Files
source/Strategic/Campaign Init.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

597 lines
18 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#include "XML.h"
#else
#include "types.h"
#include "Campaign Init.h"
#include "Random.h"
#include "Campaign Types.h"
#include "Queen Command.h"
#include "overhead.h"
#include "Strategic Movement.h"
#include "Strategic Status.h"
#include "GameSettings.h"
#include "Creature Spreading.h"
#include "Strategic AI.h"
#include "XML.h"
#include "expat.h"
#include "Debug Control.h"
#include "Tactical Save.h"
#endif
extern BOOLEAN InitStrategicMovementCosts();
void InitKnowFacilitiesFlags( );
UNDERGROUND_SECTORINFO* gpUndergroundSectorInfoTail = NULL;
// Lesh: this array controls randomization of sectors
// Note that some sectors in game already using alternative map
// It is Skyrider quest: B15, E14, D12, C16
// weapon caches: E11, H5, H10, J12, M9
// Madlab quest: H7, H16, I11, E4
// Do not enable randomization of this sectors until you are know what you're doing
BOOLEAN RandomSector[256] =
{
// 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
/* A */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* B */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* C */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* D */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* E */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* F */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* G */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* H */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* I */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* J */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* K */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* L */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* M */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* N */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* O */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* P */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};
typedef enum
{
ALTSECTORS_ELEMENT_NONE = 0,
ALTSECTORS_ELEMENT_LIST,
ALTSECTORS_ELEMENT_ROW,
} ALTSECTORS_PARSE_STAGE;
typedef struct
{
ALTSECTORS_PARSE_STAGE curElement;
CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1];
UINT32 uiRowNumber;
UINT32 currentDepth;
UINT32 maxReadDepth;
} altSectorsParseData;
static void XMLCALL
altSectorsStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts)
{
altSectorsParseData * pData = (altSectorsParseData *) userData;
if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
{
if(strcmp(name, "ALT_SECTORS_LIST") == 0 && pData->curElement == ALTSECTORS_ELEMENT_NONE)
{
pData->curElement = ALTSECTORS_ELEMENT_LIST;
pData->maxReadDepth++; //we are not skipping this element
}
else if(strcmp(name, "ROW") == 0 && pData->curElement == ALTSECTORS_ELEMENT_LIST)
{
pData->curElement = ALTSECTORS_ELEMENT_ROW;
if(strcmp(atts[0], "y") == 0)
{
if ( isalpha(atts[1][0]) )
pData->uiRowNumber = (UINT32)(atts[1][0] - 0x40);
else
pData->uiRowNumber = atol(atts[1]);
}
pData->maxReadDepth++; //we are not skipping this element
}
pData->szCharData[0] = '\0';
}
pData->currentDepth++;
}
static void XMLCALL
altSectorsCharacterDataHandle(void *userData, const XML_Char *str, int len)
{
altSectorsParseData * pData = (altSectorsParseData *) userData;
if(pData->currentDepth <= pData->maxReadDepth && strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH)
strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData)));
}
static void XMLCALL
altSectorsEndElementHandle(void *userData, const XML_Char *name)
{
altSectorsParseData * pData = (altSectorsParseData *) userData;
if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading
