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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
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@@ -25,7 +25,7 @@
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#include "Reinforcement.h"
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#include "MilitiaSquads.h"
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#define IS_ONLY_IN_CITIES ( gGameExternalOptions.gfAllowReinforcmentsOnlyInCity ? TRUE: FALSE )
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#define IS_ONLY_IN_CITIES ( gGameExternalOptions.gfAllowReinforcementsOnlyInCity ? TRUE: FALSE )
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UINT8 gubReinforcementMinEnemyStaticGroupSize = 12;
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@@ -43,7 +43,7 @@ void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pub
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*pubNumTroops += ubNumTroops;
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*pubNumElites += ubNumElites;
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return;
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if ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA ) //Madd: skip Omerta
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@@ -99,7 +99,7 @@ BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 s
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if( pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
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return TRUE; //Well, it's in the same sector, so allow to reinforce
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return FALSE;
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GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir,
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@@ -135,7 +135,7 @@ UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY)
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ubResult = CountAllMilitiaInSector( sMapX, sMapY );
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return ubResult;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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@@ -156,7 +156,7 @@ UINT8 MilitiaInFiveSectorsOfRank( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
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ubResult = MilitiaInSectorOfRank( sMapX, sMapY, ubRank );
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return ubResult;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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@@ -176,7 +176,7 @@ BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY)
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UINT8 ubDirNumber;
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UINT8 ubRandom;
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return FALSE;
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if( CountAllMilitiaInSector( sMapX, sMapY ) >= MAXIMUM_MILITIA_SQUAD_SIZE ||
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@@ -206,7 +206,7 @@ BOOLEAN ARRemoveMilitiaMan( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
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return TRUE;
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}
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return FALSE;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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@@ -247,7 +247,7 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
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GROUP *pGroup;
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SECTORINFO *pThisSector, *pSector;
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return 255;
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if ( GetTownIdForSector( sMapX, sMapY ) == OMERTA ) //Madd: skip Omerta
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@@ -324,7 +324,7 @@ UINT8 DoReinforcementAsPendingMilitia( INT16 sMapX, INT16 sMapY, UINT8 *pubRank
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UINT8 ubDirNumber = 0, ubIndex;
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SECTORINFO *pSector;//*pThisSector,
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return 255;
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// pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];
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