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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
1582 lines
44 KiB
C++
1582 lines
44 KiB
C++
#include "builddefines.h"
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#ifdef PRECOMPILEDHEADERS
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#include "Strategic All.h"
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#include "GameSettings.h"
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#else
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#include "Town Militia.h"
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#include "Militia Control.h"
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#include "Campaign Types.h"
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#include "strategic.h"
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#include "strategicmap.h"
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#include "Overhead.h"
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#include "Strategic Town Loyalty.h"
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#include "Utilities.h"
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#include "random.h"
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#include "text.h"
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#include "Map Screen Interface.h"
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#include "Interface.h"
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#include "Laptopsave.h"
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#include "finances.h"
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#include "Game Clock.h"
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#include "Assignments.h"
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#include "squads.h"
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#include "Soldier Create.h"
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#include "Dialogue Control.h"
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#include "GameSettings.h"
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#include "Queen Command.h"
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#include "PreBattle Interface.h"
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#include "Map Screen Interface Border.h"
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#include "interface control.h"
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#include "Map Screen Interface Map.h"
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#endif
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#include "MilitiaSquads.h"
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#define SIZE_OF_MILITIA_COMPLETED_TRAINING_LIST 50
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// temporary local global variables
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UINT8 gubTownSectorServerTownId = BLANK_SECTOR;
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INT16 gsTownSectorServerSkipX = -1;
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INT16 gsTownSectorServerSkipY = -1;
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UINT8 gubTownSectorServerIndex = 0;
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BOOLEAN gfYesNoPromptIsForContinue = FALSE; // this flag remembers whether we're starting new training, or continuing
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INT32 giTotalCostOfTraining = 0;
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BOOLEAN gfAreWeTrainingMobile = FALSE;
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BOOLEAN gfAreWePromotingGreen = FALSE;
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BOOLEAN gfAreWePromotingRegular = FALSE;
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//the completed list of sector soldiers for training militia
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INT32 giListOfMercsInSectorsCompletedMilitiaTraining[ SIZE_OF_MILITIA_COMPLETED_TRAINING_LIST ];
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SOLDIERTYPE *pMilitiaTrainerSoldier = NULL;
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// note that these sector values are STRATEGIC INDEXES, not 0-255!
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INT16 gsUnpaidStrategicSector[ MAX_CHARACTER_COUNT ];
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// the selected list of mercs
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extern BOOLEAN fSelectedListOfMercsForMapScreen[ MAX_CHARACTER_COUNT ];
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// towns with militia training allowed
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BOOLEAN gfMilitiaAllowedInTown[MAX_TOWNS] =
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{
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0, // blank sector
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0, // omerta
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1, // drassen
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1, // alma
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1, // grumm
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0, // tixa
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1, // cambria
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0, // san mona
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0, // estoni
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0, // orta
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1, // balime
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1, // meduna
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1, // chitzena
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};
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// private prototypes
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void PayMilitiaTrainingYesNoBoxCallback( UINT8 bExitValue );
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void CantTrainMilitiaOkBoxCallback( UINT8 bExitValue );
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void MilitiaTrainingRejected( void );
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void InitFriendlyTownSectorServer(UINT8 ubTownId, INT16 sSkipSectorX, INT16 sSkipSectorY);
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BOOLEAN ServeNextFriendlySectorInTown( INT16 *sNeighbourX, INT16 *sNeighbourY );
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void BuildListOfUnpaidTrainableSectors( void );
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INT32 GetNumberOfUnpaidTrainableSectors( void );
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void ContinueTrainingInThisSector( void );
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void StartTrainingInAllUnpaidTrainableSectors();
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void PayForTrainingInSector( UINT8 ubSector );
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void ResetDoneFlagForAllMilitiaTrainersInSector( UINT8 ubSector );
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#ifdef JA2BETAVERSION
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void VerifyTownTrainingIsPaidFor( void );
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#endif
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void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY )
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{
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
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UINT8 ubMilitiaTrained = 0;
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BOOLEAN fFoundOne;
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INT16 sNeighbourX, sNeighbourY;
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UINT8 ubTownId;
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INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
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INT32 iTrainingSquadSize = gGameExternalOptions.iTrainingSquadSize;
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia1");
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// get town index
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ubTownId = StrategicMap[ sMapX + sMapY * MAP_WORLD_X ].bNameId;
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if( ubTownId == BLANK_SECTOR )
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{
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Assert( IsThisSectorASAMSector( sMapX, sMapY, 0 ) );
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}
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// force tactical to update militia status
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gfStrategicMilitiaChangesMade = FALSE;
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// ok, so what do we do with all this training? Well, in order of decreasing priority:
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// 1) If there's room in training sector, create new GREEN militia guys there
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// 2) If not enough room there, create new GREEN militia guys in friendly sectors of the same town
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// 3) If not enough room anywhere in town, promote a number of GREENs in this sector into regulars
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// 4) If not enough GREENS there to promote, promote GREENs in other sectors.
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// 5) If all friendly sectors of this town are completely filled with REGULAR militia, then training effect is wasted
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// Kaiden: Roaming Militia Training:
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// If we're not training roaming militia,
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// then we will handle everything as normal.
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if( (IsMilitiaTrainableFromSoldiersSectorMaxed( pTrainer, ELITE_MILITIA ))
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&& (gGameExternalOptions.gfmusttrainroaming)
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&&(GetWorldDay( ) >= gGameExternalOptions.guiAllowMilitiaGroupsDelay))
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{
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CreateMilitiaSquads(sMapX, sMapY );
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}
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else
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{
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while (ubMilitiaTrained < iTrainingSquadSize)
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{
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// is there room for another militia in the training sector itself?
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if (CountAllMilitiaInSector(sMapX, sMapY) < iMaxMilitiaPerSector)
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{
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// great! Create a new GREEN militia guy in the training sector
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StrategicAddMilitiaToSector(sMapX, sMapY, GREEN_MILITIA, 1);
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if (sMapX == gWorldSectorX && sMapY == gWorldSectorY)
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{
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gfStrategicMilitiaChangesMade = TRUE;
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}
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}
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else
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{
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fFoundOne = FALSE;
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if( ubTownId != BLANK_SECTOR )
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{
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InitFriendlyTownSectorServer(ubTownId, sMapX, sMapY);
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// check other eligible sectors in this town for room for another militia
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while( ServeNextFriendlySectorInTown( &sNeighbourX, &sNeighbourY ) )
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{
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// is there room for another militia in this neighbouring sector ?
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if (CountAllMilitiaInSector(sNeighbourX, sNeighbourY) < iMaxMilitiaPerSector)
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{
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// great! Create a new GREEN militia guy in the neighbouring sector
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StrategicAddMilitiaToSector(sNeighbourX, sNeighbourY, GREEN_MILITIA, 1);
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if (sNeighbourX == gWorldSectorX && sNeighbourY == gWorldSectorY)
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{
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gfStrategicMilitiaChangesMade = TRUE;
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}
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fFoundOne = TRUE;
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break;
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}
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}
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}
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// if we still haven't been able to train anyone
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if (!fFoundOne)
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{
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// alrighty, then. We'll have to *promote* guys instead.
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// are there any GREEN militia men in the training sector itself?
