mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Added missing #includes Added LUA scripting and console Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain Fixed signedness of many grid variables used in GetMouseMapPos calls Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure Added checks so enemies don't try to chuck RPG grenades with their hands Now possible to shoot a someone in the head if he's in water Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called. Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired. Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock Change to greatly speed up closing the sector inventory window in an unloaded sector Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting Check builddefines.h for the conditional flags. Of greatest interest might be LUA_CONSOLE. This will cause the game to bring up a command console when run. However this console is severely lacking in many areas. If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated. The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus. LUA scripting is very limited, basically just proof of concept. There is one global variable, the Soldiers array. An array index gives you the soldier in that slot in the currently loaded sector. The soldier has a few things that can be accessed: name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
432 lines
14 KiB
C++
432 lines
14 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Strategic All.h"
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#else
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#include "Town Militia.h"
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#include "Militia Control.h"
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#include "Campaign Types.h"
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#include "strategic.h"
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#include "strategicmap.h"
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#include "Overhead.h"
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#include "Strategic Town Loyalty.h"
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#include "Utilities.h"
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#include "random.h"
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#include "text.h"
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#include "Map Screen Interface.h"
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#include "Interface.h"
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#include "Laptopsave.h"
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#include "finances.h"
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#include "Game Clock.h"
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#include "Assignments.h"
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#include "squads.h"
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#include "Soldier Create.h"
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#include "Dialogue Control.h"
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#include "Queen Command.h"
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#include "GameSettings.h"
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#include "Soldier Init List.h"
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#endif
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#include "Reinforcement.h"
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#include "MilitiaSquads.h"
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#define IS_ONLY_IN_CITIES ( gGameExternalOptions.gfAllowReinforcementsOnlyInCity ? TRUE: FALSE )
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UINT8 gubReinforcementMinEnemyStaticGroupSize = 12;
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void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
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{
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UINT8 ubNumAdmins, ubNumTroops, ubNumElites;
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber, ubIndex;
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GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites );
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GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( sSectorX, sSectorY, &ubNumAdmins, &ubNumTroops, &ubNumElites );
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*pubNumAdmins += ubNumAdmins;
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*pubNumTroops += ubNumTroops;
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*pubNumElites += ubNumElites;
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if( !gGameExternalOptions.gfAllowReinforcements )
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return;
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if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
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return;
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GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sSectorX, sSectorY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
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{
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GetNumberOfStationaryEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), &ubNumAdmins, &ubNumTroops, &ubNumElites );
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while( ubNumElites + ubNumTroops + ubNumAdmins > gubReinforcementMinEnemyStaticGroupSize)
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{
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if( ubNumElites )
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{
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*pubNumElites += 1;
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ubNumElites--;
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}else if( ubNumTroops )
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{
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*pubNumTroops += 1;
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ubNumTroops--;
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}else if( ubNumAdmins )
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{
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*pubNumAdmins += 1;
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ubNumAdmins--;
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}
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}
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GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), &ubNumAdmins, &ubNumTroops, &ubNumElites );
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*pubNumAdmins += ubNumAdmins;
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*pubNumTroops += ubNumTroops;
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*pubNumElites += ubNumElites;
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}
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}
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UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY )
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{
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UINT8 ubNumAdmins, ubNumTroops, ubNumElites;
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GetNumberOfEnemiesInFiveSectors( sMapX, sMapY, &ubNumAdmins, &ubNumTroops, &ubNumElites );
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return ubNumAdmins + ubNumTroops + ubNumElites;
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}
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BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 sSectorY )
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{
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber = 0, ubIndex;
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if( pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
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return TRUE; //Well, it's in the same sector, so allow to reinforce
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if( !gGameExternalOptions.gfAllowReinforcements )
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return FALSE;
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GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sSectorX, sSectorY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
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if( pGroup->ubSectorX == SECTORX( pusMoveDir[ ubIndex ][ 0 ] ) && pGroup->ubSectorY == SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) )
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return TRUE;
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return FALSE;
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}
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UINT8 GetAdjacentSectors( UINT8 pSectors[4], INT16 sSectorX, INT16 sSectorY )
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{
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber = 0, ubIndex;
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UINT8 ubCounter = 0;
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GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sSectorX, sSectorY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
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pSectors[ ubCounter++ ] = (UINT8)pusMoveDir[ ubIndex ][ 0 ];
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return ubCounter;
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}
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UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY)
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{
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UINT8 ubResult = 0;
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber, ubIndex;
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ubResult = CountAllMilitiaInSector( sMapX, sMapY );
