misc fixes (by rftr):

- cleaned up warnings in Rebel Command.cpp
- ARC: Draft directive is hidden if volunteer pool option is disabled
- fixed dropdown menu behaviour at the RIS website

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9163 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-09-03 05:15:54 +00:00
parent 7a14a167fb
commit 418cf24039
2 changed files with 34 additions and 35 deletions
+8 -8
View File
@@ -364,7 +364,7 @@ void DeployOrReactivateAdminTeam(INT16 regionId)
if (rebelCommandSaveInfo.regions[regionId].adminStatus == RAS_INACTIVE)
{
if (IsTownUnderCompleteControlByEnemy(regionId))
if (IsTownUnderCompleteControlByEnemy(static_cast<INT8>(regionId)))
{
DoLapTopMessageBox(MSG_BOX_LAPTOP_DEFAULT, szRebelCommandText[RCT_NOT_SAFE_TO_REACTIVATE_ADMIN_TEAM], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return;
@@ -622,13 +622,13 @@ void SetupAdminActionBox(const UINT8 actionIndex, const UINT16 descriptionText,
y += 18;
btnId = CreateTextButton(szRebelCommandText[RCT_PREV_ARROW], FONT10ARIAL, FONT_MCOLOR_LTYELLOW, FONT_BLACK, BUTTON_USE_DEFAULT, x, y, 35, 18, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, [](GUI_BUTTON* btn, INT32 reason)
{
ButtonHelper(btn, reason, [btn]() { adminActionChangeIndex--; if (adminActionChangeIndex < 0) adminActionChangeIndex = adminActionChangeList.size() - 1; });
ButtonHelper(btn, reason, [btn]() { adminActionChangeIndex--; if (adminActionChangeIndex < 0) adminActionChangeIndex = static_cast<INT8>(adminActionChangeList.size() - 1); });
});
adminActionChangeBtnIds.push_back(btnId);
btnId = CreateTextButton(szRebelCommandText[RCT_NEXT_ARROW], FONT10ARIAL, FONT_MCOLOR_LTYELLOW, FONT_BLACK, BUTTON_USE_DEFAULT, x+35, y, 35, 18, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, [](GUI_BUTTON* btn, INT32 reason)
{
ButtonHelper(btn, reason, [btn]() { adminActionChangeIndex++; if (adminActionChangeIndex >= adminActionChangeList.size()) adminActionChangeIndex = 0; });
ButtonHelper(btn, reason, [btn]() { adminActionChangeIndex++; if (adminActionChangeIndex >= static_cast<INT8>(adminActionChangeList.size())) adminActionChangeIndex = 0; });
});
adminActionChangeBtnIds.push_back(btnId);
@@ -753,7 +753,7 @@ BOOLEAN EnterWebsite()
directivesList.push_back(std::make_pair(RCD_RAID_MINES, szRebelCommandDirectivesText[RCDT_RAID_MINES]));
if (HighestPlayerProgressPercentage() >= gRebelCommandSettings.uCreateTurncoatsProgressRequirement)
directivesList.push_back(std::make_pair(RCD_CREATE_TURNCOATS, szRebelCommandDirectivesText[RCDT_CREATE_TURNCOATS]));
if (HighestPlayerProgressPercentage() >= gRebelCommandSettings.uDraftProgressRequirement)
if (HighestPlayerProgressPercentage() >= gRebelCommandSettings.uDraftProgressRequirement && gGameExternalOptions.fMilitiaVolunteerPool == TRUE)
directivesList.push_back(std::make_pair(RCD_DRAFT, szRebelCommandDirectivesText[RCDT_DRAFT]));
REBEL_COMMAND_DROPDOWN.SetEntries(directivesList);
@@ -2186,7 +2186,7 @@ void DailyUpdate()
// increment supplies
const UINT8 progress = CurrentPlayerProgressPercentage();
iIncomingSuppliesPerDay = progress * gRebelCommandSettings.fIncomeModifier + static_cast<INT32>((directive == RCD_GATHER_SUPPLIES ? rebelCommandSaveInfo.directives[RCD_GATHER_SUPPLIES].GetValue1() : 0));
iIncomingSuppliesPerDay = static_cast<INT32>(progress * gRebelCommandSettings.fIncomeModifier + (directive == RCD_GATHER_SUPPLIES ? rebelCommandSaveInfo.directives[RCD_GATHER_SUPPLIES].GetValue1() : 0));
rebelCommandSaveInfo.iSupplies += iIncomingSuppliesPerDay;
// get regional bonuses
@@ -2334,12 +2334,12 @@ void Init()
}
// set base values
iIncomingSuppliesPerDay = CurrentPlayerProgressPercentage() * gRebelCommandSettings.fIncomeModifier;
iIncomingSuppliesPerDay = static_cast<INT32>(CurrentPlayerProgressPercentage() * gRebelCommandSettings.fIncomeModifier);
rebelCommandSaveInfo.iSelectedDirective = RCD_GATHER_SUPPLIES;
rebelCommandSaveInfo.iActiveDirective = RCD_GATHER_SUPPLIES;
rebelCommandSaveInfo.iMilitiaStatsLevel = 0;
// let's be nice and give some supplies to people who enable this feature partway through a campaign so they don't start from zero
rebelCommandSaveInfo.iSupplies = GetWorldDay() * CurrentPlayerProgressPercentage() * gRebelCommandSettings.fIncomeModifier / 3;
rebelCommandSaveInfo.iSupplies = static_cast<INT32>(GetWorldDay() * CurrentPlayerProgressPercentage() * gRebelCommandSettings.fIncomeModifier / 3);
// initialise admin actions -- first one is always supply line
std::vector<RebelCommandAdminActions> actions;
@@ -2635,7 +2635,7 @@ template<> void DropDownTemplate<DROPDOWN_REBEL_COMMAND_DIRECTIVE>::SetRefresh()
using namespace RebelCommand;
const INT16 newDirective = REBEL_COMMAND_DROPDOWN.GetSelectedEntryKey();
rebelCommandSaveInfo.iSelectedDirective = newDirective;
iIncomingSuppliesPerDay = CurrentPlayerProgressPercentage() * gRebelCommandSettings.fIncomeModifier + static_cast<INT32>((newDirective == RCD_GATHER_SUPPLIES ? rebelCommandSaveInfo.directives[RCD_GATHER_SUPPLIES].GetValue1() : 0));
iIncomingSuppliesPerDay = static_cast<INT32>(CurrentPlayerProgressPercentage() * gRebelCommandSettings.fIncomeModifier + (newDirective == RCD_GATHER_SUPPLIES ? rebelCommandSaveInfo.directives[RCD_GATHER_SUPPLIES].GetValue1() : 0));
redraw = TRUE;
}