInfo( INT32 iScreenX, INT32 iScreenY, UINT8 ubS
pFinalWaypoint = GetFinalWaypoint( pGroup ); pFinalWaypoint = GetFinalWaypoint( pGroup );
if( pFinalWaypoint ) if( pFinalWaypoint )
{ {
if( pFinalWaypoint->x == 3 && pFinalWaypoint->y == 16 ) if( pFinalWaypoint->x == gModSettings.ubSAISpawnSectorX && pFinalWaypoint->y == gModSettings.ubSAISpawnSectorY )
{ {
swprintf( wSubString, L" - group returning to pool."); swprintf( wSubString, L" - group returning to pool.");
} }
@@ -2006,7 +2006,7 @@ void PrintDetailedEnemiesInSectorInfo( INT32 iScreenX, INT32 iScreenY, UINT8 ubS
pFinalWaypoint = GetFinalWaypoint( pGroup ); pFinalWaypoint = GetFinalWaypoint( pGroup );
if( pFinalWaypoint ) if( pFinalWaypoint )
{ {
if( pFinalWaypoint->x == 3 && pFinalWaypoint->y == 16 ) if( pFinalWaypoint->x == gModSettings.ubSAISpawnSectorX && pFinalWaypoint->y == gModSettings.ubSAISpawnSectorY )
{ {
swprintf( wSubString, L" - group returning to pool."); swprintf( wSubString, L" - group returning to pool.");
} }
+2 -2
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@@ -231,8 +231,8 @@ extern UINT16 MAP_LEVEL_STRING_Y;
#define ORTA_SECTOR_X 4 #define ORTA_SECTOR_X 4
#define ORTA_SECTOR_Y 11 #define ORTA_SECTOR_Y 11
#define TIXA_SECTOR_X 9 #define TIXA_SECTOR_X gModSettings.ubTixaPrisonSectorX //9
#define TIXA_SECTOR_Y 10 #define TIXA_SECTOR_Y gModSettings.ubTixaPrisonSectorY //10
// what are we showing?..teams/vehicles // what are we showing?..teams/vehicles
// Show values // Show values
+2 -2
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@@ -925,8 +925,8 @@ BOOLEAN CheckFact( UINT16 usFact, UINT8 ubProfileID )
gubFact[usFact] = IsHisMineAtMaxProduction( ubProfileID ); gubFact[usFact] = IsHisMineAtMaxProduction( ubProfileID );
break; break;
case FACT_DYNAMO_IN_J9: case FACT_DYNAMO_IN_J9:
gubFact[usFact] = CheckNPCSector( DYNAMO, gModSettings.ubDyanmoPrisonSectorX, gModSettings.ubDyanmoPrisonSectorY, gModSettings.ubDyanmoPrisonSectorZ ) && gubFact[usFact] = CheckNPCSector( DYNAMO, gModSettings.ubDyanmoCaptiveSectorX, gModSettings.ubDyanmoCaptiveSectorY, gModSettings.ubDyanmoCaptiveSectorZ ) &&
NumEnemiesInAnySector( gModSettings.ubDyanmoPrisonSectorX, gModSettings.ubDyanmoPrisonSectorY, gModSettings.ubDyanmoPrisonSectorZ ); //( 9, 10, 0 ) NumEnemiesInAnySector( gModSettings.ubDyanmoCaptiveSectorX, gModSettings.ubDyanmoCaptiveSectorY, gModSettings.ubDyanmoCaptiveSectorZ ); //( 9, 10, 0 )
break; break;
case FACT_DYNAMO_ALIVE: case FACT_DYNAMO_ALIVE:
gubFact[usFact] = ( gMercProfiles[ DYNAMO ].bMercStatus != MERC_IS_DEAD ); gubFact[usFact] = ( gMercProfiles[ DYNAMO ].bMercStatus != MERC_IS_DEAD );
+33 -33
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@@ -1368,7 +1368,7 @@ void InitStrategicAI()
if( iStartPop ) if( iStartPop )
{ {
if( gGarrisonGroup[ i ].ubSectorID != SEC_P3 ) if( gGarrisonGroup[ i ].ubSectorID != SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ) )
{ {
// if population is less than maximum // if population is less than maximum
if( iStartPop != iMaxEnemyGroupSize ) if( iStartPop != iMaxEnemyGroupSize )
@@ -2125,7 +2125,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic5");
{ {
pSector = &SectorInfo[ SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ) ]; pSector = &SectorInfo[ SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ) ];
if( gGarrisonGroup[ i ].ubSectorID != SEC_P3 ) if( gGarrisonGroup[ i ].ubSectorID != SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ) )
{ {
EliminateSurplusTroopsForGarrison( pGroup, pSector ); EliminateSurplusTroopsForGarrison( pGroup, pSector );
pSector->ubNumAdmins = (UINT8)(pSector->ubNumAdmins + pGroup->pEnemyGroup->ubNumAdmins); pSector->ubNumAdmins = (UINT8)(pSector->ubNumAdmins + pGroup->pEnemyGroup->ubNumAdmins);
@@ -2314,8 +2314,8 @@ BOOLEAN StrategicAILookForAdjacentGroups( GROUP *pGroup )
{ {
//Wake up the queen now, if she hasn't woken up already. //Wake up the queen now, if she hasn't woken up already.
