Files
source/Strategic/Queen Command.cpp
T
Overhaul 9d71fc89f0 Massive effort to reign in militia problem. Still has issues :(
Fix:  If only some of mercs go to a lower level (mine, basement, etc) but do not choose to "GO TO SECTOR", sector is still inaccessible from strategic map.  However, watch for triggers that might happen on first visit to a sector, that fail.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1076 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-07-19 08:33:17 +00:00

2032 lines
65 KiB
C++

//Queen Command.c
#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#include "GameSettings.h"
#else
#include "Queen Command.h"
#include "Strategic Event Handler.h"
#include "Overhead Types.h"
#include "strategicmap.h"
#include "Soldier Init List.h"
#include "debug.h"
#include "Random.h"
#include "Strategic Movement.h"
#include "Overhead.h"
#include "Strategic Pathing.h"
#include "strategic.h"
#include "message.h"
#include "Map Edgepoints.h"
#include "PreBattle Interface.h"
#include "strategic status.h"
#include "squads.h"
#include "assignments.h"
#include "items.h"
#include "tactical save.h"
#include "Soldier Ani.h"
#include "Strategic AI.h"
#include "GameSettings.h"
#include "MessageBoxScreen.h"
#include "screenids.h"
#include "Strategic Town Loyalty.h"
#include "Soldier Profile.h"
#include "Quests.h"
#include "jascreens.h"
#include "Auto Resolve.h"
#include "Game Event Hook.h"
#include "Animation Data.h"
#include "Game Clock.h"
#include "renderworld.h"
#include "Town Militia.h"
#include "Dialogue Control.h"
#include "Campaign Init.h"
#include "meanwhile.h"
#include "Soldier macros.h"
#include "Morale.h"
#endif
#ifdef JA2BETAVERSION
extern BOOLEAN gfClearCreatureQuest;
#endif
#include "Reinforcement.h"
//The sector information required for the strategic AI. Contains the number of enemy troops,
//as well as intentions, etc.
SECTORINFO SectorInfo[256];
UNDERGROUND_SECTORINFO *gpUndergroundSectorInfoHead = NULL;
extern UNDERGROUND_SECTORINFO* gpUndergroundSectorInfoTail;
BOOLEAN gfPendingEnemies = FALSE;
extern void BuildUndergroundSectorInfoList();
extern void EndCreatureQuest();
extern GARRISON_GROUP *gGarrisonGroup;
extern INT32 giGarrisonArraySize;
#ifdef JA2TESTVERSION
extern BOOLEAN gfOverrideSector;
#endif
INT16 gsInterrogationGridNo[3] = { 7756, 7757, 7758 };
extern void Ensure_RepairedGarrisonGroup( GARRISON_GROUP **ppGarrison, INT32 *pGarraySize );
void ValidateEnemiesHaveWeapons()
{
#ifdef JA2BETAVERSION
SGPRect CenteringRect= {0, 0, 639, 479 };
INT32 i, iErrorDialog;
SOLDIERTYPE *pSoldier;
INT32 iNumInvalid = 0;
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; i++ )
{
pSoldier = MercPtrs[ i ];
if( !pSoldier->bActive || !pSoldier->bInSector )
{
continue;
}
if( !pSoldier->inv[ HANDPOS ].usItem )
{
iNumInvalid++;
}
}
// do message box and return
if( iNumInvalid )
{
CHAR16 str[ 100 ];
swprintf( str, L"%d enemies have been added without any weapons! KM:0. Please note sector.", iNumInvalid );
iErrorDialog = DoMessageBox( MSG_BOX_BASIC_STYLE, str, GAME_SCREEN, MSG_BOX_FLAG_OK, NULL, &CenteringRect );
}
#endif
}
//Counts enemies and crepitus, but not bloodcats.
UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{
UINT8 ubNumHostiles = 0;
Assert( sSectorX >= 1 && sSectorX <= 16 );
Assert( sSectorY >= 1 && sSectorY <= 16 );
Assert( sSectorZ >= 0 && sSectorZ <= 3 );
if( sSectorZ )
{
UNDERGROUND_SECTORINFO *pSector;
pSector = FindUnderGroundSector( sSectorX, sSectorY, (UINT8)sSectorZ );
if( pSector )
{
ubNumHostiles = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures);
}
}
else
{
SECTORINFO *pSector;
GROUP *pGroup;
//Count stationary hostiles
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
ubNumHostiles = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures);
//Count mobile enemies
pGroup = gpGroupList;
while( pGroup )
{
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
ubNumHostiles += pGroup->ubGroupSize;
}
pGroup = pGroup->next;
}
}
return ubNumHostiles;
}
UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{
UINT8 ubNumEnemies = 0;
Assert( sSectorX >= 1 && sSectorX <= 16 );
Assert( sSectorY >= 1 && sSectorY <= 16 );
Assert( sSectorZ >= 0 && sSectorZ <= 3 );
if( sSectorZ )
{
UNDERGROUND_SECTORINFO *pSector;
pSector = FindUnderGroundSector( sSectorX, sSectorY, (UINT8)sSectorZ );
if( pSector )
{
ubNumEnemies = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
}
}
else
{
SECTORINFO *pSector;
GROUP *pGroup;
//Count stationary enemies
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
ubNumEnemies = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
//Count mobile enemies
pGroup = gpGroupList;
while( pGroup )
{
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
ubNumEnemies += pGroup->ubGroupSize;
}
pGroup = pGroup->next;
}
}
return ubNumEnemies;
}
UINT8 NumEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
{
SECTORINFO *pSector;
GROUP *pGroup;
UINT8 ubNumTroops;
//Assert( sSectorX >= 1 && sSectorX <= 16 );
//Assert( sSectorY >= 1 && sSectorY <= 16 );
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
ubNumTroops = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
pGroup = gpGroupList;
while( pGroup )
{
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
ubNumTroops += pGroup->ubGroupSize;
}
pGroup = pGroup->next;
}
return ubNumTroops;
}
UINT8 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
{
SECTORINFO *pSector;
Assert( sSectorX >= 1 && sSectorX <= 16 );
Assert( sSectorY >= 1 && sSectorY <= 16 );
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
if( pSector->ubGarrisonID == NO_GARRISON )
{ //If no garrison, no stationary.
return( 0 );
}
Ensure_RepairedGarrisonGroup( &gGarrisonGroup, &giGarrisonArraySize ); /* added NULL fix, 2007-03-03, Sgt. Kolja */
// don't count roadblocks as stationary garrison, we want to see how many enemies are in them, not question marks
if ( gGarrisonGroup[ pSector->ubGarrisonID ].ubComposition == ROADBLOCK )
{
// pretend they're not stationary
return( 0 );
}
return (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
}
UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
{
GROUP *pGroup;
SECTORINFO *pSector;
UINT8 ubNumTroops;
Assert( sSectorX >= 1 && sSectorX <= 16 );
Assert( sSectorY >= 1 && sSectorY <= 16 );
ubNumTroops = 0;
pGroup = gpGroupList;
while( pGroup )
{
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
ubNumTroops += pGroup->ubGroupSize;
}
pGroup = pGroup->next;
}
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
if( pSector->ubGarrisonID == ROADBLOCK )
{ //consider these troops as mobile troops even though they are in a garrison
ubNumTroops += (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites);
}
return ubNumTroops;
}
void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
{
GROUP *pGroup;
SECTORINFO *pSector;
Assert( sSectorX >= 1 && sSectorX <= 16 );
Assert( sSectorY >= 1 && sSectorY <= 16 );
//Now count the number of mobile groups in the sector.
