Use new RandomGridNoUnloadedSector() for autoresolve

* Load required mapinfo for checking suitable gridnos
* Modify SOLDIERTYPE::DropSectorEquipment( ) to take an external gridno when placing items into an unloaded sector
This commit is contained in:
Asdow
2026-06-15 22:01:07 +03:00
parent 9e0105caec
commit 1fc5f939bf
5 changed files with 18 additions and 10 deletions
+13 -5
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@@ -2481,6 +2481,12 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
DeleteVideoObjectFromIndex( gpAR->iIndent );
DeleteVideoSurfaceFromIndex( gpAR->iInterfaceBuffer );
// Load necessary mapinfo to place corpses
CHAR8 bFilename[50];
INT32 worldRows, worldCols;
GetMapFileName(gpAR->ubSectorX, gpAR->ubSectorY, 0, bFilename, TRUE, TRUE);
LoadWorldInfoForAutoResolve(bFilename, worldRows, worldCols);
if( fDeleteForGood )
{ //Delete the soldier instances -- done when we are completely finished.
@@ -2519,7 +2525,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
RemoveCharacterFromSquads( gpMercs[ i ].pSoldier );
ChangeSoldiersAssignment( gpMercs[ i ].pSoldier, ASSIGNMENT_DEAD );
AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpMercs[ i ].pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpMercs[ i ].pSoldier, RandomGridNoUnloadedSector(worldRows, worldCols), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
}
else if( gpAR->ubBattleStatus == BATTLE_SURRENDERED || gpAR->ubBattleStatus == BATTLE_CAPTURED )
{
@@ -2624,7 +2630,8 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
}
// Flugente: drop sector equipment
gpCivs[ i ].pSoldier->DropSectorEquipment();
const auto gridno = RandomGridNoUnloadedSector(worldRows, worldCols);
gpCivs[ i ].pSoldier->DropSectorEquipment(gridno);
if( fDeleteForGood && gpCivs[ i ].pSoldier->stats.bLife < OKLIFE/2 )
{
@@ -2649,7 +2656,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
UpdateMilitia( militia );
}
AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpCivs[ i ].pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpCivs[ i ].pSoldier, gridno, ADD_DEAD_SOLDIER_TO_SWEETSPOT );
StrategicRemoveMilitiaFromSector( gpCivs[ i ].pSoldier->sSectorX, gpCivs[ i ].pSoldier->sSectorY, ubCurrentRank, 1 );
if( ProcessLoyalty() )
@@ -2681,7 +2688,8 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
TrackEnemiesKilled( ENEMY_KILLED_IN_AUTO_RESOLVE, gpEnemies[ i ].pSoldier->ubSoldierClass ); //add casualty to some statistic
if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ENEMY_KILLED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
ProcessQueenCmdImplicationsOfDeath( gpEnemies[ i ].pSoldier );
AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpEnemies[ i ].pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
const auto gridno = RandomGridNoUnloadedSector(worldRows, worldCols);
AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpEnemies[ i ].pSoldier, gridno, ADD_DEAD_SOLDIER_TO_SWEETSPOT);
}
}
}
@@ -6007,7 +6015,7 @@ void AutoResolveMilitiaDropAndPromote()
}
// Flugente: drop sector equipment
gpCivs[i].pSoldier->DropSectorEquipment( );
gpCivs[i].pSoldier->DropSectorEquipment( NOWHERE );
if ( gpCivs[i].pSoldier->stats.bLife < OKLIFE / 2 )
{
+1 -1
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@@ -11403,7 +11403,7 @@ void TeamDropAll(UINT8 bTeam, BOOLEAN fForce)
// if soldier is in the current sector, drop all equipment (that has the TAKEN_BY_MILITIA-flag set)
if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
{
pSoldier->DropSectorEquipment();
pSoldier->DropSectorEquipment( NOWHERE );
}
}
}
+1 -1
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@@ -1066,7 +1066,7 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
DropKeysInKeyRing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, bVisible, FALSE, 0, FALSE );
// Flugente: even if we forbid militia from dropping their equipment, they will still drop what they took via sector inventory (this functions only drops what they took)
pSoldier->DropSectorEquipment();
pSoldier->DropSectorEquipment( NOWHERE );
}
// Make team look for items
+2 -2
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@@ -16818,7 +16818,7 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction( )
return TRUE;
}
void SOLDIERTYPE::DropSectorEquipment( )
void SOLDIERTYPE::DropSectorEquipment( INT32 UnloadedSectorGridNo)
{
// not if we already dropped the gear
if ( this->usSoldierFlagMask & SOLDIER_EQUIPMENT_DROPPED )
@@ -16887,7 +16887,7 @@ void SOLDIERTYPE::DropSectorEquipment( )
}
}
AddItemsToUnLoadedSector( this->sSectorX, this->sSectorY, this->bSectorZ, RandomGridNo( ), counter, pObject, 0, WORLD_ITEM_REACHABLE, 0, 1, FALSE );
AddItemsToUnLoadedSector( this->sSectorX, this->sSectorY, this->bSectorZ, UnloadedSectorGridNo, counter, pObject, 0, WORLD_ITEM_REACHABLE, 0, 1, FALSE );
}
}
+1 -1
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@@ -1916,7 +1916,7 @@ public:
void CancelMultiTurnAction(BOOLEAN fFinished);
BOOLEAN UpdateMultiTurnAction();
void DropSectorEquipment();
void DropSectorEquipment( INT32 UnloadedSectorGridNo);
// sevenfm: Take new bomb with id = usItem from iventory to HANDPOS
void TakeNewBombFromInventory(UINT16 usItem);