- Fix: possible mismatch of individual militia profiles if trained militia were immediately promoted

- Fix: Armour/Misc. resources also limit training of green militia
- cleaned up button deletion

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8456 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-08-25 20:15:15 +00:00
parent e1f1437a95
commit 28ca52e2ed
3 changed files with 64 additions and 71 deletions
+10 -48
View File
@@ -451,53 +451,20 @@ BOOLEAN CreateButtonsForMapBorder( void )
void DeleteMapBorderButtons( void )
{
UINT8 ubCnt;
RemoveButton( giMapBorderButtons[ MAP_BORDER_TOWN_BTN ]);
RemoveButton( giMapBorderButtons[ MAP_BORDER_MINE_BTN ]);
RemoveButton( giMapBorderButtons[ MAP_BORDER_TEAMS_BTN ]);
RemoveButton( giMapBorderButtons[ MAP_BORDER_AIRSPACE_BTN ]);
RemoveButton( giMapBorderButtons[ MAP_BORDER_ITEM_BTN ]);
RemoveButton( giMapBorderButtons[ MAP_BORDER_MILITIA_BTN ]);
// WANNE: Only remove if we added the button
if ( gGameExternalOptions.gfAllowMilitiaGroups && !gGameExternalOptions.fMilitiaStrategicCommand )
RemoveButton( giMapBorderButtons[ MAP_BORDER_MOBILE_BTN ]); // HEADROCK HAM 4
if ( giMapBorderButtons[MAP_BORDER_DISEASE_BTN] != -1 )
RemoveButton( giMapBorderButtons[MAP_BORDER_DISEASE_BTN] );
if ( giMapBorderButtons[MAP_BORDER_WEATHER_BTN] != -1 )
RemoveButton( giMapBorderButtons[MAP_BORDER_WEATHER_BTN] );
// images
UnloadButtonImage( giMapBorderButtonsImage[ MAP_BORDER_TOWN_BTN ] );
UnloadButtonImage( giMapBorderButtonsImage[ MAP_BORDER_MINE_BTN ] );
UnloadButtonImage( giMapBorderButtonsImage[ MAP_BORDER_TEAMS_BTN ] );
UnloadButtonImage( giMapBorderButtonsImage[ MAP_BORDER_AIRSPACE_BTN ] );
UnloadButtonImage( giMapBorderButtonsImage[ MAP_BORDER_ITEM_BTN ] );
UnloadButtonImage( giMapBorderButtonsImage[ MAP_BORDER_MILITIA_BTN ] );
// WANNE: Only unload if we added the button
if ( gGameExternalOptions.gfAllowMilitiaGroups && !gGameExternalOptions.fMilitiaStrategicCommand )
UnloadButtonImage( giMapBorderButtonsImage[ MAP_BORDER_MOBILE_BTN ] ); // HEADROCK HAM 4
if ( giMapBorderButtonsImage[MAP_BORDER_DISEASE_BTN] != -1 )
UnloadButtonImage( giMapBorderButtonsImage[MAP_BORDER_DISEASE_BTN] );
if ( giMapBorderButtonsImage[MAP_BORDER_WEATHER_BTN] != -1 )
UnloadButtonImage( giMapBorderButtonsImage[MAP_BORDER_WEATHER_BTN] );
// HEADROCK HAM 4: Increased number of buttons by one.
