- DIRT_GLOBAL_MODIFIER is a global modifier to dirt generation

- second cleaning button in menu now orders entire team to clean their guns
- global overheating modifier now also multiplies attachment modifiers
- cleaning kits always use up 1% on use


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5913 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-03-10 01:15:19 +00:00
parent 16d0d1ea8a
commit 6c0d94dadd
17 changed files with 42 additions and 35 deletions
+1
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@@ -1571,6 +1571,7 @@ void LoadGameExternalOptions()
gGameExternalOptions.fDirtSystem = iniReader.ReadBoolean("Strategic Gameplay Settings","DIRT_SYSTEM", FALSE);
gGameExternalOptions.fFullRepairCleansGun = iniReader.ReadBoolean("Strategic Gameplay Settings","FULL_REPAIR_CLEANS_GUN", FALSE);
gGameExternalOptions.usSectorDirtDivider = iniReader.ReadInteger("Strategic Gameplay Settings","SECTOR_DIRT_DIVIDER", 1000, 1, 100000);
gGameExternalOptions.iDirtGlobalModifier = iniReader.ReadFloat ("Strategic Gameplay Settings","DIRT_GLOBAL_MODIFIER", 1.25f, 0.1f, 10.0f);
// Flugente: prisoner system
gGameExternalOptions.fAllowPrisonerSystem = iniReader.ReadBoolean("Strategic Gameplay Settings","ALLOW_TAKE_PRISONERS", TRUE);
+2 -1
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@@ -1164,7 +1164,7 @@ typedef struct
BOOLEAN fDisplayOverheatThermometer; // Should a 'thermometer' for guns and replacable barrels be displayed?
UINT8 ubOverheatThermometerRedOffset; // amount of red colour while temperature is below threshold
FLOAT iCooldownModificatorLonelyBarrel; // Cooldown modificator for barrels left alone in the landscape ;-)
FLOAT iOverheatTemperatureGlobalModfier; // a global modifier to the singel shot temperature value, if one feels that all values should be lower/higher
FLOAT iOverheatTemperatureGlobalModfier; // a global modifier to the single shot temperature value, if one feels that all values should be lower/higher
// Flugente: Weapon Mounting
BOOLEAN fWeaponResting; // Should it be possible to rest your weapon on structures in crouched position?
@@ -1184,6 +1184,7 @@ typedef struct
BOOLEAN fDirtSystem; // allow dirt on items increase the chance for weapon jamming
BOOLEAN fFullRepairCleansGun; // repairing a gun up to its current repair threshold also cleans the gun
UINT32 usSectorDirtDivider; // divide a guns dirt factor by this to get dirt increase for every turn
FLOAT iDirtGlobalModifier; // a global modifier to dirt generation, if one feels that all values should be lower/higher
// Flugente: prisoner related settings
BOOLEAN fAllowPrisonerSystem;
+7 -7
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@@ -134,7 +134,7 @@ void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo );
// added by Flugente
void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel );
void CleanWeapons( BOOLEAN fCleanAll );
void CleanWeapons( BOOLEAN fEntireTeam );
void Strip( SOLDIERTYPE * pSoldier );
void StartCorpseMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel );
@@ -4748,7 +4748,7 @@ void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGr
DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ FUNCTION_SELECTION_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_EIGHT_BUTTONS, TacticalFunctionSelectionMessageBoxCallBack, NULL );
}
void CleanWeapons( BOOLEAN fCleanAll )
void CleanWeapons( BOOLEAN fEntireTeam )
{
if ( !gGameExternalOptions.fDirtSystem )
return;
@@ -4758,7 +4758,7 @@ void CleanWeapons( BOOLEAN fCleanAll )
return;
// if in turnbased mode, perform this action only for the selected merc, and use up APs
if ( gTacticalStatus.uiFlags & TURNBASED )
if ( !fEntireTeam || gTacticalStatus.uiFlags & TURNBASED )
{
if ( gusSelectedSoldier == NOBODY )
return;
@@ -4766,7 +4766,7 @@ void CleanWeapons( BOOLEAN fCleanAll )
SOLDIERTYPE* pSoldier = MercPtrs[ gusSelectedSoldier ];
if ( pSoldier->bActive )
pSoldier->CleanWeapon(fCleanAll);
pSoldier->CleanWeapon(FALSE);
}
else // perform action for every merc in this sector
{
@@ -4782,7 +4782,7 @@ void CleanWeapons( BOOLEAN fCleanAll )
//if the merc is in this sector
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->bInSector && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
{
pSoldier->CleanWeapon(fCleanAll);
pSoldier->CleanWeapon(TRUE);
}
}
}
@@ -4905,11 +4905,11 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
SectorFillCanteens();
break;
case 2:
// clean a single weapon
// clean weapons of selected merc
CleanWeapons(FALSE);
break;
case 3:
// clean all weapons
// clean weapons of entire team
CleanWeapons(TRUE);
break;
case 4:
+1 -1
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@@ -11425,7 +11425,7 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject )
sTop = gItemDescAdvRegions[cnt-sFirstLine][1].sTop;
sHeight = gItemDescAdvRegions[cnt-sFirstLine][1].sBottom - sTop;
iFloatModifier[0] = Item[ gpItemDescObject->usItem ].dirtIncreaseFactor;
iFloatModifier[0] = Item[ gpItemDescObject->usItem ].dirtIncreaseFactor * gGameExternalOptions.iDirtGlobalModifier;
iFloatModifier[2] = GetItemDirtIncreaseFactor( gpItemDescObject, TRUE );
iFloatModifier[1] = iFloatModifier[2] - iFloatModifier[0];
+4 -1
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@@ -14702,9 +14702,12 @@ FLOAT GetItemDirtIncreaseFactor( OBJECTTYPE * pObj, BOOLEAN fConsiderAmmo )
}
}
