mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+65
-51
@@ -48,7 +48,7 @@
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GAME_SETTINGS gGameSettings;
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GAME_OPTIONS gGameOptions;
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// Snap: Options read from an INI file in the default of custom Data directory
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GAME_EXTERNAL_OPTIONS gGameExternalOptions;
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GAME_EXTERNAL_OPTIONS gGameExternalOptions;
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extern SGPFILENAME gCheckFilenames[];
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extern CHAR8 gzErrorMsg[256];
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@@ -67,7 +67,10 @@ void CDromEjectionErrorMessageBoxCallBack( UINT8 bExitValue );
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//Change this number when we want any who gets the new build to reset the options
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#define GAME_SETTING_CURRENT_VERSION 522
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bool UsingNewInventorySystem()
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{
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return (gGameOptions.ubInventorySystem == INVENTORY_NEW);
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}
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BOOLEAN LoadGameSettings()
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{
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@@ -124,12 +127,12 @@ BOOLEAN LoadGameSettings()
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//
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//Do checking to make sure the settings are valid
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//
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if( gGameSettings.bLastSavedGameSlot < 0 || gGameSettings.bLastSavedGameSlot >= NUM_SAVE_GAMES )
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if( gGameSettings.bLastSavedGameSlot < 0 || gGameSettings.bLastSavedGameSlot >= NUM_SAVE_GAMES )
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gGameSettings.bLastSavedGameSlot = -1;
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if( gGameSettings.ubMusicVolumeSetting > HIGHVOLUME )
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gGameSettings.ubMusicVolumeSetting = MIDVOLUME;
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if( gGameSettings.ubSoundEffectsVolume > HIGHVOLUME )
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gGameSettings.ubSoundEffectsVolume = MIDVOLUME;
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@@ -143,7 +146,7 @@ BOOLEAN LoadGameSettings()
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gGameSettings.fOptions[ TOPTION_SUBTITLES ] = TRUE;
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gGameSettings.fOptions[ TOPTION_SPEECH ] = TRUE;
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}
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//
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// Set the settings
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@@ -151,7 +154,7 @@ BOOLEAN LoadGameSettings()
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SetSoundEffectsVolume( gGameSettings.ubSoundEffectsVolume );
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SetSpeechVolume( gGameSettings.ubSpeechVolume );
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MusicSetVolume( gGameSettings.ubMusicVolumeSetting );
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MusicSetVolume( gGameSettings.ubMusicVolumeSetting );
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#ifndef BLOOD_N_GORE_ENABLED
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gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] = FALSE;
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@@ -195,7 +198,7 @@ BOOLEAN SaveGameSettings()
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gGameSettings.ubSoundEffectsVolume = (UINT8)GetSoundEffectsVolume( );
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gGameSettings.ubSpeechVolume = (UINT8)GetSpeechVolume( );
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gGameSettings.ubMusicVolumeSetting = (UINT8)MusicGetVolume( );
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gGameSettings.ubMusicVolumeSetting = (UINT8)MusicGetVolume( );
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strcpy( gGameSettings.zVersionNumber, czVersionNumber );
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@@ -227,7 +230,7 @@ void InitGameSettings()
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//Set the settings
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SetSoundEffectsVolume( gGameSettings.ubSoundEffectsVolume );
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SetSpeechVolume( gGameSettings.ubSpeechVolume );
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MusicSetVolume( gGameSettings.ubMusicVolumeSetting );
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MusicSetVolume( gGameSettings.ubMusicVolumeSetting );
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gGameSettings.fOptions[ TOPTION_SUBTITLES ] = TRUE;
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gGameSettings.fOptions[ TOPTION_SPEECH ] = TRUE;
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@@ -296,6 +299,7 @@ void InitGameOptions()
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gGameOptions.fAirStrikes = FALSE;
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gGameOptions.ubGameStyle = STYLE_SCIFI;
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gGameOptions.ubDifficultyLevel = DIF_LEVEL_MEDIUM;
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gGameOptions.ubInventorySystem = INVENTORY_NEW;
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//gGameOptions.fTurnTimeLimit = FALSE;
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gGameOptions.fIronManMode = FALSE;
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@@ -332,16 +336,16 @@ void LoadGameExternalOptions()
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gGameExternalOptions.iIMPMaleCharacterCount = iniReader.ReadInteger("JA2 Laptop Settings","IMP_MALE_CHARACTER_COUNT", COUNT_STANDARD_MALE_SLOTS, 1, NUM_PROFILES);
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gGameExternalOptions.iIMPFemaleCharacterCount = iniReader.ReadInteger("JA2 Laptop Settings","IMP_FEMALE_CHARACTER_COUNT", COUNT_STANDARD_FEMALE_SLOTS, 1, NUM_PROFILES);
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if (gGameExternalOptions.iIMPMaleCharacterCount + gGameExternalOptions.iIMPFemaleCharacterCount > NUM_PROFILES)
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if (gGameExternalOptions.iIMPMaleCharacterCount + gGameExternalOptions.iIMPFemaleCharacterCount > NUM_PROFILES)
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{
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gGameExternalOptions.iIMPMaleCharacterCount = COUNT_STANDARD_MALE_SLOTS;
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gGameExternalOptions.iIMPFemaleCharacterCount = COUNT_STANDARD_FEMALE_SLOTS;
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}
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//
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// Note: put -1 between male/female slots and -1 at end. This allows everything to be
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// counted dynamically quite easily. Note that all the code assumes there is AT
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// LEAST ONE slot for each sex. If that changes the code will have to be updated.