{
if(strcmp(name, "ALT_SECTORS_LIST") == 0 && pData->curElement == ALTSECTORS_ELEMENT_LIST)
{
pData->curElement = ALTSECTORS_ELEMENT_NONE;
}
else if(strcmp(name, "ROW") == 0 && pData->curElement == ALTSECTORS_ELEMENT_ROW)
{
STR8 curBuffer = pData->szCharData + strspn(pData->szCharData," \t\n\r");
UINT32 curCellIndex = 0;
UINT32 curNumber;
pData->curElement = ALTSECTORS_ELEMENT_LIST;
while(curBuffer[0] != '\0')
{
sscanf( curBuffer,"%d",&curNumber);
RandomSector[curCellIndex+16*(pData->uiRowNumber - 1)] = curNumber;
curCellIndex++;
curBuffer += strcspn(curBuffer," \t\n\r\0");
curBuffer += strspn(curBuffer," \t\n\r");
}
}
pData->maxReadDepth--;
}
pData->currentDepth--;
}
BOOLEAN ReadInAltSectors(STR fileName)
{
HWFILE hFile;
UINT32 uiBytesRead;
UINT32 uiFSize;
CHAR8 * lpcBuffer;
XML_Parser parser = XML_ParserCreate(NULL);
altSectorsParseData pData;
// Open xml file
hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE );
if ( !hFile )
return( FALSE );
uiFSize = FileGetSize(hFile);
lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1);
//Read in block
if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) )
{
MemFree(lpcBuffer);
return( FALSE );
}
lpcBuffer[uiFSize] = 0; //add a null terminator
FileClose( hFile );
XML_SetElementHandler(parser, altSectorsStartElementHandle, altSectorsEndElementHandle);
XML_SetCharacterDataHandler(parser, altSectorsCharacterDataHandle);
memset(&pData,0,sizeof(pData));
XML_SetUserData(parser, &pData);
if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
{
CHAR8 errorBuf[511];
sprintf(errorBuf, "XML Parser Error in AltSectors.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
LiveMessage(errorBuf);
MemFree(lpcBuffer);
return FALSE;
}
MemFree(lpcBuffer);
XML_ParserFree(parser);
return( TRUE );
}
BOOLEAN WriteInAltSectors(STR fileName)
{
// Lets output the current Strategic map format using the XML structure I've devised.
FILE *outfile = fopen(fileName, "wt");
UINT32 x, y;
fprintf (outfile, "<ALT_SECTORS_LIST>\n");
for(y = 1;y <= 16;y++)
{
fprintf (outfile, "\t<ROW y=\"%c\">",(y+0x40));
for(x = 1;x <= 16; x++)
{
fprintf (outfile, " %d",RandomSector[ ((y - 1) * 16) + (x - 1) ] );
}
fprintf (outfile, " </ROW>\n");
}
fprintf (outfile, "</ALT_SECTORS_LIST>\n");
fclose(outfile);
return (TRUE);
}
UNDERGROUND_SECTORINFO* NewUndergroundNode( UINT8 ubSectorX, UINT8 ubSectorY, UINT8 ubSectorZ )
{
UNDERGROUND_SECTORINFO *curr;
curr = (UNDERGROUND_SECTORINFO*)MemAlloc( sizeof( UNDERGROUND_SECTORINFO ) );
AssertMsg( curr, "Failed to create an underground sector info node." );
memset( curr, 0, sizeof( UNDERGROUND_SECTORINFO ) );
curr->ubSectorX = ubSectorX;
curr->ubSectorY = ubSectorY;
curr->ubSectorZ = ubSectorZ;
if( gpUndergroundSectorInfoTail )
{
gpUndergroundSectorInfoTail->next = curr;
gpUndergroundSectorInfoTail = gpUndergroundSectorInfoTail->next;
}
else
{
gpUndergroundSectorInfoHead = curr;
gpUndergroundSectorInfoTail = gpUndergroundSectorInfoHead;
}
return curr;
}
// setup which know facilities are in which cities
void InitKnowFacilitiesFlags( )
{
SECTORINFO *pSector;
// Cambria hospital
pSector = &SectorInfo[SEC_G8];
pSector->uiFacilitiesFlags |= SFCF_HOSPITAL;
pSector = &SectorInfo[SEC_F8];
pSector->uiFacilitiesFlags |= SFCF_HOSPITAL;
pSector = &SectorInfo[SEC_G9];
pSector->uiFacilitiesFlags |= SFCF_HOSPITAL;
pSector = &SectorInfo[SEC_F9];
pSector->uiFacilitiesFlags |= SFCF_HOSPITAL;
// Drassen airport
pSector = &SectorInfo[SEC_B13];
pSector->uiFacilitiesFlags |= SFCF_AIRPORT;
pSector = &SectorInfo[SEC_C13];
pSector->uiFacilitiesFlags |= SFCF_AIRPORT;
pSector = &SectorInfo[SEC_D13];
pSector->uiFacilitiesFlags |= SFCF_AIRPORT;
// Meduna airport & military complex
