mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- Virtual File System (VFS) by birdflu. This is needed for Multiplayer and is also used for Single Player. Very neat system :-) - Multiplayer Version 1.1 + some additional features and bugfixes * INFO: If you compile a new EXE and want to test, be sure to also use the latest SVN GameDir files in your JA2 install directory * git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2961 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2234 lines
72 KiB
C++
2234 lines
72 KiB
C++
//Queen Command.c
|
|
|
|
#ifdef PRECOMPILEDHEADERS
|
|
#include "Strategic All.h"
|
|
#include "GameSettings.h"
|
|
#else
|
|
#include "Queen Command.h"
|
|
#include "Strategic Event Handler.h"
|
|
#include "Overhead Types.h"
|
|
#include "strategicmap.h"
|
|
#include "Soldier Init List.h"
|
|
#include "debug.h"
|
|
#include "Random.h"
|
|
#include "Strategic Movement.h"
|
|
#include "Overhead.h"
|
|
#include "Strategic Pathing.h"
|
|
#include "strategic.h"
|
|
#include "message.h"
|
|
#include "Map Edgepoints.h"
|
|
#include "PreBattle Interface.h"
|
|
#include "strategic status.h"
|
|
#include "squads.h"
|
|
#include "assignments.h"
|
|
#include "items.h"
|
|
#include "tactical save.h"
|
|
#include "Soldier Ani.h"
|
|
#include "Strategic AI.h"
|
|
#include "GameSettings.h"
|
|
#include "MessageBoxScreen.h"
|
|
#include "screenids.h"
|
|
#include "Strategic Town Loyalty.h"
|
|
#include "Soldier Profile.h"
|
|
#include "Quests.h"
|
|
#include "jascreens.h"
|
|
#include "Auto Resolve.h"
|
|
#include "Game Event Hook.h"
|
|
#include "Animation Data.h"
|
|
#include "Game Clock.h"
|
|
#include "renderworld.h"
|
|
#include "Town Militia.h"
|
|
#include "Dialogue Control.h"
|
|
#include "Campaign Init.h"
|
|
#include "meanwhile.h"
|
|
#include "Soldier macros.h"
|
|
#include "Morale.h"
|
|
#endif
|
|
|
|
#ifdef JA2BETAVERSION
|
|
extern BOOLEAN gfClearCreatureQuest;
|
|
#endif
|
|
|
|
#include "connect.h"
|
|
#include "Reinforcement.h"
|
|
#include "MilitiaSquads.h"
|
|
#include <vector>
|
|
|
|
//The sector information required for the strategic AI. Contains the number of enemy troops,
|
|
//as well as intentions, etc.
|
|
//SECTORINFO SectorInfo[256];
|
|
std::vector<SECTORINFO> SectorInfo (256);
|
|
|
|
UNDERGROUND_SECTORINFO *gpUndergroundSectorInfoHead = NULL;
|
|
extern UNDERGROUND_SECTORINFO* gpUndergroundSectorInfoTail;
|
|
BOOLEAN gfPendingEnemies = FALSE;
|
|
extern void BuildUndergroundSectorInfoList();
|
|
|
|
extern void EndCreatureQuest();
|
|
|
|
extern GARRISON_GROUP *gGarrisonGroup;
|
|
extern INT32 giGarrisonArraySize;
|
|
|
|
#ifdef JA2TESTVERSION
|
|
extern BOOLEAN gfOverrideSector;
|
|
#endif
|
|
|
|
INT16 gsInterrogationGridNo[3] = { 7756, 7757, 7758 };
|
|
|
|
|
|
extern void Ensure_RepairedGarrisonGroup( GARRISON_GROUP **ppGarrison, INT32 *pGarraySize );
|
|
|
|
|
|
void ValidateEnemiesHaveWeapons()
|
|
{
|
|
#ifdef JA2BETAVERSION
|
|
SGPRect CenteringRect= {0, 0, 639, 479 };
|
|
INT32 i, iErrorDialog;
|
|
SOLDIERTYPE *pSoldier;
|
|
INT32 iNumInvalid = 0;
|
|
|
|
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; i++ )
|
|
{
|
|
pSoldier = MercPtrs[ i ];
|
|
if( !pSoldier->bActive || !pSoldier->bInSector )
|
|
{
|
|
continue;
|
|
}
|
|
if( !pSoldier->inv[ HANDPOS ].usItem )
|
|
{
|
|
iNumInvalid++;
|
|
}
|
|
// WDS DEBUG
|
|
// Uncommenting the following two lines will cause all the PLACED soldiers to instantly drop dead,
|
|
// which is useful for debugging some things
|
|
//pSoldier->bBleeding = 10;
|
|
//pSoldier->stats.bLife = 1;
|
|
}
|
|
|
|
// do message box and return
|
|
if( iNumInvalid )
|
|
{
|
|
CHAR16 str[ 100 ];
|
|
swprintf( str, L"%d enemies have been added without any weapons! KM:0. Please note sector.", iNumInvalid );
|
|
iErrorDialog = DoMessageBox( MSG_BOX_BASIC_STYLE, str, GAME_SCREEN, MSG_BOX_FLAG_OK, NULL, &CenteringRect );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//Counts enemies and crepitus, but not bloodcats.