WakeUpQueen(); WakeUpQueen();
if( pGroup->ubSectorX == 9 && pGroup->ubSectorY == 1 || if( pGroup->ubSectorX == gGameExternalOptions.ubDefaultArrivalSectorX && pGroup->ubSectorY == gGameExternalOptions.ubDefaultArrivalSectorY ||
pGroup->ubSectorX == 3 && pGroup->ubSectorY == 16 ) pGroup->ubSectorX == gModSettings.ubSAISpawnSectorX && pGroup->ubSectorY == gModSettings.ubSAISpawnSectorY )
{ {
SendGroupToPool( &pGroup ); SendGroupToPool( &pGroup );
if( !pGroup ) if( !pGroup )
@@ -2956,7 +2956,7 @@ void SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoints
//KM : Sep 9, 1999 //KM : Sep 9, 1999
//If the player owns sector P3, any troops that spawned there were causing serious problems, seeing battle checks //If the player owns sector P3, any troops that spawned there were causing serious problems, seeing battle checks
//were not performed! //were not performed!
if( !StrategicMap[ CALCULATE_STRATEGIC_INDEX( 3, 16 ) ].fEnemyControlled ) if( !StrategicMap[ CALCULATE_STRATEGIC_INDEX( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ) ].fEnemyControlled )
{ //Queen can no longer send reinforcements from the palace if she doesn't control it! { //Queen can no longer send reinforcements from the palace if she doesn't control it!
return; return;
} }
@@ -2994,7 +2994,7 @@ void SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoints
} }
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, (UINT8)iReinforcementsApproved, 0 ); pGroup = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), 0, (UINT8)iReinforcementsApproved, 0 );
ConvertGroupTroopsToComposition( pGroup, gGarrisonGroup[ iDstGarrisonID ].ubComposition ); ConvertGroupTroopsToComposition( pGroup, gGarrisonGroup[ iDstGarrisonID ].ubComposition );
pGroup->ubOriginalSector = (UINT8)SECTOR( ubDstSectorX, ubDstSectorY ); pGroup->ubOriginalSector = (UINT8)SECTOR( ubDstSectorX, ubDstSectorY );
//Madd: unlimited reinforcements? //Madd: unlimited reinforcements?
@@ -3161,7 +3161,7 @@ void SendReinforcementsForPatrol( INT32 iPatrolID, GROUP **pOptionalGroup )
if( iRandom < giReinforcementPool ) if( iRandom < giReinforcementPool )
{ //use the pool and send the requested amount from SECTOR P3 (queen's palace) { //use the pool and send the requested amount from SECTOR P3 (queen's palace)
iReinforcementsApproved = min( iReinforcementsRequested, giReinforcementPool ); iReinforcementsApproved = min( iReinforcementsRequested, giReinforcementPool );
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, (UINT8)iReinforcementsApproved, 0 ); pGroup = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), 0, (UINT8)iReinforcementsApproved, 0 );
pGroup->ubOriginalSector = (UINT8)SECTOR( ubDstSectorX, ubDstSectorY ); pGroup->ubOriginalSector = (UINT8)SECTOR( ubDstSectorX, ubDstSectorY );
//Madd: unlimited reinforcements? //Madd: unlimited reinforcements?
