Files
source/Strategic/MilitiaSquads.cpp
T

810 lines
28 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 "GameSettings.h"
#include "Queen Command.h"
#include "math.h"
#include "Auto Resolve.h"
#include "Vehicles.h"
#include "Tactical Save.h"
#endif
#include "MilitiaSquads.h"
#include "Reinforcement.h"
// Debug defines
//#define DEBUG_SHOW_RATINGS
#define DEBUG_RATINGS_CONDITION !fForBattle
// will create a squad each n hours (12 for example). Should divide 24 without remainder
//#define CREATE_EACH_N_HOURS 12
// more these values - less the chances
#define CHANCE_TO_MOVE_A_SQUAD 5
#define CHANCE_TO_MOVE_AN_UNFULL_SQUAD 40
//#define DIV_OF_ORIGINAL_MILITIA 2
#define BASE_DIR_PRIORITY 5
// little chance to move if below minimum
//#define MINIMUM_MILITIA_SQUAD_SIZE 10
// should be 2* Minimum
//#define MAXIMUM_MILITIA_SQUAD_SIZE 30
//#define MAXIMUM_MILITIA_SQUAD_SIZE_BATTLE MAXIMUM_MILITIA_SQUAD_SIZE
#define DIR_WITH_UNFULL_SQUAD_RATING_BONUS 100
// rating of battle, when there's equal number of soldiers
//#define DIR_RATING_OF_BATTLE 10
#define DIR_MIN_DIF 0.75
#define DIR_NORTH 0
#define DIR_EAST 1
#define DIR_SOUTH 2
#define DIR_WEST 3
INT32 iRestrictedSectorArraySize;
UINT32 gRestrictMilitia[256];
UINT8 gpAttackDirs[5][4]; // 0. Green Militia 1. Regular Militia 2. Elite Militia 3. Insertion code
UINT8 guiDirNumber = 0;
BOOLEAN gfMSBattle = FALSE;
INT16 sMSMapX, sMSMapY;
extern UINT8 GetTraversability( INT16 sStartSector, INT16 sEndSector );
extern void TriggerPrebattleInterface( UINT8 ubResult );
extern BOOLEAN gfEnterAutoResolveMode;
//Counts the number of live mercs in any given sector.
BOOLEAN PlayerMercsInSector_MSE( UINT8 ubSectorX, UINT8 ubSectorY, BOOLEAN fDontConsiderNextSector )
{
GROUP *pGroup;
PLAYERGROUP *pPlayer;
UINT8 ubNumMercs = 0;
pGroup = gpGroupList;
while( pGroup )
{
if( pGroup->fPlayer )// && !pGroup->fBetweenSectors)
{
if ( ( pGroup->ubSectorX == ubSectorX && pGroup->ubSectorY == ubSectorY && pGroup->ubSectorZ == 0 ) ||
( !fDontConsiderNextSector && ( pGroup->ubNextX == ubSectorX && pGroup->ubNextY == ubSectorY && pGroup->ubSectorZ == 0 ) ) )
{
//we have a group, make sure that it isn't a group containing only dead members.