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// Note: put -1 between male/female slots and -1 at end. This allows everything to be
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// counted dynamically quite easily. Note that all the code assumes there is AT
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// LEAST ONE slot for each sex. If that changes the code will have to be updated.
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//
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// Because errors in these values can really goof things up we will try to fix up bad
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// values and use the defaults instead.
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@@ -397,20 +401,20 @@ void LoadGameExternalOptions()
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gGameExternalOptions.fAllMercsAvailable = iniReader.ReadBoolean("JA2 Laptop Settings","ALL_MERCS_AT_MERC",FALSE);
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//Merc Death Settings:
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gGameExternalOptions.gfMercsDieOnAssignment = iniReader.ReadBoolean("JA2 Laptop Settings","MERCS_DIE_ON_ASSIGNMENT",TRUE);
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gGameExternalOptions.giEasyMercDeaths = iniReader.ReadInteger("JA2 Laptop Settings","EASY_MERC_DEATHS",1);
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gGameExternalOptions.giExperiencedMercDeaths = iniReader.ReadInteger("JA2 Laptop Settings","EXPERIENCED_MERC_DEATHS",2);
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gGameExternalOptions.giExpertMercDeaths = iniReader.ReadInteger("JA2 Laptop Settings","EXPERT_MERC_DEATHS",3);
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gGameExternalOptions.giInsaneMercDeaths = iniReader.ReadInteger("JA2 Laptop Settings","INSANE_MERC_DEATHS",4);
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gGameExternalOptions.gfMercsDieOnAssignment = iniReader.ReadBoolean("JA2 Laptop Settings","MERCS_DIE_ON_ASSIGNMENT",TRUE);
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gGameExternalOptions.giEasyMercDeaths = iniReader.ReadInteger("JA2 Laptop Settings","EASY_MERC_DEATHS",1);
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gGameExternalOptions.giExperiencedMercDeaths = iniReader.ReadInteger("JA2 Laptop Settings","EXPERIENCED_MERC_DEATHS",2);
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gGameExternalOptions.giExpertMercDeaths = iniReader.ReadInteger("JA2 Laptop Settings","EXPERT_MERC_DEATHS",3);
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gGameExternalOptions.giInsaneMercDeaths = iniReader.ReadInteger("JA2 Laptop Settings","INSANE_MERC_DEATHS",4);
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//################# System Settings #################
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gGameExternalOptions.gubDeadLockDelay = (UINT8) iniReader.ReadInteger("JA2 System Settings","DEAD_LOCK_DELAY",15);
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gGameExternalOptions.gfEnableEmergencyButton_SkipStrategicEvents = iniReader.ReadBoolean("JA2 System Settings","ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS",0);
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//################# Video Settings #################
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gGameExternalOptions.gfVSync = iniReader.ReadBoolean("JA2 Video Settings","VERTICAL_SYNC",0);
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//################# Animation Settings #################
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gGameExternalOptions.gubPlayerTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","PLAYER_TURN_SPEED_UP_FACTOR",1);
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@@ -419,7 +423,7 @@ void LoadGameExternalOptions()
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gGameExternalOptions.gubMilitiaTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","MILITIA_TURN_SPEED_UP_FACTOR",1);
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gGameExternalOptions.gubCivilianTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","CIVILIAN_TURN_SPEED_UP_FACTOR",1);
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//################# Sound Settings #################
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gGameExternalOptions.guiWeaponSoundEffectsVolume = iniReader.ReadInteger("JA2 Sound Settings","WEAPON_SOUND_EFFECTS_VOLUME",0);
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@@ -427,7 +431,7 @@ void LoadGameExternalOptions()
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//################# Tactical Settings #################
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gGameExternalOptions.gfRevealItems = iniReader.ReadBoolean("JA2 Tactical Settings","REVEAL_ITEMS_AFTER_COMBAT",TRUE);
