Properly reset merc assignment when mission prep completes, regardless of success or failure

Fix use of merc profile id in first mission event param
This commit is contained in:
rftrdev
2022-10-17 14:38:51 -07:00
parent 61858e472a
commit 3724de9299
+70 -37
View File
@@ -2664,7 +2664,7 @@ void StartMission(INT8 index)
}
else
{
MissionHelpers::missionParam = SerialiseMissionFirstEvent(FALSE, agentIndex[index], static_cast<RebelCommandAgentMissions>(rebelCommandSaveInfo.availableMissions[index]), missionDuration, static_cast<UINT8>(extraBits));
MissionHelpers::missionParam = SerialiseMissionFirstEvent(FALSE, mercs[agentIndex[index]]->ubProfile, static_cast<RebelCommandAgentMissions>(rebelCommandSaveInfo.availableMissions[index]), missionDuration, static_cast<UINT8>(extraBits));
if (merc->bSex == MALE)
swprintf(text, L"%s Send %s to prepare this mission? He will return in 24 hours.", text, merc->zNickname);
else
@@ -2679,14 +2679,20 @@ void StartMission(INT8 index)
if (!evt.sentGenericRebelAgent)
{
SOLDIERTYPE* pSoldier = MercPtrs[evt.mercProfileId];
TakeSoldierOutOfVehicle(pSoldier);
RemoveCharacterFromSquads(pSoldier);
pSoldier->bSectorZ += REBEL_COMMAND_Z_OFFSET;
pSoldier->bBleeding = 0;
SetTimeOfAssignmentChangeForMerc(pSoldier);
ChangeSoldiersAssignment(pSoldier, ASSIGNMENT_REBELCOMMAND);
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
if (pSoldier->ubProfile == evt.mercProfileId)
{
TakeSoldierOutOfVehicle(pSoldier);
RemoveCharacterFromSquads(pSoldier);
pSoldier->bSectorZ += REBEL_COMMAND_Z_OFFSET;
pSoldier->bBleeding = 0;
SetTimeOfAssignmentChangeForMerc(pSoldier);
ChangeSoldiersAssignment(pSoldier, ASSIGNMENT_REBELCOMMAND);
break;
}
}
}
// disable missions until next refresh
@@ -4316,24 +4322,24 @@ void HandleStrategicEvent(const UINT32 eventParam)
// mission prep is over. see if we can activate the mission
missionMap.erase(static_cast<RebelCommandAgentMissions>(evt1.missionId));
// make sure the merc's still on our team
BOOLEAN foundMerc = FALSE;
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
const SOLDIERTYPE* pSoldier = MercPtrs[i];
if (pSoldier->ubProfile == evt1.mercProfileId && pSoldier->bActive)
{
foundMerc = TRUE;
break;
}
}
if (evt1.isMissionSuccess)
{
const RebelCommandAgentMissions mission = static_cast<RebelCommandAgentMissions>(evt1.missionId);
const MERCPROFILESTRUCT merc = gMercProfiles[evt1.mercProfileId];
// make sure the merc's still on our team
BOOLEAN foundMerc = FALSE;
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
const SOLDIERTYPE* pSoldier = MercPtrs[i];
if (pSoldier->ubProfile == evt1.mercProfileId)
{
foundMerc = TRUE;
break;
}
}
if (!foundMerc)
goto MissionFailed_MercNoLongerOnTeam;
@@ -4377,16 +4383,17 @@ void HandleStrategicEvent(const UINT32 eventParam)
if (!evt1.sentGenericRebelAgent)
{
SOLDIERTYPE* pSoldier = MercPtrs[evt1.mercProfileId];
// mission successful! give some experience pts
StatChange(pSoldier, LDRAMT, 20, FROM_SUCCESS);
StatChange(pSoldier, WISDOMAMT, 15, FROM_SUCCESS);
pSoldier->bSectorZ -= REBEL_COMMAND_Z_OFFSET;
pSoldier->ubInsertionDirection = DIRECTION_IRRELEVANT;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CENTER;
AssignmentDone(pSoldier, TRUE, FALSE);
AddCharacterToAnySquad(pSoldier);
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
if (pSoldier->ubProfile == evt1.mercProfileId)
{
// mission successful! give some experience pts
StatChange(pSoldier, LDRAMT, 20, FROM_SUCCESS);
StatChange(pSoldier, WISDOMAMT, 15, FROM_SUCCESS);
break;
}
}
}
// rftr todo: tell the player that the mission has started. popupbox or screenmsg?
@@ -4399,12 +4406,19 @@ void HandleStrategicEvent(const UINT32 eventParam)
else
{
// rftr todo: tell the player that the mission prep failed. some popup box blurb or somesuch.
if (!evt1.sentGenericRebelAgent)
if (!evt1.sentGenericRebelAgent && foundMerc)
{
// mission failed! we tried, have some pity exp
SOLDIERTYPE* pSoldier = MercPtrs[evt1.mercProfileId];
StatChange(pSoldier, LDRAMT, 20, FROM_FAILURE);
StatChange(pSoldier, WISDOMAMT, 15, FROM_FAILURE);
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
if (pSoldier->ubProfile == evt1.mercProfileId)
{
// mission failed! we tried, give some pity exp
StatChange(pSoldier, LDRAMT, 20, FROM_FAILURE);
StatChange(pSoldier, WISDOMAMT, 15, FROM_FAILURE);
break;
}
}
}
MissionFailed_MercNoLongerOnTeam:
@@ -4412,6 +4426,25 @@ void HandleStrategicEvent(const UINT32 eventParam)
swprintf(screenMsgText, L"Preparations for mission \"%s\" failed.", szRebelCommandAgentMissionsText[evt1.missionId * 2]);
ScreenMsg(FONT_MCOLOR_RED, MSG_INTERFACE, screenMsgText);
}
if (!evt1.sentGenericRebelAgent && foundMerc)
{
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
if (pSoldier->ubProfile == evt1.mercProfileId)
{
// merc ready for reassignment
pSoldier->bSectorZ -= REBEL_COMMAND_Z_OFFSET;
pSoldier->ubInsertionDirection = DIRECTION_IRRELEVANT;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CENTER;
AssignmentDone(pSoldier, TRUE, FALSE);
AddCharacterToAnySquad(pSoldier);
break;
}
}
}
}
else if (evt2.isSecondEvent)
{