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
+8
View File
@@ -3416,6 +3416,7 @@ void GetSectorIDString( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ , STR16 zS
INT8 bTownNameID;
UINT8 ubSectorID = 0;
UINT8 ubLandType = 0;
UINT8 ubMineIndex;
if( sSectorX <= 0 || sSectorY <= 0 || bSectorZ < 0 )
{
@@ -3719,6 +3720,13 @@ void GetSectorIDString( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ , STR16 zS
wcscat( zString, pTownNames[ bTownNameID ] );
if( fDetailed )
{
/*
ubMineIndex = GetMineIndexForSector( sSectorX, sSectorY );
if ( gMineStatus[ubMineIndex].sSectorX == sSectorX && gMineStatus[ubMineIndex].sSectorY == sSectorY )
{
swprintf( zString, L" %s", MineralsName[gMineStatus[ubMineIndex].ubMineType].sType );
}
*/
switch( ubSectorID )
{ //Append the word, "mine" for town sectors containing a mine.
case SEC_B2: