New feature: Getting and using intel allows for more spy-related roleplay.

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23643&goto=352475&#msg_352475

Requires GameDir >= r2401.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8522 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-02-18 23:17:34 +00:00
parent ee73811cfe
commit e55b480996
83 changed files with 3784 additions and 937 deletions
+14 -3
View File
@@ -80,19 +80,25 @@ typedef struct ENEMYGROUP
//NOTE: ALL FLAGS ARE CLEARED WHENEVER A GROUP ARRIVES IN A SECTOR, OR ITS WAYPOINTS ARE
// DELETED!!!
#define GROUPFLAG_SIMULTANEOUSARRIVAL_APPROVED 0x00000001
#define GROUPFLAG_SIMULTANEOUSARRIVAL_APPROVED 0x00000001
#define GROUPFLAG_SIMULTANEOUSARRIVAL_CHECKED 0x00000002
//I use this flag when traversing through a list to determine which groups meet whatever conditions,
//then add this marker flag. The second time I traverse the list, I simply check for this flag,
//apply my modifications to the group, and remove the flag. If you decide to use it, make sure the
//flag is cleared.
#define GROUPFLAG_MARKER 0x00000004
#define GROUPFLAG_MARKER 0x00000004
//Set whenever a group retreats from battle. If the group arrives in the next sector and enemies are there
//retreat will not be an option.
#define GROUPFLAG_JUST_RETREATED_FROM_BATTLE 0x00000008
#define GROUPFLAG_HIGH_POTENTIAL_FOR_AMBUSH 0x00000010
#define GROUPFLAG_GROUP_ARRIVED_SIMULTANEOUSLY 0x00000020
#define GROUPFLAG_GROUP_ARRIVED_SIMULTANEOUSLY 0x00000020
#define GROUPFLAGS_TODELETE 0x0000003F
// Flugente: these flags determine whether a group will always be visible on the map
#define GROUPFLAG_KNOWN_POSITION 0x00000040
#define GROUPFLAG_KNOWN_DIRECTION 0x00000080
#define GROUPFLAG_KNOWN_NUMBER 0x00000100
typedef struct GROUP
{
@@ -320,6 +326,11 @@ BOOLEAN GroupHasInTransitDeadOrPOWMercs( GROUP *pGroup );
BOOLEAN ScoutIsPresentInSquad( INT16 ubSectorNumX, INT16 ubSectorNumY ); // added by SANDRO
// Flugente: concealed mercs are in a different sector level, but we pretend they aren't... so we gain scout vision if a concealed merc is 'present'
BOOLEAN ConcealedMercInSector( INT16 ubSectorNumX, INT16 ubSectorNumY, BOOLEAN aScoutsOnly );
void CheckCombatInSectorDueToUnusualEnemyArrival( UINT8 aTeam, INT16 sX, INT16 sY, INT8 sZ );
void GetInfoFromGroupsInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam, BOOLEAN& arDetection, BOOLEAN& arCount, BOOLEAN& arDirection );
#endif