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
+1 -1
View File
@@ -1405,7 +1405,7 @@ INT32 SearchForClosestPrimaryMapEdgepoint(INT32 sGridNo, UINT8 ubInsertionCode,
break;
}
// WANNE - MP: Center
if ( ( (is_networked || gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE ) && ubInsertionCode == INSERTION_CODE_CENTER) || ubInsertionCode == INSERTION_CODE_CHOPPER )
if ( ( (is_networked || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE ) && ubInsertionCode == INSERTION_CODE_CENTER) || ubInsertionCode == INSERTION_CODE_CHOPPER )
{
InitCenterEdgepoint( ubInsertionCode == INSERTION_CODE_CENTER );
psArray = gps1stCenterEdgepointArray;
+13 -9
View File
@@ -347,6 +347,7 @@ void InitTacticalPlacementGUI()
CurrentBattleSectorIs( MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY, MercPtrs[i]->bSectorZ ) &&
!( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) && // ATE Ignore vehicles
MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW &&
!( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) &&
MercPtrs[ i ]->bAssignment != IN_TRANSIT )
{
++giPlacements;
@@ -362,6 +363,7 @@ void InitTacticalPlacementGUI()
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !MercPtrs[ i ]->flags.fBetweenSectors &&
CurrentBattleSectorIs( MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY, MercPtrs[i]->bSectorZ ) &&
MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW &&
!( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) &&
MercPtrs[ i ]->bAssignment != IN_TRANSIT &&
!( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) ) // ATE Ignore vehicles
{
@@ -375,7 +377,7 @@ void InitTacticalPlacementGUI()
gfCenter = TRUE;
}
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
gMercPlacement[giPlacements].ubStrategicInsertionCode = INSERTION_CODE_CENTER;
MercPtrs[i]->ubStrategicInsertionCode = INSERTION_CODE_CENTER;
@@ -431,8 +433,9 @@ void InitTacticalPlacementGUI()
++giPlacements;
}
}
//add all the faces now
for( i = 0; i < giPlacements; i++ )
for( i = 0; i < giPlacements; ++i )
{
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
@@ -488,7 +491,8 @@ void InitTacticalPlacementGUI()
if( gubDefaultButton == GROUP_BUTTON )
{
ButtonList[ iTPButtons[ GROUP_BUTTON ] ]->uiFlags |= BUTTON_CLICKED_ON;
for( i = 0; i < giPlacements; i++ )
for( i = 0; i < giPlacements; ++i )
{ //go from the currently selected soldier to the end
if( !gMercPlacement[ i ].fPlaced )
{ //Found an unplaced merc. Select him.
@@ -768,7 +772,7 @@ void RenderTacticalPlacementGUI()
if( gbCursorMercID == -1 )
{
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
INT16 sCellX = 0;
INT16 sCellY = 0;
@@ -940,7 +944,7 @@ void RenderTacticalPlacementGUI()
}
}
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
INT16 sCellX = 0;
INT16 sCellY = 0;
@@ -1256,10 +1260,10 @@ void TacticalPlacementHandle()
// WANNE - MP: Center
if ( gfCenter && (is_networked ||
gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE ||
GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE ||
( gGameExternalOptions.ubSkyriderHotLZ == 3 && gMercPlacement[gbSelectedMercID].pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP )) )
{
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
INT32 testgridno = NOWHERE;
@@ -1404,7 +1408,7 @@ void ChooseRandomEdgepoints()
{
if ( !( gMercPlacement[ i ].pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
UINT8 ubDirection;
@@ -1804,7 +1808,7 @@ void PutDownMercPiece( INT32 iPlacement )
pSoldier->EVENT_SetSoldierPosition( (FLOAT)sCellX, (FLOAT)sCellY );
}
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_CODE )
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
ubDirection = (UINT8)GetDirectionToGridNoFromGridNo( gMapInformation.sCenterGridNo, sGridNo ) + 100;
}