Files
source/Strategic/Queen Command.cpp
T
Asdow 6c33009fab Remove bLastKnownEnemies from SECTORINFO
As per the old comment, even though the field value is updated partially according to whether there are known enemies present or not, it's not used for anything.
2024-11-11 00:14:51 +02:00

3630 lines
123 KiB
C++

//Queen Command.c
#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"
#include "CampaignStats.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "Interface Panels.h"
#include "Strategic Transport Groups.h"
#ifdef JA2BETAVERSION
extern BOOLEAN gfClearCreatureQuest;
#endif
#include "connect.h"
#include "Reinforcement.h"
#include "MilitiaSquads.h"
#ifdef JA2UB
#include "Explosion Control.h"
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#include "MapScreen Quotes.h"
#include "email.h"
#include "interface Dialogue.h"
#include "Arms Dealer Init.h"
#endif
#include "GameInitOptionsScreen.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 gfPendingNonPlayerTeam[PLAYER_PLAN] = {FALSE, FALSE, FALSE, FALSE, FALSE};
UINT32 guiTurnCnt = 0, guiReinforceTurn = 0, guiArrived = 0;//dnl ch68 080913
extern void BuildUndergroundSectorInfoList();
extern void EndCreatureQuest();
extern GARRISON_GROUP *gGarrisonGroup;
extern INT32 giGarrisonArraySize;
#ifdef JA2TESTVERSION
extern BOOLEAN gfOverrideSector;
#endif
//Buggler: Externalized to gModSettings.iMeanwhileInterrogatePOWGridNo
//INT32 gsInterrogationGridNo[3] = { 7756, 7757, 7758 };
#ifdef JA2UB
INT32 gsGridNoForMapEdgePointInfo=-1;
#endif
#ifdef JA2UB
void HandleBloodCatDeaths( SECTORINFO *pSector );
#endif
extern void Ensure_RepairedGarrisonGroup( GARRISON_GROUP **ppGarrison, INT32 *pGarraySize );
void ValidateEnemiesHaveWeapons()
{
#ifdef JA2BETAVERSION
SGPRect CenteringRect= {0 + xResOffset, 0, SCREEN_WIDTH - xResOffset, SCREEN_HEIGHT };
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;
}
// Flugente: zombies are fine with having no weapons...
if ( pSoldier->IsZombie() )
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.
UINT16 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{
UINT16 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 = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
}
}
else
{
SECTORINFO *pSector;
GROUP *pGroup;
//Count stationary hostiles
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
ubNumHostiles = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
//Count mobile enemies
pGroup = gpGroupList;
while( pGroup )
{
if ( pGroup->usGroupTeam != OUR_TEAM && pGroup->usGroupTeam != MILITIA_TEAM && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
ubNumHostiles += pGroup->ubGroupSize;
}
pGroup = pGroup->next;
}
}
return ubNumHostiles;
}
UINT16 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{
UINT16 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 = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
}
}
else
{
SECTORINFO *pSector;
GROUP *pGroup;
//Count stationary enemies
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
ubNumEnemies = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
//Count mobile enemies
pGroup = gpGroupList;
while( pGroup )
{
if ( pGroup->usGroupTeam != OUR_TEAM && pGroup->usGroupTeam != MILITIA_TEAM && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
ubNumEnemies += pGroup->ubGroupSize;
}
pGroup = pGroup->next;
}
}
return ubNumEnemies;
}
// returns how many members of a team are in a sector - not intended for OUR_TEAM!
UINT16 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam )
{
SECTORINFO *pSector;
GROUP *pGroup;
UINT16 ubNumTroops = 0;
// HEADROCK: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
// probably isn't. But I need this bit to work.
if (sSectorX < MINIMUM_VALID_X_COORDINATE ||
sSectorX > MAXIMUM_VALID_X_COORDINATE ||
sSectorY < MINIMUM_VALID_Y_COORDINATE ||
sSectorY > MAXIMUM_VALID_Y_COORDINATE)
{
return (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 );
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
if ( ubTeam == ENEMY_TEAM )
{
ubNumTroops = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
if ( is_networked )
ubNumTroops += numenemyLAN((UINT8)sSectorX,(UINT8)sSectorY ); //hayden
}
else if ( ubTeam == MILITIA_TEAM )
{
ubNumTroops = (pSector->ubNumberOfCivsAtLevel[0] + pSector->ubNumberOfCivsAtLevel[1] + pSector->ubNumberOfCivsAtLevel[2]);
}
else if ( ubTeam == CREATURE_TEAM )
{
ubNumTroops = pSector->ubNumCreatures;
}
pGroup = gpGroupList;
while( pGroup )
{
if ( pGroup->usGroupTeam == ubTeam && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
ubNumTroops += pGroup->ubGroupSize;
}
pGroup = pGroup->next;
}
return ubNumTroops;
}
// returns how many members of a team are in a sector - only intended for OUR_TEAM! POWs not included
UINT16 NumPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, INT8 sSectorZ )
{
UINT16 teammemberspresent = 0;
SOLDIERTYPE* pTeamSoldier = NULL;
UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pTeamSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, pTeamSoldier++ )
{
// we test several conditions before we allow adding an opinion
// other merc must be active, have a profile, be someone else and not be in transit or dead
if ( pTeamSoldier->bActive && !pTeamSoldier->flags.fBetweenSectors && pTeamSoldier->stats.bLife > 0 && !(pTeamSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) &&
!(pTeamSoldier->bAssignment == IN_TRANSIT || pTeamSoldier->bAssignment == ASSIGNMENT_DEAD || pTeamSoldier->bAssignment == ASSIGNMENT_POW || pTeamSoldier->bAssignment == ASSIGNMENT_MINIEVENT || pTeamSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND) &&
(pTeamSoldier->sSectorX == sSectorX && pTeamSoldier->sSectorY == sSectorY && pTeamSoldier->bSectorZ == sSectorZ) )
{
++teammemberspresent;
}
}
return teammemberspresent;
}
UINT16 NumEnemyArmedVehiclesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam )
{
SECTORINFO *pSector;
GROUP *pGroup;
UINT16 ubNum = 0;
// HEADROCK: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
// probably isn't. But I need this bit to work.
if ( sSectorX < MINIMUM_VALID_X_COORDINATE ||
sSectorX > MAXIMUM_VALID_X_COORDINATE ||
sSectorY < MINIMUM_VALID_Y_COORDINATE ||
sSectorY > MAXIMUM_VALID_Y_COORDINATE )
{
return (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 );
pSector = &SectorInfo[SECTOR( sSectorX, sSectorY )];
if ( usTeam == ENEMY_TEAM )
ubNum = (UINT16)(pSector->ubNumTanks + pSector->ubNumJeeps);
pGroup = gpGroupList;
while ( pGroup )
{
if ( pGroup->usGroupTeam == usTeam && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
ubNum += pGroup->pEnemyGroup->ubNumTanks + pGroup->pEnemyGroup->ubNumJeeps;
}
pGroup = pGroup->next;
}
return ubNum;
}
UINT16 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 (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumTanks + pSector->ubNumJeeps + pSector->ubNumRobots);
}
UINT16 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
{
GROUP *pGroup;
SECTORINFO *pSector;
UINT16 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->usGroupTeam != OUR_TEAM && pGroup->usGroupTeam != MILITIA_TEAM && !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 += (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
}
return ubNumTroops;
}
void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps )
{
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 = *pubNumRobots = *pubNumTanks = *pubNumJeeps = 0;
pGroup = gpGroupList;
while( pGroup )
{
if ( pGroup->usGroupTeam != OUR_TEAM && pGroup->usGroupTeam != MILITIA_TEAM && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
*pubNumTroops += pGroup->pEnemyGroup->ubNumTroops;
*pubNumElites += pGroup->pEnemyGroup->ubNumElites;
*pubNumAdmins += pGroup->pEnemyGroup->ubNumAdmins;
*pubNumRobots += pGroup->pEnemyGroup->ubNumRobots;
*pubNumTanks += pGroup->pEnemyGroup->ubNumTanks;
*pubNumJeeps += pGroup->pEnemyGroup->ubNumJeeps;
}
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;
*pubNumRobots += pSector->ubNumRobots;
*pubNumTanks += pSector->ubNumTanks;
*pubNumJeeps += pSector->ubNumJeeps;
}
}
void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT16 usTeam, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps )
{
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 = *pubNumRobots = *pubNumTanks = *pubNumJeeps = 0;
pGroup = gpGroupList;
while( pGroup )
{
if ( pGroup->usGroupTeam == usTeam && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
*pubNumTroops += pGroup->pEnemyGroup->ubNumTroops;
*pubNumElites += pGroup->pEnemyGroup->ubNumElites;
*pubNumAdmins += pGroup->pEnemyGroup->ubNumAdmins;
*pubNumRobots += pGroup->pEnemyGroup->ubNumRobots;
*pubNumTanks += pGroup->pEnemyGroup->ubNumTanks;
*pubNumJeeps += pGroup->pEnemyGroup->ubNumJeeps;
}
pGroup = pGroup->next;
}
}
void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps )
{
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;
*pubNumRobots = pSector->ubNumRobots;
*pubNumTanks = pSector->ubNumTanks;
*pubNumJeeps = pSector->ubNumJeeps;
}
void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps )
{
UINT16 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites, pubNumRobots, pubNumTanks, pubNumJeeps );
GetNumberOfMobileEnemiesInSector( sSectorX, sSectorY, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumRobots, &ubNumTanks, &ubNumJeeps );
*pubNumAdmins += ubNumAdmins;
*pubNumTroops += ubNumTroops;
*pubNumElites += ubNumElites;
*pubNumRobots += ubNumRobots;
*pubNumTanks += ubNumTanks;
*pubNumJeeps += ubNumJeeps;
}
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;
pSector->ubRobotsInBattle = 0;
pSector->ubTanksInBattle = 0;
pSector->ubJeepsInBattle = 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->ubRobotsInBattle = 0;
pSector->ubTanksInBattle = 0;
pSector->ubJeepsInBattle = 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->usGroupTeam == ENEMY_TEAM && !pGroup->fVehicle && pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY )
{
pGroup->pEnemyGroup->ubTroopsInBattle = 0;
pGroup->pEnemyGroup->ubElitesInBattle = 0;
pGroup->pEnemyGroup->ubRobotsInBattle = 0;
pGroup->pEnemyGroup->ubAdminsInBattle = 0;
pGroup->pEnemyGroup->ubTanksInBattle = 0;
pGroup->pEnemyGroup->ubJeepsInBattle = 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;
}
}
}
UINT16 NumFreeSlots( UINT8 ubTeam )
{
UINT16 ubNumFreeSlots = 0;
//Count the number of free enemy slots. It is possible to have multiple groups exceed the maximum.