pPlayer = pGroup->pPlayerList;
while( pPlayer )
{
// robots count as mercs here, because they can fight, but vehicles don't
if( ( pPlayer->pSoldier->bLife ) && !( pPlayer->pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) )
{
ubNumMercs++;
}
pPlayer = pPlayer->next;
}
}
}
pGroup = pGroup->next;
}
return ubNumMercs;
}
// get any enemy group id in the sector (if no group, will return 0 )
UINT8 GetEnemyGroupIdInSector( INT16 sMapX, INT16 sMapY )
{
UINT8 ubRes = 0;
GROUP *curr;
curr = gpGroupList;
while( curr )
{
if( curr->ubSectorX == sMapX && curr->ubSectorY == sMapY && !curr->fPlayer )
if( !curr->ubGroupID )
return curr->ubGroupID;
else
ubRes = curr->ubGroupID;
curr = curr->next;
}
return ubRes;
}
// Count all militia in the sector
UINT8 CountMilitia(SECTORINFO *pSectorInfo)
{
return pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA]+
pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA]+
pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA];
}
// Creates militia at destination sector. The type and amount of militia depends on current sector's miltia type and amount
void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY )
{
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
StrategicAddMilitiaToSector( sTMapX, sTMapY, GREEN_MILITIA, pSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ] / gGameExternalOptions.guiDivOfOriginalMilitia);
StrategicAddMilitiaToSector( sTMapX, sTMapY, REGULAR_MILITIA, pSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] / gGameExternalOptions.guiDivOfOriginalMilitia);
StrategicAddMilitiaToSector( sTMapX, sTMapY, ELITE_MILITIA, pSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ] / gGameExternalOptions.guiDivOfOriginalMilitia);
pSectorInfo = &( SectorInfo[ SECTOR( sTMapX, sTMapY ) ] );
while( CountMilitia(pSectorInfo) > gGameExternalOptions.guiMaxMilitiaSquadSize )
if(pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA])--pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA];else
if(pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA])--pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA];else
if(pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA])--pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA];
// Update the militia if the current sector is affected
if (gfStrategicMilitiaChangesMade)
{
ResetMilitia();
}
}
// Creates militia at destination sector and removes it from starting sector
void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOLEAN fAlternativeMax )
{
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
SECTORINFO *pTSectorInfo = &( SectorInfo[ SECTOR( sTMapX, sTMapY ) ] );
StrategicAddMilitiaToSector( sTMapX, sTMapY, GREEN_MILITIA, pSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ] );
StrategicAddMilitiaToSector( sTMapX, sTMapY, REGULAR_MILITIA, pSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] );
StrategicAddMilitiaToSector( sTMapX, sTMapY, ELITE_MILITIA, pSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ] );
StrategicRemoveMilitiaFromSector( sMapX, sMapY, GREEN_MILITIA, pSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ] );
StrategicRemoveMilitiaFromSector( sMapX, sMapY, REGULAR_MILITIA, pSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] );
