Merged from revision: 7290

- Fixed inaccessible or lost items for moving items from mercs to sector inventory when a different tactical map is loaded (by Buggler & anv)
- Revert fix on queen reinforcement pool being replenished on depletion when playing with limited enemy troops setting (by Buggler)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7291 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-06-25 17:53:15 +00:00
parent ff34f538d9
commit 4f0ee82ccb
3 changed files with 43 additions and 5 deletions
@@ -1592,11 +1592,30 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
// HEADROCK HAM 5: A LOT of functions rely on these flags being set. So set them!!
pInventoryPoolList[(iCurrentInventoryPoolPage*MAP_INVENTORY_POOL_SLOT_COUNT)+iCounter].bVisible = TRUE;
pInventoryPoolList[(iCurrentInventoryPoolPage*MAP_INVENTORY_POOL_SLOT_COUNT)+iCounter].fExists = TRUE;
if(gGameExternalOptions.fEnableInventoryPoolQ)//dnl ch51 091009
/*if(gGameExternalOptions.fEnableInventoryPoolQ)//dnl ch51 091009
{
if(!GridNoOnVisibleWorldTile(sObjectSourceGridNo))
sObjectSourceGridNo = gMapInformation.sCenterGridNo;
}
}*/
// set a grid no for item from mercs with invalid grid no in sector inventory, e.g. merc arriving in sector with a different tactical map loaded
if(!GridNoOnVisibleWorldTile(sObjectSourceGridNo))
{
// use the grid no of the first visible, reachable item
for(UINT32 i = 0; i < pInventoryPoolList.size(); i++ )
{
if( pInventoryPoolList[i].bVisible == 1 && pInventoryPoolList[i].fExists == TRUE && pInventoryPoolList[i].usFlags & WORLD_ITEM_REACHABLE )
{
sObjectSourceGridNo = pInventoryPoolList[i].sGridNo;
break;
}
// empty sector to use the center grid no of the loaded tactical sector, hope that it's accessible
if(!GridNoOnVisibleWorldTile(sObjectSourceGridNo))
sObjectSourceGridNo = gMapInformation.sCenterGridNo;
}
}
//CHRISL: Make sure we put the item at the same level as the merc
if(gpItemPointerSoldier->exists() == true)
@@ -2492,7 +2511,7 @@ BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo )
if(sGridNo != 0)
{
pInventoryPoolList[cnt].sGridNo = sGridNo;
pInventoryPoolList[cnt].usFlags = 512;
pInventoryPoolList[cnt].usFlags |= WORLD_ITEM_REACHABLE;
pInventoryPoolList[cnt].bVisible = 1;
pInventoryPoolList[cnt].fExists = TRUE;
}
+1 -2
View File
@@ -3313,7 +3313,6 @@ void EvaluateQueenSituation()
break;
}
/* // Buggler: Unlimited troops setting will have a constant pool value, limited troops setting should not be able to recruit new troops
if( !giReinforcementPool )
{ //Queen has run out of reinforcements. Simulate recruiting and training new troops
uiOffset *= 10;
@@ -3321,7 +3320,7 @@ void EvaluateQueenSituation()
giReinforcementPool += ( gGameExternalOptions.guiBaseQueenPoolIncrement * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, GetWorldTotalMin() + uiOffset, 0 );
return;
}*/
}
//Re-post the event
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, GetWorldTotalMin() + uiOffset, 0 );
+20
View File
@@ -59,6 +59,7 @@
#include "Sys Globals.h"//dnl ch74 201013
#include "CampaignStats.h" // added by Flugente
#include "DisplayCover.h" // added by Flugente
#include "Map Information.h"
#endif
#ifdef JA2UB
@@ -6919,6 +6920,25 @@ BOOLEAN AutoPlaceObjectToWorld(SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, INT8 b
fShowMapInventoryPool = TRUE;
CreateDestroyMapInventoryPoolButtons(FALSE);
}
// set a grid no for item from mercs with invalid grid no in sector inventory, e.g. merc arriving in sector with a different tactical map loaded
if(!GridNoOnVisibleWorldTile(sGridNo))
{
// use the grid no of the first visible, reachable item
for(UINT32 i = 0; i < pInventoryPoolList.size(); i++ )
{
if( pInventoryPoolList[i].bVisible == 1 && pInventoryPoolList[i].fExists == TRUE && pInventoryPoolList[i].usFlags & WORLD_ITEM_REACHABLE )
{
sGridNo = pInventoryPoolList[i].sGridNo;
break;
}
}
// empty sector to use the center grid no of the loaded tactical sector, hope that it's accessible
if(!GridNoOnVisibleWorldTile(sGridNo))
sGridNo = gMapInformation.sCenterGridNo;
}
fMapPanelDirty = TRUE;
return( AutoPlaceObjectInInventoryStash(pObj, sGridNo) );
}