pSector = &SectorInfo[SEC_N3];
pSector->uiFacilitiesFlags |= SFCF_AIRPORT;
pSector = &SectorInfo[SEC_N4];
pSector->uiFacilitiesFlags |= SFCF_AIRPORT;
pSector = &SectorInfo[SEC_N5];
pSector->uiFacilitiesFlags |= SFCF_AIRPORT;
pSector = &SectorInfo[SEC_O3];
pSector->uiFacilitiesFlags |= SFCF_AIRPORT;
pSector = &SectorInfo[SEC_O4];
pSector->uiFacilitiesFlags |= SFCF_AIRPORT;
return;
}
void InitMiningLocations()
{
SECTORINFO *pSector;
//Set up mining sites
pSector = &SectorInfo[SEC_D4];
pSector->uiFlags |= SF_MINING_SITE;
// pSector->ubIncomeValue = 33;
pSector = &SectorInfo[SEC_D13];
pSector->uiFlags |= SF_MINING_SITE;
// pSector->ubIncomeValue = 41;
pSector = &SectorInfo[SEC_B2];
pSector->uiFlags |= SF_MINING_SITE;
// pSector->ubIncomeValue = 20;
pSector = &SectorInfo[SEC_H8];
pSector->uiFlags |= SF_MINING_SITE;
// pSector->ubIncomeValue = 64;
pSector = &SectorInfo[SEC_I14];
pSector->uiFlags |= SF_MINING_SITE;
// pSector->ubIncomeValue = 80;
//Grumm
pSector = &SectorInfo[SEC_H3];
pSector->uiFlags |= SF_MINING_SITE;
// pSector->ubIncomeValue = 100;
}
//Mobile groups are handled separately from sectors, because they are on the move.
void GeneratePatrolGroups()
{
GROUP *pGroup;
UINT8 ubNumTroops;
ubNumTroops = (UINT8)(3 + gGameOptions.ubDifficultyLevel + Random( 3 ));
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_C7, 0, ubNumTroops, 0 );
pGroup->ubTransportationMask = CAR;
AddWaypointToPGroup( pGroup, 8, 3 ); //C8
AddWaypointToPGroup( pGroup, 7, 3 ); //C7
ubNumTroops = (UINT8)(3 + gGameOptions.ubDifficultyLevel + Random( 3 ));
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_D9, 0, ubNumTroops, 0 );
AddWaypointToPGroup( pGroup, 9, 5 ); //E9
AddWaypointToPGroup( pGroup, 9, 4 ); //D9
pGroup->ubTransportationMask = TRUCK;
ubNumTroops = (UINT8)(3 + gGameOptions.ubDifficultyLevel + Random( 3 ));
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_B9, 0, ubNumTroops, 0 );
AddWaypointToPGroup( pGroup, 12, 2 ); //B12
AddWaypointToPGroup( pGroup, 9, 2 ); //B9
pGroup->ubTransportationMask = FOOT;
ubNumTroops = (UINT8)(3 + gGameOptions.ubDifficultyLevel + Random( 3 ));
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_A14, 0, ubNumTroops, 0 );
pGroup->ubMoveType = ENDTOEND_FORWARDS;
AddWaypointToPGroup( pGroup, 13, 1 ); //A13
AddWaypointToPGroup( pGroup, 15, 1 ); //A15
AddWaypointToPGroup( pGroup, 15, 5 ); //E15
AddWaypointToPGroup( pGroup, 13, 5 ); //E13
AddWaypointToPGroup( pGroup, 12, 5 ); //E12
AddWaypointToPGroup( pGroup, 12, 3 ); //C12
pGroup->ubTransportationMask = TRACKED;
ubNumTroops = (UINT8)(5 + gGameOptions.ubDifficultyLevel * 2 + Random( 4 ));
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_N6, 0, ubNumTroops, 0 );
AddWaypointToPGroup( pGroup, 9, 14 ); //N9
AddWaypointToPGroup( pGroup, 6, 14 ); //N6
pGroup->ubTransportationMask = CAR;
ubNumTroops = (UINT8)(5 + gGameOptions.ubDifficultyLevel * 2 + Random( 4 ));
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_N10, 0, ubNumTroops, 0 );
AddWaypointToPGroup( pGroup, 10, 11 ); //K10
AddWaypointToPGroup( pGroup, 10, 14 ); //N10
pGroup->ubTransportationMask = CAR;
}
void TrashUndergroundSectorInfo()
{
UNDERGROUND_SECTORINFO *curr;
while( gpUndergroundSectorInfoHead )
{
curr = gpUndergroundSectorInfoHead;
gpUndergroundSectorInfoHead = gpUndergroundSectorInfoHead->next;
MemFree( curr );
}
gpUndergroundSectorInfoHead = NULL;
gpUndergroundSectorInfoTail = NULL;
}
//Defines the sectors that can be occupied by enemies, creatures, etc. It also
//contains the network of cave connections critical for strategic creature spreading, as we can't
//know how the levels connect without loading the maps. This is completely hardcoded, and any
//changes to the maps, require changes accordingly.