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if( !gGameExternalOptions.gfAllowReinforcements )
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return ubResult;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
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ubResult += CountAllMilitiaInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) );
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return ubResult;
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}
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UINT8 MilitiaInFiveSectorsOfRank( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
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{
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UINT8 ubResult = 0;
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber, ubIndex;
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ubResult = MilitiaInSectorOfRank( sMapX, sMapY, ubRank );
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if( !gGameExternalOptions.gfAllowReinforcements )
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return ubResult;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
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ubResult += MilitiaInSectorOfRank( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), ubRank );
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return ubResult;
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}
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BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY)
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{
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UINT8 ubResult = 0;
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber;
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UINT8 ubRandom;
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if( !gGameExternalOptions.gfAllowReinforcements )
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return FALSE;
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if( CountAllMilitiaInSector( sMapX, sMapY ) >= gGameExternalOptions.guiMaxMilitiaSquadSize ||
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CountAllMilitiaInFiveSectors( sMapX, sMapY ) - CountAllMilitiaInSector( sMapX, sMapY ) == 0 )
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return FALSE;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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ubRandom = Random( ubDirNumber );
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while( !MoveOneBestMilitiaMan( SECTORX( pusMoveDir[ ubRandom ][ 0 ] ), SECTORY( pusMoveDir[ ubRandom ][ 0 ] ), sMapX, sMapY ) )
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ubRandom = Random( ubDirNumber );
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return TRUE;
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}
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BOOLEAN ARRemoveMilitiaMan( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
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{
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber, ubRandom;
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if( MilitiaInSectorOfRank( sMapX, sMapY, ubRank ) )
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{
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StrategicRemoveMilitiaFromSector( sMapX, sMapY, ubRank, 1 );
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ARMoveBestMilitiaManFromAdjacentSector( sMapX, sMapY );
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return TRUE;
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}
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if( !gGameExternalOptions.gfAllowReinforcements )
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return FALSE;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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for( ; ; )
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{
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ubRandom = Random( ubDirNumber );
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if( MilitiaInSectorOfRank( SECTORX( pusMoveDir[ ubRandom ][ 0 ] ), SECTORY( pusMoveDir[ ubRandom ][ 0 ] ), ubRank ) )
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{
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StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubRandom ][ 0 ] ), SECTORY( pusMoveDir[ ubRandom ][ 0 ] ), ubRank, 1 );
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return TRUE;
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}
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}
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return FALSE;
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}
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GROUP* GetEnemyGroupInSector( INT16 sMapX, INT16 sMapY )
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{
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GROUP *curr;
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curr = gpGroupList;
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while( curr )
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{
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if( curr->ubSectorX == sMapX && curr->ubSectorY == sMapY && !curr->fPlayer && curr->ubGroupID )
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return curr;
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curr = curr->next;
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}
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return NULL;
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}
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UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
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{
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber = 0, ubIndex;
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GROUP *pGroup;
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SECTORINFO *pThisSector, *pSector;
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if( !gGameExternalOptions.gfAllowReinforcements )
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return 255;
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if ( ( GetTownIdForSector( sMapX, sMapY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
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return 255;
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pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
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if( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) && GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) )
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{
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pGroup = GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) );
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pGroup->ubPrevX = pGroup->ubSectorX;
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pGroup->ubPrevY = pGroup->ubSectorY;
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pGroup->ubSectorX = pGroup->ubNextX = (UINT8)sMapX;
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pGroup->ubSectorY = pGroup->ubNextY = (UINT8)sMapY;
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return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
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}
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if( NumEnemiesInFiveSectors( sMapX, sMapY ) - NumEnemiesInSector( sMapX, sMapY ) == 0 )
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{
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return 255;
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}else
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for(;;)
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{
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ubIndex = Random(ubDirNumber);
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if( NumEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) > gubReinforcementMinEnemyStaticGroupSize )
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{
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pSector = &SectorInfo[ pusMoveDir[ ubIndex ][ 0 ] ];
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if( pSector->ubNumElites )
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{
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(pThisSector->ubNumElites)++;
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(pSector->ubNumElites)--;
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}else if( pSector->ubNumTroops )
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{
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(pThisSector->ubNumTroops)++;
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(pSector->ubNumTroops)--;
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}else if( pSector->ubNumAdmins )
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{
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(pThisSector->ubNumAdmins)++;
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(pSector->ubNumAdmins)--;
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}
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return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
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}
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}
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}
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UINT8 NumFreeMilitiaSlots()
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{
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UINT8 ubNumFreeSlots = 0;
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INT32 i;
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SOLDIERTYPE *pSoldier;
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//Count the number of free militia slots. It is possible to have multiple groups exceed the maximum.
