Files
source/Strategic/Reinforcement.cpp
T
Overhaul c6514b0774 Fix for mouse movement when clicking on mercs. In windowed mode would move the cursor to odd places on screen
Enemy group invasion tactics fixed.  Now reinforcements come from all directions, same as from surrounding stationary reinforcements
Removed shuriken check
Fix for mercs turing lame


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1154 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-08-04 04:19:18 +00:00

488 lines
16 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#else
#include "Town Militia.h"
#include "Militia Control.h"
#include "Campaign Types.h"
#include "strategic.h"
#include "strategicmap.h"
#include "Overhead.h"
#include "Strategic Town Loyalty.h"
#include "Utilities.h"
#include "random.h"
#include "text.h"
#include "Map Screen Interface.h"
#include "Interface.h"
#include "Laptopsave.h"
#include "finances.h"
#include "Game Clock.h"
#include "Assignments.h"
#include "squads.h"
#include "Soldier Create.h"
#include "Dialogue Control.h"
#include "Queen Command.h"
#include "GameSettings.h"
#include "Soldier Init List.h"
#endif
#include "Reinforcement.h"
#include "MilitiaSquads.h"
UINT8 gubReinforcementMinEnemyStaticGroupSize = 12;
void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
{
UINT8 ubNumAdmins, ubNumTroops, ubNumElites;
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber, ubIndex;
GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites );
GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( sSectorX, sSectorY, &ubNumAdmins, &ubNumTroops, &ubNumElites );
*pubNumAdmins += ubNumAdmins;
*pubNumTroops += ubNumTroops;
*pubNumElites += ubNumElites;
if( !gGameExternalOptions.gfAllowReinforcements )
return;
if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
return;
GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir,
( GetTownIdForSector( sSectorX, sSectorY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
{
GetNumberOfStationaryEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), &ubNumAdmins, &ubNumTroops, &ubNumElites );
while( ubNumElites + ubNumTroops + ubNumAdmins > gubReinforcementMinEnemyStaticGroupSize)
{
if( ubNumElites )
{
*pubNumElites += 1;
ubNumElites--;
}else if( ubNumTroops )
{
*pubNumTroops += 1;
ubNumTroops--;
}else if( ubNumAdmins )
{
*pubNumAdmins += 1;
ubNumAdmins--;
}
}
GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), &ubNumAdmins, &ubNumTroops, &ubNumElites );
*pubNumAdmins += ubNumAdmins;
*pubNumTroops += ubNumTroops;
*pubNumElites += ubNumElites;
}
}
UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY )
{
UINT8 ubNumAdmins, ubNumTroops, ubNumElites;
GetNumberOfEnemiesInFiveSectors( sMapX, sMapY, &ubNumAdmins, &ubNumTroops, &ubNumElites );
return ubNumAdmins + ubNumTroops + ubNumElites;
}
BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 sSectorY )
{
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber = 0, ubIndex;
if( pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
return TRUE; //Well, it's in the same sector, so allow to reinforce
if( !gGameExternalOptions.gfAllowReinforcements )
return FALSE;
GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir,
( GetTownIdForSector( sSectorX, sSectorY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
if( pGroup->ubSectorX == SECTORX( pusMoveDir[ ubIndex ][ 0 ] ) && pGroup->ubSectorY == SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) )
return TRUE;
return FALSE;
}
UINT8 GetAdjacentSectors( UINT8 pSectors[4], INT16 sSectorX, INT16 sSectorY )
{
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber = 0, ubIndex;
UINT8 ubCounter = 0;
GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir,
( GetTownIdForSector( sSectorX, sSectorY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
pSectors[ ubCounter++ ] = (UINT8)pusMoveDir[ ubIndex ][ 0 ];
return ubCounter;
}
UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY)
{
UINT8 ubResult = 0;
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber, ubIndex;
ubResult = CountAllMilitiaInSector( sMapX, sMapY );
if( !gGameExternalOptions.gfAllowReinforcements )
return ubResult;
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
ubResult += CountAllMilitiaInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) );
return ubResult;
}
UINT8 MilitiaInFiveSectorsOfRank( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
{
UINT8 ubResult = 0;
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber, ubIndex;
ubResult = MilitiaInSectorOfRank( sMapX, sMapY, ubRank );
if( !gGameExternalOptions.gfAllowReinforcements )
return ubResult;
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
ubResult += MilitiaInSectorOfRank( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), ubRank );
return ubResult;
}
BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY)
