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** Merged source code from development (MP+BMP) trunk (Revision: 3352) ** ** https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP ** ************************************************************************* 1 (Rev. 3343) Changes: Control hardcoded list of unclickable ("bad") sectors via XML file. (by Realist) On the strategic map, the player cannot click or highlight specific sectors (e.g. A4, A5). Introduce a <BadSector> tag in MovementCosts.xml that flags a sector as "bad". (<BadSector>1</BadSector>) Files: /branches/Wanne/JA2 1.13 MP/Build/Strategic/Map Screen Interface Map.cpp /branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic Movement Costs.cpp /branches/Wanne/JA2 1.13 MP/Build/Strategic/mapscreen.cpp /branches/Wanne/JA2 1.13 MP/GameDir/Data/TableData/Map /branches/Wanne/JA2 1.13 MP/GameDir/Data/TableData/Map/MovementCosts.xml /branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/TableData/Map /branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/TableData/Map/MovementCosts.xml 2 (Rev. 3344) Changes: Move hardcoded underground sectors initialization to Lua script file. (by Realist) Locate "initunderground.lua" at data-xyz\scripts ("xyz" subject to change). Lua script allows easily adding underground sectors at arbitrary locations and defining enemy garrisons and creature population. Also enables underground bloodcat population. Files: /branches/Wanne/JA2 1.13 MP/Build/Strategic/Campaign Init.cpp /branches/Wanne/JA2 1.13 MP/Build/Strategic/Campaign Types.h /branches/Wanne/JA2 1.13 MP/Build/Strategic/Queen Command.cpp /branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic AI.cpp /branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic_2005Express.vcproj /branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic_VS2008.vcproj /branches/Wanne/JA2 1.13 MP/Build/Strategic/UndergroundInit.cpp /branches/Wanne/JA2 1.13 MP/Build/Strategic/UndergroundInit.h /branches/Wanne/JA2 1.13 MP/Build/Strategic/strategicmap.cpp /branches/Wanne/JA2 1.13 MP/Build/Tactical/Soldier Init List.cpp /branches/Wanne/JA2 1.13 MP/GameDir/Data/Scripts /branches/Wanne/JA2 1.13 MP/GameDir/Data/Scripts/initunderground.lua /branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/Scripts /branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/Scripts/initunderground.lua 3 (Rev. 3345) Changes: Bugfix: In Method CreateDestroyMouseRegionsForFacilityAssignmentMenu() (by Headrock) Files: /branches/Wanne/JA2 1.13 MP/Build/Strategic/Assignments.cpp 4 (Rev. 3346) Changes: Changed order of properties in GameSettings.cpp (by Headrock) HAM 3.6 fixes (by Headrock) Sorted Data-1.13\ja2_options.ini (by Headrock) Files: /branches/Wanne/JA2 1.13 MP/Build/GameSettings.cpp /branches/Wanne/JA2 1.13 MP/Build/GameSettings.h /branches/Wanne/JA2 1.13 MP/Build/Laptop/BobbyRGuns.cpp /branches/Wanne/JA2 1.13 MP/Build/Strategic/Assignments.cpp /branches/Wanne/JA2 1.13 MP/Build/Strategic/MilitiaSquads.cpp /branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic Mines.cpp /branches/Wanne/JA2 1.13 MP/Build/Strategic/Town Militia.cpp /branches/Wanne/JA2 1.13 MP/Build/Tactical/Campaign.cpp /branches/Wanne/JA2 1.13 MP/Build/Tactical/Interface Enhanced.cpp /branches/Wanne/JA2 1.13 MP/Build/Tactical/Interface Items.cpp /branches/Wanne/JA2 1.13 MP/Build/Tactical/Items.cpp /branches/Wanne/JA2 1.13 MP/Build/Tactical/Items.h /branches/Wanne/JA2 1.13 MP/Build/Tactical/Overhead.cpp /branches/Wanne/JA2 1.13 MP/Build/Tactical/Soldier Control.cpp /branches/Wanne/JA2 1.13 MP/Build/Tactical/Soldier Profile.cpp /branches/Wanne/JA2 1.13 MP/Build/Tactical/Weapons.cpp /branches/Wanne/JA2 1.13 MP/Build/TileEngine/Explosion Control.cpp /branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/Ja2_Options.INI /branches/Wanne/JA2 1.13 MP/GameDir/INIEditorJA2Options.xml 5 (Rev. 3347) Changes: Bugfix: Turns out that the program is saving the number of used Placement Slots to the temp file fine, but if that number is equal to the limit of how many enemies/civvies are allowed in a sector by the INI settings, it leads to an assertion error instead when trying to re-load that sector. (by Headrock) Re-ordered Data/Ja2_Options.INI (by Headrock) Files: /branches/Wanne/JA2 1.13 MP/Build/Tactical/Enemy Soldier Save.cpp /branches/Wanne/JA2 1.13 MP/GameDir/Data/Ja2_Options.INI 6 (Rev. 3348) Changes: Translated missing HAM 3.6 German Texts (by systemfehler) Files: /branches/Wanne/JA2 1.13 MP/Build/Utils/_GermanText.cpp 7 (Rev. 3351) Changes: PlusAI 1.0 Patch (by Headrock) Files: /branches/Wanne/JA2 1.13 MP/Build/Tactical/Points.cpp /branches/Wanne/JA2 1.13 MP/Build/Tactical/Points.h /branches/Wanne/JA2 1.13 MP/Build/TacticalAI/Attacks.cpp /branches/Wanne/JA2 1.13 MP/Build/TacticalAI/DecideAction.cpp /branches/Wanne/JA2 1.13 MP/Build/TacticalAI/FindLocations.cpp /branches/Wanne/JA2 1.13 MP/Build/TacticalAI/ai.h 8 (Rev. 3352) Changes: Bugfix: The DEBUG only setting "fEnableInventoryPoolQ" is now only enabled in a DEBUG version. In all other builds it is set to FALSE. Files: /branches/Wanne/JA2 1.13 MP/Build/GameSettings.cpp git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3354 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2257 lines
73 KiB
C++
2257 lines
73 KiB
C++
//Queen Command.c
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#ifdef PRECOMPILEDHEADERS
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#include "Strategic All.h"
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#include "GameSettings.h"
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#else
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#include "Queen Command.h"
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#include "Strategic Event Handler.h"
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#include "Overhead Types.h"
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#include "strategicmap.h"
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#include "Soldier Init List.h"
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#include "debug.h"
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#include "Random.h"
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#include "Strategic Movement.h"
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#include "Overhead.h"
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#include "Strategic Pathing.h"
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#include "strategic.h"
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#include "message.h"
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#include "Map Edgepoints.h"
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#include "PreBattle Interface.h"
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#include "strategic status.h"
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#include "squads.h"
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#include "assignments.h"
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#include "items.h"
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#include "tactical save.h"
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#include "Soldier Ani.h"
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#include "Strategic AI.h"
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#include "GameSettings.h"
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#include "MessageBoxScreen.h"
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#include "screenids.h"
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#include "Strategic Town Loyalty.h"
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#include "Soldier Profile.h"
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#include "Quests.h"
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#include "jascreens.h"
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#include "Auto Resolve.h"
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#include "Game Event Hook.h"
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#include "Animation Data.h"
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#include "Game Clock.h"
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#include "renderworld.h"
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#include "Town Militia.h"
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#include "Dialogue Control.h"
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#include "Campaign Init.h"
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#include "meanwhile.h"
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#include "Soldier macros.h"
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#include "Morale.h"
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#endif
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#ifdef JA2BETAVERSION
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extern BOOLEAN gfClearCreatureQuest;
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#endif
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#include "connect.h"
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#include "Reinforcement.h"
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#include "MilitiaSquads.h"
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#include <vector>
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//The sector information required for the strategic AI. Contains the number of enemy troops,
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//as well as intentions, etc.
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//SECTORINFO SectorInfo[256];
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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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extern void BuildUndergroundSectorInfoList();
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extern void EndCreatureQuest();
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extern GARRISON_GROUP *gGarrisonGroup;
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extern INT32 giGarrisonArraySize;
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#ifdef JA2TESTVERSION
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extern BOOLEAN gfOverrideSector;
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#endif
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INT32 gsInterrogationGridNo[3] = { 7756, 7757, 7758 };
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extern void Ensure_RepairedGarrisonGroup( GARRISON_GROUP **ppGarrison, INT32 *pGarraySize );
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void ValidateEnemiesHaveWeapons()
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{
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#ifdef JA2BETAVERSION
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SGPRect CenteringRect= {0, 0, 639, 479 };
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INT32 i, iErrorDialog;
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SOLDIERTYPE *pSoldier;
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INT32 iNumInvalid = 0;
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for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; i++ )
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{
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pSoldier = MercPtrs[ i ];
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if( !pSoldier->bActive || !pSoldier->bInSector )
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{
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continue;
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}
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if( !pSoldier->inv[ HANDPOS ].usItem )
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{
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iNumInvalid++;
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}
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// WDS DEBUG
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// Uncommenting the following two lines will cause all the PLACED soldiers to instantly drop dead,
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// which is useful for debugging some things
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//pSoldier->bBleeding = 10;
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//pSoldier->stats.bLife = 1;
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}
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// do message box and return
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if( iNumInvalid )
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{
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CHAR16 str[ 100 ];
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swprintf( str, L"%d enemies have been added without any weapons! KM:0. Please note sector.", iNumInvalid );
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iErrorDialog = DoMessageBox( MSG_BOX_BASIC_STYLE, str, GAME_SCREEN, MSG_BOX_FLAG_OK, NULL, &CenteringRect );
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}
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#endif
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}
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//Counts enemies and crepitus, but not bloodcats.
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UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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{
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UINT8 ubNumHostiles = 0;
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AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
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AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
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AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE);
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AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
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AssertGE( sSectorZ, MINIMUM_VALID_Z_COORDINATE );
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AssertLE( sSectorZ, MAXIMUM_VALID_Z_COORDINATE );
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if( sSectorZ )
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{
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UNDERGROUND_SECTORINFO *pSector;
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pSector = FindUnderGroundSector( sSectorX, sSectorY, (UINT8)sSectorZ );
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if( pSector )
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{
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ubNumHostiles = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures);
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}
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}
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else
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{
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SECTORINFO *pSector;
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GROUP *pGroup;
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//Count stationary hostiles
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pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
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ubNumHostiles = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures);
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//Count mobile enemies
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pGroup = gpGroupList;
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while( pGroup )
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{
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if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY)
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{
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ubNumHostiles += pGroup->ubGroupSize;
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}
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pGroup = pGroup->next;
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}
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}
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return ubNumHostiles;
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}
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UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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{
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UINT8 ubNumEnemies = 0;
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AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
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AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
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AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE);
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AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
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AssertGE( sSectorZ, MINIMUM_VALID_Z_COORDINATE );
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AssertLE( sSectorZ, MAXIMUM_VALID_Z_COORDINATE );
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if( sSectorZ )
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{
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UNDERGROUND_SECTORINFO *pSector;
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pSector = FindUnderGroundSector( sSectorX, sSectorY, (UINT8)sSectorZ );
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if( pSector )
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{
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ubNumEnemies = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
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}
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}
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else
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{
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SECTORINFO *pSector;
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GROUP *pGroup;
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//Count stationary enemies
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pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
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ubNumEnemies = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
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//Count mobile enemies
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pGroup = gpGroupList;
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while( pGroup )
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{
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if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
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{
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ubNumEnemies += pGroup->ubGroupSize;
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}
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pGroup = pGroup->next;
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}
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}
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return ubNumEnemies;
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}
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UINT8 NumEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
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{
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SECTORINFO *pSector;
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GROUP *pGroup;
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UINT8 ubNumTroops;
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// HEADROCK: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
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// probably isn't. But I need this bit to work.
