- bugfix for scrolling items on BR mail order screen

- bugfix for display errors on empty lines on BR mail order screen
- externalized noise threshold for silenced shots to Ja2_Options.ini (MAX_PERCENT_NOISE_SILENCED_SOUND)
- updated version numbers

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6484 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-10-13 12:30:25 +00:00
parent c5873e956d
commit 1f6a7be646
8 changed files with 65 additions and 22 deletions
+2 -2
View File
@@ -955,8 +955,8 @@ void LoadGameExternalOptions()
//################# Sound Settings ################# //################# Sound Settings #################
gGameExternalOptions.guiWeaponSoundEffectsVolume = iniReader.ReadInteger("Sound Settings","WEAPON_SOUND_EFFECTS_VOLUME",0, 0, 1000 /*1000 = 10x?*/); gGameExternalOptions.guiWeaponSoundEffectsVolume = iniReader.ReadInteger("Sound Settings","WEAPON_SOUND_EFFECTS_VOLUME", 0, 0, 1000 /*1000 = 10x?*/);
gGameExternalOptions.gubMaxPercentNoiseSilencedSound = iniReader.ReadInteger("Sound Settings","MAX_PERCENT_NOISE_SILENCED_SOUND", 35, 0, 100 );
//################# Tactical Interface Settings ################# //################# Tactical Interface Settings #################
+1
View File
@@ -435,6 +435,7 @@ typedef struct
//Sound settings //Sound settings
UINT32 guiWeaponSoundEffectsVolume; UINT32 guiWeaponSoundEffectsVolume;
UINT8 gubMaxPercentNoiseSilencedSound;
// WDS - Option to turn off stealing // WDS - Option to turn off stealing
BOOLEAN fStealingDisabled; BOOLEAN fStealingDisabled;
+9 -9
View File
@@ -15,9 +15,9 @@
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifdef JA2UB #ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.6353 (Development Build)" }; CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.6484 (Development Build)" };
#else #else
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.6353 (Development Build)" }; CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.6484 (Development Build)" };
#endif #endif
// ------------------------------ // ------------------------------
@@ -27,11 +27,11 @@
//DEBUG BUILD VERSION //DEBUG BUILD VERSION
#ifdef JA2UB #ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.6353 (Development Build)" }; CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.6484 (Development Build)" };
#elif defined (JA113DEMO) #elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.6353 (Development Build)" }; CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.6484 (Development Build)" };
#else #else
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.6353 (Development Build)" }; CHAR16 zVersionLabel[256] = { L"Debug: v1.13.6484 (Development Build)" };
#endif #endif
#elif defined CRIPPLED_VERSION #elif defined CRIPPLED_VERSION
@@ -46,16 +46,16 @@
//RELEASE BUILD VERSION //RELEASE BUILD VERSION
#ifdef JA2UB #ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.6353 (Development Build)" }; CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.6484 (Development Build)" };
#elif defined (JA113DEMO) #elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.6353 (Development Build)" }; CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.6484 (Development Build)" };
#else #else
CHAR16 zVersionLabel[256] = { L"Release v1.13.6353 (Development Build)" }; CHAR16 zVersionLabel[256] = { L"Release v1.13.6484 (Development Build)" };
#endif #endif
#endif #endif
CHAR8 czVersionNumber[16] = { "Build 12.08.24" }; //YY.MM.DD CHAR8 czVersionNumber[16] = { "Build 13.10.13" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" }; CHAR16 zTrackingNumber[16] = { L"Z" };
// SAVE_GAME_VERSION is defined in header, change it there // SAVE_GAME_VERSION is defined in header, change it there
+45 -4
View File
@@ -394,6 +394,8 @@ void PurchaseBobbyOrder();
UINT32 CalcPackageTotalWeight(); UINT32 CalcPackageTotalWeight();
void DisplayPackageWeight( ); void DisplayPackageWeight( );
void ShutDownBobbyRNewMailOrders(); void ShutDownBobbyRNewMailOrders();
// sorts the list of selected items for the mail order screen
void SortBobbyRayPurchases();
//ppp //ppp
void DrawOrderGoldRectangle(UINT16 usGridX, UINT16 usGridY); void DrawOrderGoldRectangle(UINT16 usGridX, UINT16 usGridY);
@@ -585,6 +587,10 @@ BOOLEAN EnterBobbyRMailOrder()
gfRemoveItemsFromStock = FALSE; gfRemoveItemsFromStock = FALSE;
// silversurfer: This sorts the list of items that we marked for purchase.
// This helps us get rid of the empty line display errors in the mail order screen.
