- New Feature: Enemy Generals are unique enemies whose location randomized and unknwon to the player. As long as they are alive, the enemy gets signifiant strategic boni. The player must learn of their location and take take them out, preferrably without alerting them prior.

- Covert Ops: Bleeding is deemed suspicious only if COVERT_DETECTEDIFBLEEDING is set to TRUE.
- renamed special prisoners to officers. 
- lowered the priority of enemy troops becoming medics
- prisoners in player-controlled prisons now use the prioner-colour scheme used by Shank and Dynamo


Requires GameDir >= r2028.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7179 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-05-01 13:28:33 +00:00
parent 30060f0595
commit 6edf7dd079
33 changed files with 1050 additions and 337 deletions
+27 -5
View File
@@ -1848,7 +1848,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
}
}
if ( gDisplayEnemyRoles && pSoldier->bTeam == ENEMY_TEAM )
if ( gDisplayEnemyRoles && pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == CIV_TEAM )
{
ShowSoldierRoleSymbol(pSoldier);
}
@@ -6564,7 +6564,7 @@ void DrawEnemyHealthBar( SOLDIERTYPE* pSoldier, INT32 sX, INT32 sY, UINT8 ubLine
BOOLEAN ShowSoldierRoleSymbol(SOLDIERTYPE* pSoldier)
{
// this only works on enemy soldiers
if ( pSoldier->bTeam != ENEMY_TEAM )
if ( pSoldier->bTeam != ENEMY_TEAM && pSoldier->bTeam != CIV_TEAM )
return false;
if ( pSoldier->usSkillCounter[SOLDIER_COUNTER_ROLE_OBSERVED] < gGameExternalOptions.usTurnsToUncover )
@@ -6580,8 +6580,26 @@ BOOLEAN ShowSoldierRoleSymbol(SOLDIERTYPE* pSoldier)
sXPos += 50;
sYPos += 25;
// is this guy an officer?
if ( pSoldier->usSoldierFlagMask & SOLDIER_ENEMY_OFFICER )
// are we a VIP? show that only when the player knows a VIP is in this sector. otherwise, don't even show our officer property
if ( pSoldier->usSoldierFlagMask & SOLDIER_VIP && !pSoldier->bSectorZ )
{
if ( SectorHasVIP( pSoldier->sSectorX, pSoldier->sSectorY ) )//PlayerKnowsAboutVIP( pSoldier->sSectorX, pSoldier->sSectorY ) )
{
// Add bars
iBack = RegisterBackgroundRect( BGND_FLAG_SINGLE, NULL, sXPos, sYPos, (INT16)(sXPos + 20), (INT16)(sYPos + 20) );
if ( iBack != -1 )
{
SetBackgroundRectFilled( iBack );
}
BltVideoObjectFromIndex( FRAME_BUFFER, guiENEMYROLES, 6, sXPos, sYPos, VO_BLT_TRANSSHADOW, NULL );
sYPos += 20;
}
}
// is this guy an (non-vip) officer?
else if ( pSoldier->usSoldierFlagMask & SOLDIER_ENEMY_OFFICER )
{
// Add bars
iBack = RegisterBackgroundRect( BGND_FLAG_SINGLE, NULL, sXPos, sYPos, (INT16)(sXPos + 20 ), (INT16)(sYPos + 20 ) );
@@ -6591,7 +6609,11 @@ BOOLEAN ShowSoldierRoleSymbol(SOLDIERTYPE* pSoldier)
SetBackgroundRectFilled( iBack );
}
BltVideoObjectFromIndex( FRAME_BUFFER, guiENEMYROLES, 0, sXPos, sYPos, VO_BLT_TRANSSHADOW, NULL );
// if we look at this guy long enough, we might even learn that he is an advanced officer
if ( pSoldier->usSkillCounter[SOLDIER_COUNTER_ROLE_OBSERVED] > 1.5 * gGameExternalOptions.usTurnsToUncover && NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT ) > 1 )
BltVideoObjectFromIndex( FRAME_BUFFER, guiENEMYROLES, 5, sXPos, sYPos, VO_BLT_TRANSSHADOW, NULL );
else
BltVideoObjectFromIndex( FRAME_BUFFER, guiENEMYROLES, 0, sXPos, sYPos, VO_BLT_TRANSSHADOW, NULL );
sYPos += 20;
}