New feature: bloodcat/zombie/bandit raids on player-controlled sectors

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23711&goto=353154&#msg_353154

Requires GameDir >= r2420

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8554 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-04-15 14:42:01 +00:00
parent 1ea69989ed
commit 80674249cc
52 changed files with 1628 additions and 479 deletions
+12 -6
View File
@@ -1592,14 +1592,13 @@ INT32 IsTownUnderCompleteControlByEnemy( INT8 bTownId )
return( FALSE );
}
void AdjustLoyaltyForCivsEatenByMonsters( INT16 sSectorX, INT16 sSectorY, UINT8 ubHowMany)
void AdjustLoyaltyForCivsEatenByMonsters( INT16 sSectorX, INT16 sSectorY, UINT8 ubHowMany, BOOLEAN aBandits)
{
INT8 bTownId = 0;
UINT32 uiLoyaltyChange = 0;
CHAR16 str[256];
CHAR16 pSectorString[128];
// get town id
bTownId = GetTownIdForSector( sSectorX, sSectorY );
@@ -1611,12 +1610,19 @@ void AdjustLoyaltyForCivsEatenByMonsters( INT16 sSectorX, INT16 sSectorY, UINT8
//Report this to player
GetSectorIDString( sSectorX, sSectorY, 0, pSectorString, TRUE );
if ( aBandits )
swprintf( str, gpStrategicString[STR_PB_BANDIT_KILLCIVS_IN_SECTOR], ubHowMany, pSectorString );
else
{
#ifdef CHINESE
//diffrent order of words in Chinese
swprintf( str, gpStrategicString[ STR_DIALOG_CREATURES_KILL_CIVILIANS ], pSectorString, ubHowMany);
//diffrent order of words in Chinese
swprintf( str, gpStrategicString[STR_DIALOG_CREATURES_KILL_CIVILIANS], pSectorString, ubHowMany );
#else
swprintf( str, gpStrategicString[ STR_DIALOG_CREATURES_KILL_CIVILIANS ], ubHowMany, pSectorString );
swprintf( str, gpStrategicString[STR_DIALOG_CREATURES_KILL_CIVILIANS], ubHowMany, pSectorString );
#endif
}
DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, MapScreenDefaultOkBoxCallback );
// use same formula as if it were a civilian "murder" in tactical!!!