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Auto save: Externalized the auto save feature (see GameSettings.cpp). No more need to create a file named "AutoSave.pls" in your JA2 root directory. But there is one bug in the game: The game always crashes after loading a "normal" savegame after an auto savegame was loaded. The error occurs, because the game tries to remove a mouse region that does not exists. I could not fix the bug, so I did not make an entry for auto save in the ja2_options.ini. Auto save is always false in the game, until this bug is fixed.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@526 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+10
-3
@@ -467,10 +467,17 @@ void LoadGameExternalOptions()
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// WANNE: Drop Items
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gGameExternalOptions.ubEnemiesItemDrop = iniReader.ReadInteger("JA2 Gameplay Settings","ENEMIES_ITEM_DROP", 0);
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// WANNE: Auto save: I did not set USE_AUTO_SAVE in the ja2_options.ini, because
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// the game always crashes after a "normal" savegame is loaded after loading an autosave
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// So for now USE_AUTO_SAVE is always false.
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// The game crashes when removing mouse region that are not set
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// After we fix that bug, we can make the entry USE_AUTO_SAVE in the ja2_options.ini
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gGameExternalOptions.gfUseAutoSave = iniReader.ReadBoolean("JA2 Gameplay Settings","USE_AUTO_SAVE",FALSE);
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// Militia settings
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gGameExternalOptions.gfAllowMilitiaGroups = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_MILITIA_MOBILE_GROUPS",0);
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gGameExternalOptions.gfAllowReinforcements = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_REINFORCEMENTS",0);
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gGameExternalOptions.gfAllowReinforcementsOnlyInCity = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_REINFORCEMENTS_ONLY_IN_CITIES",0);
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gGameExternalOptions.gfAllowMilitiaGroups = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_MILITIA_MOBILE_GROUPS",FALSE);
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gGameExternalOptions.gfAllowReinforcements = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_REINFORCEMENTS",FALSE);
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gGameExternalOptions.gfAllowReinforcementsOnlyInCity = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_REINFORCEMENTS_ONLY_IN_CITIES",FALSE);
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gGameExternalOptions.guiBaseQueenPoolIncrement = iniReader.ReadInteger("JA2 Gameplay Settings","QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL",60);
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gGameExternalOptions.guiCreateEachNHours = iniReader.ReadInteger("JA2 Gameplay Settings","CREATE_EACH_N_HOURS",24);
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@@ -309,6 +309,8 @@ typedef struct
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// WANNE
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INT32 ubEnemiesItemDrop;
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BOOLEAN gfUseAutoSave;
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//Merc Assignment settings
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INT32 ubAssignmentUnitsPerDay;
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INT32 ubMinutesForAssignmentToCount;
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+3
-4
@@ -714,7 +714,6 @@ void ExitSaveLoadScreen()
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{
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INT8 i;
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gfLoadGameUponEntry = FALSE;
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if( !gfSaveLoadScreenButtonsCreated )
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@@ -738,7 +737,7 @@ void ExitSaveLoadScreen()
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for(i=0; i<NUM_SAVE_GAMES; i++)
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{
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MSYS_RemoveRegion( &gSelectedSaveRegion[i]);
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MSYS_RemoveRegion( &gSelectedSaveRegion[i]);
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}
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DeleteVideoObjectFromIndex( guiSlgBackGroundImage );
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@@ -847,14 +846,14 @@ void GetSaveLoadScreenUserInput()
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}
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if( gfKeyState[ ALT ] )
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/*if( gfKeyState[ ALT ] )
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{
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DisplayOnScreenNumber( FALSE );
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}
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else
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{
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DisplayOnScreenNumber( TRUE );
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}
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}*/
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if( gfKeyState[ CTRL ] || fWasCtrlHeldDownLastFrame )
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{
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@@ -1172,7 +1172,11 @@ UINT32 UIHandleEndTurn( UI_EVENT *pUIEvent )
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}
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else
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{
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if( FileExists( "..\\AutoSave.pls" ) && CanGameBeSaved() )
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// WANNE: Changed the auto save depending from AutoSave.pls
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// to an option setting.
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// So no more need to have a file AutoSave.pls in you ja2 root directory
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//if( FileExists( "..\\AutoSave.pls" ) && CanGameBeSaved() )
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if (gGameExternalOptions.gfUseAutoSave == TRUE && CanGameBeSaved() )
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{
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//Save the game
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guiPreviousOptionScreen = guiCurrentScreen;
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+7
-7
@@ -573,8 +573,8 @@ void UnHideMessagesDuringNPCDialogue( void )
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void ScreenMsg( UINT16 usColor, UINT8 ubPriority, STR16 pStringA, ...)
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{
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__try
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{
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//__try
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//{
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wchar_t DestString[512];
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va_list argptr;
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@@ -648,11 +648,11 @@ void ScreenMsg( UINT16 usColor, UINT8 ubPriority, STR16 pStringA, ...)
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}
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return;
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}
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__except(filter(GetExceptionCode(), GetExceptionInformation()))
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{
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return;
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}
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//}
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//__except(filter(GetExceptionCode(), GetExceptionInformation()))
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//{
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// return;
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//}
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}
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void ClearWrappedStrings( WRAPPED_STRING *pStringWrapperHead )
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