Bugfixes / Improvements (macros) of Assignments (by Franimus)

- Fixed warning for INT8 overflow on scroll region priority, seemingly had no effect though
- Use new assignment macros
- Bugfix - POWs' activity level being overwritten
- Feature - automatically bandage bleeding mercs on a PATIENT assignment
- Bugfix - mercs treated at facilities should not use mercs' medkits
- Added 3 new enums for facility doctor, patient, and repair
- Bugfix for facility patients not detected as being in a facility
- Bugfix - iBurstAPCost was ignoring half of its calculation due to extraneous semicolon


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7988 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2015-09-12 11:27:28 +00:00
parent 3ab623e452
commit a2589f7034
21 changed files with 242 additions and 150 deletions
+2 -2
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@@ -713,8 +713,8 @@ void ChangeStat( MERCPROFILESTRUCT *pProfile, SOLDIERTYPE *pSoldier, UINT8 ubSta
if ( ((pSoldier->bAssignment == TRAIN_BY_OTHER || pSoldier->bAssignment == TRAIN_TEAMMATE || pSoldier->bAssignment == TRAIN_SELF ||
pSoldier->bAssignment == FACILITY_STAFF || pSoldier->bAssignment == TRAIN_TOWN || pSoldier->bAssignment == TRAIN_MOBILE )
&& !gGameSettings.fOptions[TOPTION_QUIET_TRAINING]) ||
(pSoldier->bAssignment == REPAIR && !gGameSettings.fOptions[TOPTION_QUIET_REPAIRING]) ||
(pSoldier->bAssignment == DOCTOR && !gGameSettings.fOptions[TOPTION_QUIET_DOCTORING]))
(IS_REPAIR(pSoldier->bAssignment) && !gGameSettings.fOptions[TOPTION_QUIET_REPAIRING]) ||
(IS_DOCTOR(pSoldier->bAssignment) && !gGameSettings.fOptions[TOPTION_QUIET_DOCTORING]))
TacticalCharacterDialogue( pSoldier, QUOTE_EXPERIENCE_GAIN );
}
+9 -3
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@@ -105,12 +105,18 @@ void HandleDisease()
// infection chance gets modified depending on assignments
FLOAT modifier = 1.0f;
// if both are in the same squad, chance is increased
if ( pTeamSoldier->bAssignment == pSoldier->bAssignment && pSoldier->bAssignment < ON_DUTY )
// if both are in the same squad or vehicle, chance is increased
if (pTeamSoldier->bAssignment == pSoldier->bAssignment &&
(pSoldier->bAssignment < ON_DUTY ||
(pSoldier->bAssignment == VEHICLE && pSoldier->iVehicleId == pTeamSoldier->iVehicleId)))
{
modifier = 1.5;
}
// doctor-patient relations increase chance even more
else if ( (pTeamSoldier->bAssignment == DOCTOR || pTeamSoldier->bAssignment == PATIENT) && (pSoldier->bAssignment == DOCTOR || pSoldier->bAssignment == PATIENT) )
else if (IS_PATIENT(pTeamSoldier->bAssignment) && IS_PATIENT(pSoldier->bAssignment))
{
modifier = 4;
}
// we might get a disease from this...
HandlePossibleInfection( pSoldier, pTeamSoldier, INFECTION_TYPE_CONTACT_HUMAN, modifier );
+2 -2
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@@ -1966,7 +1966,7 @@ UINT8 GetBestMercLeaderInSector( INT16 sX, INT16 sY, INT8 sZ )
UINT8 GetRandomMercInSectorNotInList( INT16 sX, INT16 sY, INT8 sZ, std::vector<UINT8> aTaboo, BOOLEAN fImpOnly )
{
std::vector<UINT8> resultvector;
std::vector<UINT16> resultvector;
SOLDIERTYPE* pTeamSoldier = NULL;
UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
@@ -2267,7 +2267,7 @@ void HandleDynamicOpinionChange( SOLDIERTYPE* pSoldier, UINT8 usEvent, BOOLEAN f
case OPINIONEVENT_DISEASE_DISGUSTING:
// not if the other guy is a doctor, is currently used as a doctor, or has disease themself
if ( pTeamSoldier->bAssignment == DOCTOR || pTeamSoldier->bAssignment == DISEASE_DOCTOR_SECTOR || HAS_SKILL_TRAIT( pTeamSoldier, DOCTOR_NT ) || pTeamSoldier->HasDisease(TRUE, FALSE, FALSE) )
if ( IS_DOCTOR(pTeamSoldier->bAssignment) || pTeamSoldier->bAssignment == DISEASE_DOCTOR_SECTOR || HAS_SKILL_TRAIT( pTeamSoldier, DOCTOR_NT ) || pTeamSoldier->HasDisease(TRUE, FALSE, FALSE) )
continue;
break;
+3 -3
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@@ -2246,7 +2246,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
switch( pSoldier->bAssignment )
{
case DOCTOR:
CASE_DOCTOR:
sIconIndex_Assignment = 1;
fDoIcon_Assignment = TRUE;
sPtsAvailable = CalculateHealingPointsForDoctor( MercPtrs[ pFace->ubSoldierID ], &usMaximumPts, FALSE );
@@ -2258,7 +2258,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
usMaximumPts = ( usMaximumPts + 5 ) / 10;
break;
case PATIENT:
CASE_PATIENT:
sIconIndex_Assignment = 2;
fDoIcon_Assignment = TRUE;
// show current health / maximum health
@@ -2300,7 +2300,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
}
break;
case REPAIR:
CASE_REPAIR:
sIconIndex_Assignment = 0;
fDoIcon_Assignment = TRUE;
+1 -1
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@@ -382,7 +382,7 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
else
activitymodifier = gGameExternalOptions.sFoodDigestionTravel;
}
else if ( pSoldier->bAssignment > DOCTOR )
else if ( pSoldier->bAssignment > DOCTOR ) // unclear why this does not include DOCTOR assignment???