for ( INT32 i = gTacticalStatus.Team[ubTeam].bFirstID; i <= gTacticalStatus.Team[ubTeam].bLastID; ++i )
{
if ( !Menptr[i].bActive )
++ubNumFreeSlots;
}
// the militia team size can be restricted by the ini
if ( ubTeam == MILITIA_TEAM )
{
ubNumFreeSlots = (UINT16)max( 0, (INT16)ubNumFreeSlots - (INT16)(gGameExternalOptions.ubGameMaximumNumberOfRebels - gGameExternalOptions.iMaxMilitiaPerSector) );
}
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, ubNumRobots, ubNumTanks, ubNumJeeps;
unsigned ubTotalAdmins, ubTotalElites, ubTotalRobots, ubTotalTroops, ubTotalTanks, ubTotalJeeps;
unsigned totalCountOfStationaryEnemies = 0;
unsigned totalCountOfMobileEnemies = 0;
int sNumSlots;
gfPendingNonPlayerTeam[ENEMY_TEAM] = FALSE;
// rftr: clear cached transport groups
ClearTransportGroupMap();
if( gbWorldSectorZ > 0 )
return PrepareEnemyForUndergroundBattle();
// Add the invading group
if ( gpBattleGroup && gpBattleGroup->usGroupTeam == ENEMY_TEAM )
{
//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!
// Omerta has a special setting
if ( gGameExternalOptions.gfAllowReinforcements &&
( (GetTownIdForSector( gWorldSectorX, gWorldSectorY ) != OMERTA) || zDiffSetting[gGameOptions.ubDifficultyLevel].bAllowReinforcementsOmerta ) )
{
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, FALSE, TRUE );
for( unsigned ubIndex = 0; ubIndex < ubDirNumber; ++ubIndex )
{
while ( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ) ) && GetNonPlayerGroupInSectorForReinforcement( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), ENEMY_TEAM ) )
{
pGroup = GetNonPlayerGroupInSectorForReinforcement( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), ENEMY_TEAM );
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->usGroupTeam != OUR_TEAM && !pGroup->fVehicle &&
pGroup->ubSectorX == gpBattleGroup->ubSectorX &&
pGroup->ubSectorY == gpBattleGroup->ubSectorY &&
!pGroup->pEnemyGroup->ubAdminsInBattle &&
!pGroup->pEnemyGroup->ubTroopsInBattle &&
!pGroup->pEnemyGroup->ubElitesInBattle &&
!pGroup->pEnemyGroup->ubRobotsInBattle &&
!pGroup->pEnemyGroup->ubTanksInBattle &&
!pGroup->pEnemyGroup->ubJeepsInBattle )
{
HandleArrivalOfReinforcements( pGroup );
}
// for transport groups, track how many enemies of each type we're adding so we can update drops for them
if (pGroup->usGroupTeam == ENEMY_TEAM && pGroup->pEnemyGroup->ubIntention == TRANSPORT && pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ)
{
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ADMINISTRATOR, pGroup->pEnemyGroup->ubNumAdmins);
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ARMY, pGroup->pEnemyGroup->ubNumTroops);
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ELITE, pGroup->pEnemyGroup->ubNumElites);
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ROBOT, pGroup->pEnemyGroup->ubNumRobots);
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_JEEP, pGroup->pEnemyGroup->ubNumJeeps);
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_TANK, pGroup->pEnemyGroup->ubNumTanks);
}
pGroup = pGroup->next;
}
}
UpdateTransportGroupInventory();
ValidateEnemiesHaveWeapons();
UnPauseGame();
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;
//is there more enemies in the sector then we can actually place on map?
//are there more enemies in the sector then we can actually place on map?
gfPendingNonPlayerTeam[ENEMY_TEAM] = (NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, ENEMY_TEAM ) > mapMaximumNumberOfEnemies);
pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
// OJW - 20090403 - override max ai in co-op
if (is_networked && is_server && gMaxEnemiesEnabled == 1)
{
float totalEnemies = (float)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumTanks + pSector->ubNumJeeps);
ubTotalAdmins = (unsigned int)(((float)pSector->ubNumAdmins / totalEnemies) * mapMaximumNumberOfEnemies);
ubTotalTroops = (unsigned int)(((float)pSector->ubNumTroops / totalEnemies) * mapMaximumNumberOfEnemies);
ubTotalElites = (unsigned int)(((float)pSector->ubNumElites / totalEnemies) * mapMaximumNumberOfEnemies);
ubTotalRobots = (unsigned int)(((float)pSector->ubNumRobots / totalEnemies) * mapMaximumNumberOfEnemies);
ubTotalTanks = (unsigned int)(((float)pSector->ubNumTanks / totalEnemies) * mapMaximumNumberOfEnemies);
ubTotalJeeps = (unsigned int)(((float)pSector->ubNumJeeps / totalEnemies) * mapMaximumNumberOfEnemies);
totalEnemies = (float)(ubTotalAdmins + ubTotalTroops + ubTotalElites + ubTotalRobots + ubTotalTanks + ubTotalJeeps);
// 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->ubNumRobots = ubTotalRobots;
pSector->ubNumTanks = ubTotalTanks;
pSector->ubNumJeeps = ubTotalJeeps;
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubRobotsInBattle = 0;
pSector->ubTanksInBattle = 0;
pSector->ubJeepsInBattle = 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 = ubTotalRobots = ubTotalJeeps = ubTotalTanks = 0;
while( curr )
{
if( curr->pBasicPlacement->bTeam == ENEMY_TEAM )
{
switch( curr->pBasicPlacement->ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
case SOLDIER_CLASS_BANDIT: ubTotalAdmins++; break;
case SOLDIER_CLASS_ARMY: ubTotalTroops++; break;
case SOLDIER_CLASS_ELITE: ubTotalElites++; break;
case SOLDIER_CLASS_ROBOT: ubTotalRobots++; break;
case SOLDIER_CLASS_TANK: ubTotalTanks++; break;
case SOLDIER_CLASS_JEEP: ubTotalJeeps++; break;
}
}
curr = curr->next;
}
pSector->ubNumAdmins = ubTotalAdmins;
pSector->ubNumTroops = ubTotalTroops;
pSector->ubNumElites = ubTotalElites;
pSector->ubNumRobots = ubTotalRobots;
pSector->ubNumTanks = ubTotalTanks;
pSector->ubNumJeeps = ubTotalJeeps;
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubRobotsInBattle = 0;
pSector->ubTanksInBattle = 0;
pSector->ubJeepsInBattle = 0;
}
else
{
ubTotalAdmins = pSector->ubNumAdmins - pSector->ubAdminsInBattle;
ubTotalTroops = pSector->ubNumTroops - pSector->ubTroopsInBattle;
ubTotalElites = pSector->ubNumElites - pSector->ubElitesInBattle;
ubTotalRobots = pSector->ubNumRobots - pSector->ubRobotsInBattle;
ubTotalTanks = pSector->ubNumTanks - pSector->ubTanksInBattle;
ubTotalJeeps = pSector->ubNumJeeps - pSector->ubJeepsInBattle;
}
}
totalCountOfStationaryEnemies = ubTotalAdmins + ubTotalTroops + ubTotalElites + ubTotalRobots + ubTotalTanks + ubTotalJeeps;
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 );
ubTotalRobots = min( mapMaximumNumberOfEnemies-ubTotalAdmins-ubTotalTroops-ubTotalElites, ubTotalRobots );
ubTotalTanks = min( mapMaximumNumberOfEnemies-ubTotalAdmins-ubTotalTroops-ubTotalElites-ubTotalRobots, ubTotalTanks );
ubTotalJeeps = min( mapMaximumNumberOfEnemies-ubTotalAdmins-ubTotalTroops-ubTotalElites-ubTotalRobots-ubTotalTanks, ubTotalJeeps );
}
pSector->ubAdminsInBattle += ubTotalAdmins;
pSector->ubTroopsInBattle += ubTotalTroops;
pSector->ubElitesInBattle += ubTotalElites;
pSector->ubRobotsInBattle += ubTotalRobots;
pSector->ubTanksInBattle += ubTotalTanks;
pSector->ubJeepsInBattle += ubTotalJeeps;
#ifdef JA2TESTVERSION
if( gfOverrideSector )
{
//if there are no troops in the current groups, then we're done.