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if (sSectorX < MINIMUM_VALID_X_COORDINATE ||
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sSectorX > MAXIMUM_VALID_X_COORDINATE ||
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sSectorY < MINIMUM_VALID_Y_COORDINATE ||
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sSectorY > MAXIMUM_VALID_Y_COORDINATE)
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{
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return (0);
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}
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AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
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AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
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AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE);
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AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
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pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
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ubNumTroops = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
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if (is_networked)
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ubNumTroops += numenemyLAN((UINT8)sSectorX,(UINT8)sSectorY ); //hayden
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pGroup = gpGroupList;
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while( pGroup )
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{
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if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
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{
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ubNumTroops += pGroup->ubGroupSize;
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}
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pGroup = pGroup->next;
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}
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return ubNumTroops;
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}
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UINT8 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
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{
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SECTORINFO *pSector;
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AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
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AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
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AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE);
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AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
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pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
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if( pSector->ubGarrisonID == NO_GARRISON )
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{ //If no garrison, no stationary.
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return( 0 );
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}
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Ensure_RepairedGarrisonGroup( &gGarrisonGroup, &giGarrisonArraySize ); /* added NULL fix, 2007-03-03, Sgt. Kolja */
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// don't count roadblocks as stationary garrison, we want to see how many enemies are in them, not question marks
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if ( gGarrisonGroup[ pSector->ubGarrisonID ].ubComposition == ROADBLOCK )
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{
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// pretend they're not stationary
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return( 0 );
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}
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return (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
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}
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UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
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{
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GROUP *pGroup;
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SECTORINFO *pSector;
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UINT8 ubNumTroops;
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AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
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AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
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AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE);
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AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
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ubNumTroops = 0;
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pGroup = gpGroupList;
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while( pGroup )
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{
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if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
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{
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ubNumTroops += pGroup->ubGroupSize;
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}
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pGroup = pGroup->next;
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}
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pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
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if( pSector->ubGarrisonID == ROADBLOCK )
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{ //consider these troops as mobile troops even though they are in a garrison
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ubNumTroops += (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
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}
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return ubNumTroops;
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}
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void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
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{
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GROUP *pGroup;
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SECTORINFO *pSector;
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AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
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AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
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AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE);
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AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
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//Now count the number of mobile groups in the sector.
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*pubNumTroops = *pubNumElites = *pubNumAdmins = 0;
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pGroup = gpGroupList;
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while( pGroup )
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{
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if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
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{
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*pubNumTroops += pGroup->pEnemyGroup->ubNumTroops;
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*pubNumElites += pGroup->pEnemyGroup->ubNumElites;
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*pubNumAdmins += pGroup->pEnemyGroup->ubNumAdmins;
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}
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pGroup = pGroup->next;
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}
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pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
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if( pSector->ubGarrisonID == ROADBLOCK )
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{ //consider these troops as mobile troops even though they are in a garrison
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*pubNumAdmins += pSector->ubNumAdmins;
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*pubNumTroops += pSector->ubNumTroops;
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*pubNumElites += pSector->ubNumElites;
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}
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}
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void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
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{
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GROUP *pGroup;
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AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
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AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
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AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE);
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AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
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//Now count the number of mobile groups in the sector.
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*pubNumTroops = *pubNumElites = *pubNumAdmins = 0;
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pGroup = gpGroupList;
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while( pGroup )
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|
{
|
|
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
|
|
{
|
|
*pubNumTroops += pGroup->pEnemyGroup->ubNumTroops;
|
|
*pubNumElites += pGroup->pEnemyGroup->ubNumElites;
|
|
*pubNumAdmins += pGroup->pEnemyGroup->ubNumAdmins;
|
|
}
|
|
pGroup = pGroup->next;
|
|
}
|
|
}
|
|
|
|
|
|
void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
|
|
{
|
|
SECTORINFO *pSector;
|
|
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
|
|
AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
|
|
AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE);
|
|
AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
|
|
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
|
|
|
|
//grab the number of each type in the stationary sector
|
|
*pubNumAdmins = pSector->ubNumAdmins;
|
|
*pubNumTroops = pSector->ubNumTroops;
|
|
*pubNumElites = pSector->ubNumElites;
|
|
}
|
|
|
|
void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
|
|
{
|
|
UINT8 ubNumAdmins, ubNumTroops, ubNumElites;
|
|
|
|
GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites );
|
|
|
|
GetNumberOfMobileEnemiesInSector( sSectorX, sSectorY, &ubNumAdmins, &ubNumTroops, &ubNumElites );
|
|
|
|
*pubNumAdmins += ubNumAdmins;
|
|
*pubNumTroops += ubNumTroops;
|
|
*pubNumElites += ubNumElites;
|
|
}
|
|
|
|
void EndTacticalBattleForEnemy()
|
|
{
|
|
GROUP *pGroup;
|
|
INT32 i;
|
|
|
|
//Clear enemies in battle for all stationary groups in the sector.
|
|
if( gbWorldSectorZ > 0 )
|
|
{
|
|
UNDERGROUND_SECTORINFO *pSector;
|
|
pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
|
pSector->ubAdminsInBattle = 0;
|
|
pSector->ubTroopsInBattle = 0;
|
|
pSector->ubElitesInBattle = 0;
|
|
}
|
|
else if( !gbWorldSectorZ )
|
|
{
|
|
SECTORINFO *pSector;
|
|
pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
|
|
//grab the number of each type in the stationary sector
|
|
pSector->ubAdminsInBattle = 0;
|
|
pSector->ubTroopsInBattle = 0;
|
|
pSector->ubElitesInBattle = 0;
|
|
pSector->ubNumCreatures = 0;
|
|
pSector->ubCreaturesInBattle = 0;
|
|
}
|
|
else // negative
|
|
return;
|
|
|
|
//Clear this value so that profiled enemies can be added into battles in the future.
|
|
gfProfiledEnemyAdded = FALSE;
|
|
|
|
//Clear enemies in battle for all mobile groups in the sector.
|
|
pGroup = gpGroupList;
|
|
while( pGroup )
|
|
{
|
|
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY )
|
|
{
|
|
pGroup->pEnemyGroup->ubTroopsInBattle = 0;
|
|
pGroup->pEnemyGroup->ubElitesInBattle = 0;
|
|
pGroup->pEnemyGroup->ubAdminsInBattle = 0;
|
|
}
|
|
pGroup = pGroup->next;
|
|
}
|
|
|
|
|
|
//Check to see if any of our mercs have abandoned the militia during a battle. This is cause for a rather
|
|
//severe loyalty blow.
|
|
for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ )
|
|
{
|
|
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife >= OKLIFE )
|
|
{ //found one live militia, so look for any enemies/creatures.
|
|
// NOTE: this is relying on ENEMY_TEAM being immediately followed by CREATURE_TEAM
|
|
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; i++ )
|
|
{
|
|
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife >= OKLIFE )
|
|
{ //confirmed at least one enemy here, so do the loyalty penalty.
|
|
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ABANDON_MILITIA, gWorldSectorX, gWorldSectorY, 0 );
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
UINT8 NumFreeEnemySlots()
|
|
{
|
|
UINT8 ubNumFreeSlots = 0;
|
|
INT32 i;
|
|
SOLDIERTYPE *pSoldier;
|
|
//Count the number of free enemy slots. It is possible to have multiple groups exceed the maximum.
|
|
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM].bLastID; i++ )
|
|
{
|
|
pSoldier = &Menptr[ i ];
|
|
if( !pSoldier->bActive )
|
|
ubNumFreeSlots++;
|
|
}
|
|
return ubNumFreeSlots;
|
|
}
|
|
|
|
|
|
//Called when entering a sector so the campaign AI can automatically insert the
|
|
//correct number of troops of each type based on the current number in the sector
|
|
//in global focus (gWorldSectorX/Y)
|
|
BOOLEAN PrepareEnemyForSectorBattle()
|
|
{
|
|
SECTORINFO *pSector;
|
|
GROUP *pGroup;
|
|
SOLDIERTYPE *pSoldier;
|
|
unsigned ubNumAdmins, ubNumTroops, ubNumElites;
|
|
unsigned ubTotalAdmins, ubTotalElites, ubTotalTroops;
|
|
unsigned totalCountOfStationaryEnemies = 0;
|
|
unsigned totalCountOfMobileEnemies = 0;
|
|
int sNumSlots;
|
|
|
|
gfPendingEnemies = FALSE;
|
|
|
|
if( gbWorldSectorZ > 0 )
|
|
return PrepareEnemyForUndergroundBattle();
|
|
|
|
// Add the invading group
|
|
if (gpBattleGroup && !gpBattleGroup->fPlayer )
|
|
{
|
|
//The enemy has instigated the battle which means they are the ones entering the conflict.
|
|
//The player was actually in the sector first, and the enemy doesn't use reinforced placements
|
|
HandleArrivalOfReinforcements( gpBattleGroup );
|
|
|
|
// Reinforcement groups? Bring it on!
|
|
if( gGameExternalOptions.gfAllowReinforcements &&
|
|
!( (GetTownIdForSector( gWorldSectorX, gWorldSectorY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) )
|
|
{
|
|
UINT16 pusMoveDir[4][3];
|
|
UINT8 ubDirNumber = 0;
|
|
GROUP *pGroup;
|
|
SECTORINFO *pThisSector;
|
|
|
|
// They arrived in multiple groups, so here they come
|
|
pThisSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
|
|
|
|
GenerateDirectionInfos( gWorldSectorX, gWorldSectorY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
|
|
|
|
for( unsigned ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
|
|
{
|
|
while ( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) && GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) )
|
|
{
|
|
pGroup = GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) );
|
|
|
|
pGroup->ubPrevX = pGroup->ubSectorX;
|
|
pGroup->ubPrevY = pGroup->ubSectorY;
|
|
|
|
pGroup->ubSectorX = pGroup->ubNextX = (UINT8)gWorldSectorX;
|
|
pGroup->ubSectorY = pGroup->ubNextY = (UINT8)gWorldSectorY;
|
|
}
|
|
}
|
|
|
|
//It is now possible that other enemy groups have also arrived. Add them in the same manner.
