- New feature: sector fortification allows to construct structures in sectors in a much easier way than by using amerc to build 'by hand'. Fortification nodes are in a subfolder in Profiles and can easily be altered and exchanged, even in an ongoing game.

Fully savegame compatible.
GameDir >= r2296 is recommended, but not required.
- Cleaned up cover display functions.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8094 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-03-06 12:44:57 +00:00
parent 7e7476a4ea
commit 12ae810316
36 changed files with 5175 additions and 3307 deletions
+29
View File
@@ -41,6 +41,7 @@
#include "Campaign Types.h"
#include "Strategic Event Handler.h"
#include "Food.h" // added by Flugente
#include "Queen Command.h" // added by Flugente for FindUnderGroundSector(...)
#endif
#ifdef JA2UB
@@ -2403,6 +2404,34 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
sPtsAvailable = (sPtsAvailable + 5) / 10;
usMaximumPts = (usMaximumPts + 5) / 10;
break;
case FORTIFICATION:
sIconIndex_Assignment = 14;
fDoIcon_Assignment = TRUE;
sPtsAvailable = (INT16)(MercPtrs[pFace->ubSoldierID]->GetConstructionPoints( ));
fShowNumber = TRUE;
fShowMaximum = TRUE;
{
if ( MercPtrs[pFace->ubSoldierID]->bSectorZ )
{
UNDERGROUND_SECTORINFO *pSectorInfo;
pSectorInfo = FindUnderGroundSector( MercPtrs[pFace->ubSoldierID]->sSectorX, MercPtrs[pFace->ubSoldierID]->sSectorY, MercPtrs[pFace->ubSoldierID]->bSectorZ );
if ( pSectorInfo )
usMaximumPts = (INT16)(pSectorInfo->dFortification_MaxPossible);
}
else
{
SECTORINFO *pSectorInfo;
pSectorInfo = &SectorInfo[SECTOR( MercPtrs[pFace->ubSoldierID]->sSectorX, MercPtrs[pFace->ubSoldierID]->sSectorY )];
if ( pSectorInfo )
usMaximumPts = (INT16)(pSectorInfo->dFortification_MaxPossible);
}
}
break;
}
// Check for being serviced...