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
View File
@@ -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;
}