Files
source/Strategic/Reinforcement.cpp
T
Wanne 344797f6af New Feature: Added up to 15 game difficulty settings (by Jazz)
- Externalized the difficulty setings to "TableData\DifficultySettings.xml" file
- Some INI Settings (ja2_options.ini, CTHConstants.ini and Creature_Settings.ini) moved from INI file to this xml file
- see #define DIFFICULTY_SETTING

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7447 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-08-28 10:30:40 +00:00

511 lines
16 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#else
#include "Town Militia.h"
#include "Militia Control.h"
#include "Campaign Types.h"
#include "strategic.h"
#include "strategicmap.h"
#include "Overhead.h"
#include "Strategic Town Loyalty.h"
#include "Utilities.h"
#include "random.h"
#include "text.h"
#include "Map Screen Interface.h"
#include "Interface.h"
#include "Laptopsave.h"
#include "Assignments.h"
#include "squads.h"
#include "Soldier Create.h"
#include "Dialogue Control.h"
#include "Queen Command.h"
#include "GameSettings.h"
#include "Soldier Init List.h"
#include "Inventory Choosing.h"
#endif
#ifdef DIFFICULTY_SETTING
#include "GameInitOptionsScreen.h"
#endif
#include "connect.h"
#include "Reinforcement.h"
#include "MilitiaSquads.h"
UINT8 gubReinforcementMinEnemyStaticGroupSize = 12;
UINT32 guiMilitiaReinforceTurn = 0, guiMilitiaArrived = 0;//dnl ch68 090913
void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumTanks )
{
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks;
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber, ubIndex;
GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites, pubNumTanks );
GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( sSectorX, sSectorY, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
*pubNumAdmins += ubNumAdmins;
*pubNumTroops += ubNumTroops;
*pubNumElites += ubNumElites;
*pubNumTanks += ubNumTanks;
if( !gGameExternalOptions.gfAllowReinforcements )
return;
#ifdef DIFFICULTY_SETTING
if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&&( zDeffSetting[gGameOptions.ubDifficultyLevel].bAllowReinforcementsOmerta == FALSE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
return;
#else
if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
return;
#endif
GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
{
GetNumberOfStationaryEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
while( ubNumElites + ubNumTroops + ubNumAdmins + ubNumTanks > gubReinforcementMinEnemyStaticGroupSize)
{
if( ubNumElites )
{
*pubNumElites += 1;
ubNumElites--;
}else if( ubNumTroops )
{
*pubNumTroops += 1;
ubNumTroops--;
}else if( ubNumAdmins )
{
*pubNumAdmins += 1;
ubNumAdmins--;
}
else if( ubNumTanks )
{
*pubNumTanks += 1;
ubNumTanks--;
}
}
GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
*pubNumAdmins += ubNumAdmins;
*pubNumTroops += ubNumTroops;
*pubNumElites += ubNumElites;
*pubNumTanks += ubNumTanks;
}
}
UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY )
{
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks;
GetNumberOfEnemiesInFiveSectors( sMapX, sMapY, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks );
return ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks;
}
BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 sSectorY )
{
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber = 0, ubIndex;
if( pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
return TRUE; //Well, it's in the same sector, so allow to reinforce
if( !gGameExternalOptions.gfAllowReinforcements )
return FALSE;
GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
if( pGroup->ubSectorX == SECTORX( pusMoveDir[ ubIndex ][ 0 ] ) && pGroup->ubSectorY == SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) )
return TRUE;
return FALSE;
}
UINT8 GetAdjacentSectors( UINT8 pSectors[4], INT16 sSectorX, INT16 sSectorY )
{
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber = 0, ubIndex;
UINT8 ubCounter = 0;
GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
pSectors[ ubCounter++ ] = (UINT8)pusMoveDir[ ubIndex ][ 0 ];
return ubCounter;
}
UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY)
{
UINT8 ubResult = 0;
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber, ubIndex;
ubResult = CountAllMilitiaInSector( sMapX, sMapY );
if( !gGameExternalOptions.gfAllowReinforcements )
return ubResult;
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
ubResult += CountAllMilitiaInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) );
return ubResult;
}
UINT8 MilitiaInFiveSectorsOfRank( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
