Fix: various individual militia issues

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8477 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-09-21 18:38:22 +00:00
parent f30482d939
commit c20604f16a
5 changed files with 59 additions and 89 deletions
+2 -1
View File
@@ -21,6 +21,7 @@ extern CHAR16 zTrackingNumber[16];
// Keeps track of the saved game version. Increment the saved game version whenever
// you will invalidate the saved game file
#define INDIVIDUAL_MILITIA_RANKFIX 175 // Flugente: internal individual militia change requires variable change
#define DRAGPERSONS 174 // Flugente: we can drag people and corpses now
#define SEPARATE_VOICESETS 173 // Flugente: voice sets are now separate from profile slots, and we can have many more of them
#define HACKABLE_SAMS 172 // Flugente: SAM sites now have a status for hacking
@@ -93,7 +94,7 @@ extern CHAR16 zTrackingNumber[16];
#define AP100_SAVEGAME_DATATYPE_CHANGE 105 // Before this, we didn't have the 100AP structure changes
#define NIV_SAVEGAME_DATATYPE_CHANGE 102 // Before this, we used the old structure system
#define SAVE_GAME_VERSION DRAGPERSONS
#define SAVE_GAME_VERSION INDIVIDUAL_MILITIA_RANKFIX
//#define RUSSIANGOLD
#ifdef __cplusplus
+5 -10
View File
@@ -136,15 +136,10 @@ MilitiaPersonalDataTableFireConfirmationCallback( UINT8 val )
militia.Fire();
UpdateMilitia( militia );
INT8 type = SoldierClassToMilitiaRank( militia.soldierclass);
if ( type > -1 )
{
StrategicRemoveMilitiaFromSector( SECTORX( militia.sector ), SECTORY( militia.sector ), (UINT8)type, 1 );
StrategicRemoveMilitiaFromSector( SECTORX( militia.sector ), SECTORY( militia.sector ), militia.militiarank, 1 );
ResetMilitia();
}
ResetMilitia();
militiaindividualmainwidget.SetRefresh();
}
@@ -245,9 +240,9 @@ MilitiaPersonalDataTable::Display( )
{
UINT8 vest = GREENVEST;
UINT8 pants = BEIGEPANTS;
if ( militia.soldierclass == SOLDIER_CLASS_REG_MILITIA )
if ( militia.militiarank == REGULAR_MILITIA)
vest = JEANVEST;
else if ( militia.soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
else if ( militia.militiarank == ELITE_MILITIA)
vest = BLUEVEST;
// show background first
+6 -6
View File
@@ -233,9 +233,9 @@ void FilterIndividualMilitia( InidivualMilitiaLifeState aLifeState, InidivualMil
|| (aLifeState != IMLS_FIRED && aLifeState != IMLS_ALL && ((*it).flagmask & MILITIAFLAG_FIRED)) )
continue;
if ( (aRankState == IMRS_GREEN && (*it).soldierclass != SOLDIER_CLASS_GREEN_MILITIA ) ||
(aRankState == IMRS_REGULAR && (*it).soldierclass != SOLDIER_CLASS_REG_MILITIA) ||
(aRankState == IMRS_ELITE && (*it).soldierclass != SOLDIER_CLASS_ELITE_MILITIA) )
if ( (aRankState == IMRS_GREEN && (*it).militiarank != GREEN_MILITIA) ||
(aRankState == IMRS_REGULAR && (*it).militiarank != REGULAR_MILITIA) ||
(aRankState == IMRS_ELITE && (*it).militiarank != ELITE_MILITIA) )
continue;
if ( (aOriginState == IMOS_ARULCO && (*it).origin != MO_ARULCO) ||
@@ -545,11 +545,11 @@ void GetFaceData( UINT32 aMilitiaId, UINT32& arImageLib, UINT16& arImage )
{
if ( militia.flagmask & MILITIAFLAG_DEAD )
arImage = HUMAN_SKULL;
else if ( militia.soldierclass == SOLDIER_CLASS_GREEN_MILITIA )
else if ( militia.militiarank == GREEN_MILITIA)
arImage = militia.bodytype == REGFEMALE ? MILITIA1F_FACE : MILITIA1_FACE;
else if ( militia.soldierclass == SOLDIER_CLASS_REG_MILITIA )
else if ( militia.militiarank == REGULAR_MILITIA)
arImage = militia.bodytype == REGFEMALE ? MILITIA2F_FACE : MILITIA2_FACE;
else if ( militia.soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
else if ( militia.militiarank == ELITE_MILITIA)
arImage = militia.bodytype == REGFEMALE ? MILITIA3F_FACE : MILITIA3_FACE;
}
}
+43 -69
View File
@@ -63,7 +63,7 @@ MILITIA::Load( HWFILE hwFile )