StrategicRemoveMilitiaFromSector( sMapX, sMapY, ELITE_MILITIA, pSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ] );
while( !fAlternativeMax && CountMilitia(pTSectorInfo) > gGameExternalOptions.guiMaxMilitiaSquadSize ||
fAlternativeMax && CountMilitia(pTSectorInfo) > gGameExternalOptions.guiMaxMilitiaSquadSizeBattle )
if(pTSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA])
{--pTSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA];++pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA];}else
if(pTSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA])
{--pTSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA];++pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA];}else
if(pTSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA])
{--pTSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA];++pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA];}
if (gfStrategicMilitiaChangesMade)
{
ResetMilitia();
}
}
BOOLEAN MoveOneBestMilitiaMan(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY)
{
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
// SECTORINFO *pTSectorInfo = &( SectorInfo[ SECTOR( sTMapX, sTMapY ) ] );
if( pSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ] )
{
StrategicAddMilitiaToSector( sTMapX, sTMapY, ELITE_MILITIA, 1 );
StrategicRemoveMilitiaFromSector( sMapX, sMapY, ELITE_MILITIA, 1 );
return TRUE;
}
if( pSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] )
{
StrategicAddMilitiaToSector( sTMapX, sTMapY, REGULAR_MILITIA, 1 );
StrategicRemoveMilitiaFromSector( sMapX, sMapY, REGULAR_MILITIA, 1 );
return TRUE;
}
if( pSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ] )
{
StrategicAddMilitiaToSector( sTMapX, sTMapY, GREEN_MILITIA, 1 );
StrategicRemoveMilitiaFromSector( sMapX, sMapY, GREEN_MILITIA, 1 );
return TRUE;
}
return FALSE;
}
// Generate rating for a direction
UINT16 CountDirectionEnemyRating( INT16 sMapX, INT16 sMapY, UINT8 uiDir )
{
DOUBLE ddMinAngle, ddMaxAngle;
DOUBLE ddRes = 0;
DOUBLE pix2 = 3.1415926 * 2; // pi * 2
//UINT16 uiSector = 0;
INT16 sLMX, sLMY;
switch(uiDir)
{
case DIR_NORTH:
ddMinAngle = -2.3561944; // -135 degrees
ddMaxAngle = -0.7853981; // -45 degrees
break;
case DIR_EAST:
ddMinAngle = -0.7853981; // -45 degrees
ddMaxAngle = 0.7853981; // 45 degrees
break;
case DIR_SOUTH:
ddMinAngle = 0.7853981; // 45 degrees
ddMaxAngle = 2.3561944; // 135 degrees
break;
case DIR_WEST:
ddMinAngle = 2.3561944; // 135 degrees
ddMaxAngle = -2.3561944 + pix2; // 225 degrees(-135)
break;
default:
return 0;
}
//for( uiSector = 0 ; uiSector < 256 ; ++uiSector )
for( sLMX = 0; sLMX < 16 ; ++sLMX )
for( sLMY = 0; sLMY < 16 ; ++sLMY )
{
// SECTORINFO *pSectorInfo = &( SectorInfo[ uiSector ] );
UINT8 uiSumOfEnemyTroops = NumEnemiesInSector( sLMX, sLMY );
//pSectorInfo->ubNumAdmins + pSectorInfo->ubNumTroops + pSectorInfo->ubNumElites;
// there's an enemy
if( uiSumOfEnemyTroops )
{
DOUBLE ddAngle;
if( sLMX - sMapX == 0 )ddAngle = ( sLMY - sMapY > 0 ) ? 1.57079632 : -1.57079632;
else ddAngle = atan2( (double)(sLMY - sMapY), (double)(sLMX - sMapX) );
if( ddAngle < 0 && uiDir == DIR_WEST )ddAngle += pix2;
// is it in a right direction?
if( ddAngle >= ddMinAngle && ddAngle <= ddMaxAngle )
{
