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reworked prisoner info chance, PRISONER_INFO_DETECT_CHANCE is obsolete
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5927 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+3
-4
@@ -1581,12 +1581,11 @@ void LoadGameExternalOptions()
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gGameExternalOptions.fSurrenderMultiplier = iniReader.ReadFloat("Strategic Gameplay Settings", "SURRENDER_MULTIPLIER", 5.0f, 2.0f, 10.0f);
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gGameExternalOptions.fPlayerCanAsktoSurrender = iniReader.ReadBoolean("Strategic Gameplay Settings","PLAYER_CAN_ASK_TO_SURRENDER", TRUE);
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gGameExternalOptions.ubPrisonerReturntoQueenChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_RETURN_TO_ARMY_CHANCE", 50, 0, 100);
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gGameExternalOptions.ubPrisonerProcessDefectChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_DEFECT_CHANCE", 10, 0, 100);
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gGameExternalOptions.ubPrisonerProcessInfoBaseChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INFO_BASECHANCE", 10, 0, 100);
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gGameExternalOptions.ubPrisonerProcessInfoDetectChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INFO_DETECT_CHANCE", 5, 0, 100);
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gGameExternalOptions.ubPrisonerProcessDefectChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_DEFECT_CHANCE", 25, 0, 100);
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gGameExternalOptions.ubPrisonerProcessInfoBaseChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INFO_BASECHANCE", 25, 0, 100);
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gGameExternalOptions.ubPrisonerProcessInfoNumberChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INFO_NUMBER_CHANCE", 30, 0, 100);
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gGameExternalOptions.ubPrisonerProcessInfoDirectionChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INFO_DIRECTION_CHANCE", 40, 0, 100);
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gGameExternalOptions.ubPrisonerProcessRansomBaseChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_RANSOM_CHANCE", 10, 0, 100);
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gGameExternalOptions.ubPrisonerProcessRansomBaseChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_RANSOM_CHANCE", 25, 0, 100);
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// CHRISL: Determine how Skyrider should handle landing in enemy occupied sectors
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gGameExternalOptions.ubSkyriderHotLZ = iniReader.ReadInteger("Strategic Gameplay Settings", "ALLOW_SKYRIDER_HOT_LZ", 0);
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@@ -1196,7 +1196,6 @@ typedef struct
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UINT8 ubPrisonerReturntoQueenChance;
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UINT8 ubPrisonerProcessDefectChance;
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UINT8 ubPrisonerProcessInfoBaseChance;
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UINT8 ubPrisonerProcessInfoDetectChance;
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UINT8 ubPrisonerProcessInfoNumberChance;
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UINT8 ubPrisonerProcessInfoDirectionChance;
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UINT8 ubPrisonerProcessRansomBaseChance;
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+26
-33
@@ -5608,45 +5608,38 @@ void HandlePrisonerProcessingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
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else if ( result < gGameExternalOptions.ubPrisonerProcessDefectChance + gGameExternalOptions.ubPrisonerProcessInfoBaseChance )
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{
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BOOLEAN found = FALSE;
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// run through sectors and handle each type in sector
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for(INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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UINT8 maxtries = 20;
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for(UINT8 infotry = 0; infotry < maxtries; ++infotry)
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{
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if ( found )
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break;
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UINT8 usX = 1 + Random( MAP_WORLD_X - 2 );
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UINT8 usY = 1 + Random( MAP_WORLD_Y - 2 );
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for(INT16 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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{
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UINT32 result = Random(100);
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if ( result < gGameExternalOptions.ubPrisonerProcessInfoDetectChance )
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{
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// there need to be mobile enemies here - that the queen has troops in towns we do not own is hardly worthy information
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if ( NumMobileEnemiesInSector( sX, sY ) == 0 )
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continue;
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// there need to be mobile enemies here - that the queen has troops in towns we do not own is hardly worthy information, and empty sectors aren't interesting
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if ( NumMobileEnemiesInSector( usX, usY ) == 0 )
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continue;
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// not if we already know about this sector
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if ( SectorInfo[ SECTOR( sX, sY ) ].uiFlags & SF_ASSIGN_NOTICED_ENEMIES_HERE )
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continue;
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// not if we already know about this sector
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if ( SectorInfo[ SECTOR( usX, usY ) ].uiFlags & SF_ASSIGN_NOTICED_ENEMIES_HERE )
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continue;
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// enemy patrol detected
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SectorInfo[ SECTOR( sX, sY ) ].uiFlags |= SF_ASSIGN_NOTICED_ENEMIES_HERE;
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// enemy patrol detected
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SectorInfo[ SECTOR( usX, usY ) ].uiFlags |= SF_ASSIGN_NOTICED_ENEMIES_HERE;
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if ( result < gGameExternalOptions.ubPrisonerProcessInfoNumberChance )
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{
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// we also learned the number of enemies
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SectorInfo[ SECTOR( sX, sY ) ].uiFlags |= SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER;
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}
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if ( result < gGameExternalOptions.ubPrisonerProcessInfoDirectionChance )
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{
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// we also learned the direction of the patrol
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SectorInfo[ SECTOR( sX, sY ) ].uiFlags |= SF_ASSIGN_NOTICED_ENEMIES_KNOW_DIRECTION;
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}
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++revealedpositions;
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found = TRUE;
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break;
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}
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if ( Chance(gGameExternalOptions.ubPrisonerProcessInfoNumberChance) )
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{
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// we also learned the number of enemies
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SectorInfo[ SECTOR( usX, usY ) ].uiFlags |= SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER;
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}
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if ( Chance(gGameExternalOptions.ubPrisonerProcessInfoDirectionChance) )
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{
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// we also learned the direction of the patrol
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SectorInfo[ SECTOR( usX, usY ) ].uiFlags |= SF_ASSIGN_NOTICED_ENEMIES_KNOW_DIRECTION;
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}
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++revealedpositions;
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found = TRUE;
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break;
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}
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}
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// chance prisoner will grant us ransom money
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