Little Alien

- Game settings changed to read new Ja2_Options.INI format

- Added control to skip strategic events 
(set ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS to TRUE to enable, press and hold NumLock in strategy screen to skip strategic events)




git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@77 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-21 14:08:28 +00:00
parent 2134a20d9d
commit d973bfb848
9 changed files with 45 additions and 34 deletions
+9 -9
View File
@@ -25,7 +25,7 @@
#include "Reinforcement.h"
#include "MilitiaSquads.h"
#define IS_ONLY_IN_CITIES ( gGameExternalOptions.gfAllowReinforcmentsOnlyInCity ? TRUE: FALSE )
#define IS_ONLY_IN_CITIES ( gGameExternalOptions.gfAllowReinforcementsOnlyInCity ? TRUE: FALSE )
UINT8 gubReinforcementMinEnemyStaticGroupSize = 12;
@@ -43,7 +43,7 @@ void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pub
*pubNumTroops += ubNumTroops;
*pubNumElites += ubNumElites;
if( !gGameExternalOptions.gfAllowReinforcments )
if( !gGameExternalOptions.gfAllowReinforcements )
return;
if ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA ) //Madd: skip Omerta
@@ -99,7 +99,7 @@ BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 s
if( pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
return TRUE; //Well, it's in the same sector, so allow to reinforce
if( !gGameExternalOptions.gfAllowReinforcments )
if( !gGameExternalOptions.gfAllowReinforcements )
return FALSE;
GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir,
@@ -135,7 +135,7 @@ UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY)
ubResult = CountAllMilitiaInSector( sMapX, sMapY );
if( !gGameExternalOptions.gfAllowReinforcments )
if( !gGameExternalOptions.gfAllowReinforcements )
return ubResult;
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
@@ -156,7 +156,7 @@ UINT8 MilitiaInFiveSectorsOfRank( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
ubResult = MilitiaInSectorOfRank( sMapX, sMapY, ubRank );
if( !gGameExternalOptions.gfAllowReinforcments )
if( !gGameExternalOptions.gfAllowReinforcements )
return ubResult;
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
@@ -176,7 +176,7 @@ BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY)
UINT8 ubDirNumber;
UINT8 ubRandom;
if( !gGameExternalOptions.gfAllowReinforcments )
if( !gGameExternalOptions.gfAllowReinforcements )
return FALSE;
if( CountAllMilitiaInSector( sMapX, sMapY ) >= MAXIMUM_MILITIA_SQUAD_SIZE ||
@@ -206,7 +206,7 @@ BOOLEAN ARRemoveMilitiaMan( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
return TRUE;
}
if( !gGameExternalOptions.gfAllowReinforcments )
if( !gGameExternalOptions.gfAllowReinforcements )
return FALSE;
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
@@ -247,7 +247,7 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
GROUP *pGroup;
SECTORINFO *pThisSector, *pSector;
if( !gGameExternalOptions.gfAllowReinforcments )
if( !gGameExternalOptions.gfAllowReinforcements )
return 255;
if ( GetTownIdForSector( sMapX, sMapY ) == OMERTA ) //Madd: skip Omerta
@@ -324,7 +324,7 @@ UINT8 DoReinforcementAsPendingMilitia( INT16 sMapX, INT16 sMapY, UINT8 *pubRank
UINT8 ubDirNumber = 0, ubIndex;
SECTORINFO *pSector;//*pThisSector,
if( !gGameExternalOptions.gfAllowReinforcments )
if( !gGameExternalOptions.gfAllowReinforcements )
return 255;
// pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];