- Fix: wrong final destination displayed for travelling militia

- Fix: when ordering militia movement, data of another group's path can be erased
- Fix: a militia groups's path isn't always destroyed if the group is deleted
- Fix: unsafe pointer handling can result in a gamecrash when loading strategic AI data from a savegame
- Fix: traveltime calculations do not correctly handle waypoints, resulting in possible crashes

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7876 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-05-24 14:09:48 +00:00
parent 856b34b446
commit 32a8b75748
6 changed files with 26 additions and 5 deletions
+13
View File
@@ -3185,6 +3185,7 @@ INT32 CalculateTravelTimeOfGroup( GROUP *pGroup )
{
INT32 iDelta;
UINT32 uiEtaTime = 0;
INT32 i = 0;
WAYPOINT *pNode = NULL;
WAYPOINT pCurrent, pDest;
// check if valid group
@@ -3197,6 +3198,18 @@ INT32 CalculateTravelTimeOfGroup( GROUP *pGroup )
// set up next node
pNode = pGroup->pWaypoints;
// Flugente: start with the next waypoint we travel to, not the first one in the list
i = pGroup->ubNextWaypointID;
while ( i-- )
{
//Traverse through the waypoint list to the next waypoint ID
if( pNode );
pNode = pNode->next;
}
if ( !pNode )
return uiEtaTime;
// now get the delta in current sector and next sector
iDelta = ( INT32 )( SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ) - SECTOR( pGroup->ubNextX, pGroup->ubNextY ) );