{
UINT8 ubResult = 0;
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber;
UINT8 ubRandom;
if( !gGameExternalOptions.gfAllowReinforcements )
return FALSE;
if( CountAllMilitiaInSector( sMapX, sMapY ) >= gGameExternalOptions.guiMaxMilitiaSquadSize ||
CountAllMilitiaInFiveSectors( sMapX, sMapY ) - CountAllMilitiaInSector( sMapX, sMapY ) == 0 )
return FALSE;
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
ubRandom = Random( ubDirNumber );
while( !MoveOneBestMilitiaMan( SECTORX( pusMoveDir[ ubRandom ][ 0 ] ), SECTORY( pusMoveDir[ ubRandom ][ 0 ] ), sMapX, sMapY ) )
ubRandom = Random( ubDirNumber );
return TRUE;
}
BOOLEAN ARRemoveMilitiaMan( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
{
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber, ubRandom;
if( MilitiaInSectorOfRank( sMapX, sMapY, ubRank ) )
{
StrategicRemoveMilitiaFromSector( sMapX, sMapY, ubRank, 1 );
ARMoveBestMilitiaManFromAdjacentSector( sMapX, sMapY );
return TRUE;
}
if( !gGameExternalOptions.gfAllowReinforcements )
return FALSE;
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
for( ; ; )
{
ubRandom = Random( ubDirNumber );
if( MilitiaInSectorOfRank( SECTORX( pusMoveDir[ ubRandom ][ 0 ] ), SECTORY( pusMoveDir[ ubRandom ][ 0 ] ), ubRank ) )
{
StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubRandom ][ 0 ] ), SECTORY( pusMoveDir[ ubRandom ][ 0 ] ), ubRank, 1 );
return TRUE;
}
}
return FALSE;
}
GROUP* GetEnemyGroupInSector( INT16 sMapX, INT16 sMapY )
{
GROUP *curr;
curr = gpGroupList;
while( curr )
{
if( curr->ubSectorX == sMapX && curr->ubSectorY == sMapY && !curr->fPlayer && curr->ubGroupID )
return curr;
curr = curr->next;
}
return NULL;
}
UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
{
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber = 0, ubIndex;
GROUP *pGroup;
ENEMYGROUP *pEnemyGroup;
SECTORINFO *pThisSector, *pSector;
if( !gGameExternalOptions.gfAllowReinforcements )
return 255;
if ( ( GetTownIdForSector( sMapX, sMapY ) == OMERTA )&&( gGameOptions.ubDifficultyLevel != DIF_LEVEL_INSANE ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
return 255;
pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
#if 0
// Combine this with the next part so that reinforcements from enemy groups can also come in from random sides
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
if( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) && GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) )
{
pGroup = GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) );
pGroup->ubPrevX = pGroup->ubSectorX;
pGroup->ubPrevY = pGroup->ubSectorY;
pGroup->ubSectorX = pGroup->ubNextX = (UINT8)sMapX;
pGroup->ubSectorY = pGroup->ubNextY = (UINT8)sMapY;
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
}
#endif
if( NumEnemiesInFiveSectors( sMapX, sMapY ) - NumEnemiesInSector( sMapX, sMapY ) == 0 )
{
return 255;
}else
for(;;)
{
ubIndex = Random(ubDirNumber);
if( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) && GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) )
{
UINT8 numElite;
UINT8 numTroop;
UINT8 numAdmin;
pGroup = GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) );
pEnemyGroup = pGroup->pEnemyGroup;
numElite = pEnemyGroup->ubNumElites - pEnemyGroup->ubElitesInBattle;
numTroop = pEnemyGroup->ubNumTroops - pEnemyGroup->ubTroopsInBattle;
numAdmin = pEnemyGroup->ubNumAdmins - pEnemyGroup->ubAdminsInBattle;
if (numElite + numTroop + numAdmin <= 1)
{
// The entire group has finally moved into the sector.
pGroup->ubPrevX = pGroup->ubSectorX;
pGroup->ubPrevY = pGroup->ubSectorY;
pGroup->ubSectorX = pGroup->ubNextX = (UINT8)sMapX;
pGroup->ubSectorY = pGroup->ubNextY = (UINT8)sMapY;
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
}
if (numAdmin + numTroop + numElite)
{
// Otherwise we move a soldier into the sector from the group
if( numElite )
{
(pThisSector->ubNumElites)++;
(pEnemyGroup->ubElitesInBattle)++;
}else if( numTroop )
{
(pThisSector->ubNumTroops)++;
(pEnemyGroup->ubTroopsInBattle)++;
}else if( numAdmin )
{
(pThisSector->ubNumAdmins)++;
(pEnemyGroup->ubAdminsInBattle)++;
}
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
}
}
if( NumEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) > gubReinforcementMinEnemyStaticGroupSize )
{
pSector = &SectorInfo[ pusMoveDir[ ubIndex ][ 0 ] ];
if( pSector->ubNumElites )
{
(pThisSector->ubNumElites)++;
(pSector->ubNumElites)--;
}else if( pSector->ubNumTroops )
{
(pThisSector->ubNumTroops)++;
(pSector->ubNumTroops)--;
}else if( pSector->ubNumAdmins )
{
(pThisSector->ubNumAdmins)++;
(pSector->ubNumAdmins)--;
}
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
}
}
}
UINT8 NumFreeMilitiaSlots()
{
UINT8 ubNumFreeSlots = 0;
INT32 i;
SOLDIERTYPE *pSoldier;
//Count the number of free militia slots. It is possible to have multiple groups exceed the maximum.