{
UINT8 ubResult = 0;
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber, ubIndex;
ubResult = MilitiaInSectorOfRank( sMapX, sMapY, ubRank );
if( !gGameExternalOptions.gfAllowReinforcements )
return ubResult;
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
ubResult += MilitiaInSectorOfRank( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), ubRank );
return ubResult;
}
BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY)
{
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber;
UINT8 ubRandom;
if( !gGameExternalOptions.gfAllowReinforcements )
return FALSE;
if( CountAllMilitiaInSector( sMapX, sMapY ) >= gGameExternalOptions.iMaxMilitiaPerSector ||
CountAllMilitiaInFiveSectors( sMapX, sMapY ) - CountAllMilitiaInSector( sMapX, sMapY ) == 0 )
return FALSE;
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
ubRandom = Random( ubDirNumber );
while( !MoveOneBestMilitiaMan( SECTORX( pusMoveDir[ ubRandom ][ 0 ] ), SECTORY( pusMoveDir[ ubRandom ][ 0 ] ), sMapX, sMapY ) )
ubRandom = Random( ubDirNumber );
return TRUE;
}
BOOLEAN ARRemoveMilitiaMan( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
{
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber, ubRandom;
if( MilitiaInSectorOfRank( sMapX, sMapY, ubRank ) )
{
StrategicRemoveMilitiaFromSector( sMapX, sMapY, ubRank, 1 );
ARMoveBestMilitiaManFromAdjacentSector( sMapX, sMapY );
return TRUE;
}
if( !gGameExternalOptions.gfAllowReinforcements )
return FALSE;
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
for( ; ; )
{
ubRandom = Random( ubDirNumber );
if( MilitiaInSectorOfRank( SECTORX( pusMoveDir[ ubRandom ][ 0 ] ), SECTORY( pusMoveDir[ ubRandom ][ 0 ] ), ubRank ) )
{
StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubRandom ][ 0 ] ), SECTORY( pusMoveDir[ ubRandom ][ 0 ] ), ubRank, 1 );
return TRUE;
}
}
return FALSE;
}
GROUP* GetEnemyGroupInSector( INT16 sMapX, INT16 sMapY )
{
GROUP *curr;
curr = gpGroupList;
while( curr )
{
if( curr->ubSectorX == sMapX && curr->ubSectorY == sMapY && !curr->fPlayer && curr->ubGroupID )
return curr;
curr = curr->next;
}
return NULL;
}
UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
{
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber = 0, ubIndex;
GROUP *pGroup;
//ENEMYGROUP *pEnemyGroup;
SECTORINFO *pThisSector, *pSector;
if( !gGameExternalOptions.gfAllowReinforcements )
return 255;
if ( ( GetTownIdForSector( sMapX, sMapY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
return 255;
pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
{
while ((pGroup = GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) ) != NULL)
{
// Flugente: disease
PopulationMove( pGroup->ubSectorX, pGroup->ubSectorY, sMapX, sMapY, pGroup->ubGroupSize );
pGroup->ubPrevX = pGroup->ubSectorX;
pGroup->ubPrevY = pGroup->ubSectorY;
pGroup->ubSectorX = pGroup->ubNextX = (UINT8)sMapX;
pGroup->ubSectorY = pGroup->ubNextY = (UINT8)sMapY;
gfPendingEnemies = TRUE;
ResetMortarsOnTeamCount();
ResetNumSquadleadersInArmyGroup(); // added by SANDRO
}
}
while( ubDirNumber > 0 )
{
ubIndex = Random(ubDirNumber);
if( NumEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) > gubReinforcementMinEnemyStaticGroupSize )
{
pSector = &SectorInfo[ pusMoveDir[ ubIndex ][ 0 ] ];
if( pSector->ubNumElites )
{
(pThisSector->ubNumElites)++;
(pSector->ubNumElites)--;
(pThisSector->ubElitesInBattle)++;
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 0, 0, 1, 0, FALSE );
}else if( pSector->ubNumTroops )
{
(pThisSector->ubNumTroops)++;
(pSector->ubNumTroops)--;
(pThisSector->ubTroopsInBattle)++;
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 0, 1, 0, 0, FALSE );
}else if( pSector->ubNumAdmins )
{
(pThisSector->ubNumAdmins)++;
(pSector->ubNumAdmins)--;
(pThisSector->ubAdminsInBattle)++;
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 1, 0, 0, 0, FALSE );
}else if( pSector->ubNumTanks )
{
(pThisSector->ubNumTanks)++;
(pSector->ubNumTanks)--;
(pThisSector->ubTanksInBattle)++;
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ], 0, 0, 0, 1, FALSE );
}
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
}
else
{
// If there are no reinforcements from this direction, remove this as a direction
memcpy( &(pusMoveDir[ubIndex][0]), &(pusMoveDir[ --ubDirNumber][0]), sizeof(pusMoveDir[0]));
}
}
// No reinforcements from other sectors are available
return 255;
}
UINT8 NumFreeMilitiaSlots()
{
UINT8 ubNumFreeSlots = 0;
INT32 i;
SOLDIERTYPE *pSoldier;
//Count the number of free militia slots. It is possible to have multiple groups exceed the maximum.