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if (MilitiaInSectorOfRank(sMapX, sMapY, GREEN_MILITIA) > 0)
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{
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// great! Promote a GREEN militia guy in the training sector to a REGULAR
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StrategicPromoteMilitiaInSector(sMapX, sMapY, GREEN_MILITIA, 1);
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fFoundOne = TRUE;
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if (sMapX == gWorldSectorX && sMapY == gWorldSectorY)
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{
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gfStrategicMilitiaChangesMade = TRUE;
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}
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}
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else
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{
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if( ubTownId != BLANK_SECTOR )
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{
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// dammit! Last chance - try to find other eligible sectors in the same town with a Green guy to be promoted
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InitFriendlyTownSectorServer(ubTownId, sMapX, sMapY);
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// check other eligible sectors in this town for room for another militia
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while( ServeNextFriendlySectorInTown( &sNeighbourX, &sNeighbourY ) )
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{
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// are there any GREEN militia men in the neighbouring sector ?
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if (MilitiaInSectorOfRank(sNeighbourX, sNeighbourY, GREEN_MILITIA) > 0)
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{
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// great! Promote a GREEN militia guy in the neighbouring sector to a REGULAR
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StrategicPromoteMilitiaInSector(sNeighbourX, sNeighbourY, GREEN_MILITIA, 1);
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if (sNeighbourX == gWorldSectorX && sNeighbourY == gWorldSectorY)
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{
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gfStrategicMilitiaChangesMade = TRUE;
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}
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fFoundOne = TRUE;
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break;
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}
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}
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}
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// Kaiden: Veteran militia training
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// This is essentially copy/pasted from above
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// But the names have been changed to protect the innocent
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if ((!fFoundOne) && (gGameExternalOptions.gfTrainVeteranMilitia)
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&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
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{
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// are there any REGULAR militia men in the training sector itself?
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if (MilitiaInSectorOfRank(sMapX, sMapY, REGULAR_MILITIA) > 0)
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{
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// great! Promote a REGULAR militia guy in the training sector to a VETERAN
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StrategicPromoteMilitiaInSector(sMapX, sMapY, REGULAR_MILITIA, 1);
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if (sMapX == gWorldSectorX && sMapY == gWorldSectorY)
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{
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gfStrategicMilitiaChangesMade = TRUE;
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}
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fFoundOne = TRUE;
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}
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else
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{
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if( ubTownId != BLANK_SECTOR )
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{
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// dammit! Last chance - try to find other eligible sectors in the same town with a Regular guy to be promoted
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InitFriendlyTownSectorServer(ubTownId, sMapX, sMapY);
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// check other eligible sectors in this town for room for another militia
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while( ServeNextFriendlySectorInTown( &sNeighbourX, &sNeighbourY ) )
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{
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// are there any REGULAR militia men in the neighbouring sector ?
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if (MilitiaInSectorOfRank(sNeighbourX, sNeighbourY, REGULAR_MILITIA) > 0)
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{
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// great! Promote a Regular militia guy in the neighbouring sector to a Veteran
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StrategicPromoteMilitiaInSector(sNeighbourX, sNeighbourY, REGULAR_MILITIA, 1);
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if (sNeighbourX == gWorldSectorX && sNeighbourY == gWorldSectorY)
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{
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gfStrategicMilitiaChangesMade = TRUE;
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}
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fFoundOne = TRUE;
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break;
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}
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}
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}
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}
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}
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// if we still haven't been able to train anyone
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if (!fFoundOne)
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{
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// Well, that's it. All eligible sectors of this town are full of REGULARs or ELITEs.
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// The training goes to waste in this situation.
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break; // the main while loop
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}
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}
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}
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}
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// next, please!
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ubMilitiaTrained++;
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}
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if (gfStrategicMilitiaChangesMade)
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{
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ResetMilitia();
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}
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// if anyone actually got trained
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if (ubMilitiaTrained > 0)
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{
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// update the screen display
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fMapPanelDirty = TRUE;
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if( ubTownId != BLANK_SECTOR )
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{
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// loyalty in this town increases a bit because we obviously care about them...
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IncrementTownLoyalty( ubTownId, LOYALTY_BONUS_FOR_TOWN_TRAINING );
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}
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}
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}
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// the trainer announces to player that he's finished his assignment. Make his sector flash!
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AssignmentDone( pTrainer, TRUE, FALSE );
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// handle completion of town by training group
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HandleCompletionOfTownTrainingByGroupWithTrainer( pTrainer );
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}
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// feed this a SOLDIER_CLASS_, it will return you a _MITILIA rank, or -1 if the guy's not militia
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INT8 SoldierClassToMilitiaRank(UINT8 ubSoldierClass)
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{
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INT8 bRank = -1;
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switch( ubSoldierClass )
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{
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case SOLDIER_CLASS_GREEN_MILITIA:
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bRank = GREEN_MILITIA;
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break;
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case SOLDIER_CLASS_REG_MILITIA:
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bRank = REGULAR_MILITIA;
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break;
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case SOLDIER_CLASS_ELITE_MILITIA:
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bRank = ELITE_MILITIA;
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break;
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}
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return(bRank);
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}
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// feed this a _MITILIA rank, it will return you a SOLDIER_CLASS_, or -1 if the guy's not militia
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INT8 MilitiaRankToSoldierClass(UINT8 ubRank)
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{
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INT8 bSoldierClass = -1;
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switch( ubRank )
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{
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case GREEN_MILITIA:
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bSoldierClass = SOLDIER_CLASS_GREEN_MILITIA;
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break;
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case REGULAR_MILITIA:
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bSoldierClass = SOLDIER_CLASS_REG_MILITIA;
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break;
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case ELITE_MILITIA:
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bSoldierClass = SOLDIER_CLASS_ELITE_MILITIA;
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break;
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}
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return(bSoldierClass);
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}
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void StrategicAddMilitiaToSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT8 ubHowMany)
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{
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
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pSectorInfo->ubNumberOfCivsAtLevel[ ubRank ] += ubHowMany;
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if (ubHowMany && sMapX == gWorldSectorX && sMapY == gWorldSectorY )
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{
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gfStrategicMilitiaChangesMade = TRUE;
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}
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// update the screen display
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fMapPanelDirty = TRUE;
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}
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void StrategicPromoteMilitiaInSector(INT16 sMapX, INT16 sMapY, UINT8 ubCurrentRank, UINT8 ubHowMany)
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{
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
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// damn well better have that many around to promote!
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//Assert(pSectorInfo->ubNumberOfCivsAtLevel[ ubCurrentRank ] >= ubHowMany);
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//KM : July 21, 1999 patch fix
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if( pSectorInfo->ubNumberOfCivsAtLevel[ ubCurrentRank ] < ubHowMany )
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{
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return;
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}
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pSectorInfo->ubNumberOfCivsAtLevel[ ubCurrentRank ] -= ubHowMany;
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pSectorInfo->ubNumberOfCivsAtLevel[ ubCurrentRank + 1 ] += ubHowMany;
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if (ubHowMany && sMapX == gWorldSectorX && sMapY == gWorldSectorY )
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{
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gfStrategicMilitiaChangesMade = TRUE;
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}
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// update the screen display
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fMapPanelDirty = TRUE;
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}
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void StrategicRemoveMilitiaFromSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT8 ubHowMany)
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{
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
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// damn well better have that many around to remove!
