Replaced reinforcement functions to allow non-enemy movement groups to reinforce battles

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7712 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-01-06 21:11:36 +00:00
parent 474df6ffb5
commit bb95be057b
7 changed files with 320 additions and 73 deletions
+6 -2
View File
@@ -9,7 +9,7 @@
extern BOOLEAN gfPendingEnemies;
extern BOOLEAN gfPendingNonPlayerTeam[PLAYER_PLAN];
UINT8 NumFreeSlots( UINT8 ubTeam );
@@ -37,6 +37,7 @@ BOOLEAN PrepareEnemyForSectorBattle();
BOOLEAN PrepareEnemyForUndergroundBattle();
void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, BOOLEAN fMagicallyAppeared );
void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumGreens, UINT8 ubNumRegulars, UINT8 ubNumElites, BOOLEAN fMagicallyAppeared );
void AddPossiblePendingEnemiesToBattle();
void EndTacticalBattleForEnemy();
@@ -64,7 +65,10 @@ BOOLEAN OnlyHostileCivsInSector();
extern INT32 gsGridNoForMapEdgePointInfo;
#endif
BOOLEAN CheckPendingEnemies();
// Flugente check whether a team has nearby members that can be added to the current battle
// Note that this requires separate counts of teammembers in the sector and those that are actually fighting
// This currently does not exist for MILITIA_TEAM, making such a check relatively useless
BOOLEAN CheckPendingNonPlayerTeam(UINT8 usTeam);
extern UINT32 guiTurnCnt, guiReinforceTurn, guiMilitiaReinforceTurn;//dnl ch68 080913