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source/Strategic/Rebel Command.h
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#ifndef REBEL_COMMAND_H
#define REBEL_COMMAND_H
#include "CampaignStats.h"
#include "mapscreen.h"
#include "Soldier Control.h"
#include "Types.h"
#define REBEL_COMMAND_Z_OFFSET 9
#define REBEL_COMMAND_MAX_ACTIONS_PER_REGION 6
#define NUM_ARC_AGENT_SLOTS 2
namespace RebelCommand
{
// applies to RegionSaveInfo.actionLevels: use the MSB as the active flag since I don't expect it to be used otherwise
constexpr UINT8 ADMIN_ACTION_ACTIVE_BIT = 1 << 7;
// the FIRST and SECOND strategic events share the same type (EVENT_REBELCOMMAND - no need to have multiple types yet, I think...)
// so the 32-bit int will have to block out information for both events
// FIRST EVENT BREAKDOWN
// A######B CCCCCCCC DDDDDDDD EEEEEEEE
// A (1 bit) - always 0 to indicate that this is the FIRST event (ie, keeping a merc busy for a set duration)
// B (1 bit) - 0 if the player sent a generic rebel agent, 1 if the player sent one of their own mercs
// C (8 bit) - the profile number of the merc that was sent. invalid if B == 0
// D (8 bit) - the mission ID. should match up with RebelCommandAgentMissions enum
// E (8 bit) - the mission duration, in hours. if 0, mission failed.
// extra bits are mission-specific
// SECOND EVENT BREAKDOWN
// A####### #######B CCCCCCCC DDDDDDDD
// A (1 bit) - always 1 to indicate that this is the SECOND event (ie, this event fires when the mission bonus expires)
// B (1 bit) - 0 if the player sent a generic rebel agent, 1 if the player sent one of their own mercs
// C (8 bit) - the profile number of the merc that was sent. invalid if B == 0
// D (8 bit) - the mission ID. should match up with RebelCommandAgentMissions enum
// extra bits are mission-specific
enum RebelCommandDirectives
{
RCD_NONE = -1,
RCD_GATHER_SUPPLIES = 0,
RCD_SUPPORT_MILITIA,
RCD_TRAIN_MILITIA,
RCD_CREATE_PROPAGANDA,
RCD_ELITE_MILITIA,
RCD_HVT_STRIKES,
RCD_SPOTTERS,
RCD_RAID_MINES,
RCD_CREATE_TURNCOATS,
RCD_DRAFT,
RCD_NUM_DIRECTIVES
};
enum RebelCommandAdminActions
{
RCAA_NONE = -1,
RCAA_SUPPLY_LINE = 0,
RCAA_REBEL_RADIO,
RCAA_SAFEHOUSES,
RCAA_SUPPLY_DISRUPTION,
RCAA_SCOUTS,
RCAA_DEAD_DROPS,
RCAA_SMUGGLERS,
RCAA_WAREHOUSES,
RCAA_TAXES,
RCAA_ASSIST_CIVILIANS,
RCAA_MERC_SUPPORT,
RCAA_MINING_POLICY,
RCAA_PATHFINDERS,
RCAA_HARRIERS,
RCAA_FORTIFICATIONS,
RCAA_NUM_ACTIONS
};
enum RebelCommandAgentMissions
{
RCAM_NONE = -1,
RCAM_DEEP_DEPLOYMENT = 0,
RCAM_DISRUPT_ASD, // only available if ASD enabled
RCAM_FORGE_TRANSPORT_ORDERS,
RCAM_GET_ENEMY_MOVEMENT_TARGETS, // aka Strategic Intel
RCAM_IMPROVE_LOCAL_SHOPS,
RCAM_REDUCE_STRATEGIC_DECISION_SPEED, // aka Slower Strategic Decisions
RCAM_REDUCE_UNALERTED_ENEMY_VISION, // aka Lower Readiness
RCAM_SABOTAGE_INFANTRY_EQUIPMENT, // aka Sabotage Equipment
RCAM_SABOTAGE_MECHANICAL_UNITS, // aka Sabotage Vehicles
RCAM_SEND_SUPPLIES_TO_TOWN, // ignores minimum loyalty requirement
RCAM_SOLDIER_BOUNTIES_KINGPIN,
RCAM_TRAIN_MILITIA_ANYWHERE,
RCAM_NUM_MISSIONS,
// ideas/unimplemented
RCAM_BOOST_TOWN_ADMIN_ACTIONS, // store agent location townid in extrabits
RCAM_PROCURE_ITEMS,
RCAM_MILITIA_SKILL_TRAITS, // should override militia skill traits ini option - split into multiple (weapon spec, bodybuilding, athletic, night ops)
RCAM_PURCHASE_SUPPLIES, // increase daily supply income, decrease daily $ income
RCAM_REDUCE_ENEMY_POOL, // need to make sure enemy pool is not infinite // giReinforcementPool, also gfUnlimitedTroops = zDiffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
// militia/mercs get bonus vision (???)
// share vision with civilians?