activitymodifier = gGameExternalOptions.sFoodDigestionAssignment;
else if ( (gTacticalStatus.uiFlags & INCOMBAT) )
activitymodifier = gGameExternalOptions.sFoodDigestionCombat;
+4 -9
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@@ -6476,10 +6476,6 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
INT16 usX, usY;
INT16 ubAttackAPs;
UINT8 ubNumLine;
INT16 sTop;
INT16 sHeight;
INT16 sLeft;
INT16 sWidth;
OBJECTTYPE *gpComparedItemDescObject = NULL;
@@ -7931,7 +7927,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
* GetAttackAPTraitMultiplier( gpItemDescSoldier, gpComparedItemDescObject, WM_BURST )
+ CalcAPsToBurst( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, gpItemDescSoldier ) + 0.5f );
// Get base Burst Cost
INT16 iBurstAPCost = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject );
INT16 iBurstAPCost = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject )
+ CalcAPsToBurstNoModifier( APBPConstants[DEFAULT_APS], gpComparedItemDescObject );
// Get Burst Cost Modifier
INT16 iBurstAPCostModifier = iFinalBurstAPCost - iBurstAPCost;
@@ -8001,7 +7997,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
* GetAttackAPTraitMultiplier( gpItemDescSoldier, gpComparedItemDescObject, WM_AUTOFIRE )
+ CalcAPsToAutofire( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, 3, gpItemDescSoldier ) + 0.5f );
// Get base Autofire Cost
INT16 iAutoAPCost = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject );
INT16 iAutoAPCost = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject )
+ CalcAPsToAutofireNoModifier( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, 3 );
// Get Autofire Cost Modifier
INT16 iAutoAPCostModifier = iFinalAutoAPCost - iAutoAPCost;
@@ -8767,7 +8763,7 @@ void DrawAmmoValues( OBJECTTYPE * gpItemDescObject, int shotsLeft )
INT16 usY;
INT16 usX;
UINT8 ubNumLine;
INT16 sLeft, sTop, sWidth, sHeight;
INT16 sTop, sHeight;
OBJECTTYPE *gpComparedItemDescObject = NULL;
@@ -9027,7 +9023,7 @@ void DrawExplosiveValues( OBJECTTYPE * gpItemDescObject )
INT16 usY;
INT16 usX;
UINT8 ubNumLine;
INT16 sLeft, sTop, sWidth, sHeight;
INT16 sTop, sHeight;
OBJECTTYPE *gpComparedItemDescObject = NULL;
@@ -9672,7 +9668,6 @@ void DrawArmorValues( OBJECTTYPE * gpItemDescObject )
INT16 usY;
INT16 usX;
UINT8 ubNumLine;
INT16 sLeft, sTop, sWidth, sHeight;
OBJECTTYPE *gpComparedItemDescObject = NULL;
+6 -6
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@@ -1730,15 +1730,15 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDir
{
InternalSoldierInSectorSleep( pSoldier, pSoldier->sInsertionGridNo, FALSE );
}
else if ( pSoldier->bAssignment == PATIENT )
{
SoldierInSectorPatient( pSoldier, pSoldier->sInsertionGridNo );
}
else if ( pSoldier->bAssignment == DOCTOR )
else if ( IS_DOCTOR(pSoldier->bAssignment) )
{
SoldierInSectorDoctor( pSoldier, pSoldier->sInsertionGridNo );
}
else if ( pSoldier->bAssignment == REPAIR )
else if ( IS_PATIENT(pSoldier->bAssignment) )
{
SoldierInSectorPatient( pSoldier, pSoldier->sInsertionGridNo );
}
else if ( IS_REPAIR(pSoldier->bAssignment) )
{
SoldierInSectorRepair( pSoldier, pSoldier->sInsertionGridNo );
}