- when enemy retreats he will be added to the adjacent sector, not deleted

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@316 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-06-30 11:11:48 +00:00
parent 622628f590
commit 4c5607bae9
2 changed files with 42 additions and 3 deletions
+2 -2
View File
@@ -43,7 +43,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.315_2006_06_30.exe"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.316_2006_06_30.exe"
LinkIncremental="2"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
@@ -546,7 +546,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.315_2006_06_30.exe"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.316_2006_06_30.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+40 -1
View File
@@ -2828,6 +2828,8 @@ void SetNewSituation( SOLDIERTYPE * pSoldier )
void HandleAITacticalTraversal( SOLDIERTYPE * pSoldier )
{
UINT8 ubQuoteActionID = pSoldier->ubQuoteActionID;
HandleNPCChangesForTacticalTraversal( pSoldier );
if ( pSoldier->ubProfile != NO_PROFILE && NPCHasUnusedRecordWithGivenApproach( pSoldier->ubProfile, APPROACH_DONE_TRAVERSAL ) )
@@ -2855,7 +2857,44 @@ void HandleAITacticalTraversal( SOLDIERTYPE * pSoldier )
}
else
{
ProcessQueenCmdImplicationsOfDeath( pSoldier );
int iMapX = gWorldSectorX;
int iMapY = gWorldSectorY;
switch( ubQuoteActionID )
{
case QUOTE_ACTION_ID_TRAVERSE_EAST:
++iMapX;
break;
case QUOTE_ACTION_ID_TRAVERSE_WEST:
--iMapX;
break;
case QUOTE_ACTION_ID_TRAVERSE_SOUTH:
++iMapY;
break;
case QUOTE_ACTION_ID_TRAVERSE_NORTH:
--iMapY;
break;
}
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( iMapX, iMapY ) ] );
switch( pSoldier->ubSoldierClass )
{
case SOLDIER_CLASS_ELITE:
++pSectorInfo->ubNumElites;
break;
case SOLDIER_CLASS_ARMY:
++pSectorInfo->ubNumTroops;
break;
case SOLDIER_CLASS_ADMINISTRATOR:
++pSectorInfo->ubNumAdmins;
break;
}
ProcessQueenCmdImplicationsOfDeath( pSoldier );
TacticalRemoveSoldier( pSoldier->ubID );
}
CheckForEndOfBattle( TRUE );