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Brief: //dnl ch68
- Magically appeared reinforcements for enemy and militia just turn after they are called from now could be delayed and randomized. Details: - Practically all enemy reinforcement which can populate available slots was always appeared next turn after they are called so now we have game settings under "Strategic Gameplay Settings" for fine tunning enemy and militia reinforce entry: MIN_DELAY_ENEMY_REINFORCEMENTS enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled. RND_DELAY_ENEMY_REINFORCEMENTS additional random delay added to minimum when reinforcements will arrive after they are called. MIN_ENTER_ENEMY_REINFORCEMENTS minimum enemy units which will enter after above delay is over. RND_ENTER_ENEMY_REINFORCEMENTS additional random enemy units to appear after passing delay. MIN_DELAY_MILITIA_REINFORCEMENTS enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled. RND_DELAY_MILITIA_REINFORCEMENTS additional random delay added to minimum when reinforcements will arrive after they are called. MIN_ENTER_MILITIA_REINFORCEMENTS minimum enemy units which will enter after above delay is over. RND_ENTER_MILITIA_REINFORCEMENTS additional random enemy units to appear after passing delay. - After first delay ends any other reinforcement appeared more frequently or if already arrive (but no free slot), they will pop up soon after slot is free. - Add option NO_REMOVE_RANDOM_SECTOR_ITEMS under "Strategic Gameplay Settings" to prevent permanent random removal of your sector items. - Add missing function DisplaySectorItemsInfo. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6386 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+15
-15
@@ -3625,21 +3625,21 @@ LEVELNODE * FindShadow( INT32 sGridNo, UINT16 usStructIndex )
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// WANNE: Improved v1.13 version to find the shadow tile. (by Realist)
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// This should fix the bug, finding and swapping shadows when swapping structures
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// e.g: When curring a fence tile, the shadow tile was not swapped. Now it should be fixed.
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LEVELNODE* FindShadow(INT32 sGridNo, UINT16 usStructIndex)
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{
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TILE_ELEMENT const * const te = &gTileDatabase[usStructIndex];
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if (te->uiFlags & HAS_SHADOW_BUDDY && te->sBuddyNum != -1)
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{
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LEVELNODE* pLevelNode;
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for (pLevelNode = gpWorldLevelData[sGridNo].pShadowHead; pLevelNode != NULL; pLevelNode = pLevelNode->pNext)
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{
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if (pLevelNode->usIndex == te->sBuddyNum)
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{
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return pLevelNode;
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}
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}
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}
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return NULL;
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LEVELNODE* FindShadow(INT32 sGridNo, UINT16 usStructIndex)
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{
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TILE_ELEMENT const * const te = &gTileDatabase[usStructIndex];
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if (te->uiFlags & HAS_SHADOW_BUDDY && te->sBuddyNum != -1)
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{
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LEVELNODE* pLevelNode;
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for (pLevelNode = gpWorldLevelData[sGridNo].pShadowHead; pLevelNode != NULL; pLevelNode = pLevelNode->pNext)
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{
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if (pLevelNode->usIndex == te->sBuddyNum)
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{
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return pLevelNode;
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}
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}
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}
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return NULL;
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}
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