SortBobbyRayPurchases();
RenderBobbyRMailOrder(); RenderBobbyRMailOrder();
return(TRUE); return(TRUE);
} }
@@ -1022,7 +1028,7 @@ void DisplayPurchasedItems( BOOLEAN fCalledFromOrderPage, UINT16 usGridX, UINT16
UINT8 *pDestBuf; UINT8 *pDestBuf;
HVOBJECT hArrowHandle; HVOBJECT hArrowHandle;
//JMich TODO add a way to check for empty index in the middle of pBobbyRayPurchase //JMich TODO add a way to check for empty index in the middle of pBobbyRayPurchase
// silversurfer: Not necessary anymore. Function SortBobbyRayPurchases() will remove any empty indexes for us before we call the mail order screen.
//Output the qty //Output the qty
DrawTextToScreen(BobbyROrderFormText[BOBBYR_QTY], (UINT16)(usGridX+BOBBYR_GRID_FIRST_COLUMN_X), (UINT16)(usGridY+BOBBYR_GRID_FIRST_COLUMN_Y-BOBBYR_GRID_TITLE_OFFSET), BOBBYR_GRID_FIRST_COLUMN_WIDTH, BOBBYR_ORDER_STATIC_TEXT_FONT, BOBBYR_ORDER_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED); DrawTextToScreen(BobbyROrderFormText[BOBBYR_QTY], (UINT16)(usGridX+BOBBYR_GRID_FIRST_COLUMN_X), (UINT16)(usGridY+BOBBYR_GRID_FIRST_COLUMN_Y-BOBBYR_GRID_TITLE_OFFSET), BOBBYR_GRID_FIRST_COLUMN_WIDTH, BOBBYR_ORDER_STATIC_TEXT_FONT, BOBBYR_ORDER_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED);
@@ -2153,15 +2159,20 @@ void SelectGridScrollColumnMovementCallBack(MOUSE_REGION * pRegion, INT32 reason
pRegion->uiFlags |= BUTTON_CLICKED_ON ; pRegion->uiFlags |= BUTTON_CLICKED_ON ;
// scroll up
if( ubPurchaseNumber < gubPurchaseAtTopOfList ) if( ubPurchaseNumber < gubPurchaseAtTopOfList )
{ {
gubPurchaseAtTopOfList = ubPurchaseNumber; gubPurchaseAtTopOfList = ubPurchaseNumber;
} }
// scroll down
if( ubPurchaseNumber > gubPurchaseAtTopOfList ) if( ubPurchaseNumber > gubPurchaseAtTopOfList )
{ {
if( ( ubPurchaseNumber - gubPurchaseAtTopOfList ) >= BOBBYR_NUM_DISPLAYED_ITEMS ) // silversurfer: No idea what this was supposed to do. We always have only BOBBYR_NUM_DISPLAYED_ITEMS in the list.
gubPurchaseAtTopOfList = ubPurchaseNumber - BOBBYR_NUM_DISPLAYED_ITEMS + 1; // Why should we handle scrolling up and down differently?
/* if( ( ubPurchaseNumber - gubPurchaseAtTopOfList ) >= BOBBYR_NUM_DISPLAYED_ITEMS )
gubPurchaseAtTopOfList = ubPurchaseNumber - BOBBYR_NUM_DISPLAYED_ITEMS + 1; */
gubPurchaseAtTopOfList = ubPurchaseNumber;
} }
gfReDrawBobbyOrder = TRUE; gfReDrawBobbyOrder = TRUE;
gfBobbyRShipmentsDirty = TRUE; gfBobbyRShipmentsDirty = TRUE;
@@ -2826,7 +2837,37 @@ UINT16 CountNumberOfBobbyPurchasesThatAreInTransit()
return( usItemCount ); return( usItemCount );
} }
void SortBobbyRayPurchases()
{
INT16 ubLastEmptyIndex = -1;
for ( UINT8 i = 0; i < gGameExternalOptions.ubBobbyRayMaxPurchaseAmount; i++ )
{
// we have no item here
if ( BobbyRayPurchases[i].ubNumberPurchased == 0 )
{
// store this index as the first last empty index
if ( ubLastEmptyIndex < 0 )
ubLastEmptyIndex = i;
}
else
{
if ( ubLastEmptyIndex >= 0 )
{
// move data to last empty index
BobbyRayPurchases[ubLastEmptyIndex] = BobbyRayPurchases[i];
// clean up data
BobbyRayPurchases[i].bItemQuality = 0;
BobbyRayPurchases[i].fUsed = 0;
BobbyRayPurchases[i].ubNumberPurchased = 0;
BobbyRayPurchases[i].usBobbyItemIndex = 0;
BobbyRayPurchases[i].usItemIndex = 0;
// set new last empty index
ubLastEmptyIndex++;
}
}
}
}
BOOLEAN NewWayOfSavingBobbyRMailOrdersToSaveGameFile( HWFILE hFile ) BOOLEAN NewWayOfSavingBobbyRMailOrdersToSaveGameFile( HWFILE hFile )
{ {
+1 -1
View File
@@ -5768,7 +5768,7 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
{ {
// Switch on silencer... // Switch on silencer...