DOUBLE ddDistance = sqrt( pow( (double)(sLMY - sMapY), 2 ) + pow( (double)(sLMX - sMapX), 2 ) );
ddRes += (DOUBLE)uiSumOfEnemyTroops / pow( ddDistance, 2 );
}
}
}
return (UINT16) ddRes;
}
UINT16 CountDirectionRating( INT16 sMapX, INT16 sMapY, UINT8 uiDir )
{
INT32 iRes = BASE_DIR_PRIORITY + CountDirectionEnemyRating( sMapX, sMapY, uiDir );
INT16 sDMapX, sDMapY;
INT32 iDiff;
switch(uiDir)
{
case DIR_NORTH:
sDMapX = sMapX;
sDMapY = sMapY - 1;
break;
case DIR_EAST:
sDMapX = sMapX + 1;
sDMapY = sMapY;
break;
case DIR_SOUTH:
sDMapX = sMapX;
sDMapY = sMapY + 1;
break;
case DIR_WEST:
sDMapX = sMapX - 1;
sDMapY = sMapY;
break;
default:
return iRes;
}
if( CountAllMilitiaInSector( sDMapX, sDMapY ) &&
(UINT32)( CountAllMilitiaInSector( sDMapX, sDMapY ) + CountAllMilitiaInSector( sMapX, sMapY ) ) <= gGameExternalOptions.guiMaxMilitiaSquadSize )
iRes += DIR_WITH_UNFULL_SQUAD_RATING_BONUS;
if( NumEnemiesInSector( sDMapX, sDMapY ) )
{
// if( GetTownIdForSector( sMapX, sMapY ) == BLANK_SECTOR )
iDiff = (INT32)( (FLOAT)iRes * ( (FLOAT)CountAllMilitiaInFiveSectors( sDMapX, sDMapY ) / (FLOAT)NumEnemiesInFiveSectors( sDMapX, sDMapY ) ) );
// else
// iDiff = iRes * ( (FLOAT)CountAllMilitiaInFiveSectors( sMapX, sMapY ) / DIV_OF_ORIGINAL_MILITIA / (FLOAT)NumEnemiesInFiveSectors( sDMapX, sDMapY ) );
if( iDiff > (INT32)( (FLOAT)DIR_MIN_DIF * (FLOAT)iRes ) )
iRes = iDiff;
else
iRes = 0;
}
// There's player's mercs! Go there
if( PlayerMercsInSector_MSE( (UINT8)sDMapX, (UINT8)sDMapY, FALSE ) )
iRes += 15000;// should be enough
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"M %ld, E%ld,%ld %ld, Diff %ld", CountAllMilitiaInSector( sMapX, sMapY ), sDMapX, sDMapY, NumEnemiesInSector( sDMapX, sDMapY ), ((INT32)CountAllMilitiaInSector( sMapX, sMapY )) - ((INT32)NumEnemiesInSector( sDMapX, sDMapY )) );
return iRes;
}
// Standard conditions the direction should fit
BOOLEAN CheckStandardConditionsForDirection( INT16 sSMapX, INT16 sSMapY, INT16 sMapX, INT16 sMapY, BOOLEAN fWithCities, BOOLEAN fForBattle, BOOLEAN fOnlyCitySectors )
{
UINT8 uiTravab = GetTraversability( SECTOR( sSMapX , sSMapY ) , SECTOR( sMapX, sMapY ) );
if( uiTravab == GROUNDBARRIER || uiTravab == EDGEOFWORLD ) return FALSE;
if( !fForBattle && gfMSBattle && NumEnemiesInSector( sMapX, sMapY ) ) return FALSE;
return (GetTownIdForSector( sMapX, sMapY ) == BLANK_SECTOR || fWithCities) && !IsThisSectorASAMSector( sMapX, sMapY , 0 ) &&
(GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR || !fOnlyCitySectors);// &&
// ( !NumEnemiesInSector( sMapX, sMapY ) || GetEnemyGroupIdInSector(sMapX, sMapY ) || fForBattle ) &&
// ( fForBattle || CountAllMilitiaInSector( sMapX, sMapY ) < gGameExternalOptions.guiMaxMilitiaSquadSize || PlayerMercsInSector( sMapX, sMapY, 0 ) )
}
void GenerateDirectionInfos( INT16 sMapX, INT16 sMapY, UINT8* uiDirNumber, UINT16 pMoveDir[4][3], BOOLEAN fWithCities, BOOLEAN fForBattle, BOOLEAN fOnlyCitySectors )
{
*uiDirNumber = 0;
#ifdef DEBUG_SHOW_RATINGS
if( DEBUG_RATINGS_CONDITION )ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%ld,%ld-------------------", sMapX, sMapY );
#endif
if(CheckStandardConditionsForDirection( sMapX, sMapY, sMapX, sMapY - 1, fWithCities, fForBattle, fOnlyCitySectors ) )
{
pMoveDir[ *uiDirNumber ][0] = SECTOR( sMapX, sMapY - 1 );
if( fForBattle )