*pubNumTroops = *pubNumElites = *pubNumAdmins = 0;
pGroup = gpGroupList;
while( pGroup )
{
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
*pubNumTroops += pGroup->pEnemyGroup->ubNumTroops;
*pubNumElites += pGroup->pEnemyGroup->ubNumElites;
*pubNumAdmins += pGroup->pEnemyGroup->ubNumAdmins;
}
pGroup = pGroup->next;
}
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
if( pSector->ubGarrisonID == ROADBLOCK )
{ //consider these troops as mobile troops even though they are in a garrison
*pubNumAdmins += pSector->ubNumAdmins;
*pubNumTroops += pSector->ubNumTroops;
*pubNumElites += pSector->ubNumElites;
}
}
void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
{
GROUP *pGroup;
Assert( sSectorX >= 1 && sSectorX <= 16 );
Assert( sSectorY >= 1 && sSectorY <= 16 );
//Now count the number of mobile groups in the sector.
*pubNumTroops = *pubNumElites = *pubNumAdmins = 0;
pGroup = gpGroupList;
while( pGroup )
{
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
*pubNumTroops += pGroup->pEnemyGroup->ubNumTroops;
*pubNumElites += pGroup->pEnemyGroup->ubNumElites;
*pubNumAdmins += pGroup->pEnemyGroup->ubNumAdmins;
}
pGroup = pGroup->next;
}
}
void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
{
SECTORINFO *pSector;
Assert( sSectorX >= 1 && sSectorX <= 16 );
Assert( sSectorY >= 1 && sSectorY <= 16 );
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
//grab the number of each type in the stationary sector
*pubNumAdmins = pSector->ubNumAdmins;
*pubNumTroops = pSector->ubNumTroops;
*pubNumElites = pSector->ubNumElites;
}
void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
{
UINT8 ubNumAdmins, ubNumTroops, ubNumElites;
GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites );
GetNumberOfMobileEnemiesInSector( sSectorX, sSectorY, &ubNumAdmins, &ubNumTroops, &ubNumElites );
*pubNumAdmins += ubNumAdmins;
*pubNumTroops += ubNumTroops;
*pubNumElites += ubNumElites;
}
void EndTacticalBattleForEnemy()
{
GROUP *pGroup;
INT32 i, iNumMilitia = 0, iNumEnemies = 0;
//Clear enemies in battle for all stationary groups in the sector.
if( gbWorldSectorZ > 0 )
{
UNDERGROUND_SECTORINFO *pSector;
pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
}
else if( !gbWorldSectorZ )
{
SECTORINFO *pSector;
pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
//grab the number of each type in the stationary sector
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubNumCreatures = 0;
pSector->ubCreaturesInBattle = 0;
}
else // negative
return;
//Clear this value so that profiled enemies can be added into battles in the future.
gfProfiledEnemyAdded = FALSE;
//Clear enemies in battle for all mobile groups in the sector.
pGroup = gpGroupList;
while( pGroup )
{
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY )
{
pGroup->pEnemyGroup->ubTroopsInBattle = 0;
pGroup->pEnemyGroup->ubElitesInBattle = 0;
pGroup->pEnemyGroup->ubAdminsInBattle = 0;
}
pGroup = pGroup->next;
}
//Check to see if any of our mercs have abandoned the militia during a battle. This is cause for a rather
//severe loyalty blow.
for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->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 ]->bLife >= OKLIFE )
{ //confirmed at least one enemy here, so do the loyalty penalty.
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ABANDON_MILITIA, gWorldSectorX, gWorldSectorY, 0 );
break;
}
}
break;
}
}
}
UINT8 NumFreeEnemySlots()
{
UINT8 ubNumFreeSlots = 0;
INT32 i;
SOLDIERTYPE *pSoldier;
//Count the number of free enemy slots. It is possible to have multiple groups exceed the maximum.
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM].bLastID; i++ )
{
pSoldier = &Menptr[ i ];
if( !pSoldier->bActive )
ubNumFreeSlots++;
}
return ubNumFreeSlots;
}
//Called when entering a sector so the campaign AI can automatically insert the
//correct number of troops of each type based on the current number in the sector
//in global focus (gWorldSectorX/Y)
BOOLEAN PrepareEnemyForSectorBattle()
{
SECTORINFO *pSector;
GROUP *pGroup;
SOLDIERTYPE *pSoldier;
UINT8 ubNumAdmins, ubNumTroops, ubNumElites;
UINT8 ubTotalAdmins, ubTotalElites, ubTotalTroops;
UINT8 ubStationaryEnemies;
INT32 i, num;
INT16 sNumSlots;
gfPendingEnemies = FALSE;
if( gbWorldSectorZ > 0 )
return PrepareEnemyForUndergroundBattle();
if( gpBattleGroup && !gpBattleGroup->fPlayer )
{ //The enemy has instigated the battle which means they are the ones entering the conflict.
//The player was actually in the sector first, and the enemy doesn't use reinforced placements
HandleArrivalOfReinforcements( gpBattleGroup );
//It is possible that other enemy groups have also arrived. Add them in the same manner.
pGroup = gpGroupList;
while( pGroup )
{
if( pGroup != gpBattleGroup && !pGroup->fPlayer && !pGroup->fVehicle &&
pGroup->ubSectorX == gpBattleGroup->ubSectorX &&
pGroup->ubSectorY == gpBattleGroup->ubSectorY &&
!pGroup->pEnemyGroup->ubAdminsInBattle &&
!pGroup->pEnemyGroup->ubTroopsInBattle &&
!pGroup->pEnemyGroup->ubElitesInBattle )
{
HandleArrivalOfReinforcements( pGroup );
}
pGroup = pGroup->next;
}
ValidateEnemiesHaveWeapons();
return ( ( BOOLEAN) ( gpBattleGroup->ubGroupSize > 0 ) );
}
if( !gbWorldSectorZ )
{
if( NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) > 32 )
{
gfPendingEnemies = TRUE;
}
}
pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
if( pSector->uiFlags & SF_USE_MAP_SETTINGS )
{ //count the number of enemy placements in a map and use those
SOLDIERINITNODE *curr;
curr = gSoldierInitHead;
ubTotalAdmins = ubTotalTroops = ubTotalElites = 0;
while( curr )
{
if( curr->pBasicPlacement->bTeam == ENEMY_TEAM )
{
switch( curr->pBasicPlacement->ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR: ubTotalAdmins++; break;
case SOLDIER_CLASS_ARMY: ubTotalTroops++; break;
case SOLDIER_CLASS_ELITE: ubTotalElites++; break;
}
}
curr = curr->next;
}
pSector->ubNumAdmins = ubTotalAdmins;
pSector->ubNumTroops = ubTotalTroops;
pSector->ubNumElites = ubTotalElites;
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
}
else
{
ubTotalAdmins = (UINT8)(pSector->ubNumAdmins - pSector->ubAdminsInBattle);
ubTotalTroops = (UINT8)(pSector->ubNumTroops - pSector->ubTroopsInBattle);
ubTotalElites = (UINT8)(pSector->ubNumElites - pSector->ubElitesInBattle);
}
ubStationaryEnemies = (UINT8)(ubTotalAdmins + ubTotalTroops + ubTotalElites);
if( ubTotalAdmins + ubTotalTroops + ubTotalElites > 32 )
{
#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, 32 );
#endif
ubTotalAdmins = min( 32, ubTotalAdmins );
ubTotalTroops = min( 32-ubTotalAdmins, ubTotalTroops );
ubTotalElites = min( 32-ubTotalAdmins+ubTotalTroops, ubTotalElites );
}
pSector->ubAdminsInBattle += ubTotalAdmins;
pSector->ubTroopsInBattle += ubTotalTroops;
pSector->ubElitesInBattle += ubTotalElites;
#ifdef JA2TESTVERSION
if( gfOverrideSector )
{
//if there are no troops in the current groups, then we're done.