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Assert(pSectorInfo->ubNumberOfCivsAtLevel[ ubRank ] >= ubHowMany);
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//KM : July 21, 1999 patch fix
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if( pSectorInfo->ubNumberOfCivsAtLevel[ ubRank ] < ubHowMany )
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{
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return;
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}
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pSectorInfo->ubNumberOfCivsAtLevel[ ubRank ] -= ubHowMany;
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if (ubHowMany && sMapX == gWorldSectorX && sMapY == gWorldSectorY )
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{
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gfStrategicMilitiaChangesMade = TRUE;
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}
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// update the screen display
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fMapPanelDirty = TRUE;
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}
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// kill pts are (2 * kills) + assists
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UINT8 CheckOneMilitiaForPromotion(INT16 sMapX, INT16 sMapY, UINT8 ubCurrentRank, UINT8 ubRecentKillPts)
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{
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UINT32 uiChanceToLevel = 0;
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switch( ubCurrentRank )
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{
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case GREEN_MILITIA:
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// 2 kill pts minimum
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if (ubRecentKillPts >= 2)
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{
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// 25% chance per kill pt
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uiChanceToLevel = 25 * ubRecentKillPts;
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}
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break;
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case REGULAR_MILITIA:
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// 5 kill pts minimum
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if (ubRecentKillPts >= 5)
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{
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// 10% chance per kill pt.
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uiChanceToLevel = 10 * ubRecentKillPts;
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}
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break;
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case ELITE_MILITIA:
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return 0;
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break;
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}
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// roll the bones, and see if he makes it
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if (Random(100) < uiChanceToLevel)
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{
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StrategicPromoteMilitiaInSector(sMapX, sMapY, ubCurrentRank, 1);
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if( ubCurrentRank == GREEN_MILITIA )
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{ //Attempt yet another level up if sufficient points
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if( ubRecentKillPts > 2 )
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{
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if( CheckOneMilitiaForPromotion( sMapX, sMapY, REGULAR_MILITIA, (UINT8)(ubRecentKillPts - 2) ) )
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{ //success, this militia was promoted twice
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return 2;
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}
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}
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}
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return 1;
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}
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return 0;
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}
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// call this if the player attacks his own militia
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void HandleMilitiaDefections(INT16 sMapX, INT16 sMapY)
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{
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UINT8 ubRank;
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UINT8 ubMilitiaCnt;
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UINT8 ubCount;
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UINT32 uiChanceToDefect;
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for( ubRank = 0; ubRank < MAX_MILITIA_LEVELS; ubRank++ )
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{
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ubMilitiaCnt = MilitiaInSectorOfRank(sMapX, sMapY, ubRank);
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// check each guy at each rank to see if he defects
|
|
for (ubCount = 0; ubCount < ubMilitiaCnt; ubCount++)
|
|
{
|
|
switch( ubRank )
|
|
{
|
|
case GREEN_MILITIA:
|
|
uiChanceToDefect = 50;
|
|
break;
|
|
case REGULAR_MILITIA:
|
|
uiChanceToDefect = 75;
|
|
break;
|
|
case ELITE_MILITIA:
|
|
uiChanceToDefect = 90;
|
|
break;
|
|
default:
|
|
Assert( 0 );
|
|
return;
|
|
}
|
|
|
|
// roll the bones; should I stay or should I go now? (for you music fans out there)
|
|
if (Random(100) < uiChanceToDefect)
|
|
{
|
|
//B'bye! (for you SNL fans out there)
|
|
StrategicRemoveMilitiaFromSector(sMapX, sMapY, ubRank, 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
UINT8 CountAllMilitiaInSector(INT16 sMapX, INT16 sMapY)
|
|
{
|
|
UINT8 ubMilitiaTotal = 0;
|
|
UINT8 ubRank;
|
|
|
|
// find out if there are any town militia in this SECTOR (don't care about other sectors in same town)
|
|
for( ubRank = 0; ubRank < MAX_MILITIA_LEVELS; ubRank++ )
|
|
{
|
|
ubMilitiaTotal += MilitiaInSectorOfRank(sMapX, sMapY, ubRank);
|
|
}
|
|
|
|
return(ubMilitiaTotal);
|
|
}
|
|
|
|
|
|
UINT8 MilitiaInSectorOfRank(INT16 sMapX, INT16 sMapY, UINT8 ubRank)
|
|
{
|
|
return( SectorInfo[ SECTOR( sMapX, sMapY ) ].ubNumberOfCivsAtLevel[ ubRank ] );
|
|
}
|
|
|
|
|
|
BOOLEAN SectorOursAndPeaceful( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
|
|
{
|
|
// if this sector is currently loaded
|
|
if ( ( sMapX == gWorldSectorX ) && ( sMapY == gWorldSectorY ) && ( bMapZ == gbWorldSectorZ ) )
|
|
{
|
|
// and either there are enemies prowling this sector, or combat is in progress
|
|
if ( gTacticalStatus.fEnemyInSector || ( gTacticalStatus.uiFlags & INCOMBAT ) )
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
// if sector is controlled by enemies, it's not ours (duh!)
|
|
if( !bMapZ && StrategicMap[ sMapX + sMapY * MAP_WORLD_X ].fEnemyControlled == TRUE )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if( NumHostilesInSector( sMapX, sMapY, bMapZ ) )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
// safe & secure, s'far as we can tell
|
|
return(TRUE);
|
|
}
|
|
|
|
|
|
void InitFriendlyTownSectorServer(UINT8 ubTownId, INT16 sSkipSectorX, INT16 sSkipSectorY)
|
|
{
|
|
// reset globals
|
|
gubTownSectorServerTownId = ubTownId;
|
|
gsTownSectorServerSkipX = sSkipSectorX;
|
|
gsTownSectorServerSkipY = sSkipSectorY;
|
|
|
|
gubTownSectorServerIndex = 0;
|
|
}
|
|
|
|
|
|
// this feeds the X,Y of the next town sector on the town list for the town specified at initialization
|
|
// it will skip an entry that matches the skip X/Y value if one was specified at initialization
|
|
// MUST CALL InitFriendlyTownSectorServer() before using!!!
|
|
BOOLEAN ServeNextFriendlySectorInTown( INT16 *sNeighbourX, INT16 *sNeighbourY )
|
|
{
|
|
INT32 iTownSector;
|
|
INT16 sMapX, sMapY;
|
|
BOOLEAN fStopLooking = FALSE;
|
|
|
|
do
|
|
{
|
|
// have we reached the end of the town list?
|
|
if (pTownNamesList[ gubTownSectorServerIndex ] == BLANK_SECTOR)
|
|
{
|
|
// end of list reached
|
|
return(FALSE);
|
|
}
|
|
|
|
iTownSector = pTownLocationsList[ gubTownSectorServerIndex ];
|
|
|
|
// if this sector is in the town we're looking for
|
|
if( StrategicMap[ iTownSector ].bNameId == gubTownSectorServerTownId )
|
|
{
|
|
// A sector in the specified town. Calculate its X & Y sector compotents
|
|
sMapX = iTownSector % MAP_WORLD_X;
|
|
sMapY = iTownSector / MAP_WORLD_X;
|
|
|
|
// Make sure we're not supposed to skip it
|
|
if ( ( sMapX != gsTownSectorServerSkipX ) || ( sMapY != gsTownSectorServerSkipY ) )
|
|
{
|
|
// check if it's "friendly" - not enemy controlled, no enemies in it, no combat in progress
|
|
if (SectorOursAndPeaceful( sMapX, sMapY, 0 ))
|
|
{
|
|
// then that's it!