numBytesRead = ReadFieldByField( hwFile, &originsector, sizeof(originsector), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField( hwFile, &sector, sizeof(sector), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField( hwFile, &age, sizeof(age), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField( hwFile, &soldierclass, sizeof(soldierclass), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField( hwFile, &militiarank, sizeof(militiarank), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField( hwFile, &bodytype, sizeof(bodytype), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField( hwFile, &skin, sizeof(skin), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField( hwFile, &hair, sizeof(hair), sizeof(UINT8), numBytesRead );
@@ -146,25 +146,19 @@ void MILITIA::AddKills( UINT16 aKills, UINT16 aAssists )
// important: increase by the NEW points (as militia that start with a higher rank have their points adjusted, promotion points are not always the sum of kills and assists)
promotionpoints += 2 * aKills + aAssists;
if ( soldierclass == SOLDIER_CLASS_REG_MILITIA )
if ( militiarank == REGULAR_MILITIA )
{
promotionpoints = max( promotionpoints, gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular );
}
else if ( soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
else if ( militiarank == ELITE_MILITIA )
{
promotionpoints = max( promotionpoints, gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular + gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Elite );
}
}
UINT16 MILITIA::GetWage( )
{
UINT8 type = GREEN_MILITIA;
if ( soldierclass == SOLDIER_CLASS_REG_MILITIA )
type = REGULAR_MILITIA;
else if ( soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
type = ELITE_MILITIA;
return gMilitiaOriginData[origin].dailycost[type];
{
return gMilitiaOriginData[origin].dailycost[militiarank];
}
// release militia from our service. Does not take care of actually removing a militia from the sector!
@@ -218,6 +212,10 @@ BOOLEAN LoadIndividualMilitiaData( HWFILE hwFile )
if ( !data.Load( hwFile ) )
return(FALSE);
// we changed variable storing the militia quality from soldierclass to militia rank, so we have to change this here
if ( guiCurrentSaveGameVersion < INDIVIDUAL_MILITIA_RANKFIX )
data.militiarank = SoldierClassToMilitiaRank( data.militiarank );
gIndividualMilitiaVector.push_back(data);
}
@@ -349,9 +347,9 @@ void HandleHourlyMilitiaHealing( )
}
}
UINT32 CreateRandomIndividualMilitia( UINT8 aSoldierClass, UINT8 aOrigin, UINT8 aSector )
UINT32 CreateRandomIndividualMilitia( UINT8 aMilitiaRank, UINT8 aOrigin, UINT8 aSector )
{
UINT32 militiaid = CreateNewIndividualMilitia( aSoldierClass, aOrigin, aSector );
UINT32 militiaid = CreateNewIndividualMilitia(aMilitiaRank, aOrigin, aSector );
MILITIA newmilitia;
if ( GetMilitia( militiaid, &newmilitia ) )
@@ -410,21 +408,19 @@ UINT32 CreateRandomIndividualMilitia( UINT8 aSoldierClass, UINT8 aOrigin, UINT8
return militiaid;
}
UINT32 CreateNewIndividualMilitia( UINT8 aSoldierClass, UINT8 aOrigin, UINT8 aSector )
UINT32 CreateNewIndividualMilitia( UINT8 aMilitiaRank, UINT8 aOrigin, UINT8 aSector )
{
if ( !gGameExternalOptions.fIndividualMilitia )
return 0;
// make sure we use a valid soldier class
UINT8 soldierclass = aSoldierClass;
if ( soldierclass < SOLDIER_CLASS_GREEN_MILITIA || soldierclass > SOLDIER_CLASS_ELITE_MILITIA )
soldierclass = SOLDIER_CLASS_GREEN_MILITIA;
MILITIA newmilitia;
newmilitia.id = GetFreeIndividualMilitiaId( );
newmilitia.soldierclass = soldierclass;
// make sure we use a valid soldier class
newmilitia.militiarank = aMilitiaRank;
if ( newmilitia.militiarank >= MAX_MILITIA_LEVELS )
newmilitia.militiarank = GREEN_MILITIA;
// according to origin, we choose bodytype, skin, hair, fore- and surname
newmilitia.origin = aOrigin;
@@ -518,10 +514,12 @@ UINT32 GetIdOfUnusedindividualMilitia( UINT8 aSoldierClass, UINT8 aSector )
if ( !gGameExternalOptions.fIndividualMilitia )
return 0;
UINT8 militialevel = SoldierClassToMilitiaRank( aSoldierClass );
std::vector<MILITIA>::iterator itend = gIndividualMilitiaVector.end();
for ( std::vector<MILITIA>::iterator it = gIndividualMilitiaVector.begin( ); it != itend; ++it )