if( !ubTotalAdmins && !ubTotalTroops && !ubTotalElites )
return FALSE;
AddSoldierInitListEnemyDefenceSoldiers( ubTotalAdmins, ubTotalTroops, ubTotalElites );
ValidateEnemiesHaveWeapons();
return TRUE;
}
#endif
//Search for movement groups that happen to be in the sector.
sNumSlots = NumFreeEnemySlots();
//Test: All slots should be free at this point!
if( sNumSlots != gTacticalStatus.Team[ENEMY_TEAM].bLastID - gTacticalStatus.Team[ENEMY_TEAM].bFirstID + 1 )
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_RED, MSG_ERROR, L"All enemy slots should be free at this point. Only %d of %d are available.\nTrying to add %d admins, %d troops, and %d elites.",
sNumSlots, gTacticalStatus.Team[ENEMY_TEAM].bLastID - gTacticalStatus.Team[ENEMY_TEAM].bFirstID + 1 ,
ubTotalAdmins, ubTotalTroops, ubTotalElites );
#endif
}
//Subtract the total number of stationary enemies from the available slots, as stationary forces take
//precendence in combat. The mobile forces that could also be in the same sector are considered later if
//all the slots fill up.
sNumSlots -= ubTotalAdmins + ubTotalTroops + ubTotalElites;
//Now, process all of the groups and search for both enemy and player groups in the sector.
//For enemy groups, we fill up the slots until we have none left or all of the groups have been
//processed.
pGroup = gpGroupList;
while( pGroup && sNumSlots )
{
if( !pGroup->fPlayer && !pGroup->fVehicle &&
pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ )
{ //Process enemy group in sector.
if( sNumSlots > 0 )
{
ubNumAdmins = (UINT8)(pGroup->pEnemyGroup->ubNumAdmins - pGroup->pEnemyGroup->ubAdminsInBattle);
sNumSlots -= ubNumAdmins;
if( sNumSlots < 0 )
{ //adjust the value to zero
ubNumAdmins += sNumSlots;
sNumSlots = 0;
gfPendingEnemies = TRUE;
}
pGroup->pEnemyGroup->ubAdminsInBattle += ubNumAdmins;
ubTotalAdmins += ubNumAdmins;
}
if( sNumSlots > 0 )
{ //Add regular army forces.
ubNumTroops = (UINT8)(pGroup->pEnemyGroup->ubNumTroops - pGroup->pEnemyGroup->ubTroopsInBattle);
sNumSlots -= ubNumTroops;
if( sNumSlots < 0 )
{ //adjust the value to zero
ubNumTroops += sNumSlots;
sNumSlots = 0;
gfPendingEnemies = TRUE;
}
pGroup->pEnemyGroup->ubTroopsInBattle += ubNumTroops;
ubTotalTroops += ubNumTroops;
}
if( sNumSlots > 0 )
{ //Add elite troops
ubNumElites = (UINT8)(pGroup->pEnemyGroup->ubNumElites - pGroup->pEnemyGroup->ubElitesInBattle);
sNumSlots -= ubNumElites;
if( sNumSlots < 0 )
{ //adjust the value to zero
ubNumElites += sNumSlots;
sNumSlots = 0;
gfPendingEnemies = TRUE;
}
pGroup->pEnemyGroup->ubElitesInBattle += ubNumElites;
ubTotalElites += ubNumElites;
}
//NOTE:
//no provisions for profile troop leader or retreat groups yet.
}
if( pGroup->fPlayer && !pGroup->fVehicle && !pGroup->fBetweenSectors &&
pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ )
{ //TEMP: The player path needs to get destroyed, otherwise, it'll be impossible to move the
// group after the battle is resolved.
// no one in the group any more continue loop
if( pGroup->pPlayerList == NULL )
{
pGroup = pGroup->next;
continue;
}
// clear the movt for this grunt and his buddies
RemoveGroupWaypoints( pGroup->ubGroupID );
}
pGroup = pGroup->next;
}
//if there are no troops in the current groups, then we're done.
if( !ubTotalAdmins && !ubTotalTroops && !ubTotalElites )
{
return FALSE;
}
AddSoldierInitListEnemyDefenceSoldiers( ubTotalAdmins, ubTotalTroops, ubTotalElites );
//Now, we have to go through all of the enemies in the new map, and assign their respective groups if
//in a mobile group, but only for the ones that were assigned from the
sNumSlots = 32 - ubStationaryEnemies;
pGroup = gpGroupList;
while( pGroup && sNumSlots )
{
i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
pSoldier = &Menptr[ i ];
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ )
{
num = pGroup->ubGroupSize;
ubNumAdmins = pGroup->pEnemyGroup->ubAdminsInBattle;
ubNumTroops = pGroup->pEnemyGroup->ubTroopsInBattle;
ubNumElites = pGroup->pEnemyGroup->ubElitesInBattle;
while( num && sNumSlots && i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID )
{
while( !pSoldier->bActive || pSoldier->ubGroupID )
{
pSoldier = &Menptr[ ++i ];
if( i > gTacticalStatus.Team[ ENEMY_TEAM ].bLastID )
{
AssertMsg( 0, "Failed to assign battle counters for enemies properly. Please send save. KM:0." );
}
}
switch( pSoldier->ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
if( ubNumAdmins )
{
num--;
sNumSlots--;
ubNumAdmins--;
pSoldier->ubGroupID = pGroup->ubGroupID;
}
break;
case SOLDIER_CLASS_ARMY:
if( ubNumTroops )
{
num--;
sNumSlots--;
ubNumTroops--;
pSoldier->ubGroupID = pGroup->ubGroupID;
}
break;
case SOLDIER_CLASS_ELITE:
if( ubNumElites )
{
num--;
sNumSlots--;
ubNumElites--;
pSoldier->ubGroupID = pGroup->ubGroupID;
}
break;
}
pSoldier = &Menptr[ ++i ];
}
}
pGroup = pGroup->next;
}
ValidateEnemiesHaveWeapons();
return TRUE;
}
BOOLEAN PrepareEnemyForUndergroundBattle()
{
UNDERGROUND_SECTORINFO *pUnderground;
UINT8 ubTotalAdmins, ubTotalTroops, ubTotalElites;
pUnderground = gpUndergroundSectorInfoHead;
while( pUnderground )
{
if( pUnderground->ubSectorX == gWorldSectorX &&
pUnderground->ubSectorY == gWorldSectorY &&
pUnderground->ubSectorZ == gbWorldSectorZ )
{ //This is the sector we are going to be fighting in.
if( pUnderground->ubNumAdmins || pUnderground->ubNumTroops || pUnderground->ubNumElites )
{
ubTotalAdmins = (UINT8)(pUnderground->ubNumAdmins - pUnderground->ubAdminsInBattle);
ubTotalTroops = (UINT8)(pUnderground->ubNumTroops - pUnderground->ubTroopsInBattle);
ubTotalElites = (UINT8)(pUnderground->ubNumElites - pUnderground->ubElitesInBattle);
pUnderground->ubAdminsInBattle += ubTotalAdmins;
pUnderground->ubTroopsInBattle += ubTotalTroops;
pUnderground->ubElitesInBattle += ubTotalElites;
AddSoldierInitListEnemyDefenceSoldiers( pUnderground->ubNumAdmins, pUnderground->ubNumTroops, pUnderground->ubNumElites );
ValidateEnemiesHaveWeapons();
}
return ( ( BOOLEAN) ( pUnderground->ubNumAdmins + pUnderground->ubNumTroops + pUnderground->ubNumElites > 0 ) );
}
pUnderground = pUnderground->next;
}
// underground sector not found in list
Assert( FALSE );
return FALSE;
}
//The queen AI layer must process the event by subtracting forces, etc.
