Files
source/Strategic/Creature Spreading.cpp
2025-12-03 23:52:05 +02:00

2420 lines
76 KiB
C++

#include "types.h"
#include "FileMan.h"
#include "himage.h"
#include "Creature Spreading.h"
#include "Campaign Types.h"
#include "Strategic Movement.h"
#include "Game Event Hook.h"
#include "GameSettings.h"
#include "random.h"
#include "message.h"
#include "Font Control.h"
#include "Soldier Init List.h"
#include "lighting.h"
#include "strategicmap.h"
#include "Game Clock.h"
#include "Strategic Mines.h"
#include "Music Control.h"
#include "strategic.h"
#include "jascreens.h"
#include "Town Militia.h"
#include "Strategic Town Loyalty.h"
#include "PreBattle Interface.h"
#include "Map Edgepoints.h"
#include "Animation Data.h"
#include "opplist.h"
#include "Meanwhile.h"
#include "Map Information.h"
#include "Queen Command.h"
#include "ai.h" // added by Flugente
#include "Soldier Create.h" // added by Flugente
#include "connect.h"
#include "GameInitOptionsScreen.h"
#ifdef JA2BETAVERSION
BOOLEAN gfClearCreatureQuest = FALSE;
extern UINT32 uiMeanWhileFlags;
#endif
//GAME BALANCING DEFINITIONS FOR CREATURE SPREADING
//Hopefully, adjusting these following definitions will ease the balancing of the
//creature spreading.
//The one note here is that for any definitions that have a XXX_BONUS at the end of a definition,
//it gets added on to it's counterpart via:
// XXX_VALUE + Random( 1 + XXX_BONUS )
//The start day random bonus that the queen begins
//#define EASY_QUEEN_START_DAY 10 //easy start day 10-13
//#define EASY_QUEEN_START_BONUS 3
//#define NORMAL_QUEEN_START_DAY 8 //normal start day 8-10
//#define NORMAL_QUEEN_START_BONUS 2
//#define HARD_QUEEN_START_DAY 7 //hard start day 7-8
//#define HARD_QUEEN_START_BONUS 1
//This is how often the creatures spread, once the quest begins. The smaller the gap,
//the faster the creatures will advance. This is also directly related to the reproduction
//rates which are applied each time the creatures spread.
//#define EASY_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeNovice //easy spreads every 8.5 hours
//#define NORMAL_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeExperienced //normal spreads every 7.5 hours
//#define HARD_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeExpert //hard spreads every 6.5 hours
//#define INSANE_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeInsane //insane spreads every 2.5 hours
//Once the queen is added to the game, we can instantly let her spread x number of times
//to give her a head start. This can also be a useful tool for having slow reproduction rates
//but quicker head start to compensate to make the creatures less aggressive overall.
//#define EASY_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsNovice //1
//#define NORMAL_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsExperienced //2
//#define HARD_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsExpert //3
//#define INSANE_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsInsane //5
//This value modifies the chance to populate a given sector. This is different from the previous definition.
//This value gets applied to a potentially complicated formula, using the creature habitat to modify
//chance to populate, along with factoring in the relative distance to the hive range (to promote deeper lair
//population increases), etc. I would recommend not tweaking the value too much in either direction from
//zero due to the fact that this can greatly effect spread times and maximum populations. Basically, if the
//creatures are spreading too quickly, increase the value, otherwise decrease it to a negative value
//#define EASY_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierNovice //0
//#define NORMAL_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierExperienced //0
//#define HARD_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierExpert //0
//#define INSANE_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierInsane //0
//Augments the chance that the creatures will attack a town. The conditions for attacking a town
//are based strictly on the occupation of the creatures in each of the four mine exits. For each creature
//there is a base chance of 10% that the creatures will feed sometime during the night.
//#define EASY_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessNovice //-10
//#define NORMAL_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessExperienced //0
//#define HARD_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessExpert //10
//#define INSANE_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessInsane //50
//This is how many creatures the queen produces for each cycle of spreading. The higher
//the numbers the faster the creatures will advance.
//#define EASY_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseNovice //6 //6-7
//#define EASY_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusNovice //1
//#define NORMAL_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseExperienced //7 //7-9
//#define NORMAL_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusExperienced //2
//#define HARD_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseExpert //9 //9-12
//#define HARD_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusExpert //3
//#define INSANE_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseInsane //15 //15-20
//#define INSANE_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusInsane //5
//When either in a cave level with blue lights or there is a creature presence, then
//we override the normal music with the creature music. The conditions are maintained
//inside the function PrepareCreaturesForBattle() in this module.
//BOOLEAN gfUseCreatureMusic = FALSE; // moved to music control.cpp
BOOLEAN gfCreatureMeanwhileScenePlayed = FALSE;
// externalize to xml data
enum
{
QUEEN_LAIR, //where the queen lives. Highly protected
LAIR, //part of the queen's lair -- lots of babies and defending mothers
LAIR_ENTRANCE, //where the creatures access the mine.
INNER_MINE, //parts of the mines that aren't close to the outside world
OUTER_MINE, //area's where miners work, close to towns, creatures love to eat :)
FEEDING_GROUNDS, //creatures love to populate these sectors :)
MINE_EXIT, //the area that creatures can initiate town attacks if lots of monsters.
};
typedef struct CREATURE_DIRECTIVE
{
struct CREATURE_DIRECTIVE *next;
UNDERGROUND_SECTORINFO *pLevel;
}CREATURE_DIRECTIVE;
CREATURE_DIRECTIVE *lair;
INT32 giHabitatedDistance = 0;
INT32 giPopulationModifier = 0;
INT32 giLairID = 0;
INT32 giDestroyedLairID = 0;
//various information required for keeping track of the battle sector involved for
//prebattle interface, autoresolve, etc.
INT16 gsCreatureInsertionCode = 0;
INT32 gsCreatureInsertionGridNo = 0;
UINT16 gubNumCreaturesAttackingTown = 0;
UINT16 gubYoungMalesAttackingTown = 0;
UINT16 gubYoungFemalesAttackingTown = 0;
UINT16 gubAdultMalesAttackingTown = 0;
UINT16 gubAdultFemalesAttackingTown = 0;
UINT8 gubCreatureBattleCode = CREATURE_BATTLE_CODE_NONE;
UINT8 gubSectorIDOfCreatureAttack = 0;
// Flugente: bloodcat raids are mostly similar to creature attacks, so use the same code and differ when necessary with this
UINT8 guCreatureAttackType = CREATURE_ATTACK_TYPE_CREATURE;
extern UNDERGROUND_SECTORINFO* FindUnderGroundSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ );
extern UNDERGROUND_SECTORINFO* NewUndergroundNode( UINT8 ubSectorX, UINT8 ubSectorY, UINT8 ubSectorZ );
extern void BuildUndergroundSectorInfoList();
void DeleteCreatureDirectives();
extern SECTOR_EXT_DATA SectorExternalData[256][4];
//extern MINE_STATUS_TYPE gMineStatus[ MAX_NUMBER_OF_MINES ];
static CREATURE_DIRECTIVE* NewDirective( UINT8 ubSectorID, UINT8 ubSectorZ, UINT8 ubCreatureHabitat )
{
CREATURE_DIRECTIVE *curr;
UINT8 ubSectorX, ubSectorY;
curr = (CREATURE_DIRECTIVE*)MemAlloc( sizeof( CREATURE_DIRECTIVE ) );
Assert( curr );
ubSectorX = SECTORX( ubSectorID);
ubSectorY = SECTORY( ubSectorID );
curr->pLevel = FindUnderGroundSector( ubSectorX, ubSectorY, ubSectorZ );
if( !curr->pLevel )
{
AssertMsg( 0, String( "Could not find underground sector node (%c%db_%d) that should exist.",
ubSectorY + 'A' - 1, ubSectorX, ubSectorZ ) );
return 0;
}
curr->pLevel->ubCreatureHabitat = ubCreatureHabitat;
Assert( curr->pLevel );
curr->next = NULL;
return curr;
}
/* // externalize to xml data
void InitLairDrassen()
{
CREATURE_DIRECTIVE *curr;
giLairID = 1;
//initialize the linked list of lairs
lair = NewDirective( SEC_F13, 3, QUEEN_LAIR );
curr = lair;
if( !curr->pLevel->ubNumCreatures )
{
curr->pLevel->ubNumCreatures = 1; //for the queen.
}
curr->next = NewDirective( SEC_G13, 3, LAIR );
curr = curr->next;
curr->next = NewDirective( SEC_G13, 2, LAIR_ENTRANCE );
curr = curr->next;
curr->next = NewDirective( SEC_F13, 2, INNER_MINE );
curr = curr->next;
curr->next = NewDirective( SEC_E13, 2, INNER_MINE );
curr = curr->next;
curr->next = NewDirective( SEC_E13, 1, OUTER_MINE );
curr = curr->next;
curr->next = NewDirective( SEC_D13, 1, MINE_EXIT );
}
void InitLairAlma()
{
CREATURE_DIRECTIVE *curr;
giLairID = 2;
//initialize the linked list of lairs
lair = NewDirective( SEC_K13, 3, QUEEN_LAIR );
curr = lair;
if( !curr->pLevel->ubNumCreatures )
{
curr->pLevel->ubNumCreatures = 1; //for the queen.
}
curr->next = NewDirective( SEC_J13, 3, LAIR );
curr = curr->next;
curr->next = NewDirective( SEC_J13, 2, LAIR_ENTRANCE );
curr = curr->next;
curr->next = NewDirective( SEC_J14, 2, INNER_MINE );
curr = curr->next;
curr->next = NewDirective( SEC_J14, 1, OUTER_MINE );
curr = curr->next;
curr->next = NewDirective( SEC_I14, 1, MINE_EXIT );
}
void InitLairCambria()
{
CREATURE_DIRECTIVE *curr;
giLairID = 3;
//initialize the linked list of lairs
lair = NewDirective( SEC_J8, 3, QUEEN_LAIR );
curr = lair;
if( !curr->pLevel->ubNumCreatures )
{
curr->pLevel->ubNumCreatures = 1; //for the queen.
}
curr->next = NewDirective( SEC_I8, 3, LAIR );
curr = curr->next;
curr->next = NewDirective( SEC_H8, 3, LAIR );
curr = curr->next;
curr->next = NewDirective( SEC_H8, 2, LAIR_ENTRANCE );
curr = curr->next;
curr->next = NewDirective( SEC_H9, 2, INNER_MINE );
curr = curr->next;
curr->next = NewDirective( SEC_H9, 1, OUTER_MINE );
curr = curr->next;
curr->next = NewDirective( SEC_H8, 1, MINE_EXIT );
}
void InitLairGrumm()
{
CREATURE_DIRECTIVE *curr;
giLairID = 4;
//initialize the linked list of lairs
lair = NewDirective( SEC_G4, 3, QUEEN_LAIR );
curr = lair;
if( !curr->pLevel->ubNumCreatures )
{
curr->pLevel->ubNumCreatures = 1; //for the queen.