|
|
pGroup = gpGroupList;
|
|
while( pGroup )
|
|
{
|
|
if( pGroup != gpBattleGroup && !pGroup->fPlayer && !pGroup->fVehicle &&
|
|
pGroup->ubSectorX == gpBattleGroup->ubSectorX &&
|
|
pGroup->ubSectorY == gpBattleGroup->ubSectorY &&
|
|
!pGroup->pEnemyGroup->ubAdminsInBattle &&
|
|
!pGroup->pEnemyGroup->ubTroopsInBattle &&
|
|
!pGroup->pEnemyGroup->ubElitesInBattle )
|
|
{
|
|
HandleArrivalOfReinforcements( pGroup );
|
|
}
|
|
pGroup = pGroup->next;
|
|
}
|
|
|
|
}
|
|
|
|
ValidateEnemiesHaveWeapons();
|
|
return ( ( BOOLEAN) ( gpBattleGroup->ubGroupSize > 0 ) );
|
|
}
|
|
|
|
// WDS Count the number of placements. This will limit the maximum number of enemies we can place on the map
|
|
SOLDIERINITNODE *curr = gSoldierInitHead;
|
|
unsigned mapMaximumNumberOfEnemies = 0;
|
|
while( curr ) {
|
|
if( curr->pBasicPlacement->bTeam == ENEMY_TEAM ) {
|
|
++mapMaximumNumberOfEnemies;
|
|
}
|
|
curr = curr->next;
|
|
}
|
|
|
|
AssertGE (mapMaximumNumberOfEnemies, 0);
|
|
|
|
if (mapMaximumNumberOfEnemies > gGameExternalOptions.ubGameMaximumNumberOfEnemies)
|
|
mapMaximumNumberOfEnemies = gGameExternalOptions.ubGameMaximumNumberOfEnemies;
|
|
|
|
gfPendingEnemies = (NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) > mapMaximumNumberOfEnemies );
|
|
|
|
pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
|
|
|
|
// OJW - 20090403 - override max ai in co-op
|
|
if (is_networked && is_server && OVERRIDE_MAX_AI == 1)
|
|
{
|
|
float totalEnemies = (float)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
|
|
ubTotalAdmins = (unsigned int)(((float)pSector->ubNumAdmins / totalEnemies) * mapMaximumNumberOfEnemies);
|
|
ubTotalTroops = (unsigned int)(((float)pSector->ubNumTroops / totalEnemies) * mapMaximumNumberOfEnemies);
|
|
ubTotalElites = (unsigned int)(((float)pSector->ubNumElites / totalEnemies) * mapMaximumNumberOfEnemies);
|
|
totalEnemies = (float)(ubTotalAdmins + ubTotalTroops + ubTotalElites);
|
|
|
|
// take care of any rounding losses
|
|
while (totalEnemies < mapMaximumNumberOfEnemies)
|
|
{
|
|
// just fill out with standard troops
|
|
ubTotalTroops++;
|
|
totalEnemies++;
|
|
}
|
|
|
|
pSector->ubNumAdmins = ubTotalAdmins;
|
|
pSector->ubNumTroops = ubTotalTroops;
|
|
pSector->ubNumElites = ubTotalElites;
|
|
pSector->ubAdminsInBattle = 0;
|
|
pSector->ubTroopsInBattle = 0;
|
|
pSector->ubElitesInBattle = 0;
|
|
}
|
|
else
|
|
{
|
|
|
|
if( pSector->uiFlags & SF_USE_MAP_SETTINGS )
|
|
{ //count the number of enemy placements in a map and use those
|
|
SOLDIERINITNODE *curr = gSoldierInitHead;
|
|
ubTotalAdmins = ubTotalTroops = ubTotalElites = 0;
|
|
while( curr )
|
|
{
|
|
if( curr->pBasicPlacement->bTeam == ENEMY_TEAM )
|
|
{
|
|
switch( curr->pBasicPlacement->ubSoldierClass )
|
|
{
|
|
case SOLDIER_CLASS_ADMINISTRATOR: ubTotalAdmins++; break;
|
|
case SOLDIER_CLASS_ARMY: ubTotalTroops++; break;
|
|
case SOLDIER_CLASS_ELITE: ubTotalElites++; break;
|
|
}
|
|
}
|
|
curr = curr->next;
|
|
}
|
|
pSector->ubNumAdmins = ubTotalAdmins;
|
|
pSector->ubNumTroops = ubTotalTroops;
|
|
pSector->ubNumElites = ubTotalElites;
|
|
pSector->ubAdminsInBattle = 0;
|
|
pSector->ubTroopsInBattle = 0;
|
|
pSector->ubElitesInBattle = 0;
|
|
}
|
|
else
|
|
{
|
|
ubTotalAdmins = pSector->ubNumAdmins - pSector->ubAdminsInBattle;
|
|
ubTotalTroops = pSector->ubNumTroops - pSector->ubTroopsInBattle;
|
|
ubTotalElites = pSector->ubNumElites - pSector->ubElitesInBattle;
|
|
}
|
|
}
|
|
|
|
totalCountOfStationaryEnemies = ubTotalAdmins + ubTotalTroops + ubTotalElites;
|
|
|
|
if( totalCountOfStationaryEnemies > mapMaximumNumberOfEnemies )
|
|
{
|
|
/*
|
|
#ifdef JA2BETAVERSION
|
|
ScreenMsg( FONT_RED, MSG_ERROR, L"The total stationary enemy forces in sector %c%d is %d. (max %d)",
|
|
gWorldSectorY + 'A' - 1, gWorldSectorX, ubTotalAdmins + ubTotalTroops + ubTotalElites, mapMaximumNumberOfEnemies );
|
|
#endif
|
|
*/
|
|
|
|
ubTotalAdmins = min( mapMaximumNumberOfEnemies, ubTotalAdmins );
|
|
ubTotalTroops = min( mapMaximumNumberOfEnemies-ubTotalAdmins, ubTotalTroops );
|
|
ubTotalElites = min( mapMaximumNumberOfEnemies-ubTotalAdmins-ubTotalTroops, ubTotalElites );
|
|
}
|
|
|
|
pSector->ubAdminsInBattle += ubTotalAdmins;
|
|
pSector->ubTroopsInBattle += ubTotalTroops;
|
|
pSector->ubElitesInBattle += ubTotalElites;
|
|
|
|
#ifdef JA2TESTVERSION
|
|
if( gfOverrideSector )
|
|
{
|
|
//if there are no troops in the current groups, then we're done.
|
|
if( !ubTotalAdmins && !ubTotalTroops && !ubTotalElites )
|
|
return FALSE;
|
|
AddSoldierInitListEnemyDefenceSoldiers( ubTotalAdmins, ubTotalTroops, ubTotalElites );
|
|
ValidateEnemiesHaveWeapons();
|
|
return TRUE;
|
|
}
|
|
#endif
|
|
|
|
//Search for movement groups that happen to be in the sector.
|
|
sNumSlots = NumFreeEnemySlots();
|
|
if (sNumSlots > (int)mapMaximumNumberOfEnemies)
|
|
sNumSlots = mapMaximumNumberOfEnemies;
|
|
|
|
/*
|
|
* WDS - this test no longer valid with the above change
|
|
//Test: All slots should be free at this point!
|
|
if( sNumSlots != gTacticalStatus.Team[ENEMY_TEAM].bLastID - gTacticalStatus.Team[ENEMY_TEAM].bFirstID + 1 )
|
|
{
|
|
#ifdef JA2BETAVERSION
|
|
ScreenMsg( FONT_RED, MSG_ERROR, L"All enemy slots should be free at this point. Only %d of %d are available.\nTrying to add %d admins, %d troops, and %d elites.",
|
|
sNumSlots, gTacticalStatus.Team[ENEMY_TEAM].bLastID - gTacticalStatus.Team[ENEMY_TEAM].bFirstID + 1 ,
|
|
ubTotalAdmins, ubTotalTroops, ubTotalElites );
|
|
#endif
|
|
}
|
|
*/
|
|
|
|
//Subtract the total number of stationary enemies from the available slots, as stationary forces take
|
|
//precendence in combat. The mobile forces that could also be in the same sector are considered later if
|
|
//all the slots fill up.
|
|
sNumSlots -= ubTotalAdmins + ubTotalTroops + ubTotalElites;
|
|
|
|
//Now, process all of the groups and search for both enemy and player groups in the sector.
|
|
//For enemy groups, we fill up the slots until we have none left or all of the groups have been
|
|
//processed.
|
|
|
|
for( pGroup = gpGroupList;
|
|
pGroup;
|
|
pGroup = pGroup->next)
|
|
{
|
|
if( !pGroup->fPlayer && !pGroup->fVehicle &&
|
|
pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ )
|
|
{ //Process enemy group in sector.
|
|
if( sNumSlots > 0 )
|
|
{
|
|
AssertGE(pGroup->pEnemyGroup->ubNumAdmins, pGroup->pEnemyGroup->ubAdminsInBattle);
|
|
ubNumAdmins = pGroup->pEnemyGroup->ubNumAdmins - pGroup->pEnemyGroup->ubAdminsInBattle;
|
|
sNumSlots -= ubNumAdmins;
|
|
if( sNumSlots < 0 )
|
|
{ //adjust the value to zero
|
|
ubNumAdmins += sNumSlots;
|
|
sNumSlots = 0;
|
|
gfPendingEnemies = TRUE;
|
|
}
|
|
pGroup->pEnemyGroup->ubAdminsInBattle += ubNumAdmins;
|
|
ubTotalAdmins += ubNumAdmins;
|
|
}
|
|
if( sNumSlots > 0 )
|
|
{ //Add regular army forces.
|
|
AssertGE(pGroup->pEnemyGroup->ubNumTroops, pGroup->pEnemyGroup->ubTroopsInBattle);
|
|
ubNumTroops = pGroup->pEnemyGroup->ubNumTroops - pGroup->pEnemyGroup->ubTroopsInBattle;
|
|
sNumSlots -= ubNumTroops;
|
|
if( sNumSlots < 0 )
|
|
{ //adjust the value to zero
|
|
ubNumTroops += sNumSlots;
|
|
sNumSlots = 0;
|
|
gfPendingEnemies = TRUE;
|
|
}
|
|
pGroup->pEnemyGroup->ubTroopsInBattle += ubNumTroops;
|
|
ubTotalTroops += ubNumTroops;
|
|
}
|
|
if( sNumSlots > 0 )
|
|
{ //Add elite troops
|
|
AssertGE(pGroup->pEnemyGroup->ubNumElites, pGroup->pEnemyGroup->ubElitesInBattle);
|
|
ubNumElites = pGroup->pEnemyGroup->ubNumElites - pGroup->pEnemyGroup->ubElitesInBattle;
|
|
sNumSlots -= ubNumElites;
|
|
if( sNumSlots < 0 )
|
|
{ //adjust the value to zero
|
|
ubNumElites += sNumSlots;
|
|
sNumSlots = 0;
|
|
gfPendingEnemies = TRUE;
|
|
}
|
|
pGroup->pEnemyGroup->ubElitesInBattle += ubNumElites;
|
|
ubTotalElites += ubNumElites;
|
|
}
|
|
//NOTE:
|
|
//no provisions for profile troop leader or retreat groups yet.
|
|
}
|
|
|
|
if( pGroup->fPlayer && !pGroup->fVehicle && !pGroup->fBetweenSectors &&
|
|
pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ )
|
|
{ //TEMP: The player path needs to get destroyed, otherwise, it'll be impossible to move the
|
|
// group after the battle is resolved.
|
|
|
|
// no one in the group any more continue loop
|
|
if( pGroup->pPlayerList == NULL )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// clear the movt for this grunt and his buddies
|
|
RemoveGroupWaypoints( pGroup->ubGroupID );
|
|
}
|
|
}
|
|
|
|
//if there are no troops in the current groups, then we're done.
