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-added ENABLE_CREPITUS flag to options ini file to enable/disable crepitus even in sci-fi mode
-fixed BR's not stocking things later in game if they were illegal when game started git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@425 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -483,6 +483,7 @@ void LoadGameExternalOptions()
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//Misc
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gGameExternalOptions.fAmmoDynamicWeight = iniReader.ReadBoolean("JA2 Gameplay Settings", "DYNAMIC_AMMO_WEIGHT", TRUE); //Pulmu
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gGameExternalOptions.fEnableCrepitus = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_CREPITUS", TRUE);
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}
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@@ -305,6 +305,7 @@ typedef struct
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BOOLEAN gfInsaneAggressiveQueen;
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BOOLEAN fAmmoDynamicWeight; //Pulmu
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BOOLEAN fEnableCrepitus;
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} GAME_EXTERNAL_OPTIONS;
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+2
-2
@@ -23,12 +23,12 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.422" };
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INT16 zVersionLabel[256] = { L"Release v1.13.426" };
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#endif
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INT8 czVersionNumber[16] = { "Build 06.08.10" };
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INT8 czVersionNumber[16] = { "Build 06.08.11" };
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INT16 zTrackingNumber[16] = { L"Z" };
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+2
-4
@@ -574,7 +574,7 @@ BOOLEAN InitBobbyRayNewInventory()
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break;
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//if Bobby Ray sells this, it can be sold, and it's allowed into this game (some depend on e.g. gun-nut option)
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// if( ( StoreInventory[ i ][ BOBBY_RAY_NEW ] != 0) && !( Item[ i ].fFlags & ITEM_NOT_BUYABLE ) && ItemIsLegal( i ) )
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if( ( StoreInventory[ i ][ BOBBY_RAY_NEW ] != 0) && !( Item[ i ].notbuyable ) && ItemIsLegal( i ) )
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if( !( Item[ i ].notbuyable ) )
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{
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LaptopSaveInfo.BobbyRayInventory[ usBobbyrIndex ].usItemIndex = i;
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usBobbyrIndex++;
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@@ -612,10 +612,8 @@ BOOLEAN InitBobbyRayUsedInventory()
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break;
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//if Bobby Ray sells this, it can be sold, and it's allowed into this game (some depend on e.g. gun-nut option)
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// if( ( StoreInventory[ i ][ BOBBY_RAY_USED ] != 0) && !( Item[ i ].fFlags & ITEM_NOT_BUYABLE ) && ItemIsLegal( i ) )
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if( ( StoreInventory[ i ][ BOBBY_RAY_USED ] != 0) && !( Item[ i ].notbuyable ) && ItemIsLegal( i ) )
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if( !( Item[ i ].notbuyable ) )
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{
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// if( (StoreInventory[ i ][ BOBBY_RAY_USED ] != 0) && !( Item[i].fFlags & ITEM_NOT_BUYABLE ) && ItemIsLegal( i ))
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if( (StoreInventory[ i ][ BOBBY_RAY_USED ] != 0) && !( Item[i].notbuyable ) && ItemIsLegal( i ))
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// in case his store inventory list is wrong, make sure this category of item can be sold used
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if ( CanDealerItemBeSoldUsed( i ) )
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{
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@@ -939,7 +939,7 @@ void CreatureAttackTown( UINT8 ubSectorID, BOOLEAN fOverrideTest )
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void ChooseCreatureQuestStartDay()
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{
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// INT32 iRandom, iDay;
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if( !(gGameOptions.ubGameStyle == STYLE_SCIFI) )
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if( !(gGameOptions.ubGameStyle == STYLE_SCIFI) || !gGameExternalOptions.fEnableCrepitus)
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return; //only available in science fiction mode.
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//Post the event. Once it becomes due, it will setup the queen monster's location, and
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//begin spreading and attacking towns from there.
