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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
435 lines
14 KiB
C++
435 lines
14 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Strategic All.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 "Queen Command.h"
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#include "GameSettings.h"
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#include "Soldier Init List.h"
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#endif
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#include "Reinforcement.h"
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#include "MilitiaSquads.h"
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#define IS_ONLY_IN_CITIES ( gGameExternalOptions.gfAllowReinforcementsOnlyInCity ? TRUE: FALSE )
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UINT8 gubReinforcementMinEnemyStaticGroupSize = 12;
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void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
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{
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UINT8 ubNumAdmins, ubNumTroops, ubNumElites;
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber, ubIndex;
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GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites );
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GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( sSectorX, sSectorY, &ubNumAdmins, &ubNumTroops, &ubNumElites );
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*pubNumAdmins += ubNumAdmins;
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*pubNumTroops += ubNumTroops;
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*pubNumElites += ubNumElites;
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if( !gGameExternalOptions.gfAllowReinforcements )
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return;
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if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
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return;
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GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sSectorX, sSectorY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
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{
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GetNumberOfStationaryEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), &ubNumAdmins, &ubNumTroops, &ubNumElites );
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while( ubNumElites + ubNumTroops + ubNumAdmins > gubReinforcementMinEnemyStaticGroupSize)
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{
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if( ubNumElites )
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{
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*pubNumElites += 1;
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ubNumElites--;
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}else if( ubNumTroops )
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{
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*pubNumTroops += 1;
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ubNumTroops--;
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}else if( ubNumAdmins )
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{
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*pubNumAdmins += 1;
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ubNumAdmins--;
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}
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}
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GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), &ubNumAdmins, &ubNumTroops, &ubNumElites );
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*pubNumAdmins += ubNumAdmins;
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*pubNumTroops += ubNumTroops;
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*pubNumElites += ubNumElites;
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}
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}
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UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY )
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{
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UINT8 ubNumAdmins, ubNumTroops, ubNumElites;
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GetNumberOfEnemiesInFiveSectors( sMapX, sMapY, &ubNumAdmins, &ubNumTroops, &ubNumElites );
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return ubNumAdmins + ubNumTroops + ubNumElites;
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}
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BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 sSectorY )
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{
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber = 0, ubIndex;
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if( pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
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return TRUE; //Well, it's in the same sector, so allow to reinforce
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if( !gGameExternalOptions.gfAllowReinforcements )
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return FALSE;
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GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sSectorX, sSectorY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
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if( pGroup->ubSectorX == SECTORX( pusMoveDir[ ubIndex ][ 0 ] ) && pGroup->ubSectorY == SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) )
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return TRUE;
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return FALSE;
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}
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UINT8 GetAdjacentSectors( UINT8 pSectors[4], INT16 sSectorX, INT16 sSectorY )
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{
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber = 0, ubIndex;
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UINT8 ubCounter = 0;
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GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sSectorX, sSectorY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
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pSectors[ ubCounter++ ] = (UINT8)pusMoveDir[ ubIndex ][ 0 ];
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return ubCounter;
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}
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UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY)
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{
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UINT8 ubResult = 0;
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber, ubIndex;
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ubResult = CountAllMilitiaInSector( sMapX, sMapY );
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if( !gGameExternalOptions.gfAllowReinforcements )
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return ubResult;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
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ubResult += CountAllMilitiaInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) );
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return ubResult;
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}
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UINT8 MilitiaInFiveSectorsOfRank( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
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{
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UINT8 ubResult = 0;
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber, ubIndex;
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ubResult = MilitiaInSectorOfRank( sMapX, sMapY, ubRank );
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if( !gGameExternalOptions.gfAllowReinforcements )
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return ubResult;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
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ubResult += MilitiaInSectorOfRank( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), ubRank );
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return ubResult;
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}
