Fix: enemy airdrops could cause a deployment screen when there shouldn't be one

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-08-10 22:54:07 +00:00
parent 54f9238ec0
commit b64e0d0f91
12 changed files with 25 additions and 5 deletions
+13 -3
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@@ -436,7 +436,8 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE ||
gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE ||
gubEnemyEncounterCode == CREATURE_ATTACK_CODE ||
gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE ||
gubEnemyEncounterCode == ENEMY_INVASION_AIRDROP_CODE )
{ //use same code
gubExplicitEnemyEncounterCode = gubEnemyEncounterCode;
}
@@ -615,7 +616,8 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
{
if ( gubSpecialEncounterCodeForEnemyHeli )
{
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
if ( gubEnemyEncounterCode != ENEMY_INVASION_AIRDROP_CODE )
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
}
else
{
@@ -894,6 +896,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
case CREATURE_ATTACK_CODE:
case ENEMY_ENCOUNTER_CODE:
case ENEMY_INVASION_CODE:
case ENEMY_INVASION_AIRDROP_CODE:
SetButtonFastHelpText( iPBButton[ 0 ], gzNonPersistantPBIText[ 2 ] );
break;
case ENTERING_ENEMY_SECTOR_CODE:
@@ -1159,6 +1162,9 @@ void RenderPBHeader( INT32 *piX, INT32 *piWidth)
case ENTERING_BLOODCAT_LAIR_CODE:
swprintf( str, gpStrategicString[ STR_PB_ENTERINGBLOODCATLAIR_HEADER ] );
break;
case ENEMY_INVASION_AIRDROP_CODE:
swprintf( str, gpStrategicString[STR_PB_ENEMYINVASION_AIRDROP_HEADER] );
break;
}
width = StringPixLength( str, FONT10ARIALBOLD );
x = 130 - width / 2;
@@ -1545,7 +1551,8 @@ void GoToSectorCallback( GUI_BUTTON *btn, INT32 reason )
if ( gfPersistantPBI && gpBattleGroup && gpBattleGroup->usGroupTeam == OUR_TEAM &&
gubEnemyEncounterCode != ENEMY_AMBUSH_CODE &&
gubEnemyEncounterCode != CREATURE_ATTACK_CODE &&
gubEnemyEncounterCode != BLOODCAT_AMBUSH_CODE )
gubEnemyEncounterCode != BLOODCAT_AMBUSH_CODE &&
gubEnemyEncounterCode != ENEMY_INVASION_AIRDROP_CODE )
{
gfEnterTacticalPlacementGUI = TRUE;
}
@@ -2350,6 +2357,7 @@ void LogBattleResults( UINT8 ubVictoryCode)
break;
case ENEMY_AMBUSH_CODE:
case ENEMY_AMBUSH_DEPLOYMENT_CODE:
case ENEMY_INVASION_AIRDROP_CODE:
AddHistoryToPlayersLog( HISTORY_WIPEDOUTENEMYAMBUSH, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
case ENTERING_ENEMY_SECTOR_CODE:
@@ -2379,6 +2387,7 @@ void LogBattleResults( UINT8 ubVictoryCode)
break;
case ENEMY_AMBUSH_CODE:
case ENEMY_AMBUSH_DEPLOYMENT_CODE:
case ENEMY_INVASION_AIRDROP_CODE:
AddHistoryToPlayersLog( HISTORY_FATALAMBUSH, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
case ENTERING_ENEMY_SECTOR_CODE:
@@ -2411,6 +2420,7 @@ void LogBattleResults( UINT8 ubVictoryCode)
case ENEMY_AMBUSH_CODE:
case BLOODCAT_AMBUSH_CODE:
case ENEMY_AMBUSH_DEPLOYMENT_CODE:
case ENEMY_INVASION_AIRDROP_CODE:
gCurrentIncident.usIncidentFlags |= (INCIDENT_ATTACK_ENEMY|INCIDENT_AMBUSH);
break;
}
+1
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@@ -41,6 +41,7 @@ enum
HOSTILE_BLOODCATS_CODE,
ENEMY_AMBUSH_DEPLOYMENT_CODE, // Flugente: an ambush in which we can deploy our mercs (somewhat)
ENEMY_INVASION_AIRDROP_CODE, // Flugente: enemy airdrop
};
extern BOOLEAN gfAutoAmbush;
+1 -1
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@@ -5996,7 +5996,7 @@ void CheckCombatInSectorDueToUnusualEnemyArrival( UINT8 aTeam, INT16 sX, INT16 s
BOOLEAN fCombatAbleMerc = FALSE;
BOOLEAN fBloodCatAmbush = FALSE;
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
gubEnemyEncounterCode = ENEMY_INVASION_AIRDROP_CODE;
gubSectorIDOfCreatureAttack = SECTOR(sX, sY);
+1
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@@ -1828,6 +1828,7 @@ enum
STR_PB_CREATUREATTACK_HEADER,
