- New Feature: Arulco special division controls other features to fight the player. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=343706&#msg_343706

- New Feature: Enemy helicopters allow the AI to rapidly deploy troops aross the map. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=343707&#msg_343707. GameDir <= r2279 is required.
- Fix: income of mine 0 was not correctly calculated

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8015 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-01-09 19:45:30 +00:00
parent 70b832d0b4
commit 7664342746
67 changed files with 3187 additions and 165 deletions
+40 -5
View File
@@ -138,6 +138,7 @@
#include "sgp_logger.h"
#include "Map Screen Interface Map Inventory.h" // added by Flugente
#include "ASD.h" // added by Flugente
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
@@ -2153,6 +2154,8 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
// Check for helicopter being on the ground in this sector...
HandleHelicopterOnGroundGraphic( );
HandleEnemyHelicopterOnGroundGraphic();
// 0verhaul: Okay, it is apparent that the enemies are not reset correctly. So I will now try to add symmetry
// between enemy placement and militia placement. The enemies do have one advantage here, though: If a sector
// is in enemy hands, then their sector is not actually loaded. At least not normally. Perhaps it would be useful
@@ -2304,6 +2307,8 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
// Check for helicopter being on the ground in this sector...
HandleHelicopterOnGroundGraphic( );
HandleEnemyHelicopterOnGroundGraphic();
}
else
return( FALSE );
@@ -4994,7 +4999,7 @@ void SetupNewStrategicGame( )
AddEveryDayStrategicEvent( EVENT_DAILY_UPDATE_BOBBY_RAY_INVENTORY, BOBBYRAY_UPDATE_TIME, 0 );
//Daily Update of the M.E.R.C. site.
AddEveryDayStrategicEvent( EVENT_DAILY_UPDATE_OF_MERC_SITE, 0, 0 );
#ifdef JA2UB
//Ja25: No insurance for mercs
//JA25: There is no mines
@@ -5021,6 +5026,9 @@ void SetupNewStrategicGame( )
// Hourly update of all sorts of things
AddPeriodStrategicEvent( EVENT_HOURLY_UPDATE, 60, 0 );
AddPeriodStrategicEvent( EVENT_QUARTER_HOUR_UPDATE, 15, 0 );
// Flugente: ASD
AddPeriodStrategicEvent( EVENT_ASD_UPDATE, 90, 0 );
//Clear any possible battle locator
gfBlitBattleSectorLocator = FALSE;
@@ -6179,6 +6187,7 @@ BOOLEAN IsSectorDesert( INT16 sSectorX, INT16 sSectorY )
return( FALSE );
}
}
// SANDRO - added function
BOOLEAN IsSectorTropical( INT16 sSectorX, INT16 sSectorY )
{
@@ -6188,12 +6197,38 @@ BOOLEAN IsSectorTropical( INT16 sSectorX, INT16 sSectorY )
{
return ( TRUE );
}
else
{
return ( FALSE );
}
return ( FALSE );
}
BOOLEAN IsSectorFarm( INT16 sSectorX, INT16 sSectorY )
{
if ( SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == FARMLAND ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == FARMLAND_ROAD )
{
return (TRUE);
}
return (FALSE);
}
BOOLEAN IsSectorRoad( INT16 sSectorX, INT16 sSectorY )
{
if ( SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == PLAINS_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == SPARSE_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == FARMLAND_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == TROPICS_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == DENSE_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == HILLS_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == COASTAL_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == SAND_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == SWAMP_ROAD )
{
return (TRUE);
}
return (FALSE);
}
BOOLEAN HandleDefiniteUnloadingOfWorld( UINT8 ubUnloadCode )
{