void BuildUndergroundSectorInfoList()
{
UNDERGROUND_SECTORINFO *curr;
SECTORINFO *pSector = NULL;
TrashUndergroundSectorInfo();
//********************
//* BASEMENT LEVEL 1 *
//********************
//Miguel's basement. Nothing here.
curr = NewUndergroundNode( 10, 1, 1 );
//Chitzena mine. Nothing here.
curr = NewUndergroundNode( 2, 2, 1 );
//San mona mine. Nothing here.
curr = NewUndergroundNode( 4, 4, 1 );
curr = NewUndergroundNode( 5, 4, 1 );
//J9
curr = NewUndergroundNode( 9, 10, 1 );
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
curr->ubNumTroops = 8;
break;
case DIF_LEVEL_MEDIUM:
curr->ubNumTroops = 11;
break;
case DIF_LEVEL_HARD:
curr->ubNumTroops = 15;
break;
case DIF_LEVEL_INSANE:
curr->ubNumTroops = 20;
break;
}
//J9 feeding zone
curr = NewUndergroundNode( 9, 10, 2 );
curr->ubNumCreatures = (UINT8)(2 + gGameOptions.ubDifficultyLevel*2 + Random( 2 ));
//K4
curr = NewUndergroundNode( 4, 11, 1 );
curr->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel*2 + Random( 3 ));
curr->ubNumElites = (UINT8)(4 + gGameOptions.ubDifficultyLevel + Random( 2 ));
//O3
curr = NewUndergroundNode( 3, 15, 1 );
curr->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel*2 + Random( 3 ));
curr->ubNumElites = (UINT8)(4 + gGameOptions.ubDifficultyLevel + Random( 2 ));
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//P3
curr = NewUndergroundNode( 3, 16, 1 );
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
curr->ubNumElites = (UINT8)(8 + Random( 3 ));
break;
case DIF_LEVEL_MEDIUM:
curr->ubNumElites = (UINT8)(10 + Random( 5 ));
break;
case DIF_LEVEL_HARD:
curr->ubNumElites = (UINT8)(14 + Random( 6 ));
break;
case DIF_LEVEL_INSANE:
curr->ubNumElites = 20;
break;
}
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//Do all of the mandatory underground mine sectors
//Drassen's mine
//D13_B1
curr = NewUndergroundNode( 13, 4, 1 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//E13_B1
curr = NewUndergroundNode( 13, 5, 1 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//E13_B2
curr = NewUndergroundNode( 13, 5, 2 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//F13_B2
curr = NewUndergroundNode( 13, 6, 2 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR | SOUTH_ADJACENT_SECTOR;
//G13_B2
curr = NewUndergroundNode( 13, 7, 2 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//G13_B3
curr = NewUndergroundNode( 13, 7, 3 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//F13_B3
curr = NewUndergroundNode( 13, 6, 3 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//Cambria's mine
//H8_B1
curr = NewUndergroundNode( 8, 8, 1 );
curr->ubAdjacentSectors |= EAST_ADJACENT_SECTOR;
//H9_B1
curr = NewUndergroundNode( 9, 8, 1 );
curr->ubAdjacentSectors |= WEST_ADJACENT_SECTOR;
//H9_B2
curr = NewUndergroundNode( 9, 8, 2 );
curr->ubAdjacentSectors |= WEST_ADJACENT_SECTOR;
//H8_B2
curr = NewUndergroundNode( 8, 8, 2 );
curr->ubAdjacentSectors |= EAST_ADJACENT_SECTOR;
//H8_B3
curr = NewUndergroundNode( 8, 8, 3 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//I8_B3
curr = NewUndergroundNode( 8, 9, 3 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR | SOUTH_ADJACENT_SECTOR;