void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
{
INT32 iNumEnemiesInSector;
SECTORINFO *pSector;
// CHAR16 str[128];
INT32 iMaxEnemyGroupSize = gGameExternalOptions.iMaxEnemyGroupSize;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
EvaluateDeathEffectsToSoldierInitList( pSoldier );
switch( pSoldier->ubProfile )
{
case MIKE:
case IGGY:
if( pSoldier->ubProfile == IGGY && !gubFact[ FACT_IGGY_AVAILABLE_TO_ARMY ] )
{ //Iggy is on our team!
break;
}
if( !pSoldier->bSectorZ )
{
pSector = &SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ];
if( pSector->ubNumElites )
{
pSector->ubNumElites--;
}
if( pSector->ubElitesInBattle )
{
pSector->ubElitesInBattle--;
}
}
else
{
UNDERGROUND_SECTORINFO *pUnderground;
pUnderground = FindUnderGroundSector( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, (UINT8)pSoldier->bSectorZ );
Assert( pUnderground );
if( pUnderground->ubNumElites )
{
pUnderground->ubNumElites--;
}
if( pUnderground->ubElitesInBattle )
{
pUnderground->ubElitesInBattle--;
}
}
break;
}
if( pSoldier->bNeutral || pSoldier->bTeam != ENEMY_TEAM && pSoldier->bTeam != CREATURE_TEAM )
return;
//we are recording an enemy death
if( pSoldier->ubGroupID )
{ //The enemy was in a mobile group
GROUP *pGroup;
pGroup = GetGroup( pSoldier->ubGroupID );
if( !pGroup )
{
#ifdef JA2BETAVERSION
CHAR16 str[256];
swprintf( str, L"Enemy soldier killed with ubGroupID of %d, and the group doesn't exist!", pSoldier->ubGroupID );
DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
#endif
return;
}
if( pGroup->fPlayer )
{
#ifdef JA2BETAVERSION
CHAR16 str[256];
swprintf( str, L"Attempting to process player group thinking it's an enemy group in ProcessQueenCmdImplicationsOfDeath()", pSoldier->ubGroupID );
DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
#endif
return;
}
switch( pSoldier->ubSoldierClass )
{
case SOLDIER_CLASS_ELITE:
#ifdef JA2BETAVERSION
if( !pGroup->pEnemyGroup->ubNumElites )
{
//swprintf( str, L"Enemy elite killed with ubGroupID of %d, but the group doesn't contain elites!", pGroup->ubGroupID );
//DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
break;
}
if( guiCurrentScreen == GAME_SCREEN )
{
if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumElites != pGroup->pEnemyGroup->ubElitesInBattle && !gfPendingEnemies ||
pGroup->ubGroupSize > iMaxEnemyGroupSize || pGroup->pEnemyGroup->ubNumElites > 50 || pGroup->pEnemyGroup->ubElitesInBattle > 50 )
{
DoScreenIndependantMessageBox( L"Group elite counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
}
}
#endif
if( pGroup->pEnemyGroup->ubNumElites )
{
pGroup->pEnemyGroup->ubNumElites--;
}
if( pGroup->pEnemyGroup->ubElitesInBattle )
{
pGroup->pEnemyGroup->ubElitesInBattle--;
}
break;
case SOLDIER_CLASS_ARMY:
#ifdef JA2BETAVERSION
if( !pGroup->pEnemyGroup->ubNumTroops )
{
//swprintf( str, L"Enemy troop killed with ubGroupID of %d, but the group doesn't contain elites!", pGroup->ubGroupID );
//DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
break;
}
if( guiCurrentScreen == GAME_SCREEN )
{
if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumTroops != pGroup->pEnemyGroup->ubTroopsInBattle && !gfPendingEnemies ||
pGroup->ubGroupSize > iMaxEnemyGroupSize || pGroup->pEnemyGroup->ubNumTroops > 50 || pGroup->pEnemyGroup->ubTroopsInBattle > 50 )
{
DoScreenIndependantMessageBox( L"Group troop counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
}
}
#endif
if( pGroup->pEnemyGroup->ubNumTroops )
{
pGroup->pEnemyGroup->ubNumTroops--;
}
if( pGroup->pEnemyGroup->ubTroopsInBattle )
{
pGroup->pEnemyGroup->ubTroopsInBattle--;
}
break;
case SOLDIER_CLASS_ADMINISTRATOR:
#ifdef JA2BETAVERSION
if( !pGroup->pEnemyGroup->ubNumAdmins )
{
//swprintf( str, L"Enemy administrator killed with ubGroupID of %d, but the group doesn't contain elites!", pGroup->ubGroupID );
//DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
break;
}
if( guiCurrentScreen == GAME_SCREEN )
{
if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumAdmins != pGroup->pEnemyGroup->ubAdminsInBattle && !gfPendingEnemies ||
pGroup->ubGroupSize > iMaxEnemyGroupSize || pGroup->pEnemyGroup->ubNumAdmins > 50 || pGroup->pEnemyGroup->ubAdminsInBattle > 50 )
{
DoScreenIndependantMessageBox( L"Group admin counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
}
}
#endif
if( pGroup->pEnemyGroup->ubNumAdmins )
{
pGroup->pEnemyGroup->ubNumAdmins--;
}
if( pGroup->pEnemyGroup->ubAdminsInBattle )
{
pGroup->pEnemyGroup->ubAdminsInBattle--;
}
break;
}
if( pGroup->ubGroupSize )
pGroup->ubGroupSize--;
RecalculateGroupWeight( pGroup );
if( !pGroup->ubGroupSize )
{
RemovePGroup( pGroup );
}
}
else
{ //The enemy was in a stationary defence group
if( !gbWorldSectorZ || IsAutoResolveActive() )
{ //ground level (SECTORINFO)
SECTORINFO *pSector;
#ifdef JA2BETAVERSION
UINT32 ubTotalEnemies;
#endif
// if( !IsAutoResolveActive() )
// {
pSector = &SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ];
// }
// else
// {
// pSector = &SectorInfo[ GetAutoResolveSectorID() ];
// }
#ifdef JA2BETAVERSION
ubTotalEnemies = pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites;
#endif
switch( pSoldier->ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
#ifdef JA2BETAVERSION
if( guiCurrentScreen == GAME_SCREEN )
{
if( ubTotalEnemies <= 32 && pSector->ubNumAdmins != pSector->ubAdminsInBattle ||
!pSector->ubNumAdmins || !pSector->ubAdminsInBattle ||
pSector->ubNumAdmins > 100 || pSector->ubAdminsInBattle > 32 )
{
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 <= 32 && pSector->ubNumTroops != pSector->ubTroopsInBattle ||
!pSector->ubNumTroops || !pSector->ubTroopsInBattle ||
pSector->ubNumTroops > 100 || pSector->ubTroopsInBattle > 32 )
{
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 );
}
}
#endif
if( pSector->ubNumTroops )
{
pSector->ubNumTroops--;
}
if( pSector->ubTroopsInBattle )
{
pSector->ubTroopsInBattle--;
}
break;
case SOLDIER_CLASS_ELITE:
#ifdef JA2BETAVERSION
if( guiCurrentScreen == GAME_SCREEN )
{
if( ubTotalEnemies <= 32 && pSector->ubNumElites != pSector->ubElitesInBattle ||
!pSector->ubNumElites || !pSector->ubElitesInBattle ||
pSector->ubNumElites > 100 || pSector->ubElitesInBattle > 32 )
{
DoScreenIndependantMessageBox( L"Sector elite counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
}
}
#endif
if( pSector->ubNumElites )
{
pSector->ubNumElites--;
}
if( pSector->ubElitesInBattle )
{
pSector->ubElitesInBattle--;
}
break;
case SOLDIER_CLASS_CREATURE:
if( pSoldier->ubBodyType != BLOODCAT )
{
#ifdef JA2BETAVERSION
if( guiCurrentScreen == GAME_SCREEN )