|
|
if( !ubTotalAdmins && !ubTotalTroops && !ubTotalElites )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
AddSoldierInitListEnemyDefenceSoldiers( ubTotalAdmins, ubTotalTroops, ubTotalElites );
|
|
|
|
//Now, we have to go through all of the enemies in the new map, and assign their respective groups if
|
|
//in a mobile group, but only for the ones that were assigned from the
|
|
sNumSlots = mapMaximumNumberOfEnemies - totalCountOfStationaryEnemies;
|
|
|
|
pGroup = gpGroupList;
|
|
while( pGroup && sNumSlots > 0 )
|
|
{
|
|
if( !pGroup->fPlayer && !pGroup->fVehicle &&
|
|
pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ )
|
|
{
|
|
ubNumAdmins = pGroup->pEnemyGroup->ubAdminsInBattle;
|
|
ubNumTroops = pGroup->pEnemyGroup->ubTroopsInBattle;
|
|
ubNumElites = pGroup->pEnemyGroup->ubElitesInBattle;
|
|
unsigned num = ubNumAdmins + ubNumTroops + ubNumElites;
|
|
|
|
unsigned firstSlot = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
|
|
unsigned lastSlot = gTacticalStatus.Team[ ENEMY_TEAM ].bLastID;
|
|
unsigned slotsAvailable = lastSlot-firstSlot+1;
|
|
AssertGE((int)slotsAvailable, sNumSlots);
|
|
|
|
for (unsigned slot = firstSlot;
|
|
(slot <= lastSlot) && (num > 0);
|
|
++slot)
|
|
{
|
|
pSoldier = &Menptr[ slot ];
|
|
|
|
// Skip inactive and already grouped soldiers
|
|
if (!pSoldier->bActive || pSoldier->ubGroupID)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// At this point we should not have added more soldiers than are in slots
|
|
AssertGT( sNumSlots, 0 );
|
|
|
|
switch( pSoldier->ubSoldierClass )
|
|
{
|
|
case SOLDIER_CLASS_ADMINISTRATOR:
|
|
if( ubNumAdmins )
|
|
{
|
|
num--;
|
|
sNumSlots--;
|
|
ubNumAdmins--;
|
|
pSoldier->ubGroupID = pGroup->ubGroupID;
|
|
}
|
|
break;
|
|
case SOLDIER_CLASS_ARMY:
|
|
if( ubNumTroops )
|
|
{
|
|
num--;
|
|
sNumSlots--;
|
|
ubNumTroops--;
|
|
pSoldier->ubGroupID = pGroup->ubGroupID;
|
|
}
|
|
break;
|
|
case SOLDIER_CLASS_ELITE:
|
|
if( ubNumElites )
|
|
{
|
|
num--;
|
|
sNumSlots--;
|
|
ubNumElites--;
|
|
pSoldier->ubGroupID = pGroup->ubGroupID;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
AssertEQ( ubNumElites , 0);
|
|
AssertEQ( ubNumTroops , 0);
|
|
AssertEQ( ubNumAdmins , 0);
|
|
AssertEQ( num , 0);
|
|
}
|
|
pGroup = pGroup->next;
|
|
}
|
|
|
|
ValidateEnemiesHaveWeapons();
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
BOOLEAN PrepareEnemyForUndergroundBattle()
|
|
{
|
|
UNDERGROUND_SECTORINFO *pUnderground;
|
|
unsigned ubTotalAdmins, ubTotalTroops, ubTotalElites;
|
|
|
|
pUnderground = gpUndergroundSectorInfoHead;
|
|
while( pUnderground )
|
|
{
|
|
if( pUnderground->ubSectorX == gWorldSectorX &&
|
|
pUnderground->ubSectorY == gWorldSectorY &&
|
|
pUnderground->ubSectorZ == gbWorldSectorZ )
|
|
{ //This is the sector we are going to be fighting in.
|
|
if( pUnderground->ubNumAdmins || pUnderground->ubNumTroops || pUnderground->ubNumElites )
|
|
{
|
|
ubTotalAdmins = (UINT8)(pUnderground->ubNumAdmins - pUnderground->ubAdminsInBattle);
|
|
ubTotalTroops = (UINT8)(pUnderground->ubNumTroops - pUnderground->ubTroopsInBattle);
|
|
ubTotalElites = (UINT8)(pUnderground->ubNumElites - pUnderground->ubElitesInBattle);
|
|
pUnderground->ubAdminsInBattle += ubTotalAdmins;
|
|
pUnderground->ubTroopsInBattle += ubTotalTroops;
|
|
pUnderground->ubElitesInBattle += ubTotalElites;
|
|
AddSoldierInitListEnemyDefenceSoldiers( pUnderground->ubNumAdmins, pUnderground->ubNumTroops, pUnderground->ubNumElites );
|
|
ValidateEnemiesHaveWeapons();
|
|
}
|
|
return ( ( BOOLEAN) ( pUnderground->ubNumAdmins + pUnderground->ubNumTroops + pUnderground->ubNumElites > 0 ) );
|
|
}
|
|
pUnderground = pUnderground->next;
|
|
}
|
|
|
|
// underground sector not found in list
|
|
Assert( FALSE );
|
|
return FALSE;
|
|
}
|
|
|
|
//The queen AI layer must process the event by subtracting forces, etc.
|
|
void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
|
|
{
|
|
INT32 iNumEnemiesInSector;
|
|
SECTORINFO *pSector;
|
|
INT32 iMaxEnemyGroupSize = gGameExternalOptions.iMaxEnemyGroupSize;
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
|
|
|
|
AssertNotNIL (pSoldier);
|
|
|
|
EvaluateDeathEffectsToSoldierInitList( pSoldier );
|
|
|
|
switch( pSoldier->ubProfile )
|
|
{
|
|
case MIKE:
|
|
case IGGY:
|
|
if( pSoldier->ubProfile == IGGY && !gubFact[ FACT_IGGY_AVAILABLE_TO_ARMY ] )
|
|
{ //Iggy is on our team!
|
|
break;
|
|
}
|
|
if( !pSoldier->bSectorZ )
|
|
{
|
|
pSector = &SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ];
|
|
if( pSector->ubNumElites )
|
|
{
|
|
pSector->ubNumElites--;
|
|
}
|
|
if( pSector->ubElitesInBattle )
|
|
{
|
|
pSector->ubElitesInBattle--;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UNDERGROUND_SECTORINFO *pUnderground;
|
|
pUnderground = FindUnderGroundSector( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, (UINT8)pSoldier->bSectorZ );
|
|
Assert( pUnderground );
|
|
if( pUnderground->ubNumElites )
|
|
{
|
|
pUnderground->ubNumElites--;
|
|
}
|
|
if( pUnderground->ubElitesInBattle )
|
|
{
|
|
pUnderground->ubElitesInBattle--;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
if( pSoldier->aiData.bNeutral || pSoldier->bTeam != ENEMY_TEAM && pSoldier->bTeam != CREATURE_TEAM )
|
|
return;
|
|
//we are recording an enemy death
|
|
if( pSoldier->ubGroupID )
|
|
{ //The enemy was in a mobile group
|
|
GROUP *pGroup;
|
|
pGroup = GetGroup( pSoldier->ubGroupID );
|
|
if( !pGroup )
|
|
{
|
|
#ifdef JA2BETAVERSION
|
|
CHAR16 str[256];
|
|
swprintf( str, L"Enemy soldier killed with ubGroupID of %d, and the group doesn't exist!", pSoldier->ubGroupID );
|
|
DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
|
|
#endif
|
|
return;
|
|
}
|
|
if( pGroup->fPlayer )
|
|
{
|
|
#ifdef JA2BETAVERSION
|
|
CHAR16 str[256];
|
|
swprintf( str, L"Attempting to process player group thinking it's an enemy group in ProcessQueenCmdImplicationsOfDeath()", pSoldier->ubGroupID );
|
|
DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
|
|
#endif
|
|
return;
|
|
}
|
|
switch( pSoldier->ubSoldierClass )
|
|
{
|
|
case SOLDIER_CLASS_ELITE:
|
|
#ifdef JA2BETAVERSION
|
|
if( !pGroup->pEnemyGroup->ubNumElites )
|
|
{
|
|
//swprintf( str, L"Enemy elite killed with ubGroupID of %d, but the group doesn't contain elites!", pGroup->ubGroupID );
|
|
//DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
|
|
break;
|
|
}
|
|
if( guiCurrentScreen == GAME_SCREEN )
|
|
{
|
|
if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumElites != pGroup->pEnemyGroup->ubElitesInBattle && !gfPendingEnemies ||
|
|
pGroup->ubGroupSize > iMaxEnemyGroupSize /* || pGroup->pEnemyGroup->ubNumElites > 50 || pGroup->pEnemyGroup->ubElitesInBattle > 50*/ )
|
|
{
|
|
DoScreenIndependantMessageBox( L"Group elite counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
|
|
}
|
|
}
|
|
#endif
|
|
if( pGroup->pEnemyGroup->ubNumElites )
|
|
{
|
|
pGroup->pEnemyGroup->ubNumElites--;
|
|
}
|
|
if( pGroup->pEnemyGroup->ubElitesInBattle )
|
|
{
|
|
pGroup->pEnemyGroup->ubElitesInBattle--;
|
|
}
|
|
break;
|
|
case SOLDIER_CLASS_ARMY:
|
|
#ifdef JA2BETAVERSION
|
|
if( !pGroup->pEnemyGroup->ubNumTroops )
|
|
{
|
|
//swprintf( str, L"Enemy troop killed with ubGroupID of %d, but the group doesn't contain elites!", pGroup->ubGroupID );
|
|
//DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
|
|
break;
|
|
}
|
|
if( guiCurrentScreen == GAME_SCREEN )
|
|
{
|
|
if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumTroops != pGroup->pEnemyGroup->ubTroopsInBattle && !gfPendingEnemies ||
|
|
pGroup->ubGroupSize > iMaxEnemyGroupSize /*|| pGroup->pEnemyGroup->ubNumTroops > 50 || pGroup->pEnemyGroup->ubTroopsInBattle > 50*/ )
|
|
{
|
|
// haydent
|
|
if (!is_client)
|
|
{
|
|
DoScreenIndependantMessageBox( L"Group troop counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
|
|
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
if( pGroup->pEnemyGroup->ubNumTroops )
|
|
{
|
|
pGroup->pEnemyGroup->ubNumTroops--;
|
|
}
|
|
if( pGroup->pEnemyGroup->ubTroopsInBattle )
|
|
{
|
|
pGroup->pEnemyGroup->ubTroopsInBattle--;
|
|
}
|
|
break;
|
|
case SOLDIER_CLASS_ADMINISTRATOR:
|
|
#ifdef JA2BETAVERSION
|
|
if( !pGroup->pEnemyGroup->ubNumAdmins )
|
|
{
|
|
//swprintf( str, L"Enemy administrator killed with ubGroupID of %d, but the group doesn't contain elites!", pGroup->ubGroupID );
|
|
//DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
|
|
break;
|
|
}
|
|
if( guiCurrentScreen == GAME_SCREEN )
|
|
{
|
|
if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumAdmins != pGroup->pEnemyGroup->ubAdminsInBattle && !gfPendingEnemies ||
|
|
pGroup->ubGroupSize > iMaxEnemyGroupSize /*|| pGroup->pEnemyGroup->ubNumAdmins > 50 || pGroup->pEnemyGroup->ubAdminsInBattle > 50*/ )
|
|
{
|
|
DoScreenIndependantMessageBox( L"Group admin counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
|
|
}
|
|
}
|
|
#endif
|
|
if( pGroup->pEnemyGroup->ubNumAdmins )
|
|
{
|
|
pGroup->pEnemyGroup->ubNumAdmins--;
|
|
}
|
|
if( pGroup->pEnemyGroup->ubAdminsInBattle )
|
|
{
|
|
pGroup->pEnemyGroup->ubAdminsInBattle--;
|
|
}
|
|
break;
|
|
}
|
|
if( pGroup->ubGroupSize )
|
|
pGroup->ubGroupSize--;
|
|
RecalculateGroupWeight( pGroup );
|
|
if( !pGroup->ubGroupSize )
|
|
{
|
|
RemovePGroup( pGroup );
|
|
}
|
|
}
|
|
else
|
|
{ //The enemy was in a stationary defence group
|
|
if( !gbWorldSectorZ || IsAutoResolveActive() )
|
|
{ //ground level (SECTORINFO)
|
|
SECTORINFO *pSector;
|
|
#ifdef JA2BETAVERSION
|
|
UINT32 ubTotalEnemies;
|
|
#endif
|
|
|
|
// if( !IsAutoResolveActive() )
|
|
// {
|
|
pSector = &SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ];
|
|
// }
|
|
// else
|
|
// {
|
|
// pSector = &SectorInfo[ GetAutoResolveSectorID() ];
|
|
// }
|
|
|
|
#ifdef JA2BETAVERSION
|
|
ubTotalEnemies = pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites;
|
|
#endif
|
|
|
|
switch( pSoldier->ubSoldierClass )
|
|
{
|
|
case SOLDIER_CLASS_ADMINISTRATOR:
|
|
#ifdef JA2BETAVERSION
|
|
if( guiCurrentScreen == GAME_SCREEN )
|
|
{
|
|
if( ubTotalEnemies <= gGameExternalOptions.ubGameMaximumNumberOfEnemies && pSector->ubNumAdmins != pSector->ubAdminsInBattle ||
|
|
!pSector->ubNumAdmins || !pSector->ubAdminsInBattle ||
|
|
pSector->ubNumAdmins > gGameExternalOptions.ubGameMaximumNumberOfEnemies || pSector->ubAdminsInBattle > gGameExternalOptions.ubGameMaximumNumberOfEnemies )
|
|
{
|
|
DoScreenIndependantMessageBox( L"Sector admin counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
|
|
}
|
|
}
|
|
#endif
|
|
if( pSector->ubNumAdmins )
|
|
{
|
|
pSector->ubNumAdmins--;
|
|
}
|
|
if( pSector->ubAdminsInBattle )
|
|
{
|
|
pSector->ubAdminsInBattle--;
|
|
}
|
|
break;
|
|
case SOLDIER_CLASS_ARMY:
|
|
#ifdef JA2BETAVERSION
|
|
if( guiCurrentScreen == GAME_SCREEN )
|
|
{
|
|
if( ubTotalEnemies <= gGameExternalOptions.ubGameMaximumNumberOfEnemies && pSector->ubNumTroops != pSector->ubTroopsInBattle ||
|
|
!pSector->ubNumTroops || !pSector->ubTroopsInBattle ||
|
|
pSector->ubNumTroops > gGameExternalOptions.ubGameMaximumNumberOfEnemies || pSector->ubTroopsInBattle > gGameExternalOptions.ubGameMaximumNumberOfEnemies )
|
|
{
|
|
if(!is_client)DoScreenIndependantMessageBox( L"Sector troop counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
|
|
//disabled: hayden.