for ( ubCnt = 0; ubCnt < NUM_MAP_BORDER_BTNS; ++ubCnt )
for ( int i = 0; i < NUM_MAP_BORDER_BTNS; ++i )
{
giMapBorderButtons[ ubCnt ] = -1;
giMapBorderButtonsImage[ ubCnt ] = -1;
if ( giMapBorderButtons[i] != -1 )
RemoveButton( giMapBorderButtons[i] );
giMapBorderButtons[i] = -1;
if ( giMapBorderButtonsImage[i] != -1 )
UnloadButtonImage( giMapBorderButtonsImage[i] );
giMapBorderButtonsImage[i] = -1;
}
}
// callbacks
void BtnMilitiaCallback(GUI_BUTTON *btn,INT32 reason)
{
@@ -512,7 +479,6 @@ void BtnMilitiaCallback(GUI_BUTTON *btn,INT32 reason)
}
}
void BtnTeamCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
@@ -526,7 +492,6 @@ void BtnTeamCallback(GUI_BUTTON *btn,INT32 reason)
}
}
void BtnTownCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
@@ -540,7 +505,6 @@ void BtnTownCallback(GUI_BUTTON *btn,INT32 reason)
}
}
void BtnMineCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
@@ -554,7 +518,6 @@ void BtnMineCallback(GUI_BUTTON *btn,INT32 reason)
}
}
void BtnAircraftCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
@@ -569,7 +532,6 @@ void BtnAircraftCallback(GUI_BUTTON *btn,INT32 reason)
}
}
void BtnItemCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
+54 -21
View File
@@ -198,17 +198,6 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
// if we can't train as many militia as we should due to lack of volunteers, the excess training goes into promoting militia
UINT8 promotionsfromvolunteers = ubMilitiaToTrain;
ubMilitiaToTrain = min( ubMilitiaToTrain, GetVolunteerPool( ) );
if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
{
FLOAT val_gun, val_armour, val_misc;
GetResources( val_gun, val_armour, val_misc );
ubMilitiaToTrain = min( ubMilitiaToTrain, (INT32)val_gun );
ubMilitiaToTrain = min( ubMilitiaToTrain, (INT32)val_armour );
ubMilitiaToTrain = min( ubMilitiaToTrain, (INT32)val_misc );
}
promotionsfromvolunteers -= ubMilitiaToTrain;
// HEADROCK HAM 3.4: Composition of new Mobile Militia groups is now dictated by two INI settings controlling
@@ -324,6 +313,49 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
--ubTargetGreen;
}
// Flugente: resources limit our training
if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
{
FLOAT val_gun, val_armour, val_misc;
GetResources( val_gun, val_armour, val_misc );
while ( ubTargetElite > (INT32)val_misc )
{
--ubTargetElite;
++ubTargetRegular;
}
while ( 2 * ubTargetElite + ubTargetRegular > (INT32)val_armour )
{
if ( ubTargetElite )
{
--ubTargetElite;
++ubTargetRegular;
}
else
{
--ubTargetRegular;
++ubTargetGreen;
}
}
while ( 3 * ubTargetElite + 2 * ubTargetRegular + ubTargetGreen > (INT32)val_gun )
{
if ( ubTargetElite )
{
--ubTargetElite;
++ubTargetRegular;
}
else if ( ubTargetRegular )
{
--ubTargetRegular;
++ubTargetGreen;
}
else
--ubTargetGreen;
}
}
while ( trained + promotionstodo < ubMilitiaToTrain )
{
////////////////////////////////
@@ -389,6 +421,17 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
AddResources( -numcreated[GREEN_MILITIA] - numcreated[REGULAR_MILITIA] - numcreated[ELITE_MILITIA], -numcreated[REGULAR_MILITIA] - numcreated[ELITE_MILITIA], -numcreated[ELITE_MILITIA] );
}
// Flugente: we need to create profiles fro individual militia here, as they might immediately be promoted afterwards in rare cases
// Flugente: create individual militia
for ( int i = 0; i < numcreated[GREEN_MILITIA]; ++i )
CreateNewIndividualMilitia( GREEN_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
for ( int i = 0; i < numcreated[REGULAR_MILITIA]; ++i )
CreateNewIndividualMilitia( REGULAR_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
for ( int i = 0; i < numcreated[ELITE_MILITIA]; ++i )
CreateNewIndividualMilitia( ELITE_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
// handle promotions
UINT8 promotions = 0;
UINT8 promotedto = 0;
@@ -411,16 +454,6 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
// Flugente: substract volunteers
AddVolunteers( -trained );
// Flugente: create individual militia
for ( int i = 0; i < numcreated[GREEN_MILITIA]; ++i )
CreateNewIndividualMilitia( GREEN_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
for ( int i = 0; i < numcreated[REGULAR_MILITIA]; ++i )
CreateNewIndividualMilitia( REGULAR_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
for ( int i = 0; i < numcreated[ELITE_MILITIA]; ++i )
CreateNewIndividualMilitia( ELITE_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
}
if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
-2
View File
@@ -270,8 +270,6 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
GetResources( val_gun, val_armour, val_misc );
iTrainingSquadSize = min( iTrainingSquadSize, (INT32)val_gun );
iTrainingSquadSize = min( iTrainingSquadSize, (INT32)val_armour );
iTrainingSquadSize = min( iTrainingSquadSize, (INT32)val_misc );
}
promotionsfromvolunteers -= iTrainingSquadSize;