-added ENABLE_ALL_WEAPON_CACHES and ENABLE_ALL_TERRORIST flags (requires new game to use)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@428 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-08-12 00:56:26 +00:00
parent 47c26ccdcf
commit f135291973
4 changed files with 41 additions and 10 deletions
+2
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@@ -485,6 +485,8 @@ void LoadGameExternalOptions()
gGameExternalOptions.fAmmoDynamicWeight = iniReader.ReadBoolean("JA2 Gameplay Settings", "DYNAMIC_AMMO_WEIGHT", TRUE); //Pulmu
gGameExternalOptions.fEnableCrepitus = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_CREPITUS", TRUE);
gGameExternalOptions.fEnableAllTerrorists = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_ALL_TERRORISTS", FALSE);
gGameExternalOptions.fEnableAllWeaponCaches = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_ALL_WEAPON_CACHES", FALSE);
}
+1 -1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.427" };
INT16 zVersionLabel[256] = { L"Release v1.13.428" };
#endif
+33 -8
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@@ -1388,16 +1388,41 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic3");
//final thing to do is choose 1 cache map out of 5 possible maps. Simply select the sector randomly,
//set up the flags to use the alternate map, then place 8-12 regular troops there (no ai though).
//changing MAX_STRATEGIC_TEAM_SIZE may require changes to to the defending force here.
switch( Random( 5 ) )
if ( !gGameExternalOptions.fEnableAllWeaponCaches )
{
case 0: pSector = &SectorInfo[ SEC_E11 ]; break;
case 1: pSector = &SectorInfo[ SEC_H5 ]; break;
case 2: pSector = &SectorInfo[ SEC_H10 ]; break;
case 3: pSector = &SectorInfo[ SEC_J12 ]; break;
case 4: pSector = &SectorInfo[ SEC_M9 ]; break;
switch( Random( 5 ) )
{
case 0: pSector = &SectorInfo[ SEC_E11 ]; break;
case 1: pSector = &SectorInfo[ SEC_H5 ]; break;
case 2: pSector = &SectorInfo[ SEC_H10 ]; break;
case 3: pSector = &SectorInfo[ SEC_J12 ]; break;
case 4: pSector = &SectorInfo[ SEC_M9 ]; break;
}
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
}
else
{
pSector = &SectorInfo[ SEC_E11 ];
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
pSector = &SectorInfo[ SEC_H5 ];
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
pSector = &SectorInfo[ SEC_H10 ];
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
pSector = &SectorInfo[ SEC_J12 ];
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
pSector = &SectorInfo[ SEC_M9 ];
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
}
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
ValidateWeights( 1 );
}
+5 -1
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@@ -441,13 +441,17 @@ void DecideActiveTerrorists( void )
case DIF_LEVEL_EASY:
uiChance = 70;
break;
case DIF_LEVEL_HARD:
case DIF_LEVEL_INSANE:
uiChance = 30;
break;
default:
uiChance = 50;
break;
}
if ( gGameExternalOptions.fEnableAllTerrorists )
uiChance = 100;
// add at least 2 more
ubNumAdditionalTerrorists = 2;
for (ubLoop = 0; ubLoop < (MAX_ADDITIONAL_TERRORISTS - 2); ubLoop++)