1. Feature - Spooky creature music now plays when zombies are present

2. Bugfix - CheckForFullStruct in Soldier Control.cpp was referencing NUMBEROFTILES instead of new global variable


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5323 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2012-05-31 19:55:48 +00:00
parent 49a590ed34
commit 9f9e42a004
10 changed files with 36 additions and 7 deletions
+25
View File
@@ -6181,6 +6181,7 @@ void ExitCombatMode( )
// unused
//gfForceMusicToTense = TRUE;
UseCreatureMusic(HostileZombiesPresent());
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
BetweenTurnsVisibilityAdjustments();
@@ -6239,6 +6240,7 @@ void SetEnemyPresence( )
#endif
{
UseCreatureMusic(HostileZombiesPresent());
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = false"));
sniperwarning = FALSE;
@@ -6576,6 +6578,7 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
// Begin tense music....
// unused
//gfForceMusicToTense = TRUE;
UseCreatureMusic(HostileZombiesPresent());
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
return( TRUE );
@@ -9276,6 +9279,28 @@ BOOLEAN HostileBloodcatsPresent( void )
return( FALSE );
}
BOOLEAN HostileZombiesPresent( void )
{
INT32 iLoop;
SOLDIERTYPE * pSoldier;
if ( gTacticalStatus.Team[ CREATURE_TEAM ].bTeamActive == FALSE )
{
return( FALSE );
}
for ( iLoop = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; iLoop++ )
{
pSoldier = MercPtrs[ iLoop ];
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->IsZombie() )
{
return( TRUE );
}
}
return( FALSE );
}
void HandleCreatureTenseQuote( )
{