}
curr->next = NewDirective( SEC_H4, 3, LAIR );
curr = curr->next;
curr->next = NewDirective( SEC_H4, 2, LAIR_ENTRANCE );
curr = curr->next;
curr->next = NewDirective( SEC_H3, 2, INNER_MINE );
curr = curr->next;
curr->next = NewDirective( SEC_I3, 2, INNER_MINE );
curr = curr->next;
curr->next = NewDirective( SEC_I3, 1, OUTER_MINE );
curr = curr->next;
curr->next = NewDirective( SEC_H3, 1, MINE_EXIT );
}
*/
static void InitLair(INT32 iChosenMine)
{
CREATURE_DIRECTIVE *curr;
giLairID = iChosenMine;
// initialize the linked list of lairs
// initialize the queen sector
lair = NewDirective( SECTOR( gCreaturePlacements[ giLairID ].sQueenX, gCreaturePlacements[ giLairID ].sQueenY ),
gCreaturePlacements[ giLairID ].ubQueenZ, QUEEN_LAIR );
curr = lair;
if( !curr->pLevel->ubNumCreatures )
{
curr->pLevel->ubNumCreatures = 1; //for the queen.
}
// initialize valid linked creature sectors
for (UINT8 i = 0; i < MAX_NUMBER_OF_CREATURE_SECTORS; i++)
{
if( gCreaturePlacements[ giLairID ].Habitat[ i ].fValid )
{
curr->next = NewDirective( SECTOR( gCreaturePlacements[ giLairID ].Habitat[ i ].sX , gCreaturePlacements[ giLairID ].Habitat[ i ].sY ),
gCreaturePlacements[ giLairID ].Habitat[ i ].ubZ, gCreaturePlacements[ giLairID ].Habitat[ i ].ubComposition );
curr = curr->next;
}
}
}
#ifdef JA2BETAVERSION
extern BOOLEAN gfExitViewer;
#endif
void InitCreatureQuest()
{
UNDERGROUND_SECTORINFO *curr;
BOOLEAN fPlayMeanwhile = FALSE;
INT32 i=-1;
INT32 x=0;
INT32 iChosenMine;
INT32 iRandom;
INT32 iNumMinesInfectible=0;
INT32 iNumMinesInfectibleLUA=0;
#ifdef JA2BETAVERSION
INT32 iOrigRandom;
#endif
BOOLEAN fMineInfectible[MAX_NUMBER_OF_INFECTIBLE_SITES];
if( giLairID )
{
return; //already active!
}
#ifdef JA2BETAVERSION
if( guiCurrentScreen != AIVIEWER_SCREEN )
{
fPlayMeanwhile = TRUE;
}
#else
fPlayMeanwhile = TRUE;
#endif
#ifdef JA2UB
//Ja25 No meanwhiles && no creatures
#else
if( fPlayMeanwhile && !gfCreatureMeanwhileScenePlayed && gModSettings.CreatureMeanwhileCutscene == TRUE )
{
//Start the meanwhile scene for the queen ordering the release of the creatures.
HandleCreatureRelease();
gfCreatureMeanwhileScenePlayed = TRUE;
}
#endif
giHabitatedDistance = 0;
giPopulationModifier = zDiffSetting[gGameOptions.ubDifficultyLevel].iCreaturePopulationModifier;
//Determine which of the maps are infectible by creatures. Infectible mines
//are those that are player controlled and unlimited. We don't want the creatures to
//infect the mine that runs out.
//Default them all to infectible
memset( fMineInfectible, 1, sizeof( BOOLEAN ) * MAX_NUMBER_OF_INFECTIBLE_SITES );
/* // externalize to xml data
if( gMineStatus[ MINE_DRASSEN ].fAttackedHeadMiner ||
//gMineStatus[ MINE_DRASSEN ].uiOreRunningOutPoint ||
!gMineStatus[ MINE_DRASSEN ].fInfectible ||
//StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( SEC_D13 ) ].fEnemyControlled
StrategicMap[ gMineStatus[MINE_DRASSEN].StrategicIndex() ].fEnemyControlled
)
{ //If head miner was attacked, ore will/has run out, or enemy controlled
fMineInfectible[ 0 ] = FALSE;
}
if( gMineStatus[ MINE_CAMBRIA ].fAttackedHeadMiner ||
//gMineStatus[ MINE_CAMBRIA ].uiOreRunningOutPoint ||
!gMineStatus[ MINE_CAMBRIA ].fInfectible ||
//StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( SEC_H8 ) ].fEnemyControlled )
StrategicMap[ gMineStatus[MINE_CAMBRIA].StrategicIndex() ].fEnemyControlled )
{ //If head miner was attacked, ore will/has run out, or enemy controlled
fMineInfectible[ 1 ] = FALSE;
}
if( gMineStatus[ MINE_ALMA ].fAttackedHeadMiner ||
//gMineStatus[ MINE_ALMA ].uiOreRunningOutPoint ||
!gMineStatus[ MINE_ALMA ].fInfectible ||
//StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( SEC_I14 ) ].fEnemyControlled )
StrategicMap[ gMineStatus[MINE_ALMA].StrategicIndex() ].fEnemyControlled )
{ //If head miner was attacked, ore will/has run out, or enemy controlled
fMineInfectible[ 2 ] = FALSE;
}
if( gMineStatus[ MINE_GRUMM ].fAttackedHeadMiner ||
//gMineStatus[ MINE_GRUMM ].uiOreRunningOutPoint ||
!gMineStatus[ MINE_GRUMM ].fInfectible ||
//StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( SEC_H3 ) ].fEnemyControlled )
StrategicMap[ gMineStatus[MINE_GRUMM].StrategicIndex() ].fEnemyControlled )
{ //If head miner was attacked, ore will/has run out, or enemy controlled
fMineInfectible[ 3 ] = FALSE;
}
*/
// determine mine infectible status in initmines.lua script
for (x = 0; x < MAX_NUMBER_OF_MINES; ++x)
{
if( gMineStatus[ x ].fInfectible )
{
if( gMineStatus[ x ].fAttackedHeadMiner ||
//gMineStatus[ x ].uiOreRunningOutPoint ||
StrategicMap[ gMineStatus[ x ].StrategicIndex() ].fEnemyControlled )
{
//If head miner was attacked, ore will/has run out, or enemy controlled
fMineInfectible[ iNumMinesInfectibleLUA ] = FALSE;
}
iNumMinesInfectibleLUA++;
}
}
#ifdef JA2BETAVERSION
if( guiCurrentScreen == AIVIEWER_SCREEN )
{ //If in the AIViewer, allow any mine to get infected
memset( fMineInfectible, 1, sizeof( BOOLEAN ) * NUMBER_OF_INFECTIBLE_SITES );
}
#endif
//// externalize to xml data
//iNumMinesInfectible = fMineInfectible[0] + fMineInfectible[1] + fMineInfectible[2] + fMineInfectible[3];
//count actual infectible sites, use min of infectible sites defined in xml and initmines.lua script in case they do not tally
for (x = 0; x < min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ); ++x)
{
iNumMinesInfectible += fMineInfectible[x];
}
if( !iNumMinesInfectible )
{
return;
}
//Choose one of the infectible mines randomly
iRandom = Random( iNumMinesInfectible ) + 1;
#ifdef JA2BETAVERSION
iOrigRandom = iRandom;
#endif
iChosenMine = 0;
for( x = 0; x < min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ); ++x )
{
if( iRandom )
{
iChosenMine++;
if( fMineInfectible[x] )
{
--iRandom;
}
}
}
/* // externalize to xml data
//Now, choose a start location for the queen.
switch( iChosenMine )
{
case 1: //Drassen
InitLairDrassen();
curr = FindUnderGroundSector( 13, 5, 1 );
curr->uiFlags |= SF_PENDING_ALTERNATE_MAP;
break;
case 2: //Alma's mine
InitLairAlma();
curr = FindUnderGroundSector( 14, 10, 1 );
curr->uiFlags |= SF_PENDING_ALTERNATE_MAP;
break;
case 3: //Cambria
InitLairCambria();
curr = FindUnderGroundSector( 9, 8, 1 );
curr->uiFlags |= SF_PENDING_ALTERNATE_MAP; //entrance
break;
case 4: //Grumm's mine
InitLairGrumm();
curr = FindUnderGroundSector( 4, 8, 2 );
curr->uiFlags |= SF_PENDING_ALTERNATE_MAP;
break;
default:
#ifdef JA2BETAVERSION
{
CHAR16 str[512];
swprintf( str, L"Creature quest never chose a lair and won't infect any mines. Infectible mines = %d, iRandom = %d. "
L"This isn't a bug if you are not receiving income from any mines.", iNumMinesInfectible, iOrigRandom );
DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
}
#endif
return;
}
*/
//Now, choose a start location for the queen.
InitLair( iChosenMine );
//load alternate map for creature changes
curr = FindUnderGroundSector( gCreaturePlacements[ giLairID ].sAltMapX, gCreaturePlacements[ giLairID ].sAltMapY,
gCreaturePlacements[ giLairID ].ubAltMapZ );
curr->uiFlags |= SF_PENDING_ALTERNATE_MAP;
//Now determine how often we will spread the creatures.
i = zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenInitBonusSpread;
AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, zDiffSetting[gGameOptions.ubDifficultyLevel].iCreatureSpreadTime, 0 );
//Set things up so that the creatures can plan attacks on helpless miners and civilians while
//they are sleeping. They do their planning at 10PM every day, and decide to attack sometime
//during the night.
AddEveryDayStrategicEvent( EVENT_CREATURE_NIGHT_PLANNING, 1320, 0 );
//Got to give the queen some early protection, so do some creature spreading.
while( i-- )
{ //# times spread is based on difficulty, and the values in the defines.
SpreadCreatures();
}
}
static void AddCreatureToNode( CREATURE_DIRECTIVE *node )
{
node->pLevel->ubNumCreatures++;
if( node->pLevel->uiFlags & SF_PENDING_ALTERNATE_MAP )
{ //there is an alternate map meaning that there is a dynamic opening. From now on
//we substitute this map.
node->pLevel->uiFlags &= ~SF_PENDING_ALTERNATE_MAP;
node->pLevel->uiFlags |= SF_USE_ALTERNATE_MAP;
}
}
static BOOLEAN PlaceNewCreature( CREATURE_DIRECTIVE *node, INT32 iDistance )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CreatureSpreading1");
if( !node )
return FALSE;
//check to see if the creatures are permitted to spread into certain areas. There are 4 mines (human perspective), and
//creatures won't spread to them until the player controls them. Additionally, if the player has recently cleared the
//mine, then temporarily prevent the spreading of creatures.
if( giHabitatedDistance == iDistance )
{ //FRONT-LINE CONDITIONS -- consider expansion or frontline fortification. The formulae used
//in this sector are geared towards outer expansion.