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for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM].bLastID; i++ )
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{
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pSoldier = &Menptr[ i ];
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if( !pSoldier->bActive )
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ubNumFreeSlots++;
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}
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return max( 0 , ubNumFreeSlots - ( 32 - gGameExternalOptions.guiMaxMilitiaSquadSize ) );
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}
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UINT8 DoReinforcementAsPendingMilitia( INT16 sMapX, INT16 sMapY, UINT8 *pubRank )
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{
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber = 0, ubIndex;
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SECTORINFO *pSector;//*pThisSector,
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if( !gGameExternalOptions.gfAllowReinforcements )
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return 255;
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// pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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if( CountAllMilitiaInFiveSectors( sMapX, sMapY ) - CountAllMilitiaInSector( sMapX, sMapY ) == 0 )
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{
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*pubRank = 255;
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return 255;
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}else
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for(;;)
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{
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ubIndex = Random(ubDirNumber);
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if( CountAllMilitiaInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) )
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{
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pSector = &SectorInfo[ pusMoveDir[ ubIndex ][ 0 ] ];
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if( pSector->ubNumberOfCivsAtLevel[ ELITE_MILITIA ] )
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{
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StrategicAddMilitiaToSector( sMapX, sMapY,ELITE_MILITIA, 1 );
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StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ),ELITE_MILITIA, 1 );
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*pubRank = ELITE_MILITIA;
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}else if( pSector->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] )
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{
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StrategicAddMilitiaToSector( sMapX, sMapY,REGULAR_MILITIA, 1 );
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StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ),REGULAR_MILITIA, 1 );
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*pubRank = REGULAR_MILITIA;
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}else if( pSector->ubNumberOfCivsAtLevel[ GREEN_MILITIA ] )
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{
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StrategicAddMilitiaToSector( sMapX, sMapY,GREEN_MILITIA, 1 );
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StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ),GREEN_MILITIA, 1 );
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*pubRank = GREEN_MILITIA;
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}
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return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
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}
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}
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}
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void AddPossiblePendingMilitiaToBattle()
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{
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UINT8 ubSlots;
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UINT8 ubNumElites, ubNumRegulars, ubNumGreens;
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SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
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static UINT8 ubPredefinedInsertionCode = 255;
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static UINT8 ubPredefinedRank = 255;
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if( !PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, 0 ) || !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY )
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|| !NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) ) return;
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//gGameExternalOptions.guiMaxMilitiaSquadSize - CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY );
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ubSlots = NumFreeMilitiaSlots();
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if( !ubSlots )
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{ //no available slots to add militia to. Try again later...
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return;
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}
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if( ubPredefinedInsertionCode != 255 && ubPredefinedRank != 255 &&
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CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY ) )
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{
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ubNumElites = ubNumRegulars = ubNumGreens = 0;
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// while( ubSlots )
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switch( ubPredefinedRank )
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{
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case ELITE_MILITIA:
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ubSlots--;
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ubNumElites++;
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break;
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case REGULAR_MILITIA:
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ubSlots--;
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ubNumRegulars++;
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break;
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|
case GREEN_MILITIA:
|
|
ubSlots--;
|
|
ubNumGreens++;
|
|
break;
|
|
default:
|
|
ubSlots--;
|
|
}
|
|
|
|
if( ubNumGreens || ubNumRegulars || ubNumElites )
|
|
AddSoldierInitListMilitiaOnEdge( ubPredefinedInsertionCode, ubNumGreens, ubNumRegulars, ubNumElites );
|
|
}
|
|
|
|
ubPredefinedInsertionCode = 255;
|
|
ubPredefinedRank = 255;
|
|
|
|
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.
|
|
ubPredefinedInsertionCode = DoReinforcementAsPendingMilitia( gWorldSectorX, gWorldSectorY, &ubPredefinedRank );
|
|
|
|
if( ubPredefinedInsertionCode != 255 )
|
|
AddPossiblePendingMilitiaToBattle();
|
|
}
|
|
|
|
} |