repair and dirt system change:

Dirt is now part of gun status. The original dirt system has been removed. For details see:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20198&goto=347370&#msg_347370


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8325 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2016-10-19 15:58:02 +00:00
parent e9a1f4b352
commit 372adc37b8
30 changed files with 716 additions and 806 deletions
+2 -117
View File
@@ -12078,9 +12078,6 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
{
if ( gGameExternalOptions.fAdvRepairSystem )
sThreshold = (*pObject)[subObject]->data.sRepairThreshold;
if ( gGameExternalOptions.fDirtSystem )
bDirt = 100 * (*pObject)[subObject]->data.bDirtLevel / OVERHEATING_MAX_TEMPERATURE;
}
switch( Item[ usItem ].usItemClass )
@@ -12155,36 +12152,7 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
INT8 accuracy = (UsingNewCTHSystem()==true?Weapon[ usItem ].nAccuracy:Weapon[ usItem ].bAccuracy);
accuracy = (INT8)(accuracy * accuracyheatmultiplicator);
if ( gGameExternalOptions.fAdvRepairSystem && gGameExternalOptions.fDirtSystem && ( sThreshold < 100 || bDirt > 0 ) )
{
#ifdef CHINESE
swprintf( pStr, ChineseSpecString8,
#else
swprintf( pStr, L"%s (%s) [%d%%(%d%%)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%",
#endif
ItemNames[ usItem ],
AmmoCaliber[ Weapon[ usItem ].ubCalibre ],
sValue,
sThreshold,
gWeaponStatsDesc[ 9 ], //Accuracy String
accuracy,
gWeaponStatsDesc[ 11 ], //Damage String
GetDamage(pObject),
gWeaponStatsDesc[ 10 ], //Range String
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
gWeaponStatsDesc[ 6 ], //AP String
(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
apStr, //AP's
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString(), //Weight units
gWeaponStatsDesc[ 18 ], //Dirt String
bDirt //Dirt
);
}
else if ( gGameExternalOptions.fAdvRepairSystem && sThreshold < 100 )
if ( gGameExternalOptions.fAdvRepairSystem && sThreshold < 100 )
{
#ifdef CHINESE
swprintf( pStr, ChineseSpecString11,
@@ -12211,34 +12179,6 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
GetWeightUnitString() //Weight units
);
}
else if ( gGameExternalOptions.fDirtSystem && bDirt > 0 )
{
#ifdef CHINESE
swprintf( pStr, ChineseSpecString12,
#else
swprintf( pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%",
#endif
ItemNames[ usItem ],
AmmoCaliber[ Weapon[ usItem ].ubCalibre ],
sValue,
gWeaponStatsDesc[ 9 ], //Accuracy String
accuracy,
gWeaponStatsDesc[ 11 ], //Damage String
GetDamage(pObject),
gWeaponStatsDesc[ 10 ], //Range String
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
gWeaponStatsDesc[ 6 ], //AP String
(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
apStr, //AP's
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString(), //Weight units
gWeaponStatsDesc[ 18 ], //Dirt String
bDirt //Dirt
);
}
else
{
#ifdef CHINESE
@@ -12311,35 +12251,7 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
INT8 accuracy = (UsingNewCTHSystem()==true?Weapon[ usItem ].nAccuracy:Weapon[ usItem ].bAccuracy);
accuracy = (INT8)(accuracy * accuracyheatmultiplicator);
if ( gGameExternalOptions.fAdvRepairSystem && gGameExternalOptions.fDirtSystem && ( sThreshold < 100 || bDirt > 0 ) )
{
#ifdef CHINESE
swprintf( pStr, L"%s [%d%£¥(%d%£¥)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n %s %.2f%%",
#else
swprintf( pStr, L"%s [%d%%(%d%%)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%",
#endif
ItemNames[ usItem ],
sValue,
sThreshold,
gWeaponStatsDesc[ 9 ], //Accuracy String
accuracy,
gWeaponStatsDesc[ 11 ], //Damage String
GetDamage(pObject),
gWeaponStatsDesc[ 10 ], //Range String
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
gWeaponStatsDesc[ 6 ], //AP String
(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
apStr, //AP's
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString(), //Weight units
gWeaponStatsDesc[ 18 ], //Dirt String
bDirt //Dirt
);
}
else if ( gGameExternalOptions.fAdvRepairSystem && sThreshold < 100 )
if ( gGameExternalOptions.fAdvRepairSystem && sThreshold < 100 )
{
#ifdef CHINESE
swprintf( pStr, L"%s [%d%£¥(%d%£¥)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s",
@@ -12365,33 +12277,6 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
GetWeightUnitString() //Weight units
);
}
else if ( gGameExternalOptions.fDirtSystem && bDirt > 0 )
{
#ifdef CHINESE
swprintf( pStr, L"%s [%d%£¥]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n %s %.2f%%",
#else
swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%",
#endif
ItemNames[ usItem ],
sValue,
gWeaponStatsDesc[ 9 ], //Accuracy String
accuracy,
gWeaponStatsDesc[ 11 ], //Damage String
GetDamage(pObject),
gWeaponStatsDesc[ 10 ], //Range String
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
gWeaponStatsDesc[ 6 ], //AP String
(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
apStr, //AP's
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString(), //Weight units
gWeaponStatsDesc[ 18 ], //Dirt String
bDirt //Dirt
);
}
else
{
#ifdef CHINESE