//we have reached the distance limitation for the spreading. We will determine if
//the area is populated enough to spread further. The minimum population must be 4 before
//spreading is even considered.
if( node->pLevel->ubNumCreatures*10 - 10 <= (INT32)Random( 60 ) )
{ // x<=1 100%
// x==2 83%
// x==3 67%
// x==4 50%
// x==5 33%
// x==6 17%
// x>=7 0%
AddCreatureToNode( node );
return TRUE;
}
}
else if( giHabitatedDistance > iDistance )
{
// WDS - make number of mercenaries, etc. be configurable
//we are within the "safe" habitated area of the creature's area of influence. The chance of
//increasing the population inside this sector depends on how deep we are within the sector.
if( node->pLevel->ubNumCreatures < gGameExternalOptions.iMaxEnemyGroupSize ||
node->pLevel->ubNumCreatures < gGameExternalOptions.ubGameMaximumNumberOfCreatures && node->pLevel->ubCreatureHabitat == QUEEN_LAIR )
{ //there is ALWAYS a chance to habitate an interior sector, though the chances are slim for
//highly occupied sectors. This chance is modified by the type of area we are in.
INT32 iAbsoluteMaxPopulation;
INT32 iMaxPopulation=-1;
INT32 iChanceToPopulate;
/* // externalize to xml data
switch( node->pLevel->ubCreatureHabitat )
{
case QUEEN_LAIR: //Defend the queen bonus
iAbsoluteMaxPopulation = gGameExternalOptions.ubGameMaximumNumberOfCreatures;
break;
case LAIR: //Smaller defend the queen bonus
iAbsoluteMaxPopulation = 18;
break;
case LAIR_ENTRANCE: //Smallest defend the queen bonus
iAbsoluteMaxPopulation = 15;
break;
case INNER_MINE: //neg bonus -- actually promotes expansion over population, and decrease max pop here.
iAbsoluteMaxPopulation = 12;
break;
case OUTER_MINE: //neg bonus -- actually promotes expansion over population, and decrease max pop here.
iAbsoluteMaxPopulation = 10;
break;
case FEEDING_GROUNDS: //get free food bonus! yummy humans :)
iAbsoluteMaxPopulation = 15;
break;
case MINE_EXIT: //close access to humans (don't want to overwhelm them)
iAbsoluteMaxPopulation = 10;
break;
default:
Assert( 0 );
return FALSE;
}
*/
iAbsoluteMaxPopulation = gCreatureComposition[ node->pLevel->ubCreatureHabitat ].iMaxPopulation;
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY: //50%
iAbsoluteMaxPopulation /= 2; //Half
break;
case DIF_LEVEL_MEDIUM: //80%
iAbsoluteMaxPopulation = iAbsoluteMaxPopulation * 4 / 5;
break;
case DIF_LEVEL_HARD: //100%
break;
case DIF_LEVEL_INSANE: //200%
iAbsoluteMaxPopulation *= 2;
break;
default:
iAbsoluteMaxPopulation /= 2; //Half
break;
}
//Calculate the desired max population percentage based purely on current distant to creature range.
//The closer we are to the lair, the closer this value will be to 100.
iMaxPopulation = 100 - iDistance * 100 / giHabitatedDistance;
iMaxPopulation = max( iMaxPopulation, 25 );
//Now, convert the previous value into a numeric population.
iMaxPopulation = iAbsoluteMaxPopulation * iMaxPopulation / 100;
iMaxPopulation = max( iMaxPopulation, 4 );
//The chance to populate a sector is higher for lower populations. This is calculated on
//the ratio of current population to the max population.
iChanceToPopulate = 100 - node->pLevel->ubNumCreatures * 100 / iMaxPopulation;
if( !node->pLevel->ubNumCreatures || iChanceToPopulate > (INT32)Random( 100 )
&& iMaxPopulation > node->pLevel->ubNumCreatures )
{
AddCreatureToNode( node );
return TRUE;
}
}
}
else
{ //we are in a new area, so we will populate it
AddCreatureToNode( node );
giHabitatedDistance++;
return TRUE;
}
if( PlaceNewCreature( node->next, iDistance + 1 ) )
return TRUE;
return FALSE;
}
void SpreadCreatures()
{
if( giLairID == -1 )
{
DecayCreatures();
return;
}
//queen just produced a litter of creature larvae. Let's do some spreading now.
UINT16 usNewCreatures = (UINT16)(zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBase + Random( 1 + zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBonus ));
while( usNewCreatures-- )
{
//Note, this function can and will fail if the population gets dense. This is a necessary
//feature. Otherwise, the queen would fill all the cave levels with MAX_STRATEGIC_TEAM_SIZE monsters, and that would
//be bad.
PlaceNewCreature( lair, 0 );
}
}
void DecayCreatures()
{
//when the queen dies, we need to kill off the creatures over a period of time.
}
static void AddCreaturesToBattle( UINT8 ubNumYoungMales, UINT8 ubNumYoungFemales, UINT8 ubNumAdultMales, UINT8 ubNumAdultFemales )
{
INT32 iRandom;
SOLDIERTYPE *pSoldier;
MAPEDGEPOINTINFO MapEdgepointInfo = { };
UINT8 bDesiredDirection=0;
UINT8 ubCurrSlot = 0;
switch( gsCreatureInsertionCode )
{
case INSERTION_CODE_NORTH: bDesiredDirection = SOUTHEAST; break;
case INSERTION_CODE_EAST: bDesiredDirection = SOUTHWEST; break;
case INSERTION_CODE_SOUTH: bDesiredDirection = NORTHWEST; break;
case INSERTION_CODE_WEST: bDesiredDirection = NORTHEAST; break;
case INSERTION_CODE_GRIDNO: break;
default: AssertMsg( 0, "Illegal direction passed to AddCreaturesToBattle()" ); break;
}
#ifdef JA2TESTVERSION
ScreenMsg( FONT_RED, MSG_INTERFACE, L"Creature attackers have arrived!" );
#endif
if( gsCreatureInsertionCode != INSERTION_CODE_GRIDNO )
{
ChooseMapEdgepoints( &MapEdgepointInfo, (UINT8)gsCreatureInsertionCode, (UINT8)(ubNumYoungMales+ubNumYoungFemales+ubNumAdultMales+ubNumAdultFemales) );
ubCurrSlot = 0;
}
while( ubNumYoungMales || ubNumYoungFemales || ubNumAdultMales || ubNumAdultFemales )
{
iRandom = (INT32)Random( ubNumYoungMales + ubNumYoungFemales + ubNumAdultMales + ubNumAdultFemales );
if( ubNumYoungMales && iRandom < (INT32)ubNumYoungMales )
{
ubNumYoungMales--;
pSoldier = TacticalCreateCreature( YAM_MONSTER );
}
else if( ubNumYoungFemales && iRandom < (INT32)(ubNumYoungMales + ubNumYoungFemales) )
{
ubNumYoungFemales--;
pSoldier = TacticalCreateCreature( YAF_MONSTER );
}
else if( ubNumAdultMales && iRandom < (INT32)(ubNumYoungMales + ubNumYoungFemales + ubNumAdultMales) )
{
ubNumAdultMales--;
pSoldier = TacticalCreateCreature( AM_MONSTER );
}
else if( ubNumAdultFemales && iRandom < (INT32)(ubNumYoungMales + ubNumYoungFemales + ubNumAdultMales + ubNumAdultFemales ) )
{
ubNumAdultFemales--;
pSoldier = TacticalCreateCreature( ADULTFEMALEMONSTER );
}
else
{
ResetCreatureAttackVariables();
AllTeamsLookForAll( FALSE );
Assert(0);
return;
}
pSoldier->ubInsertionDirection = bDesiredDirection;
//Setup the position
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->aiData.bHunting = TRUE;
if( gsCreatureInsertionCode != INSERTION_CODE_GRIDNO )
{
if( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
{ //using an edgepoint
pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ ubCurrSlot++ ];
}
else
{ //no edgepoints left, so put him at the entrypoint.
pSoldier->ubStrategicInsertionCode = (UINT8)gsCreatureInsertionCode;
}
}
else
{
pSoldier->usStrategicInsertionData = gsCreatureInsertionGridNo;
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
ResetCreatureAttackVariables();
AllTeamsLookForAll( FALSE );
}
static void AddCreaturesToBattle_Other( UINT8 ubNum )
{
SOLDIERTYPE *pSoldier;
MAPEDGEPOINTINFO MapEdgepointInfo = {};
UINT8 bDesiredDirection = 0;
UINT8 ubCurrSlot = 0;
switch ( gsCreatureInsertionCode )
{
case INSERTION_CODE_NORTH: bDesiredDirection = SOUTHEAST; break;
case INSERTION_CODE_EAST: bDesiredDirection = SOUTHWEST; break;
case INSERTION_CODE_SOUTH: bDesiredDirection = NORTHWEST; break;
case INSERTION_CODE_WEST: bDesiredDirection = NORTHEAST; break;
case INSERTION_CODE_GRIDNO: break;
default: AssertMsg( 0, "Illegal direction passed to AddCreaturesToBattle_Bloodcats()" ); break;
}
#ifdef JA2TESTVERSION
ScreenMsg( FONT_RED, MSG_INTERFACE, L"Creature attackers have arrived!" );
#endif
if ( gsCreatureInsertionCode != INSERTION_CODE_GRIDNO )
{
ChooseMapEdgepoints( &MapEdgepointInfo, (UINT8)gsCreatureInsertionCode, ubNum );
ubCurrSlot = 0;
}
while ( ubNum )
{
--ubNum;
switch ( guCreatureAttackType )
{
// this should not happen!
case CREATURE_ATTACK_TYPE_CREATURE:
pSoldier = TacticalCreateCreature( ADULTFEMALEMONSTER );
break;
case CREATURE_ATTACK_TYPE_ZOMBIE:
pSoldier = TacticalCreateZombie();
break;
case CREATURE_ATTACK_TYPE_BANDIT:
pSoldier = TacticalCreateBandit();
break;
case CREATURE_ATTACK_TYPE_BLOODCAT:
pSoldier = TacticalCreateCreature( BLOODCAT );
break;
}
pSoldier->ubInsertionDirection = bDesiredDirection;
//Setup the position
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->aiData.bHunting = TRUE;
if ( gsCreatureInsertionCode != INSERTION_CODE_GRIDNO )
{
if ( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
{
//using an edgepoint
pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ubCurrSlot++];
}
else
{
//no edgepoints left, so put him at the entrypoint.