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gGameExternalOptions.gfRevealItems = iniReader.ReadBoolean("JA2 Tactical Settings","REVEAL_ITEMS_AFTER_COMBAT",TRUE);
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// Militia Settings
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gGameExternalOptions.fAllowTacticalMilitiaCommand = iniReader.ReadBoolean("JA2 Tactical Settings","ALLOW_TACTICAL_MILITIA_COMMAND",0);
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@@ -473,6 +477,9 @@ void LoadGameExternalOptions()
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gGameExternalOptions.fEnableSoldierTooltipBigSlot2 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2", TRUE);
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gGameExternalOptions.fEnableSoldierTooltipBigSlot3 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3", TRUE);
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gGameExternalOptions.fEnableSoldierTooltipBigSlot4 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4", TRUE);
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gGameExternalOptions.fEnableSoldierTooltipBigSlot5 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5", TRUE);
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gGameExternalOptions.fEnableSoldierTooltipBigSlot6 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6", TRUE);
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gGameExternalOptions.fEnableSoldierTooltipBigSlot7 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7", TRUE);
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// ShadoWarrior: Tooltip changes (end)
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// Unload weapons & remove attachments
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@@ -482,7 +489,7 @@ void LoadGameExternalOptions()
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gGameExternalOptions.fEnableArmorCoverage = iniReader.ReadBoolean("JA2 Tactical Settings", "ENABLE_ARMOR_COVERAGE", FALSE); // ShadoWarrior for Captain J's armor coverage
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//################# Rain Settings ##################
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// Rain settings
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gGameExternalOptions.gfAllowRain = iniReader.ReadBoolean("JA2 Rain Settings","ALLOW_RAIN",0);
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gGameExternalOptions.gusRainChancePerDay = iniReader.ReadInteger("JA2 Rain Settings","RAIN_CHANCE_PER_DAY",100);
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@@ -514,7 +521,8 @@ void LoadGameExternalOptions()
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//Lalien: Game starting time
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gGameExternalOptions.iGameStartingTime = iniReader.ReadInteger("JA2 Gameplay Settings", "GAME_STARTING_TIME", NUM_SEC_IN_HOUR);
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// WANNE: Check for invalid starting time
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if (gGameExternalOptions.iGameStartingTime < 0 || gGameExternalOptions.iGameStartingTime >= NUM_SEC_IN_DAY)
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{
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@@ -526,7 +534,7 @@ void LoadGameExternalOptions()
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}
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gGameExternalOptions.iFirstArrivalDelay = iniReader.ReadInteger("JA2 Gameplay Settings", "FIRST_ARRIVAL_DELAY", 6 * NUM_SEC_IN_HOUR);
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//################# Settings valid on game start only end ##################
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@@ -538,15 +546,15 @@ void LoadGameExternalOptions()
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gGameExternalOptions.fStealingDisabled = iniReader.ReadBoolean("JA2 Gameplay Settings","STEALING_FROM_SHIPMENTS_DISABLED",FALSE);
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// WDS: Game progress
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gGameExternalOptions.ubGameProgressPortionKills = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_KILLS",25);
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gGameExternalOptions.ubGameProgressPortionKills = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_KILLS",25);
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gGameExternalOptions.ubGameProgressPortionControl = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_CONTROL",25);
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gGameExternalOptions.ubGameProgressPortionIncome = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_INCOME",50);
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gGameExternalOptions.ubGameProgressPortionVisited = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_VISITED",0);
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// Any way to warn on this?