|
|
*sNeighbourX = sMapX;
|
|
*sNeighbourY = sMapY;
|
|
|
|
fStopLooking = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
// advance to next entry in town list
|
|
gubTownSectorServerIndex++;
|
|
|
|
} while ( !fStopLooking );
|
|
|
|
|
|
// found & returning a valid sector
|
|
return(TRUE);
|
|
}
|
|
|
|
|
|
void HandleInterfaceMessageForCostOfTrainingMilitia( SOLDIERTYPE *pSoldier )
|
|
{
|
|
INT32 iMilitiaTrainingCost = gGameExternalOptions.iMilitiaTrainingCost;
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia2");
|
|
|
|
CHAR16 sString[ 128 ];
|
|
SGPRect pCenteringRect= {0, 0, 640, INV_INTERFACE_START_Y };
|
|
INT32 iNumberOfSectors = 0;
|
|
|
|
pMilitiaTrainerSoldier = pSoldier;
|
|
|
|
// grab total number of sectors
|
|
iNumberOfSectors = GetNumberOfUnpaidTrainableSectors( );
|
|
Assert( iNumberOfSectors > 0 );
|
|
|
|
// Kaiden: Roaming Militia Training:
|
|
// We want to charge more for Roaming
|
|
|
|
// get total cost
|
|
if( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, ELITE_MILITIA )
|
|
&& (gGameExternalOptions.gfmusttrainroaming)
|
|
&& (GetWorldDay( ) >= gGameExternalOptions.guiAllowMilitiaGroupsDelay))
|
|
{
|
|
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iMilitiaCostModifier) * iNumberOfSectors;
|
|
Assert( giTotalCostOfTraining > 0 );
|
|
gfAreWeTrainingMobile = TRUE;
|
|
}
|
|
else if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, REGULAR_MILITIA )
|
|
&& (gGameExternalOptions.gfTrainVeteranMilitia)
|
|
&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
|
|
{
|
|
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iVeteranCostModifier) * iNumberOfSectors;
|
|
Assert( giTotalCostOfTraining > 0 );
|
|
gfAreWePromotingRegular = TRUE;
|
|
}
|
|
else if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, GREEN_MILITIA ))
|
|
{
|
|
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iRegularCostModifier) * iNumberOfSectors;
|
|
Assert( giTotalCostOfTraining > 0 );
|
|
gfAreWePromotingGreen = TRUE;
|
|
}
|
|
else
|
|
{
|
|
giTotalCostOfTraining = iMilitiaTrainingCost * iNumberOfSectors;
|
|
Assert( giTotalCostOfTraining > 0 );
|
|
}
|
|
|
|
|
|
gfYesNoPromptIsForContinue = FALSE;
|
|
|
|
if( LaptopSaveInfo.iCurrentBalance < giTotalCostOfTraining )
|
|
{
|
|
swprintf( sString, pMilitiaConfirmStrings[ 8 ], giTotalCostOfTraining );
|
|
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, CantTrainMilitiaOkBoxCallback );
|
|
return;
|
|
}
|
|
|
|
// ok to start training, ask player
|
|
|
|
|
|
if( iNumberOfSectors > 1 )
|
|
{
|
|
swprintf( sString, pMilitiaConfirmStrings[ 7 ], iNumberOfSectors, giTotalCostOfTraining, pMilitiaConfirmStrings[ 1 ] );
|
|
}
|
|
else
|
|
{
|
|
swprintf( sString, L"%s%d. %s", pMilitiaConfirmStrings[ 0 ], giTotalCostOfTraining, pMilitiaConfirmStrings[ 1 ] );
|
|
}
|
|
|
|
// if we are in mapscreen, make a pop up
|
|
if( guiCurrentScreen == MAP_SCREEN )
|
|
{
|
|
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_YESNO, PayMilitiaTrainingYesNoBoxCallback );
|
|
}
|
|
else
|
|
{
|
|
DoMessageBox( MSG_BOX_BASIC_STYLE, sString, GAME_SCREEN, MSG_BOX_FLAG_YESNO, PayMilitiaTrainingYesNoBoxCallback, &pCenteringRect );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
void DoContinueMilitiaTrainingMessageBox( INT16 sSectorX, INT16 sSectorY, const STR16 str, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback )
|
|
{
|
|
if( sSectorX <= 10 && sSectorY >= 6 && sSectorY <= 11 )
|
|
{
|
|
DoLowerScreenIndependantMessageBox( str, usFlags, ReturnCallback );
|
|
}
|
|
else
|
|
{
|
|
DoScreenIndependantMessageBox( str, usFlags, ReturnCallback );
|
|
}
|
|
}
|
|
|
|
void HandleInterfaceMessageForContinuingTrainingMilitia( SOLDIERTYPE *pSoldier )
|
|
{
|
|
CHAR16 sString[ 128 ];
|
|
INT16 sSectorX = 0, sSectorY = 0;
|
|
CHAR16 sStringB[ 128 ];
|
|
INT8 bTownId;
|
|
BOOLEAN fIsFull = FALSE;
|
|
|
|
|
|
INT32 iMinLoyaltyToTrain = gGameExternalOptions.iMinLoyaltyToTrain;
|
|
INT32 iMilitiaTrainingCost = gGameExternalOptions.iMilitiaTrainingCost;
|
|
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia3");
|
|
|
|
sSectorX = pSoldier->sSectorX;
|
|
sSectorY = pSoldier->sSectorY;
|
|
|
|
Assert( SectorInfo[ SECTOR( sSectorX, sSectorY ) ].fMilitiaTrainingPaid == FALSE );
|
|
|
|
pMilitiaTrainerSoldier = pSoldier;
|
|
|
|
gfYesNoPromptIsForContinue = TRUE;
|
|
|
|
// is there enough loyalty to continue training
|
|
if( DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( pSoldier ) == FALSE )
|
|
{
|
|
// loyalty too low to continue training
|
|
swprintf( sString, pMilitiaConfirmStrings[ 9 ], pTownNames[ GetTownIdForSector( sSectorX, sSectorY )], iMinLoyaltyToTrain );
|
|
DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_OK, CantTrainMilitiaOkBoxCallback );
|
|
return;
|
|
}
|
|
|
|
// Kaiden: Roaming Militia Training:
|
|
// Changed the if condition from
|
|
// if ( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) )
|
|
// And we're not training mobile militia from a SAM Site
|
|
|
|
if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, ELITE_MILITIA ))
|
|
if (!gGameExternalOptions.gfmusttrainroaming)
|
|
fIsFull = TRUE;
|
|
else if (GetWorldDay( ) < gGameExternalOptions.guiAllowMilitiaGroupsDelay)
|
|
fIsFull = TRUE;
|
|
else if (IsThisSectorASAMSector(sSectorX,sSectorY,0 ))
|
|
fIsFull = TRUE;
|
|
else
|
|
fIsFull = FALSE;
|
|
|
|
if (fIsFull)
|
|
{
|
|
// we're full!!! go home!