|
|
}
|
|
}
|
|
#endif
|
|
if( pSector->ubNumTroops )
|
|
{
|
|
pSector->ubNumTroops--;
|
|
}
|
|
if( pSector->ubTroopsInBattle )
|
|
{
|
|
pSector->ubTroopsInBattle--;
|
|
}
|
|
break;
|
|
case SOLDIER_CLASS_ELITE:
|
|
#ifdef JA2BETAVERSION
|
|
if( guiCurrentScreen == GAME_SCREEN )
|
|
{
|
|
if( ubTotalEnemies <= gGameExternalOptions.ubGameMaximumNumberOfEnemies && pSector->ubNumElites != pSector->ubElitesInBattle ||
|
|
!pSector->ubNumElites || !pSector->ubElitesInBattle ||
|
|
pSector->ubNumElites > gGameExternalOptions.ubGameMaximumNumberOfEnemies || pSector->ubElitesInBattle > gGameExternalOptions.ubGameMaximumNumberOfEnemies )
|
|
{
|
|
DoScreenIndependantMessageBox( L"Sector elite counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
|
|
}
|
|
}
|
|
#endif
|
|
if( pSector->ubNumElites )
|
|
{
|
|
pSector->ubNumElites--;
|
|
}
|
|
if( pSector->ubElitesInBattle )
|
|
{
|
|
pSector->ubElitesInBattle--;
|
|
}
|
|
break;
|
|
case SOLDIER_CLASS_CREATURE:
|
|
if( pSoldier->ubBodyType != BLOODCAT )
|
|
{
|
|
#ifdef JA2BETAVERSION
|
|
if( guiCurrentScreen == GAME_SCREEN )
|
|
{
|
|
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumCreatures != pSector->ubCreaturesInBattle ||
|
|
!pSector->ubNumCreatures || !pSector->ubCreaturesInBattle ||
|
|
pSector->ubNumCreatures > 50 || pSector->ubCreaturesInBattle > 50 )
|
|
{
|
|
DoScreenIndependantMessageBox( L"Sector creature counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
|
|
}
|
|
}
|
|
#endif
|
|
if( pSector->ubNumCreatures )
|
|
{
|
|
pSector->ubNumCreatures--;
|
|
}
|
|
if( pSector->ubCreaturesInBattle )
|
|
{
|
|
pSector->ubCreaturesInBattle--;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( pSector->bBloodCats )
|
|
{
|
|
pSector->bBloodCats--;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
RecalculateSectorWeight( (UINT8)SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) );
|
|
}
|
|
else
|
|
{ //basement level (UNDERGROUND_SECTORINFO)
|
|
UNDERGROUND_SECTORINFO *pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
|
#ifdef JA2BETAVERSION
|
|
UINT32 ubTotalEnemies = pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites;
|
|
#endif
|
|
if( pSector )
|
|
{
|
|
switch( pSoldier->ubSoldierClass )
|
|
{
|
|
case SOLDIER_CLASS_ADMINISTRATOR:
|
|
#ifdef JA2BETAVERSION
|
|
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumAdmins != pSector->ubAdminsInBattle ||
|
|
!pSector->ubNumAdmins || !pSector->ubAdminsInBattle ||
|
|
pSector->ubNumAdmins > 100 || pSector->ubAdminsInBattle > iMaxEnemyGroupSize )
|
|
{
|
|
DoScreenIndependantMessageBox( L"Underground sector admin counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
|
|
}
|
|
#endif
|
|
if( pSector->ubNumAdmins )
|
|
{
|
|
pSector->ubNumAdmins--;
|
|
}
|
|
if( pSector->ubAdminsInBattle )
|
|
{
|
|
pSector->ubAdminsInBattle--;
|
|
}
|
|
break;
|
|
case SOLDIER_CLASS_ARMY:
|
|
#ifdef JA2BETAVERSION
|
|
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumTroops != pSector->ubTroopsInBattle ||
|
|
!pSector->ubNumTroops || !pSector->ubTroopsInBattle ||
|
|
pSector->ubNumTroops > 100 || pSector->ubTroopsInBattle > iMaxEnemyGroupSize )
|
|
{
|
|
DoScreenIndependantMessageBox( L"Underground sector troop counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
|
|
}
|
|
#endif
|
|
if( pSector->ubNumTroops )
|
|
{
|
|
pSector->ubNumTroops--;
|
|
}
|
|
if( pSector->ubTroopsInBattle )
|
|
{
|
|
pSector->ubTroopsInBattle--;
|
|
}
|
|
break;
|
|
case SOLDIER_CLASS_ELITE:
|
|
#ifdef JA2BETAVERSION
|
|
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumElites != pSector->ubElitesInBattle ||
|
|
!pSector->ubNumElites || !pSector->ubElitesInBattle ||
|
|
pSector->ubNumElites > 100 || pSector->ubElitesInBattle > iMaxEnemyGroupSize )
|
|
{
|
|
DoScreenIndependantMessageBox( L"Underground sector elite counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
|
|
}
|
|
#endif
|
|
if( pSector->ubNumElites )
|
|
{
|
|
pSector->ubNumElites--;
|
|
}
|
|
if( pSector->ubElitesInBattle )
|
|
{
|
|
pSector->ubElitesInBattle--;
|
|
}
|
|
break;
|
|
case SOLDIER_CLASS_CREATURE:
|
|
if (pSoldier->ubBodyType == BLOODCAT)
|
|
{
|
|
if( pSector->ubNumBloodcats > 0 )
|
|
pSector->ubNumBloodcats--;
|
|
}
|
|
else
|
|
{
|
|
#ifdef JA2BETAVERSION
|
|
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumCreatures != pSector->ubCreaturesInBattle ||
|
|
!pSector->ubNumCreatures || !pSector->ubCreaturesInBattle ||
|
|
pSector->ubNumCreatures > gGameExternalOptions.ubGameMaximumNumberOfCreatures || pSector->ubCreaturesInBattle > gGameExternalOptions.ubGameMaximumNumberOfCreatures )
|
|
{
|
|
DoScreenIndependantMessageBox( L"Underground sector creature counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
|
|
}
|
|
#endif
|
|
if( pSector->ubNumCreatures )
|
|
{
|
|
pSector->ubNumCreatures--;
|
|
}
|
|
if( pSector->ubCreaturesInBattle )
|
|
{
|
|
pSector->ubCreaturesInBattle--;
|
|
}
|
|
|
|
if( !pSector->ubNumCreatures && gWorldSectorX != 9 && gWorldSectorY != 10 )
|
|
{ //If the player has successfully killed all creatures in ANY underground sector except J9
|
|
//then cancel any pending creature town attack.
|
|
DeleteAllStrategicEventsOfType( EVENT_CREATURE_ATTACK );
|
|
}
|
|
|
|
// a monster has died. Post an event to immediately check whether a mine has been cleared.
|
|
AddStrategicEventUsingSeconds( EVENT_CHECK_IF_MINE_CLEARED, GetWorldTotalSeconds() + 15, 0);
|
|
|
|
if( pSoldier->ubBodyType == QUEENMONSTER )
|
|
{
|
|
//Need to call this, as the queen is really big, and killing her leaves a bunch
|
|
//of bad tiles in behind her. Calling this function cleans it up.
|
|
InvalidateWorldRedundency();
|
|
//Now that the queen is dead, turn off the creature quest.
|
|
EndCreatureQuest();
|
|
EndQuest( QUEST_CREATURES, gWorldSectorX, gWorldSectorY );
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if( !pSoldier->bSectorZ )
|
|
{
|
|
pSector = &SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ];
|
|
iNumEnemiesInSector = NumEnemiesInSector( pSoldier->sSectorX, pSoldier->sSectorY );
|
|
if( iNumEnemiesInSector )
|
|
{
|
|
if( pSector->bLastKnownEnemies >= 0 )
|
|
{
|
|
pSector->bLastKnownEnemies = (INT8)iNumEnemiesInSector;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pSector->bLastKnownEnemies = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Well, not so rarely with mobile reinforcements!
|
|
//Rarely, there will be more enemies than supported by the engine. In this case, these
|
|
//soldiers are waiting for a slot to be free so that they can enter the battle. This
|
|
//essentially allows for an infinite number of troops, though only gGameExternalOptions.ubGameMaximumNumberOfEnemies at a time can fight.
|
|
//This is also called whenever an enemy group's reinforcements arrive because the code is
|
|
//identical, though it is highly likely that they will all be successfully added on the first call.
|
|
void AddPossiblePendingEnemiesToBattle()
|
|
{
|
|
// Check if no world is loaded, and is not underground level
|
|
if(!(gWorldSectorX > 0 && gWorldSectorY > 0 && gbWorldSectorZ == 0))//dnl ch57 161009
|
|
return;
|
|
|
|
UINT8 ubSlots, ubNumAvailable;
|
|
UINT8 ubNumElites, ubNumTroops, ubNumAdmins;
|
|
UINT8 ubNumGroupsInSector;
|
|
UINT8 ubGroupIndex;
|
|
GROUP *pGroup;
|
|
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
|
|
GROUP **pGroupInSectorList;
|
|
static UINT8 ubPredefinedInsertionCode = 255;
|
|
|
|
// haydent
|
|
if (is_networked)
|
|
{
|
|
if ((is_client && !is_server) || ENEMY_ENABLED==0)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if( ( !PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, 0 ) && !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY ) )
|
|
|| !NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) ) return;
|
|
|
|
ubSlots = NumFreeEnemySlots();
|
|
if( !ubSlots )
|
|
{ //no available slots to add enemies to. Try again later...