if ( !ubTotalAdmins && !ubTotalTroops && !ubTotalElites && !ubTotalTanks && !ubTotalJeeps && !ubTotalRobots)
return FALSE;
AddSoldierInitListEnemyDefenceSoldiers( ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalTanks, ubTotalJeeps, ubTotalRobots );
ValidateEnemiesHaveWeapons();
UnPauseGame();
return TRUE;
}
#endif
//Search for movement groups that happen to be in the sector.
sNumSlots = NumFreeSlots( ENEMY_TEAM );
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 + ubTotalRobots + ubTotalTanks + ubTotalJeeps;
//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->usGroupTeam == ENEMY_TEAM && !pGroup->fVehicle &&
pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ )
{ //Process enemy group in sector.
const BOOLEAN isTransportGroup = pGroup->pEnemyGroup->ubIntention == TRANSPORT;
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;
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
}
pGroup->pEnemyGroup->ubAdminsInBattle += ubNumAdmins;
ubTotalAdmins += ubNumAdmins;
if (isTransportGroup)
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ADMINISTRATOR, 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;
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
}
pGroup->pEnemyGroup->ubTroopsInBattle += ubNumTroops;
ubTotalTroops += ubNumTroops;
if (isTransportGroup)
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ARMY, 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;
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
}
pGroup->pEnemyGroup->ubElitesInBattle += ubNumElites;
ubTotalElites += ubNumElites;
if (isTransportGroup)
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ELITE, ubNumElites);
}
if( sNumSlots > 0 )
{ //Add robots
AssertGE(pGroup->pEnemyGroup->ubNumRobots, pGroup->pEnemyGroup->ubRobotsInBattle);
ubNumRobots = pGroup->pEnemyGroup->ubNumRobots - pGroup->pEnemyGroup->ubRobotsInBattle;
sNumSlots -= ubNumRobots;
if( sNumSlots < 0 )
{ //adjust the value to zero
ubNumRobots += sNumSlots;
sNumSlots = 0;
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
}
pGroup->pEnemyGroup->ubRobotsInBattle += ubNumRobots;
ubTotalRobots += ubNumRobots;
if (isTransportGroup)
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ROBOT, ubNumRobots);
}
if( sNumSlots > 0 )
{ //Add tanks
AssertGE(pGroup->pEnemyGroup->ubNumTanks, pGroup->pEnemyGroup->ubTanksInBattle);
ubNumTanks = pGroup->pEnemyGroup->ubNumTanks - pGroup->pEnemyGroup->ubTanksInBattle;
sNumSlots -= ubNumTanks;
if( sNumSlots < 0 )
{ //adjust the value to zero
ubNumTanks += sNumSlots;
sNumSlots = 0;
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
}
pGroup->pEnemyGroup->ubTanksInBattle += ubNumTanks;
ubTotalTanks += ubNumTanks;
if (isTransportGroup)
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_TANK, ubNumTanks);
}
if ( sNumSlots > 0 )
{
//Add jeeps
AssertGE( pGroup->pEnemyGroup->ubNumJeeps, pGroup->pEnemyGroup->ubJeepsInBattle );
ubNumJeeps = pGroup->pEnemyGroup->ubNumJeeps - pGroup->pEnemyGroup->ubJeepsInBattle;
sNumSlots -= ubNumJeeps;
if ( sNumSlots < 0 )
{ //adjust the value to zero
ubNumJeeps += sNumSlots;
sNumSlots = 0;
gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
}
pGroup->pEnemyGroup->ubJeepsInBattle += ubNumJeeps;
ubTotalJeeps += ubNumJeeps;
if (isTransportGroup)
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_JEEP, ubNumJeeps);
}
//NOTE:
//no provisions for profile troop leader or retreat groups yet.
}
if ( pGroup->usGroupTeam == OUR_TEAM && !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 && !ubTotalRobots && !ubTotalTanks && !ubTotalJeeps )
{
return FALSE;
}
AddSoldierInitListEnemyDefenceSoldiers( ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalRobots, ubTotalTanks, ubTotalJeeps );
//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;
// Flugente: at this point, soldiers have already been placed, thus enough slots for them exist
sNumSlots = min( mapMaximumNumberOfEnemies, NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, ENEMY_TEAM ) );
pGroup = gpGroupList;
unsigned firstSlot = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
unsigned lastSlot = gTacticalStatus.Team[ ENEMY_TEAM ].bLastID;
unsigned slotsAvailable = lastSlot-firstSlot+1;
while( pGroup && sNumSlots > 0 )
{
if ( pGroup->usGroupTeam != OUR_TEAM && !pGroup->fVehicle &&
pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ )
{
ubNumAdmins = pGroup->pEnemyGroup->ubAdminsInBattle;
ubNumTroops = pGroup->pEnemyGroup->ubTroopsInBattle;
ubNumElites = pGroup->pEnemyGroup->ubElitesInBattle;
ubNumRobots = pGroup->pEnemyGroup->ubRobotsInBattle;
ubNumTanks = pGroup->pEnemyGroup->ubTanksInBattle;
ubNumJeeps = pGroup->pEnemyGroup->ubJeepsInBattle;
unsigned num = ubNumAdmins + ubNumTroops + ubNumElites + ubNumRobots + ubNumTanks + ubNumJeeps;
AssertGE((int)slotsAvailable, sNumSlots);
for (unsigned slot = firstSlot; (slot <= lastSlot) && num && sNumSlots; ++slot)
{
pSoldier = &Menptr[ slot ];
// Skip inactive and already grouped soldiers
if (!pSoldier->bActive || pSoldier->ubGroupID)
{
// if this guy already has an ID, reduce the number of people who still need one
--num;
--sNumSlots;
firstSlot = slot + 1;
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;
firstSlot = slot + 1;
}
break;
case SOLDIER_CLASS_ARMY:
if( ubNumTroops )
{
num--;
sNumSlots--;
ubNumTroops--;
pSoldier->ubGroupID = pGroup->ubGroupID;
firstSlot = slot + 1;
}
break;
case SOLDIER_CLASS_ELITE:
if( ubNumElites )
{
num--;
sNumSlots--;
ubNumElites--;
pSoldier->ubGroupID = pGroup->ubGroupID;
firstSlot = slot + 1;
}
break;
// silversurfer: bugfix for Jaggzilla bug #623
// Mike or Iggy can be part of the enemy team and they are created from an Elite but they don't have SOLDIER_CLASS_ELITE.
// Therefore once this for loop was done ubNumElites was still 1 which caused an assertion error.
case SOLDIER_CLASS_NONE:
if( ubNumElites )
{
if ( pSoldier->ubProfile == MIKE || pSoldier->ubProfile == IGGY )
{
num--;
sNumSlots--;
ubNumElites--;
pSoldier->ubGroupID = pGroup->ubGroupID;
firstSlot = slot + 1;
}
}
break;
case SOLDIER_CLASS_ROBOT:
if( ubNumRobots )
{
num--;
sNumSlots--;
ubNumRobots--;
pSoldier->ubGroupID = pGroup->ubGroupID;
firstSlot = slot + 1;
}
break;
case SOLDIER_CLASS_TANK:
if( ubNumTanks )
{
num--;
sNumSlots--;
ubNumTanks--;
pSoldier->ubGroupID = pGroup->ubGroupID;
firstSlot = slot + 1;
}
break;
case SOLDIER_CLASS_JEEP:
if ( ubNumJeeps )
{
num--;
sNumSlots--;
ubNumJeeps--;
pSoldier->ubGroupID = pGroup->ubGroupID;
firstSlot = slot + 1;
}
break;
}
}
// Flugente: instead of just crashing the game without any explanation to the user, ignore this issue if it still exists.
// The worst that should happen is a warning that a soldier has no group id.