@@ -3824,7 +3824,7 @@ BOOLEAN LoadStrategicAI( HWFILE hFile )
if( ubSAIVersion < 20 ) if( ubSAIVersion < 20 )
{ {
gArmyComp[ QUEEN_DEFENCE ].bDesiredPopulation = 32; gArmyComp[ QUEEN_DEFENCE ].bDesiredPopulation = 32;
SectorInfo[ SEC_P3 ].ubNumElites = 32; SectorInfo[ SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ) ].ubNumElites = 32;
} }
if( ubSAIVersion < 21 ) if( ubSAIVersion < 21 )
{ {
@@ -3860,9 +3860,9 @@ BOOLEAN LoadStrategicAI( HWFILE hFile )
} }
if( ubSAIVersion < 23 ) if( ubSAIVersion < 23 )
{ {
if( gWorldSectorX != 3 || gWorldSectorY != 16 || !gbWorldSectorZ ) if( gWorldSectorX != gModSettings.ubSAISpawnSectorX || gWorldSectorY != gModSettings.ubSAISpawnSectorY || !gbWorldSectorZ )
{ {
SectorInfo[ SEC_P3 ].ubNumElites = 32; SectorInfo[ SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ) ].ubNumElites = 32;
} }
} }
if( ubSAIVersion < 24 ) if( ubSAIVersion < 24 )
@@ -3978,7 +3978,7 @@ BOOLEAN LoadStrategicAI( HWFILE hFile )
if( ubSAIVersion < 28 ) if( ubSAIVersion < 28 )
{ {
GROUP *pNext; GROUP *pNext;
if( !StrategicMap[ CALCULATE_STRATEGIC_INDEX( 3, 16 ) ].fEnemyControlled ) if( !StrategicMap[ CALCULATE_STRATEGIC_INDEX( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ) ].fEnemyControlled )
{ //Eliminate all enemy groups in this sector, because the player owns the sector, and it is not { //Eliminate all enemy groups in this sector, because the player owns the sector, and it is not
//possible for them to spawn there! //possible for them to spawn there!
pGroup = gpGroupList; pGroup = gpGroupList;
@@ -3987,7 +3987,7 @@ BOOLEAN LoadStrategicAI( HWFILE hFile )
pNext = pGroup->next; pNext = pGroup->next;
if( !pGroup->fPlayer ) if( !pGroup->fPlayer )
{ {
if( pGroup->ubSectorX == 3 && pGroup->ubSectorY == 16 && !pGroup->ubPrevX && !pGroup->ubPrevY ) if( pGroup->ubSectorX == gModSettings.ubSAISpawnSectorX && pGroup->ubSectorY == gModSettings.ubSAISpawnSectorY && !pGroup->ubPrevX && !pGroup->ubPrevY )
{ {
ClearPreviousAIGroupAssignment( pGroup ); ClearPreviousAIGroupAssignment( pGroup );
RemovePGroup( pGroup ); RemovePGroup( pGroup );
@@ -4333,7 +4333,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) ) if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
{ {
ubSourceSectorID = SEC_P3; ubSourceSectorID = SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY );
} }
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 3); ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 3);
@@ -4403,7 +4403,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
ubTargetSectorID = SEC_B2; ubTargetSectorID = SEC_B2;
if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) ) if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
ubSourceSectorID = SEC_P3; ubSourceSectorID = SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY );
stagesector0 = ubSourceSectorID; stagesector0 = ubSourceSectorID;
stagesector1 = ubSourceSectorID; stagesector1 = ubSourceSectorID;
@@ -4421,7 +4421,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
ubTargetSectorID = SEC_H3; ubTargetSectorID = SEC_H3;
if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) ) if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
ubSourceSectorID = SEC_P3; ubSourceSectorID = SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY );
stagesector0 = SEC_M2; stagesector0 = SEC_M2;
stagesector1 = ubSourceSectorID; stagesector1 = ubSourceSectorID;
@@ -4439,7 +4439,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
ubTargetSectorID = SEC_H8; ubTargetSectorID = SEC_H8;
if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) ) if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
ubSourceSectorID = SEC_P3; ubSourceSectorID = SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY );
stagesector0 = ubSourceSectorID; stagesector0 = ubSourceSectorID;
stagesector1 = ubSourceSectorID; stagesector1 = ubSourceSectorID;
@@ -4470,7 +4470,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
ubTargetSectorID = SEC_I13; ubTargetSectorID = SEC_I13;
if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) ) if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
ubSourceSectorID = SEC_P3; ubSourceSectorID = SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY );
} }
stagesector0 = ubSourceSectorID; stagesector0 = ubSourceSectorID;
@@ -4499,7 +4499,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
ubTargetSectorID = SEC_L11; ubTargetSectorID = SEC_L11;
if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) ) if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
ubSourceSectorID = SEC_P3; ubSourceSectorID = SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY );
stagesector0 = ubSourceSectorID; stagesector0 = ubSourceSectorID;
stagesector1 = ubSourceSectorID; stagesector1 = ubSourceSectorID;