|
|
return;
|
|
}
|
|
|
|
if( !gfPendingEnemies )
|
|
{
|
|
//Optimization. No point in checking for group reinforcements if we know that there aren't any more enemies that can
|
|
//be added to this battle. This changes whenever a new enemy group arrives at the scene.
|
|
|
|
while (ubSlots)
|
|
{
|
|
UINT8 ubInsertionCode = 255;
|
|
|
|
if( gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition == TRUE )
|
|
ubInsertionCode = DoReinforcementAsPendingEnemy( gWorldSectorX, gWorldSectorY );
|
|
|
|
if (ubInsertionCode == 255)
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Assume we added one since there are supposedly more available and room for them
|
|
ubSlots--;
|
|
}
|
|
|
|
// It's probable that the "pending enemies" flag isn't working right. So we'll go ahead and continue into
|
|
// the group insertion code from here.
|
|
//return;
|
|
}
|
|
|
|
if( pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins )
|
|
{
|
|
ubNumElites = ubNumTroops = ubNumAdmins = 0;
|
|
|
|
ubNumAvailable = pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins - pSector->ubElitesInBattle - pSector->ubTroopsInBattle - pSector->ubAdminsInBattle;
|
|
while( ubNumAvailable && ubSlots )
|
|
{
|
|
// So they just magically appear out of nowhere from the edge?
|
|
|
|
//This group has enemies waiting for a chance to enter the battle.
|
|
if( pSector->ubElitesInBattle < pSector->ubNumElites )
|
|
{ //Add an elite troop
|
|
pSector->ubElitesInBattle++;
|
|
ubNumAvailable--;
|
|
ubSlots--;
|
|
ubNumElites++;
|
|
}
|
|
else if( pSector->ubTroopsInBattle < pSector->ubNumTroops )
|
|
{ //Add a regular troop.
|
|
pSector->ubTroopsInBattle++;
|
|
ubNumAvailable--;
|
|
ubSlots--;
|
|
ubNumTroops++;
|
|
}
|
|
else if( pSector->ubAdminsInBattle < pSector->ubNumAdmins )
|
|
{ //Add an elite troop
|
|
pSector->ubAdminsInBattle++;
|
|
ubNumAvailable--;
|
|
ubSlots--;
|
|
ubNumAdmins++;
|
|
}
|
|
else
|
|
{
|
|
AssertMsg( 0, "AddPossiblePendingEnemiesToBattle(): Logic Error -- by Kris" );
|
|
}
|
|
}
|
|
|
|
|
|
if( ubNumAdmins || ubNumTroops || ubNumElites )
|
|
{ //This group has contributed forces, then add them now, because different
|
|
//groups appear on different sides of the map.
|
|
UINT8 ubStrategicInsertionCode = ubPredefinedInsertionCode;
|
|
//First, determine which entrypoint to use, based on the travel direction of the group.
|
|
|
|
if( ubStrategicInsertionCode == 255 )
|
|
{
|
|
if( NumEnemiesInSector( gWorldSectorX + 1, gWorldSectorY ) )
|
|
ubStrategicInsertionCode = INSERTION_CODE_EAST;
|
|
else if( NumEnemiesInSector( gWorldSectorX - 1, gWorldSectorY ) )
|
|
ubStrategicInsertionCode = INSERTION_CODE_WEST;
|
|
else if( NumEnemiesInSector( gWorldSectorX, gWorldSectorY + 1 ) )
|
|
ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
|
|
else if( NumEnemiesInSector( gWorldSectorX, gWorldSectorY - 1 ) )
|
|
ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
|
}
|
|
|
|
if( ubStrategicInsertionCode == 255 )
|
|
{
|
|
if( !CountAllMilitiaInSector( gWorldSectorX + 1, gWorldSectorY ) )
|
|
ubStrategicInsertionCode = INSERTION_CODE_EAST;
|
|
else if( !CountAllMilitiaInSector( gWorldSectorX - 1, gWorldSectorY ) )
|
|
ubStrategicInsertionCode = INSERTION_CODE_WEST;
|
|
else if( !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY + 1 ) )
|
|
ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
|
|
else if( !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY - 1 ) )
|
|
ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
|
}
|
|
|
|
if( ubStrategicInsertionCode < INSERTION_CODE_NORTH ||ubStrategicInsertionCode > INSERTION_CODE_WEST )
|
|
ubStrategicInsertionCode = INSERTION_CODE_NORTH + Random( 4 );
|
|
|
|
AddEnemiesToBattle( 0, ubStrategicInsertionCode, ubNumAdmins, ubNumTroops, ubNumElites, FALSE );
|
|
gfPendingEnemies = TRUE;
|
|
}
|
|
}
|
|
|
|
ubPredefinedInsertionCode = 255;
|
|
|
|
// Figure out which groups are in the sector, so we can have reinforcements arrive at random
|
|
for (ubNumGroupsInSector = 0, pGroup = gpGroupList; pGroup; pGroup = pGroup->next)
|
|
{
|
|
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ )
|
|
ubNumGroupsInSector++;
|
|
}
|
|
pGroupInSectorList = (GROUP**) MemAlloc( ubNumGroupsInSector * sizeof( GROUP*));
|
|
for (ubNumGroupsInSector = 0, pGroup = gpGroupList; pGroup; pGroup = pGroup->next)
|
|
{
|
|
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ )
|
|
{
|
|
pGroupInSectorList[ ubNumGroupsInSector++] = pGroup;
|
|
}
|
|
}
|
|
|
|
while( ubSlots && ubNumGroupsInSector )
|
|
{
|
|
UINT8 ubInsertionCode = 255;
|
|
|
|
ubGroupIndex = Random( ubNumGroupsInSector);
|
|
pGroup = pGroupInSectorList[ ubGroupIndex];
|
|
|
|
ubNumAvailable = pGroup->ubGroupSize - pGroup->pEnemyGroup->ubElitesInBattle - pGroup->pEnemyGroup->ubTroopsInBattle - pGroup->pEnemyGroup->ubAdminsInBattle;
|
|
if (!ubNumAvailable)
|
|
{
|
|
// Looks like we picked an empty group. Make a note of it
|
|
pGroupInSectorList[ ubGroupIndex] = pGroupInSectorList[ --ubNumGroupsInSector ];
|
|
continue;
|
|
}
|
|
|
|
if( pGroup->ubPrevX && pGroup->ubPrevY )
|
|
{
|
|
if( pGroup->ubSectorX < pGroup->ubPrevX )
|
|
ubInsertionCode = INSERTION_CODE_EAST;
|
|
else if( pGroup->ubSectorX > pGroup->ubPrevX )
|
|
ubInsertionCode = INSERTION_CODE_WEST;
|
|
else if( pGroup->ubSectorY < pGroup->ubPrevY )
|
|
ubInsertionCode = INSERTION_CODE_SOUTH;
|
|
else if( pGroup->ubSectorY > pGroup->ubPrevY )
|
|
ubInsertionCode = INSERTION_CODE_NORTH;
|
|
else
|
|
{
|
|
Assert(0);
|
|
}
|
|
}
|
|
else if( pGroup->ubNextX && pGroup->ubNextY )
|
|
{
|
|
if( pGroup->ubSectorX < pGroup->ubNextX )
|
|
ubInsertionCode = INSERTION_CODE_EAST;
|
|
else if( pGroup->ubSectorX > pGroup->ubNextX )
|
|
ubInsertionCode = INSERTION_CODE_WEST;
|
|
else if( pGroup->ubSectorY < pGroup->ubNextY )
|
|
ubInsertionCode = INSERTION_CODE_SOUTH;
|
|
else if( pGroup->ubSectorY > pGroup->ubNextY )
|
|
ubInsertionCode = INSERTION_CODE_NORTH;
|
|
else
|
|
{
|
|
Assert(0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The group has no movement orders. Where did it come from?
|
|
Assert(0);
|
|
}
|
|
|
|
if( pGroup->pEnemyGroup->ubElitesInBattle < pGroup->pEnemyGroup->ubNumElites )
|
|
{ //Add an elite troop
|
|
pGroup->pEnemyGroup->ubElitesInBattle++;
|
|
ubSlots--;
|
|
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 1, FALSE );
|
|
}
|
|
else if( pGroup->pEnemyGroup->ubTroopsInBattle < pGroup->pEnemyGroup->ubNumTroops )
|
|
{ //Add a regular troop.
|
|
pGroup->pEnemyGroup->ubTroopsInBattle++;
|
|
ubSlots--;
|
|
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 1, 0, FALSE );
|
|
}
|
|
else if( pGroup->pEnemyGroup->ubAdminsInBattle < pGroup->pEnemyGroup->ubNumAdmins )
|
|
{ //Add an admin troop
|
|
pGroup->pEnemyGroup->ubAdminsInBattle++;
|
|
ubSlots--;
|
|
AddEnemiesToBattle( pGroup, ubInsertionCode, 1, 0, 0, FALSE );
|
|
}
|
|
else
|
|
{
|
|
AssertMsg( 0, "AddPossiblePendingEnemiesToBattle(): Logic Error -- by Kris" );
|
|
}
|
|
}
|
|
|
|
MemFree( pGroupInSectorList);
|
|
|
|
if( ubSlots )
|
|
{ //After going through the process, we have finished with some free slots and no more enemies to add.
|
|
//So, we can turn off the flag, as this check is no longer needed.
|
|
gfPendingEnemies = FALSE;
|
|
}
|
|
}
|
|
|
|
void NotifyPlayersOfNewEnemies()
|
|
{
|
|
INT32 iSoldiers, iChosenSoldier, i;
|
|
SOLDIERTYPE *pSoldier;
|
|
BOOLEAN fIgnoreBreath = FALSE;
|
|
|
|
iSoldiers = 0;
|
|
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
|
|
{ //find a merc that is aware.
|
|
pSoldier = MercPtrs[ i ];
|
|
if( pSoldier->bInSector && pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bBreath >= OKBREATH )
|
|
{
|
|
iSoldiers++;
|
|
}
|
|
}
|
|
if( !iSoldiers )
|
|
{ // look for an out of breath merc.
|
|
fIgnoreBreath = TRUE;
|
|
|
|
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
|
|
{ //find a merc that is aware.
|
|
pSoldier = MercPtrs[ i ];
|
|
if( pSoldier->bInSector && pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE )
|
|
{
|
|
iSoldiers++;
|
|
}
|
|
}
|
|
}
|
|
if( iSoldiers )
|
|
{
|
|
iChosenSoldier = Random( iSoldiers );
|
|
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
|
|
{ //find a merc that is aware.
