Externalized some hardcoded grid numbers to "Mod_options.ini" (by DepressivesBrot)

- There is a new "Mod_options.ini" file located in the "Data" MOD folder
- Only modders should make changes to the file.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5352 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-06-19 07:54:08 +00:00
parent bcec78472f
commit c0448be2e6
4 changed files with 106 additions and 25 deletions
+30 -25
View File
@@ -102,9 +102,9 @@
class OBJECTTYPE;
class SOLDIERTYPE;
INT32 sBasementEnterGridNos[ ] = { 13362, 13363, 13364, 13365, 13525, 13524 };
INT32 sBasementExitGridNos[ ] = { 8047, 8207, 8208, 8048, 7888, 7728, 7727, 7567 };
//DBrot: not needed anymore, got an option for those
//INT32 sBasementEnterGridNos[ ] = { 13362, 13363, 13364, 13365, 13525, 13524 };
//INT32 sBasementExitGridNos[ ] = { 8047, 8207, 8208, 8048, 7888, 7728, 7727, 7567 };
extern UINT8 gubWaitingForAllMercsToExitCode;
extern BOOLEAN fFoundTixa;
@@ -1850,14 +1850,14 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
// OK, we want to goto the basement level!
//DEF: First thing, Add the exit grid to the map temps file
ExitGrid.ubGotoSectorX = 10;
ExitGrid.ubGotoSectorY = 1;
ExitGrid.ubGotoSectorZ = 1;
ExitGrid.usGridNo = 12722; //dnl!!!
//DBrot: Grids
ExitGrid.ubGotoSectorX = gModSettings.ubHideoutSectorX;
ExitGrid.ubGotoSectorY = gModSettings.ubHideoutSectorY;
ExitGrid.ubGotoSectorZ = gModSettings.ubHideoutSectorZ;
ExitGrid.usGridNo = gModSettings.iHideoutExitGrid; //dnl!!!
ApplyMapChangesToMapTempFile( TRUE );
AddExitGridToWorld( 7887, &ExitGrid );
AddExitGridToWorld( gModSettings.iHideoutEntryGrid, &ExitGrid );
ApplyMapChangesToMapTempFile( FALSE );
// For one, loop through our current squad and move them over
@@ -1873,19 +1873,21 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector && pSoldier->bAssignment == CurrentSquad( ) )
{
gfTacticalTraversal = TRUE;
SetGroupSectorValue( 10, 1, 1, pSoldier->ubGroupID );
SetGroupSectorValue( gModSettings.ubHideoutSectorX, gModSettings.ubHideoutSectorY, gModSettings.ubHideoutSectorZ, pSoldier->ubGroupID );
// Set insertion gridno
if ( bNumDone < 6 )
{
// Set next sectore
pSoldier->sSectorX = 10;
pSoldier->sSectorY = 1;
pSoldier->bSectorZ = 1;
//DBrot: Grids
pSoldier->sSectorX = gModSettings.ubHideoutSectorX;
pSoldier->sSectorY = gModSettings.ubHideoutSectorY;
pSoldier->bSectorZ = gModSettings.ubHideoutSectorZ;
// Set gridno
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = sBasementEnterGridNos[ bNumDone ];
//pSoldier->usStrategicInsertionData = sBasementEnterGridNos[ bNumDone ];
pSoldier->usStrategicInsertionData = gModSettings.iBasementEntry[ bNumDone ];
}
bNumDone++;
}
@@ -1897,14 +1899,14 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
gMercProfiles[ 101 ].sSectorY = 1;
gMercProfiles[ 101 ].bSectorZ = 1;
*/
ChangeNpcToDifferentSector( FATIMA, 10, 1, 1 );
ChangeNpcToDifferentSector( FATIMA, gModSettings.ubHideoutSectorX, gModSettings.ubHideoutSectorY, gModSettings.ubHideoutSectorZ);
// Dimitri
/* gMercProfiles[ 60 ].sSectorX = 10;
gMercProfiles[ 60 ].sSectorY = 1;
gMercProfiles[ 60 ].bSectorZ = 1;
*/
ChangeNpcToDifferentSector( DIMITRI, 10, 1, 1 );
ChangeNpcToDifferentSector( DIMITRI, gModSettings.ubHideoutSectorX, gModSettings.ubHideoutSectorY, gModSettings.ubHideoutSectorZ);
gFadeOutDoneCallback = DoneFadeOutActionBasement;
@@ -2161,19 +2163,21 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector )
{
gfTacticalTraversal = TRUE;
SetGroupSectorValue( 10, 1, 0, pSoldier->ubGroupID );
//DBrot: Grids
SetGroupSectorValue( gModSettings.ubHideoutSurfaceX, gModSettings.ubHideoutSurfaceY, gModSettings.ubHideoutSurfaceZ, pSoldier->ubGroupID );
// Set insertion gridno
if ( bNumDone < 8 )
{
// Set next sectore
pSoldier->sSectorX = 10;
pSoldier->sSectorY = 1;
pSoldier->bSectorZ = 0;
pSoldier->sSectorX = gModSettings.ubHideoutSurfaceX;
pSoldier->sSectorY = gModSettings.ubHideoutSurfaceY;
pSoldier->bSectorZ = gModSettings.ubHideoutSurfaceZ;
// Set gridno
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = sBasementExitGridNos[ bNumDone ];
//pSoldier->usStrategicInsertionData = sBasementExitGridNos[ bNumDone ];
pSoldier->usStrategicInsertionData = gModSettings.iBasementExit[ bNumDone ];
}
bNumDone++;
}
@@ -4918,7 +4922,8 @@ void DialogueMessageBoxCallBack( UINT8 ubExitValue )
void DoneFadeOutActionBasement( )
{
// OK, insertion data found, enter sector!
SetCurrentWorldSector( 10, 1, 1 );
//DBrot: Grids
SetCurrentWorldSector( gModSettings.ubHideoutSectorX, gModSettings.ubHideoutSectorY, gModSettings.ubHideoutSectorZ );
// OK, once down here, adjust the above map with crate info....
gfTacticalTraversal = FALSE;
@@ -4926,12 +4931,12 @@ void DoneFadeOutActionBasement( )
gpTacticalTraversalChosenSoldier = NULL;
// Remove crate
RemoveStructFromUnLoadedMapTempFile( 7887, SECONDOSTRUCT1, 10, 1, 0 );
RemoveStructFromUnLoadedMapTempFile( gModSettings.iHideoutEntryGrid, gModSettings.usCrateTileDef, gModSettings.ubHideoutSurfaceX, gModSettings.ubHideoutSurfaceY, gModSettings.ubHideoutSurfaceZ );
// Add crate
AddStructToUnLoadedMapTempFile( 8207, SECONDOSTRUCT1, 10, 1, 0 );
AddStructToUnLoadedMapTempFile( gModSettings.iFinalCrateGrid, gModSettings.usCrateTileDef, gModSettings.ubHideoutSurfaceX, gModSettings.ubHideoutSurfaceY, gModSettings.ubHideoutSurfaceZ );
// Add trapdoor
AddStructToUnLoadedMapTempFile( 7887, DEBRIS2MISC1, 10, 1, 0 );
AddStructToUnLoadedMapTempFile( gModSettings.iHideoutEntryGrid, gModSettings.usTrapdoorTileDef, gModSettings.ubHideoutSurfaceX, gModSettings.ubHideoutSurfaceY, gModSettings.ubHideoutSurfaceZ );
gFadeInDoneCallback = DoneFadeInActionBasement;