for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM].bLastID; i++ )
{
pSoldier = &Menptr[ i ];
if( !pSoldier->bActive )
ubNumFreeSlots++;
}
return max( 0 , ubNumFreeSlots - ( gGameExternalOptions.ubGameMaximumNumberOfRebels - gGameExternalOptions.iMaxMilitiaPerSector ) );
}
UINT8 DoReinforcementAsPendingMilitia( INT16 sMapX, INT16 sMapY, UINT8 *pubRank )
{
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber = 0, ubIndex;
SECTORINFO *pSector;//*pThisSector,
if( !gGameExternalOptions.gfAllowReinforcements )
return 255;
// pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
if( CountAllMilitiaInFiveSectors( sMapX, sMapY ) - CountAllMilitiaInSector( sMapX, sMapY ) == 0 )
{
*pubRank = 255;
return 255;
}else
for(;;)
{
ubIndex = Random(ubDirNumber);
if( CountAllMilitiaInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) )
{
pSector = &SectorInfo[ pusMoveDir[ ubIndex ][ 0 ] ];
if( pSector->ubNumberOfCivsAtLevel[ ELITE_MILITIA ] )
{
StrategicAddMilitiaToSector( sMapX, sMapY,ELITE_MILITIA, 1 );
StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ),ELITE_MILITIA, 1 );
*pubRank = ELITE_MILITIA;
}else if( pSector->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] )
{
StrategicAddMilitiaToSector( sMapX, sMapY,REGULAR_MILITIA, 1 );
StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ),REGULAR_MILITIA, 1 );
*pubRank = REGULAR_MILITIA;
}else if( pSector->ubNumberOfCivsAtLevel[ GREEN_MILITIA ] )
{
StrategicAddMilitiaToSector( sMapX, sMapY,GREEN_MILITIA, 1 );
StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ),GREEN_MILITIA, 1 );
*pubRank = GREEN_MILITIA;
}
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
}
}
}
void AddPossiblePendingMilitiaToBattle()
{
UINT8 ubSlots;
UINT8 ubNumElites, ubNumRegulars, ubNumGreens;
static UINT8 ubPredefinedInsertionCode = 255;
static UINT8 ubPredefinedRank = 255;
// Check if no world is loaded, and is not underground level
if(!(gWorldSectorX > 0 && gWorldSectorY > 0 && gbWorldSectorZ == 0))//dnl ch57 161009
return;
// Haydent
if (is_networked)
{
if ((is_client && !is_server) || gMilitiaEnabled == 0)
{
return;
}
}
// if( !PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, 0 ) || !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY )
// || !NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) ) return;
if( (PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, 0 ) == 0)
|| !(gTacticalStatus.uiFlags & WANT_MILITIA_REINFORCEMENTS)
|| (NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) == 0)
)
return;
//gGameExternalOptions.guiMaxMilitiaSquadSize - CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY );
ubSlots = NumFreeMilitiaSlots();
if(gGameExternalOptions.sMinDelayMilitiaReinforcements)//dnl ch68 090913
{
if(gTacticalStatus.Team[MILITIA_TEAM].bAwareOfOpposition == TRUE)
{
if(guiMilitiaReinforceTurn == 0)
{
guiMilitiaReinforceTurn = guiTurnCnt + gGameExternalOptions.sMinDelayMilitiaReinforcements + Random(gGameExternalOptions.sRndDelayMilitiaReinforcements+1);// first possible reinforcement
ubSlots = 0;
}
else if(guiTurnCnt >= guiMilitiaReinforceTurn)
{
guiMilitiaReinforceTurn = guiTurnCnt + gGameExternalOptions.sMinDelayMilitiaReinforcements/3 + Random(gGameExternalOptions.sRndDelayMilitiaReinforcements+1);// any other reinforcement should appear more frequently
UINT8 ubNumAvailable = gGameExternalOptions.sMinEnterMilitiaReinforcements + Random(gGameExternalOptions.sRndEnterMilitiaReinforcements+1);// total allowed units to enter per reinforce turn
//SendFmtMsg("Militia reinforcements: ubSlots=%d ubNumAvailable=%d", ubSlots, ubNumAvailable);
if(ubSlots > ubNumAvailable)
ubSlots = ubNumAvailable;
guiMilitiaArrived += (ubNumAvailable - ubSlots);
}
else
{
if(guiMilitiaArrived > 0)
{
if(ubSlots > guiMilitiaArrived)
ubSlots = guiMilitiaArrived;
guiMilitiaArrived -= ubSlots;
}
else
ubSlots = 0;
}
}
else
guiMilitiaReinforceTurn = guiMilitiaArrived = 0;
//SendFmtMsg("Militia reinforcements: guiTurnCnt=%d guiReinforceTurn=%d guiArrived=%d", guiTurnCnt, guiMilitiaReinforceTurn, guiMilitiaArrived);
}
if( !ubSlots )
{ //no available slots to add militia to. Try again later...
return;
}
if( ubPredefinedInsertionCode != 255 && ubPredefinedRank != 255 &&
CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY ) )
{
ubNumElites = ubNumRegulars = ubNumGreens = 0;
// while( ubSlots )
switch( ubPredefinedRank )
{
case ELITE_MILITIA:
ubSlots--;
ubNumElites++;
break;
case REGULAR_MILITIA:
ubSlots--;
ubNumRegulars++;
break;
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();
gfStrategicMilitiaChangesMade = FALSE; // Handled them here
}
}
}