pMoveDir[ *uiDirNumber ][1] = 0;
else
pMoveDir[ *uiDirNumber ][1] = CountDirectionRating( sMapX, sMapY, DIR_NORTH );
pMoveDir[ *uiDirNumber ][2] = INSERTION_CODE_NORTH;
#ifdef DEBUG_SHOW_RATINGS
if( DEBUG_RATINGS_CONDITION )ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Priority of north direction - %ld", pMoveDir[ *uiDirNumber ][1]);
#endif
++(*uiDirNumber);
}
if(CheckStandardConditionsForDirection( sMapX, sMapY, sMapX - 1, sMapY, fWithCities, fForBattle, fOnlyCitySectors ))
{
pMoveDir[ *uiDirNumber ][0] = SECTOR( sMapX - 1, sMapY );
if( fForBattle )
pMoveDir[ *uiDirNumber ][1] = 0;
else
pMoveDir[ *uiDirNumber ][1] = CountDirectionRating( sMapX, sMapY, DIR_WEST );
pMoveDir[ *uiDirNumber ][2] = INSERTION_CODE_WEST;
#ifdef DEBUG_SHOW_RATINGS
if( DEBUG_RATINGS_CONDITION )ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Priority of west direction - %ld", pMoveDir[ *uiDirNumber ][1]);
#endif
++(*uiDirNumber);
}
if(CheckStandardConditionsForDirection( sMapX, sMapY, sMapX, sMapY + 1, fWithCities, fForBattle, fOnlyCitySectors ))
{
pMoveDir[ *uiDirNumber ][0] = SECTOR( sMapX, sMapY + 1 );
if( fForBattle )
pMoveDir[ *uiDirNumber ][1] = 0;
else
pMoveDir[ *uiDirNumber ][1] = CountDirectionRating( sMapX, sMapY, DIR_SOUTH );
pMoveDir[ *uiDirNumber ][2] = INSERTION_CODE_SOUTH;
#ifdef DEBUG_SHOW_RATINGS
if( DEBUG_RATINGS_CONDITION )ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Priority of south direction - %ld", pMoveDir[ *uiDirNumber ][1]);
#endif
++(*uiDirNumber);
}
if(CheckStandardConditionsForDirection( sMapX, sMapY, sMapX + 1, sMapY, fWithCities, fForBattle, fOnlyCitySectors ))
{
pMoveDir[ *uiDirNumber ][0] = SECTOR( sMapX + 1, sMapY );
if( fForBattle )
pMoveDir[ *uiDirNumber ][1] = 0;
else
pMoveDir[ *uiDirNumber ][1] = CountDirectionRating( sMapX, sMapY, DIR_EAST );
pMoveDir[ *uiDirNumber ][2] = INSERTION_CODE_EAST;
#ifdef DEBUG_SHOW_RATINGS
if( DEBUG_RATINGS_CONDITION )ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Priority of east direction - %ld", pMoveDir[ *uiDirNumber ][1]);
#endif
++(*uiDirNumber);
}
}
UINT8 pBlockMoveList[256];
UINT8 uiBlockMoveListPointer;
void AddToBlockMoveList(INT16 sMapX, INT16 sMapY)
{
pBlockMoveList[ uiBlockMoveListPointer++ ] = SECTOR( sMapX, sMapY );
}
void ClearBlockMoveList()
{
uiBlockMoveListPointer = 0;
}
BOOLEAN CheckInBlockMoveList(INT16 sMapX, INT16 sMapY)
{
UINT16 i;
for( i = 0; i < uiBlockMoveListPointer ; ++i)
if( sMapX == SECTORX(pBlockMoveList[i]) && sMapY == SECTORY(pBlockMoveList[i]) )return TRUE;
return FALSE;
}
void UpdateMilitiaSquads(INT16 sMapX, INT16 sMapY )
{
UINT16 pMoveDir[4][3];
UINT8 uiDirNumber = 0;
UINT32 iRandomRes = 0, iRandom = 0;
UINT8 x;//,y;
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
UINT8 uiMilitiaCount;
// If we don't want roaming militia
// We shouldn't be here.
if( !gGameExternalOptions.gfAllowMilitiaGroups )
return;
if( sMapX == 1 && sMapY == 1 )
{
ClearBlockMoveList();
gfMSBattle = FALSE;
}
if( CheckInBlockMoveList( sMapX, sMapY ) )return;
uiMilitiaCount = CountMilitia(pSectorInfo);
if( !uiMilitiaCount )return;
// Kaiden: Moved Create Militia code into CreateMilitiaSquads
// Removed the code from here and added the procedure call
// If it's time, and this is a city sector create a new group.
