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
This commit is contained in:
Wanne
2009-05-12 11:52:35 +00:00
parent c9117c2939
commit 2e99cbe784
31 changed files with 827 additions and 1575 deletions
+1 -7
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@@ -40,13 +40,7 @@ class OBJECTTYPE;
class SOLDIERTYPE;
//******* Local Defines **************************************************
#define DC_MAX_COVER_RANGE 43 //31
#define DC__SOLDIER_VISIBLE_RANGE 43 //31
#define DC__MIN_SIZE 4
#define DC__MAX_SIZE 21 //11
// moved no longer local
typedef struct
{
+6
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@@ -10,6 +10,12 @@ void DisplayRangeToTarget( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo );
void RemoveVisibleGridNoAtSelectedGridNo();
void DisplayGridNoVisibleToSoldierGrid( );
#define DC_MAX_COVER_RANGE 43 //31
#define DC__SOLDIER_VISIBLE_RANGE 43 //31
#define DC__MIN_SIZE 4
#define DC__MAX_SIZE 21 //11
#ifdef JA2TESTVERSION
void DisplayLosAndDisplayCoverUsageScreenMsg();
#endif
+5 -5
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@@ -5729,7 +5729,7 @@ void ExitCombatMode( )
EndTopMessage( );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Exit combat mode");// arynn : add forced turn mode
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_FTM_EXIT_COMBAT ] );// ary-05/05/2009 : add forced turn mode
// OK, we have exited combat mode.....
// Reset some flags for no aps to move, etc
@@ -5749,7 +5749,7 @@ void ExitCombatMode( )
{
pSoldier->AdjustNoAPToFinishMove( FALSE );
// arynn : fix lower ready weapons
// ary-05/05/2009 : fix lower ready weapons
//previously "ready weapon" state was being dropped in a couple of cases
//the fix involves bypassing the reset animation state for the various "ready weapon" types
//since this is a reset animation function, we should be VERY specific about when and what we dont reset
@@ -5762,7 +5762,7 @@ void ExitCombatMode( )
))
{
pSoldier->SoldierGotoStationaryStance( );
}// arynn : fix lower ready weapon end_if
}
}
//Cancel pending events
@@ -6099,9 +6099,9 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
// If we have reach a point where a cons. number of turns gone by....
//if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 )
// arynn : add forced turn mode : note : no forced turn mode option for Multi Player
// ary-05/05/2009 : add forced turn mode : note : no forced turn mode option for Multi Player
if ( is_networked ) gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE;
if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 && !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])// arynn : add forced turn mode
if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 && !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])
{
if(is_networked && !getReal)//hayden
+8 -7
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@@ -24,9 +24,10 @@
#endif
#include "GameSettings.h" // arynn : add forced turn mode
#include "font control.h" // arynn : add forced turn mode
#include "message.h" // arynn : add forced turn mode
#include "GameSettings.h" // ary-05/05/2009 : add forced turn mode
#include "text.h" // : add forced turn mode
#include "font control.h" // : add forced turn mode
#include "message.h" // : add forced turn mode
#include "connect.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
@@ -1531,17 +1532,17 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubDir
if ( pSoldier->ubBodyType != BLOODCAT )
{
SetEnemyPresence( );
// arynn : add forced turn mode : note : not for bloodcats..
// arynn : add forced turn mode : note : no forced turn mode option for Multi Player
// ary-05/05/2009 : add forced turn mode : note : not for bloodcats..
// : note : no forced turn mode option for Multi Player
if ( is_networked ) gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE;
if ( gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Forced Turn Mode Active, Entering Combat" );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_FTM_ENTER_COMBAT ] );
if( Random( 100 ) >= Random( 100 ) ) // give a chance for either to go first
EnterCombatMode( OUR_TEAM );
else
EnterCombatMode( ENEMY_TEAM );
}// arynn : add forced turn mode
}
}
}
}
+7 -15
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@@ -207,7 +207,7 @@ void ToggleWireFrame();
void RefreshSoldier();
void ChangeSoldiersBodyType( UINT8 ubBodyType, BOOLEAN fCreateNewPalette );
void TeleportSelectedSoldier();
void ToggleTurnMode();// arynn : add forced turn mode
void ToggleTurnMode();// ary-05/05/2009 : add forced turn mode
void ToggleTreeTops();
void ToggleZBuffer();
void TogglePlanningMode();
@@ -3707,7 +3707,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
break;
case 'T':
if ( fCtrl && fShift && fAlt && !is_networked)// arynn : add forced turn mode
if ( fCtrl && fShift && fAlt && !is_networked)// ary-05/05/2009 : add forced turn mode
{
ToggleTurnMode();
}
@@ -4570,28 +4570,20 @@ void TeleportSelectedSoldier()
}
}
void ToggleTurnMode()// arynn : add forced turn mode
void ToggleTurnMode()// ary-05/05/2009 : add forced turn mode
{
if ( !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] )
{
#ifdef CHINESE
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"强制回合制模式" );
#else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Forced Turn Mode" );
#endif
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_FORCED_TURN_MODE ] );
gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = TRUE;
EnterCombatMode( OUR_TEAM ); // arynn : randomize ? i'm leaving this for now due to "i made the call, i get dibs"
EnterCombatMode( OUR_TEAM ); // ary-05/05/2009 : randomize ? i'm leaving this for now due to "player makes the call, player gets dibs"
}
else
{
#ifdef CHINESE
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"标准即时回合制模式");
#else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Normal turn mode");
#endif
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_NORMAL_TURN_MODE ] );
gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE;
}
}// arynn : add forced turn mode
}
void ToggleTreeTops()
{