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
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@@ -21,6 +21,7 @@ extern CHAR16 zTrackingNumber[16];
// Keeps track of the saved game version. Increment the saved game version whenever // Keeps track of the saved game version. Increment the saved game version whenever
// you will invalidate the saved game file // 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 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 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 #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 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 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 //#define RUSSIANGOLD
#ifdef __cplusplus #ifdef __cplusplus
+5 -10
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@@ -136,15 +136,10 @@ MilitiaPersonalDataTableFireConfirmationCallback( UINT8 val )
militia.Fire(); militia.Fire();
UpdateMilitia( militia ); UpdateMilitia( militia );
INT8 type = SoldierClassToMilitiaRank( militia.soldierclass); StrategicRemoveMilitiaFromSector( SECTORX( militia.sector ), SECTORY( militia.sector ), militia.militiarank, 1 );
if ( type > -1 )
{
StrategicRemoveMilitiaFromSector( SECTORX( militia.sector ), SECTORY( militia.sector ), (UINT8)type, 1 );
ResetMilitia(); ResetMilitia();
}
militiaindividualmainwidget.SetRefresh(); militiaindividualmainwidget.SetRefresh();
} }
@@ -245,9 +240,9 @@ MilitiaPersonalDataTable::Display( )
{ {
UINT8 vest = GREENVEST; UINT8 vest = GREENVEST;
UINT8 pants = BEIGEPANTS; UINT8 pants = BEIGEPANTS;
if ( militia.soldierclass == SOLDIER_CLASS_REG_MILITIA ) if ( militia.militiarank == REGULAR_MILITIA)
vest = JEANVEST; vest = JEANVEST;
else if ( militia.soldierclass == SOLDIER_CLASS_ELITE_MILITIA ) else if ( militia.militiarank == ELITE_MILITIA)
vest = BLUEVEST; vest = BLUEVEST;
// show background first // show background first
+6 -6
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@@ -233,9 +233,9 @@ void FilterIndividualMilitia( InidivualMilitiaLifeState aLifeState, InidivualMil
|| (aLifeState != IMLS_FIRED && aLifeState != IMLS_ALL && ((*it).flagmask & MILITIAFLAG_FIRED)) ) || (aLifeState != IMLS_FIRED && aLifeState != IMLS_ALL && ((*it).flagmask & MILITIAFLAG_FIRED)) )
continue; continue;
if ( (aRankState == IMRS_GREEN && (*it).soldierclass != SOLDIER_CLASS_GREEN_MILITIA ) || if ( (aRankState == IMRS_GREEN && (*it).militiarank != GREEN_MILITIA) ||
(aRankState == IMRS_REGULAR && (*it).soldierclass != SOLDIER_CLASS_REG_MILITIA) || (aRankState == IMRS_REGULAR && (*it).militiarank != REGULAR_MILITIA) ||
(aRankState == IMRS_ELITE && (*it).soldierclass != SOLDIER_CLASS_ELITE_MILITIA) ) (aRankState == IMRS_ELITE && (*it).militiarank != ELITE_MILITIA) )
continue; continue;
if ( (aOriginState == IMOS_ARULCO && (*it).origin != MO_ARULCO) || 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 ) if ( militia.flagmask & MILITIAFLAG_DEAD )
arImage = HUMAN_SKULL; 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; 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; 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; arImage = militia.bodytype == REGFEMALE ? MILITIA3F_FACE : MILITIA3_FACE;
} }
} }
+43 -69
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@@ -63,7 +63,7 @@ MILITIA::Load( HWFILE hwFile )
numBytesRead = ReadFieldByField( hwFile, &originsector, sizeof(originsector), sizeof(UINT8), numBytesRead ); numBytesRead = ReadFieldByField( hwFile, &originsector, sizeof(originsector), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField( hwFile, &sector, sizeof(sector), sizeof(UINT8), numBytesRead ); numBytesRead = ReadFieldByField( hwFile, &sector, sizeof(sector), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField( hwFile, &age, sizeof(age), 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, &bodytype, sizeof(bodytype), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField( hwFile, &skin, sizeof(skin), sizeof(UINT8), numBytesRead ); numBytesRead = ReadFieldByField( hwFile, &skin, sizeof(skin), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField( hwFile, &hair, sizeof(hair), 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) // 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; promotionpoints += 2 * aKills + aAssists;