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BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY)
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{
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UINT8 ubResult = 0;
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber;
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UINT8 ubRandom;
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if( !gGameExternalOptions.gfAllowReinforcements )
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return FALSE;
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if( CountAllMilitiaInSector( sMapX, sMapY ) >= gGameExternalOptions.guiMaxMilitiaSquadSize ||
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CountAllMilitiaInFiveSectors( sMapX, sMapY ) - CountAllMilitiaInSector( sMapX, sMapY ) == 0 )
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return FALSE;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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ubRandom = Random( ubDirNumber );
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while( !MoveOneBestMilitiaMan( SECTORX( pusMoveDir[ ubRandom ][ 0 ] ), SECTORY( pusMoveDir[ ubRandom ][ 0 ] ), sMapX, sMapY ) )
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ubRandom = Random( ubDirNumber );
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return TRUE;
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}
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BOOLEAN ARRemoveMilitiaMan( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
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{
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber, ubRandom;
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if( MilitiaInSectorOfRank( sMapX, sMapY, ubRank ) )
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{
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StrategicRemoveMilitiaFromSector( sMapX, sMapY, ubRank, 1 );
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ARMoveBestMilitiaManFromAdjacentSector( sMapX, sMapY );
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return TRUE;
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}
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if( !gGameExternalOptions.gfAllowReinforcements )
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return FALSE;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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for( ; ; )
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{
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ubRandom = Random( ubDirNumber );
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if( MilitiaInSectorOfRank( SECTORX( pusMoveDir[ ubRandom ][ 0 ] ), SECTORY( pusMoveDir[ ubRandom ][ 0 ] ), ubRank ) )
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{
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StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubRandom ][ 0 ] ), SECTORY( pusMoveDir[ ubRandom ][ 0 ] ), ubRank, 1 );
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return TRUE;
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}
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}
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return FALSE;
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}
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GROUP* GetEnemyGroupInSector( INT16 sMapX, INT16 sMapY )
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{
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GROUP *curr;
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curr = gpGroupList;
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while( curr )
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{
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if( curr->ubSectorX == sMapX && curr->ubSectorY == sMapY && !curr->fPlayer && curr->ubGroupID )
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return curr;
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curr = curr->next;
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}
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return NULL;
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}
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UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
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{
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber = 0, ubIndex;
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GROUP *pGroup;
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SECTORINFO *pThisSector, *pSector;
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if( !gGameExternalOptions.gfAllowReinforcements )
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return 255;
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if ( ( GetTownIdForSector( sMapX, sMapY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
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return 255;
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pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
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if( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) && GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) )
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{
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pGroup = GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) );
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pGroup->ubPrevX = pGroup->ubSectorX;
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pGroup->ubPrevY = pGroup->ubSectorY;
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pGroup->ubSectorX = pGroup->ubNextX = (UINT8)sMapX;
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pGroup->ubSectorY = pGroup->ubNextY = (UINT8)sMapY;
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return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
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}
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if( NumEnemiesInFiveSectors( sMapX, sMapY ) - NumEnemiesInSector( sMapX, sMapY ) == 0 )
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{
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return 255;
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}else
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for(;;)
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{
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ubIndex = Random(ubDirNumber);
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if( NumEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) > gubReinforcementMinEnemyStaticGroupSize )
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{
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pSector = &SectorInfo[ pusMoveDir[ ubIndex ][ 0 ] ];
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if( pSector->ubNumElites )
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{
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(pThisSector->ubNumElites)++;
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(pSector->ubNumElites)--;
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}else if( pSector->ubNumTroops )
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{
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(pThisSector->ubNumTroops)++;
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(pSector->ubNumTroops)--;
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}else if( pSector->ubNumAdmins )
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{
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(pThisSector->ubNumAdmins)++;
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(pSector->ubNumAdmins)--;
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}
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return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
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}
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}
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}
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UINT8 NumFreeMilitiaSlots()
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{
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UINT8 ubNumFreeSlots = 0;
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INT32 i;
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SOLDIERTYPE *pSoldier;
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//Count the number of free militia slots. It is possible to have multiple groups exceed the maximum.
