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Improved Game Settings (by Arynn)
- fixed corruption of ja2.set - ja2.set will no be saved to ja2_settings.ini - a few more minor game setting fixes and error tracings git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2844 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -40,13 +40,7 @@ class OBJECTTYPE;
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class SOLDIERTYPE;
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//******* Local Defines **************************************************
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#define DC_MAX_COVER_RANGE 43 //31
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#define DC__SOLDIER_VISIBLE_RANGE 43 //31
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#define DC__MIN_SIZE 4
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#define DC__MAX_SIZE 21 //11
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// moved no longer local
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typedef struct
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{
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@@ -10,6 +10,12 @@ void DisplayRangeToTarget( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo );
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void RemoveVisibleGridNoAtSelectedGridNo();
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void DisplayGridNoVisibleToSoldierGrid( );
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#define DC_MAX_COVER_RANGE 43 //31
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#define DC__SOLDIER_VISIBLE_RANGE 43 //31
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#define DC__MIN_SIZE 4
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#define DC__MAX_SIZE 21 //11
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#ifdef JA2TESTVERSION
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void DisplayLosAndDisplayCoverUsageScreenMsg();
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#endif
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@@ -5729,7 +5729,7 @@ void ExitCombatMode( )
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EndTopMessage( );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Exit combat mode");// arynn : add forced turn mode
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_FTM_EXIT_COMBAT ] );// ary-05/05/2009 : add forced turn mode
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// OK, we have exited combat mode.....
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// Reset some flags for no aps to move, etc
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@@ -5749,7 +5749,7 @@ void ExitCombatMode( )
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{
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pSoldier->AdjustNoAPToFinishMove( FALSE );
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// arynn : fix lower ready weapons
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// ary-05/05/2009 : fix lower ready weapons
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//previously "ready weapon" state was being dropped in a couple of cases
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//the fix involves bypassing the reset animation state for the various "ready weapon" types
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//since this is a reset animation function, we should be VERY specific about when and what we dont reset
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@@ -5762,7 +5762,7 @@ void ExitCombatMode( )
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))
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{
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pSoldier->SoldierGotoStationaryStance( );
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}// arynn : fix lower ready weapon end_if
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}
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}
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//Cancel pending events
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@@ -6099,9 +6099,9 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
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// If we have reach a point where a cons. number of turns gone by....
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//if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 )
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// arynn : add forced turn mode : note : no forced turn mode option for Multi Player
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// ary-05/05/2009 : add forced turn mode : note : no forced turn mode option for Multi Player
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if ( is_networked ) gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE;
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if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 && !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])// arynn : add forced turn mode
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if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 && !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])
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{
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if(is_networked && !getReal)//hayden
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@@ -24,9 +24,10 @@
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#endif
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#include "GameSettings.h" // arynn : add forced turn mode
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#include "font control.h" // arynn : add forced turn mode
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#include "message.h" // arynn : add forced turn mode
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#include "GameSettings.h" // ary-05/05/2009 : add forced turn mode
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#include "text.h" // : add forced turn mode
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#include "font control.h" // : add forced turn mode
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#include "message.h" // : add forced turn mode
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#include "connect.h"
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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@@ -1531,17 +1532,17 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubDir
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if ( pSoldier->ubBodyType != BLOODCAT )
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{
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SetEnemyPresence( );
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// arynn : add forced turn mode : note : not for bloodcats..
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// arynn : add forced turn mode : note : no forced turn mode option for Multi Player
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// ary-05/05/2009 : add forced turn mode : note : not for bloodcats..
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// : note : no forced turn mode option for Multi Player
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if ( is_networked ) gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE;
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if ( gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Forced Turn Mode Active, Entering Combat" );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_FTM_ENTER_COMBAT ] );
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if( Random( 100 ) >= Random( 100 ) ) // give a chance for either to go first
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EnterCombatMode( OUR_TEAM );
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else
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EnterCombatMode( ENEMY_TEAM );
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}// arynn : add forced turn mode
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}
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}
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}
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}
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@@ -207,7 +207,7 @@ void ToggleWireFrame();
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void RefreshSoldier();
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void ChangeSoldiersBodyType( UINT8 ubBodyType, BOOLEAN fCreateNewPalette );
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void TeleportSelectedSoldier();
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void ToggleTurnMode();// arynn : add forced turn mode
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void ToggleTurnMode();// ary-05/05/2009 : add forced turn mode
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void ToggleTreeTops();
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void ToggleZBuffer();
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void TogglePlanningMode();
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@@ -3707,7 +3707,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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break;
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case 'T':
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if ( fCtrl && fShift && fAlt && !is_networked)// arynn : add forced turn mode
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if ( fCtrl && fShift && fAlt && !is_networked)// ary-05/05/2009 : add forced turn mode
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{
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ToggleTurnMode();
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}
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@@ -4570,28 +4570,20 @@ void TeleportSelectedSoldier()
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}
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}
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void ToggleTurnMode()// arynn : add forced turn mode
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void ToggleTurnMode()// ary-05/05/2009 : add forced turn mode
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{
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if ( !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] )
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{
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#ifdef CHINESE
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"强制回合制模式" );
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#else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Forced Turn Mode" );
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#endif
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_FORCED_TURN_MODE ] );
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gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = TRUE;
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EnterCombatMode( OUR_TEAM ); // arynn : randomize ? i'm leaving this for now due to "i made the call, i get dibs"
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EnterCombatMode( OUR_TEAM ); // ary-05/05/2009 : randomize ? i'm leaving this for now due to "player makes the call, player gets dibs"
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}
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else
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{
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#ifdef CHINESE
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"标准即时回合制模式");
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#else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Normal turn mode");
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#endif
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_NORMAL_TURN_MODE ] );
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gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE;
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}
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}// arynn : add forced turn mode
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}
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void ToggleTreeTops()
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{
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