pSoldier->ubStrategicInsertionCode = (UINT8)gsCreatureInsertionCode;
}
}
else
{
pSoldier->usStrategicInsertionData = gsCreatureInsertionGridNo;
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
if ( pSoldier )
{
// send soldier to centre of map, roughly
pSoldier->aiData.sNoiseGridno = ( CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS );
pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION;
}
}
ResetCreatureAttackVariables();
AllTeamsLookForAll( FALSE );
}
static void ChooseTownSectorToAttack( UINT8 ubSectorID, BOOLEAN fOverrideTest )
{
INT32 iRandom, i;
UINT8 ubSectorX, ubSectorY;
UINT8 ubAttackSectorX, ubAttackSectorY;
INT8 bTownId, bTownSize;
UINT8 ubAttackSectorID;
ubSectorX = SECTORX( ubSectorID );
ubSectorY = SECTORY( ubSectorID );
/* // externalize to xml data
if( !fOverrideTest )
{
iRandom = PreRandom( 100 );
switch( ubSectorID )
{
case SEC_D13: //DRASSEN
if( iRandom < 45 )
ubAttackSectorID = SEC_D13;
else if( iRandom < 70 )
ubAttackSectorID = SEC_C13;
else
ubAttackSectorID = SEC_B13;
break;
case SEC_H3: //GRUMM
if( iRandom < 35 )
ubAttackSectorID = SEC_H3;
else if( iRandom < 55 )
ubAttackSectorID = SEC_H2;
else if( iRandom < 70 )
ubAttackSectorID = SEC_G2;
else if( iRandom < 85 )
ubAttackSectorID = SEC_H1;
else
ubAttackSectorID = SEC_G1;
break;
case SEC_H8: //CAMBRIA
if( iRandom < 35 )
ubAttackSectorID = SEC_H8;
else if( iRandom < 55 )
ubAttackSectorID = SEC_G8;
else if( iRandom < 70 )
ubAttackSectorID = SEC_F8;
else if( iRandom < 85 )
ubAttackSectorID = SEC_G9;
else
ubAttackSectorID = SEC_F9;
break;
case SEC_I14: //ALMA
if( iRandom < 45 )
ubAttackSectorID = SEC_I14;
else if( iRandom < 65 )
ubAttackSectorID = SEC_I13;
else if( iRandom < 85 )
ubAttackSectorID = SEC_H14;
else
ubAttackSectorID = SEC_H13;
break;
default:
Assert( 0 );
return;
}
}
else
ubAttackSectorID = ubSectorID;
switch( ubAttackSectorID )
{
case SEC_D13: //DRASSEN
gsCreatureInsertionCode = INSERTION_CODE_GRIDNO;
gsCreatureInsertionGridNo = 20703;//dnl!!!
break;
case SEC_C13:
gsCreatureInsertionCode = INSERTION_CODE_SOUTH;
break;
case SEC_B13:
gsCreatureInsertionCode = INSERTION_CODE_SOUTH;
break;
case SEC_H3: //GRUMM
gsCreatureInsertionCode = INSERTION_CODE_GRIDNO;
gsCreatureInsertionGridNo = 10303; //dnl!!!
break;
case SEC_H2:
gsCreatureInsertionCode = INSERTION_CODE_EAST;
break;
case SEC_G2:
gsCreatureInsertionCode = INSERTION_CODE_SOUTH;
break;
case SEC_H1:
gsCreatureInsertionCode = INSERTION_CODE_EAST;
break;
case SEC_G1:
gsCreatureInsertionCode = INSERTION_CODE_SOUTH;
break;
case SEC_H8: //CAMBRIA
gsCreatureInsertionCode = INSERTION_CODE_GRIDNO;
gsCreatureInsertionGridNo = 13005; //dnl!!!
break;
case SEC_G8:
gsCreatureInsertionCode = INSERTION_CODE_SOUTH;
break;
case SEC_F8:
gsCreatureInsertionCode = INSERTION_CODE_SOUTH;
break;
case SEC_G9:
gsCreatureInsertionCode = INSERTION_CODE_WEST;
break;
case SEC_F9:
gsCreatureInsertionCode = INSERTION_CODE_SOUTH;
break;
case SEC_I14: //ALMA
gsCreatureInsertionCode = INSERTION_CODE_GRIDNO;
gsCreatureInsertionGridNo = 9726; //dnl!!!
break;
case SEC_I13:
gsCreatureInsertionCode = INSERTION_CODE_EAST;
break;
case SEC_H14:
gsCreatureInsertionCode = INSERTION_CODE_SOUTH;
break;
case SEC_H13:
gsCreatureInsertionCode = INSERTION_CODE_EAST;
break;
default:
return;
}
*/
// determine the sector to attack
if( !fOverrideTest )
{
// attack a random player-controlled town sector
if( gGameExternalOptions.fCrepitusAttackAllTowns )
{
do
{
i = Random( SEC_P16 + 1 );
} while ( !StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX ( i ) ].bNameId ||
StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX ( i ) ].fEnemyControlled );
ubAttackSectorID = i;
}
// attack only the creature originating town, nothing will happen if sector is enemy-controlled
else
{
bTownId = StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX ( ubSectorID )].bNameId;
bTownSize = GetTownSectorSize( bTownId );
iRandom = PreRandom( bTownSize + 1 ) + 1;
// originating sector has double the chance
if( iRandom == bTownSize + 1 )
ubAttackSectorID = ubSectorID;
else
{
INT32 j=0;
for( i = 0; i < MAP_WORLD_X * MAP_WORLD_Y + 1; i++ )
{
if( StrategicMap[ i ].bNameId == bTownId )
{
j++;
if( iRandom == j )
ubAttackSectorID = STRATEGIC_INDEX_TO_SECTOR_INFO( i );
}
}
}
}
}
else
ubAttackSectorID = ubSectorID;
ubAttackSectorX = SECTORX( ubAttackSectorID );
ubAttackSectorY = SECTORY( ubAttackSectorID );
// determine the attack sector insertion code
if( ubAttackSectorID == ubSectorID )
{
gsCreatureInsertionCode = INSERTION_CODE_GRIDNO;
gsCreatureInsertionGridNo = gCreaturePlacements[ giLairID ].iAttackSourceGridNo;
}
// attack sector north of source sector
else if( ubAttackSectorX < ubSectorX )
{
// valid entry
if( SectorInfo[ ubAttackSectorID ].ubTraversability[ SOUTH_STRATEGIC_MOVE ] != GROUNDBARRIER &&
SectorInfo[ ubAttackSectorID ].ubTraversability[ SOUTH_STRATEGIC_MOVE ] != EDGEOFWORLD )
{
gsCreatureInsertionCode = INSERTION_CODE_SOUTH;
}
else
{
for( i = 0; i < THROUGH_STRATEGIC_MOVE; i++ )
{
if( SectorInfo[ ubAttackSectorID ].ubTraversability[ i ] != GROUNDBARRIER &&
SectorInfo[ ubAttackSectorID ].ubTraversability[ i ] != EDGEOFWORLD )
{
gsCreatureInsertionCode = i;
break;
}
}
}
}
// attack sector south of source sector
else if ( ubAttackSectorX > ubSectorX )
{
// valid entry
if( SectorInfo[ ubAttackSectorID ].ubTraversability[ NORTH_STRATEGIC_MOVE ] != GROUNDBARRIER &&
SectorInfo[ ubAttackSectorID ].ubTraversability[ NORTH_STRATEGIC_MOVE ] != EDGEOFWORLD )
{
gsCreatureInsertionCode = INSERTION_CODE_NORTH;
}
else
{
for( i = 0; i < THROUGH_STRATEGIC_MOVE; i++ )
{
if( SectorInfo[ ubAttackSectorID ].ubTraversability[ i ] != GROUNDBARRIER &&
SectorInfo[ ubAttackSectorID ].ubTraversability[ i ] != EDGEOFWORLD )
{
gsCreatureInsertionCode = i;
break;
}
}
}
}
// attack sector west of source sector
else if( ubAttackSectorY < ubSectorY )
{
// valid entry
if( SectorInfo[ ubAttackSectorID ].ubTraversability[ EAST_STRATEGIC_MOVE ] != GROUNDBARRIER &&
SectorInfo[ ubAttackSectorID ].ubTraversability[ EAST_STRATEGIC_MOVE ] != EDGEOFWORLD )
{
gsCreatureInsertionCode = INSERTION_CODE_EAST;
}
else
{
for( i = 0; i < THROUGH_STRATEGIC_MOVE; i++ )
{
if( SectorInfo[ ubAttackSectorID ].ubTraversability[ i ] != GROUNDBARRIER &&
SectorInfo[ ubAttackSectorID ].ubTraversability[ i ] != EDGEOFWORLD )
{
gsCreatureInsertionCode = i;
break;
}
}
}
}
// attack sector east of source sector
else if( ubAttackSectorY > ubSectorY )
{
// valid entry
if( SectorInfo[ ubAttackSectorID ].ubTraversability[ WEST_STRATEGIC_MOVE ] != GROUNDBARRIER &&
SectorInfo[ ubAttackSectorID ].ubTraversability[ WEST_STRATEGIC_MOVE ] != EDGEOFWORLD )
{
gsCreatureInsertionCode = INSERTION_CODE_WEST;
}
else
{
for( i = 0; i < THROUGH_STRATEGIC_MOVE; i++ )
{
if( SectorInfo[ ubAttackSectorID ].ubTraversability[ i ] != GROUNDBARRIER &&
SectorInfo[ ubAttackSectorID ].ubTraversability[ i ] != EDGEOFWORLD )
{
gsCreatureInsertionCode = i;
break;
}
}
}
}
else
{
Assert(0);
return;
}
gubSectorIDOfCreatureAttack = ubAttackSectorID;
}
void CreatureAttackTown( UINT8 ubSectorID, BOOLEAN fOverrideTest )
{
//This is the launching point of the creature attack.
UNDERGROUND_SECTORINFO *pSector;
UINT8 ubSectorX, ubSectorY;
if( gfWorldLoaded && gTacticalStatus.fEnemyInSector )
{ //Battle currently in progress, repost the event
AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + Random( 10 ), ubSectorID );
return;
}
guCreatureAttackType = CREATURE_ATTACK_TYPE_CREATURE;
gubCreatureBattleCode = CREATURE_BATTLE_CODE_NONE;
ubSectorX = SECTORX( ubSectorID );
ubSectorY = SECTORY( ubSectorID );
if( !fOverrideTest )
{
//Record the number of creatures in the sector.
pSector = FindUnderGroundSector( ubSectorX, ubSectorY, 1 );
if( !pSector )
{
CreatureAttackTown( ubSectorID, TRUE );
return;
}
gubNumCreaturesAttackingTown = pSector->ubNumCreatures;
if( !gubNumCreaturesAttackingTown )
{
CreatureAttackTown( ubSectorID, TRUE );
return;
}
pSector->ubNumCreatures = 0;
//Choose one of the town sectors to attack. Sectors closer to
//the mine entrance have a greater chance of being chosen.