/*AssertEQ( ubNumElites , 0);
AssertEQ( ubNumTroops , 0);
AssertEQ( ubNumAdmins , 0);
AssertEQ( ubNumTanks , 0);
AssertEQ( ubNumJeeps , 0);
AssertEQ( ubNumRobots , 0);
AssertEQ( num , 0);*/
}
pGroup = pGroup->next;
}
UpdateTransportGroupInventory();
ValidateEnemiesHaveWeapons();
UnPauseGame();
return TRUE;
}
BOOLEAN PrepareEnemyForUndergroundBattle()
{
UNDERGROUND_SECTORINFO *pUnderground;
unsigned ubTotalAdmins, ubTotalTroops, ubTotalElites, ubTotalRobots, ubTotalTanks, ubTotalJeeps;
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);
ubTotalRobots = (UINT8)(pUnderground->ubNumRobots - pUnderground->ubRobotsInBattle);
ubTotalTanks = (UINT8)(pUnderground->ubNumTanks - pUnderground->ubTanksInBattle);
ubTotalJeeps = (UINT8)(pUnderground->ubNumJeeps - pUnderground->ubJeepsInBattle);
pUnderground->ubAdminsInBattle += ubTotalAdmins;
pUnderground->ubTroopsInBattle += ubTotalTroops;
pUnderground->ubElitesInBattle += ubTotalElites;
pUnderground->ubRobotsInBattle += ubTotalRobots;
pUnderground->ubTanksInBattle += ubTotalTanks;
pUnderground->ubJeepsInBattle += ubTotalJeeps;
AddSoldierInitListEnemyDefenceSoldiers( pUnderground->ubNumAdmins, pUnderground->ubNumTroops, pUnderground->ubNumElites, pUnderground->ubNumRobots, pUnderground->ubNumTanks, pUnderground->ubNumJeeps );
ValidateEnemiesHaveWeapons();
UnPauseGame();
}
return ((BOOLEAN)(pUnderground->ubNumAdmins + pUnderground->ubNumTroops + pUnderground->ubNumElites + pUnderground->ubNumRobots + pUnderground->ubNumTanks + pUnderground->ubNumJeeps > 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 )
{
SECTORINFO *pSector;
INT32 iMaxEnemyGroupSize = gGameExternalOptions.iMaxEnemyGroupSize;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
AssertNotNIL (pSoldier);
EvaluateDeathEffectsToSoldierInitList( pSoldier );
switch( pSoldier->ubProfile )
{
#ifdef JA2UB
case 75://MORRIS:
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;
#endif
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;
case TANK_CAR:
if( !pSoldier->bSectorZ )
{
pSector = &SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ];
if( pSector->ubNumTanks )
{
pSector->ubNumTanks--;
}
if( pSector->ubTanksInBattle )
{
pSector->ubTanksInBattle--;
}
}
else
{
UNDERGROUND_SECTORINFO *pUnderground;
pUnderground = FindUnderGroundSector( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, (UINT8)pSoldier->bSectorZ );
Assert( pUnderground );
if( pUnderground->ubNumTanks)
{
pUnderground->ubNumTanks--;
}
if( pUnderground->ubTanksInBattle )
{
pUnderground->ubTanksInBattle--;
}
}
break;
case COMBAT_JEEP_CAR:
if ( !pSoldier->bSectorZ )
{
pSector = &SectorInfo[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )];
if ( pSector->ubNumJeeps )
{
pSector->ubNumJeeps--;
}
if ( pSector->ubJeepsInBattle )
{
pSector->ubJeepsInBattle--;
}
}
else
{
UNDERGROUND_SECTORINFO *pUnderground;
pUnderground = FindUnderGroundSector( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, (UINT8)pSoldier->bSectorZ );
Assert( pUnderground );
if ( pUnderground->ubNumJeeps )
{
pUnderground->ubNumJeeps--;
}
if ( pUnderground->ubJeepsInBattle )
{
pUnderground->ubJeepsInBattle--;
}
}
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->usGroupTeam == OUR_TEAM )
{
#ifdef JA2BETAVERSION
CHAR16 str[256];
swprintf( str, L"Attempting to process player group %d thinking it's an enemy group in ProcessQueenCmdImplicationsOfDeath()", pSoldier->ubGroupID );
DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
#endif
return;
}
else if ( pGroup->usGroupTeam == MILITIA_TEAM )
{
#ifdef JA2BETAVERSION
CHAR16 str[256];
swprintf( str, L"Attempting to process militia group %d 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_ROBOT:
if( pGroup->pEnemyGroup->ubNumRobots )
{
pGroup->pEnemyGroup->ubNumRobots--;
}
if( pGroup->pEnemyGroup->ubRobotsInBattle )
{
pGroup->pEnemyGroup->ubRobotsInBattle--;
}
break;
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 && !gfPendingNonPlayerTeam[ENEMY_TEAM] ||
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 && !gfPendingNonPlayerTeam[ENEMY_TEAM] ||
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 && !gfPendingNonPlayerTeam[ENEMY_TEAM] ||
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 + pSector->ubNumTanks + pSector->ubNumJeeps;
#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_ROBOT:
if( pSector->ubNumRobots )
{
pSector->ubNumRobots--;
}
if( pSector->ubRobotsInBattle )
{
pSector->ubRobotsInBattle--;
}
break;
case SOLDIER_CLASS_CREATURE:
case SOLDIER_CLASS_BANDIT:
case SOLDIER_CLASS_ZOMBIE:
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--;
}
#ifdef JA2UB
//JA25 UB
//handle anything important when bloodcats die
HandleBloodCatDeaths( pSector );
#endif
}
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 + pSector->ubNumTanks + pSector->ubNumJeeps;
#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_ROBOT:
if( pSector->ubNumRobots )
{
pSector->ubNumRobots--;
}
if( pSector->ubRobotsInBattle )
{
pSector->ubRobotsInBattle--;
}
break;
case SOLDIER_CLASS_CREATURE:
case SOLDIER_CLASS_BANDIT:
case SOLDIER_CLASS_ZOMBIE:
if (pSoldier->ubBodyType == BLOODCAT)
{
if( pSector->ubNumBloodcats > 0 )
pSector->ubNumBloodcats--;
}
else
{
#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 ( pSoldier->ubSoldierClass == SOLDIER_CLASS_CREATURE )
{
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;
}
}
}
}
}
//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, and is not underground level
if(!(gWorldSectorX > 0 && gWorldSectorY > 0 && gbWorldSectorZ == 0))//dnl ch57 161009
return;
#ifdef JA2UB
BOOLEAN fMagicallyAppeared=FALSE;
#endif
UINT16 ubSlots, ubNumAvailable;
UINT16 ubNumRobots, ubNumElites, ubNumTroops, ubNumAdmins, ubNumTanks, ubNumJeeps;
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) || gEnemyEnabled == 0)
{
return;
}
}
if ( (!PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, 0 ) && !NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, MILITIA_TEAM ))
|| !NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, ENEMY_TEAM ) )
return;
// Flugente: if there is an enemy helicopter here, it can add reinforcements
if ( gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition )
{
EnemyHeliTroopDrop( SECTOR( gWorldSectorX, gWorldSectorY ) );
}
ubSlots = NumFreeSlots( ENEMY_TEAM );
// silversurfer: Only if there are enemy troops in the sector already we can talk about "reinforcements". If no troops are there we will spawn the incoming troops without delay.
if( gGameExternalOptions.sMinDelayEnemyReinforcements && gTacticalStatus.Team[ENEMY_TEAM].bTeamActive )//dnl ch68 080913
{
if(gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition == TRUE)
{
if(guiReinforceTurn == 0)
{
guiReinforceTurn = guiTurnCnt + gGameExternalOptions.sMinDelayEnemyReinforcements + Random(gGameExternalOptions.sRndDelayEnemyReinforcements+1);// first possible reinforcement
ubSlots = 0;
}
else if(guiTurnCnt >= guiReinforceTurn)
{
guiReinforceTurn = guiTurnCnt + gGameExternalOptions.sMinDelayEnemyReinforcements/3 + Random(gGameExternalOptions.sRndDelayEnemyReinforcements+1);// any other reinforcement should appear more frequently
ubNumAvailable = gGameExternalOptions.sMinEnterEnemyReinforcements + Random(gGameExternalOptions.sRndEnterEnemyReinforcements+1);// total allowed units to enter per reinforce turn
//SendFmtMsg("Enemy reinforcements: ubSlots=%d ubNumAvailable=%d", ubSlots, ubNumAvailable);
if(ubSlots > ubNumAvailable)
ubSlots = ubNumAvailable;
guiArrived += (ubNumAvailable - ubSlots);
}
else
{
if(guiArrived > 0)
{
if(ubSlots > guiArrived)
ubSlots = guiArrived;
guiArrived -= ubSlots;
}
else
ubSlots = 0;
}
}
else
guiReinforceTurn = guiArrived = 0;
//SendFmtMsg("Enemy reinforcements: guiTurnCnt=%d guiReinforceTurn=%d guiArrived=%d", guiTurnCnt, guiReinforceTurn, guiArrived);
}
if( !ubSlots )
{
//no available slots to add enemies to. Try again later...
return;
}
if ( !gfPendingNonPlayerTeam[ENEMY_TEAM] )
{
//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 = DoReinforcementAsPendingNonPlayer( gWorldSectorX, gWorldSectorY, ENEMY_TEAM );
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->ubNumRobots + pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks + pSector->ubNumJeeps )
{
ubNumRobots = ubNumElites = ubNumTroops = ubNumAdmins = ubNumTanks = ubNumJeeps = 0;
ubNumAvailable = pSector->ubNumRobots + pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks + pSector->ubNumJeeps
- pSector->ubRobotsInBattle - pSector->ubElitesInBattle - pSector->ubTroopsInBattle - pSector->ubAdminsInBattle - pSector->ubTanksInBattle - pSector->ubJeepsInBattle;
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->ubRobotsInBattle < pSector->ubNumRobots )
{ //Add a robot
pSector->ubRobotsInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumRobots++;
}
else 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 if( pSector->ubTanksInBattle < pSector->ubNumTanks )
{ //Add a tank
pSector->ubTanksInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumTanks++;
}
else if ( pSector->ubJeepsInBattle < pSector->ubNumJeeps )
{
//Add a jeep
pSector->ubJeepsInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumJeeps++;
}
else
{
AssertMsg( 0, "AddPossiblePendingEnemiesToBattle(): Logic Error -- by Kris" );
}
}
if ( ubNumAdmins || ubNumTroops || ubNumElites || ubNumRobots || ubNumTanks || ubNumJeeps )
{ //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 ( NumNonPlayerTeamMembersInSector( gWorldSectorX + 1, gWorldSectorY, ENEMY_TEAM ) )
ubStrategicInsertionCode = INSERTION_CODE_EAST;
else if ( NumNonPlayerTeamMembersInSector( gWorldSectorX - 1, gWorldSectorY, ENEMY_TEAM ) )
ubStrategicInsertionCode = INSERTION_CODE_WEST;
else if ( NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY + 1, ENEMY_TEAM ) )
ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
else if ( NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY - 1, ENEMY_TEAM ) )
ubStrategicInsertionCode = INSERTION_CODE_NORTH;
#ifdef JA2UB
else if( gsGridNoForMapEdgePointInfo != -1 )
{
//Ja25: it doesnt matter the entry point at this point, it will become GRIDNO at a later point
ubStrategicInsertionCode = INSERTION_CODE_NORTH;
fMagicallyAppeared = FALSE;
}
#endif
}
if( ubStrategicInsertionCode == 255 )
{
if ( !NumNonPlayerTeamMembersInSector( gWorldSectorX + 1, gWorldSectorY, MILITIA_TEAM ) )
ubStrategicInsertionCode = INSERTION_CODE_EAST;
else if ( !NumNonPlayerTeamMembersInSector( gWorldSectorX - 1, gWorldSectorY, MILITIA_TEAM ) )
ubStrategicInsertionCode = INSERTION_CODE_WEST;
else if ( !NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY + 1, MILITIA_TEAM ) )
ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
else if ( !NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY - 1, MILITIA_TEAM ) )
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, ubNumRobots, ubNumTanks, ubNumJeeps, FALSE );
gfPendingNonPlayerTeam[ENEMY_TEAM] = 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->usGroupTeam == ENEMY_TEAM && !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->usGroupTeam == ENEMY_TEAM && !pGroup->fVehicle && pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ )
{
pGroupInSectorList[ ubNumGroupsInSector++] = pGroup;
}
}
while( ubSlots && ubNumGroupsInSector )
{
UINT8 ubInsertionCode = 255;
ubGroupIndex = Random( ubNumGroupsInSector);
pGroup = pGroupInSectorList[ ubGroupIndex];
// Flugente fix: check for underflow...
