- 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
+37
View File
@@ -84,7 +84,9 @@ typedef struct {
UINT16 usDeconstructItem; // the item that has to be used to deconstruct the structure
UINT16 usItemToCreate; // the item that will be created when we deconstruct a structure
UINT8 usCreatedItemStatus; // status of the item to create
char szTileSetDisplayName[20]; // name of this structure to the player (tileset names are obscure)
char szTileSetName[20]; // name of the tileset
FLOAT dCreationCost; // assignment cost per structure built
std::vector<UINT8> tilevector; // structures in the tileset that we can deconstruct
} STRUCTURE_DECONSTRUCT;
@@ -95,7 +97,10 @@ extern STRUCTURE_DECONSTRUCT gStructureDeconstruct[STRUCTURE_DECONSTRUCT_MAX];
typedef struct {
UINT16 usCreationItem; // the item that will be consumed when creating the structure
UINT8 usItemStatusLoss; // item will lose this number of status points
char szTileSetDisplayName[20]; // name of this structure to the player (tileset names are obscure)
char szTileSetName[20]; // name of the tileset
FLOAT dCreationCost; // assignment cost per structure built
BOOLEAN fFortifyAdjacentAdjustment; // if true, try to fit adjacent fortifications
std::vector<UINT8> northtilevector; // structures in the tileset we can create while facing north
std::vector<UINT8> southtilevector; // structures in the tileset we can create while facing south
std::vector<UINT8> easttilevector; // structures in the tileset we can create while facing east
@@ -214,6 +219,38 @@ BOOLEAN IsStructureDeconstructItem( UINT16 usItem, INT32 sGridNo, SOLDIERTYPE* p
BOOLEAN BuildFortification( INT32 sGridNo, SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj ); // build a structure, return true if sucessful
BOOLEAN RemoveFortification( INT32 sGridNo, SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj ); // remove a structure, return true if sucessful
// Flugente: functions for fortification
UINT8 CheckBuildFortification( INT32 sGridNo, INT8 sLevel, UINT8 usIndex, UINT32 usStructureconstructindex );
BOOLEAN BuildFortification( INT32 sGridNo, INT8 sLevel, UINT8 usIndex, UINT32 usStructureconstructindex );
BOOLEAN CanRemoveFortification( INT32 sGridNo, INT8 sLevel, UINT32 usStructureconstructindex );
BOOLEAN RemoveFortification( INT32 sGridNo, INT8 sLevel, UINT32 usStructureconstructindex );
void UpdateFortificationPossibleAmount();
void HandleFortificationUpdate();
// get a vector of all tilesets the current sector has
std::vector<std::pair<INT16, STR16> > GetCurrentSectorTileSetVector();
// get a vector of all tilesets that are allowed to be built in this sector (the above filtered by structure construct/deconstruct basically)
std::vector<std::pair<INT16, STR16> > GetCurrentSectorAllowedFortificationTileSetVector( INT32 asTileSetId );
// get all allowed indizes for a specific tileset. 'Allowed' as in: used in our structure construct entries
std::vector<std::pair<INT16, STR16> > GetTileSetIndexVector( INT16 aKey );
std::string GetNameToTileSet( UINT8 aIndex );
INT16 GetStructureConstructIndexToTileset( INT16 aTileset );
INT16 GetStructureDeConstructIndexToTileset( INT16 aTileset );
std::set<UINT8> GetStructureConstructDirectionIndizes( INT16 aEntry, BOOLEAN afNorth, BOOLEAN afEast, BOOLEAN afSouth, BOOLEAN afWest );
void AddFortificationPlanNode( INT32 sGridNo, INT8 sLevel, INT16 sFortificationStructure, UINT8 usFortificationTileLibraryIndex, BOOLEAN fAdd );
void LoadSectorFortificationPlan( INT16 sSectorX, INT16 sSectorY, INT8 sSectorZ );
void SaveSectorFortificationPlan( INT16 sSectorX, INT16 sSectorY, INT8 sSectorZ );
std::vector< std::pair<INT16, std::pair<UINT8, INT8> > > GetAllForticationGridNo( );
INT32 GetFirstObjectInSectorPosition( UINT16 ausItem );
extern ITEM_POOL *gpItemPool;//dnl ch26 210909
#endif