ChooseTownSectorToAttack( ubSectorID, FALSE );
ubSectorX = (UINT8)SECTORX( gubSectorIDOfCreatureAttack );
ubSectorY = (UINT8)SECTORY( gubSectorIDOfCreatureAttack );
}
else
{
ChooseTownSectorToAttack( ubSectorID, TRUE );
gubNumCreaturesAttackingTown = 5;
}
//Now that the sector has been chosen, attack it!
if( PlayerGroupsInSector( ubSectorX, ubSectorY, 0 ) )
{
gubCreatureBattleCode = CREATURE_BATTLE_CODE_PREBATTLEINTERFACE;
//we have players in the sector
if( ubSectorX == gWorldSectorX && ubSectorY == gWorldSectorY && !gbWorldSectorZ )
{
//This is the currently loaded sector. All we have to do is change the music and insert
//the creatures tactically.
if( guiCurrentScreen == GAME_SCREEN )
{
gubCreatureBattleCode = CREATURE_BATTLE_CODE_TACTICALLYADD;
}
}
}
else if ( NumNonPlayerTeamMembersInSector( ubSectorX, ubSectorY, MILITIA_TEAM ) )
{
//we have militia in the sector
gubCreatureBattleCode = CREATURE_BATTLE_CODE_AUTORESOLVE;
}
else if( !StrategicMap[ ubSectorX + MAP_WORLD_X * ubSectorY ].fEnemyControlled )
{ //player controlled sector -- eat some civilians
AdjustLoyaltyForCivsEatenByMonsters( ubSectorX, ubSectorY, gubNumCreaturesAttackingTown, ( guCreatureAttackType == CREATURE_ATTACK_TYPE_BANDIT ) );
SectorInfo[ ubSectorID ].ubDayOfLastCreatureAttack = (UINT8)GetWorldDay();
return;
}
else
{ //enemy controlled sectors don't get attacked.
return;
}
SectorInfo[ ubSectorID ].ubDayOfLastCreatureAttack = (UINT8)GetWorldDay();
switch( gubCreatureBattleCode )
{
case CREATURE_BATTLE_CODE_PREBATTLEINTERFACE:
InitPreBattleInterface( NULL, TRUE );
break;
case CREATURE_BATTLE_CODE_AUTORESOLVE:
gfAutomaticallyStartAutoResolve = TRUE;
InitPreBattleInterface( NULL, TRUE );
break;
case CREATURE_BATTLE_CODE_TACTICALLYADD:
if (is_networked)
{
if(is_server && gCreatureEnabled == 1)
PrepareCreaturesForBattle();
}
else
PrepareCreaturesForBattle();
break;
}
InterruptTime();
PauseGame();
LockPauseState( 2 );
}
void CreatureAttackTown_OtherCreatures( UINT8 ubSectorID, UINT8 ubType )
{
if ( gfWorldLoaded && gTacticalStatus.fEnemyInSector )
{
//Battle currently in progress, repost the event
AddStrategicEvent( ubType, GetWorldTotalMin() + Random( 10 ), ubSectorID );
return;
}
// if this sector is not under player control, nothing to do
if ( StrategicMap[SECTOR_INFO_TO_STRATEGIC_INDEX ( ubSectorID )].fEnemyControlled )
return;
guCreatureAttackType = ubType;
UINT8 ubSectorX = SECTORX( ubSectorID );
UINT8 ubSectorY = SECTORY( ubSectorID );
// test whether the attack is possible in this sector according to xml settings
switch ( guCreatureAttackType )
{
case CREATURE_ATTACK_TYPE_BLOODCAT:
if ( !gGameExternalOptions.gRaid_Bloodcats || !( SectorExternalData[ubSectorID][0].usSectorFlagMask & SECTORFLAG_RAIDPOSSIBLE_BLOODCAT ) )
return;
break;
case CREATURE_ATTACK_TYPE_ZOMBIE:
if ( !gGameExternalOptions.gRaid_Zombies || !( SectorExternalData[ubSectorID][0].usSectorFlagMask & SECTORFLAG_RAIDPOSSIBLE_ZOMBIE ) )
return;
break;
case CREATURE_ATTACK_TYPE_BANDIT:
if ( !gGameExternalOptions.gRaid_Bandits || !( SectorExternalData[ubSectorID][0].usSectorFlagMask & SECTORFLAG_RAIDPOSSIBLE_BANDIT ) )
return;
break;
default:
return;
break;
}
// choose an insertion direction. The intention is to make it seem as if the raids occur from wilderness sectors into the sector
// note that attacks against non-town sectors work, but if no player forces are present, nothing happens (as loyalty won't be affected)
std::vector<INT16> possibleinsertioncodes;
for ( INT16 i = 0; i < THROUGH_STRATEGIC_MOVE; ++i )
{
INT16 loopX = ubSectorX;
INT16 loopY = ubSectorY;
if ( i == NORTH_STRATEGIC_MOVE ) --loopY;
else if ( i == EAST_STRATEGIC_MOVE ) ++loopX;
else if ( i == SOUTH_STRATEGIC_MOVE ) ++loopY;
else if ( i == WEST_STRATEGIC_MOVE ) --loopX;
if ( loopX < 1 || loopX >= MAP_WORLD_X - 1 || loopY < 1 || loopY >= MAP_WORLD_Y - 1 )
continue;
UINT8 townid_B = GetTownIdForSector( loopX, loopY );
if ( townid_B != BLANK_SECTOR )
continue;
UINT8 originsector = SECTOR(loopX, loopY);
// valid entry
if ( SectorInfo[originsector].ubTraversability[i] != GROUNDBARRIER &&
SectorInfo[originsector].ubTraversability[i] != TOWN &&
SectorInfo[originsector].ubTraversability[i] != WATER &&
SectorInfo[originsector].ubTraversability[i] != EDGEOFWORLD )
{
possibleinsertioncodes.push_back( i );
gsCreatureInsertionCode = i;
}
}
if ( possibleinsertioncodes.empty() )
return;
gsCreatureInsertionCode = possibleinsertioncodes[Random( possibleinsertioncodes.size())];
// determine how strong the player presence is, and then determine whether to attack, with how many dudes, or not to attack because the sector is defended to strongly
UINT16 militiapresent = NumNonPlayerTeamMembersInSector( ubSectorX, ubSectorY, MILITIA_TEAM );
UINT16 mercspresent = NumPlayerTeamMembersInSector( ubSectorX, ubSectorY, 0 );
// determine how many troops are available and stop the attack if we don't have enough
INT32 available_bloodcats;
INT32 available_zombies;
INT32 available_bandits;
GetRaidPersonnel( available_bloodcats, available_zombies, available_bandits );
switch ( guCreatureAttackType )
{
case CREATURE_ATTACK_TYPE_BLOODCAT:
gubNumCreaturesAttackingTown = min( gGameExternalOptions.gRaidMaxSize_Bloodcats, available_bloodcats );
// bloodcats won't attack if player forces are too numerous or not enough forces are available
if ( gubNumCreaturesAttackingTown < mercspresent + militiapresent )
return;
break;
case CREATURE_ATTACK_TYPE_ZOMBIE:
gubNumCreaturesAttackingTown = min( gGameExternalOptions.gRaidMaxSize_Zombies, available_zombies );
break;
case CREATURE_ATTACK_TYPE_BANDIT:
gubNumCreaturesAttackingTown = min( gGameExternalOptions.gRaidMaxSize_Bandits, available_bandits );
// bandits won't attack if player forces are too numerous or not enough forces are available
if ( gubNumCreaturesAttackingTown < mercspresent + militiapresent )
return;
break;
default:
return;
break;
}
// safety check - not too small
if ( gubNumCreaturesAttackingTown < 1 )
return;
gubCreatureBattleCode = CREATURE_BATTLE_CODE_NONE;
gubSectorIDOfCreatureAttack = ubSectorID;
//Now that the sector has been chosen, attack it!
if ( mercspresent )
{
gubCreatureBattleCode = CREATURE_BATTLE_CODE_PREBATTLEINTERFACE;
//we have players in the sector
if ( ubSectorX == gWorldSectorX && ubSectorY == gWorldSectorY && !gbWorldSectorZ )
{
//This is the currently loaded sector. All we have to do is change the music and insert
//the creatures tactically.
if ( guiCurrentScreen == GAME_SCREEN )
{
gubCreatureBattleCode = CREATURE_BATTLE_CODE_TACTICALLYADD;
}
}
}
else if ( militiapresent )
{
//we have militia in the sector
gubCreatureBattleCode = CREATURE_BATTLE_CODE_AUTORESOLVE;
}
else
{
// player controlled sector -- eat some civilians
AdjustLoyaltyForCivsEatenByMonsters( ubSectorX, ubSectorY, min(1, gubNumCreaturesAttackingTown / 2), ( guCreatureAttackType == CREATURE_ATTACK_TYPE_BANDIT ) );
// do NOT change sector ownership. This would cause the AI to stop attacking, and we can't have that, no?
//SetThisSectorAsEnemyControlled( ubSectorX, ubSectorY, 0, TRUE );
SectorInfo[ubSectorID].ubDayOfLastCreatureAttack = GetWorldDay();
return;
}
switch ( guCreatureAttackType )
{
case CREATURE_ATTACK_TYPE_BLOODCAT:
SetEnemyEncounterCode( BLOODCAT_ATTACK_CODE );
break;
case CREATURE_ATTACK_TYPE_ZOMBIE:
SetEnemyEncounterCode( ZOMBIE_ATTACK_CODE );
break;
case CREATURE_ATTACK_TYPE_BANDIT:
SetEnemyEncounterCode( BANDIT_ATTACK_CODE );
break;
default:
SetEnemyEncounterCode( CREATURE_ATTACK_CODE );
break;
}
SectorInfo[ubSectorID].ubDayOfLastCreatureAttack = (UINT8)GetWorldDay();
switch ( gubCreatureBattleCode )
{
case CREATURE_BATTLE_CODE_PREBATTLEINTERFACE:
InitPreBattleInterface( NULL, TRUE );
break;
case CREATURE_BATTLE_CODE_AUTORESOLVE:
gfAutomaticallyStartAutoResolve = TRUE;
InitPreBattleInterface( NULL, TRUE );
break;
case CREATURE_BATTLE_CODE_TACTICALLYADD:
if ( is_networked )
{
if ( is_server && gCreatureEnabled == 1 )
PrepareCreaturesForBattle();
}
else
PrepareCreaturesForBattle();
// alert the creatures
HandleInitialRedAlert( CREATURE_TEAM, FALSE );
// we need this so that the battle is properly recognized in strategic
{
//Set up the location as well as turning on the blit flag.
gubPBSectorX = (UINT8)ubSectorX;
gubPBSectorY = (UINT8)ubSectorY;
gubPBSectorZ = (UINT8)0;
gfBlitBattleSectorLocator = TRUE;
}
break;
}
// Flugente: the pause state isn't always removed properly. It seems we can also do without it... let's see whether this has unintentional consequences
InterruptTime();
PauseGame();
//LockPauseState( 2 );
}
//Called by campaign init.
void ChooseCreatureQuestStartDay()
{
if (gGameOptions.ubGameStyle == STYLE_REALISTIC || !gGameExternalOptions.fEnableCrepitus)
return;
/*
// INT32 iRandom, iDay;
if( !(gGameOptions.ubGameStyle == STYLE_SCIFI) || !gGameExternalOptions.fEnableCrepitus)
return; //only available in science fiction mode.