|
|
bTownId = GetTownIdForSector( sSectorX, sSectorY );
|
|
if ( bTownId == BLANK_SECTOR )
|
|
{
|
|
// wilderness SAM site
|
|
GetSectorIDString( sSectorX, sSectorY, 0, sStringB, TRUE );
|
|
void (*tempFptr)(INT16 , INT16 , INT8 , CHAR16 *, BOOLEAN) = GetSectorIDString;
|
|
swprintf( sString, pMilitiaConfirmStrings[ 10 ], sStringB, tempFptr, iMinLoyaltyToTrain );
|
|
}
|
|
else
|
|
{
|
|
// town
|
|
swprintf( sString, pMilitiaConfirmStrings[ 10 ], pTownNames[ bTownId ], iMinLoyaltyToTrain );
|
|
}
|
|
DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_OK, CantTrainMilitiaOkBoxCallback );
|
|
return;
|
|
}
|
|
|
|
// Kaiden: Roaming Militia Training:
|
|
// Charging more to train Roaming Militia
|
|
// Also Charging more for promotions over Training
|
|
|
|
if( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, ELITE_MILITIA )
|
|
&& (gGameExternalOptions.gfmusttrainroaming)
|
|
&&(GetWorldDay( ) >= gGameExternalOptions.guiAllowMilitiaGroupsDelay))
|
|
{
|
|
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iMilitiaCostModifier);
|
|
gfAreWeTrainingMobile = TRUE;
|
|
}
|
|
else if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, REGULAR_MILITIA )
|
|
&& (gGameExternalOptions.gfTrainVeteranMilitia)
|
|
&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
|
|
{
|
|
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iVeteranCostModifier);
|
|
gfAreWePromotingRegular = TRUE;
|
|
}
|
|
else if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, GREEN_MILITIA ))
|
|
{
|
|
giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iRegularCostModifier);
|
|
gfAreWePromotingGreen = TRUE;
|
|
}
|
|
else
|
|
{
|
|
giTotalCostOfTraining = (iMilitiaTrainingCost);
|
|
}
|
|
|
|
// can player afford to continue training?
|
|
if( LaptopSaveInfo.iCurrentBalance < giTotalCostOfTraining )
|
|
{
|
|
// can't afford to continue training
|
|
swprintf( sString, pMilitiaConfirmStrings[ 8 ], giTotalCostOfTraining );
|
|
DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_OK, CantTrainMilitiaOkBoxCallback );
|
|
return;
|
|
}
|
|
|
|
// ok to continue, ask player
|
|
|
|
GetSectorIDString( sSectorX, sSectorY, 0, sStringB, TRUE );
|
|
swprintf( sString, pMilitiaConfirmStrings[ 3 ], sStringB, pMilitiaConfirmStrings[ 4 ], giTotalCostOfTraining );
|
|
|
|
// ask player whether he'd like to continue training
|
|
//DoContinueMilitiaTrainingMessageBox( sSectorX, sSectorY, sString, MSG_BOX_FLAG_YESNO, PayMilitiaTrainingYesNoBoxCallback );
|
|
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_YESNO, PayMilitiaTrainingYesNoBoxCallback );
|
|
}
|
|
|
|
|
|
|
|
// IMPORTANT: This same callback is used both for initial training and for continue training prompt
|
|
// use 'gfYesNoPromptIsForContinue' flag to tell them apart
|
|
void PayMilitiaTrainingYesNoBoxCallback( UINT8 bExitValue )
|
|
{
|
|
CHAR16 sString[ 128 ];
|
|
|
|
Assert( giTotalCostOfTraining > 0 );
|
|
|
|
// yes
|
|
if( bExitValue == MSG_BOX_RETURN_YES )
|
|
{
|
|
// does the player have enough
|
|
if( LaptopSaveInfo.iCurrentBalance >= giTotalCostOfTraining )
|
|
{
|
|
if( gfYesNoPromptIsForContinue )
|
|
{
|
|
ContinueTrainingInThisSector();
|
|
}
|
|
else
|
|
{
|
|
StartTrainingInAllUnpaidTrainableSectors();
|
|
}
|
|
|
|
#ifdef JA2BETAVERSION
|
|
// put this BEFORE training gets handled to avoid detecting an error everytime a sector completes training
|
|
VerifyTownTrainingIsPaidFor();
|
|
#endif
|
|
|
|
// this completes the training prompt sequence
|
|
pMilitiaTrainerSoldier = NULL;
|
|
}
|
|
else // can't afford it
|
|
{
|
|
StopTimeCompression();
|
|
|
|
swprintf( sString, L"%s", pMilitiaConfirmStrings[ 2 ] );
|
|
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, CantTrainMilitiaOkBoxCallback );
|
|
}
|
|
}
|
|
else if( bExitValue == MSG_BOX_RETURN_NO )
|
|
{
|
|
StopTimeCompression();
|
|
|
|
MilitiaTrainingRejected();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
void CantTrainMilitiaOkBoxCallback( UINT8 bExitValue )
|
|
{
|
|
MilitiaTrainingRejected();
|
|
return;
|
|
}
|
|
|
|
|
|
// IMPORTANT: This same callback is used both for initial training and for continue training prompt
|
|
// use 'gfYesNoPromptIsForContinue' flag to tell them apart
|
|
void MilitiaTrainingRejected( void )
|
|
{
|
|
if( gfYesNoPromptIsForContinue )
|
|
{
|
|
// take all mercs in that sector off militia training
|
|
ResetAssignmentOfMercsThatWereTrainingMilitiaInThisSector( pMilitiaTrainerSoldier->sSectorX, pMilitiaTrainerSoldier->sSectorY );
|
|
}
|
|
else
|
|
{
|
|
// take all mercs in unpaid sectors EVERYWHERE off militia training
|
|
ResetAssignmentsForMercsTrainingUnpaidSectorsInSelectedList( 0 );
|
|
}
|
|
|
|
#ifdef JA2BETAVERSION
|
|
// put this BEFORE training gets handled to avoid detecting an error everytime a sector completes training
|
|
VerifyTownTrainingIsPaidFor();
|
|
#endif
|
|
|
|
// this completes the training prompt sequence
|
|
pMilitiaTrainerSoldier = NULL;
|
|
}
|
|
|
|
|
|
|
|
void HandleMilitiaStatusInCurrentMapBeforeLoadingNewMap( void )
|
|
{
|
|
if ( gTacticalStatus.Team[ MILITIA_TEAM ].bSide != 0 )
|
|
{
|
|
// handle militia defections and reset team to friendly
|
|
HandleMilitiaDefections( gWorldSectorX, gWorldSectorY );
|
|
gTacticalStatus.Team[ MILITIA_TEAM ].bSide = 0;
|
|
}
|
|
else if( !gfAutomaticallyStartAutoResolve )
|
|
{ //Don't promote militia if we are going directly to autoresolve to finish the current battle.