if ( soldierclass == SOLDIER_CLASS_REG_MILITIA ) if ( militiarank == REGULAR_MILITIA )
{ {
promotionpoints = max( promotionpoints, gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular ); 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 ); promotionpoints = max( promotionpoints, gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular + gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Elite );
} }
} }
UINT16 MILITIA::GetWage( ) UINT16 MILITIA::GetWage( )
{ {
UINT8 type = GREEN_MILITIA; return gMilitiaOriginData[origin].dailycost[militiarank];
if ( soldierclass == SOLDIER_CLASS_REG_MILITIA )
type = REGULAR_MILITIA;
else if ( soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
type = ELITE_MILITIA;
return gMilitiaOriginData[origin].dailycost[type];
} }
// release militia from our service. Does not take care of actually removing a militia from the sector! // 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 ) ) if ( !data.Load( hwFile ) )
return(FALSE); 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); 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; MILITIA newmilitia;
if ( GetMilitia( militiaid, &newmilitia ) ) if ( GetMilitia( militiaid, &newmilitia ) )
@@ -410,21 +408,19 @@ UINT32 CreateRandomIndividualMilitia( UINT8 aSoldierClass, UINT8 aOrigin, UINT8
return militiaid; return militiaid;
} }
UINT32 CreateNewIndividualMilitia( UINT8 aSoldierClass, UINT8 aOrigin, UINT8 aSector ) UINT32 CreateNewIndividualMilitia( UINT8 aMilitiaRank, UINT8 aOrigin, UINT8 aSector )
{ {
if ( !gGameExternalOptions.fIndividualMilitia ) if ( !gGameExternalOptions.fIndividualMilitia )
return 0; 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; MILITIA newmilitia;
newmilitia.id = GetFreeIndividualMilitiaId( ); 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 // according to origin, we choose bodytype, skin, hair, fore- and surname
newmilitia.origin = aOrigin; newmilitia.origin = aOrigin;
@@ -518,10 +514,12 @@ UINT32 GetIdOfUnusedindividualMilitia( UINT8 aSoldierClass, UINT8 aSector )
if ( !gGameExternalOptions.fIndividualMilitia ) if ( !gGameExternalOptions.fIndividualMilitia )
return 0; return 0;
UINT8 militialevel = SoldierClassToMilitiaRank( aSoldierClass );
std::vector<MILITIA>::iterator itend = gIndividualMilitiaVector.end(); std::vector<MILITIA>::iterator itend = gIndividualMilitiaVector.end();
for ( std::vector<MILITIA>::iterator it = gIndividualMilitiaVector.begin( ); it != itend; ++it ) 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 // fitting data found - now we have to make sure this one isn't already in use
BOOLEAN found = FALSE; BOOLEAN found = FALSE;
@@ -530,21 +528,21 @@ UINT32 GetIdOfUnusedindividualMilitia( UINT8 aSoldierClass, UINT8 aSector )
INT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; INT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID; 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; found = TRUE;
break; break;
} }
} }
if ( IndividualMilitiaInUse_AutoResolve( (*it).id ) ) if ( !found && IndividualMilitiaInUse_AutoResolve((*it).id))
{ {
found = TRUE; found = TRUE;
} }
if ( !found ) if (!found)
{ {
return (*it).id; 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" ); 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 // 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 // handle possible militia promotion and individual militia update
@@ -569,7 +567,7 @@ void HandlePossibleMilitiaPromotion( SOLDIERTYPE* pSoldier, BOOLEAN aAutoResolve
militia.AddKills( pSoldier->ubMilitiaKills, pSoldier->ubMilitiaAssists ); militia.AddKills( pSoldier->ubMilitiaKills, pSoldier->ubMilitiaAssists );
// if we have enough points, promote // 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 ) 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 ) 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 // separate report for promotion
if ( militia.soldierclass != pSoldier->ubSoldierClass ) if ( militia.militiarank != SoldierClassToMilitiaRank( pSoldier->ubSoldierClass ) )
{ {
MILITIA_BATTLEREPORT report; MILITIA_BATTLEREPORT report;
report.id = GetWorldTotalMin( ); report.id = GetWorldTotalMin( );
@@ -649,7 +647,7 @@ void HandlePossibleMilitiaPromotion( SOLDIERTYPE* pSoldier, BOOLEAN aAutoResolve
} }