UINT16 currentgroupsize = pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle
+ pGroup->pEnemyGroup->ubRobotsInBattle + pGroup->pEnemyGroup->ubTanksInBattle + pGroup->pEnemyGroup->ubJeepsInBattle;
if ( currentgroupsize > pGroup->ubGroupSize )
ubNumAvailable = 0;
else
ubNumAvailable = pGroup->ubGroupSize - currentgroupsize;
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
{
// WANNE: Hack: If no valid insertion is found, get random insertion instead of Assert() error
// sevenfm: use Random() instead
//UINT32 rndInsertionCode = GetRndNum(3);
UINT32 rndInsertionCode = Random(4);
ubInsertionCode = rndInsertionCode;
//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
{
// WANNE: Hack: If no valid insertion is found, get random insertion instead of Assert() error
// sevenfm: use Random() instead
//UINT32 rndInsertionCode = GetRndNum(3);
UINT32 rndInsertionCode = Random(4);
ubInsertionCode = rndInsertionCode;
//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, 0, 0, 0, FALSE );
}
else if( pGroup->pEnemyGroup->ubTroopsInBattle < pGroup->pEnemyGroup->ubNumTroops )
{ //Add a regular troop.
pGroup->pEnemyGroup->ubTroopsInBattle++;
ubSlots--;
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 1, 0, 0, 0, 0, FALSE );
}
else if( pGroup->pEnemyGroup->ubAdminsInBattle < pGroup->pEnemyGroup->ubNumAdmins )
{ //Add an admin troop
pGroup->pEnemyGroup->ubAdminsInBattle++;
ubSlots--;
AddEnemiesToBattle( pGroup, ubInsertionCode, 1, 0, 0, 0, 0, 0, FALSE );
}
else if( pGroup->pEnemyGroup->ubRobotsInBattle < pGroup->pEnemyGroup->ubNumRobots)
{ //Add a robot
pGroup->pEnemyGroup->ubRobotsInBattle++;
ubSlots--;
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 0, 1, 0, 0, FALSE );
}
else if( pGroup->pEnemyGroup->ubTanksInBattle < pGroup->pEnemyGroup->ubNumTanks )
{ //Add a tank
pGroup->pEnemyGroup->ubTanksInBattle++;
ubSlots--;
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 0, 0, 1, 0, FALSE );
}
else if ( pGroup->pEnemyGroup->ubJeepsInBattle < pGroup->pEnemyGroup->ubNumJeeps )
{ //Add a jeep
pGroup->pEnemyGroup->ubJeepsInBattle++;
ubSlots--;
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 0, 0, 0, 0, 1, FALSE );
}
else
{
// WANNE: Instead of asserting, just add a regular troop
//AssertMsg( 0, "AddPossiblePendingEnemiesToBattle(): Logic Error -- by Kris" );
pGroup->pEnemyGroup->ubTroopsInBattle++;
ubSlots--;
AddEnemiesToBattle( pGroup, ubInsertionCode, 0, 1, 0, 0, 0, 0, FALSE );
}
}
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.
gfPendingNonPlayerTeam[ENEMY_TEAM] = 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, UINT16 ubNumAdmins, UINT16 ubNumTroops, UINT16 ubNumElites, UINT16 ubNumRobots, UINT16 ubNumTanks, UINT16 ubNumJeeps, BOOLEAN fMagicallyAppeared )
{
SOLDIERTYPE *pSoldier;
MAPEDGEPOINTINFO MapEdgepointInfo;
UINT16 ubCurrSlot;
UINT16 ubTotalSoldiers;
UINT8 bDesiredDirection=0;
// while transport groups can't normally reinforce, this covers the case where a transport group enters a sector (via normal movement)
// where a battle is in progress.
if (pGroup && pGroup->pEnemyGroup->ubIntention == TRANSPORT)
{
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ADMINISTRATOR, ubNumAdmins);
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ARMY, ubNumTroops);
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_ELITE, ubNumElites);
AddToTransportGroupMap(pGroup->ubGroupID, SOLDIER_CLASS_JEEP, ubNumJeeps);
}
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;
pSector->ubNumRobots += ubNumRobots;
pSector->ubRobotsInBattle += ubNumRobots;
pSector->ubNumTanks += ubNumTanks;
pSector->ubTanksInBattle += ubNumTanks;
pSector->ubNumJeeps += ubNumJeeps;
pSector->ubJeepsInBattle += ubNumJeeps;
}
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;
pSector->ubNumRobots += ubNumRobots;
pSector->ubRobotsInBattle += ubNumRobots;
pSector->ubNumTanks += ubNumTanks;
pSector->ubTanksInBattle += ubNumTanks;
pSector->ubNumJeeps += ubNumJeeps;
pSector->ubJeepsInBattle += ubNumJeeps;
}
}
//Because the enemies magically appeared, have one of our soldiers say something...
NotifyPlayersOfNewEnemies();
}
ubTotalSoldiers = ubNumAdmins + ubNumTroops + ubNumElites + ubNumRobots + ubNumTanks + ubNumJeeps;
#ifdef JA2UB
if( gsGridNoForMapEdgePointInfo != -1 )
{
ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
}
if( ubStrategicInsertionCode == INSERTION_CODE_GRIDNO )
{
if( gsGridNoForMapEdgePointInfo == -1 )
{
Assert( 0 );
gsGridNoForMapEdgePointInfo=0;
}
for( UINT8 ubCnt=0; ubCnt<32; ++ubCnt)
{
MapEdgepointInfo.sGridNo[ ubCnt ] = gsGridNoForMapEdgePointInfo;
}
MapEdgepointInfo.ubNumPoints = 32;
MapEdgepointInfo.ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
}
else
{
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, ubTotalSoldiers );
}
#else
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, ubTotalSoldiers );
#endif
extern INT16 gsStrategicDiseaseOriginSector;
// Flugente: we need to set the sector of origin to determine from which sector to take the disease ratio that affects health
gsStrategicDiseaseOriginSector = -1;
if ( !gbWorldSectorZ )
{
switch ( ubStrategicInsertionCode )
{
case INSERTION_CODE_NORTH: gsStrategicDiseaseOriginSector = SECTOR( gWorldSectorX, gWorldSectorY - 1 ); break;
case INSERTION_CODE_EAST: gsStrategicDiseaseOriginSector = SECTOR( gWorldSectorX + 1, gWorldSectorY ); break;
case INSERTION_CODE_SOUTH: gsStrategicDiseaseOriginSector = SECTOR( gWorldSectorX, gWorldSectorY + 1 ); break;
case INSERTION_CODE_WEST: gsStrategicDiseaseOriginSector = SECTOR( gWorldSectorX - 1, gWorldSectorY ); break;
default:
break;
}
}
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 && Random( ubTotalSoldiers ) < (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 && Random( ubTotalSoldiers ) < (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 );
}
else if( ubNumRobots && Random( ubTotalSoldiers ) < (ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots) )
{
ubNumRobots--;
ubTotalSoldiers--;
Assert(pSoldier = TacticalCreateEnemyRobot());
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( ubNumTanks && Random( ubTotalSoldiers ) < (ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots + ubNumTanks) && ubNumberOfVehicles < 9 )
{
ubNumTanks--;
ubTotalSoldiers--;
Assert(pSoldier = TacticalCreateEnemyTank());
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 ( ubNumJeeps && Random( ubTotalSoldiers ) < (ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots + ubNumTanks + ubNumJeeps) && ubNumberOfVehicles < 9 )
{
ubNumJeeps--;
ubTotalSoldiers--;
Assert( pSoldier = TacticalCreateEnemyJeep( ) );
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 );
}
// HEADROCK HAM 3.2: enemy reinforcements arrive with 0 APs.
if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 1 || gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 2)
{
pSoldier->bActionPoints = 0;
// Flugente: due to a fix, also note here that the reinforcements get no APs.
