New Feature: Different Mineral Types for Mines (by Jazz & Buggler)

- Instead of only having Gold and Silver for Mines, we can now add more mineral types (-> TableData\Map\Minerals.xml)
- The initialization of the mineral types of the mines is done in LUA (Scripts\initmines.lua)

- Example: https://ja2svn.dyndns.org/source/ja2/trunk/Documents/1.13%20Modding/Modding%20Examples/New%20Minerals-Mines%20Example.zip
o In this example we have a new mineral type (Oil) and the Cambria Mine (H8) becomes a Refinery


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6584 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-11-12 09:58:18 +00:00
parent c85471ecd6
commit 010e967948
11 changed files with 254 additions and 10 deletions
@@ -447,7 +447,8 @@ void AddTextToMineBox( void )
ubMineIndex = GetMineIndexForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY );
// name of town followed by "mine"
swprintf( wString, L"%s %s", pTownNames[ GetTownAssociatedWithMine( ubMineIndex ) ], pwMineStrings[ 0 ] );
//swprintf( wString, L"%s %s", pTownNames[ GetTownAssociatedWithMine( ubMineIndex ) ], pwMineStrings[ 0 ] );
swprintf( wString, L"%s %s", pTownNames[ GetTownAssociatedWithMine( ubMineIndex ) ], MineralsName[gMineStatus[ubMineIndex].ubMineType].sType );
AddMonoString( &hStringHandle, wString );
// blank line
@@ -551,7 +552,8 @@ void AddTextToMineBox( void )
// ore type (silver/gold
swprintf( wString, L"%s:", pwMineStrings[ 11 ]);
AddMonoString( &hStringHandle, wString );
AddSecondColumnMonoString( &hStringHandle, (gMineStatus[ubMineIndex].ubMineType == SILVER_MINE) ? pwMineStrings[ 1 ] : pwMineStrings[ 2 ] );
AddSecondColumnMonoString( &hStringHandle, MineralsName[gMineStatus[ubMineIndex].ubMineType].sMinerals );
//AddSecondColumnMonoString( &hStringHandle, (gMineStatus[ubMineIndex].ubMineType == SILVER_MINE) ? pwMineStrings[ 1 ] : pwMineStrings[ 2 ] );
}