militia.healthratio = 100.0f * pSoldier->stats.bLife / pSoldier->stats.bLifeMax; militia.healthratio = 100.0f * pSoldier->stats.bLife / pSoldier->stats.bLifeMax;
militia.soldierclass = pSoldier->ubSoldierClass; militia.militiarank = SoldierClassToMilitiaRank( pSoldier->ubSoldierClass );
UpdateMilitia( militia ); UpdateMilitia( militia );
} }
@@ -697,17 +695,17 @@ void MoveIndividualMilitiaProfiles( UINT8 aSourceSector, UINT8 aTargetSector, UI
if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && (*it).sector == aSourceSector ) 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; (*it).sector = aTargetSector;
--usGreens; --usGreens;
} }
else if ( usRegulars && (*it).soldierclass == SOLDIER_CLASS_REG_MILITIA ) else if ( usRegulars && (*it).militiarank == REGULAR_MILITIA)
{ {
(*it).sector = aTargetSector; (*it).sector = aTargetSector;
--usRegulars; --usRegulars;
} }
else if ( usElites && (*it).soldierclass == SOLDIER_CLASS_ELITE_MILITIA ) else if ( usElites && (*it).militiarank == ELITE_MILITIA)
{ {
(*it).sector = aTargetSector; (*it).sector = aTargetSector;
--usElites; --usElites;
@@ -732,15 +730,15 @@ void DisbandIndividualMilitia( UINT8 aSector, UINT8 usGreens, UINT8 usRegulars,
if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && (*it).sector == aSector ) 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; --usGreens;
} }
else if ( usRegulars && (*it).soldierclass == SOLDIER_CLASS_REG_MILITIA ) else if ( usRegulars && (*it).militiarank == REGULAR_MILITIA)
{ {
--usRegulars; --usRegulars;
} }
else if ( usElites && (*it).soldierclass == SOLDIER_CLASS_ELITE_MILITIA ) else if ( usElites && (*it).militiarank == ELITE_MILITIA)
{ {
--usElites; --usElites;
} }
@@ -756,12 +754,14 @@ void DisbandIndividualMilitia( UINT8 aSector, UINT8 usGreens, UINT8 usRegulars,
void PromoteIndividualMilitia( UINT8 aSector, UINT8 aSoldierClass ) void PromoteIndividualMilitia( UINT8 aSector, UINT8 aSoldierClass )
{ {
UINT8 militiarank = SoldierClassToMilitiaRank( aSoldierClass );
std::vector<MILITIA>::iterator itend = gIndividualMilitiaVector.end( ); std::vector<MILITIA>::iterator itend = gIndividualMilitiaVector.end( );
for ( std::vector<MILITIA>::iterator it = gIndividualMilitiaVector.begin( ); it != itend; ++it ) 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 // to properly update promotion points
(*it).AddKills(0, 0); (*it).AddKills(0, 0);
@@ -785,11 +785,11 @@ UINT32 GetDailyUpkeep_IndividualMilitia( UINT32& arNumGreen, UINT32& arNumRegula
{ {
if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) ) if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) )
{ {
if ( (*it).soldierclass == SOLDIER_CLASS_REG_MILITIA ) if ( (*it).militiarank == REGULAR_MILITIA )
{ {
++arNumRegular; ++arNumRegular;
} }
else if ( (*it).soldierclass == SOLDIER_CLASS_ELITE_MILITIA ) else if ( (*it).militiarank == ELITE_MILITIA )
{ {
++arNumElite; ++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 ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED | MILITIAFLAG_NEEDS_SECTOR)) && (*it).sector == aSector )
{ {
if ( ubType == GREEN_MILITIA && (*it).soldierclass == SOLDIER_CLASS_GREEN_MILITIA ) if ( ubType == (*it).militiarank )
{
(*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 )
{ {
(*it).flagmask |= MILITIAFLAG_NEEDS_SECTOR; (*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 ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && ((*it).flagmask & MILITIAFLAG_NEEDS_SECTOR) )
{ {
if ( ubType == GREEN_MILITIA && (*it).soldierclass == SOLDIER_CLASS_GREEN_MILITIA ) if ( ubType == (*it).militiarank )
{
(*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 )
{ {
(*it).flagmask &= ~MILITIAFLAG_NEEDS_SECTOR; (*it).flagmask &= ~MILITIAFLAG_NEEDS_SECTOR;
(*it).sector = aSector; (*it).sector = aSector;
+3 -3
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@@ -104,7 +104,7 @@ public:
UINT8 age; UINT8 age;
// visuals // visuals
UINT8 soldierclass; // green/veteran/elite UINT8 militiarank; // green/veteran/elite
UINT8 bodytype; // male/bigmale1/bigmale2/female UINT8 bodytype; // male/bigmale1/bigmale2/female
UINT8 skin; UINT8 skin;
UINT8 hair; UINT8 hair;
@@ -159,9 +159,9 @@ void UpdateAllMilitiaHealthInTactical();
void HandleHourlyMilitiaHealing( ); 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 ); UINT32 GetIdOfUnusedindividualMilitia( UINT8 aSoldierClass, UINT8 aSector );