{
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumCreatures != pSector->ubCreaturesInBattle ||
!pSector->ubNumCreatures || !pSector->ubCreaturesInBattle ||
pSector->ubNumCreatures > 50 || pSector->ubCreaturesInBattle > 50 )
{
DoScreenIndependantMessageBox( L"Sector creature counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
}
}
#endif
if( pSector->ubNumCreatures )
{
pSector->ubNumCreatures--;
}
if( pSector->ubCreaturesInBattle )
{
pSector->ubCreaturesInBattle--;
}
}
else
{
if( pSector->bBloodCats )
{
pSector->bBloodCats--;
}
}
break;
}
RecalculateSectorWeight( (UINT8)SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) );
}
else
{ //basement level (UNDERGROUND_SECTORINFO)
UNDERGROUND_SECTORINFO *pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
#ifdef JA2BETAVERSION
UINT32 ubTotalEnemies = pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites;
#endif
if( pSector )
{
switch( pSoldier->ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
#ifdef JA2BETAVERSION
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumAdmins != pSector->ubAdminsInBattle ||
!pSector->ubNumAdmins || !pSector->ubAdminsInBattle ||
pSector->ubNumAdmins > 100 || pSector->ubAdminsInBattle > iMaxEnemyGroupSize )
{
DoScreenIndependantMessageBox( L"Underground sector admin counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
}
#endif
if( pSector->ubNumAdmins )
{
pSector->ubNumAdmins--;
}
if( pSector->ubAdminsInBattle )
{
pSector->ubAdminsInBattle--;
}
break;
case SOLDIER_CLASS_ARMY:
#ifdef JA2BETAVERSION
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumTroops != pSector->ubTroopsInBattle ||
!pSector->ubNumTroops || !pSector->ubTroopsInBattle ||
pSector->ubNumTroops > 100 || pSector->ubTroopsInBattle > iMaxEnemyGroupSize )
{
DoScreenIndependantMessageBox( L"Underground sector troop counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
}
#endif
if( pSector->ubNumTroops )
{
pSector->ubNumTroops--;
}
if( pSector->ubTroopsInBattle )
{
pSector->ubTroopsInBattle--;
}
break;
case SOLDIER_CLASS_ELITE:
#ifdef JA2BETAVERSION
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumElites != pSector->ubElitesInBattle ||
!pSector->ubNumElites || !pSector->ubElitesInBattle ||
pSector->ubNumElites > 100 || pSector->ubElitesInBattle > iMaxEnemyGroupSize )
{
DoScreenIndependantMessageBox( L"Underground sector elite counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
}
#endif
if( pSector->ubNumElites )
{
pSector->ubNumElites--;
}
if( pSector->ubElitesInBattle )
{
pSector->ubElitesInBattle--;
}
break;
case SOLDIER_CLASS_CREATURE:
#ifdef JA2BETAVERSION
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumCreatures != pSector->ubCreaturesInBattle ||
!pSector->ubNumCreatures || !pSector->ubCreaturesInBattle ||
pSector->ubNumCreatures > 50 || pSector->ubCreaturesInBattle > 50 )
{
DoScreenIndependantMessageBox( L"Underground sector creature counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
}
#endif
if( pSector->ubNumCreatures )
{
pSector->ubNumCreatures--;
}
if( pSector->ubCreaturesInBattle )
{
pSector->ubCreaturesInBattle--;
}
if( !pSector->ubNumCreatures && gWorldSectorX != 9 && gWorldSectorY != 10 )
{ //If the player has successfully killed all creatures in ANY underground sector except J9
//then cancel any pending creature town attack.
DeleteAllStrategicEventsOfType( EVENT_CREATURE_ATTACK );
}
// a monster has died. Post an event to immediately check whether a mine has been cleared.
AddStrategicEventUsingSeconds( EVENT_CHECK_IF_MINE_CLEARED, GetWorldTotalSeconds() + 15, 0);
if( pSoldier->ubBodyType == QUEENMONSTER )
{
//Need to call this, as the queen is really big, and killing her leaves a bunch
//of bad tiles in behind her. Calling this function cleans it up.
InvalidateWorldRedundency();
//Now that the queen is dead, turn off the creature quest.
EndCreatureQuest();
EndQuest( QUEST_CREATURES, gWorldSectorX, gWorldSectorY );
}
break;
}
}
}
}
if( !pSoldier->bSectorZ )
{
pSector = &SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ];
iNumEnemiesInSector = NumEnemiesInSector( pSoldier->sSectorX, pSoldier->sSectorY );
if( iNumEnemiesInSector )
{
if( pSector->bLastKnownEnemies >= 0 )
{
pSector->bLastKnownEnemies = (INT8)iNumEnemiesInSector;
}
}
else
{
pSector->bLastKnownEnemies = 0;
}
}
}
//Well, not so rarely with mobile reinforcements!
//Rarely, there will be more enemies than supported by the engine. In this case, these
//soldiers are waiting for a slot to be free so that they can enter the battle. This
//essentially allows for an infinite number of troops, though only 32 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()
{
UINT8 ubSlots, ubNumAvailable;
UINT8 ubNumElites, ubNumTroops, ubNumAdmins;
GROUP *pGroup;
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
static UINT8 ubPredefinedInsertionCode = 255;
// check if no world is loaded
if ( !gWorldSectorX && !gWorldSectorY && (gbWorldSectorZ == -1) )
return;
if( ( !PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, 0 ) && !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY ) )
|| !NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) ) return;
/* if( !gfPendingEnemies )
{ //Optimization. No point in checking 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.
return;
}*/
ubSlots = NumFreeEnemySlots();
if( !ubSlots )
{ //no available slots to add enemies to. Try again later...
return;
}
if( pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins )
{
ubNumElites = ubNumTroops = ubNumAdmins = 0;
ubNumAvailable = pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins - pSector->ubElitesInBattle - pSector->ubTroopsInBattle - pSector->ubAdminsInBattle;
while( ubNumAvailable && ubSlots )
{ //This group has enemies waiting for a chance to enter the battle.
if( pSector->ubElitesInBattle < pSector->ubNumElites )
{ //Add an elite troop
pSector->ubElitesInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumElites++;
}
else if( pSector->ubTroopsInBattle < pSector->ubNumTroops )
{ //Add a regular troop.
pSector->ubTroopsInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumTroops++;
}
else if( pSector->ubAdminsInBattle < pSector->ubNumAdmins )
{ //Add an elite troop
pSector->ubAdminsInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumAdmins++;
}
else
{
AssertMsg( 0, "AddPossiblePendingEnemiesToBattle(): Logic Error -- by Kris" );
}
}
if( ubNumAdmins || ubNumTroops || ubNumElites )
{ //This group has contributed forces, then add them now, because different
//groups appear on different sides of the map.
UINT8 ubStrategicInsertionCode = ubPredefinedInsertionCode;
//First, determine which entrypoint to use, based on the travel direction of the group.
if( ubStrategicInsertionCode == 255 )
{
if( NumEnemiesInSector( gWorldSectorX + 1, gWorldSectorY ) )
ubStrategicInsertionCode = INSERTION_CODE_EAST;
else if( NumEnemiesInSector( gWorldSectorX - 1, gWorldSectorY ) )
ubStrategicInsertionCode = INSERTION_CODE_WEST;
else if( NumEnemiesInSector( gWorldSectorX, gWorldSectorY + 1 ) )
ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
else if( NumEnemiesInSector( gWorldSectorX, gWorldSectorY - 1 ) )
ubStrategicInsertionCode = INSERTION_CODE_NORTH;
}
if( ubStrategicInsertionCode == 255 )
{
if( !CountAllMilitiaInSector( gWorldSectorX + 1, gWorldSectorY ) )
ubStrategicInsertionCode = INSERTION_CODE_EAST;
else if( !CountAllMilitiaInSector( gWorldSectorX - 1, gWorldSectorY ) )
ubStrategicInsertionCode = INSERTION_CODE_WEST;
else if( !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY + 1 ) )
ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
else if( !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY - 1 ) )
ubStrategicInsertionCode = INSERTION_CODE_NORTH;
}
if( ubStrategicInsertionCode < INSERTION_CODE_NORTH ||ubStrategicInsertionCode > INSERTION_CODE_WEST )
ubStrategicInsertionCode = INSERTION_CODE_NORTH + Random( 4 );
AddEnemiesToBattle( 0, ubStrategicInsertionCode, ubNumAdmins, ubNumTroops, ubNumElites, FALSE );
gfPendingEnemies = TRUE;
}
}
ubPredefinedInsertionCode = 255;
pGroup = gpGroupList;
while( pGroup && ubSlots )
{
if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY && !gbWorldSectorZ )
{ //This enemy group is currently in the sector.
ubNumElites = ubNumTroops = ubNumAdmins = 0;
ubNumAvailable = pGroup->ubGroupSize - pGroup->pEnemyGroup->ubElitesInBattle - pGroup->pEnemyGroup->ubTroopsInBattle - pGroup->pEnemyGroup->ubAdminsInBattle;
while( ubNumAvailable && ubSlots )
{ //This group has enemies waiting for a chance to enter the battle.
if( pGroup->pEnemyGroup->ubElitesInBattle < pGroup->pEnemyGroup->ubNumElites )
{ //Add an elite troop
pGroup->pEnemyGroup->ubElitesInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumElites++;
}
else if( pGroup->pEnemyGroup->ubTroopsInBattle < pGroup->pEnemyGroup->ubNumTroops )
{ //Add a regular troop.
pGroup->pEnemyGroup->ubTroopsInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumTroops++;
}
else if( pGroup->pEnemyGroup->ubAdminsInBattle < pGroup->pEnemyGroup->ubNumAdmins )
{ //Add an admin troop
pGroup->pEnemyGroup->ubAdminsInBattle++;
ubNumAvailable--;
ubSlots--;
ubNumAdmins++;
}
else
{
AssertMsg( 0, "AddPossiblePendingEnemiesToBattle(): Logic Error -- by Kris" );
}
}
if( ubNumAdmins || ubNumTroops || ubNumElites )
{ //This group has contributed forces, then add them now, because different
//groups appear on different sides of the map.
UINT8 ubStrategicInsertionCode=0;
//First, determine which entrypoint to use, based on the travel direction of the group.
if( pGroup->ubPrevX && pGroup->ubPrevY )
{
if( pGroup->ubSectorX < pGroup->ubPrevX )
ubStrategicInsertionCode = INSERTION_CODE_EAST;
else if( pGroup->ubSectorX > pGroup->ubPrevX )
ubStrategicInsertionCode = INSERTION_CODE_WEST;
else if( pGroup->ubSectorY < pGroup->ubPrevY )
ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
else if( pGroup->ubSectorY > pGroup->ubPrevY )
ubStrategicInsertionCode = INSERTION_CODE_NORTH;
}
else if( pGroup->ubNextX && pGroup->ubNextY )
{
if( pGroup->ubSectorX < pGroup->ubNextX )
ubStrategicInsertionCode = INSERTION_CODE_EAST;
else if( pGroup->ubSectorX > pGroup->ubNextX )
ubStrategicInsertionCode = INSERTION_CODE_WEST;
else if( pGroup->ubSectorY < pGroup->ubNextY )
ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
else if( pGroup->ubSectorY > pGroup->ubNextY )
ubStrategicInsertionCode = INSERTION_CODE_NORTH;
}
//Add the number of each type of troop and place them in the appropriate positions
AddEnemiesToBattle( pGroup, ubStrategicInsertionCode, ubNumAdmins, ubNumTroops, ubNumElites, FALSE );
gfPendingEnemies = TRUE;
}
// If there are still more to contribute, then move the remaining back to the sector they came from.
if (ubNumAvailable)
{
pGroup->ubSectorX = pGroup->ubPrevX;
pGroup->ubSectorY = pGroup->ubPrevY;
}
}
pGroup = pGroup->next;
}
if( ubSlots )
{ //After going through the process, we have finished with some free slots and no more enemies to add.
//So, we can turn off the flag, as this check is no longer needed.
gfPendingEnemies = FALSE;
if( gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition == TRUE )
ubPredefinedInsertionCode = DoReinforcementAsPendingEnemy( gWorldSectorX, gWorldSectorY );
else
ubPredefinedInsertionCode = 255;
if( ubPredefinedInsertionCode != 255 )
AddPossiblePendingEnemiesToBattle();
}
}
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->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->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->bLife >= OKLIFE &&
( ( pSoldier->bBreath >= OKBREATH ) || fIgnoreBreath ) )
{
if( !iChosenSoldier )
{
// ATE: This is to allow special handling of initial heli drop
if ( !DidGameJustStart() )
{
TacticalCharacterDialogueWithSpecialEvent( pSoldier, QUOTE_ENEMY_PRESENCE, 0, 0, 0 );
}
return;
}
iChosenSoldier--;
}
}
}
else
{ //There is either nobody here or our mercs can't talk
}
}
void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, BOOLEAN fMagicallyAppeared )
{
SOLDIERTYPE *pSoldier;
MAPEDGEPOINTINFO MapEdgepointInfo;
UINT8 ubCurrSlot;
UINT8 ubTotalSoldiers;
UINT8 bDesiredDirection=0;
switch( ubStrategicInsertionCode )
{
case INSERTION_CODE_NORTH: bDesiredDirection = SOUTHEAST; break;
case INSERTION_CODE_EAST: bDesiredDirection = SOUTHWEST; break;
case INSERTION_CODE_SOUTH: bDesiredDirection = NORTHWEST; break;
case INSERTION_CODE_WEST: bDesiredDirection = NORTHEAST; break;
default: AssertMsg( 0, "Illegal direction passed to AddEnemiesToBattle()" ); break;
}
#ifdef JA2TESTVERSION
ScreenMsg( FONT_RED, MSG_INTERFACE, L"Enemy reinforcements have arrived! (%d admins, %d troops, %d elite)", ubNumAdmins, ubNumTroops, ubNumElites );
#endif
if( fMagicallyAppeared )
{ //update the strategic counters
if( !gbWorldSectorZ )
{
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
pSector->ubNumAdmins += ubNumAdmins;
pSector->ubAdminsInBattle += ubNumAdmins;
pSector->ubNumTroops += ubNumTroops;
pSector->ubTroopsInBattle += ubNumTroops;
pSector->ubNumElites += ubNumElites;
pSector->ubElitesInBattle += ubNumElites;
}
else
{
UNDERGROUND_SECTORINFO *pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
if( pSector )
{
pSector->ubNumAdmins += ubNumAdmins;
pSector->ubAdminsInBattle += ubNumAdmins;
pSector->ubNumTroops += ubNumTroops;
pSector->ubTroopsInBattle += ubNumTroops;
pSector->ubNumElites += ubNumElites;
pSector->ubElitesInBattle += ubNumElites;
}
}
//Because the enemies magically appeared, have one of our soldiers say something...
NotifyPlayersOfNewEnemies();
}
ubTotalSoldiers = ubNumAdmins + ubNumTroops + ubNumElites;
ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumAdmins+ubNumElites+ubNumTroops) );
ubCurrSlot = 0;
while( ubTotalSoldiers )
{
if( ubNumElites && Random( ubTotalSoldiers ) < ubNumElites )
{
ubNumElites--;
ubTotalSoldiers--;
pSoldier = TacticalCreateEliteEnemy();
if( pGroup )
{
pSoldier->ubGroupID = pGroup->ubGroupID;
}
pSoldier->ubInsertionDirection = bDesiredDirection;
//Setup the position
if( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
{ //using an edgepoint
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ ubCurrSlot++ ];
}
else
{ //no edgepoints left, so put him at the entrypoint.
pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
else if( ubNumTroops && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops) )
{
ubNumTroops--;
ubTotalSoldiers--;
pSoldier = TacticalCreateArmyTroop();
if( pGroup )
{
pSoldier->ubGroupID = pGroup->ubGroupID;
}
pSoldier->ubInsertionDirection = bDesiredDirection;
//Setup the position
if( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
{ //using an edgepoint
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ ubCurrSlot++ ];
}
else
{ //no edgepoints left, so put him at the entrypoint.
pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
else if( ubNumAdmins && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins) )
{
ubNumAdmins--;
ubTotalSoldiers--;
pSoldier = TacticalCreateAdministrator();
if( pGroup )
{
pSoldier->ubGroupID = pGroup->ubGroupID;
}
pSoldier->ubInsertionDirection = bDesiredDirection;
//Setup the position
if( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
{ //using an edgepoint
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ ubCurrSlot++ ];
}
else
{ //no edgepoints left, so put him at the entrypoint.
pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
}
}
BOOLEAN SaveUnderGroundSectorInfoToSaveGame( HWFILE hFile )
{
UINT32 uiNumBytesWritten;
UINT32 uiNumOfRecords=0;
UNDERGROUND_SECTORINFO *TempNode = gpUndergroundSectorInfoHead;
//Loop through all the nodes to count how many there are
while( TempNode )
{
uiNumOfRecords++;
TempNode = TempNode->next;
}
//Write how many nodes there are
FileWrite( hFile, &uiNumOfRecords, sizeof( UINT32 ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( UINT32 ) )
{
return(FALSE);
}
TempNode = gpUndergroundSectorInfoHead;
//Go through each node and save it.
while( TempNode )
{
FileWrite( hFile, TempNode, sizeof( UNDERGROUND_SECTORINFO ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( UNDERGROUND_SECTORINFO ) )
{
return(FALSE);
}
TempNode = TempNode->next;
}
return( TRUE );
}
BOOLEAN LoadUnderGroundSectorInfoFromSavedGame( HWFILE hFile )
{
UINT32 uiNumBytesRead;
UINT32 uiNumOfRecords=0;
UINT32 cnt=0;
UNDERGROUND_SECTORINFO *TempNode = NULL;
UNDERGROUND_SECTORINFO *TempSpot = NULL;
//Clear the current LL
TrashUndergroundSectorInfo();
//Read in the number of nodes stored
FileRead( hFile, &uiNumOfRecords, sizeof( UINT32 ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( UINT32 ) )
{
return(FALSE);
}
for( cnt = 0; cnt< uiNumOfRecords; cnt ++)
{
//Malloc space for the new node
TempNode = (UNDERGROUND_SECTORINFO *) MemAlloc( sizeof( UNDERGROUND_SECTORINFO ) );
if( TempNode == NULL )
return( FALSE );
//read in the new node
FileRead( hFile, TempNode, sizeof( UNDERGROUND_SECTORINFO ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( UNDERGROUND_SECTORINFO ) )
{
return(FALSE);
}
//If its the first time in, assign the node to the list
if( cnt == 0 )
{
gpUndergroundSectorInfoHead = TempNode;
TempSpot = gpUndergroundSectorInfoHead;
TempSpot->next = NULL;
}
else
{
//assign the new node to the LL
TempSpot->next = TempNode;
//advance to the next node
TempSpot = TempSpot->next;
TempSpot->next = NULL;
gpUndergroundSectorInfoTail = TempSpot;
}
}
#ifdef JA2BETAVERSION
if( !uiNumOfRecords )
{
BuildUndergroundSectorInfoList();
gfClearCreatureQuest = TRUE;
}
#endif
return( TRUE );
}
UNDERGROUND_SECTORINFO* FindUnderGroundSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ )
{
UNDERGROUND_SECTORINFO *pUnderground;
pUnderground = gpUndergroundSectorInfoHead;
//Loop through all the underground sectors looking for specified sector
while( pUnderground )
{
//If the sector is the right one
if( pUnderground->ubSectorX == sMapX &&
pUnderground->ubSectorY == sMapY &&
pUnderground->ubSectorZ == bMapZ )
{
return( pUnderground );
}
pUnderground = pUnderground->next;
}
return( NULL );
}
void BeginCaptureSquence( )
{
if( !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ) || !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE ) )
{
gStrategicStatus.ubNumCapturedForRescue = 0;
}
}
void EndCaptureSequence( )
{
// Set flag...
if( !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ) || !(gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE) )
{
// CJC Dec 1 2002: fixing multiple captures:
//gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE;
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED )
{
// CJC Dec 1 2002: fixing multiple captures:
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE;
StartQuest( QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY );
}
// CJC Dec 1 2002: fixing multiple captures:
//else if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTDONE )
else if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTDONE && gubQuest[ QUEST_INTERROGATION ] == QUESTNOTSTARTED )
{
StartQuest( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY );
// CJC Dec 1 2002: fixing multiple captures:
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE;
// OK! - Schedule Meanwhile now!
{
MEANWHILE_DEFINITION MeanwhileDef;
MeanwhileDef.sSectorX = 7;
MeanwhileDef.sSectorY = 14;
MeanwhileDef.ubNPCNumber = QUEEN;
MeanwhileDef.usTriggerEvent = 0;
MeanwhileDef.ubMeanwhileID = INTERROGATION;
ScheduleMeanwhileEvent( &MeanwhileDef, 10 );
}
}
// CJC Dec 1 2002: fixing multiple captures
else
{
// !?!? set both flags
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE;
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE;
}
}
}
void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
{
INT32 i;
WORLDITEM WorldItem;
BOOLEAN fMadeCorpse;
INT32 iNumEnemiesInSector;
static INT16 sAlmaCaptureGridNos[] = { 9208, 9688, 9215 };
static INT16 sAlmaCaptureItemsGridNo[] = { 12246, 12406, 13046 };
static INT16 sInterrogationItemGridNo[] = { 12089, 12089, 12089 };
// ATE: Check first if ! in player captured sequence already
// CJC Dec 1 2002: fixing multiple captures
if ( ( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ) && (gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE) )
{
return;
}
// ATE: If maximum prisoners captured, return!
if ( gStrategicStatus.ubNumCapturedForRescue > 3 )
{
return;
}
// If this is an EPC , just kill them...
if ( AM_AN_EPC( pSoldier ) )
{
pSoldier->bLife = 0;
HandleSoldierDeath( pSoldier, &fMadeCorpse );
return;
}
if ( pSoldier->uiStatusFlags & SOLDIER_VEHICLE )
{
return;
}
// ATE: Patch fix If in a vehicle, remove from vehicle...
TakeSoldierOutOfVehicle( pSoldier );
// Are there anemies in ALMA? ( I13 )
iNumEnemiesInSector = NumEnemiesInSector( 13, 9 );
// IF there are no enemies, and we need to do alma, skip!
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED && iNumEnemiesInSector == 0 )
{
InternalStartQuest( QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY, FALSE );
InternalEndQuest( QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY, FALSE );
}
HandleMoraleEvent( pSoldier, MORALE_MERC_CAPTURED, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
// Change to POW....
//-add him to a POW assignment/group
if( ( pSoldier->bAssignment != ASSIGNMENT_POW ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_POW );
// ATE: Make them neutral!
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED )
{
pSoldier->bNeutral = TRUE;
}
RemoveCharacterFromSquads( pSoldier );
// Is this the first one..?
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED )
{
//-teleport him to NE Alma sector (not Tixa as originally planned)
pSoldier->sSectorX = 13;
pSoldier->sSectorY = 9;
pSoldier->bSectorZ = 0;
// put him on the floor!!
pSoldier->bLevel = 0;
// OK, drop all items!
for ( i = 0; i < NUM_INV_SLOTS; i++ )
{
if( pSoldier->inv[ i ].usItem != 0 )
{
WorldItem.fExists = TRUE;
WorldItem.sGridNo = sAlmaCaptureItemsGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
WorldItem.ubLevel = 0;
WorldItem.usFlags = 0;
WorldItem.bVisible = FALSE;
WorldItem.bRenderZHeightAboveLevel = 0;
memcpy( &(WorldItem.o), &pSoldier->inv[i], sizeof( OBJECTTYPE ) );
AddWorldItemsToUnLoadedSector( 13, 9, 0, sAlmaCaptureItemsGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, &WorldItem, FALSE );
DeleteObj( &( pSoldier->inv[ i ] ) );
}
}
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = sAlmaCaptureGridNos[ gStrategicStatus.ubNumCapturedForRescue ];
gStrategicStatus.ubNumCapturedForRescue++;
}
else if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTDONE )
{
//-teleport him to N7
pSoldier->sSectorX = 7;
pSoldier->sSectorY = 14;
pSoldier->bSectorZ = 0;
// put him on the floor!!
pSoldier->bLevel = 0;
// OK, drop all items!
for ( i = 0; i < NUM_INV_SLOTS; i++ )
{
if( pSoldier->inv[ i ].usItem != 0 )
{
WorldItem.fExists = TRUE;
WorldItem.sGridNo = sInterrogationItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
WorldItem.ubLevel = 0;
WorldItem.usFlags = 0;
WorldItem.bVisible = FALSE;
WorldItem.bRenderZHeightAboveLevel = 0;
memcpy( &(WorldItem.o), &pSoldier->inv[i], sizeof( OBJECTTYPE ) );
AddWorldItemsToUnLoadedSector( 7, 14, 0, sInterrogationItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, &WorldItem, FALSE );
DeleteObj( &( pSoldier->inv[ i ] ) );
}
}
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = gsInterrogationGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
gStrategicStatus.ubNumCapturedForRescue++;
}
//Bandaging him would prevent him from dying (due to low HP)
pSoldier->bBleeding = 0;
// wake him up
if ( pSoldier->fMercAsleep )
{
PutMercInAwakeState( pSoldier );
pSoldier->fForcedToStayAwake = FALSE;
}
//Set his life to 50% + or - 10 HP.
pSoldier->bLife = pSoldier->bLifeMax / 2;
if ( pSoldier->bLife <= 35 )
{
pSoldier->bLife = 35;
}
else if ( pSoldier->bLife >= 45 )
{
pSoldier->bLife += (INT8)(10 - Random( 21 ) );
}
// make him quite exhausted when found
pSoldier->bBreath = pSoldier->bBreathMax = 50;
pSoldier->sBreathRed = 0;
pSoldier->fMercCollapsedFlag = FALSE;
}
void HandleEnemyStatusInCurrentMapBeforeLoadingNewMap()
{
INT32 i;
BOOLEAN fMadeCorpse;
INT8 bKilledEnemies = 0, bKilledCreatures = 0, bKilledRebels = 0, bKilledCivilians = 0;
return;
//If any of the soldiers are dying, kill them now.
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bLife < OKLIFE && MercPtrs[ i ]->bLife )
{
MercPtrs[ i ]->bLife = 0;
HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
bKilledEnemies++;
}
}
//Do the same for the creatures.
for( i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bLife < OKLIFE && MercPtrs[ i ]->bLife )
{
MercPtrs[ i ]->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 ]->bLife < OKLIFE && MercPtrs[ i ]->bLife )
{
MercPtrs[ i ]->bLife = 0;
HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
bKilledRebels++;
}
}
//Civilians
for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bLife < OKLIFE && MercPtrs[ i ]->bLife )
{
MercPtrs[ i ]->bLife = 0;
HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
bKilledCivilians++;
}
}
// TEST MESSAGES ONLY!
if( bKilledCivilians )
ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d civilians died after you left the sector.", bKilledCivilians );
if( bKilledRebels )
ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d militia died after you left the sector.", bKilledRebels );
if( bKilledEnemies )
ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d enemies died after you left the sector.", bKilledEnemies );
if( bKilledCreatures )
ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d creatures died after you left the sector.", bKilledCreatures );
if( !gbWorldSectorZ )
{
SECTORINFO *pSector;
pSector = &SectorInfo[ SECTOR(gWorldSectorX, gWorldSectorY) ];
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubCreaturesInBattle = 0;
//RecalculateSectorWeight(
}
else if( gbWorldSectorZ > 0 )
{
UNDERGROUND_SECTORINFO *pSector;
pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
if( !pSector )
return;
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubCreaturesInBattle = 0;
}
}
BOOLEAN PlayerSectorDefended( UINT8 ubSectorID )
{
SECTORINFO *pSector;
pSector = &SectorInfo[ ubSectorID ];
if( pSector->ubNumberOfCivsAtLevel[ GREEN_MILITIA ] +
pSector->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] +
pSector->ubNumberOfCivsAtLevel[ ELITE_MILITIA ] )
{ //militia in sector
return TRUE;
}
if( FindMovementGroupInSector( (UINT8)SECTORX( ubSectorID ), (UINT8)SECTORY( ubSectorID ), TRUE ) )
{ //player in sector
return TRUE;
}
return FALSE;
}
//Assumes gTacticalStatus.fEnemyInSector
BOOLEAN OnlyHostileCivsInSector()
{
SOLDIERTYPE *pSoldier;
INT32 i;
BOOLEAN fHostileCivs = FALSE;
//Look for any hostile civs.
for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; i++ )
{
pSoldier = MercPtrs[ i ];
if( pSoldier->bActive && pSoldier->bInSector && pSoldier->bLife )
{
if( !pSoldier->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->bLife )
{
if( !pSoldier->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->bLife )
{
if( !pSoldier->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->bLife )
{
if( !pSoldier->bNeutral )
{
return FALSE;
}
}
}
//We only have hostile civilians, don't allow time compression.
return TRUE;
}