for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM].bLastID; i++ )
{
pSoldier = &Menptr[ i ];
if( !pSoldier->bActive )
ubNumFreeSlots++;
}
return max( 0 , ubNumFreeSlots - ( 32 - gGameExternalOptions.guiMaxMilitiaSquadSize ) );
}
UINT8 DoReinforcementAsPendingMilitia( INT16 sMapX, INT16 sMapY, UINT8 *pubRank )
{
UINT16 pusMoveDir[4][3];
UINT8 ubDirNumber = 0, ubIndex;
SECTORINFO *pSector;//*pThisSector,
if( !gGameExternalOptions.gfAllowReinforcements )
return 255;
// pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
if( CountAllMilitiaInFiveSectors( sMapX, sMapY ) - CountAllMilitiaInSector( sMapX, sMapY ) == 0 )
{
*pubRank = 255;
return 255;
}else
for(;;)
{
ubIndex = Random(ubDirNumber);
if( CountAllMilitiaInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) )
{
pSector = &SectorInfo[ pusMoveDir[ ubIndex ][ 0 ] ];
if( pSector->ubNumberOfCivsAtLevel[ ELITE_MILITIA ] )
{
StrategicAddMilitiaToSector( sMapX, sMapY,ELITE_MILITIA, 1 );
StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ),ELITE_MILITIA, 1 );
*pubRank = ELITE_MILITIA;
}else if( pSector->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] )
{
StrategicAddMilitiaToSector( sMapX, sMapY,REGULAR_MILITIA, 1 );
StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ),REGULAR_MILITIA, 1 );
*pubRank = REGULAR_MILITIA;
}else if( pSector->ubNumberOfCivsAtLevel[ GREEN_MILITIA ] )
{
StrategicAddMilitiaToSector( sMapX, sMapY,GREEN_MILITIA, 1 );
StrategicRemoveMilitiaFromSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ),GREEN_MILITIA, 1 );
*pubRank = GREEN_MILITIA;
}
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
}
}
}
void AddPossiblePendingMilitiaToBattle()
{
UINT8 ubSlots;
UINT8 ubNumElites, ubNumRegulars, ubNumGreens;
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
static UINT8 ubPredefinedInsertionCode = 255;
static UINT8 ubPredefinedRank = 255;
// if( !PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, 0 ) || !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY )
// || !NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) ) return;
if( !PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, 0 )
|| !(gTacticalStatus.uiFlags & WANT_MILITIA_REINFORCEMENTS)
|| !NumEnemiesInSector( gWorldSectorX, gWorldSectorY )
)
return;
//gGameExternalOptions.guiMaxMilitiaSquadSize - CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY );
ubSlots = NumFreeMilitiaSlots();
if( !ubSlots )
{ //no available slots to add militia to. Try again later...
return;
}
if( ubPredefinedInsertionCode != 255 && ubPredefinedRank != 255 &&
CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY ) )
{
ubNumElites = ubNumRegulars = ubNumGreens = 0;
// while( ubSlots )
switch( ubPredefinedRank )
{
case ELITE_MILITIA:
ubSlots--;
ubNumElites++;
break;
case REGULAR_MILITIA:
ubSlots--;
ubNumRegulars++;
break;
case GREEN_MILITIA:
ubSlots--;
ubNumGreens++;
break;
default:
ubSlots--;
}
if( ubNumGreens || ubNumRegulars || ubNumElites )
AddSoldierInitListMilitiaOnEdge( ubPredefinedInsertionCode, ubNumGreens, ubNumRegulars, ubNumElites );
}
ubPredefinedInsertionCode = 255;
ubPredefinedRank = 255;
if( ubSlots )
{ //After going through the process, we have finished with some free slots and no more enemies to add.
//So, we can turn off the flag, as this check is no longer needed.
ubPredefinedInsertionCode = DoReinforcementAsPendingMilitia( gWorldSectorX, gWorldSectorY, &ubPredefinedRank );
if( ubPredefinedInsertionCode != 255 )
{
AddPossiblePendingMilitiaToBattle();
gfStrategicMilitiaChangesMade = FALSE; // Handled them here
}
}
}