Externalized always using "prof.dat" (ALWAYS_USE_PROF_DAT in ja2_options.ini) for any difficult level. This makes sense for modders (thx to Scorpion)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2449 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2008-12-09 18:55:32 +00:00
parent 2d6d7c8851
commit 86b02ea67e
3 changed files with 45 additions and 29 deletions
+3
View File
@@ -783,6 +783,9 @@ void LoadGameExternalOptions()
// HEADROCK: Use Enhanced Item Description Box?
gGameExternalOptions.fEnhancedDescriptionBox = iniReader.ReadInteger("JA2 Gameplay Settings","USE_ENHANCED_DESCRIPTION_BOX",0);
// WANNE: Always use prof.dat??
gGameExternalOptions.fAlwaysUseProfDat = iniReader.ReadBoolean("JA2 Gameplay Settings", "ALWAYS_USE_PROF_DAT", FALSE);
}
INT16 DynamicAdjustAPConstants(INT16 iniReadValue, INT16 iniDefaultValue, BOOLEAN reverse)
+5 -1
View File
@@ -452,7 +452,11 @@ BOOLEAN gbBulletTracer;
BOOLEAN fRestrictFemaleEnemiesExceptElite;
// HEADROCK: Enhanced Item Description Box ON/OFF
BOOLEAN fEnhancedDescriptionBox;
// WANNE: Changed from BOOLEAN to INT32!
INT32 fEnhancedDescriptionBox;
// WANNE: Always use "prof.dat".
BOOLEAN fAlwaysUseProfDat;
} GAME_EXTERNAL_OPTIONS;
+37 -28
View File
@@ -244,36 +244,45 @@ BOOLEAN LoadMercProfiles(void)
UINT32 uiLoop, uiLoop2;//, uiLoop3;
UINT16 usItem;//, usNewGun, usAmmo, usNewAmmo;
switch ( gGameOptions.ubDifficultyLevel)
if (gGameExternalOptions.fAlwaysUseProfDat == FALSE)
{
case DIF_LEVEL_EASY:
if ( gGameOptions.fGunNut )
fptr = FileOpen(pFileName1_Tons, FILE_ACCESS_READ, FALSE );
else
fptr = FileOpen(pFileName1_Normal, FILE_ACCESS_READ, FALSE );
break;
case DIF_LEVEL_MEDIUM:
if ( gGameOptions.fGunNut )
fptr = FileOpen(pFileName2_Tons, FILE_ACCESS_READ, FALSE );
else
fptr = FileOpen(pFileName2_Normal, FILE_ACCESS_READ, FALSE );
break;
case DIF_LEVEL_HARD:
if ( gGameOptions.fGunNut )
fptr = FileOpen(pFileName3_Tons, FILE_ACCESS_READ, FALSE );
else
fptr = FileOpen(pFileName3_Normal, FILE_ACCESS_READ, FALSE );
break;
case DIF_LEVEL_INSANE:
if ( gGameOptions.fGunNut )
fptr = FileOpen(pFileName4_Tons, FILE_ACCESS_READ, FALSE );
else
fptr = FileOpen(pFileName4_Normal, FILE_ACCESS_READ, FALSE );
break;
default:
fptr = FileOpen(pFileName, FILE_ACCESS_READ, FALSE );
break;
switch ( gGameOptions.ubDifficultyLevel)
{
case DIF_LEVEL_EASY:
if ( gGameOptions.fGunNut )
fptr = FileOpen(pFileName1_Tons, FILE_ACCESS_READ, FALSE );
else
fptr = FileOpen(pFileName1_Normal, FILE_ACCESS_READ, FALSE );
break;
case DIF_LEVEL_MEDIUM:
if ( gGameOptions.fGunNut )
fptr = FileOpen(pFileName2_Tons, FILE_ACCESS_READ, FALSE );
else
fptr = FileOpen(pFileName2_Normal, FILE_ACCESS_READ, FALSE );
break;
case DIF_LEVEL_HARD:
if ( gGameOptions.fGunNut )
fptr = FileOpen(pFileName3_Tons, FILE_ACCESS_READ, FALSE );
else
fptr = FileOpen(pFileName3_Normal, FILE_ACCESS_READ, FALSE );
break;
case DIF_LEVEL_INSANE:
if ( gGameOptions.fGunNut )
fptr = FileOpen(pFileName4_Tons, FILE_ACCESS_READ, FALSE );
else
fptr = FileOpen(pFileName4_Normal, FILE_ACCESS_READ, FALSE );
break;
default:
fptr = FileOpen(pFileName, FILE_ACCESS_READ, FALSE );
break;
}
}
else
{
fptr = FileOpen(pFileName, FILE_ACCESS_READ, FALSE );
}
if( !fptr )
{