The following options have been moved from the campaign the campaign start screen to JA2_Options.ini:

- Maximum number of IMPs (now MAX_IMP_CHARACTERS (Default: 10))
- Enemies drop all items (now DROP_ALL (Default: FALSE))
- Merc Story Backgrounds (now BACKGROUNDS (Default: TRUE))
- Food System (now FOOD (Default: FALSE))
- Improved Interrupt System (now IMPROVED_INTERRUPT_SYSTEM (Default: TRUE))
- Inventory Manipulation Costs AP (now INVENTORY_MANIPULATION_COSTS_AP (Default: FALSE))

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23855&goto=354656&#msg_354656

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8610 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-09-02 15:14:01 +00:00
parent 83e00b0480
commit 2dbacd32de
35 changed files with 177 additions and 1196 deletions
+7 -7
View File
@@ -5009,7 +5009,7 @@ void SOLDIERTYPE::EVENT_FireSoldierWeapon( INT32 sTargetGridNo )
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - hack! - an interrupt pending before shot
if ( gGameOptions.fImprovedInterruptSystem )
if ( UsingImprovedInterruptSystem() )
{
if ( ResolvePendingInterrupt( this, BEFORESHOT_INTERRUPT ) )
{
@@ -14451,7 +14451,7 @@ void SOLDIERTYPE::SoldierInventoryCoolDown( void )
// handle flashlight. This is necessary in this location, as we need to do this at least once per turn
this->HandleFlashLights( );
if ( !gGameExternalOptions.fWeaponOverheating && !gGameOptions.fFoodSystem )
if ( !gGameExternalOptions.fWeaponOverheating && !UsingFoodSystem() )
return;
INT8 numStacks = (INT8)this->inv.size( ); // remember inventorysize, so we don't call size() repeatedly
@@ -16811,7 +16811,7 @@ void SOLDIERTYPE::SwitchWeapons( BOOLEAN fKnife, BOOLEAN fSideArm )
// execute swap
if ( handCanMove == TRUE && searchitemCanMove == TRUE )
{
if ( gGameOptions.fInventoryCostsAP )
if ( UsingInventoryCostsAPSystem() )
{
UINT16 APTotalCost = 0;
@@ -17243,7 +17243,7 @@ INT8 SOLDIERTYPE::GetSoldierProfileType( UINT8 usTeam )
// Flugente: do we have a specific background flag?
BOOLEAN SOLDIERTYPE::HasBackgroundFlag( UINT64 aFlag )
{
if ( gGameOptions.fBackGround && this->ubProfile != NO_PROFILE )
if ( UsingBackGroundSystem() && this->ubProfile != NO_PROFILE )
{
if ( zBackground[gMercProfiles[this->ubProfile].usBackground].uiFlags & aFlag )
return TRUE;
@@ -17254,7 +17254,7 @@ BOOLEAN SOLDIERTYPE::HasBackgroundFlag( UINT64 aFlag )
INT16 SOLDIERTYPE::GetBackgroundValue( UINT16 aNr )
{
if ( gGameOptions.fBackGround && this->ubProfile != NO_PROFILE )
if ( UsingBackGroundSystem() && this->ubProfile != NO_PROFILE )
{
return zBackground[gMercProfiles[this->ubProfile].usBackground].value[aNr];
}
@@ -19096,7 +19096,7 @@ void SOLDIERTYPE::PrintDiseaseDesc( CHAR16* apStr, BOOLEAN fFullDesc )
void SOLDIERTYPE::PrintFoodDesc( CHAR16* apStr, BOOLEAN fFullDesc )
{
if ( !gGameOptions.fFoodSystem )
if ( !UsingFoodSystem() )
return;
// only for living mercs with a profile
@@ -22735,7 +22735,7 @@ UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundred
}
// Flugente: Third, heal damage from starvation if possible
if ( !gGameOptions.fFoodSystem || (gGameOptions.fFoodSystem && ubAmountRegained > 0 && pSoldier->bFoodLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold) )
if ( !UsingFoodSystem() || ( ubAmountRegained > 0 && pSoldier->bFoodLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold) )
{
// if we have a damaged stat here
if ( pSoldier->usStarveDamageHealth > 0 )