};
enum RegionAdminStatus
{
RAS_NONE,
RAS_ACTIVE,
RAS_INACTIVE
};
typedef struct Directive {
std::vector<INT32> iCostToImprove;
std::vector<FLOAT> fValue1;
std::vector<FLOAT> fValue2;
INT32 GetCostToImprove(INT8 currentLevel) { return iCostToImprove[currentLevel]; }
FLOAT GetValue1(INT8 currentLevel) { return fValue1[currentLevel]; }
FLOAT GetValue2(INT8 currentLevel) { return fValue2[currentLevel]; }
} Directive;
typedef struct AdminAction {
FLOAT fValue1;
FLOAT fValue2;
FLOAT fValue3;
} AdminAction;
typedef struct Info {
std::vector<Directive> directives;
std::vector<AdminAction> adminActions;
} Info;
extern Info info;
typedef struct DirectiveSaveInfo {
INT8 iLevel;
RebelCommandDirectives id;
BOOLEAN CanImprove() { return id != RCD_NONE && (size_t)iLevel < info.directives[id].iCostToImprove.size() && info.directives[id].GetCostToImprove(iLevel); }
void Improve() { iLevel++; }
INT32 GetCostToImprove() { return info.directives[id].GetCostToImprove(iLevel); }
FLOAT GetValue1() { return info.directives[id].GetValue1(iLevel); }
FLOAT GetValue2() { return info.directives[id].GetValue2(iLevel); }
} DirectiveSaveInfo;
typedef struct RegionSaveInfo
{
RegionAdminStatus adminStatus;
RebelCommandAdminActions actions[REBEL_COMMAND_MAX_ACTIONS_PER_REGION];
UINT8 actionLevels[REBEL_COMMAND_MAX_ACTIONS_PER_REGION];
UINT8 ubMaxLoyalty;
BOOLEAN IsActive(UINT8 index) { return (actionLevels[index] & ADMIN_ACTION_ACTIVE_BIT) == 0; }
// rftr: I know these fly in the face of convention, but I'm lazy and this preserves savegame compatibility without needing to add any additional code
void SetActive(UINT8 index) { actionLevels[index] &= ~ADMIN_ACTION_ACTIVE_BIT; } // active bit value = 0
void SetInactive(UINT8 index) { actionLevels[index] |= ADMIN_ACTION_ACTIVE_BIT; } // inactive bit value = 1
INT32 GetAdminDeployCost(INT16 numAdminTeams) { return 10 * numAdminTeams * numAdminTeams; };
INT32 GetAdminReactivateCost(INT16 numAdminTeams) { return GetAdminDeployCost(numAdminTeams) / 4; };
UINT8 GetLevel(INT16 index) { return actionLevels[index] & ~ADMIN_ACTION_ACTIVE_BIT; }
} RegionSaveInfo;
typedef struct SaveInfo
{
RegionSaveInfo regions[MAX_TOWNS];
DirectiveSaveInfo directives[20];
INT32 iSupplies;
INT32 iActiveDirective;
INT32 iSelectedDirective;
INT8 iMilitiaStatsLevel;
UINT8 uSupplyDropCount; // keeping this around for compatibility with old saves
INT8 availableMissions[NUM_ARC_AGENT_SLOTS];
UINT16 cachedBountyPayout;
INT8 filler[15];
} SaveInfo;
extern SaveInfo rebelCommandSaveInfo;
BOOLEAN EnterWebsite();
void ExitWebsite();
void RenderWebsite();
void HandleWebsite();
// admin actions
void ApplyEnemyPenalties(SOLDIERTYPE* pSoldier);
void ApplyMilitiaBonuses(SOLDIERTYPE* pMilitia);
UINT8 GetApproximateEnemyLocationResolutionIndex();
FLOAT GetAssignmentBonus(INT16 x, INT16 y);
INT32 GetMiningPolicyBonus(INT16 townId);
void GetBonusMilitia(INT16 x, INT16 y, UINT8& green, UINT8& regular, UINT8& elite, BOOLEAN createGroup);
INT16 GetFortificationsBonus(UINT8 sector);
FLOAT GetHarriersSpeedPenalty(UINT8 sector);
FLOAT GetLoyaltyGainModifier();
UINT8 GetMaxTownLoyalty(INT8 townId);
INT16 GetMilitiaTrainingSpeedBonus();
FLOAT GetMilitiaTrainingCostModifier();
FLOAT GetMilitiaUpkeepCostModifier();
FLOAT GetPathfindersSpeedBonus(UINT8 sector);
BOOLEAN NeutraliseRole(const SOLDIERTYPE* pSoldier);
void RaidMines(INT32 &playerIncome, INT32 &enemyIncome);
BOOLEAN ShowApproximateEnemyLocations();
// agent missions
void ApplySoldierBounty(const SOLDIERTYPE* pSoldier);
void ApplyEnemyMechanicalUnitPenalties(SOLDIERTYPE* pSoldier);
void ApplyMilitiaTraits(SOLDIERTYPE* pSoldier);
void ApplyVisionModifier(const SOLDIERTYPE* pSoldier, INT32& sight);
BOOLEAN CanAssignTraitsToMilitia();
BOOLEAN CanTrainMilitiaAnywhere();
UINT8 GetMaxTrainersForTrainMilitiaAnywhere();
INT16 GetAdditionalDeployRange(const UINT8 insertionCode);
BOOLEAN GetASDCanDeployUnits();
FLOAT GetASDIncomeModifier();
INT8 GetEnemyEquipmentCoolnessModifier();
INT8 GetEnemyEquipmentStatusModifier(const INT8 initialStatus);
UINT8 GetMerchantCoolnessBonus();
FLOAT GetStrategicDecisionSpeedModifier();
void HandleStrategicEvent(const UINT32 eventParam);
BOOLEAN ShowEnemyMovementTargets();
void DailyUpdate();
void HourlyUpdate();
void Init();
void ShowWebsiteAvailableMessage();
BOOLEAN Load(HWFILE file);
BOOLEAN Save(HWFILE file);
}
#endif