- prisoners give information only on mobile patrols, not on city sectors

- if using militia equipment, items stolen by militia are dropped after combat if their class is distributed to militia by the player
- Fix: do not delete world items with invalid gridno
- Fix: militia drop gear on valid GridNo

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5892 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-03-03 23:26:03 +00:00
parent 48c66c8662
commit 50c4982f91
4 changed files with 71 additions and 5 deletions
+2 -2
View File
@@ -5608,8 +5608,8 @@ void HandlePrisonerProcessingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
UINT32 result = Random(100);
if ( result < gGameExternalOptions.ubPrisonerProcessInfoDetectChance )
{
// there need to be enemies here...
if ( NumStationaryEnemiesInSector( sX, sY ) == 0 )
// there need to be mobile enemies here - that the quenn has troops in towns we do not own is hardly worthy information
if ( NumMobileEnemiesInSector( sX, sY ) == 0 )
continue;
// enemy patrol detected
+58
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@@ -2086,6 +2086,35 @@ void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGr
// Make copy of item
gTempObject = gWorldItems[ pItemPool->iItemIndex ].object;
// Flugente: if we allow militia to use sector equipment, then mark gear they pick up, so that they drop it too.
if ( pSoldier->bTeam == MILITIA_TEAM && gGameExternalOptions.fMilitiaUseSectorInventory )
{
if ( Item[gTempObject.usItem].usItemClass & IC_ARMOUR && gGameExternalOptions.fMilitiaUseSectorInventory_Armour )
{
gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gTempObject.usItem].usItemClass & IC_FACE && gGameExternalOptions.fMilitiaUseSectorInventory_Face )
{
gTempObject[0]->data.sObjectFlag |= IC_FACE;
}
else if ( Item[gTempObject.usItem].usItemClass & (IC_BLADE|IC_PUNCH) && gGameExternalOptions.fMilitiaUseSectorInventory_Melee )
{
gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gTempObject.usItem].usItemClass & IC_GRENADE && gGameExternalOptions.fMilitiaUseSectorInventory_Grenade )
{
gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gTempObject.usItem].usItemClass & (IC_GUN|IC_AMMO) && gGameExternalOptions.fMilitiaUseSectorInventory_Gun )
{
gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gTempObject.usItem].usItemClass & IC_LAUNCHER && gGameExternalOptions.fMilitiaUseSectorInventory_Launcher )
{
gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
}
if ( !AutoPlaceObject( pSoldier, &gTempObject, TRUE ) )
{
// check to see if the object has been swapped with one in inventory
@@ -2211,6 +2240,35 @@ void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGr
*/
RemoveItemFromPool( sGridNo, iItemIndex, pSoldier->pathing.bLevel );
// Flugente: if we allow militia to use sector equipment, then mark gear they pick up, so that they drop it too.
if ( pSoldier->bTeam == MILITIA_TEAM && gGameExternalOptions.fMilitiaUseSectorInventory )
{
if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & IC_ARMOUR && gGameExternalOptions.fMilitiaUseSectorInventory_Armour )
{
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & IC_FACE && gGameExternalOptions.fMilitiaUseSectorInventory_Face )
{
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= IC_FACE;
}
else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & (IC_BLADE|IC_PUNCH) && gGameExternalOptions.fMilitiaUseSectorInventory_Melee )
{
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & IC_GRENADE && gGameExternalOptions.fMilitiaUseSectorInventory_Grenade )
{
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & (IC_GUN|IC_AMMO) && gGameExternalOptions.fMilitiaUseSectorInventory_Gun )
{
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & IC_LAUNCHER && gGameExternalOptions.fMilitiaUseSectorInventory_Launcher )
{
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
}
if ( !AutoPlaceObject( pSoldier, &(gWorldItems[ iItemIndex ].object ), TRUE ) )
{
//ADB well we made an animation, should we still use up points?
+6 -2
View File
@@ -4585,7 +4585,9 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
if ( pWorldItem[ uiCount ].object.ubNumberOfObjects < 1 )
{
RemoveItemFromPool(pWorldItem[ uiCount ].sGridNo, uiCount, pWorldItem[ uiCount ].ubLevel);
if ( pWorldItem[ uiCount ].sGridNo != NOWHERE )
RemoveItemFromPool(pWorldItem[ uiCount ].sGridNo, uiCount, pWorldItem[ uiCount ].ubLevel);
pWorldItem[ uiCount ].fExists = FALSE;
}
}
@@ -4615,7 +4617,9 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
if ( pWorldItem[ uiCount ].object.ubNumberOfObjects < 1 )
{
RemoveItemFromPool(pWorldItem[ uiCount ].sGridNo, uiCount, pWorldItem[ uiCount ].ubLevel);
if ( pWorldItem[ uiCount ].sGridNo != NOWHERE )
RemoveItemFromPool(pWorldItem[ uiCount ].sGridNo, uiCount, pWorldItem[ uiCount ].ubLevel);
pWorldItem[ uiCount ].fExists = FALSE;
}
}
+5 -1
View File
@@ -15738,7 +15738,11 @@ void SOLDIERTYPE::DropSectorEquipment()
if ( !gGameExternalOptions.fMilitiaUseSectorInventory_Ammo && Item[ pObj->usItem ].usItemClass & IC_GUN )
(*pObj)[0]->data.gun.ubGunShotsLeft = 0;
AddItemToPool( this->sGridNo, pObj, 1 , this->pathing.bLevel, (WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO|WORLD_ITEM_REACHABLE), -1 );
INT32 sPutGridNo = this->sGridNo;
if ( sPutGridNo == NOWHERE )
sPutGridNo = RandomGridNo();
AddItemToPool( sPutGridNo, pObj, 1 , this->pathing.bLevel, (WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO|WORLD_ITEM_REACHABLE), -1 );
DeleteObj( &(this->inv[cnt]) );
}
}