- 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
+15 -21
View File
@@ -842,18 +842,15 @@ void DeallocateTileDatabase( )
BOOLEAN GetLandHeadType( INT32 iMapIndex, UINT32 *puiType )
{
UINT16 usIndex;
Assert( puiType != NULL );
Assert( puiType != NULL );
CHECKF( gpWorldLevelData[ iMapIndex ].pLandHead != NULL );
CHECKF( gpWorldLevelData[ iMapIndex ].pLandHead != NULL );
UINT16 usIndex = gpWorldLevelData[iMapIndex].pLandHead->usIndex;
usIndex = gpWorldLevelData[ iMapIndex ].pLandHead->usIndex;
GetTileType( usIndex, puiType );
return( TRUE );
GetTileType( usIndex, puiType );
return( TRUE );
}
BOOLEAN SetLandIndex( INT32 iMapIndex, UINT16 usIndex, UINT32 uiNewType, BOOLEAN fDelete )
@@ -869,21 +866,19 @@ BOOLEAN SetLandIndex( INT32 iMapIndex, UINT16 usIndex, UINT32 uiNewType, BOOLEAN
if ( AnyHeigherLand( iMapIndex, uiNewType, &ubLastHighLevel ) )
{
// Check if type exists and get it's index if so
if ( TypeExistsInLandLayer( iMapIndex, uiNewType, &usTempIndex ) )
{
// Replace with new index
return( ReplaceLandIndex( iMapIndex, usTempIndex, usIndex ) );
}
else
{
return( InsertLandIndexAtLevel( iMapIndex, usIndex, (UINT8)(ubLastHighLevel+1) ) );
}
// Check if type exists and get it's index if so
if ( TypeExistsInLandLayer( iMapIndex, uiNewType, &usTempIndex ) )
{
// Replace with new index
return( ReplaceLandIndex( iMapIndex, usTempIndex, usIndex ) );
}
else
{
return( InsertLandIndexAtLevel( iMapIndex, usIndex, (UINT8)(ubLastHighLevel+1) ) );
}
}
else
{
// Check if type exists and get it's index if so
if ( TypeExistsInLandLayer( iMapIndex, uiNewType, &usTempIndex ) )
{
@@ -896,7 +891,6 @@ BOOLEAN SetLandIndex( INT32 iMapIndex, UINT16 usIndex, UINT32 uiNewType, BOOLEAN
return( AddLandToHead( iMapIndex, usIndex ) );
}
}
}