|
|
UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
|
|
{
|
|
UINT8 ubNumHostiles = 0;
|
|
|
|
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
|
|
AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
|
|
AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE);
|
|
AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
|
|
AssertGE( sSectorZ, MINIMUM_VALID_Z_COORDINATE );
|
|
AssertLE( sSectorZ, MAXIMUM_VALID_Z_COORDINATE );
|
|
|
|
if( sSectorZ )
|
|
{
|
|
UNDERGROUND_SECTORINFO *pSector;
|
|
pSector = FindUnderGroundSector( sSectorX, sSectorY, (UINT8)sSectorZ );
|
|
if( pSector )
|
|
{
|
|
ubNumHostiles = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SECTORINFO *pSector;
|
|
GROUP *pGroup;
|
|
|
|
//Count stationary hostiles
|
|
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
|
|
ubNumHostiles = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures);
|
|
|
|
//Count mobile enemies
|
|
pGroup = gpGroupList;
|
|
while( pGroup )
|
|
{
|
|
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY)
|
|
{
|
|
ubNumHostiles += pGroup->ubGroupSize;
|
|
}
|
|
pGroup = pGroup->next;
|
|
}
|
|
}
|
|
|
|
return ubNumHostiles;
|
|
}
|
|
|
|
UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
|
|
{
|
|
UINT8 ubNumEnemies = 0;
|
|
|
|
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
|
|
AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
|
|
AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE);
|
|
AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
|
|
AssertGE( sSectorZ, MINIMUM_VALID_Z_COORDINATE );
|
|
AssertLE( sSectorZ, MAXIMUM_VALID_Z_COORDINATE );
|
|
|
|
if( sSectorZ )
|
|
{
|
|
UNDERGROUND_SECTORINFO *pSector;
|
|
pSector = FindUnderGroundSector( sSectorX, sSectorY, (UINT8)sSectorZ );
|
|
if( pSector )
|
|
{
|
|
ubNumEnemies = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SECTORINFO *pSector;
|
|
GROUP *pGroup;
|
|
|
|
//Count stationary enemies
|
|
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
|
|
ubNumEnemies = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
|
|
|
|
//Count mobile enemies
|
|
pGroup = gpGroupList;
|
|
while( pGroup )
|
|
{
|
|
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
|
|
{
|
|
ubNumEnemies += pGroup->ubGroupSize;
|
|
}
|
|
pGroup = pGroup->next;
|
|
}
|
|
}
|
|
|
|
return ubNumEnemies;
|
|
}
|
|
|
|
UINT8 NumEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
|
|
{
|
|
SECTORINFO *pSector;
|
|
GROUP *pGroup;
|
|
UINT8 ubNumTroops;
|
|
|
|
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 ) ];
|
|
ubNumTroops = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
|
|
|
|
if (is_networked)
|
|
ubNumTroops += numenemyLAN((UINT8)sSectorX,(UINT8)sSectorY ); //hayden
|
|
|
|
pGroup = gpGroupList;
|
|
while( pGroup )
|
|
{
|
|
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
|
|
{
|
|
ubNumTroops += pGroup->ubGroupSize;
|
|
}
|
|
pGroup = pGroup->next;
|
|
}
|
|
return ubNumTroops;
|
|
}
|
|
|
|
UINT8 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
|
|
{
|
|
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 ) ];
|
|
|
|
if( pSector->ubGarrisonID == NO_GARRISON )
|
|
{ //If no garrison, no stationary.