pSoldier->usSoldierFlagMask |= SOLDIER_NO_AP;
// Flugente: campaign stats
if ( IsOurSoldier(pSoldier) )
gCurrentIncident.usIncidentFlags |= INCIDENT_REINFORCEMENTS_PLAYERSIDE;
else
gCurrentIncident.usIncidentFlags |= INCIDENT_REINFORCEMENTS_ENEMY;
}
}
// set this back so it doesn't affect others
gsStrategicDiseaseOriginSector = -1;
#ifdef JA2UB
gsGridNoForMapEdgePointInfo = -1;
#endif
}
void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT16 ubNumGreens, UINT16 ubNumRegulars, UINT16 ubNumElites, BOOLEAN fMagicallyAppeared )
{
SOLDIERTYPE *pSoldier;
MAPEDGEPOINTINFO MapEdgepointInfo;
UINT16 ubCurrSlot;
UINT16 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"Militia reinforcements have arrived! (%d greens, %d regulars, %d elite)", ubNumGreens, ubNumRegulars, ubNumElites );
#endif
if ( fMagicallyAppeared )
{
//update the strategic counters
if ( !gbWorldSectorZ )
{
SECTORINFO *pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )];
pSector->ubNumberOfCivsAtLevel[GREEN_MILITIA] += ubNumGreens;
pSector->ubNumberOfCivsAtLevel[REGULAR_MILITIA] += ubNumRegulars;
pSector->ubNumberOfCivsAtLevel[ELITE_MILITIA] += ubNumElites;
}
else
{
// there are no underground militia... error if this ever happens
AssertMsg( 0, "Tried to add militia to an underground sector" );
}
}
ubTotalSoldiers = ubNumGreens + ubNumRegulars + ubNumElites;
#ifdef JA2UB
if ( gsGridNoForMapEdgePointInfo != -1 )
{
ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
}
if ( ubStrategicInsertionCode == INSERTION_CODE_GRIDNO )
{
if ( gsGridNoForMapEdgePointInfo == -1 )
{
Assert( 0 );
gsGridNoForMapEdgePointInfo = 0;
}
for ( UINT8 ubCnt = 0; ubCnt<32; ++ubCnt )
{
MapEdgepointInfo.sGridNo[ubCnt] = gsGridNoForMapEdgePointInfo;
}
MapEdgepointInfo.ubNumPoints = 32;
MapEdgepointInfo.ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
}
else
{
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, ubTotalSoldiers );
}
#else
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (ubTotalSoldiers) );
#endif
ubCurrSlot = 0;
while ( ubTotalSoldiers )
{
if ( ubNumElites && Random( ubTotalSoldiers ) < ubNumElites )
{
ubNumElites--;
ubTotalSoldiers--;
Assert( pSoldier = TacticalCreateMilitia( SOLDIER_CLASS_ELITE_MILITIA, gWorldSectorX, gWorldSectorY ) );
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 ( ubNumRegulars && Random( ubTotalSoldiers ) < (ubNumElites + ubNumRegulars) )
{
ubNumRegulars--;
ubTotalSoldiers--;
Assert( pSoldier = TacticalCreateMilitia( SOLDIER_CLASS_REG_MILITIA, gWorldSectorX, gWorldSectorY ) );
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 ( ubNumGreens && Random( ubTotalSoldiers ) < (ubNumElites + ubNumRegulars + ubNumGreens) )
{
ubNumGreens--;
ubTotalSoldiers--;
Assert( pSoldier = TacticalCreateMilitia( SOLDIER_CLASS_GREEN_MILITIA, gWorldSectorX, gWorldSectorY ) );
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 );
}
// HEADROCK HAM 3.2: enemy reinforcements arrive with 0 APs.
if ( gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 1 || gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 2 )
{
pSoldier->bActionPoints = 0;
// Flugente: due to a fix, also note here that the reinforcements get no APs.
pSoldier->usSoldierFlagMask |= SOLDIER_NO_AP;
// Flugente: campaign stats
if ( IsOurSoldier( pSoldier ) )
gCurrentIncident.usIncidentFlags |= INCIDENT_REINFORCEMENTS_PLAYERSIDE;
else
gCurrentIncident.usIncidentFlags |= INCIDENT_REINFORCEMENTS_ENEMY;
}
}
#ifdef JA2UB
gsGridNoForMapEdgePointInfo = -1;
#endif
}
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( )
{
#ifndef JA2UB
// Set flag...
if( !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ) || !(gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE) )
{
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED )
{
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE;
StartQuest( QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY );
}
else if (gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED)
{
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE;
StartQuest(QUEST_HELD_IN_TIXA, gWorldSectorX, gWorldSectorY);
}
else if (gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED)
{
StartQuest( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY );
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE;
// OK! - Schedule Meanwhile now!
HandleInterrogationMeanwhileScene();
}
else
{
// Set both flags if we can't start any of the three POW quests
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE;
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE;
}
}
#endif
}
int CalculateMaximumPrisonerAmount()
{
#ifndef JA2UB
if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED) { return std::size(gModSettings.iInitialPOWGridNo); }
if (gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED) { return std::size(gModSettings.iTixaPrisonPOWGridNo); }
if (gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED) { return std::size(gModSettings.iMeanwhileInterrogatePOWGridNo); }
#endif
return 0;
}
void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
{
#ifndef JA2UB
AssertNotNIL(pSoldier);
// ATE: Check first if ! in player captured sequence already
if ( ( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ) && (gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE) )
{
return;
}
// If this is an EPC , just kill them...
if ( AM_AN_EPC( pSoldier ) || AM_A_ROBOT(pSoldier))
{
pSoldier->stats.bLife = 0;
pSoldier->iHealableInjury = 0; // added by SANDRO
BOOLEAN fMadeCorpse;
HandleSoldierDeath( pSoldier, &fMadeCorpse );
return;
}
// can't capture mercs on mini event adventures
if (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT)
{
return;
}
if (pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
{
return;
}
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
return;
}
if (gStrategicStatus.ubNumCapturedForRescue >= CalculateMaximumPrisonerAmount())
{
SetTimeOfAssignmentChangeForMerc(pSoldier);
return;
}
if (gStrategicStatus.ubNumCapturedForRescue < 3 && (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED))
{
// ATE: Patch fix If in a vehicle, remove from vehicle...
TakeSoldierOutOfVehicle(pSoldier);
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);
RemoveCharacterFromSquads(pSoldier);
INT32 itemdropoffgridno = -1;
// Is this the first one..?
if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED )
{
//-teleport him to NE Alma sector (not Tixa as originally planned)
pSoldier->aiData.bNeutral = TRUE;
pSoldier->sSectorX = gModSettings.ubInitialPOWSectorX; //13
pSoldier->sSectorY = gModSettings.ubInitialPOWSectorY; //9
pSoldier->bSectorZ = 0;
pSoldier->usStrategicInsertionData = gModSettings.iInitialPOWGridNo[gStrategicStatus.ubNumCapturedForRescue];
itemdropoffgridno = gModSettings.iInitialPOWItemGridNo[gStrategicStatus.ubNumCapturedForRescue];
}
else if (gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED)
{
//-teleport him to Tixa as originally planned
pSoldier->aiData.bNeutral = TRUE;
pSoldier->sSectorX = gModSettings.ubTixaPrisonSectorX;
pSoldier->sSectorY = gModSettings.ubTixaPrisonSectorY;
pSoldier->bSectorZ = 0;
pSoldier->usStrategicInsertionData = gModSettings.iTixaPrisonPOWGridNo[gStrategicStatus.ubNumCapturedForRescue];
itemdropoffgridno = gModSettings.iTixaPrisonPOWItemGridNo[gStrategicStatus.ubNumCapturedForRescue];
}
else //if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTDONE )
{
//-teleport him to N7
pSoldier->sSectorX = gModSettings.ubMeanwhileInterrogatePOWSectorX; //7
pSoldier->sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY; //14
pSoldier->bSectorZ = 0;
pSoldier->usStrategicInsertionData = gModSettings.iMeanwhileInterrogatePOWGridNo[gStrategicStatus.ubNumCapturedForRescue];
itemdropoffgridno = gModSettings.iMeanwhileInterrogatePOWItemGridNo[gStrategicStatus.ubNumCapturedForRescue];
}
// OK, drop all items!
WORLDITEM WorldItem;
std::vector<WORLDITEM> pWorldItem;
UINT32 invsize = pSoldier->inv.size();
for (UINT32 i = 0; i < invsize; ++i )
{
if ( pSoldier->inv[i].exists() )
{
WorldItem.fExists = TRUE;
WorldItem.sGridNo = itemdropoffgridno;
WorldItem.ubLevel = 0;
WorldItem.usFlags = 0;
WorldItem.bVisible = FALSE;
WorldItem.bRenderZHeightAboveLevel = 0;
pSoldier->inv[i].MoveThisObjectTo( WorldItem.object );
pWorldItem.push_back( WorldItem );
}
}
AddWorldItemsToUnLoadedSector( pSoldier->sSectorX, pSoldier->sSectorY, 0, itemdropoffgridno, pWorldItem.size(), pWorldItem, FALSE );
// put him on the floor!!
pSoldier->pathing.bLevel = 0;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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.
