- New Quest: if Kingpin is unaware Maria escaped with the player's help, he enlists the player to kill the DaSilvas

- Moved civ factions for mod compatibility (UC)

Does not break savegame compatibility.
Requires GameDir >= r2252.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7889 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-06-13 17:26:16 +00:00
parent e77f8f2bd6
commit eff368f099
18 changed files with 467 additions and 162 deletions
+38 -42
View File
@@ -494,7 +494,7 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
#else
INT8 bTownId;
INT8 bCivHint;
INT8 bCivHint;
INT8 bMineId;
#endif
@@ -508,26 +508,25 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
(*pubCivHintToUse) = 0;
ubCivType = GetCivType( pCiv );
for( iCounter2 = NON_CIV_GROUP; iCounter2 < NUM_CIV_GROUPS; iCounter2++ )
{
if ( pCiv->ubCivilianGroup < NUM_CIV_GROUPS )
{
#ifdef JA2UB
if (pCiv->ubCivilianGroup > UNNAMED_CIV_GROUP_19 && pCiv->ubCivilianGroup == iCounter2)
if ( pCiv->ubCivilianGroup > UNNAMED_CIV_GROUP_19 )
#else
if (pCiv->ubCivilianGroup > QUEENS_CIV_GROUP && pCiv->ubCivilianGroup == iCounter2)
if ( pCiv->ubCivilianGroup > QUEENS_CIV_GROUP )
#endif
{
if ( pCiv->aiData.bNeutral )
{
if ( pCiv->aiData.bNeutral )
{
return( FileEDTQUoteID = iCounter2*2 +10);
}
else
{
return( FileEDTQUoteID = iCounter2*2 + 11);
}
}
return(FileEDTQUoteID = pCiv->ubCivilianGroup * 2 + 10);
}
else
{
return(FileEDTQUoteID = pCiv->ubCivilianGroup * 2 + 11);
}
}
}
#ifdef JA2UB
if( ubCivType != CIV_TYPE_ENEMY )
@@ -747,7 +746,7 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
// If we are in medunna, and queen is dead, use these...
if ( bTownId == MEDUNA && CheckFact( FACT_QUEEN_DEAD, 0 ) )
{
return( CIV_QUOTE_DEIDRANNA_DEAD );
return( CIV_QUOTE_DEIDRANNA_DEAD );
}
// if in a town
@@ -767,44 +766,42 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
}
}
// ATE: OK, check if we should look for a civ hint....
if ( fCanUseHints )
{
bCivHint = ConsiderCivilianQuotes( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
bCivHint = ConsiderCivilianQuotes( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
}
else
{
bCivHint = -1;
bCivHint = -1;
}
// ATE: check miners......
if ( pCiv->ubSoldierClass == SOLDIER_CLASS_MINER )
{
bMiners = TRUE;
bMiners = TRUE;
// If not a civ hint available...
if ( bCivHint == -1 )
{
// Check if they are under our control...
// Should I go talk to miner?
// Not done yet.
// Are they working for us?
bMineId = GetIdOfMineForSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
if ( PlayerControlsMine( bMineId ) )
// If not a civ hint available...
if ( bCivHint == -1 )
{
return( CIV_QUOTE_MINERS_FOR_PLAYER );
}
else
{
return( CIV_QUOTE_MINERS_NOT_FOR_PLAYER );
// Check if they are under our control...
// Should I go talk to miner?
// Not done yet.
// Are they working for us?
bMineId = GetIdOfMineForSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
if ( PlayerControlsMine( bMineId ) )
{
return( CIV_QUOTE_MINERS_FOR_PLAYER );
}
else
{
return( CIV_QUOTE_MINERS_NOT_FOR_PLAYER );
}
}
}
}
// Is one availible?
// If we are to say low loyalty, do chance
@@ -855,8 +852,7 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
return( CIV_QUOTE_KIDS_HIGH_LOYALTY );
}
}
// All purpose quote here....
if ( ubCivType == CIV_TYPE_ADULT )
{