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Brief: //dnl ch68
- Magically appeared reinforcements for enemy and militia just turn after they are called from now could be delayed and randomized. Details: - Practically all enemy reinforcement which can populate available slots was always appeared next turn after they are called so now we have game settings under "Strategic Gameplay Settings" for fine tunning enemy and militia reinforce entry: MIN_DELAY_ENEMY_REINFORCEMENTS enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled. RND_DELAY_ENEMY_REINFORCEMENTS additional random delay added to minimum when reinforcements will arrive after they are called. MIN_ENTER_ENEMY_REINFORCEMENTS minimum enemy units which will enter after above delay is over. RND_ENTER_ENEMY_REINFORCEMENTS additional random enemy units to appear after passing delay. MIN_DELAY_MILITIA_REINFORCEMENTS enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled. RND_DELAY_MILITIA_REINFORCEMENTS additional random delay added to minimum when reinforcements will arrive after they are called. MIN_ENTER_MILITIA_REINFORCEMENTS minimum enemy units which will enter after above delay is over. RND_ENTER_MILITIA_REINFORCEMENTS additional random enemy units to appear after passing delay. - After first delay ends any other reinforcement appeared more frequently or if already arrive (but no free slot), they will pop up soon after slot is free. - Add option NO_REMOVE_RANDOM_SECTOR_ITEMS under "Strategic Gameplay Settings" to prevent permanent random removal of your sector items. - Add missing function DisplaySectorItemsInfo. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6386 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -73,6 +73,7 @@ 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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UINT32 guiTurnCnt = 0, guiReinforceTurn = 0, guiArrived = 0;//dnl ch68 080913
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extern void BuildUndergroundSectorInfoList();
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extern void EndCreatureQuest();
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@@ -1390,6 +1391,40 @@ void AddPossiblePendingEnemiesToBattle()
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|| !NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) ) return;
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ubSlots = NumFreeEnemySlots();
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if(gGameExternalOptions.sMinDelayEnemyReinforcements)//dnl ch68 080913
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{
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if(gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition == TRUE)
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{
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if(guiReinforceTurn == 0)
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{
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guiReinforceTurn = guiTurnCnt + gGameExternalOptions.sMinDelayEnemyReinforcements + Random(gGameExternalOptions.sRndDelayEnemyReinforcements+1);// first possible reinforcement
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ubSlots = 0;
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}
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else if(guiTurnCnt >= guiReinforceTurn)
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{
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guiReinforceTurn = guiTurnCnt + gGameExternalOptions.sMinDelayEnemyReinforcements/3 + Random(gGameExternalOptions.sRndDelayEnemyReinforcements+1);// any other reinforcement should appear more frequently
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ubNumAvailable = gGameExternalOptions.sMinEnterEnemyReinforcements + Random(gGameExternalOptions.sRndEnterEnemyReinforcements+1);// total allowed units to enter per reinforce turn
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//SendFmtMsg("Enemy reinforcements: ubSlots=%d ubNumAvailable=%d", ubSlots, ubNumAvailable);
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if(ubSlots > ubNumAvailable)
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ubSlots = ubNumAvailable;
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guiArrived += (ubNumAvailable - ubSlots);
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}
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else
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{
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if(guiArrived > 0)
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{
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if(ubSlots > guiArrived)
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ubSlots = guiArrived;
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guiArrived -= ubSlots;
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}
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else
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ubSlots = 0;
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}
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}
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else
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guiReinforceTurn = guiArrived = 0;
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//SendFmtMsg("Enemy reinforcements: guiTurnCnt=%d guiReinforceTurn=%d guiArrived=%d", guiTurnCnt, guiReinforceTurn, guiArrived);
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}
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if( !ubSlots )
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{ //no available slots to add enemies to. Try again later...
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return;
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