*/
//Post the event. Once it becomes due, it will setup the queen monster's location, and
//begin spreading and attacking towns from there.
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
//AddPeriodStrategicEvent( EVENT_BEGIN_CREATURE_QUEST, (EASY_QUEEN_START_DAY + Random( 1 + EASY_QUEEN_START_BONUS )) * 1440 , 0 );
break;
case DIF_LEVEL_MEDIUM:
//AddPeriodStrategicEvent( EVENT_BEGIN_CREATURE_QUEST, (NORMAL_QUEEN_START_DAY + Random( 1 + NORMAL_QUEEN_START_BONUS )) * 1440, 0 );
break;
case DIF_LEVEL_HARD:
//AddPeriodStrategicEvent( EVENT_BEGIN_CREATURE_QUEST, (HARD_QUEEN_START_DAY + Random( 1 + HARD_QUEEN_START_BONUS )) * 1440, 0 );
break;
case DIF_LEVEL_INSANE:
//AddPeriodStrategicEvent( EVENT_BEGIN_CREATURE_QUEST, (INSANE_QUEEN_START_DAY + Random( 1 + INSANE_QUEEN_START_BONUS )) * 1440, 0 );
break;
}
}
static void DeleteDirectiveNode( CREATURE_DIRECTIVE **node )
{
if( (*node)->next )
DeleteDirectiveNode( &((*node)->next) );
MemFree( *node );
*node = NULL;
}
//Recursively delete all nodes (from the top down).
void DeleteCreatureDirectives()
{
if( lair )
DeleteDirectiveNode( &lair );
giLairID = 0;
}
void ClearCreatureQuest()
{
//This will remove all of the underground sector information and reinitialize it.
//The only part that doesn't get added are the queen's lair.
BuildUndergroundSectorInfoList();
DeleteAllStrategicEventsOfType( EVENT_BEGIN_CREATURE_QUEST );
DeleteCreatureDirectives();
}
void EndCreatureQuest()
{
CREATURE_DIRECTIVE *curr;
UNDERGROUND_SECTORINFO *pSector;
INT32 i;
//By setting the lairID to -1, when it comes time to spread creatures,
//They will get subtracted instead.
giDestroyedLairID = giLairID;
giLairID = -1;
//Also nuke all of the creatures in all of the other mine sectors. This
//is keyed on the fact that the queen monster is killed.
curr = lair;
if( curr )
{ //skip first node (there could be other creatures around.
curr = curr->next;
}
while( curr )
{
curr->pLevel->ubNumCreatures = 0;
curr = curr->next;
}
//Remove the creatures that are trapped underneath Tixa
pSector = FindUnderGroundSector( gCreaturesSettings.ubCrepitusFeedingSectorX, gCreaturesSettings.ubCrepitusFeedingSectorY,
gCreaturesSettings.ubCrepitusFeedingSectorZ ); // (9, 10, 2)
if( pSector )
{
pSector->ubNumCreatures = 0;
}
//Also find and nuke all creatures on any surface levels!!!
//KM: Sept 3, 1999 patch
for( i = 0; i < SEC_P16 + 1; i++ )
{
SectorInfo[ i ].ubNumCreatures = 0;
SectorInfo[ i ].ubCreaturesInBattle = 0;
}
}
UINT8 CreaturesInUndergroundSector( UINT8 ubSectorID, UINT8 ubSectorZ )
{
UNDERGROUND_SECTORINFO *pSector;
UINT8 ubSectorX, ubSectorY;
ubSectorX = (UINT8)SECTORX( ubSectorID );
ubSectorY = (UINT8)SECTORY( ubSectorID );
pSector = FindUnderGroundSector( ubSectorX, ubSectorY, ubSectorZ );
if( pSector )
return pSector->ubNumCreatures;
return 0;
}
BOOLEAN MineClearOfMonsters( UINT8 ubMineIndex )
{
Assert( ( ubMineIndex >= 0 ) && ( ubMineIndex < MAX_NUMBER_OF_MINES ) );
if( !gMineStatus[ ubMineIndex ].fPrevInvadedByMonsters )
{
/* // externalize to xml data
switch( ubMineIndex )
{
case MINE_GRUMM:
if( CreaturesInUndergroundSector( SEC_H3, 1 ) )
return FALSE;
if( CreaturesInUndergroundSector( SEC_I3, 1 ) )
return FALSE;
if( CreaturesInUndergroundSector( SEC_I3, 2 ) )
return FALSE;
if( CreaturesInUndergroundSector( SEC_H3, 2 ) )
return FALSE;
if( CreaturesInUndergroundSector( SEC_H4, 2 ) )
return FALSE;
break;
case MINE_CAMBRIA:
if( CreaturesInUndergroundSector( SEC_H8, 1 ) )
return FALSE;
if( CreaturesInUndergroundSector( SEC_H9, 1 ) )
return FALSE;
break;
case MINE_ALMA:
if( CreaturesInUndergroundSector( SEC_I14, 1 ) )
return FALSE;
if( CreaturesInUndergroundSector( SEC_J14, 1 ) )
return FALSE;
break;
case MINE_DRASSEN:
if( CreaturesInUndergroundSector( SEC_D13, 1 ) )
return FALSE;
if( CreaturesInUndergroundSector( SEC_E13, 1 ) )
return FALSE;
break;
case MINE_CHITZENA:
case MINE_SAN_MONA:
// these are never attacked
break;
default:
#ifdef JA2BETAVERSION
ScreenMsg( FONT_RED, MSG_ERROR, L"Attempting to check if mine is clear but mine index is invalid (%d).", ubMineIndex );
#endif
break;
}
*/
// Buggler: use the defined underground mine sectors in lua script instead of the hardcoded ones
UINT32 i;
for( i = 0; i < associatedMineSectors.size(); i++ )
{
if( associatedMineSectors[ i ].mineID == ubMineIndex )
{
if( CreaturesInUndergroundSector( SECTOR( associatedMineSectors[ i ].x, associatedMineSectors[ i ].y ), associatedMineSectors[ i ].z ) )
return FALSE;
}
}
}
else
{ //mine was previously invaded by creatures. Don't allow mine production until queen is dead.
if( giLairID != -1 )
{
return FALSE;
}
}
return TRUE;
}
void DetermineCreatureTownComposition( UINT16 ubNumCreatures, UINT16 *pubNumYoungMales, UINT16 *pubNumYoungFemales,
UINT16 *pubNumAdultMales, UINT16 *pubNumAdultFemales )
{
INT32 i, iRandom;
UINT8 ubYoungMalePercentage = 10;
UINT8 ubYoungFemalePercentage = 65;
UINT8 ubAdultMalePercentage = 5;
UINT8 ubAdultFemalePercentage = 20;
//First step is to convert the percentages into the numbers we will use.
ubYoungFemalePercentage += ubYoungMalePercentage;
ubAdultMalePercentage += ubYoungFemalePercentage;
ubAdultFemalePercentage += ubAdultMalePercentage;
if( ubAdultFemalePercentage != 100 )
{
AssertMsg( 0, "Percentage for adding creatures don't add up to 100." );
}
//Second step is to determine the breakdown of the creatures randomly.
i = ubNumCreatures;
while( i-- )
{
iRandom = Random( 100 );
if( iRandom < ubYoungMalePercentage )
(*pubNumYoungMales)++;
else if( iRandom < ubYoungFemalePercentage )
(*pubNumYoungFemales)++;
else if( iRandom < ubAdultMalePercentage )
(*pubNumAdultMales)++;
else
(*pubNumAdultFemales)++;
}
}
void DetermineCreatureTownCompositionBasedOnTacticalInformation( UINT16 *pubNumCreatures, UINT16 *pubNumYoungMales, UINT16 *pubNumYoungFemales,
UINT16 *pubNumAdultMales, UINT16 *pubNumAdultFemales )
{
SOLDIERTYPE *pSoldier;
SECTORINFO* pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
*pubNumCreatures = 0;
pSector->ubNumCreatures = 0;
pSector->ubCreaturesInBattle = 0;
for( SoldierID i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++i )
{
pSoldier = i;
if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
{
switch( pSoldier->ubBodyType )
{
case ADULTFEMALEMONSTER:
(*pubNumCreatures)++;
(*pubNumAdultFemales)++;
break;
case AM_MONSTER:
(*pubNumCreatures)++;
(*pubNumAdultMales)++;
break;
case YAF_MONSTER:
(*pubNumCreatures)++;
(*pubNumYoungFemales)++;
break;
case YAM_MONSTER:
(*pubNumCreatures)++;
(*pubNumYoungMales)++;
break;
}
}
}
}
void DetermineOtherCreatureTownCompositionBasedOnTacticalInformation( UINT16* pubNumCreatures, UINT16* pubNumBloodcats, UINT16* pubNumZombies, UINT16* pubNumBandits )
{
SOLDIERTYPE *pSoldier;
SECTORINFO* pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )];
*pubNumCreatures = 0;
pSector->ubNumCreatures = 0;
pSector->ubCreaturesInBattle = 0;
for ( SoldierID i = gTacticalStatus.Team[CREATURE_TEAM].bFirstID; i <= gTacticalStatus.Team[CREATURE_TEAM].bLastID; ++i )
{
pSoldier = i;
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
{
if ( pSoldier->IsZombie() )
{
( *pubNumCreatures )++;
( *pubNumZombies )++;
}
else if ( pSoldier->ubBodyType == BLOODCAT )
{
( *pubNumCreatures )++;
( *pubNumBloodcats )++;
}
else
{
( *pubNumCreatures )++;
( *pubNumBandits )++;
}
}
}
}
BOOLEAN PrepareCreaturesForBattle()
{
UNDERGROUND_SECTORINFO *pSector;
INT32 i, iRandom;
SGPPaletteEntry LColors[3];
UINT8 ubNumColors;
BOOLEAN fQueen;
UINT8 ubLarvaePercentage;
UINT8 ubInfantPercentage;
UINT8 ubYoungMalePercentage;
UINT8 ubYoungFemalePercentage;
UINT8 ubAdultMalePercentage;
UINT8 ubAdultFemalePercentage;
UINT8 ubCreatureHabitat;
UINT16 ubNumLarvae = 0;
UINT16 ubNumInfants = 0;
UINT16 ubNumYoungMales = 0;
UINT16 ubNumYoungFemales = 0;
UINT16 ubNumAdultMales = 0;
UINT16 ubNumAdultFemales = 0;
UINT16 ubNumCreatures;
if( !gubCreatureBattleCode )
{
ubNumColors = LightGetColors( LColors );
if ( !gbWorldSectorZ )
{
UseCreatureMusic(LColors->peBlue);
return FALSE; //Creatures don't attack overworld with this battle code.
}
pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
if( !pSector )
{
return FALSE;
}
//if( ubNumColors != 1 )
// ScreenMsg( FONT_RED, MSG_ERROR, L"This map has more than one light color -- KM, LC : 1" );
//By default, we only play creature music in the cave levels (the creature levels all consistently
//have blue lights while human occupied mines have red lights. We always play creature music
//when creatures are in the level.