|
|
HandleMilitiaPromotions();
|
|
}
|
|
}
|
|
|
|
|
|
BOOLEAN CanNearbyMilitiaScoutThisSector( INT16 sSectorX, INT16 sSectorY )
|
|
{
|
|
INT16 sSectorValue = 0, sSector = 0;
|
|
INT16 sCounterA = 0, sCounterB = 0;
|
|
UINT8 ubScoutingRange = 1;
|
|
|
|
|
|
// get the sector value
|
|
sSector = sSectorX + sSectorY * MAP_WORLD_X;
|
|
|
|
for( sCounterA = sSectorX - ubScoutingRange; sCounterA <= sSectorX + ubScoutingRange; sCounterA++ )
|
|
{
|
|
for( sCounterB = sSectorY - ubScoutingRange; sCounterB <= sSectorY + ubScoutingRange; sCounterB++ )
|
|
{
|
|
// skip out of bounds sectors
|
|
if ( ( sCounterA < 1 ) || ( sCounterA > 16 ) || ( sCounterB < 1 ) || ( sCounterB > 16 ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
sSectorValue = SECTOR( sCounterA, sCounterB );
|
|
|
|
// check if any sort of militia here
|
|
if( SectorInfo[ sSectorValue ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
else if( SectorInfo[ sSectorValue ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
else if( SectorInfo[ sSectorValue ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
}
|
|
}
|
|
|
|
return( FALSE );
|
|
}
|
|
|
|
BOOLEAN IsTownFullMilitia( INT8 bTownId, INT8 iMilitiaType )
|
|
{
|
|
INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
|
|
|
|
INT32 iCounter = 0;
|
|
INT16 sSectorX = 0, sSectorY = 0;
|
|
INT32 iNumberOfMilitia = 0;
|
|
INT32 iMaxNumber = 0;
|
|
BOOLEAN fIncreaseCost = FALSE;
|
|
|
|
while( pTownNamesList[ iCounter ] != 0 )
|
|
{
|
|
if( pTownNamesList[ iCounter ] == bTownId )
|
|
{
|
|
// get the sector x and y
|
|
sSectorX = pTownLocationsList[ iCounter ] % MAP_WORLD_X;
|
|
sSectorY = pTownLocationsList[ iCounter ] / MAP_WORLD_X;
|
|
|
|
// if sector is ours get number of militia here
|
|
if( SectorOursAndPeaceful( sSectorX, sSectorY, 0 ) )
|
|
{
|
|
|
|
//Kaiden: Checking for Price Hikes.
|
|
if (iMilitiaType == GREEN_MILITIA)
|
|
{
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA );
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
|
|
iMaxNumber += iMaxMilitiaPerSector;
|
|
|
|
if (MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA ) > 0)
|
|
fIncreaseCost = TRUE;
|
|
}
|
|
else if (iMilitiaType == REGULAR_MILITIA)
|
|
{
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
|
|
iMaxNumber += iMaxMilitiaPerSector;
|
|
|
|
if (MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA ) > 0)
|
|
fIncreaseCost = TRUE;
|
|
}
|
|
|
|
//Kaiden: OK So iMilitiaType should be ELITE_MILITIA
|
|
// and we're just checking sectors for purposes
|
|
// of training mobile militia or ending training
|
|
|
|
// don't count GREEN militia, they can be trained into regulars first
|
|
// Kaiden: Veteran Militia Training:
|
|
// And we don't count regulars either if we're training veterans
|
|
if (gGameExternalOptions.gfTrainVeteranMilitia && (iMilitiaType == ELITE_MILITIA)
|
|
&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
|
|
{
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
|
|
iMaxNumber += iMaxMilitiaPerSector;
|
|
}
|
|
else if (iMilitiaType == ELITE_MILITIA)
|
|
{
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
|
|
iMaxNumber += iMaxMilitiaPerSector;
|
|
}
|
|
}
|
|
}
|
|
|
|
iCounter++;
|
|
}
|
|
|
|
if (iMilitiaType == GREEN_MILITIA)
|
|
{
|
|
if (( iNumberOfMilitia == iMaxNumber ) && (fIncreaseCost))
|
|
return( TRUE );
|
|
else
|
|
return( FALSE );
|
|
|
|
}
|
|
else if (iMilitiaType == REGULAR_MILITIA)
|
|
{
|
|
if (( iNumberOfMilitia == iMaxNumber ) && (fIncreaseCost))
|
|
return( TRUE );
|
|
else
|
|
return( FALSE );
|
|
}
|
|
|
|
|
|
|
|
// now check the number of militia
|
|
if ( iMaxNumber > iNumberOfMilitia )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
BOOLEAN IsSAMSiteFullOfMilitia( INT16 sSectorX, INT16 sSectorY, INT8 iMilitiaType )
|
|
{
|
|
BOOLEAN fSamSitePresent = FALSE;
|
|
INT32 iNumberOfMilitia = 0;
|
|
INT32 iMaxNumber = 0;
|
|
INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia5");
|
|
// check if SAM site is ours?
|
|
fSamSitePresent = IsThisSectorASAMSector( sSectorX, sSectorY, 0 );
|
|
|
|
if( fSamSitePresent == FALSE )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
if( SectorOursAndPeaceful( sSectorX, sSectorY, 0 ) )
|
|
{
|
|
|
|
//Kaiden: If we're checking for specific Militia for Price Hikes:
|
|
if (iMilitiaType == GREEN_MILITIA)
|
|
{
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA );
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
|
|
|
|
if (( iNumberOfMilitia == iMaxMilitiaPerSector) &&
|
|
(MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA ) > 0))
|
|
return( TRUE );
|
|
else
|
|
return( FALSE );
|
|
|
|
}
|
|
else if (iMilitiaType == REGULAR_MILITIA)
|
|
{
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
|
|
|
|
if (( iNumberOfMilitia == iMaxMilitiaPerSector) &&
|
|
(MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA ) > 0))
|
|
return( TRUE );
|
|
else
|
|
return( FALSE );
|
|
}
|
|
// Kaiden: Ok we're not checking for militia promotions now,
|
|
// so MilitiaType should be ELITE_MILITIA for purposes
|
|
// of training Roaming or not.
|
|
|
|
// don't count GREEN militia, they can be trained into regulars first
|
|
|
|
// Kaiden: Veteran Militia Training:
|
|
// And we don't count regulars either if we're training veterans
|
|
if (gGameExternalOptions.gfTrainVeteranMilitia && (iMilitiaType == ELITE_MILITIA)
|
|
&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
|
|
{
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
|
|
iMaxNumber += iMaxMilitiaPerSector;
|
|
}
|
|
else if (iMilitiaType == ELITE_MILITIA)
|
|
{
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
|
|
iNumberOfMilitia += MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
|
|
iMaxNumber += iMaxMilitiaPerSector;
|
|
}
|
|
}
|
|
|
|
|
|
// now check the number of militia
|
|
if ( iMaxNumber > iNumberOfMilitia )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
void HandleCompletionOfTownTrainingByGroupWithTrainer( SOLDIERTYPE *pTrainer )
|
|
{
|
|
|
|
INT16 sSectorX = 0, sSectorY = 0;
|
|
INT8 bSectorZ = 0;
|
|
SOLDIERTYPE *pSoldier = NULL;
|
|
INT32 iCounter = 0;
|
|
|
|
|
|
// get the sector values
|
|
sSectorX = pTrainer->sSectorX;
|
|
sSectorY = pTrainer->sSectorY;
|
|
bSectorZ = pTrainer->bSectorZ;
|
|
|
|
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT; iCounter++ )
|
|
{
|
|
// valid character?