// But only if we're not training our own.
if( (!gGameExternalOptions.gfmusttrainroaming) && ( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ) )
{
if (GetWorldDay( ) < gGameExternalOptions.guiAllowMilitiaGroupsDelay)
return;
if( GetWorldHour() % gGameExternalOptions.guiCreateEachNHours )
return;
CreateMilitiaSquads( sMapX, sMapY );
if (gfStrategicMilitiaChangesMade)
{
ResetMilitia();
}
}
// moving squad, if it is not a SAM site
if( ( GetTownIdForSector( sMapX, sMapY ) == BLANK_SECTOR ) && (!IsThisSectorASAMSector( sMapX, sMapY, 0 )) )
{
if( !PlayerMercsInSector_MSE( (UINT8)sMapX, (UINT8)sMapY, FALSE ) ) // and there's no player's mercs in the sector
{
if( GetWorldHour() % 2 )return;
memset(pMoveDir, 0, sizeof(pMoveDir));
GenerateDirectionInfos( sMapX, sMapY, &uiDirNumber, pMoveDir, FALSE, FALSE, FALSE );
if( uiDirNumber )
{
for( x = 1; x < uiDirNumber ; ++x )pMoveDir[x][1] += pMoveDir[x-1][1];
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%ld,%ld", x, pMoveDir[x][1]);
iRandom = Random( pMoveDir[ uiDirNumber - 1 ][1] +
( uiMilitiaCount >= gGameExternalOptions.guiMinMilitiaSquadSize ? CHANCE_TO_MOVE_A_SQUAD : CHANCE_TO_MOVE_AN_UNFULL_SQUAD ) );
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Roll %ld", iRandomRes);
iRandomRes = 256;
for( x = 0; x < uiDirNumber; ++x)
if( iRandom < pMoveDir[x][1] )
{
iRandomRes = x;
break;
}
// "Decided" to stay here
if(iRandomRes >= uiDirNumber)
return;
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%ld,%ld:Dir count %ld, Rand %ld. Go to %ld,%ld. Have %ld militia men", sMapX, sMapY, uiDirNumber, iRandomRes, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ), uiMilitiaCount);
//Kaiden: if Restricted Sectors List option is turned on,
// militia can't move to any sectors in the list.
// Unless they are following a group of mercs.
if (gGameExternalOptions.gflimitedRoaming)
for (INT32 i=0;i<iRestrictedSectorArraySize; ++i)
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("RestrictedSectors, %d", gRestrictMilitia[i]));
if(pMoveDir[iRandomRes][0] == gRestrictMilitia[i])
return;
}
// WDS bug fix for moving militia
int targetX = SECTORX( pMoveDir[ iRandomRes ][0] );
int targetY = SECTORY( pMoveDir[ iRandomRes ][0] );
Assert(targetX >= 0 && targetX < MAP_WORLD_X);
Assert(targetY >= 0 && targetY < MAP_WORLD_Y);
MoveMilitiaSquad( sMapX, sMapY, targetX, targetY, FALSE );
AddToBlockMoveList( targetX, targetY );
if ( gfStrategicMilitiaChangesMade)
{
ResetMilitia();
}
if( NumEnemiesInSector( targetX, targetY ) )
{
extern GROUP *gpBattleGroup;
gpBattleGroup = GetGroup( GetEnemyGroupIdInSector( targetX, targetY ) );
/* GROUP* pEnemyGroup = GetGroup( GetEnemyGroupIdInSector( targetX, targetY ) );
if(pEnemyGroup && pEnemyGroup->ubGroupID)
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Attacking from %ld,%ld to %ld,%ld - enemy's group id %ld", sMapX, sMapY, targetX, SECTORY( pMoveDir[ iRandomRes ][0], pEnemyGroup->ubGroupID ));
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Arrival 1, Arrival 2");
pEnemyGroup->ubPrevX = sMapX;
pEnemyGroup->ubPrevY = sMapY;
pEnemyGroup->ubNextX = targetX;
pEnemyGroup->ubNextY = targetY;
*/
gfMSBattle = TRUE;
// GroupArrivedAtSector( pEnemyGroup->ubGroupID , TRUE, FALSE );
EnterAutoResolveMode( targetX, targetY );
// }
}
}
else return;
}
}
}
// Kaiden: Roaming Militia Training:
// If we're training roaming militia,
// we'll get our squad from here:
// Don't need to check for delay, as this function won't be
// called if there is a delay set.
void CreateMilitiaSquads(INT16 sMapX, INT16 sMapY )
{
UINT16 pMoveDir[4][3];
UINT8 uiDirNumber = 0;
UINT32 iRandomRes = 0, iRandom = 0;
UINT8 x;//,y;
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
UINT8 uiMilitiaCount;
// If we're not allowing roaming groups,
// then we're not creating them either.
