mirror of
https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
****************************************************************************
** Merged Source Code from Development trunk, for the Spring 2011 Release ** **************************************************************************** o Development Trunk (Revision: 4444): https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP o This trunk (the official 1.13 source trunk) will only be used for fixing bugs. No new features will be added here. New Features are only included in the Development trunk o !!! After we have fixed a bug here in this trunk, we should MANUALLY merge the bugfix in the development trunk !!! git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -4485,16 +4485,16 @@ BOOLEAN GroupWillMoveThroughSector( GROUP *pGroup, UINT8 ubSectorX, UINT8 ubSect
|
||||
dy = wp->y - pGroup->ubSectorY;
|
||||
if( dx && dy )
|
||||
{ //Can't move diagonally!
|
||||
AssertMsg( 0, String( "GroupWillMoveThroughSector() -- Attempting to process waypoint in a diagonal direction from sector %c%d to sector %c%d for group at sector %c%d -- KM:0",
|
||||
pGroup->ubSectorY + 'A', pGroup->ubSectorX, wp->y + 'A' - 1, wp->x, ubOrigY + 'A' - 1, ubOrigX ) );
|
||||
//AssertMsg( 0, String( "GroupWillMoveThroughSector() -- Attempting to process waypoint in a diagonal direction from sector %c%d to sector %c%d for group at sector %c%d -- KM:0",
|
||||
// pGroup->ubSectorY + 'A', pGroup->ubSectorX, wp->y + 'A' - 1, wp->x, ubOrigY + 'A' - 1, ubOrigX ) );
|
||||
pGroup->ubSectorX = ubOrigX;
|
||||
pGroup->ubSectorY = ubOrigY;
|
||||
return TRUE;
|
||||
}
|
||||
if( !dx && !dy ) //Can't move to position currently at!
|
||||
{
|
||||
AssertMsg( 0, String( "GroupWillMoveThroughSector() -- Attempting to process same waypoint at %c%d for group at %c%d -- KM:0",
|
||||
wp->y + 'A' - 1, wp->x, ubOrigY + 'A' - 1, ubOrigX ) );
|
||||
//AssertMsg( 0, String( "GroupWillMoveThroughSector() -- Attempting to process same waypoint at %c%d for group at %c%d -- KM:0",
|
||||
// wp->y + 'A' - 1, wp->x, ubOrigY + 'A' - 1, ubOrigX ) );
|
||||
pGroup->ubSectorX = ubOrigX;
|
||||
pGroup->ubSectorY = ubOrigY;
|
||||
return TRUE;
|
||||
@@ -4859,7 +4859,7 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
|
||||
// SANDRO - STOMP traits - Scouting prevents the ambush of bloodcats
|
||||
BOOLEAN fBloodCatAmbushPrevented = FALSE;
|
||||
// The player has entered the lair
|
||||
if(( PlacementType == BLOODCAT_PLACEMENT_LAIR )&& !gubFact[ FACT_PLAYER_KNOWS_ABOUT_BLOODCAT_LAIR ] )
|
||||
if(( PlacementType == BLOODCAT_PLACEMENT_LAIR )) // Default: Sector I16
|
||||
{
|
||||
// We know about the lair
|
||||
if( gubFact[ FACT_PLAYER_KNOWS_ABOUT_BLOODCAT_LAIR ] )
|
||||
@@ -4877,7 +4877,6 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
|
||||
fBloodCatAmbushPrevented = TRUE;
|
||||
|
||||
gubEnemyEncounterCode = ENTERING_BLOODCAT_LAIR_CODE;
|
||||
gubFact[ FACT_PLAYER_KNOWS_ABOUT_BLOODCAT_LAIR ] = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -4896,7 +4895,6 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_BLOODCATS_AMBUSH_PREVENTED] );