|
|
pSoldier = MercPtrs[ i ];
|
|
if( pSoldier->bInSector && pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE &&
|
|
( ( pSoldier->bBreath >= OKBREATH ) || fIgnoreBreath ) )
|
|
{
|
|
if( !iChosenSoldier )
|
|
{
|
|
// ATE: This is to allow special handling of initial heli drop
|
|
if ( !DidGameJustStart() )
|
|
{
|
|
TacticalCharacterDialogueWithSpecialEvent( pSoldier, QUOTE_ENEMY_PRESENCE, 0, 0, 0 );
|
|
}
|
|
return;
|
|
}
|
|
iChosenSoldier--;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ //There is either nobody here or our mercs can't talk
|
|
|
|
}
|
|
}
|
|
|
|
void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, BOOLEAN fMagicallyAppeared )
|
|
{
|
|
SOLDIERTYPE *pSoldier;
|
|
MAPEDGEPOINTINFO MapEdgepointInfo;
|
|
UINT8 ubCurrSlot;
|
|
UINT8 ubTotalSoldiers;
|
|
UINT8 bDesiredDirection=0;
|
|
switch( ubStrategicInsertionCode )
|
|
{
|
|
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;
|
|
default: AssertMsg( 0, "Illegal direction passed to AddEnemiesToBattle()" ); break;
|
|
}
|
|
#ifdef JA2TESTVERSION
|
|
ScreenMsg( FONT_RED, MSG_INTERFACE, L"Enemy reinforcements have arrived! (%d admins, %d troops, %d elite)", ubNumAdmins, ubNumTroops, ubNumElites );
|
|
#endif
|
|
|
|
if( fMagicallyAppeared )
|
|
{ //update the strategic counters
|
|
if( !gbWorldSectorZ )
|
|
{
|
|
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
|
|
pSector->ubNumAdmins += ubNumAdmins;
|
|
pSector->ubAdminsInBattle += ubNumAdmins;
|
|
pSector->ubNumTroops += ubNumTroops;
|
|
pSector->ubTroopsInBattle += ubNumTroops;
|
|
pSector->ubNumElites += ubNumElites;
|
|
pSector->ubElitesInBattle += ubNumElites;
|
|
}
|
|
else
|
|
{
|
|
UNDERGROUND_SECTORINFO *pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
|
if( pSector )
|
|
{
|
|
pSector->ubNumAdmins += ubNumAdmins;
|
|
pSector->ubAdminsInBattle += ubNumAdmins;
|
|
pSector->ubNumTroops += ubNumTroops;
|
|
pSector->ubTroopsInBattle += ubNumTroops;
|
|
pSector->ubNumElites += ubNumElites;
|
|
pSector->ubElitesInBattle += ubNumElites;
|
|
}
|
|
}
|
|
//Because the enemies magically appeared, have one of our soldiers say something...
|
|
NotifyPlayersOfNewEnemies();
|
|
}
|
|
|
|
ubTotalSoldiers = ubNumAdmins + ubNumTroops + ubNumElites;
|
|
|
|
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumAdmins+ubNumElites+ubNumTroops) );
|
|
ubCurrSlot = 0;
|
|
while( ubTotalSoldiers )
|
|
{
|
|
if( ubNumElites && Random( ubTotalSoldiers ) < ubNumElites )
|
|
{
|
|
ubNumElites--;
|
|
ubTotalSoldiers--;
|
|
Assert(pSoldier = TacticalCreateEliteEnemy());
|
|
if( pGroup )
|
|
{
|
|
pSoldier->ubGroupID = pGroup->ubGroupID;
|
|
}
|
|
|
|
pSoldier->ubInsertionDirection = bDesiredDirection;
|
|
//Setup the position
|
|
if( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
|
|
{ //using an edgepoint
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
|
pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ ubCurrSlot++ ];
|
|
}
|
|
else
|
|
{ //no edgepoints left, so put him at the entrypoint.
|
|
pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
|
|
}
|
|
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
|
|
}
|
|
else if( ubNumTroops && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops) )
|
|
{
|
|
ubNumTroops--;
|
|
ubTotalSoldiers--;
|
|
Assert(pSoldier = TacticalCreateArmyTroop());
|
|
if( pGroup )
|
|
{
|
|
pSoldier->ubGroupID = pGroup->ubGroupID;
|
|
}
|
|
|
|
pSoldier->ubInsertionDirection = bDesiredDirection;
|
|
//Setup the position
|
|
if( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
|
|
{ //using an edgepoint
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
|
pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ ubCurrSlot++ ];
|
|
}
|
|
else
|
|
{ //no edgepoints left, so put him at the entrypoint.
|
|
pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
|
|
}
|
|
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
|
|
}
|
|
else if( ubNumAdmins && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins) )
|
|
{
|
|
ubNumAdmins--;
|
|
ubTotalSoldiers--;
|
|
Assert(pSoldier = TacticalCreateAdministrator());
|
|
if( pGroup )
|
|
{
|
|
pSoldier->ubGroupID = pGroup->ubGroupID;
|
|
}
|
|
|
|
pSoldier->ubInsertionDirection = bDesiredDirection;
|
|
//Setup the position
|
|
if( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
|
|
{ //using an edgepoint
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
|
pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ ubCurrSlot++ ];
|
|
}
|
|
else
|
|
{ //no edgepoints left, so put him at the entrypoint.
|
|
pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
|
|
}
|
|
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
|
|
}
|
|
// HEADROCK HAM 3.2: enemy reinforcements arrive with 0 APs.
|
|
if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 1 || gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 2)
|
|
{
|
|
pSoldier->bActionPoints = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
BOOLEAN SaveUnderGroundSectorInfoToSaveGame( HWFILE hFile )
|
|
{
|
|
UINT32 uiNumBytesWritten;
|
|
UINT32 uiNumOfRecords=0;
|
|
UNDERGROUND_SECTORINFO *TempNode = gpUndergroundSectorInfoHead;
|
|
|
|
//Loop through all the nodes to count how many there are
|
|
while( TempNode )
|
|
{
|
|
uiNumOfRecords++;
|
|
TempNode = TempNode->next;
|
|
}
|
|
|
|
|
|
//Write how many nodes there are
|
|
FileWrite( hFile, &uiNumOfRecords, sizeof( UINT32 ), &uiNumBytesWritten );
|
|
if( uiNumBytesWritten != sizeof( UINT32 ) )
|
|
{
|
|
return(FALSE);
|
|
}
|
|
|
|
TempNode = gpUndergroundSectorInfoHead;
|
|
|
|
//Go through each node and save it.
|
|
while( TempNode )
|
|
{
|
|
FileWrite( hFile, TempNode, sizeof( UNDERGROUND_SECTORINFO ), &uiNumBytesWritten );
|
|
if( uiNumBytesWritten != sizeof( UNDERGROUND_SECTORINFO ) )
|
|
{
|
|
return(FALSE);
|
|
}
|
|
|
|
TempNode = TempNode->next;
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
BOOLEAN LoadUnderGroundSectorInfoFromSavedGame( HWFILE hFile )
|
|
{
|
|
UINT32 uiNumBytesRead;
|
|
UINT32 uiNumOfRecords=0;
|
|
UINT32 cnt=0;
|
|
UNDERGROUND_SECTORINFO *TempNode = NULL;
|
|
UNDERGROUND_SECTORINFO *TempSpot = NULL;
|
|
|
|
//Clear the current LL
|
|
TrashUndergroundSectorInfo();
|
|
|
|
//Read in the number of nodes stored
|
|
FileRead( hFile, &uiNumOfRecords, sizeof( UINT32 ), &uiNumBytesRead );
|
|
if( uiNumBytesRead != sizeof( UINT32 ) )
|
|
{
|
|
return(FALSE);
|
|
}
|
|
|
|
for( cnt = 0; cnt< uiNumOfRecords; cnt ++)
|
|
{
|
|
|
|
//Malloc space for the new node
|
|
TempNode = (UNDERGROUND_SECTORINFO *) MemAlloc( sizeof( UNDERGROUND_SECTORINFO ) );
|
|
if( TempNode == NULL )
|
|
return( FALSE );
|
|
|
|
|
|
//read in the new node
|
|
FileRead( hFile, TempNode, sizeof( UNDERGROUND_SECTORINFO ), &uiNumBytesRead );
|
|
if( uiNumBytesRead != sizeof( UNDERGROUND_SECTORINFO ) )
|
|
{
|
|
return(FALSE);
|
|
}
|
|
|
|
//If its the first time in, assign the node to the list
|
|
if( cnt == 0 )
|
|
{
|
|
gpUndergroundSectorInfoHead = TempNode;
|
|
TempSpot = gpUndergroundSectorInfoHead;
|
|
TempSpot->next = NULL;
|
|
}
|
|
else
|
|
{
|
|
//assign the new node to the LL
|
|
TempSpot->next = TempNode;
|
|
|
|
//advance to the next node
|
|
TempSpot = TempSpot->next;
|
|
TempSpot->next = NULL;
|
|
gpUndergroundSectorInfoTail = TempSpot;
|
|
}
|
|
|
|
}
|
|
|
|
#ifdef JA2BETAVERSION
|
|
if( !uiNumOfRecords )
|
|
{
|
|
BuildUndergroundSectorInfoList();
|
|
gfClearCreatureQuest = TRUE;
|
|
}
|
|
#endif
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
UNDERGROUND_SECTORINFO* FindUnderGroundSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ )
|
|
{
|
|
UNDERGROUND_SECTORINFO *pUnderground;
|
|
pUnderground = gpUndergroundSectorInfoHead;
|
|
|
|
//Loop through all the underground sectors looking for specified sector
|
|
while( pUnderground )
|
|
{
|
|
//If the sector is the right one
|
|
if( pUnderground->ubSectorX == sMapX &&
|
|
pUnderground->ubSectorY == sMapY &&
|
|
pUnderground->ubSectorZ == bMapZ )
|
|
{
|
|
return( pUnderground );
|
|
}
|
|
pUnderground = pUnderground->next;
|
|
}
|
|
|
|
|
|
return( NULL );
|
|
}
|
|
|
|
|
|
|
|
|
|
void BeginCaptureSquence( )
|
|
{
|
|
if( !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ) || !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE ) )
|
|
{
|
|
gStrategicStatus.ubNumCapturedForRescue = 0;
|
|
}
|
|
}
|
|
|
|
void EndCaptureSequence( )
|
|
{
|
|
|
|
// Set flag...
|
|
if( !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ) || !(gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE) )
|
|
{
|
|
// CJC Dec 1 2002: fixing multiple captures:
|
|
//gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE;
|
|
|
|
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED )
|
|
{
|
|
// CJC Dec 1 2002: fixing multiple captures:
|
|
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE;
|
|
StartQuest( QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY );
|
|
}
|
|
// CJC Dec 1 2002: fixing multiple captures:
|
|
//else if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTDONE )
|
|
else if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTDONE && gubQuest[ QUEST_INTERROGATION ] == QUESTNOTSTARTED )
|
|
{
|
|
StartQuest( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY );
|
|
// CJC Dec 1 2002: fixing multiple captures:
|
|
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE;
|
|
|
|
// OK! - Schedule Meanwhile now!
|
|
{
|
|
MEANWHILE_DEFINITION MeanwhileDef;
|
|
|
|
MeanwhileDef.sSectorX = 7;
|
|
MeanwhileDef.sSectorY = 14;
|
|
MeanwhileDef.ubNPCNumber = QUEEN;
|
|
MeanwhileDef.usTriggerEvent = 0;
|
|
MeanwhileDef.ubMeanwhileID = INTERROGATION;
|
|
|
|
ScheduleMeanwhileEvent( &MeanwhileDef, 10 );
|
|
}
|
|
}
|
|
// CJC Dec 1 2002: fixing multiple captures
|
|
else
|
|
{
|
|
// !?!? set both flags
|
|
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE;
|
|
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
|
|
{
|
|
UINT32 i;
|
|
BOOLEAN fMadeCorpse;
|
|
INT32 iNumEnemiesInSector;
|
|
|
|
|
|
// TODO.WANNE: Hardcoded grid number
|
|
static INT32 sAlmaCaptureGridNos[] = { 9208, 9688, 9215 };
|
|
static INT32 sAlmaCaptureItemsGridNo[] = { 12246, 12406, 13046 };
|
|
|
|
static INT32 sInterrogationItemGridNo[] = { 12089, 12089, 12089 };
|
|
|
|
AssertNotNIL(pSoldier);
|
|
|
|
|
|
// ATE: Check first if ! in player captured sequence already
|
|
// CJC Dec 1 2002: fixing multiple captures
|
|
if ( ( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ) && (gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// ATE: If maximum prisoners captured, return!
