Feature change - Bobby Ray Selection on New Game screen split into two items: Quality and Quantity. Selectors allow for full 1-10 range of quality (coolness) / quantity multipliers, instead of just 1,2,4,10.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5299 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2012-05-24 19:41:11 +00:00
parent bd45bf26b2
commit 00ac266521
23 changed files with 527 additions and 328 deletions
+22 -21
View File
@@ -575,7 +575,8 @@ void InitGameOptions()
{
memset( &gGameOptions, 0, sizeof( GAME_OPTIONS ) );
gGameOptions.ubBobbyRay = BR_GOOD;
gGameOptions.ubBobbyRayQuality = BR_GOOD;
gGameOptions.ubBobbyRayQuantity = BR_GOOD;
gGameOptions.fGunNut = TRUE;
gGameOptions.fAirStrikes = FALSE;
gGameOptions.ubGameStyle = STYLE_SCIFI;
@@ -769,7 +770,7 @@ void LoadGameExternalOptions()
//I.M.P Character generation
// SANDRO - some changes here
gGameExternalOptions.iIMPProfileCost = iniReader.ReadInteger("Recruitment Settings","IMP_PROFILE_COST",3000, 0, 50000);
gGameExternalOptions.iIMPProfileCost = iniReader.ReadInteger("Recruitment Settings","IMP_PROFILE_COST",3000, 0, 500000);
gGameExternalOptions.fDynamicIMPProfileCost = iniReader.ReadBoolean("Recruitment Settings","DYNAMIC_IMP_PROFILE_COST",FALSE);
gGameExternalOptions.iImpAttributePoints = iniReader.ReadInteger("Recruitment Settings","IMP_INITIAL_POINTS",500, 1, 5000);
gGameExternalOptions.iMinAttribute = iniReader.ReadInteger("Recruitment Settings","IMP_MIN_ATTRIBUTE",35, 1, 99);
@@ -2715,22 +2716,25 @@ void DisplayGameSettings( )
//Display the difficulty level
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], gzGIOScreenText[ gGameOptions.ubDifficultyLevel + GIO_EASY_TEXT - 1 ] );
//Bobby Ray option
switch ( gGameOptions.ubBobbyRay )
{
case BR_GOOD:
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ] );
break;
case BR_GREAT:
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GREAT_TEXT ] );
break;
case BR_EXCELLENT:
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_EXCELLENT_TEXT ] );
break;
case BR_AWESOME:
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_AWESOME_TEXT ] );
break;
}
//Bobby Ray option 1
if ( gGameOptions.ubBobbyRayQuality >= BR_GOOD && gGameOptions.ubBobbyRayQuality < BR_GREAT )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ], BR_GOOD );
else if ( gGameOptions.ubBobbyRayQuality >= BR_GREAT && gGameOptions.ubBobbyRayQuality < BR_EXCELLENT )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GREAT_TEXT ], BR_GREAT );
else if ( gGameOptions.ubBobbyRayQuality >= BR_EXCELLENT && gGameOptions.ubBobbyRayQuality < BR_AWESOME )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_EXCELLENT_TEXT ], BR_EXCELLENT );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_AWESOME_TEXT ], BR_AWESOME );
//Bobby Ray option 2
if ( gGameOptions.ubBobbyRayQuantity >= BR_GOOD && gGameOptions.ubBobbyRayQuantity < BR_GREAT )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ], BR_GOOD );
else if ( gGameOptions.ubBobbyRayQuantity >= BR_GREAT && gGameOptions.ubBobbyRayQuantity < BR_EXCELLENT )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_GREAT_TEXT ], BR_GREAT );
else if ( gGameOptions.ubBobbyRayQuantity >= BR_EXCELLENT && gGameOptions.ubBobbyRayQuantity < BR_AWESOME )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_EXCELLENT_TEXT ], BR_EXCELLENT );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_AWESOME_TEXT ], BR_AWESOME );
// Item Progress Speed Option
switch( gGameOptions.ubProgressSpeedOfItemsChoices )
@@ -2752,9 +2756,6 @@ void DisplayGameSettings( )
break;
}
// Kaiden: Following Line was commented out (Extra Bobby Rays Setting always displays Normal)
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ] );
// Iron Man Mode
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_GAME_SAVE_STYLE_TEXT ], gzGIOScreenText[ GIO_SAVE_ANYWHERE_TEXT + gGameOptions.fIronManMode ] );