{
if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && (*it).sector == aSector && (*it).soldierclass == aSoldierClass )
if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && (*it).sector == aSector && (*it).militiarank == militialevel )
{
// fitting data found - now we have to make sure this one isn't already in use
BOOLEAN found = FALSE;
@@ -530,21 +528,21 @@ UINT32 GetIdOfUnusedindividualMilitia( UINT8 aSoldierClass, UINT8 aSector )
INT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
for (pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier)
{
if ( pSoldier && pSoldier->bActive && (*it).id == pSoldier->usIndividualMilitiaID && IsLegalMilitiaId( pSoldier->usIndividualMilitiaID ) )
if (pSoldier && pSoldier->bActive && (*it).id == pSoldier->usIndividualMilitiaID && IsLegalMilitiaId(pSoldier->usIndividualMilitiaID) )
{
found = TRUE;
break;
}
}
if ( IndividualMilitiaInUse_AutoResolve( (*it).id ) )
if ( !found && IndividualMilitiaInUse_AutoResolve((*it).id))
{
found = TRUE;
}
if ( !found )
if (!found)
{
return (*it).id;
}
@@ -556,7 +554,7 @@ UINT32 GetIdOfUnusedindividualMilitia( UINT8 aSoldierClass, UINT8 aSector )
ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, L"Possible error: Not enough individual militia found in GetIdOfUnusedindividualMilitia" );
// nobody found. That shouldn't really happen, as we are supposed to create data whenever new militia is created. Create new data and use that
return CreateNewIndividualMilitia( aSoldierClass, MO_ARULCO, aSector );
return CreateNewIndividualMilitia( militialevel, MO_ARULCO, aSector );
}
// handle possible militia promotion and individual militia update
@@ -569,7 +567,7 @@ void HandlePossibleMilitiaPromotion( SOLDIERTYPE* pSoldier, BOOLEAN aAutoResolve
militia.AddKills( pSoldier->ubMilitiaKills, pSoldier->ubMilitiaAssists );
// if we have enough points, promote
if ( militia.soldierclass == SOLDIER_CLASS_GREEN_MILITIA )
if ( militia.militiarank == GREEN_MILITIA)
{
if ( militia.promotionpoints >= gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular )
{
@@ -598,7 +596,7 @@ void HandlePossibleMilitiaPromotion( SOLDIERTYPE* pSoldier, BOOLEAN aAutoResolve
}
}
}
else if ( militia.soldierclass == SOLDIER_CLASS_REG_MILITIA )
else if ( militia.militiarank == REGULAR_MILITIA)
{
if ( militia.promotionpoints >= gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular + gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Elite )
{
@@ -640,7 +638,7 @@ void HandlePossibleMilitiaPromotion( SOLDIERTYPE* pSoldier, BOOLEAN aAutoResolve
}
// separate report for promotion
if ( militia.soldierclass != pSoldier->ubSoldierClass )
if ( militia.militiarank != SoldierClassToMilitiaRank( pSoldier->ubSoldierClass ) )
{
MILITIA_BATTLEREPORT report;
report.id = GetWorldTotalMin( );
@@ -649,7 +647,7 @@ void HandlePossibleMilitiaPromotion( SOLDIERTYPE* pSoldier, BOOLEAN aAutoResolve
}
militia.healthratio = 100.0f * pSoldier->stats.bLife / pSoldier->stats.bLifeMax;
militia.soldierclass = pSoldier->ubSoldierClass;
militia.militiarank = SoldierClassToMilitiaRank( pSoldier->ubSoldierClass );
UpdateMilitia( militia );
}
@@ -697,17 +695,17 @@ void MoveIndividualMilitiaProfiles( UINT8 aSourceSector, UINT8 aTargetSector, UI
if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && (*it).sector == aSourceSector )
{
if ( usGreens && ( *it ).soldierclass == SOLDIER_CLASS_GREEN_MILITIA )
if ( usGreens && ( *it ).militiarank == GREEN_MILITIA)
{
(*it).sector = aTargetSector;
--usGreens;
}
else if ( usRegulars && (*it).soldierclass == SOLDIER_CLASS_REG_MILITIA )
else if ( usRegulars && (*it).militiarank == REGULAR_MILITIA)
{
(*it).sector = aTargetSector;
--usRegulars;
}
else if ( usElites && (*it).soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
else if ( usElites && (*it).militiarank == ELITE_MILITIA)
{
(*it).sector = aTargetSector;
--usElites;
@@ -732,15 +730,15 @@ void DisbandIndividualMilitia( UINT8 aSector, UINT8 usGreens, UINT8 usRegulars,