STR_PB_BLOODCATAMBUSH_HEADER,
STR_PB_ENTERINGBLOODCATLAIR_HEADER,
STR_PB_ENEMYINVASION_AIRDROP_HEADER,
STR_PB_LOCATION,
STR_PB_ENEMIES,
STR_PB_MERCS,
+1
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@@ -3405,6 +3405,7 @@ STR16 gpStrategicString[] =
L"异形攻击", //STR_PB_CREATUREATTACK_HEADER
L"血猫伏击", //STR_PB_BLOODCATAMBUSH_HEADER
L"进入血猫巢穴",
L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate
//Various single words for direct translation. The Civilians represent the civilian
//militia occupying the sector being attacked. Limited to 9-10 chars
+1
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@@ -3405,6 +3405,7 @@ STR16 gpStrategicString[] =
L"AANVAL BEEST", //STR_PB_CREATUREATTACK_HEADER
L"BLOODCAT VAL", //STR_PB_BLOODCATAMBUSH_HEADER
L"BINNENGAAN HOL BLOODCAT", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate
//Various single words for direct translation. The Civilians represent the civilian
//militia occupying the sector being attacked. Limited to 9-10 chars
+1
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@@ -3401,6 +3401,7 @@ STR16 gpStrategicString[] =
L"CREATURE ATTACK", //STR_PB_CREATUREATTACK_HEADER
L"BLOODCAT AMBUSH", //STR_PB_BLOODCATAMBUSH_HEADER
L"ENTERING BLOODCAT LAIR", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER
//Various single words for direct translation. The Civilians represent the civilian
//militia occupying the sector being attacked. Limited to 9-10 chars
+1
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@@ -3413,6 +3413,7 @@ STR16 gpStrategicString[] =
L"ATTAQUE DE CRÉATURES", //STR_PB_CREATUREATTACK_HEADER
L"AMBUSCADE DE CHATS SAUVAGES", //STR_PB_BLOODCATAMBUSH_HEADER
L"VOUS ENTREZ DANS LE REPAIRE DES CHATS SAUVAGES", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate
//Various single words for direct translation. The Civilians represent the civilian
//militia occupying the sector being attacked. Limited to 9-10 chars
+2 -1
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@@ -3415,7 +3415,8 @@ STR16 gpStrategicString[] =
L"FEINDLICHEN SEKTOR BETRETEN",
L"MONSTERANGRIFF",
L"BLOODCAT-HINTERHALT",
L"BLOODCAT-HÖHLE BETRETEN",
L"BLOODCAT-HÖHLE BETRETEN",
L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate
//Various single words for direct translation. The Civilians represent the civilian
//militia occupying the sector being attacked. Limited to 9-10 chars
+1
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@@ -3400,6 +3400,7 @@ STR16 gpStrategicString[] =
L"ATTACCO DELLE CREATURE", //STR_PB_CREATUREATTACK_HEADER
L"IMBOSCATA DEI BLOODCAT", //STR_PB_BLOODCATAMBUSH_HEADER
L"INTRUSIONE NELLA TANA BLOODCAT", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate
//Various single words for direct translation. The Civilians represent the civilian
//militia occupying the sector being attacked. Limited to 9-10 chars
+1
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@@ -3411,6 +3411,7 @@ STR16 gpStrategicString[] =
L"ATAK STWORÓW", //STR_PB_CREATUREATTACK_HEADER
L"ATAK DZIKICH KOTÓW", //STR_PB_BLOODCATAMBUSH_HEADER
L"WEJŚCIE DO LEGOWISKA DZIKICH KOTÓW", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate
//Various single words for direct translation. The Civilians represent the civilian
//militia occupying the sector being attacked. Limited to 9-10 chars
+1
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@@ -3405,6 +3405,7 @@ STR16 gpStrategicString[] =
L"АТАКА ТВАРЕЙ", //STR_PB_CREATUREATTACK_HEADER
L"ЗАСАДА КОШЕК-УБИЙЦ", //STR_PB_BLOODCATAMBUSH_HEADER
L"ВХОД В ЛОГОВИЩЕ КОШЕК-УБИЙЦ", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate
//Various single words for direct translation. The Civilians represent the civilian
//militia occupying the sector being attacked. Limited to 9-10 chars