@@ -4584,11 +4584,11 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
ubTargetSectorID = SEC_H3; ubTargetSectorID = SEC_H3;
if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) ) if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
ubSourceSectorID = SEC_P3; ubSourceSectorID = SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY );
pGroup0 = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, grouptroops, groupelites ); pGroup0 = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), 0, grouptroops, groupelites );
pGroup1 = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, grouptroops, groupelites ); pGroup1 = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), 0, grouptroops, groupelites );
pGroup2 = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, grouptroops, groupelites ); pGroup2 = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), 0, grouptroops, groupelites );
pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites ); pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize); totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
@@ -4620,7 +4620,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
if ( fAttack_Cambria ) if ( fAttack_Cambria )
{ {
ubSourceSectorID = SEC_P3; ubSourceSectorID = SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY );
// if the SAM was liberated by the player, we cannot stage there... // if the SAM was liberated by the player, we cannot stage there...
// however, the SAM itself is also a very promising target... If we conquer that, the player cannot move his forces via helicopter, thus he cannot reinforce his other cities against simultaneous attacks // however, the SAM itself is also a very promising target... If we conquer that, the player cannot move his forces via helicopter, thus he cannot reinforce his other cities against simultaneous attacks
@@ -4681,7 +4681,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
ubTargetSectorID = SEC_I13; ubTargetSectorID = SEC_I13;
if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) ) if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
ubSourceSectorID = SEC_P3; ubSourceSectorID = SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY );
pGroup0 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites ); pGroup0 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
pGroup1 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites ); pGroup1 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
@@ -4721,7 +4721,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
ubTargetSectorID = SEC_L11; ubTargetSectorID = SEC_L11;
if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) ) if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
ubSourceSectorID = SEC_P3; ubSourceSectorID = SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY );
pGroup0 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites ); pGroup0 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
pGroup1 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites ); pGroup1 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
@@ -4811,7 +4811,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
ubSectorID = (UINT8)STRATEGIC_INDEX_TO_SECTOR_INFO( sWorldSectorLocationOfFirstBattle ); ubSectorID = (UINT8)STRATEGIC_INDEX_TO_SECTOR_INFO( sWorldSectorLocationOfFirstBattle );
pSector = &SectorInfo[ ubSectorID ]; pSector = &SectorInfo[ ubSectorID ];
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 4); ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 4);
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, ubNumSoldiers, 0 ); pGroup = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), 0, ubNumSoldiers, 0 );
//Madd: unlimited reinforcements? //Madd: unlimited reinforcements?
if ( !gfUnlimitedTroops ) if ( !gfUnlimitedTroops )
@@ -4873,7 +4873,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) ) if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
{ {
ubSourceSectorID = SEC_P3; ubSourceSectorID = SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY );
} }
int groupCnt = 0; int groupCnt = 0;
@@ -4957,7 +4957,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) ) if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
{ {
ubSourceSectorID = SEC_P3; ubSourceSectorID = SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY );
} }
int groupCnt = 0; int groupCnt = 0;
@@ -4990,7 +4990,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
case NPC_ACTION_SEND_SOLDIERS_TO_OMERTA: case NPC_ACTION_SEND_SOLDIERS_TO_OMERTA:
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 6); //6, 12, or 18 based on difficulty. ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 6); //6, 12, or 18 based on difficulty.
