mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
For more info, see http://www.ja-galaxy-forum.com/ubbthreads.php/topics/334918#Post334918 Requires GameDir >= r2099. Does not break savegame compatibility. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7384 3b4a5df2-a311-0410-b5c6-a8a6f20db521
502 lines
16 KiB
C++
502 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
|
|
|
|
#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;
|
|
|
|
if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
|
|
return;
|
|
|
|
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
|
|
}
|
|
}
|
|
}
|
|
|