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@@ -1385,7 +1385,7 @@ void CreatureNightPlanning()
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void CheckConditionsForTriggeringCreatureQuest( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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{
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UINT8 ubValidMines = 0;
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if( !(gGameOptions.ubGameStyle == STYLE_SCIFI) )
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if( !(gGameOptions.ubGameStyle == STYLE_SCIFI) || !gGameExternalOptions.fEnableCrepitus)
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return; //No scifi, no creatures...
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if( giLairID )
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return; //Creature quest already begun
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@@ -160,7 +160,7 @@ void InitNPCs( void )
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gfPlayerTeamSawJoey = FALSE;
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if ( gGameOptions.ubGameStyle == STYLE_SCIFI )
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if ( gGameOptions.ubGameStyle == STYLE_SCIFI && gGameExternalOptions.fEnableCrepitus )
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{
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// add Bob
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pProfile = &(gMercProfiles[BOB]);
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@@ -1017,7 +1017,7 @@ BOOLEAN CheckFact( UINT16 usFact, UINT8 ubProfileID )
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break;
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case FACT_FATHER_DRUNK_AND_SCIFI_OPTION_ON:
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gubFact[usFact] = ( ( gMercProfiles[ FATHER ].bNPCData >= 5 ) && gGameOptions.ubGameStyle == STYLE_SCIFI );
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gubFact[usFact] = ( ( gMercProfiles[ FATHER ].bNPCData >= 5 ) && gGameOptions.ubGameStyle == STYLE_SCIFI && gGameExternalOptions.fEnableCrepitus);
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break;
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case FACT_BLOODCAT_QUEST_STARTED_TWO_DAYS_AGO:
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@@ -1216,7 +1216,7 @@ void HandleRPCDescriptionOfSector( INT16 sSectorX, INT16 sSectorY, INT16 sSector
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if ( sSectorX == ubSectorDescription[ cnt ][ 1 ] && sSectorY == ubSectorDescription[ cnt ][ 0 ] )
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{
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// If we're not scifi, skip some
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if ( !(gGameOptions.ubGameStyle == STYLE_SCIFI) && cnt == 3 )
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if ( !(gGameOptions.ubGameStyle == STYLE_SCIFI && gGameExternalOptions.fEnableCrepitus) && cnt == 3 )
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{
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continue;
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}
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@@ -2594,7 +2594,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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break;
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case NPC_ACTION_NO_SCI_FI_END_MEANWHILE:
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if ( !( gGameOptions.ubGameStyle == STYLE_SCIFI ) )
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if ( !( gGameOptions.ubGameStyle == STYLE_SCIFI && gGameExternalOptions.fEnableCrepitus) )
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{
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// End meanwhile....
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// End meanwhile....
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@@ -3892,7 +3892,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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break;
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case NPC_ACTION_TRIGGER_MICKY_BY_SCI_FI:
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if ( gGameOptions.ubGameStyle == STYLE_SCIFI )
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if ( gGameOptions.ubGameStyle == STYLE_SCIFI && gGameExternalOptions.fEnableCrepitus)
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{
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TriggerNPCRecord( MICKY, 7 );
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}
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+1
-1
@@ -1188,7 +1188,7 @@ BOOLEAN ItemIsLegal( UINT16 usItemIndex )
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}
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}
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if ( gGameOptions.ubGameStyle == STYLE_REALISTIC && Item[usItemIndex].scifi )
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if ( gGameOptions.ubGameStyle != STYLE_SCIFI && Item[usItemIndex].scifi )
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{
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return FALSE;
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}
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@@ -946,6 +946,10 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
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// Make team look for items
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AllSoldiersLookforItems( TRUE );
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//Madd: set warning value to signal other enemies
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if( pSoldier->bTeam == ENEMY_TEAM )
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Corpse.ubAIWarningValue = 20;
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//if we are to call TacticalRemoveSoldier after adding the corpse
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if( fRemoveMerc )
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{
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