New feature: mines require workers for maximum income, these can be trained like militia.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8267 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-07-04 22:31:37 +00:00
parent ce6e63831d
commit 951da7812d
26 changed files with 460 additions and 9 deletions
+2 -1
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@@ -711,7 +711,8 @@ void ChangeStat( MERCPROFILESTRUCT *pProfile, SOLDIERTYPE *pSoldier, UINT8 ubSta
//Madd: option to make mercs quiet during training / doctoring / repairing
if ( ((pSoldier->bAssignment == TRAIN_BY_OTHER || pSoldier->bAssignment == TRAIN_TEAMMATE || pSoldier->bAssignment == TRAIN_SELF ||
pSoldier->bAssignment == FACILITY_STAFF || pSoldier->bAssignment == TRAIN_TOWN || pSoldier->bAssignment == TRAIN_MOBILE )
pSoldier->bAssignment == FACILITY_STAFF || pSoldier->bAssignment == TRAIN_TOWN || pSoldier->bAssignment == TRAIN_MOBILE
|| pSoldier->bAssignment == TRAIN_WORKERS )
&& !gGameSettings.fOptions[TOPTION_QUIET_TRAINING]) ||
(IS_REPAIR(pSoldier->bAssignment) && !gGameSettings.fOptions[TOPTION_QUIET_REPAIRING]) ||
(IS_DOCTOR(pSoldier->bAssignment) && !gGameSettings.fOptions[TOPTION_QUIET_DOCTORING]))
+6 -1
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@@ -2285,6 +2285,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
case TRAIN_MOBILE:
case TRAIN_TEAMMATE:
case TRAIN_BY_OTHER:
case TRAIN_WORKERS:
sIconIndex_Assignment = 3;
fDoIcon_Assignment = TRUE;
fShowNumber = TRUE;
@@ -2308,6 +2309,10 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
case( TRAIN_TEAMMATE ):
sPtsAvailable = GetBonusTrainingPtsDueToInstructor( MercPtrs[ pFace->ubSoldierID ], NULL , MercPtrs[ pFace->ubSoldierID ]->bTrainStat, &usMaximumPts );
break;
case TRAIN_WORKERS:
fShowMaximum = FALSE;
sPtsAvailable = GetTrainWorkerPts(MercPtrs[ pFace->ubSoldierID ]);
break;
}
break;
@@ -2345,7 +2350,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
fShowMaximum = TRUE;
}
break;
case FACILITY_INTERROGATE_PRISONERS:
sIconIndex_Assignment = 13;
fDoIcon_Assignment = TRUE;
+3 -1
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@@ -509,7 +509,9 @@ typedef struct
UINT8 sandstormchance; // chance that a sandstorm happens in this sector
UINT8 snowchance; // chance that it snows in this sector
UINT8 snakechance; // if positive, snakes can attack in water, the higher the number, the more often it happens
UINT8 snakechance; // if positive, snakes can attack in water, the higher the number, the more often it happens
UINT8 maxworkers; // maximum number of workers in this sector;
} SECTOR_EXT_DATA;