//J8_B3
curr = NewUndergroundNode( 8, 10, 3 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//Alma's mine
//I14_B1
curr = NewUndergroundNode( 14, 9, 1 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//J14_B1
curr = NewUndergroundNode( 14, 10, 1 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//J14_B2
curr = NewUndergroundNode( 14, 10, 2 );
curr->ubAdjacentSectors |= WEST_ADJACENT_SECTOR;
//J13_B2
curr = NewUndergroundNode( 13, 10, 2 );
curr->ubAdjacentSectors |= EAST_ADJACENT_SECTOR;
//J13_B3
curr = NewUndergroundNode( 13, 10, 3 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//K13_B3
curr = NewUndergroundNode( 13, 11, 3 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//Grumm's mine
//H3_B1
curr = NewUndergroundNode( 3, 8, 1 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
//I3_B1
curr = NewUndergroundNode( 3, 9, 1 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//I3_B2
curr = NewUndergroundNode( 3, 9, 2 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//H3_B2
curr = NewUndergroundNode( 3, 8, 2 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR | EAST_ADJACENT_SECTOR;
//H4_B2
curr = NewUndergroundNode( 4, 8, 2 );
curr->ubAdjacentSectors |= WEST_ADJACENT_SECTOR;
curr->uiFlags |= SF_PENDING_ALTERNATE_MAP;
//H4_B3
curr = NewUndergroundNode( 4, 8, 3 );
curr->ubAdjacentSectors |= NORTH_ADJACENT_SECTOR;
//G4_B3
curr = NewUndergroundNode( 4, 7, 3 );
curr->ubAdjacentSectors |= SOUTH_ADJACENT_SECTOR;
}
// Lesh: this function creates randomized world
// every sector can be randomized between common and alternative, chances 50/50
// randomization of individual sectors can be switched off via array RandomSector[]
void InitWorld()
{
INT16 sSectorCounter;
for (sSectorCounter = 0; sSectorCounter < 256; sSectorCounter++)
{
if ( RandomSector[ sSectorCounter ] )
{
if ( Random(100) >= 50 )
SectorInfo[ sSectorCounter ].uiFlags |= SF_USE_ALTERNATE_MAP;
}
}
}
//This is the function that is called only once, when the player begins a new game. This will calculate
//starting numbers of the queen's army in various parts of the map, which will vary from campaign to campaign.
//This is also highly effected by the game's difficulty setting.
void InitNewCampaign()
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitNewCampaign");
//First clear all the sector information of all enemy existance. Conveniently, the
//ubGroupType is also cleared, which is perceived to be an empty group.
memset( &SectorInfo, 0, sizeof( SECTORINFO ) * 256 );
InitStrategicMovementCosts();
RemoveAllGroups();
InitWorld(); // Lesh: generate different world each time using alternative maps
InitMiningLocations();
InitKnowFacilitiesFlags( );
BuildUndergroundSectorInfoList();
// allow overhead view of omerta A9 on game onset
SetSectorFlag( 9, 1, 0, SF_ALREADY_VISITED );
//Generates the initial forces in a new campaign. The idea is to randomize numbers and sectors
//so that no two games are the same.
InitStrategicAI();
InitStrategicStatus();
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitNewCampaign done");
}