INT8 oldlife = pSoldier->stats.bLife;
pSoldier->stats.bLife = max(35, pSoldier->stats.bLifeMax / 2);
if ( pSoldier->stats.bLife >= 45 )
{
pSoldier->stats.bLife += (INT8)(10 - Random( 21 ) );
}
// SANDRO - make the lost life insta-healable
pSoldier->iHealableInjury = ((pSoldier->stats.bLifeMax - pSoldier->stats.bLife) * 100);
// make him quite exhausted when found
pSoldier->bBreath = pSoldier->bBreathMax = 50;
pSoldier->sBreathRed = 0;
pSoldier->flags.fMercCollapsedFlag = FALSE;
RemoveSoldierFromTacticalSector(pSoldier, TRUE);
RemovePlayerFromTeamSlotGivenMercID(pSoldier->ubID);
SelectNextAvailSoldier(pSoldier);
}
#endif
}
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;
MercPtrs[ i ]->iHealableInjury = 0; // added just for sure - SANDRO
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;
MercPtrs[ i ]->iHealableInjury = 0; // added just for sure - SANDRO
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;
MercPtrs[ i ]->iHealableInjury = 0; // added just for sure - SANDRO
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 )
{
if ( NumNonPlayerTeamMembersInSector( SECTORX( ubSectorID ), SECTORY( ubSectorID ), MILITIA_TEAM ) )
{
//militia in sector
return TRUE;
}
if ( FindMovementGroupInSector( SECTORX( ubSectorID ), SECTORY( ubSectorID ), OUR_TEAM ) )
{
// player/militia 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;
}
// Flugente check whether a team has nearby members that can be added to the current battle
// Note that this requires separate counts of teammembers in the sector and those that are actually fighting
// This currently does not exist for MILITIA_TEAM, making such a check relatively useless
BOOLEAN CheckPendingNonPlayerTeam( UINT8 usTeam )
{
if( gbWorldSectorZ )
return FALSE;
SECTORINFO *pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )];
if ( usTeam == ENEMY_TEAM )
{
if ( (pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks + pSector->ubNumJeeps + pSector->ubNumRobots) >
(pSector->ubElitesInBattle + pSector->ubTroopsInBattle + pSector->ubAdminsInBattle + pSector->ubTanksInBattle + pSector->ubJeepsInBattle + pSector->ubRobotsInBattle) )
return TRUE;
}
for (GROUP *pGroup = gpGroupList; pGroup; pGroup = pGroup->next)
{
if ( pGroup->usGroupTeam == usTeam
&& !pGroup->fVehicle
&& pGroup->ubSectorX == gWorldSectorX
&& pGroup->ubSectorY == gWorldSectorY )
{
if ( usTeam == ENEMY_TEAM )
{
if ( pGroup->ubGroupSize > pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle
+ pGroup->pEnemyGroup->ubTanksInBattle + pGroup->pEnemyGroup->ubJeepsInBattle + pGroup->pEnemyGroup->ubRobotsInBattle )
return TRUE;
}
else if ( usTeam == MILITIA_TEAM )
{
if ( pGroup->ubGroupSize > pSector->ubNumberOfCivsAtLevel[GREEN_MILITIA] + pSector->ubNumberOfCivsAtLevel[REGULAR_MILITIA] + pSector->ubNumberOfCivsAtLevel[ELITE_MILITIA] )
return TRUE;
}
}
}
return FALSE;
}
#ifdef JA2UB
void HandleBloodCatDeaths( SECTORINFO *pSector )
{
//if the current sector is the first part of the town
if( gWorldSectorX == 10 && gWorldSectorY == 9 && gbWorldSectorZ == 0 )
{
//if ALL the bloodcats are killed
if( pSector->bBloodCats == 0 )
{
UINT8 bId1=-1;
UINT8 bId2=-1;
UINT8 bNum=0;
SetFactTrue( FACT_PLAYER_KILLED_ALL_BETTYS_BLOODCATS );
//Instantly have betties missing items show up
//DailyCheckOnItemQuantities( TRUE );
// Now have a merc say the killed bloodcat quote
bNum = Get3RandomQualifiedMercs( &bId1, &bId2, NULL );
//if there are some qualified mercs
if( bNum != 0 )
{
//must make sure TEX doesnt say the quote
if( bId1 != NOBODY && Menptr[ bId1 ].ubProfile != TEX_UB )
{
TacticalCharacterDialogue( &Menptr[ bId1 ], QUOTE_UB_HANDLE_BLOODCATDEATHS );
}
else if( bId2 != NOBODY && Menptr[ bId2 ].ubProfile != TEX_UB )
{
TacticalCharacterDialogue( &Menptr[ bId2 ], QUOTE_UB_HANDLE_BLOODCATDEATHS );
}
}
}
}
}
#endif
UINT16 NumTurncoatsOfClassInSector( INT16 sSectorX, INT16 sSectorY, UINT8 aSoldierClass )
{
// HEADROCK: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
// probably isn't. But I need this bit to work.
if ( sSectorX < MINIMUM_VALID_X_COORDINATE ||
sSectorX > MAXIMUM_VALID_X_COORDINATE ||
sSectorY < MINIMUM_VALID_Y_COORDINATE ||
sSectorY > MAXIMUM_VALID_Y_COORDINATE )
{
return ( 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 );
SECTORINFO* pSector = &SectorInfo[SECTOR( sSectorX, sSectorY )];
UINT16 num = 0;
switch ( aSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR: num += pSector->ubNumAdmins_Turncoat; break;
case SOLDIER_CLASS_ARMY: num += pSector->ubNumTroops_Turncoat; break;
case SOLDIER_CLASS_ELITE: num += pSector->ubNumElites_Turncoat; break;
default: break;
}
GROUP* pGroup = gpGroupList;
while ( pGroup )
{
if ( pGroup->usGroupTeam == ENEMY_TEAM && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
switch ( aSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR: num += pGroup->pEnemyGroup->ubNumAdmins_Turncoat; break;
case SOLDIER_CLASS_ARMY: num += pGroup->pEnemyGroup->ubNumTroops_Turncoat; break;
case SOLDIER_CLASS_ELITE: num += pGroup->pEnemyGroup->ubNumElites_Turncoat; break;
default: break;
}
}
pGroup = pGroup->next;
}
return num;
}
BOOLEAN TurncoatsInSector( INT16 sSectorX, INT16 sSectorY )
{
// HEADROCK: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
// probably isn't. But I need this bit to work.
if ( sSectorX < MINIMUM_VALID_X_COORDINATE ||
sSectorX > MAXIMUM_VALID_X_COORDINATE ||
sSectorY < MINIMUM_VALID_Y_COORDINATE ||
sSectorY > MAXIMUM_VALID_Y_COORDINATE )
{
return ( 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 );
SECTORINFO* pSector = &SectorInfo[SECTOR( sSectorX, sSectorY )];
if ( pSector->ubNumAdmins_Turncoat
|| pSector->ubNumTroops_Turncoat
|| pSector->ubNumElites_Turncoat )
return TRUE;
GROUP* pGroup = gpGroupList;
while ( pGroup )
{
if ( pGroup->usGroupTeam == ENEMY_TEAM && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
if ( pGroup->pEnemyGroup->ubNumAdmins_Turncoat
|| pGroup->pEnemyGroup->ubNumTroops_Turncoat
|| pGroup->pEnemyGroup->ubNumElites_Turncoat )
return TRUE;
}
pGroup = pGroup->next;
}
return FALSE;
}
bool RemoveOneTurncoat( INT16 sSectorX, INT16 sSectorY, UINT8 aSoldierClass, BOOLEAN alsoRemoveFromGroup )
{
// HEADROCK: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
// probably isn't. But I need this bit to work.