BOOLEAN fCreatures = pSector->ubNumCreatures > 0;
switch (pSector->ubMusicMode)
{
case CM_AUTO:
UseCreatureMusic(fCreatures);
break;
case CM_NEVER:
UseCreatureMusic(FALSE);
break;
case CM_ALWAYS:
UseCreatureMusic(TRUE);
break;
case CM_COMPAT:
default:
UseCreatureMusic(LColors->peBlue || fCreatures);
break;
}
if( !fCreatures )
{
return FALSE;
}
//gfUseCreatureMusic = TRUE; //creatures are here, so play creature music
ubCreatureHabitat = pSector->ubCreatureHabitat;
ubNumCreatures = pSector->ubNumCreatures;
}
else
{
//creatures are attacking a town sector
//gfUseCreatureMusic = TRUE;
UseCreatureMusic(TRUE);
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
else
#endif
SetMusicMode( MUSIC_TACTICAL_NOTHING );
// externalize to xml data
//ubCreatureHabitat = MINE_EXIT;
//assign the B1 underground habitat composition to the attacking creatures
for (UINT8 i = 0; i < MAX_NUMBER_OF_CREATURE_SECTORS; ++i)
{
INT16 sX = gCreaturePlacements[ giLairID ].sAttackSourceX;
INT16 sY = gCreaturePlacements[ giLairID ].sAttackSourceY;
UINT8 ubZ = 1;
if( sX == gCreaturePlacements[ giLairID ].Habitat[ i ].sX &&
sY == gCreaturePlacements[ giLairID ].Habitat[ i ].sY &&
ubZ == gCreaturePlacements[ giLairID ].Habitat[ i ].ubZ )
{
ubCreatureHabitat = gCreaturePlacements[ giLairID ].Habitat[ i ].ubComposition;
break;
}
}
ubNumCreatures = gubNumCreaturesAttackingTown;
}
/* // externalize to xml data
switch( ubCreatureHabitat )
{
case QUEEN_LAIR:
fQueen = TRUE;
ubLarvaePercentage = 20;
ubInfantPercentage = 40;
ubYoungMalePercentage = 0;
ubYoungFemalePercentage = 0;
ubAdultMalePercentage = 30;
ubAdultFemalePercentage = 10;
break;
case LAIR:
fQueen = FALSE;
ubLarvaePercentage = 15;
ubInfantPercentage = 35;
ubYoungMalePercentage = 10;
ubYoungFemalePercentage = 5;
ubAdultMalePercentage = 25;
ubAdultFemalePercentage = 10;
break;
case LAIR_ENTRANCE:
fQueen = FALSE;
ubLarvaePercentage = 0;
ubInfantPercentage = 15;
ubYoungMalePercentage = 30;
ubYoungFemalePercentage = 10;
ubAdultMalePercentage = 35;
ubAdultFemalePercentage = 10;
break;
case INNER_MINE:
fQueen = FALSE;
ubLarvaePercentage = 0;
ubInfantPercentage = 0;
ubYoungMalePercentage = 20;
ubYoungFemalePercentage = 40;
ubAdultMalePercentage = 10;
ubAdultFemalePercentage = 30;
break;
case OUTER_MINE:
case FEEDING_GROUNDS:
case MINE_EXIT:
fQueen = FALSE;
ubLarvaePercentage = 0;
ubInfantPercentage = 0;
ubYoungMalePercentage = 10;
ubYoungFemalePercentage = 65;
ubAdultMalePercentage = 5;
ubAdultFemalePercentage = 20;
break;
default:
#ifdef JA2BETAVERSION
ScreenMsg( FONT_RED, MSG_ERROR, L"Invalid creature habitat ID of %d for PrepareCreaturesForBattle. Ignoring...", ubCreatureHabitat );
#endif
return FALSE;
}
*/
if ( guCreatureAttackType == CREATURE_ATTACK_TYPE_CREATURE )
{
//out-of-range habitat
if ( ubCreatureHabitat >= NUMBER_OF_CREATURE_COMPOSITIONS )
{
AssertMsg( 0, String( "Invalid creature habitat ID of %d for PrepareCreaturesForBattle.", ubCreatureHabitat ) );
}
//queen sector
if ( !ubCreatureHabitat )
fQueen = TRUE;
else
fQueen = FALSE;
ubLarvaePercentage = gCreatureComposition[ubCreatureHabitat].ubLarvaePercent;
ubInfantPercentage = gCreatureComposition[ubCreatureHabitat].ubInfantPercent;
ubYoungMalePercentage = gCreatureComposition[ubCreatureHabitat].ubYoungMalePercent;
ubYoungFemalePercentage = gCreatureComposition[ubCreatureHabitat].ubYoungFemalePercent;
ubAdultMalePercentage = gCreatureComposition[ubCreatureHabitat].ubAdultMalePercent;
ubAdultFemalePercentage = gCreatureComposition[ubCreatureHabitat].ubAdultFemalePercent;
//First step is to convert the percentages into the numbers we will use.
if ( fQueen )
{
ubNumCreatures--;
}
ubInfantPercentage += ubLarvaePercentage;
ubYoungMalePercentage += ubInfantPercentage;
ubYoungFemalePercentage += ubYoungMalePercentage;
ubAdultMalePercentage += ubYoungFemalePercentage;
ubAdultFemalePercentage += ubAdultMalePercentage;
if ( ubAdultFemalePercentage != 100 )
{
AssertMsg( 0, "Percentage for adding creatures don't add up to 100." );
}
//Second step is to determine the breakdown of the creatures randomly.
i = ubNumCreatures;
while ( i-- )
{
iRandom = Random( 100 );
if ( iRandom < ubLarvaePercentage )
ubNumLarvae++;
else if ( iRandom < ubInfantPercentage )
ubNumInfants++;
else if ( iRandom < ubYoungMalePercentage )
ubNumYoungMales++;
else if ( iRandom < ubYoungFemalePercentage )
ubNumYoungFemales++;
else if ( iRandom < ubAdultMalePercentage )
ubNumAdultMales++;
else
ubNumAdultFemales++;
}
}
if( gbWorldSectorZ )
{
UNDERGROUND_SECTORINFO *pUndergroundSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
if( !pUndergroundSector )
{
//No info?!!!!!
AssertMsg( 0, "Please report underground sector you are in or going to and send save if possible. KM : 0" );
return FALSE;
}
pUndergroundSector->ubCreaturesInBattle = pUndergroundSector->ubNumCreatures;
}
else
{
SECTORINFO *pSector;
pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
switch ( guCreatureAttackType )
{
case CREATURE_ATTACK_TYPE_CREATURE:
case CREATURE_ATTACK_TYPE_ZOMBIE:
case CREATURE_ATTACK_TYPE_BANDIT:
pSector->ubNumCreatures = ubNumCreatures;
pSector->ubCreaturesInBattle = ubNumCreatures;
break;
case CREATURE_ATTACK_TYPE_BLOODCAT:
pSector->bBloodCats = ubNumCreatures;
pSector->ubCreaturesInBattle = ubNumCreatures;
break;
}
}
switch( gubCreatureBattleCode )
{
case CREATURE_BATTLE_CODE_NONE: //in the mines
switch ( guCreatureAttackType )
{
case CREATURE_ATTACK_TYPE_CREATURE:
AddSoldierInitListCreatures( fQueen, ubNumLarvae, ubNumInfants, ubNumYoungMales, ubNumYoungFemales, ubNumAdultMales, ubNumAdultFemales );
break;
case CREATURE_ATTACK_TYPE_ZOMBIE:
case CREATURE_ATTACK_TYPE_BANDIT:
case CREATURE_ATTACK_TYPE_BLOODCAT:
AddSoldierInitListOtherCreatures( ubNumCreatures );
break;
}
break;
case CREATURE_BATTLE_CODE_TACTICALLYADD: //creature attacking a town sector
case CREATURE_BATTLE_CODE_PREBATTLEINTERFACE:
switch ( guCreatureAttackType )
{
case CREATURE_ATTACK_TYPE_CREATURE:
AddCreaturesToBattle( ubNumYoungMales, ubNumYoungFemales, ubNumAdultMales, ubNumAdultFemales );
break;
case CREATURE_ATTACK_TYPE_ZOMBIE:
case CREATURE_ATTACK_TYPE_BANDIT:
case CREATURE_ATTACK_TYPE_BLOODCAT:
AddCreaturesToBattle_Other( ubNumCreatures );
break;
}
break;
case CREATURE_BATTLE_CODE_AUTORESOLVE:
return FALSE;
}
return TRUE;
}
void CreatureNightPlanning()
{
//Check the populations of the mine exits, and factor a chance for them to attack at night.
UINT8 ubSectorID = SECTOR( gCreaturePlacements[ giLairID ].sAttackSourceX, gCreaturePlacements[ giLairID ].sAttackSourceY );
// Attacksource B1 underground sector must be a valid creature habitat!
UINT8 ubNumCreatures = CreaturesInUndergroundSector( ubSectorID, 1 );
//10% chance for each creature with difficulty modifier to decide it's time to attack.
if ( ubNumCreatures > 1 && ubNumCreatures * 10 + zDiffSetting[gGameOptions.ubDifficultyLevel].iCreatureTownAggressiveness > (INT32)PreRandom( 100 ) )
{
AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
}
}
void CheckConditionsForTriggeringCreatureQuest( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
// move to Scripts/StrategicTownLoyalty.lua
UINT8 ubValidMines = 0;
if (gGameOptions.ubGameStyle == STYLE_REALISTIC || !gGameExternalOptions.fEnableCrepitus)
return;
/*
if( !(gGameOptions.ubGameStyle == STYLE_SCIFI) || !gGameExternalOptions.fEnableCrepitus)
return; //No scifi, no creatures...