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for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM].bLastID; i++ )
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{
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pSoldier = &Menptr[ i ];
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if( !pSoldier->bActive )
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ubNumFreeSlots++;
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}
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return max( 0 , ubNumFreeSlots - ( 32 - gGameExternalOptions.guiMaxMilitiaSquadSize ) );
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}
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UINT8 DoReinforcementAsPendingMilitia( INT16 sMapX, INT16 sMapY, UINT8 *pubRank )
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{
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber = 0, ubIndex;
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SECTORINFO *pSector;//*pThisSector,
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if( !gGameExternalOptions.gfAllowReinforcements )
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return 255;
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// pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
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if( CountAllMilitiaInFiveSectors( sMapX, sMapY ) - CountAllMilitiaInSector( sMapX, sMapY ) == 0 )
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{
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*pubRank = 255;
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return 255;
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}else
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for(;;)
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{
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ubIndex = Random(ubDirNumber);
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if( CountAllMilitiaInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) )
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{
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pSector = &SectorInfo[ pusMoveDir[ ubIndex ][ 0 ] ];
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if( pSector->ubNumberOfCivsAtLevel[ ELITE_MILITIA ] )
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{
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StrategicAddMilitiaToSector( sMapX, sMapY,ELITE_MILITIA, 1 );
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StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ),ELITE_MILITIA, 1 );
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*pubRank = ELITE_MILITIA;
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}else if( pSector->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] )
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{
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StrategicAddMilitiaToSector( sMapX, sMapY,REGULAR_MILITIA, 1 );
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StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ),REGULAR_MILITIA, 1 );
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*pubRank = REGULAR_MILITIA;
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}else if( pSector->ubNumberOfCivsAtLevel[ GREEN_MILITIA ] )
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{
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StrategicAddMilitiaToSector( sMapX, sMapY,GREEN_MILITIA, 1 );
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StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ),GREEN_MILITIA, 1 );
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*pubRank = GREEN_MILITIA;
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}
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return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
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}
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}
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}
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void AddPossiblePendingMilitiaToBattle()
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{
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UINT8 ubSlots;
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UINT8 ubNumElites, ubNumRegulars, ubNumGreens;
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SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
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static UINT8 ubPredefinedInsertionCode = 255;
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static UINT8 ubPredefinedRank = 255;
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if( !PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, 0 ) || !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY )
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|| !NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) ) return;
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//gGameExternalOptions.guiMaxMilitiaSquadSize - CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY );
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ubSlots = NumFreeMilitiaSlots();
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if( !ubSlots )
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{ //no available slots to add militia to. Try again later...
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return;
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}
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if( ubPredefinedInsertionCode != 255 && ubPredefinedRank != 255 &&
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CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY ) )
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{
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ubNumElites = ubNumRegulars = ubNumGreens = 0;
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// while( ubSlots )
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switch( ubPredefinedRank )
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{
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case ELITE_MILITIA:
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ubSlots--;
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ubNumElites++;
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break;
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case REGULAR_MILITIA:
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ubSlots--;
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ubNumRegulars++;
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break;
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case GREEN_MILITIA:
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ubSlots--;
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ubNumGreens++;
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break;
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default:
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ubSlots--;
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}
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if( ubNumGreens || ubNumRegulars || ubNumElites )
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AddSoldierInitListMilitiaOnEdge( ubPredefinedInsertionCode, ubNumGreens, ubNumRegulars, ubNumElites );
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}
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ubPredefinedInsertionCode = 255;
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ubPredefinedRank = 255;
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if( ubSlots )
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{ //After going through the process, we have finished with some free slots and no more enemies to add.
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//So, we can turn off the flag, as this check is no longer needed.
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ubPredefinedInsertionCode = DoReinforcementAsPendingMilitia( gWorldSectorX, gWorldSectorY, &ubPredefinedRank );
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if( ubPredefinedInsertionCode != 255 )
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{
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AddPossiblePendingMilitiaToBattle();
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gfStrategicMilitiaChangesMade = FALSE; // Handled them here
|
|
}
|
|
}
|
|
|
|
} |