if ( sSectorX < MINIMUM_VALID_X_COORDINATE ||
sSectorX > MAXIMUM_VALID_X_COORDINATE ||
sSectorY < MINIMUM_VALID_Y_COORDINATE ||
sSectorY > MAXIMUM_VALID_Y_COORDINATE )
{
return false;
}
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE );
AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE );
AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
SECTORINFO* pSector = &SectorInfo[SECTOR( sSectorX, sSectorY )];
// count how many turncoats we have
UINT16 num_static = 0;
UINT16 num_groups = 0;
switch ( aSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
num_static = pSector->ubNumAdmins_Turncoat;
break;
case SOLDIER_CLASS_ARMY:
num_static = pSector->ubNumTroops_Turncoat;
break;
case SOLDIER_CLASS_ELITE:
num_static = pSector->ubNumElites_Turncoat;
break;
default:
break;
}
GROUP* pGroup = gpGroupList;
while ( pGroup )
{
if ( pGroup->usGroupTeam == ENEMY_TEAM && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
switch ( aSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
num_groups += pGroup->pEnemyGroup->ubNumAdmins_Turncoat;
break;
case SOLDIER_CLASS_ARMY:
num_groups += pGroup->pEnemyGroup->ubNumTroops_Turncoat;
break;
case SOLDIER_CLASS_ELITE:
num_groups += pGroup->pEnemyGroup->ubNumElites_Turncoat;
break;
default:
break;
}
}
pGroup = pGroup->next;
}
if ( num_static + num_groups )
{
if ( Chance( 100 * num_static / ( num_static + num_groups ) ) )
{
// add to garrison
switch ( aSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
pSector->ubNumAdmins_Turncoat--;
if (alsoRemoveFromGroup)
{
pSector->ubNumAdmins--;
pSector->ubAdminsInBattle -= (pSector->ubAdminsInBattle == 0 ? 0 : 1);
}
return true;
break;
case SOLDIER_CLASS_ARMY:
pSector->ubNumTroops_Turncoat--;
if (alsoRemoveFromGroup)
{
pSector->ubNumTroops--;
pSector->ubTroopsInBattle -= (pSector->ubTroopsInBattle == 0 ? 0 : 1);
}
return true;
break;
case SOLDIER_CLASS_ELITE:
pSector->ubNumElites_Turncoat--;
if (alsoRemoveFromGroup)
{
pSector->ubNumElites--;
pSector->ubElitesInBattle -= (pSector->ubElitesInBattle == 0 ? 0 : 1);
}
return true;
break;
default:
break;
}
}
else
{
GROUP* pGroup = gpGroupList;
while ( pGroup )
{
if ( pGroup->usGroupTeam == ENEMY_TEAM && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
switch ( aSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
if ( pGroup->pEnemyGroup->ubNumAdmins_Turncoat && pGroup->ubGroupSize && pGroup->pEnemyGroup->ubNumAdmins )
{
pGroup->pEnemyGroup->ubNumAdmins_Turncoat--;
if (alsoRemoveFromGroup)
{
pGroup->pEnemyGroup->ubNumAdmins--;
pGroup->pEnemyGroup->ubAdminsInBattle -= (pGroup->pEnemyGroup->ubAdminsInBattle == 0 ? 0 : 1);
pGroup->ubGroupSize--;
}
return true;
}
break;
case SOLDIER_CLASS_ARMY:
if ( pGroup->pEnemyGroup->ubNumTroops_Turncoat && pGroup->ubGroupSize && pGroup->pEnemyGroup->ubNumTroops )
{
pGroup->pEnemyGroup->ubNumTroops_Turncoat--;
if (alsoRemoveFromGroup)
{
pGroup->pEnemyGroup->ubNumTroops--;
pGroup->pEnemyGroup->ubTroopsInBattle -= (pGroup->pEnemyGroup->ubTroopsInBattle == 0 ? 0 : 1);
pGroup->ubGroupSize--;
}
return true;
}
break;
case SOLDIER_CLASS_ELITE:
if ( pGroup->pEnemyGroup->ubNumElites_Turncoat && pGroup->ubGroupSize && pGroup->pEnemyGroup->ubNumElites )
{
pGroup->pEnemyGroup->ubNumElites_Turncoat--;
if (alsoRemoveFromGroup)
{
pGroup->pEnemyGroup->ubNumElites--;
pGroup->pEnemyGroup->ubElitesInBattle -= (pGroup->pEnemyGroup->ubElitesInBattle == 0 ? 0 : 1);
pGroup->ubGroupSize--;
}
return true;
}
break;
default:
break;
}
}
pGroup = pGroup->next;
}
}
}
return false;
}
bool AddOneTurncoat( INT16 sSectorX, INT16 sSectorY, UINT8 aSoldierClass )
{
// HEADROCK: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
// probably isn't. But I need this bit to work.
if ( sSectorX < MINIMUM_VALID_X_COORDINATE ||
sSectorX > MAXIMUM_VALID_X_COORDINATE ||
sSectorY < MINIMUM_VALID_Y_COORDINATE ||
sSectorY > MAXIMUM_VALID_Y_COORDINATE )
{
return false;
}
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE );
AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE );
AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
SECTORINFO* pSector = &SectorInfo[SECTOR( sSectorX, sSectorY )];
// count how many 'slots' we have for more turncoats, then add one at a random position
UINT16 freeslots_static = 0;
UINT16 freeslots_groups = 0;
switch ( aSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
if ( pSector->ubNumAdmins_Turncoat < pSector->ubNumAdmins )
freeslots_static = pSector->ubNumAdmins - pSector->ubNumAdmins_Turncoat;
break;
case SOLDIER_CLASS_ARMY:
if ( pSector->ubNumTroops_Turncoat < pSector->ubNumTroops )
freeslots_static = pSector->ubNumTroops - pSector->ubNumTroops_Turncoat;
break;
case SOLDIER_CLASS_ELITE:
if ( pSector->ubNumElites_Turncoat < pSector->ubNumElites )
freeslots_static = pSector->ubNumElites - pSector->ubNumElites_Turncoat;
break;
default:
break;
}
GROUP* pGroup = gpGroupList;
while ( pGroup )
{
if ( pGroup->usGroupTeam == ENEMY_TEAM && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
switch ( aSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
if ( pGroup->pEnemyGroup->ubNumAdmins_Turncoat < pGroup->pEnemyGroup->ubNumAdmins )
freeslots_groups += pGroup->pEnemyGroup->ubNumAdmins - pGroup->pEnemyGroup->ubNumAdmins_Turncoat;
break;
case SOLDIER_CLASS_ARMY:
if ( pGroup->pEnemyGroup->ubNumTroops_Turncoat < pGroup->pEnemyGroup->ubNumTroops )
freeslots_groups += pGroup->pEnemyGroup->ubNumTroops - pGroup->pEnemyGroup->ubNumTroops_Turncoat;
break;
case SOLDIER_CLASS_ELITE:
if ( pGroup->pEnemyGroup->ubNumElites_Turncoat < pGroup->pEnemyGroup->ubNumElites )
freeslots_groups += pGroup->pEnemyGroup->ubNumElites - pGroup->pEnemyGroup->ubNumElites_Turncoat;
break;
default:
break;
}
}
pGroup = pGroup->next;
}
if ( freeslots_static + freeslots_groups )
{
if ( Chance( 100 * freeslots_static / ( freeslots_static + freeslots_groups ) ) )
{
// add to garrison
switch ( aSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
pSector->ubNumAdmins_Turncoat++;
return true;
break;
case SOLDIER_CLASS_ARMY:
pSector->ubNumTroops_Turncoat++;
return true;
break;
case SOLDIER_CLASS_ELITE:
pSector->ubNumElites_Turncoat++;
return true;
break;
default:
break;
}
}
else
{
GROUP* pGroup = gpGroupList;
while ( pGroup )
{
if ( pGroup->usGroupTeam == ENEMY_TEAM && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
switch ( aSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
if ( pGroup->pEnemyGroup->ubNumAdmins_Turncoat < pGroup->pEnemyGroup->ubNumAdmins )
{
pGroup->pEnemyGroup->ubNumAdmins_Turncoat++;
return true;
}
break;
case SOLDIER_CLASS_ARMY:
if ( pGroup->pEnemyGroup->ubNumTroops_Turncoat < pGroup->pEnemyGroup->ubNumTroops )
{
pGroup->pEnemyGroup->ubNumTroops_Turncoat++;
return true;
}
break;
case SOLDIER_CLASS_ELITE:
if ( pGroup->pEnemyGroup->ubNumElites_Turncoat < pGroup->pEnemyGroup->ubNumElites )
{
pGroup->pEnemyGroup->ubNumElites_Turncoat++;
return true;
}
break;
default:
break;
}
}
pGroup = pGroup->next;
}
}
}
return false;
}
void CorrectTurncoatCount( INT16 sSectorX, INT16 sSectorY )
{
// HEADROCK: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
// probably isn't. But I need this bit to work.
if ( sSectorX < MINIMUM_VALID_X_COORDINATE ||
sSectorX > MAXIMUM_VALID_X_COORDINATE ||
sSectorY < MINIMUM_VALID_Y_COORDINATE ||
sSectorY > MAXIMUM_VALID_Y_COORDINATE )
{
return;
}
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE );
AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE );
AssertLE( sSectorY, MAXIMUM_VALID_Y_COORDINATE );
SECTORINFO* pSector = &SectorInfo[SECTOR( sSectorX, sSectorY )];
if ( pSector->ubNumAdmins_Turncoat > pSector->ubNumAdmins )
{
pSector->ubNumTroops_Turncoat += pSector->ubNumAdmins_Turncoat - pSector->ubNumAdmins;
pSector->ubNumAdmins_Turncoat = pSector->ubNumAdmins;
}
if ( pSector->ubNumTroops_Turncoat > pSector->ubNumTroops )
{
pSector->ubNumElites_Turncoat += pSector->ubNumTroops_Turncoat - pSector->ubNumTroops;
pSector->ubNumTroops_Turncoat = pSector->ubNumTroops;
}
if ( pSector->ubNumElites_Turncoat > pSector->ubNumElites )
{
pSector->ubNumElites_Turncoat = pSector->ubNumElites;
}
GROUP* pGroup = gpGroupList;
while ( pGroup )
{
if ( pGroup->usGroupTeam == ENEMY_TEAM && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
if ( pGroup->pEnemyGroup->ubNumAdmins_Turncoat > pGroup->pEnemyGroup->ubNumAdmins )
{
pGroup->pEnemyGroup->ubNumTroops_Turncoat += pGroup->pEnemyGroup->ubNumAdmins_Turncoat - pGroup->pEnemyGroup->ubNumAdmins;
pGroup->pEnemyGroup->ubNumAdmins_Turncoat = pGroup->pEnemyGroup->ubNumAdmins;
}
if ( pGroup->pEnemyGroup->ubNumTroops_Turncoat > pGroup->pEnemyGroup->ubNumTroops )
{
pGroup->pEnemyGroup->ubNumElites_Turncoat += pGroup->pEnemyGroup->ubNumTroops_Turncoat - pGroup->pEnemyGroup->ubNumTroops;
pGroup->pEnemyGroup->ubNumTroops_Turncoat = pGroup->pEnemyGroup->ubNumTroops;
}
if ( pGroup->pEnemyGroup->ubNumElites_Turncoat > pGroup->pEnemyGroup->ubNumElites )
{
pGroup->pEnemyGroup->ubNumElites_Turncoat = pGroup->pEnemyGroup->ubNumElites;
}
}
pGroup = pGroup->next;
}
}