Externalizations (by Buggler)

- Queen Palace & Interrogate meanwhile stuff
- Initial POW stuff in Alma
- Sectors for triggering Meduna outskirts meanwhile scene
- Add Iggy to location when game progress condition met
- Add Rat to location after creature meanwhile scene

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6479 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-10-11 06:55:31 +00:00
parent 3ab6da635f
commit f72e4424eb
11 changed files with 159 additions and 78 deletions
+7 -6
View File
@@ -1725,7 +1725,7 @@ void HourlyProgressUpdate(void)
}
#endif
// at 50% make Mike available to the strategic AI
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressMikeAvailable && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressMikeAvailable )
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressMikeAvailable && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressMikeAvailable )
{
if( gubFact[FACT_MIKE_AVAILABLE_TO_ARMY] < 2 )
{
@@ -1734,22 +1734,23 @@ void HourlyProgressUpdate(void)
}
// at 70% add Iggy to the world
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressIggyAvaliable && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressIggyAvaliable )
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressIggyAvaliable && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressIggyAvaliable )
{
if ( gubFact[ FACT_IGGY_AVAILABLE_TO_ARMY ] < 2 )
{
gMercProfiles[ IGGY ].sSectorX = 5;
gMercProfiles[ IGGY ].sSectorY = MAP_ROW_C;
gMercProfiles[ IGGY ].sSectorX = gModSettings.ubAddIggySectorX; //5
gMercProfiles[ IGGY ].sSectorY = gModSettings.ubAddIggySectorY; //MAP_ROW_C
gMercProfiles[ IGGY ].bSectorZ = gModSettings.ubAddIggySectorZ; //0
}
}
// Flugente: on certain progress levels, the queen decides to initiate major attacks
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressOffensiveStage1 && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressOffensiveStage1 )
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressOffensiveStage1 && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressOffensiveStage1 )
{
ExecuteStrategicAIAction( NPC_ACTION_GLOBAL_OFFENSIVE_1, 0, 0 );
}
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressOffensiveStage2 && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressOffensiveStage2 )
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressOffensiveStage2 && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressOffensiveStage2 )
{
ExecuteStrategicAIAction( NPC_ACTION_GLOBAL_OFFENSIVE_2, 0, 0 );
}