|
||||
|
||||
fBloodCatAmbushPrevented = TRUE;
|
||||
|
||||
gubEnemyEncounterCode = NO_ENCOUNTER_CODE;
|
||||
}
|
||||
else
|
||||
@@ -5190,47 +5188,41 @@ BOOLEAN WildernessSectorWithAllProfiledNPCsNotSpokenWith( INT16 sSectorX, INT16
|
||||
for ( ubProfile = 0; ubProfile < NUM_PROFILES; ubProfile++ )
|
||||
{
|
||||
|
||||
if ( gProfilesRPC[ubProfile].ProfilId == ubProfile || gProfilesNPC[ubProfile].ProfilId == ubProfile || gProfilesVehicle[ubProfile].ProfilId == ubProfile)
|
||||
{
|
||||
pProfile = &gMercProfiles[ ubProfile ];
|
||||
|
||||
// skip stiffs
|
||||
if ( ( pProfile->bMercStatus == MERC_IS_DEAD ) || ( pProfile->bLife <= 0 ) )
|
||||
if ( gProfilesRPC[ubProfile].ProfilId == ubProfile || gProfilesNPC[ubProfile].ProfilId == ubProfile || gProfilesVehicle[ubProfile].ProfilId == ubProfile)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
pProfile = &gMercProfiles[ ubProfile ];
|
||||
|
||||
// skip vehicles
|
||||
//if ( ubProfile >= PROF_HUMMER && ubProfile <= PROF_HELICOPTER )
|
||||
if ( gProfilesVehicle[ubProfile].ProfilId == ubProfile )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// in this sector?
|
||||
if ( pProfile->sSectorX == sSectorX && pProfile->sSectorY == sSectorY && pProfile->bSectorZ == bSectorZ )
|
||||
{
|
||||
// if we haven't talked to him yet, and he's not currently recruired/escorted by player (!)
|
||||
if ( ( pProfile->ubLastDateSpokenTo == 0 ) &&
|
||||
!(pProfile->ubMiscFlags & (PROFILE_MISC_FLAG_RECRUITED | PROFILE_MISC_FLAG_EPCACTIVE) ) )
|
||||
// skip stiffs
|
||||
if ( ( pProfile->bMercStatus == MERC_IS_DEAD ) || ( pProfile->bLife <= 0 ) )
|
||||
{
|
||||
// then this is a guy we need to stop for...
|
||||
fFoundSomebody = TRUE;
|
||||
continue;
|
||||
}
|
||||
else
|
||||
|
||||
// skip vehicles
|
||||
//if ( ubProfile >= PROF_HUMMER && ubProfile <= PROF_HELICOPTER )
|
||||
if ( gProfilesVehicle[ubProfile].ProfilId == ubProfile )
|
||||
{
|
||||
// already spoke to this guy, don't prompt about this sector again, regardless of status of other NPCs here
|
||||
// (although Hamous wanders around, he never shares the same wilderness sector as other important NPCs)
|
||||
return( FALSE );
|
||||
continue;
|
||||
}
|
||||
|
||||
// in this sector?
|
||||
if ( pProfile->sSectorX == sSectorX && pProfile->sSectorY == sSectorY && pProfile->bSectorZ == bSectorZ )
|
||||
{
|
||||
// if we haven't talked to him yet, and he's not currently recruired/escorted by player (!)
|
||||
if ( ( pProfile->ubLastDateSpokenTo == 0 ) &&
|
||||
!(pProfile->ubMiscFlags & (PROFILE_MISC_FLAG_RECRUITED | PROFILE_MISC_FLAG_EPCACTIVE) ) )
|
||||
{
|
||||
// then this is a guy we need to stop for...
|
||||
fFoundSomebody = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
// already spoke to this guy, don't prompt about this sector again, regardless of status of other NPCs here
|
||||
// (although Hamous wanders around, he never shares the same wilderness sector as other important NPCs)
|
||||
return( FALSE );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return( fFoundSomebody );
|
||||
|
||||
Reference in New Issue
Block a user