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if (gGameExternalOptions.ubGameProgressPortionKills + gGameExternalOptions.ubGameProgressPortionControl + gGameExternalOptions.ubGameProgressPortionIncome + gGameExternalOptions.ubGameProgressPortionVisited != 100)
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{
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gGameExternalOptions.ubGameProgressPortionKills = 25;
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gGameExternalOptions.ubGameProgressPortionKills = 25;
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gGameExternalOptions.ubGameProgressPortionControl = 25;
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gGameExternalOptions.ubGameProgressPortionIncome = 50;
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gGameExternalOptions.ubGameProgressPortionVisited = 0;
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@@ -557,7 +565,7 @@ void LoadGameExternalOptions()
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gGameExternalOptions.ubGameProgressMikeAvailable = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_MIKE_AVAILABLE",50);
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gGameExternalOptions.ubGameProgressIggyAvaliable = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_IGGY_AVAILABLE",70);
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gGameExternalOptions.ubSendTroopsToDrassen = iniReader.ReadBoolean("JA2 Gameplay Settings","STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN",TRUE);
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//Weapons modification
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gGameExternalOptions.ubExplosivesDamageMultiplier = iniReader.ReadInteger("JA2 Gameplay Settings","EXPLOSIVES_DAMAGE_MULTIPLIER",0);
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@@ -649,7 +657,7 @@ void LoadGameExternalOptions()
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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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gGameExternalOptions.guiDivOfOriginalMilitia = iniReader.ReadInteger("JA2 Gameplay Settings","DIV_OF_ORIGINAL_MILITIA",4);
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gGameExternalOptions.guiMinMilitiaSquadSize = iniReader.ReadInteger("JA2 Gameplay Settings","MINIMUM_MILITIA_SQUAD_SIZE",5);
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@@ -691,14 +699,14 @@ void LoadGameExternalOptions()
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gGameExternalOptions.ubRepairCostPerJam = iniReader.ReadInteger("JA2 Gameplay Settings","REPAIR_COST_PER_JAM",2);
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gGameExternalOptions.ubRepairRateDivisor = iniReader.ReadInteger("JA2 Gameplay Settings","REPAIR_RATE_DIVISOR",2500);
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//Misc
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gGameExternalOptions.fAmmoDynamicWeight = iniReader.ReadBoolean("JA2 Gameplay Settings", "DYNAMIC_AMMO_WEIGHT", TRUE); //Pulmu
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gGameExternalOptions.fEnableCrepitus = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_CREPITUS", TRUE);
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gGameExternalOptions.fEnableCrepitus = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_CREPITUS", TRUE);
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gGameExternalOptions.fEnableAllTerrorists = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_ALL_TERRORISTS", FALSE);
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gGameExternalOptions.fEnableAllWeaponCaches = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_ALL_WEAPON_CACHES", FALSE);
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gGameExternalOptions.fEnableAllTerrorists = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_ALL_TERRORISTS", FALSE);
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gGameExternalOptions.fEnableAllWeaponCaches = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_ALL_WEAPON_CACHES", FALSE);
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gGameExternalOptions.fSlowProgressForEnemyItemsChoice = iniReader.ReadBoolean("JA2 Gameplay Settings", "SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE", TRUE);
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@@ -708,6 +716,14 @@ void LoadGameExternalOptions()
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// WANNE: Added INI file Option for enemy ambushes, so we also have the option to play vanilla ja2 ambush settings
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gGameExternalOptions.fEnableChanceOfEnemyAmbushesOnInsaneDifficult = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT", TRUE);
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// CHRISL: New setting to allow Slay to remain as a hired PC
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gGameExternalOptions.fEnableSlayForever = iniReader.ReadBoolean("JA2 Gameplay Settings", "SLAY_FOREVER", FALSE);
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// CHRISL: New setting to determine the AP cost to reload 1 loose round of ammo
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gGameExternalOptions.ubAPCostPerRound = iniReader.ReadInteger("JA2 Gameplay Settings","AP_COST_PER_ROUND",2);
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// CHRISL: New setting to determine AP multiplier when reloading with wrong sized clip
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gGameExternalOptions.ubWrongMagMult = iniReader.ReadFloat("JA2 Gameplay Settings","WRONG_MAG_MULT",2);
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}
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@@ -720,7 +736,6 @@ BOOLEAN GetCDLocation( )
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{
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UINT32 uiStrngLength = 0;
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CHAR8 zCdLocation[ SGPFILENAME_LEN ];
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//UINT32 uiDriveType=0;
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UINT32 uiRetVal=0;
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//Do a crude check to make sure the Ja2.ini file is the right on
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@@ -730,7 +745,7 @@ BOOLEAN GetCDLocation( )
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{
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// the user most likely doesnt have the file, or the user has messed with the file
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// build a new one
|
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//First delete the old file
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// Snap: don't clobber the INI file!
