Feature improvement: the prisoner system now distinguishes between different types of prisoners (admin, regular, elite). Advanced troops are harder to interrogate, but have a high chance of retaining their rank, should they join yor militia.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6219 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-07-12 23:54:50 +00:00
parent 957e8cc76c
commit a1f49b3ca3
18 changed files with 228 additions and 101 deletions
+12 -2
View File
@@ -412,6 +412,16 @@ extern UINT8 gszTerrain[NUM_TRAVTERRAIN_TYPES][15];
//Used by ubGarrisonID when a sector doesn't point to a garrison. Used by strategic AI only.
#define NO_GARRISON 255
// Flugente: types of prisoners
typedef enum
{
PRISONER_ADMIN = 0,
PRISONER_REGULAR,
PRISONER_ELITE,
PRISONER_SPECIAL,
PRISONER_MAX,
} PrisonerType;
typedef struct SECTORINFO
{
//information pertaining to this sector
@@ -479,7 +489,7 @@ typedef struct SECTORINFO
BOOLEAN fCampaignSector;
#endif
UINT32 uiNumberOfPrisonersOfWar;
UINT8 uiNumberOfPrisonersOfWar[PRISONER_MAX];
UINT8 uiInterrogationHundredsLeft;
INT8 bPadding[ 36 ];
@@ -519,7 +529,7 @@ typedef struct UNDERGROUND_SECTORINFO
BOOLEAN fCampaignSector;
#endif
UINT32 uiNumberOfPrisonersOfWar;
UINT8 uiNumberOfPrisonersOfWar[PRISONER_MAX];
INT8 bPadding[32];
//no padding left!