*/
if( giLairID )
return; //Creature quest already begun
//Count the number of "infectible mines" the player occupies
if( !StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( SEC_D13 ) ].fEnemyControlled )
{
ubValidMines++;
}
if( !StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( SEC_H8 ) ].fEnemyControlled )
{
ubValidMines++;
}
if( !StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( SEC_I14 ) ].fEnemyControlled )
{
ubValidMines++;
}
if( !StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( SEC_H3 ) ].fEnemyControlled )
{
ubValidMines++;
}
if( ubValidMines >= 3 )
{
InitCreatureQuest();
}
}
BOOLEAN SaveCreatureDirectives( HWFILE hFile )
{
UINT32 uiNumBytesWritten;
FileWrite( hFile, &giHabitatedDistance, 4, &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( INT32 ) )
{
return( FALSE );
}
FileWrite( hFile, &giPopulationModifier, 4, &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( INT32 ) )
{
return( FALSE );
}
FileWrite( hFile, &giLairID, 4, &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( INT32 ) )
{
return( FALSE );
}
BOOLEAN fUseCreatureMusic = UsingCreatureMusic();
FileWrite( hFile, &fUseCreatureMusic, 1, &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( BOOLEAN ) )
{
return( FALSE );
}
FileWrite( hFile, &giDestroyedLairID, 4, &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( INT32 ) )
{
return( FALSE );
}
return( TRUE );
}
BOOLEAN LoadCreatureDirectives( HWFILE hFile, UINT32 uiSavedGameVersion )
{
UINT32 uiNumBytesRead;
FileRead( hFile, &giHabitatedDistance, 4, &uiNumBytesRead );
if( uiNumBytesRead != sizeof( INT32 ) )
{
return( FALSE );
}
FileRead( hFile, &giPopulationModifier, 4, &uiNumBytesRead );
if( uiNumBytesRead != sizeof( INT32 ) )
{
return( FALSE );
}
FileRead( hFile, &giLairID, 4, &uiNumBytesRead );
if( uiNumBytesRead != sizeof( INT32 ) )
{
return( FALSE );
}
BOOLEAN fUseCreatureMusic;
FileRead( hFile, &fUseCreatureMusic, 1, &uiNumBytesRead );
if( uiNumBytesRead != sizeof( BOOLEAN ) )
{
return( FALSE );
}
UseCreatureMusic(fUseCreatureMusic);
if( uiSavedGameVersion >= 82 )
{
FileRead( hFile, &giDestroyedLairID, 4, &uiNumBytesRead );
if( uiNumBytesRead != sizeof( INT32 ) )
{
return( FALSE );
}
}
else
{
giDestroyedLairID = 0;
}
#ifdef JA2BETAVERSION
if( gfClearCreatureQuest && giLairID != -1 )
{
giLairID = 0;
#ifdef JA2UB
// no UB
#else
gfCreatureMeanwhileScenePlayed = FALSE;
uiMeanWhileFlags &= ~(0x00000800);
#endif
}
gfClearCreatureQuest = FALSE;
#endif
/* // externalize to xml data
switch( giLairID )
{
case -1:
break; //creature quest finished -- it's okay
case 0:
break; //lair doesn't exist yet -- it's okay
case 1:
InitLairDrassen();
break;
case 2:
InitLairAlma();
break;
case 3:
InitLairCambria();
break;
case 4:
InitLairGrumm();
break;
default:
#ifdef JA2BETAVERSION
ScreenMsg( FONT_RED, MSG_ERROR, L"Invalid restoration of creature lair ID of %d. Save game potentially hosed.", giLairID );
#endif
break;
}
*/
//count infectible sites defined initmines.lua script
INT32 iNumMinesInfectibleLUA=0;
for (INT32 x = 0; x < MAX_NUMBER_OF_MINES; x++)
{
if( gMineStatus[ x ].fInfectible )
iNumMinesInfectibleLUA++;
}
if( giLairID <= 0 )
{
//quest finished/lair doesn't exist yet -- it's okay
}
else if( giLairID <= min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ) )
{
InitLair( giLairID );
}
else
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_RED, MSG_ERROR, L"Invalid restoration of creature lair ID of %d. Save game potentially hosed.", giLairID );
#endif
}
return( TRUE );
}
void ForceCreaturesToAvoidMineTemporarily( UINT8 ubMineIndex )
{
gMineStatus[ ubMineIndex ].usValidDayCreaturesCanInfest = (UINT16)(GetWorldDay() + 2);
}
BOOLEAN PlayerGroupIsInACreatureInfestedMine()
{
CREATURE_DIRECTIVE *curr;
SOLDIERTYPE *pSoldier;
INT16 sSectorX, sSectorY;
INT8 bSectorZ;
if( giLairID <= 0 )
{ //Creature quest inactive
return FALSE;
}
//Lair is active, so look for live soldier in any creature level
curr = lair;
while( curr )
{
sSectorX = curr->pLevel->ubSectorX;
sSectorY = curr->pLevel->ubSectorY;
bSectorZ = (INT8)curr->pLevel->ubSectorZ;
//Loop through all the creature directives (mine sectors that are infectible) and
//see if players are there.
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
pSoldier = i;
if( pSoldier->bActive && pSoldier->stats.bLife &&
pSoldier->sSectorX == sSectorX &&
pSoldier->sSectorY == sSectorY &&
pSoldier->bSectorZ == bSectorZ &&
!pSoldier->flags.fBetweenSectors )
{
return TRUE;
}
}
curr = curr->next;
}
//Lair is active, but no mercs are in these sectors
return FALSE;
}
//Returns TRUE if valid and creature quest over, FALSE if creature quest active or not yet started
BOOLEAN GetWarpOutOfMineCodes( INT16 *psSectorX, INT16 *psSectorY, INT8 *pbSectorZ, INT32 *psInsertionGridNo )
{
INT32 iSwitchValue;
if( !gfWorldLoaded )
{
return FALSE;
}
if ( gbWorldSectorZ == 0 )
{
return( FALSE );
}
iSwitchValue = giLairID;
if( iSwitchValue == -1 )
{
iSwitchValue = giDestroyedLairID;
}
if( !iSwitchValue )
{
return( FALSE );
}
/* // externalize to xml data
//Now make sure the mercs are in the previously infested mine
switch( iSwitchValue )
{
case 1: //Drassen
if( gWorldSectorX == 13 && gWorldSectorY == 6 && gbWorldSectorZ == 3 ||
gWorldSectorX == 13 && gWorldSectorY == 7 && gbWorldSectorZ == 3 ||
gWorldSectorX == 13 && gWorldSectorY == 7 && gbWorldSectorZ == 2 ||
gWorldSectorX == 13 && gWorldSectorY == 6 && gbWorldSectorZ == 2 ||
gWorldSectorX == 13 && gWorldSectorY == 5 && gbWorldSectorZ == 2 ||
gWorldSectorX == 13 && gWorldSectorY == 5 && gbWorldSectorZ == 1 ||
gWorldSectorX == 13 && gWorldSectorY == 4 && gbWorldSectorZ == 1 )
{
*psSectorX = 13;
*psSectorY = 4;
*pbSectorZ = 0;
*psInsertionGridNo = 20700;//dnl!!!
return TRUE;
}
break;
case 2: //Alma
if( gWorldSectorX == 13 && gWorldSectorY == 11 && gbWorldSectorZ == 3 ||
gWorldSectorX == 13 && gWorldSectorY == 10 && gbWorldSectorZ == 3 ||
gWorldSectorX == 13 && gWorldSectorY == 10 && gbWorldSectorZ == 2 ||
gWorldSectorX == 14 && gWorldSectorY == 10 && gbWorldSectorZ == 2 ||
gWorldSectorX == 14 && gWorldSectorY == 10 && gbWorldSectorZ == 1 ||
gWorldSectorX == 14 && gWorldSectorY == 9 && gbWorldSectorZ == 1 )
{
*psSectorX = 14;
*psSectorY = 9;
*pbSectorZ = 0;
*psInsertionGridNo = 9085;//dnl!!!
return TRUE;
}
break;
case 3: //Cambria
if( gWorldSectorX == 8 && gWorldSectorY == 9 && gbWorldSectorZ == 3 ||
gWorldSectorX == 8 && gWorldSectorY == 8 && gbWorldSectorZ == 3 ||
gWorldSectorX == 8 && gWorldSectorY == 8 && gbWorldSectorZ == 2 ||
gWorldSectorX == 9 && gWorldSectorY == 8 && gbWorldSectorZ == 2 ||
gWorldSectorX == 9 && gWorldSectorY == 8 && gbWorldSectorZ == 1 ||
gWorldSectorX == 8 && gWorldSectorY == 8 && gbWorldSectorZ == 1 )
{
*psSectorX = 8;
*psSectorY = 8;
*pbSectorZ = 0;
*psInsertionGridNo = 13002;//dnl!!!
return TRUE;
}
break;
case 4: //Grumm
if( gWorldSectorX == 4 && gWorldSectorY == 7 && gbWorldSectorZ == 3 ||
gWorldSectorX == 4 && gWorldSectorY == 8 && gbWorldSectorZ == 3 ||
gWorldSectorX == 3 && gWorldSectorY == 8 && gbWorldSectorZ == 2 ||
gWorldSectorX == 3 && gWorldSectorY == 8 && gbWorldSectorZ == 2 ||
gWorldSectorX == 3 && gWorldSectorY == 9 && gbWorldSectorZ == 2 ||
gWorldSectorX == 3 && gWorldSectorY == 9 && gbWorldSectorZ == 1 ||
gWorldSectorX == 3 && gWorldSectorY == 8 && gbWorldSectorZ == 1 )
{
*psSectorX = 3;
*psSectorY = 8;
*pbSectorZ = 0;
*psInsertionGridNo = 9822;//dnl!!!
return TRUE;
}
break;
}
*/
//Now make sure the mercs are in the previously infested mine
else
{
// queen sector
if( gWorldSectorX == gCreaturePlacements[ iSwitchValue ].sQueenX
&& gWorldSectorY == gCreaturePlacements[ iSwitchValue ].sQueenY
&& gbWorldSectorZ == gCreaturePlacements[ iSwitchValue ].ubQueenZ )
{
*psSectorX = gCreaturePlacements[ iSwitchValue ].sWarpToX;
*psSectorY = gCreaturePlacements[ iSwitchValue ].sWarpToY;
*pbSectorZ = gCreaturePlacements[ iSwitchValue ].ubWarpToZ;
*psInsertionGridNo = gCreaturePlacements[ iSwitchValue ].iWarpToGridNo;
return( TRUE );
}
// other creature habitat sector
for (UINT8 i = 0; i < MAX_NUMBER_OF_CREATURE_SECTORS; i++)
{
if( gWorldSectorX == gCreaturePlacements[ iSwitchValue ].Habitat[ i ].sX
&& gWorldSectorY == gCreaturePlacements[ iSwitchValue ].Habitat[ i ].sY
&& gbWorldSectorZ == gCreaturePlacements[ iSwitchValue ].Habitat[ i ].ubZ )
{
*psSectorX = gCreaturePlacements[ iSwitchValue ].sWarpToX;
*psSectorY = gCreaturePlacements[ iSwitchValue ].sWarpToY;
*pbSectorZ = gCreaturePlacements[ iSwitchValue ].ubWarpToZ;
*psInsertionGridNo = gCreaturePlacements[ iSwitchValue ].iWarpToGridNo;
return( TRUE );
}
}
}
return( FALSE );
}
// Flugente: reset code for creature attacks
void ResetCreatureAttackVariables()
{
gsCreatureInsertionCode = 0;
gsCreatureInsertionGridNo = 0;
gubNumCreaturesAttackingTown = 0;
gubYoungMalesAttackingTown = 0;
gubYoungFemalesAttackingTown = 0;
gubAdultMalesAttackingTown = 0;
gubAdultFemalesAttackingTown = 0;
gubCreatureBattleCode = CREATURE_BATTLE_CODE_NONE;
gubSectorIDOfCreatureAttack = 0;
}