if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && (*it).sector == aSector )
{
if ( usGreens && (*it).soldierclass == SOLDIER_CLASS_GREEN_MILITIA )
if ( usGreens && (*it).militiarank == GREEN_MILITIA)
{
--usGreens;
}
else if ( usRegulars && (*it).soldierclass == SOLDIER_CLASS_REG_MILITIA )
else if ( usRegulars && (*it).militiarank == REGULAR_MILITIA)
{
--usRegulars;
}
else if ( usElites && (*it).soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
else if ( usElites && (*it).militiarank == ELITE_MILITIA)
{
--usElites;
}
@@ -756,12 +754,14 @@ void DisbandIndividualMilitia( UINT8 aSector, UINT8 usGreens, UINT8 usRegulars,
void PromoteIndividualMilitia( UINT8 aSector, UINT8 aSoldierClass )
{
UINT8 militiarank = SoldierClassToMilitiaRank( aSoldierClass );
std::vector<MILITIA>::iterator itend = gIndividualMilitiaVector.end( );
for ( std::vector<MILITIA>::iterator it = gIndividualMilitiaVector.begin( ); it != itend; ++it )
{
if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && (*it).sector == aSector && (*it).soldierclass == aSoldierClass )
if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && (*it).sector == aSector && (*it).militiarank == militiarank )
{
(*it).soldierclass++;
(*it).militiarank++;
// to properly update promotion points
(*it).AddKills(0, 0);
@@ -785,11 +785,11 @@ UINT32 GetDailyUpkeep_IndividualMilitia( UINT32& arNumGreen, UINT32& arNumRegula
{
if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) )
{
if ( (*it).soldierclass == SOLDIER_CLASS_REG_MILITIA )
if ( (*it).militiarank == REGULAR_MILITIA )
{
++arNumRegular;
}
else if ( (*it).soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
else if ( (*it).militiarank == ELITE_MILITIA )
{
++arNumElite;
}
@@ -816,19 +816,7 @@ void PickIndividualMilitia( UINT8 aSector, UINT8 ubType, UINT16 aNumber )
if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED | MILITIAFLAG_NEEDS_SECTOR)) && (*it).sector == aSector )
{
if ( ubType == GREEN_MILITIA && (*it).soldierclass == SOLDIER_CLASS_GREEN_MILITIA )
{
(*it).flagmask |= MILITIAFLAG_NEEDS_SECTOR;
--aNumber;
}
else if ( ubType == REGULAR_MILITIA && (*it).soldierclass == SOLDIER_CLASS_REG_MILITIA )
{
(*it).flagmask |= MILITIAFLAG_NEEDS_SECTOR;
--aNumber;
}
else if ( ubType == ELITE_MILITIA && (*it).soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
if ( ubType == (*it).militiarank )
{
(*it).flagmask |= MILITIAFLAG_NEEDS_SECTOR;
@@ -852,21 +840,7 @@ void DropIndividualMilitia( UINT8 aSector, UINT8 ubType, UINT16 aNumber )
if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && ((*it).flagmask & MILITIAFLAG_NEEDS_SECTOR) )
{
if ( ubType == GREEN_MILITIA && (*it).soldierclass == SOLDIER_CLASS_GREEN_MILITIA )
{
(*it).flagmask &= ~MILITIAFLAG_NEEDS_SECTOR;
(*it).sector = aSector;
--aNumber;
}
else if ( ubType == REGULAR_MILITIA && (*it).soldierclass == SOLDIER_CLASS_REG_MILITIA )
{
(*it).flagmask &= ~MILITIAFLAG_NEEDS_SECTOR;
(*it).sector = aSector;
--aNumber;
}
else if ( ubType == ELITE_MILITIA && (*it).soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
if ( ubType == (*it).militiarank )
{
(*it).flagmask &= ~MILITIAFLAG_NEEDS_SECTOR;
(*it).sector = aSector;
+3 -3
View File
@@ -104,7 +104,7 @@ public:
UINT8 age;
// visuals
UINT8 soldierclass; // green/veteran/elite
UINT8 militiarank; // green/veteran/elite
UINT8 bodytype; // male/bigmale1/bigmale2/female
UINT8 skin;
UINT8 hair;
@@ -159,9 +159,9 @@ void UpdateAllMilitiaHealthInTactical();
void HandleHourlyMilitiaHealing( );
UINT32 CreateRandomIndividualMilitia( UINT8 aSoldierClass, UINT8 aOrigin, UINT8 aSector );
UINT32 CreateRandomIndividualMilitia( UINT8 aMilitiaRank, UINT8 aOrigin, UINT8 aSector );
UINT32 CreateNewIndividualMilitia( UINT8 aSoldierClass, UINT8 aOrigin, UINT8 aSector );
UINT32 CreateNewIndividualMilitia( UINT8 aMilitiaRank, UINT8 aOrigin, UINT8 aSector );
UINT32 GetIdOfUnusedindividualMilitia( UINT8 aSoldierClass, UINT8 aSector );