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https://github.com/1dot13/source.git
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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:
+9
-9
@@ -15,9 +15,9 @@
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#ifdef JA2EDITOR
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8542 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8545 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8542 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8545 (Development Build)" };
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#endif
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// ------------------------------
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@@ -27,11 +27,11 @@
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//DEBUG BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8542 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8545 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8542 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8545 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8542 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8545 (Development Build)" };
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#endif
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#elif defined CRIPPLED_VERSION
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@@ -46,16 +46,16 @@
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//RELEASE BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8542 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8545 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8542 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8545 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8542 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8545 (Development Build)" };
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#endif
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#endif
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CHAR8 czVersionNumber[16] = { "Build 18.03.10" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 18.03.11" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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// SAVE_GAME_VERSION is defined in header, change it there
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@@ -212,27 +212,95 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll)
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// Do we have a loaded sector?
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if ( gWorldSectorX == 0 && gWorldSectorY == 0 )
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return;
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//for (int i=0; i<TOTAL_SOLDIERS; i++)
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{
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//CHRISL: What's this assert for?
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//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds(MercPtrs[i]->sGridNo));
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}
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pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
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ubGreen = MilitiaInSectorOfRank( gWorldSectorX, gWorldSectorY, GREEN_MILITIA );
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ubRegs = MilitiaInSectorOfRank( gWorldSectorX, gWorldSectorY, REGULAR_MILITIA );
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ubElites = MilitiaInSectorOfRank( gWorldSectorX, gWorldSectorY, ELITE_MILITIA );
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// Prevent militia from just waiting on the border
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gTacticalStatus.Team[MILITIA_TEAM].bAwareOfOpposition = (pSector->uiFlags & SF_PLAYER_KNOWS_ENEMIES_ARE_HERE) != 0;
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gTacticalStatus.Team[MILITIA_TEAM].bAwareOfOpposition = ( pSector->uiFlags & SF_PLAYER_KNOWS_ENEMIES_ARE_HERE ) != 0;
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ubGreen = MilitiaInSectorOfRankStationary( gWorldSectorX, gWorldSectorY, GREEN_MILITIA );
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ubRegs = MilitiaInSectorOfRankStationary( gWorldSectorX, gWorldSectorY, REGULAR_MILITIA );
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ubElites = MilitiaInSectorOfRankStationary( gWorldSectorX, gWorldSectorY, ELITE_MILITIA );
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// Flugente: if we are entering combat, have militia groups that arrived from other sectors start at the edges.
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// As the arrival time is no longer set, we try to deduct that from the previous sectors of the groups.
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// If that isn't set, too bad, have them insert in the center then.
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if ( fPrepareAll && !guiDirNumber && NumHostilesInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) > 0 )//(gTacticalStatus.uiFlags & INCOMBAT) )
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{
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guiDirNumber = 5;
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ZeroMemory( gpAttackDirs, sizeof( gpAttackDirs ) );
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gpAttackDirs[0][0] += ubGreen;
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gpAttackDirs[0][1] += ubRegs;
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gpAttackDirs[0][2] += ubElites;
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GROUP *pGroup = gpGroupList;
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while ( pGroup )
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{
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if ( pGroup->usGroupTeam == MILITIA_TEAM && pGroup->ubSectorX == gWorldSectorX && pGroup->ubSectorY == gWorldSectorY )
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{
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if ( pGroup->ubPrevX > 0 && pGroup->ubPrevY > 0 )
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{
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if ( pGroup->ubPrevX < gWorldSectorX )
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{
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gpAttackDirs[4][0] += pGroup->pEnemyGroup->ubNumAdmins;
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gpAttackDirs[4][1] += pGroup->pEnemyGroup->ubNumTroops;
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gpAttackDirs[4][2] += pGroup->pEnemyGroup->ubNumElites;
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gpAttackDirs[4][3] = INSERTION_CODE_WEST;
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}
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else if ( pGroup->ubPrevX > gWorldSectorX )
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{
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gpAttackDirs[2][0] += pGroup->pEnemyGroup->ubNumAdmins;
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gpAttackDirs[2][1] += pGroup->pEnemyGroup->ubNumTroops;
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gpAttackDirs[2][2] += pGroup->pEnemyGroup->ubNumElites;
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gpAttackDirs[2][3] = INSERTION_CODE_EAST;
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}
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else if ( pGroup->ubPrevY < gWorldSectorY )
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{
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gpAttackDirs[1][0] += pGroup->pEnemyGroup->ubNumAdmins;
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gpAttackDirs[1][1] += pGroup->pEnemyGroup->ubNumTroops;
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gpAttackDirs[1][2] += pGroup->pEnemyGroup->ubNumElites;
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gpAttackDirs[1][3] = INSERTION_CODE_NORTH;
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}
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else if ( pGroup->ubPrevY > gWorldSectorY )
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{
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gpAttackDirs[3][0] += pGroup->pEnemyGroup->ubNumAdmins;
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gpAttackDirs[3][1] += pGroup->pEnemyGroup->ubNumTroops;
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gpAttackDirs[3][2] += pGroup->pEnemyGroup->ubNumElites;
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gpAttackDirs[3][3] = INSERTION_CODE_SOUTH;
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}
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else
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{
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gpAttackDirs[0][0] += pGroup->pEnemyGroup->ubNumAdmins;
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gpAttackDirs[0][1] += pGroup->pEnemyGroup->ubNumTroops;
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gpAttackDirs[0][2] += pGroup->pEnemyGroup->ubNumElites;
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}
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}
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else
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{
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gpAttackDirs[0][0] += pGroup->pEnemyGroup->ubNumAdmins;
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gpAttackDirs[0][1] += pGroup->pEnemyGroup->ubNumTroops;
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gpAttackDirs[0][2] += pGroup->pEnemyGroup->ubNumElites;
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}
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}
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pGroup = pGroup->next;
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}
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}
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else
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{
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ubGreen += MilitiaInSectorOfRankInGroups( gWorldSectorX, gWorldSectorY, GREEN_MILITIA );
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ubRegs += MilitiaInSectorOfRankInGroups( gWorldSectorX, gWorldSectorY, REGULAR_MILITIA );
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ubElites += MilitiaInSectorOfRankInGroups( gWorldSectorX, gWorldSectorY, ELITE_MILITIA );
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}
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if(guiDirNumber)
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{
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if (fPrepareAll)
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{
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AddSoldierInitListMilitia( gpAttackDirs[ 0 ][0], gpAttackDirs[ 0 ][1], gpAttackDirs[ 0 ][2] );
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}
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// If the sector is already loaded, don't add the existing militia
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for( x = 1; x < guiDirNumber ; ++x )
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{
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