Little Alien

- Moved new game settings from ja2.ini to Ja2_Options.ini
- Moved all settings from NewGameSettings.cpp to GameSettings.cpp
- New feature:  Militia movement on strategic map v1.3
- New feature: Automatic reload 
  Press Shift+R in tactical to reload all weapons of your team with magazines from sector inventory



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@60 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-10 22:31:33 +00:00
parent ac0e373b6a
commit 44dea15c67
32 changed files with 863 additions and 155 deletions
+32 -11
View File
@@ -12,10 +12,12 @@
#include "PreBattle Interface.h"
#endif
#include "MilitiaSquads.h"
BOOLEAN gfStrategicMilitiaChangesMade = FALSE;
BOOLEAN fFirstClickInMilitiaControlScreenMask = FALSE;
BOOLEAN gfMSResetMilitia = FALSE;
// render pre battle interface?
@@ -98,11 +100,19 @@ extern BOOLEAN SoldierCanAffordNewStance( SOLDIERTYPE *pSoldier, UINT8 ubDesired
void ResetMilitia()
{
if( gfStrategicMilitiaChangesMade || gTacticalStatus.uiFlags & LOADING_SAVED_GAME )
BOOLEAN fBattleInProgress = FALSE;
if ( gWorldSectorX !=0 && gWorldSectorY != 0 && NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) )
fBattleInProgress = TRUE;
if( ( gfStrategicMilitiaChangesMade && !fBattleInProgress ) || gTacticalStatus.uiFlags & LOADING_SAVED_GAME || gfMSResetMilitia )
{
gfStrategicMilitiaChangesMade = FALSE;
RemoveMilitiaFromTactical();
if( !gfMSResetMilitia )
RemoveMilitiaFromTactical();
PrepareMilitiaForTactical();
gfMSResetMilitia = FALSE;
}
}
@@ -131,7 +141,7 @@ void RemoveMilitiaFromTactical()
void PrepareMilitiaForTactical()
{
SECTORINFO *pSector;
// INT32 i;
INT32 x;
UINT8 ubGreen, ubRegs, ubElites;
if( gbWorldSectorZ > 0 )
return;
@@ -144,16 +154,27 @@ void PrepareMilitiaForTactical()
ubGreen = pSector->ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
ubRegs = pSector->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
ubElites = pSector->ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
AddSoldierInitListMilitia( ubGreen, ubRegs, ubElites );
/*
for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bInSector )
if(guiDirNumber)
for( x = 0 ; x < guiDirNumber ; ++x )
{
MercPtrs[ i ]->bAttitude = AGGRESSIVE;
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%ld,%ld,%ld,%ld", gpAttackDirs[ x ][ 0 ], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2], gpAttackDirs[ x ][3] );
if( gpAttackDirs[ x ][ 3 ] != INSERTION_CODE_CENTER )
AddSoldierInitListMilitiaOnEdge( gpAttackDirs[ x ][ 3 ], gpAttackDirs[ x ][0], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2] );
// AddSoldierInitListMilitia( gpAttackDirs[ x ][0], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2] );
// else
}
}
*/
else AddSoldierInitListMilitia( ubGreen, ubRegs, ubElites );
// for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ )
// {
// if( MercPtrs[ i ]->bInSector )
// {
// MercPtrs[ i ]->bOrders = SEEKENEMY;
//// MercPtrs[ i ]->bAttitude = AGGRESSIVE;
// }
// }
guiDirNumber = 0;
}
void HandleMilitiaPromotions( void )