|
|
if ( gStrategicStatus.ubNumCapturedForRescue > 3 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
// If this is an EPC , just kill them...
|
|
if ( AM_AN_EPC( pSoldier ) )
|
|
{
|
|
pSoldier->stats.bLife = 0;
|
|
HandleSoldierDeath( pSoldier, &fMadeCorpse );
|
|
return;
|
|
}
|
|
|
|
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// ATE: Patch fix If in a vehicle, remove from vehicle...
|
|
TakeSoldierOutOfVehicle( pSoldier );
|
|
|
|
|
|
// Are there anemies in ALMA? ( I13 )
|
|
iNumEnemiesInSector = NumEnemiesInSector( 13, 9 );
|
|
|
|
// IF there are no enemies, and we need to do alma, skip!
|
|
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED && iNumEnemiesInSector == 0 )
|
|
{
|
|
InternalStartQuest( QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY, FALSE );
|
|
InternalEndQuest( QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY, FALSE );
|
|
}
|
|
|
|
HandleMoraleEvent( pSoldier, MORALE_MERC_CAPTURED, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
|
|
|
|
// Change to POW....
|
|
//-add him to a POW assignment/group
|
|
if( ( pSoldier->bAssignment != ASSIGNMENT_POW ) )
|
|
{
|
|
SetTimeOfAssignmentChangeForMerc( pSoldier );
|
|
}
|
|
|
|
ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_POW );
|
|
// ATE: Make them neutral!
|
|
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED )
|
|
{
|
|
pSoldier->aiData.bNeutral = TRUE;
|
|
}
|
|
|
|
RemoveCharacterFromSquads( pSoldier );
|
|
|
|
WORLDITEM WorldItem;
|
|
|
|
// Is this the first one..?
|
|
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED )
|
|
{
|
|
//-teleport him to NE Alma sector (not Tixa as originally planned)
|
|
pSoldier->sSectorX = 13;
|
|
pSoldier->sSectorY = 9;
|
|
pSoldier->bSectorZ = 0;
|
|
|
|
// put him on the floor!!
|
|
pSoldier->pathing.bLevel = 0;
|
|
|
|
// OK, drop all items!
|
|
for ( i = 0; i < pSoldier->inv.size(); i++ )
|
|
{
|
|
if( pSoldier->inv[ i ].exists() == true )
|
|
{
|
|
WorldItem.fExists = TRUE;
|
|
WorldItem.sGridNo = sAlmaCaptureItemsGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
|
|
WorldItem.ubLevel = 0;
|
|
WorldItem.usFlags = 0;
|
|
WorldItem.bVisible = FALSE;
|
|
WorldItem.bRenderZHeightAboveLevel = 0;
|
|
pSoldier->inv[ i ].MoveThisObjectTo(WorldItem.object);
|
|
|
|
AddWorldItemsToUnLoadedSector( 13, 9, 0, sAlmaCaptureItemsGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, &WorldItem, FALSE );
|
|
}
|
|
}
|
|
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
|
pSoldier->usStrategicInsertionData = sAlmaCaptureGridNos[ gStrategicStatus.ubNumCapturedForRescue ];
|
|
|
|
gStrategicStatus.ubNumCapturedForRescue++;
|
|
}
|
|
else if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTDONE )
|
|
{
|
|
//-teleport him to N7
|
|
pSoldier->sSectorX = 7;
|
|
pSoldier->sSectorY = 14;
|
|
pSoldier->bSectorZ = 0;
|
|
|
|
// put him on the floor!!
|
|
pSoldier->pathing.bLevel = 0;
|
|
|
|
// OK, drop all items!
|
|
for ( i = 0; i < pSoldier->inv.size(); i++ )
|
|
{
|
|
if( pSoldier->inv[ i ].exists() == true )
|
|
{
|
|
WorldItem.fExists = TRUE;
|
|
WorldItem.sGridNo = sInterrogationItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
|
|
WorldItem.ubLevel = 0;
|
|
WorldItem.usFlags = 0;
|
|
WorldItem.bVisible = FALSE;
|
|
WorldItem.bRenderZHeightAboveLevel = 0;
|
|
pSoldier->inv[ i ].MoveThisObjectTo(WorldItem.object);
|
|
|
|
AddWorldItemsToUnLoadedSector( 7, 14, 0, sInterrogationItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, &WorldItem, FALSE );
|
|
}
|
|
}
|
|
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
|
pSoldier->usStrategicInsertionData = gsInterrogationGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
|
|
|
|
gStrategicStatus.ubNumCapturedForRescue++;
|
|
}
|
|
|
|
//Bandaging him would prevent him from dying (due to low HP)
|
|
pSoldier->bBleeding = 0;
|
|
|
|
// wake him up
|
|
if ( pSoldier->flags.fMercAsleep )
|
|
{
|
|
PutMercInAwakeState( pSoldier );
|
|
pSoldier->flags.fForcedToStayAwake = FALSE;
|
|
}
|
|
|
|
//Set his life to 50% + or - 10 HP.
|
|
pSoldier->stats.bLife = pSoldier->stats.bLifeMax / 2;
|
|
if ( pSoldier->stats.bLife <= 35 )
|
|
{
|
|
pSoldier->stats.bLife = 35;
|
|
}
|
|
else if ( pSoldier->stats.bLife >= 45 )
|
|
{
|
|
pSoldier->stats.bLife += (INT8)(10 - Random( 21 ) );
|
|
}
|
|
|
|
// make him quite exhausted when found
|
|
pSoldier->bBreath = pSoldier->bBreathMax = 50;
|
|
pSoldier->sBreathRed = 0;
|
|
pSoldier->flags.fMercCollapsedFlag = FALSE;
|
|
}
|
|
|
|
|
|
void HandleEnemyStatusInCurrentMapBeforeLoadingNewMap()
|
|
{
|
|
INT32 i;
|
|
BOOLEAN fMadeCorpse;
|
|
INT8 bKilledEnemies = 0, bKilledCreatures = 0, bKilledRebels = 0, bKilledCivilians = 0;
|
|
return;
|
|
//If any of the soldiers are dying, kill them now.
|
|
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; i++ )
|
|
{
|
|
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife )
|
|
{
|
|
MercPtrs[ i ]->stats.bLife = 0;
|
|
HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
|
|
bKilledEnemies++;
|
|
}
|
|
}
|
|
//Do the same for the creatures.
|
|
for( i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; i++ )
|
|
{
|
|
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife )
|
|
{
|
|
MercPtrs[ i ]->stats.bLife = 0;
|
|
HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
|
|
bKilledCreatures++;
|
|
}
|
|
}
|
|
//Militia
|
|
for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ )
|
|
{
|
|
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife )
|
|
{
|
|
MercPtrs[ i ]->stats.bLife = 0;
|
|
HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
|
|
bKilledRebels++;
|
|
}
|
|
}
|
|
//Civilians
|
|
for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; i++ )
|
|
{
|
|
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife )
|
|
{
|
|
MercPtrs[ i ]->stats.bLife = 0;
|
|
HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
|
|
bKilledCivilians++;
|
|
}
|
|
}
|
|
|
|
// TEST MESSAGES ONLY!
|
|
if( bKilledCivilians )
|
|
ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d civilians died after you left the sector.", bKilledCivilians );
|
|
if( bKilledRebels )
|
|
ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d militia died after you left the sector.", bKilledRebels );
|
|
if( bKilledEnemies )
|
|
ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d enemies died after you left the sector.", bKilledEnemies );
|
|
if( bKilledCreatures )
|
|
ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d creatures died after you left the sector.", bKilledCreatures );
|
|
|
|
if( !gbWorldSectorZ )
|
|
{
|
|
SECTORINFO *pSector;
|
|
pSector = &SectorInfo[ SECTOR(gWorldSectorX, gWorldSectorY) ];
|
|
pSector->ubAdminsInBattle = 0;
|
|
pSector->ubTroopsInBattle = 0;
|
|
pSector->ubElitesInBattle = 0;
|
|
pSector->ubCreaturesInBattle = 0;
|
|
//RecalculateSectorWeight(
|
|
}
|
|
else if( gbWorldSectorZ > 0 )
|
|
{
|
|
UNDERGROUND_SECTORINFO *pSector;
|
|
pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
|
if( !pSector )
|
|
return;
|
|
pSector->ubAdminsInBattle = 0;
|
|
pSector->ubTroopsInBattle = 0;
|
|
pSector->ubElitesInBattle = 0;
|
|
pSector->ubCreaturesInBattle = 0;
|
|
}
|
|
}
|
|
|
|
BOOLEAN PlayerSectorDefended( UINT8 ubSectorID )
|
|
{
|
|
SECTORINFO *pSector;
|
|
pSector = &SectorInfo[ ubSectorID ];
|
|
if( pSector->ubNumberOfCivsAtLevel[ GREEN_MILITIA ] +
|
|
pSector->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] +
|
|
pSector->ubNumberOfCivsAtLevel[ ELITE_MILITIA ] )
|
|
{ //militia in sector
|
|
return TRUE;
|
|
}
|
|
if( FindMovementGroupInSector( (UINT8)SECTORX( ubSectorID ), (UINT8)SECTORY( ubSectorID ), TRUE ) )
|
|
{ //player in sector
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
//Assumes gTacticalStatus.fEnemyInSector
|
|
BOOLEAN OnlyHostileCivsInSector()
|
|
{
|
|
SOLDIERTYPE *pSoldier;
|
|
INT32 i;
|
|
BOOLEAN fHostileCivs = FALSE;
|
|
|
|
//Look for any hostile civs.
|
|
for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; i++ )
|
|
{
|
|
pSoldier = MercPtrs[ i ];
|
|
if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
|
|
{
|
|
if( !pSoldier->aiData.bNeutral )
|
|
{
|
|
fHostileCivs = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if( !fHostileCivs )
|
|
{ //No hostile civs, so return FALSE
|
|
return FALSE;
|
|
}
|
|
//Look for anybody else hostile. If found, return FALSE immediately.
|
|
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; i++ )
|
|
{
|
|
pSoldier = MercPtrs[ i ];
|
|
if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
|
|
{
|
|
if( !pSoldier->aiData.bNeutral )
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
for( i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; i++ )
|
|
{
|
|
pSoldier = MercPtrs[ i ];
|
|
if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
|
|
{
|
|
if( !pSoldier->aiData.bNeutral )
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ )
|
|
{
|
|
pSoldier = MercPtrs[ i ];
|
|
if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
|
|
{
|
|
if( !pSoldier->aiData.bNeutral )
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
//We only have hostile civilians, don't allow time compression.
|
|
return TRUE;
|
|
}
|
|
|
|
BOOLEAN CheckPendingEnemies()
|
|
{
|
|
if( gbWorldSectorZ ) return FALSE;
|
|
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
|
|
if( (pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins) > ( pSector->ubElitesInBattle + pSector->ubTroopsInBattle + pSector->ubAdminsInBattle) )
|
|
return TRUE;
|
|
for (GROUP *pGroup = gpGroupList; pGroup; pGroup = pGroup->next)
|
|
{
|
|
if( !pGroup->fPlayer
|
|
&& !pGroup->fVehicle
|
|
&& pGroup->ubSectorX == gWorldSectorX
|
|
&& pGroup->ubSectorY == gWorldSectorY
|
|
&& pGroup->ubGroupSize > pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle)
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|