// Remove this if you want to create them
// for some other reason. But you also have to
// remove the same line in UpdateMilitiaSquads
// Or the ones you create won't move.
// This function is only called from UpdateMilitiaSquads
// and TownMilitiaTrainingCompleted
if( !gGameExternalOptions.gfAllowMilitiaGroups )
return;
if( sMapX == 1 && sMapY == 1 )
{
ClearBlockMoveList();
gfMSBattle = FALSE;
}
if( CheckInBlockMoveList( sMapX, sMapY ) )return;
uiMilitiaCount = CountMilitia(pSectorInfo);
if( !uiMilitiaCount )return;
// Create new Militia Squad
if( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR )
{
GenerateDirectionInfos( sMapX, sMapY, &uiDirNumber, pMoveDir, FALSE, FALSE, FALSE );
if(uiDirNumber)// && Random(100) < CHANCE_TO_GENERATE_A_SQUAD)
{
for( x = 1; x < uiDirNumber ; ++x )pMoveDir[x][1] += pMoveDir[x-1][1];
iRandomRes = Random( pMoveDir[ uiDirNumber - 1 ][1] );
for( x = 0; x < uiDirNumber; ++x)
if( iRandomRes < pMoveDir[x][1] )
{
iRandomRes = x;
break;
}
// shouldn't be!
if(iRandomRes >= uiDirNumber)iRandomRes = 0;
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%ld,%ld:Dir count %ld, Rand %ld. Go to %ld,%ld", sMapX, sMapY, uiDirNumber, iRandomRes, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ));
GenerateMilitiaSquad( sMapX, sMapY, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
AddToBlockMoveList( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
if( NumEnemiesInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) && CountAllMilitiaInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) )
{
/* GROUP* pEnemyGroup = GetGroup( GetEnemyGroupIdInSector( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) ) );
if(pEnemyGroup && pEnemyGroup->ubGroupID)
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Attacking from %ld,%ld to %ld,%ld - enemy's group id %ld", sMapX, sMapY, SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0], pEnemyGroup->ubGroupID ));
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Arrival 1, Arrival 2");
pEnemyGroup->ubPrevX = sMapX;
pEnemyGroup->ubPrevY = sMapY;
pEnemyGroup->ubNextX = SECTORX( pMoveDir[ iRandomRes ][0] );
pEnemyGroup->ubNextY = SECTORY( pMoveDir[ iRandomRes ][0] );
*/
gfMSBattle = TRUE;
// GroupArrivedAtSector( pEnemyGroup->ubGroupID , TRUE, FALSE );
EnterAutoResolveMode( SECTORX( pMoveDir[ iRandomRes ][0] ), SECTORY( pMoveDir[ iRandomRes ][0] ) );
// }
}
}
else return;
}
return;
}
extern BOOLEAN gfMSResetMilitia;
void DoMilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY )
{
UINT16 pMoveDir[4][3];
UINT8 uiDirNumber = 0;
UINT8 x;
UINT8 uiNumGreen = 0, uiNumReg = 0, uiNumElite = 0;
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
BOOLEAN fMoreTroopsLeft[4] = {FALSE,FALSE,FALSE,FALSE};
BOOLEAN fFirstLoop = TRUE;
BOOLEAN fMilitiaMoved = FALSE;
guiDirNumber = 0;
GenerateDirectionInfos( sMapX, sMapY, &uiDirNumber, pMoveDir,
( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, FALSE );
ZeroMemory( gpAttackDirs, sizeof( gpAttackDirs ) );
gpAttackDirs[ guiDirNumber ][0] = uiNumGreen = pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA];
gpAttackDirs[ guiDirNumber ][1] = uiNumReg = pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA];