UINT16 noisefactor = GetPercentNoiseVolume( pObj ); UINT16 noisefactor = GetPercentNoiseVolume( pObj );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ pObj->usItem ].ubAttackVolume <= 10 ) if( noisefactor < gGameExternalOptions.gubMaxPercentNoiseSilencedSound || Weapon[ pObj->usItem ].ubAttackVolume <= 10 )
{ {
INT32 uiSound; INT32 uiSound;
+1 -1
View File
@@ -406,7 +406,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
{ {
// Switch on silencer... // Switch on silencer...
INT16 noisefactor = GetPercentNoiseVolume( pObjUsed ); INT16 noisefactor = GetPercentNoiseVolume( pObjUsed );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usedGun ].ubAttackVolume <= 10 ) if( noisefactor < gGameExternalOptions.gubMaxPercentNoiseSilencedSound || Weapon[ usedGun ].ubAttackVolume <= 10 )
{ {
INT32 uiSound; INT32 uiSound;
+4 -4
View File
@@ -1812,7 +1812,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
// IF we are silenced? // IF we are silenced?
noisefactor = GetPercentNoiseVolume( pObjAttHand ); noisefactor = GetPercentNoiseVolume( pObjAttHand );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usUBItem ].ubAttackVolume <= 10 ) if( noisefactor < gGameExternalOptions.gubMaxPercentNoiseSilencedSound || Weapon[ usUBItem ].ubAttackVolume <= 10 )
{ {
// Pick sound file baed on how many bullets we are going to fire... // Pick sound file baed on how many bullets we are going to fire...
sprintf( zBurstString, gzBurstSndStrings[ Weapon[ usUBItem ].sSilencedBurstSound ], bShotsToFire ); sprintf( zBurstString, gzBurstSndStrings[ Weapon[ usUBItem ].sSilencedBurstSound ], bShotsToFire );
@@ -1869,7 +1869,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
{ {
// Switch on silencer... // Switch on silencer...
UINT16 noisefactor = GetPercentNoiseVolume( pObjAttHand ); UINT16 noisefactor = GetPercentNoiseVolume( pObjAttHand );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usUBItem ].ubAttackVolume <= 10 ) if( noisefactor < gGameExternalOptions.gubMaxPercentNoiseSilencedSound || Weapon[ usUBItem ].ubAttackVolume <= 10 )
{ {
INT32 uiSound; INT32 uiSound;
@@ -2390,7 +2390,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
// IF we are silenced? // IF we are silenced?
UINT16 noisefactor = GetPercentNoiseVolume( pObjUsed ); UINT16 noisefactor = GetPercentNoiseVolume( pObjUsed );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usUBItem ].ubAttackVolume <= 10 ) if( noisefactor < gGameExternalOptions.gubMaxPercentNoiseSilencedSound || Weapon[ usUBItem ].ubAttackVolume <= 10 )
{ {
// Pick sound file baed on how many bullets we are going to fire... // Pick sound file baed on how many bullets we are going to fire...
sprintf( zBurstString, gzBurstSndStrings[ Weapon[ usUBItem ].sSilencedBurstSound ], bShotsToFire ); sprintf( zBurstString, gzBurstSndStrings[ Weapon[ usUBItem ].sSilencedBurstSound ], bShotsToFire );
@@ -2447,7 +2447,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
{ {
// Switch on silencer... // Switch on silencer...
UINT16 noisefactor = GetPercentNoiseVolume( pObjUsed ); UINT16 noisefactor = GetPercentNoiseVolume( pObjUsed );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usUBItem ].ubAttackVolume <= 10 ) if( noisefactor < gGameExternalOptions.gubMaxPercentNoiseSilencedSound || Weapon[ usUBItem ].ubAttackVolume <= 10 )
{ {
INT32 uiSound; INT32 uiSound;
+2 -1
View File
@@ -47,7 +47,8 @@ void HandleTacticalEffectsOfEquipmentChange( SOLDIERTYPE *pSoldier, UINT32 uiInv
#define SOLID_SLUG_RANGE_BONUS 65 #define SOLID_SLUG_RANGE_BONUS 65
#define DUCKBILL_RANGE_BONUS 40 #define DUCKBILL_RANGE_BONUS 40
#define MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND 50 //35 silversurfer changed that to make sound suppressors always play the silenced sound // silversurfer: externalized this to gGameExternalOptions.gubMaxPercentNoiseSilencedSound
//#define MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND 35
// JA2 GOLD: for weapons and attachments, give penalties only for status values below 85 // JA2 GOLD: for weapons and attachments, give penalties only for status values below 85
#define WEAPON_STATUS_MOD( x ) ( (x) >= 85 ? 100 : (((x) * 100) / 85) ) #define WEAPON_STATUS_MOD( x ) ( (x) >= 85 ? 100 : (((x) * 100) / 85) )