src/game/Strategic/Campaign_Init.cc
void InitNewCampaign()
{
	//First clear all the sector information of all enemy existance.  Conveniently, the
	//ubGroupType is also cleared, which is perceived to be an empty group.
	std::fill_n(SectorInfo, 256, SECTORINFO{});
	InitStrategicMovementCosts();
	RemoveAllGroups();

	InitKnowFacilitiesFlags( );

	BuildUndergroundSectorInfoList();

	if (gamepolicy(reveal_start_sector))
	{
		// Allow overhead view of start sector on game onset.
		UINT16 uiStartSector = gamepolicy(start_sector);
		SetSectorFlag(SECTORX(uiStartSector), SECTORY(uiStartSector), 0, SF_ALREADY_VISITED);
	}
	//Generates the initial forces in a new campaign.  The idea is to randomize numbers and sectors
	//so that no two games are the same.
	InitStrategicAI();

	InitStrategicStatus();

}
//This is the function that is called only once, when the player begins a new game.  This will calculate
//starting numbers of the queen's army in various parts of the map, which will vary from campaign to campaign.
//This is also highly effected by the game's difficulty setting.
This is the function that is called only once, when the player begins a new game.  This will calculate
starting numbers of the queen's army in various parts of the map, which will vary from campaign to campaign.
This is also highly effected by the game's difficulty setting.
This is the function that is called only once when the player begins a new game . This will calculate starting numbers of the queen ' s army in various parts of the map which will vary from campaign to campaign . This is also highly effected by the game ' s difficulty setting .
void InitNewCampaign()
{
	std::fill_n(SectorInfo, 256, SECTORINFO{});
	InitStrategicMovementCosts();
	RemoveAllGroups();
	InitKnowFacilitiesFlags( );
	BuildUndergroundSectorInfoList();
	if (gamepolicy(reveal_start_sector))
	{
		UINT16 uiStartSector = gamepolicy(start_sector);
		SetSectorFlag(SECTORX(uiStartSector), SECTORY(uiStartSector), 0, SF_ALREADY_VISITED);
	}
	InitStrategicAI();
	InitStrategicStatus();
}
void InitNewCampaign ( ) { std :: fill_n ( SectorInfo , 256 , SECTORINFO { } ) ; InitStrategicMovementCosts ( ) ; RemoveAllGroups ( ) ; InitKnowFacilitiesFlags ( ) ; BuildUndergroundSectorInfoList ( ) ; if ( gamepolicy ( reveal_start_sector ) ) { UINT16 uiStartSector = gamepolicy ( start_sector ) ; SetSectorFlag ( SECTORX ( uiStartSector ) , SECTORY ( uiStartSector ) , 0 , SF_ALREADY_VISITED ) ; } InitStrategicAI ( ) ; InitStrategicStatus ( ) ; }
This is the function that is called only once, when the player begins a new game.
This is the function that is called only once when the player begins a new game .
//First clear all the sector information of all enemy existance.  Conveniently, the //ubGroupType is also cleared, which is perceived to be an empty group. // Allow overhead view of start sector on game onset. //Generates the initial forces in a new campaign.  The idea is to randomize numbers and sectors //so that no two games are the same.