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//FileDelete( GAME_INI_FILE );
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@@ -751,9 +766,9 @@ BOOLEAN GetCDLocation( )
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}
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//Now create a new file
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WritePrivateProfileString( "Ja2 Settings", "CD", zCdLocation, GAME_INI_FILE );
|
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WritePrivateProfileString( "Ja2 Settings", "CD", zCdLocation, GAME_INI_FILE );
|
||||
|
||||
GetPrivateProfileString( "Ja2 Settings","CD", "", zCdLocation, SGPFILENAME_LEN, GAME_INI_FILE );
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GetPrivateProfileString( "Ja2 Settings","CD", "", zCdLocation, SGPFILENAME_LEN, GAME_INI_FILE );
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}
|
||||
|
||||
uiStrngLength = strlen( zCdLocation );
|
||||
@@ -892,7 +907,6 @@ BOOLEAN CheckIfGameCdromIsInCDromDrive()
|
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CHAR8 zCdFile[ SGPFILENAME_LEN ];
|
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||||
CHAR8 zCdromRootDrive[512];
|
||||
//BOOLEAN fFailed = FALSE;
|
||||
UINT32 uiVolumeReturnValue;
|
||||
UINT32 uiLastError = ERROR_SUCCESS;
|
||||
|
||||
@@ -903,7 +917,7 @@ BOOLEAN CheckIfGameCdromIsInCDromDrive()
|
||||
|
||||
if( !uiVolumeReturnValue )
|
||||
{
|
||||
uiLastError = GetLastError();
|
||||
uiLastError = GetLastError();
|
||||
}
|
||||
|
||||
// OK, build filename
|
||||
@@ -917,7 +931,7 @@ BOOLEAN CheckIfGameCdromIsInCDromDrive()
|
||||
//if a game has been started, add the msg about saving the game to a different entry
|
||||
if( gTacticalStatus.fHasAGameBeenStarted )
|
||||
{
|
||||
sprintf( sString, "%S %S", pMessageStrings[ MSG_INTEGRITY_WARNING ], pMessageStrings[ MSG_CDROM_SAVE_GAME ] );
|
||||
sprintf( sString, "%S %S", pMessageStrings[ MSG_INTEGRITY_WARNING ], pMessageStrings[ MSG_CDROM_SAVE_GAME ] );
|
||||
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||||
SaveGame( SAVE__ERROR_NUM, pMessageStrings[ MSG_CDROM_SAVE ] );
|
||||
}
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||||
@@ -926,20 +940,20 @@ BOOLEAN CheckIfGameCdromIsInCDromDrive()
|
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sprintf( sString, "%S", pMessageStrings[ MSG_INTEGRITY_WARNING ] );
|
||||
}
|
||||
|
||||
// ATE: These are ness. due to reference counting
|
||||
// in showcursor(). I'm not about to go digging in low level stuff at this
|
||||
// point in the game development, so keep these here, as this works...
|
||||
// ShowCursor(TRUE);
|
||||
// ShowCursor(TRUE);
|
||||
ShutdownWithErrorBox( sString );
|
||||
// ATE: These are ness. due to reference counting
|
||||
// in showcursor(). I'm not about to go digging in low level stuff at this
|
||||
// point in the game development, so keep these here, as this works...
|
||||
// ShowCursor(TRUE);
|
||||
// ShowCursor(TRUE);
|
||||
ShutdownWithErrorBox( sString );
|
||||
|
||||
//DoTester( );
|
||||
//MessageBox(NULL, sString, "Error", MB_OK | MB_ICONERROR );
|
||||
//DoTester( );
|
||||
//MessageBox(NULL, sString, "Error", MB_OK | MB_ICONERROR );
|
||||
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
return( TRUE );
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
|
||||
@@ -1102,8 +1116,8 @@ BOOLEAN CanGameBeSaved()
|
||||
}
|
||||
|
||||
//if there are enemies in the current sector
|
||||
if( gWorldSectorX != -1 && gWorldSectorY != -1 &&
|
||||
gWorldSectorX != 0 && gWorldSectorY != 0 &&
|
||||
if( gWorldSectorX != -1 && gWorldSectorY != -1 &&
|
||||
gWorldSectorX != 0 && gWorldSectorY != 0 &&
|
||||
NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) > 0 )
|
||||
{
|
||||
//no save for you
|
||||
|
||||
Reference in New Issue
Block a user