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- Fix: ASD did not take mercs on assignment into account
- Fix: crash when entering combat without any mercs in sector on duty git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8380 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+6
-6
@@ -449,7 +449,7 @@ void ASDDecideHeliOperations()
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// lower a sector's rating for the amount of militia and mercs here - no sense in dropping a squad into a killing field
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// for now, the AI simply knows the player's amount of troops - later on, try to rely on espionage
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UINT16 num_militia = CountAllMilitiaInFiveSectors( sX, sY );
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UINT16 num_mercs = PlayerMercsInSector( sX, sY, 0 );
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UINT16 num_mercs = NumPlayerTeamMembersInSector( sX, sY, 0);
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if ( num_militia + num_mercs )
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{
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if ( num_militia + num_mercs > 2 * gEnemyHeliMaxTroops )
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@@ -619,7 +619,7 @@ void ENEMY_HELI::Destroy( )
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SectorInfo[sector_current].ubNumElites = min( 255, SectorInfo[sector_current].ubNumElites + 1 + Random(troopcount) );
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// if no militia or mercs are here, enemy takes this sector
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if ( PlayerMercsInSector( SECTORX( sector_current ), SECTORY( sector_current ), 0 ) + NumNonPlayerTeamMembersInSector( SECTORX( sector_current ), SECTORY( sector_current ), MILITIA_TEAM ) <= 0 )
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if ( NumPlayerTeamMembersInSector( SECTORX( sector_current ), SECTORY( sector_current ), 0 ) + NumNonPlayerTeamMembersInSector( SECTORX( sector_current ), SECTORY( sector_current ), MILITIA_TEAM ) <= 0 )
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{
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SetThisSectorAsEnemyControlled( SECTORX( sector_current ), SECTORY( sector_current ), 0, TRUE );
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}
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@@ -954,7 +954,7 @@ void UpdateEnemyHeli( INT16 id )
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heli.flagmask &= ~ENEMYHELI_ORDER_DROPTROOPS;
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// if no militia or mercs are here, enemy takes this sector
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if ( PlayerMercsInSector( SECTORX( heli.sector_current ), SECTORY( heli.sector_current ), 0 ) + NumNonPlayerTeamMembersInSector( SECTORX( heli.sector_current ), SECTORY( heli.sector_current ), MILITIA_TEAM ) <= 0 )
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if ( NumPlayerTeamMembersInSector( SECTORX( heli.sector_current ), SECTORY( heli.sector_current ), 0 ) + NumNonPlayerTeamMembersInSector( SECTORX( heli.sector_current ), SECTORY( heli.sector_current ), MILITIA_TEAM ) <= 0 )
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{
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SetThisSectorAsEnemyControlled( SECTORX( heli.sector_current ), SECTORY( heli.sector_current ), 0, TRUE );
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}
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@@ -969,7 +969,7 @@ void UpdateEnemyHeli( INT16 id )
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if ( heli.flagmask & ENEMYHELI_ORDER_PICKUPTROOPS && heli.sector_current == heli.sector_destination )
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{
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// for now, not if the player is here
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if ( !PlayerMercsInSector( SECTORX( heli.sector_current ), SECTORY( heli.sector_current ), 0 ) )
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if ( !NumPlayerTeamMembersInSector( SECTORX( heli.sector_current ), SECTORY( heli.sector_current ), 0 ) )
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{
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if ( heli.troopcount < gEnemyHeliMaxTroops )
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{
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@@ -1209,7 +1209,7 @@ void EnemyHeliCheckPlayerKnowledge( INT16 id )
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INT8 current_y = SECTORY( heli.sector_current );
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// if there are mercs in this sector, they spot the heli and let us know
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if ( PlayerMercsInSector( current_x, current_y, 0 ) )
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if ( NumPlayerTeamMembersInSector( current_x, current_y, 0 ) )
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{
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// if we previously did not know of the heli, our mercs will alert us
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if ( !(heli.flagmask & ENEMYHELI_KNOWNTOPLAYER) )
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@@ -1241,7 +1241,7 @@ void EnemyHeliCheckPlayerKnowledge( INT16 id )
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if ( DoesSamCoverSector( i, heli.sector_current ) )
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{
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// if mercs man the SAM, they will let us know of the new SAM
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if ( PlayerMercsInSector( gpSamSectorX[i], gpSamSectorY[i], 0 ) )
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if ( NumPlayerTeamMembersInSector( gpSamSectorX[i], gpSamSectorY[i], 0 ) )
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{
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// if we previously did not know of the heli, our mercs will alert us
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if ( !(heli.flagmask & ENEMYHELI_KNOWNTOPLAYER) )
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@@ -286,6 +286,29 @@ UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubT
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return ubNumTroops;
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}
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// returns how many members of a team are in a sector - only intended for OUR_TEAM! POWs not included
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UINT16 NumPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, INT8 sSectorZ )
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{
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UINT16 teammemberspresent = 0;
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SOLDIERTYPE* pTeamSoldier = NULL;
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UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( pTeamSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, pTeamSoldier++ )
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{
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// we test several conditions before we allow adding an opinion
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// other merc must be active, have a profile, be someone else and not be in transit or dead
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if ( pTeamSoldier->bActive && !pTeamSoldier->flags.fBetweenSectors && pTeamSoldier->stats.bLife > 0 && !(pTeamSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) &&
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!(pTeamSoldier->bAssignment == IN_TRANSIT || pTeamSoldier->bAssignment == ASSIGNMENT_DEAD || pTeamSoldier->bAssignment == ASSIGNMENT_POW) &&
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(pTeamSoldier->sSectorX == sSectorX && pTeamSoldier->sSectorY == sSectorY && pTeamSoldier->bSectorZ == sSectorZ) )
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{
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++teammemberspresent;
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}
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}
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return teammemberspresent;
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}
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UINT16 NumEnemyArmedVehiclesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam )
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{
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SECTORINFO *pSector;
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@@ -22,6 +22,9 @@ UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
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// returns how many members of a team are in a sector - not intended for OUR_TEAM!
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UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam );
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// returns how many members of a team are in a sector - only intended for OUR_TEAM! POWs not included
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UINT16 NumPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, INT8 sSectorZ );
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UINT16 NumEnemyArmedVehiclesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam );
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UINT8 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
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UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
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