Externalizations (by Buggler)

- 'Kingpin wants his money' history log hardcoded location to his actual location
- John & Mary sector to disappear on quest completion
- Dynamo prison sector for Matt's quest
- Joey primary & alternate location to be found
- Spike sector relocation when assassins are sent
- Weapon cache locations

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6477 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-10-09 19:44:15 +00:00
parent e59e951e31
commit 3ab6da635f
16 changed files with 182 additions and 74 deletions
+2 -1
View File
@@ -925,7 +925,8 @@ BOOLEAN CheckFact( UINT16 usFact, UINT8 ubProfileID )
gubFact[usFact] = IsHisMineAtMaxProduction( ubProfileID );
break;
case FACT_DYNAMO_IN_J9:
gubFact[usFact] = CheckNPCSector( DYNAMO, 9, MAP_ROW_J, 0 ) && NumEnemiesInAnySector( 9, 10, 0 );
gubFact[usFact] = CheckNPCSector( DYNAMO, gModSettings.ubDyanmoPrisonSectorX, gModSettings.ubDyanmoPrisonSectorY, gModSettings.ubDyanmoPrisonSectorZ ) &&
NumEnemiesInAnySector( gModSettings.ubDyanmoPrisonSectorX, gModSettings.ubDyanmoPrisonSectorY, gModSettings.ubDyanmoPrisonSectorZ ); //( 9, 10, 0 )
break;
case FACT_DYNAMO_ALIVE:
gubFact[usFact] = ( gMercProfiles[ DYNAMO ].bMercStatus != MERC_IS_DEAD );
+10 -10
View File
@@ -1526,7 +1526,7 @@ void InitStrategicAI()
case 1:
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
{
pSector = &SectorInfo[ SEC_E11 ];
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
if (ubPicked[0] == 0)
@@ -1544,7 +1544,7 @@ void InitStrategicAI()
case 2:
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
{
pSector = &SectorInfo[ SEC_H5 ];
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
if (ubPicked[0] == 0)
@@ -1562,7 +1562,7 @@ void InitStrategicAI()
case 3:
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
{
pSector = &SectorInfo[ SEC_H10 ];
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
if (ubPicked[0] == 0)
@@ -1580,7 +1580,7 @@ void InitStrategicAI()
case 4:
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
{
pSector = &SectorInfo[ SEC_J12 ];
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
if (ubPicked[0] == 0)
@@ -1598,7 +1598,7 @@ void InitStrategicAI()
case 5:
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
{
pSector = &SectorInfo[ SEC_M9 ];
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
if (ubPicked[0] == 0)
@@ -1622,23 +1622,23 @@ void InitStrategicAI()
}
else
{
pSector = &SectorInfo[ SEC_E11 ];
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
pSector = &SectorInfo[ SEC_H5 ];
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
pSector = &SectorInfo[ SEC_H10 ];
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
pSector = &SectorInfo[ SEC_J12 ];
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
pSector = &SectorInfo[ SEC_M9 ];
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
}
+9 -9
View File
@@ -714,7 +714,7 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
#else
AddEmail( KING_PIN_LETTER, KING_PIN_LETTER_LENGTH, KING_PIN, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT );
#endif
StartQuest( QUEST_KINGPIN_MONEY, 5, MAP_ROW_D );
StartQuest( QUEST_KINGPIN_MONEY, gMercProfiles[ KINGPIN ].sSectorX, gMercProfiles[ KINGPIN ].sSectorY );
// add event to send terrorists two days from now
AddFutureDayStrategicEvent( EVENT_SET_BY_NPC_SYSTEM, Random( 120 ), FACT_KINGPIN_KNOWS_MONEY_GONE, 2 );
}
@@ -723,8 +723,8 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
// knows money gone, quest is still in progress
// event indicates Kingpin can start to send terrorists
SetFactTrue( FACT_KINGPIN_CAN_SEND_ASSASSINS );
gMercProfiles[ SPIKE ].sSectorX = 5;
gMercProfiles[ SPIKE ].sSectorY = MAP_ROW_C;
gMercProfiles[ SPIKE ].sSectorX = gModSettings.ubSpikeNewSectorX; //5
gMercProfiles[ SPIKE ].sSectorY = gModSettings.ubSpikeNewSectorY; //MAP_ROW_C
gTacticalStatus.fCivGroupHostile[ KINGPIN_CIV_GROUP ] = CIV_GROUP_WILL_BECOME_HOSTILE;
}
}
@@ -789,9 +789,9 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
case NPC_ACTION_ADD_JOEY_TO_WORLD:
// If Joey is not dead, escorted, or already delivered
if ( gMercProfiles[ JOEY ].bMercStatus != MERC_IS_DEAD && !CheckFact( FACT_JOEY_ESCORTED, 0 ) &&
gMercProfiles[ JOEY ].sSectorX == 4 &&
gMercProfiles[ JOEY ].sSectorY == MAP_ROW_D &&
gMercProfiles[ JOEY ].bSectorZ == 1 )
gMercProfiles[ JOEY ].sSectorX == gModSettings.ubJoeyPrimarySectorX && //4
gMercProfiles[ JOEY ].sSectorY == gModSettings.ubJoeyPrimarySectorY && //MAP_ROW_D
gMercProfiles[ JOEY ].bSectorZ == gModSettings.ubJoeyPrimarySectorZ ) //1
{
SOLDIERTYPE * pJoey;
@@ -804,9 +804,9 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
else
{
// move Joey from caves to San Mona
gMercProfiles[ JOEY ].sSectorX = 5;
gMercProfiles[ JOEY ].sSectorY = MAP_ROW_C;
gMercProfiles[ JOEY ].bSectorZ = 0;
gMercProfiles[ JOEY ].sSectorX = gModSettings.ubJoeyAlternateSectorX; //5
gMercProfiles[ JOEY ].sSectorY = gModSettings.ubJoeyAlternateSectorY; //MAP_ROW_C
gMercProfiles[ JOEY ].bSectorZ = gModSettings.ubJoeyAlternateSectorZ; //0
}
}
break;