Merged from revision: 7561

- Fixed hardcoded sam site sectors for gubEnemyEncounterCode (by Buggler)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7562 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-10-13 19:25:40 +00:00
parent d6fc14b738
commit 982ad644a8
3 changed files with 11 additions and 19 deletions
+5 -19
View File
@@ -383,6 +383,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
gubPBSectorZ = 0;
}
pSector = &SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ];
if( !gfPersistantPBI )
{ //calculate the non-persistant situation
@@ -398,7 +399,6 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
}
else if( gbWorldSectorZ > 0 )
{ //We are underground, so no autoresolve allowed
pSector = &SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ];
if( pSector->ubCreaturesInBattle )
{
gubExplicitEnemyEncounterCode = FIGHTING_CREATURES_CODE;
@@ -627,7 +627,6 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
// Basic chance - progress level/2 minus highest merc exp level*2, and 10% on top
iChance = (UINT8)( ((CurrentPlayerProgressPercentage() / 2 ) - bBestExpLevel*2 ) + 15 );
pSector = &SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ];
if( pSector->uiFlags & SF_ENEMY_AMBUSH_LOCATION )
iChance += 20;
@@ -695,24 +694,12 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
else
{ //Are enemies invading a town, or just encountered the player.
if( GetTownIdForSector( gubPBSectorX, gubPBSectorY ) )
{
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
}
//SAM sites not in towns will also be considered to be important
else if( pSector->uiFlags & SF_SAM_SITE )
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
else
{
switch( SECTOR( gubPBSectorX, gubPBSectorY ) )
{
case SEC_D2:
case SEC_D15:
case SEC_G8:
//SAM sites not in towns will also be considered to be important
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
break;
default:
gubEnemyEncounterCode = ENEMY_ENCOUNTER_CODE;
break;
}
}
gubEnemyEncounterCode = ENEMY_ENCOUNTER_CODE;
}
}
@@ -771,7 +758,6 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
if( gubEnemyEncounterCode == ENEMY_ENCOUNTER_CODE )
{ //we know how many enemies are here, so until we leave the sector, we will continue to display the value.
//the flag will get cleared when time advances after the fEnemyInSector flag is clear.
pSector = &SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ];
// ALWAYS use these 2 statements together, without setting the boolean, the flag will never be cleaned up!
pSector->uiFlags |= SF_PLAYER_KNOWS_ENEMIES_ARE_HERE;