gpAttackDirs[ guiDirNumber ][2] = uiNumElite = pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA];
gpAttackDirs[ guiDirNumber ][3] = INSERTION_CODE_CENTER;
guiDirNumber = uiDirNumber + 1;
x = 0;
while( CountMilitia(pSectorInfo ) < gGameExternalOptions.guiMaxMilitiaSquadSizeBattle &&
( fMoreTroopsLeft[0] || fMoreTroopsLeft[1] || fMoreTroopsLeft[2] || fMoreTroopsLeft[3] || fFirstLoop ) )
{
fMoreTroopsLeft[ x ] = MoveOneBestMilitiaMan( SECTORX( pMoveDir[ x ][0] ), SECTORY( pMoveDir[ x ][0] ), sMapX, sMapY );
if( fMoreTroopsLeft[ x ] )
{
fMilitiaMoved = TRUE;
gpAttackDirs[ x + 1 ][0] += pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA] - uiNumGreen;
gpAttackDirs[ x + 1 ][1] += pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA] - uiNumReg;
gpAttackDirs[ x + 1 ][2] += pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA] - uiNumElite;
gpAttackDirs[ x + 1 ][3] = (UINT8)pMoveDir[ x ][2];
uiNumGreen = pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA];
uiNumReg = pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA];
uiNumElite = pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA];
}
++x;
if( x >= uiDirNumber )
{
x = 0;
fFirstLoop = FALSE;
}
}
// If militia have been moved here, no reason to reset--just add them. If militia have not moved, then no strategic
// changes were made. Either case, this flag should be false.
gfStrategicMilitiaChangesMade = FALSE;
}
void MSCallBack( UINT8 ubResult )
{
if( ubResult == MSG_BOX_RETURN_YES )
{
gTacticalStatus.uiFlags |= WANT_MILITIA_REINFORCEMENTS;
DoMilitiaHelpFromAdjacentSectors( sMSMapX, sMSMapY );
}
}
BOOLEAN IsThereMilitiaInAdjacentSector( INT16 sMapX, INT16 sMapY )
{
UINT16 pMoveDir[4][3];
UINT8 uiDirNumber = 0;
UINT8 x;
BOOLEAN fResult = FALSE;
GenerateDirectionInfos( sMapX, sMapY, &uiDirNumber, pMoveDir,
( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, FALSE );
for( x = 0; x < uiDirNumber ; ++x )
if( CountAllMilitiaInSector( SECTORX( pMoveDir[ x ][ 0 ] ), SECTORY( pMoveDir[ x ][ 0 ] ) ) )
fResult = TRUE;
return fResult;
}
void MilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY )
{
sMSMapX = sMapX;
sMSMapY = sMapY;
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
if( !gGameExternalOptions.gfAllowMilitiaGroups )
return;
gTacticalStatus.uiFlags &= (~WANT_MILITIA_REINFORCEMENTS);
guiDirNumber = 0;
// if( CountAllMilitiaInSector( sMapX, sMapY ) ) MSCallBack( MSG_BOX_RETURN_YES );
// This is no longer a question of simply whether to have a full militia count, but also whether we want
// reinforcements. So if there are any available, always ask.
if( IsThereMilitiaInAdjacentSector( sMapX, sMapY ) ) // && CountAllMilitiaInSector( sMapX, sMapY ) < gGameExternalOptions.guiMaxMilitiaSquadSizeBattle )
DoScreenIndependantMessageBox( gzCWStrings[0], MSG_BOX_FLAG_YESNO, MSCallBack );
}
void MilitiaFollowPlayer( INT16 sMapX, INT16 sMapY, INT16 sDMapX, INT16 sDMapY )
{
if( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ||
IsThisSectorASAMSector( sMapX, sMapY, 0 ) ||
PlayerMercsInSector_MSE( (UINT8)sMapX, (UINT8)sMapY, TRUE ) )return;
if( GetTownIdForSector( sDMapX, sDMapY ) != BLANK_SECTOR ||
IsThisSectorASAMSector( sDMapX, sDMapY, 0 ) )return;
MoveMilitiaSquad( sMapX, sMapY, sDMapX, sDMapY, FALSE );
}