|
|
return( 0 );
|
|
}
|
|
|
|
Ensure_RepairedGarrisonGroup( &gGarrisonGroup, &giGarrisonArraySize ); /* added NULL fix, 2007-03-03, Sgt. Kolja */
|
|
|
|
// don't count roadblocks as stationary garrison, we want to see how many enemies are in them, not question marks
|
|
if ( gGarrisonGroup[ pSector->ubGarrisonID ].ubComposition == ROADBLOCK )
|
|
{
|
|
// pretend they're not stationary
|
|
return( 0 );
|
|
}
|
|
|
|
return (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
|
|
}
|
|
|
|
UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
|
|
{
|
|
GROUP *pGroup;
|
|
SECTORINFO *pSector;
|
|
UINT8 ubNumTroops;
|
|
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
|
|
AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
|
|
AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE);
|
|
AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
|
|
|
|
ubNumTroops = 0;
|
|
pGroup = gpGroupList;
|
|
while( pGroup )
|
|
{
|
|
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
|
|
{
|
|
ubNumTroops += pGroup->ubGroupSize;
|
|
}
|
|
pGroup = pGroup->next;
|
|
}
|
|
|
|
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
|
|
if( pSector->ubGarrisonID == ROADBLOCK )
|
|
{ //consider these troops as mobile troops even though they are in a garrison
|
|
ubNumTroops += (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
|
|
}
|
|
|
|
return ubNumTroops;
|
|
}
|
|
|
|
void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
|
|
{
|
|
GROUP *pGroup;
|
|
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 );
|
|
|
|
//Now count the number of mobile groups in the sector.
|
|
*pubNumTroops = *pubNumElites = *pubNumAdmins = 0;
|
|
pGroup = gpGroupList;
|
|
while( pGroup )
|
|
{
|
|
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;
|
|
}
|
|
|
|
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
|
|
if( pSector->ubGarrisonID == ROADBLOCK )
|
|
{ //consider these troops as mobile troops even though they are in a garrison
|
|
*pubNumAdmins += pSector->ubNumAdmins;
|
|
*pubNumTroops += pSector->ubNumTroops;
|
|
*pubNumElites += pSector->ubNumElites;
|
|
}
|
|
|
|
}
|
|
|
|
void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
|
|
{
|
|
GROUP *pGroup;
|
|
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
|
|
AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
|
|
AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE);
|
|
AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
|
|
|
|
//Now count the number of mobile groups in the sector.
|
|
*pubNumTroops = *pubNumElites = *pubNumAdmins = 0;
|
|
pGroup = gpGroupList;
|
|
while( pGroup )
|
|
{
|
|
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,
|
|
( GetTownIdForSector( gWorldSectorX, gWorldSectorY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
|
|
|
|
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 = pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites;
|
|
ubTotalAdmins = ((float)pSector->ubNumAdmins / totalEnemies) * mapMaximumNumberOfEnemies;
|
|
ubTotalTroops = ((float)pSector->ubNumTroops / totalEnemies) * mapMaximumNumberOfEnemies;
|
|
ubTotalElites = ((float)pSector->ubNumElites / totalEnemies) * mapMaximumNumberOfEnemies;
|
|
totalEnemies = 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:
|
|
#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
|
|
if ( !gWorldSectorX && !gWorldSectorY && (gbWorldSectorZ == -1) )
|
|
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 );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
static INT16 sAlmaCaptureGridNos[] = { 9208, 9688, 9215 };
|
|
static INT16 sAlmaCaptureItemsGridNo[] = { 12246, 12406, 13046 };
|
|
|
|
static INT16 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;
|
|
}
|
|
|