Fix: if militia groups arrive in combat alongside the player, it is possible they are interpreted as being already present, thus spawning in the sector instead of at the edges.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8545 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-03-11 12:50:04 +00:00
parent b20c9a9de9
commit c8a01e613f
2 changed files with 88 additions and 20 deletions
+9 -9
View File
@@ -15,9 +15,9 @@
#ifdef JA2EDITOR
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8542 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8545 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8542 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8545 (Development Build)" };
#endif
// ------------------------------
@@ -27,11 +27,11 @@
//DEBUG BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8542 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8545 (Development Build)" };
#elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8542 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8545 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8542 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8545 (Development Build)" };
#endif
#elif defined CRIPPLED_VERSION
@@ -46,16 +46,16 @@
//RELEASE BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8542 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8545 (Development Build)" };
#elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8542 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8545 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Release v1.13.8542 (Development Build)" };
CHAR16 zVersionLabel[256] = { L"Release v1.13.8545 (Development Build)" };
#endif
#endif
CHAR8 czVersionNumber[16] = { "Build 18.03.10" }; //YY.MM.DD
CHAR8 czVersionNumber[16] = { "Build 18.03.11" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
// SAVE_GAME_VERSION is defined in header, change it there
+79 -11
View File
@@ -212,27 +212,95 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll)
// Do we have a loaded sector?
if ( gWorldSectorX == 0 && gWorldSectorY == 0 )
return;
//for (int i=0; i<TOTAL_SOLDIERS; i++)
{
//CHRISL: What's this assert for?
//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds(MercPtrs[i]->sGridNo));
}
pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
ubGreen = MilitiaInSectorOfRank( gWorldSectorX, gWorldSectorY, GREEN_MILITIA );
ubRegs = MilitiaInSectorOfRank( gWorldSectorX, gWorldSectorY, REGULAR_MILITIA );
ubElites = MilitiaInSectorOfRank( gWorldSectorX, gWorldSectorY, ELITE_MILITIA );
// Prevent militia from just waiting on the border
gTacticalStatus.Team[MILITIA_TEAM].bAwareOfOpposition = (pSector->uiFlags & SF_PLAYER_KNOWS_ENEMIES_ARE_HERE) != 0;
gTacticalStatus.Team[MILITIA_TEAM].bAwareOfOpposition = ( pSector->uiFlags & SF_PLAYER_KNOWS_ENEMIES_ARE_HERE ) != 0;
ubGreen = MilitiaInSectorOfRankStationary( gWorldSectorX, gWorldSectorY, GREEN_MILITIA );
ubRegs = MilitiaInSectorOfRankStationary( gWorldSectorX, gWorldSectorY, REGULAR_MILITIA );
ubElites = MilitiaInSectorOfRankStationary( gWorldSectorX, gWorldSectorY, ELITE_MILITIA );
// Flugente: if we are entering combat, have militia groups that arrived from other sectors start at the edges.
// As the arrival time is no longer set, we try to deduct that from the previous sectors of the groups.
// If that isn't set, too bad, have them insert in the center then.
if ( fPrepareAll && !guiDirNumber && NumHostilesInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) > 0 )//(gTacticalStatus.uiFlags & INCOMBAT) )
{
guiDirNumber = 5;
ZeroMemory( gpAttackDirs, sizeof( gpAttackDirs ) );
gpAttackDirs[0][0] += ubGreen;
gpAttackDirs[0][1] += ubRegs;
gpAttackDirs[0][2] += ubElites;
GROUP *pGroup = gpGroupList;
while ( pGroup )
{
if ( pGroup->usGroupTeam == MILITIA_TEAM && pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY )
{
if ( pGroup->ubPrevX > 0 && pGroup->ubPrevY > 0 )
{
if ( pGroup->ubPrevX < gWorldSectorX )
{
gpAttackDirs[4][0] += pGroup->pEnemyGroup->ubNumAdmins;
gpAttackDirs[4][1] += pGroup->pEnemyGroup->ubNumTroops;
gpAttackDirs[4][2] += pGroup->pEnemyGroup->ubNumElites;
gpAttackDirs[4][3] = INSERTION_CODE_WEST;
}
else if ( pGroup->ubPrevX > gWorldSectorX )
{
gpAttackDirs[2][0] += pGroup->pEnemyGroup->ubNumAdmins;
gpAttackDirs[2][1] += pGroup->pEnemyGroup->ubNumTroops;
gpAttackDirs[2][2] += pGroup->pEnemyGroup->ubNumElites;
gpAttackDirs[2][3] = INSERTION_CODE_EAST;
}
else if ( pGroup->ubPrevY < gWorldSectorY )
{
gpAttackDirs[1][0] += pGroup->pEnemyGroup->ubNumAdmins;
gpAttackDirs[1][1] += pGroup->pEnemyGroup->ubNumTroops;
gpAttackDirs[1][2] += pGroup->pEnemyGroup->ubNumElites;
gpAttackDirs[1][3] = INSERTION_CODE_NORTH;
}
else if ( pGroup->ubPrevY > gWorldSectorY )
{
gpAttackDirs[3][0] += pGroup->pEnemyGroup->ubNumAdmins;
gpAttackDirs[3][1] += pGroup->pEnemyGroup->ubNumTroops;
gpAttackDirs[3][2] += pGroup->pEnemyGroup->ubNumElites;
gpAttackDirs[3][3] = INSERTION_CODE_SOUTH;
}
else
{
gpAttackDirs[0][0] += pGroup->pEnemyGroup->ubNumAdmins;
gpAttackDirs[0][1] += pGroup->pEnemyGroup->ubNumTroops;
gpAttackDirs[0][2] += pGroup->pEnemyGroup->ubNumElites;
}
}
else
{
gpAttackDirs[0][0] += pGroup->pEnemyGroup->ubNumAdmins;
gpAttackDirs[0][1] += pGroup->pEnemyGroup->ubNumTroops;
gpAttackDirs[0][2] += pGroup->pEnemyGroup->ubNumElites;
}
}
pGroup = pGroup->next;
}
}
else
{
ubGreen += MilitiaInSectorOfRankInGroups( gWorldSectorX, gWorldSectorY, GREEN_MILITIA );
ubRegs += MilitiaInSectorOfRankInGroups( gWorldSectorX, gWorldSectorY, REGULAR_MILITIA );
ubElites += MilitiaInSectorOfRankInGroups( gWorldSectorX, gWorldSectorY, ELITE_MILITIA );
}
if(guiDirNumber)
{
if (fPrepareAll)
{
AddSoldierInitListMilitia( gpAttackDirs[ 0 ][0], gpAttackDirs[ 0 ][1], gpAttackDirs[ 0 ][2] );
}
// If the sector is already loaded, don't add the existing militia
for( x = 1; x < guiDirNumber ; ++x )
{