|
|
if( gCharactersList[ iCounter ].fValid == FALSE )
|
|
{
|
|
// nope
|
|
continue;
|
|
}
|
|
|
|
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ];
|
|
|
|
// valid soldier?
|
|
if( pSoldier->bActive == FALSE )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( ( pSoldier->bAssignment == TRAIN_TOWN ) && ( pSoldier->sSectorX == sSectorX )&&( pSoldier->sSectorY == sSectorY )&&( pSoldier->bSectorZ == bSectorZ ) )
|
|
{
|
|
// done assignment
|
|
AssignmentDone( pSoldier, FALSE, FALSE );
|
|
}
|
|
}
|
|
|
|
|
|
return;
|
|
}
|
|
|
|
void AddSectorForSoldierToListOfSectorsThatCompletedMilitiaTraining( SOLDIERTYPE *pSoldier )
|
|
{
|
|
INT32 iCounter = 0;
|
|
INT16 sSector = 0, sCurrentSector = 0;
|
|
SOLDIERTYPE *pCurrentSoldier = NULL;
|
|
|
|
// get the sector value
|
|
sSector = pSoldier->sSectorX + pSoldier->sSectorY * MAP_WORLD_X;
|
|
|
|
while( giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ] != -1 )
|
|
{
|
|
// get the current soldier
|
|
pCurrentSoldier = &Menptr[ giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ] ];
|
|
|
|
// get the current sector value
|
|
sCurrentSector = pCurrentSoldier->sSectorX + pCurrentSoldier->sSectorY * MAP_WORLD_X;
|
|
|
|
// is the merc's sector already in the list?
|
|
if( sCurrentSector == sSector )
|
|
{
|
|
// already here
|
|
return;
|
|
}
|
|
|
|
iCounter++;
|
|
|
|
Assert( iCounter < SIZE_OF_MILITIA_COMPLETED_TRAINING_LIST );
|
|
}
|
|
|
|
// add merc to the list
|
|
giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ] = pSoldier->ubID;
|
|
|
|
return;
|
|
}
|
|
|
|
// clear out the list of training sectors...should be done once the list is posted
|
|
void ClearSectorListForCompletedTrainingOfMilitia( void )
|
|
{
|
|
INT32 iCounter = 0;
|
|
|
|
for( iCounter = 0; iCounter < SIZE_OF_MILITIA_COMPLETED_TRAINING_LIST; iCounter++ )
|
|
{
|
|
giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ] = -1;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
void HandleContinueOfTownTraining( void )
|
|
{
|
|
SOLDIERTYPE *pSoldier = NULL;
|
|
INT32 iCounter = 0;
|
|
BOOLEAN fContinueEventPosted = FALSE;
|
|
|
|
|
|
while( giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ] != -1 )
|
|
{
|
|
// get the soldier
|
|
pSoldier = &Menptr[ giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ] ];
|
|
|
|
if( pSoldier->bActive )
|
|
{
|
|
fContinueEventPosted = TRUE;
|
|
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_CONTINUE_TRAINING_MILITIA, pSoldier->ubProfile, 0, 0, 0, 0 );
|
|
|
|
// now set all of these peoples assignment done too
|
|
//HandleInterfaceMessageForContinuingTrainingMilitia( pSoldier );
|
|
}
|
|
|
|
// next entry
|
|
iCounter++;
|
|
}
|
|
|
|
// now clear the list
|
|
ClearSectorListForCompletedTrainingOfMilitia( );
|
|
|
|
if( fContinueEventPosted )
|
|
{
|
|
// ATE: If this event happens in tactical mode we will be switching at some time to mapscreen...
|
|
if ( guiCurrentScreen == GAME_SCREEN )
|
|
{
|
|
gfEnteringMapScreen = TRUE;
|
|
}
|
|
|
|
//If the militia view isn't currently active, then turn it on when prompting to continue training.
|
|
if ( !fShowMilitia )
|
|
{
|
|
ToggleShowMilitiaMode();
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
void BuildListOfUnpaidTrainableSectors( void )
|
|
{
|
|
INT32 iCounter = 0, iCounterB = 0;
|
|
SOLDIERTYPE *pSoldier = NULL;
|
|
|
|
memset( gsUnpaidStrategicSector, 0, sizeof( INT16 ) * MAX_CHARACTER_COUNT );
|
|
|
|
if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
|
|
{
|
|
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT; iCounter++ )
|
|
{
|
|
// valid character?
|
|
if( gCharactersList[ iCounter ].fValid )
|
|
{
|
|
// selected?
|
|
if( ( fSelectedListOfMercsForMapScreen[ iCounter ] == TRUE ) || ( iCounter == bSelectedAssignChar ) )
|
|
{
|
|
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ];
|
|
|
|
if( CanCharacterTrainMilitia( pSoldier ) == TRUE )
|
|
{
|
|
if( SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ].fMilitiaTrainingPaid == FALSE )
|
|
{
|
|
// check to see if this sector is a town and needs equipment
|
|
gsUnpaidStrategicSector[ iCounter ] = CALCULATE_STRATEGIC_INDEX( pSoldier->sSectorX, pSoldier->sSectorY );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// handle for tactical
|
|
pSoldier = &Menptr[ gusUIFullTargetID ];
|
|
iCounter = 0;
|
|
|
|
if( CanCharacterTrainMilitia( pSoldier ) == TRUE )
|
|
{
|
|
if( SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ].fMilitiaTrainingPaid == FALSE )
|
|
{
|
|
// check to see if this sector is a town and needs equipment
|
|
gsUnpaidStrategicSector[ iCounter ] = CALCULATE_STRATEGIC_INDEX( pSoldier->sSectorX, pSoldier->sSectorY );
|
|
}
|
|
}
|
|
}
|
|
|
|
// now clean out repeated sectors
|
|
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT - 1; iCounter++ )
|
|
{
|
|
if( gsUnpaidStrategicSector[ iCounter ] > 0 )
|
|
{
|
|
for( iCounterB = iCounter + 1 ; iCounterB < MAX_CHARACTER_COUNT; iCounterB++ )
|
|
{
|
|
if( gsUnpaidStrategicSector[ iCounterB ] == gsUnpaidStrategicSector[ iCounter ] )
|
|
{
|
|
gsUnpaidStrategicSector[ iCounterB ] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
INT32 GetNumberOfUnpaidTrainableSectors( void )
|
|
{
|
|
INT32 iCounter = 0;
|
|
INT32 iNumberOfSectors = 0;
|
|
|
|
BuildListOfUnpaidTrainableSectors();
|
|
|
|
// now count up the results
|
|
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT; iCounter++ )
|
|
{
|
|
if( gsUnpaidStrategicSector[ iCounter ] > 0 )
|
|
{
|
|
iNumberOfSectors++;
|
|
}
|
|
}
|
|
|
|
// return the result
|
|
return( iNumberOfSectors );
|
|
|
|
}
|
|
|
|
|
|
void StartTrainingInAllUnpaidTrainableSectors()
|
|
{
|
|
INT32 iCounter = 0;
|
|
UINT8 ubSector;
|
|
|
|
|
|
SetAssignmentForList( TRAIN_TOWN, 0 );
|
|
|
|
BuildListOfUnpaidTrainableSectors();
|
|
|
|
// pay up in each sector
|
|
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT; iCounter++ )
|
|
{
|
|
if( gsUnpaidStrategicSector[ iCounter ] > 0 )
|
|
{
|
|
// convert strategic sector to 0-255 system
|
|
ubSector = STRATEGIC_INDEX_TO_SECTOR_INFO( gsUnpaidStrategicSector[ iCounter ] );
|
|
PayForTrainingInSector( ubSector );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void ContinueTrainingInThisSector( void )
|
|
{
|
|
UINT8 ubSector;
|
|
|
|
Assert( pMilitiaTrainerSoldier );
|
|
|
|
// pay up in the sector where pMilitiaTrainerSoldier is
|
|
ubSector = SECTOR( pMilitiaTrainerSoldier->sSectorX, pMilitiaTrainerSoldier->sSectorY );
|
|
PayForTrainingInSector( ubSector );
|
|
}
|
|
|
|
|
|
void PayForTrainingInSector( UINT8 ubSector )
|
|
{
|
|
INT32 iMilitiaTrainingCost = gGameExternalOptions.iMilitiaTrainingCost;
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia6");
|
|
Assert( SectorInfo[ ubSector ].fMilitiaTrainingPaid == FALSE );
|
|
INT32 CostMultiplyer = 0;
|
|
|
|
// spend the money
|
|
// Kaiden: Roaming Militia Training:
|
|
// Charging more to train Roaming Militia
|
|
// Or for promotions.