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, ubNumSoldiers, (UINT8)(ubNumSoldiers/7) ); //add 1 elite to normal, and 2 for hard pGroup = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), 0, ubNumSoldiers, (UINT8)(ubNumSoldiers/7) ); //add 1 elite to normal, and 2 for hard
ubNumSoldiers = (UINT8)(ubNumSoldiers + ubNumSoldiers / 7); ubNumSoldiers = (UINT8)(ubNumSoldiers + ubNumSoldiers / 7);
//Madd: unlimited reinforcements //Madd: unlimited reinforcements
@@ -5021,7 +5021,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
giReinforcementPool -= ubNumSoldiers; giReinforcementPool -= ubNumSoldiers;
giReinforcementPool = max( giReinforcementPool, 0 ); giReinforcementPool = max( giReinforcementPool, 0 );
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, 0, ubNumSoldiers ); pGroup = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), 0, 0, ubNumSoldiers );
MoveSAIGroupToSector( &pGroup, ubSectorID, STAGE, REINFORCEMENTS ); MoveSAIGroupToSector( &pGroup, ubSectorID, STAGE, REINFORCEMENTS );
// WANNE: This should fix the assertion in UC in the cutscene! // WANNE: This should fix the assertion in UC in the cutscene!
@@ -5604,7 +5604,7 @@ void RequestHighPriorityGarrisonReinforcements( INT32 iGarrisonID, UINT8 ubSoldi
} }
else else
{ //There are no groups that have enough troops. Send a new force from the palace instead. { //There are no groups that have enough troops. Send a new force from the palace instead.
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, ubSoldiersRequested, 0 ); pGroup = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), 0, ubSoldiersRequested, 0 );
pGroup->ubMoveType = ONE_WAY; pGroup->ubMoveType = ONE_WAY;
pGroup->pEnemyGroup->ubIntention = REINFORCEMENTS; pGroup->pEnemyGroup->ubIntention = REINFORCEMENTS;
gGarrisonGroup[ iGarrisonID ].ubPendingGroupID = pGroup->ubGroupID; gGarrisonGroup[ iGarrisonID ].ubPendingGroupID = pGroup->ubGroupID;
@@ -6095,14 +6095,14 @@ void TransferGroupToPool( GROUP **pGroup )
//NOTE: Make sure you call SetEnemyGroupSector() first if the group is between sectors!! See example in ReassignAIGroup()... //NOTE: Make sure you call SetEnemyGroupSector() first if the group is between sectors!! See example in ReassignAIGroup()...
void SendGroupToPool( GROUP **pGroup ) void SendGroupToPool( GROUP **pGroup )
{ {
if( (*pGroup)->ubSectorX == 3 && (*pGroup)->ubSectorY == 16 ) if( (*pGroup)->ubSectorX == gModSettings.ubSAISpawnSectorX && (*pGroup)->ubSectorY == gModSettings.ubSAISpawnSectorY )
{ {
TransferGroupToPool( pGroup ); TransferGroupToPool( pGroup );
} }
else else
{ {
(*pGroup)->ubSectorIDOfLastReassignment = (UINT8)SECTOR( (*pGroup)->ubSectorX, (*pGroup)->ubSectorY ); (*pGroup)->ubSectorIDOfLastReassignment = (UINT8)SECTOR( (*pGroup)->ubSectorX, (*pGroup)->ubSectorY );
MoveSAIGroupToSector( pGroup, SEC_P3, EVASIVE, REINFORCEMENTS ); MoveSAIGroupToSector( pGroup, SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), EVASIVE, REINFORCEMENTS );
} }
} }