- To make it easier to search for dialogue and understand what a line is supposed to mean, changed a few dialogue enums.

- Merged IsMercOnTeam...(...) functions into one
- Fix: during hiring, AIM mercs only complained about their hated ones if these were already in the country, thus ignoring other mercs in transit


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8512 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-01-04 15:50:31 +00:00
parent f8b34b35d7
commit a8e62cc406
12 changed files with 50 additions and 131 deletions
+8 -84
View File
@@ -1767,103 +1767,27 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDir
// IsMercOnTeam() checks to see if the passed in Merc Profile ID is currently on the player's team
BOOLEAN IsMercOnTeam(UINT8 ubMercID)
BOOLEAN IsMercOnTeam(UINT8 ubMercID, BOOLEAN aAlreadyInCountry, BOOLEAN aAlive)
{
UINT16 cnt;
UINT8 ubLastTeamID;
SOLDIERTYPE *pTeamSoldier;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
ubLastTeamID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= ubLastTeamID; cnt++,pTeamSoldier++)
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= ubLastTeamID; ++cnt, pTeamSoldier++)
{
if ( pTeamSoldier->ubProfile == ubMercID )
if ( pTeamSoldier->ubProfile == ubMercID && pTeamSoldier->bActive )
{
if( pTeamSoldier->bActive )
return(TRUE);
}
}
if ( aAlreadyInCountry && pTeamSoldier->bAssignment == IN_TRANSIT )
continue;
return(FALSE);
}
if ( aAlive && pTeamSoldier->stats.bLife <= 0 )
continue;
// ATE: Added this new function for contract renewals
BOOLEAN IsMercOnTeamAndAlive(UINT8 ubMercID)
{
UINT16 cnt;
UINT8 ubLastTeamID;
SOLDIERTYPE *pTeamSoldier;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
ubLastTeamID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= ubLastTeamID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->ubProfile == ubMercID )
{
if( pTeamSoldier->bActive )
{
if ( pTeamSoldier->stats.bLife > 0 )
{
return(TRUE);
}
}
}
}
return(FALSE);
}
BOOLEAN IsMercOnTeamAndInOmertaAlready(UINT8 ubMercID)
{
UINT16 cnt;
UINT8 ubLastTeamID;
SOLDIERTYPE *pTeamSoldier;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
ubLastTeamID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= ubLastTeamID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->ubProfile == ubMercID )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bAssignment != IN_TRANSIT )
return(TRUE);
}
}
return(FALSE);
}
BOOLEAN IsMercOnTeamAndInOmertaAlreadyAndAlive(UINT8 ubMercID)
{
UINT16 cnt;
UINT8 ubLastTeamID;
SOLDIERTYPE *pTeamSoldier;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
ubLastTeamID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= ubLastTeamID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->ubProfile == ubMercID )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bAssignment != IN_TRANSIT )
{
if ( pTeamSoldier->stats.bLife > 0 )
{
return(TRUE);
}
}
return( TRUE );
}
}