|
|
|
|
if ( gfAreWeTrainingMobile)
|
|
{
|
|
CostMultiplyer = gGameExternalOptions.iMilitiaCostModifier;
|
|
gfAreWeTrainingMobile = FALSE;
|
|
}
|
|
else if ( gfAreWePromotingGreen)
|
|
{
|
|
CostMultiplyer = gGameExternalOptions.iRegularCostModifier;
|
|
gfAreWePromotingGreen = FALSE;
|
|
}
|
|
else if ( gfAreWePromotingRegular)
|
|
{
|
|
CostMultiplyer = gGameExternalOptions.iVeteranCostModifier;
|
|
gfAreWePromotingRegular = FALSE;
|
|
}
|
|
else
|
|
{
|
|
CostMultiplyer = 1;
|
|
}
|
|
|
|
AddTransactionToPlayersBook( TRAIN_TOWN_MILITIA, ubSector, GetWorldTotalMin(), -( iMilitiaTrainingCost*CostMultiplyer ) );
|
|
|
|
// mark this sector sectors as being paid up
|
|
SectorInfo[ ubSector ].fMilitiaTrainingPaid = TRUE;
|
|
|
|
// reset done flags
|
|
ResetDoneFlagForAllMilitiaTrainersInSector( ubSector );
|
|
}
|
|
|
|
|
|
void ResetDoneFlagForAllMilitiaTrainersInSector( UINT8 ubSector )
|
|
{
|
|
INT32 iCounter = 0;
|
|
SOLDIERTYPE *pSoldier = NULL;
|
|
|
|
|
|
for( iCounter = 0; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; iCounter++ )
|
|
{
|
|
pSoldier = &Menptr[ iCounter ];
|
|
|
|
if( pSoldier->bActive )
|
|
{
|
|
if( pSoldier->bAssignment == TRAIN_TOWN )
|
|
{
|
|
if( ( SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) == ubSector ) && ( pSoldier->bSectorZ == 0 ) )
|
|
{
|
|
pSoldier->fDoneAssignmentAndNothingToDoFlag = FALSE;
|
|
pSoldier->usQuoteSaidExtFlags &= ~SOLDIER_QUOTE_SAID_DONE_ASSIGNMENT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
BOOLEAN MilitiaTrainingAllowedInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
|
|
{
|
|
INT8 bTownId;
|
|
BOOLEAN fSamSitePresent = FALSE;
|
|
|
|
|
|
if( bSectorZ != 0 )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
fSamSitePresent = IsThisSectorASAMSector( sSectorX, sSectorY, bSectorZ );
|
|
|
|
if( fSamSitePresent )
|
|
{
|
|
// all SAM sites may have militia trained at them
|
|
return(TRUE);
|
|
}
|
|
|
|
|
|
bTownId = GetTownIdForSector( sSectorX, sSectorY );
|
|
|
|
|
|
return( MilitiaTrainingAllowedInTown( bTownId ) );
|
|
}
|
|
|
|
|
|
|
|
BOOLEAN MilitiaTrainingAllowedInTown( INT8 bTownId )
|
|
{
|
|
return( gfMilitiaAllowedInTown[bTownId] );
|
|
}
|
|
|
|
void BuildMilitiaPromotionsString( STR16 str )
|
|
{
|
|
CHAR16 pStr[256];
|
|
BOOLEAN fAddSpace = FALSE;
|
|
swprintf( str, L"" );
|
|
|
|
if( !gbMilitiaPromotions )
|
|
{
|
|
return;
|
|
}
|
|
if( gbGreenToElitePromotions > 1 )
|
|
{
|
|
swprintf( pStr, gzLateLocalizedString[22], gbGreenToElitePromotions );
|
|
wcscat( str, pStr );
|
|
fAddSpace = TRUE;
|
|
}
|
|
else if( gbGreenToElitePromotions == 1 )
|
|
{
|
|
wcscat( str, gzLateLocalizedString[29] );
|
|
fAddSpace = TRUE;
|
|
}
|
|
|
|
if( gbGreenToRegPromotions > 1 )
|
|
{
|
|
if( fAddSpace )
|
|
{
|
|
wcscat( str, L" " );
|
|
}
|
|
swprintf( pStr, gzLateLocalizedString[23], gbGreenToRegPromotions );
|
|
wcscat( str, pStr );
|
|
fAddSpace = TRUE;
|
|
}
|
|
else if( gbGreenToRegPromotions == 1 )
|
|
{
|
|
if( fAddSpace )
|
|
{
|
|
wcscat( str, L" " );
|
|
}
|
|
wcscat( str, gzLateLocalizedString[30] );
|
|
fAddSpace = TRUE;
|
|
}
|
|
|
|
if( gbRegToElitePromotions > 1 )
|
|
{
|
|
if( fAddSpace )
|
|
{
|
|
wcscat( str, L" " );
|
|
}
|
|
swprintf( pStr, gzLateLocalizedString[24], gbRegToElitePromotions );
|
|
wcscat( str, pStr );
|
|
}
|
|
else if( gbRegToElitePromotions == 1 )
|
|
{
|
|
if( fAddSpace )
|
|
{
|
|
wcscat( str, L" " );
|
|
}
|
|
wcscat( str, gzLateLocalizedString[31] );
|
|
fAddSpace = TRUE;
|
|
}
|
|
|
|
//Clear the fields
|
|
gbGreenToElitePromotions = 0;
|
|
gbGreenToRegPromotions = 0;
|
|
gbRegToElitePromotions = 0;
|
|
gbMilitiaPromotions = 0;
|
|
}
|