// ammo modifies how much dirt a single shot makes, but only while shooting
// ammo modifies how much dirt a single shot makes, but only while shooting, not when a gun gets dirty due to environmental effects
if ( fConsiderAmmo )
dirtincreasefactor *= (1.0f + AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].dirtModificator);
// multiply again for global modifer
dirtincreasefactor *= gGameExternalOptions.iDirtGlobalModifier;
// dirt factor has to be >= 0 (items don't clean themselves)
dirtincreasefactor = max(0.0f, dirtincreasefactor);
+1 -1
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@@ -3177,7 +3177,7 @@ BOOLEAN RepairIsDone(DEALER_SPECIAL_ITEM* pSpecial)
// fix it up
(*iter)[0]->data.objectStatus = 100;
// Flugente: shopkeepers will also restore an item's repair threshold
// Flugente: shopkeepers will also restore an item's repair threshold and clean it
(*iter)[0]->data.sRepairThreshold = 100;
(*iter)[0]->data.bDirtLevel = 0.0f;
}
+4 -5
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@@ -14485,7 +14485,7 @@ OBJECTTYPE* SOLDIERTYPE::GetCleaningKit()
return( pObj );
}
// use cleaning kits to clean weapons in inventory. fCleanAll = TRUE: clean all eapons found, otherwise just the first one
// use cleaning kits to clean weapons in inventory. fCleanAll = TRUE: clean all weapons found, otherwise just the first one
void SOLDIERTYPE::CleanWeapon( BOOLEAN fCleanAll )
{
// in turnbased, this action costs APs. remove them if possible, otherwise, return
@@ -14526,16 +14526,15 @@ void SOLDIERTYPE::CleanWeapon( BOOLEAN fCleanAll )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[WEAPON_CLEANING_STR], this->name, Item[pObj->usItem].szItemName );
// 33% chance to use up 1% of the cleaning kit
if ( Random(2) > 0 )
UseKitPoints( pCleaningKit, 1, this );
// always use up 1% of the cleaning kit (they last too long otherwise)
UseKitPoints( pCleaningKit, 1, this );
if ( gTacticalStatus.uiFlags & TURNBASED )
{
// use up APs
DeductPoints( this, apcost, 0, AFTERACTION_INTERRUPT );
// if fCleanAll is false, only clean one weapon
// if fCleanAll is false, only clean first weapon
if (!fCleanAll )
return;
+4 -1
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@@ -11762,7 +11762,7 @@ FLOAT GetSingleShotTemperature( OBJECTTYPE *pObj )
singleshottemperature = Weapon[ pObj->usItem ].usOverheatingSingleShotTemperature;
// determine modificator according to attachments
FLOAT modificator = gGameExternalOptions.iOverheatTemperatureGlobalModfier;
FLOAT modificator = 1.0f;
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
@@ -11777,6 +11777,9 @@ FLOAT GetSingleShotTemperature( OBJECTTYPE *pObj )
modificator += AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].temperatureModificator;
singleshottemperature *= modificator;
// multiply again for global modifer
singleshottemperature *= gGameExternalOptions.iOverheatTemperatureGlobalModfier;
}
return singleshottemperature;
+2 -2
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@@ -2922,8 +2922,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// added by Flugente: selection of a function to call in tactical
L"你想要做的是什么?",
L"装满水壶",
L"清理枪支污垢",
L"清理所有枪支污垢",
L"Clean guns (Merc)",//TODO.Translate
L"Clean guns (Team)",
L"脱掉衣服",
// added by Flugente: decide what to do with the corpses
+2 -2
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@@ -2919,8 +2919,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// added by Flugente: selection of a function to call in tactical // TODO.Translate
L"What do you want to do?",
L"Fill canteens",
L"Clean gun",
L"Clean all guns",
L"Clean guns (Merc)",//TODO.Translate
L"Clean guns (Team)",
L"Take off clothes",
// added by Flugente: decide what to do with the corpses
+2 -2
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@@ -2921,8 +2921,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// added by Flugente: selection of a function to call in tactical
L"What do you want to do?",
L"Fill canteens",
L"Clean gun",
L"Clean all guns",
L"Clean guns (Merc)",
L"Clean guns (Team)",
L"Take off clothes",
// added by Flugente: decide what to do with the corpses
+2 -2
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@@ -2926,8 +2926,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// added by Flugente: selection of a function to call in tactical // TODO.Translate
L"What do you want to do?",
L"Fill canteens",
L"Clean gun",
L"Clean all guns",
L"Clean guns (Merc)",//TODO.Translate
L"Clean guns (Team)",
L"Take off clothes",
// added by Flugente: decide what to do with the corpses
+2 -2
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@@ -2924,8 +2924,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// added by Flugente: selection of a function to call in tactical
L"Was möchten Sie tun?",
L"Feldflasche auffüllen",
L"Waffe reinigen",
L"Alle Waffen reinigen",
L"Clean guns (Merc)",//TODO.Translate
L"Clean guns (Team)",
L"Kleidung ausziehen",
// added by Flugente: decide what to do with the corpses
+2 -2
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@@ -2913,8 +2913,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// added by Flugente: selection of a function to call in tactical // TODO.Translate
L"What do you want to do?",
L"Fill canteens",
L"Clean gun",
L"Clean all guns",
L"Clean guns (Merc)",//TODO.Translate
L"Clean guns (Team)",
L"Take off clothes",
// added by Flugente: decide what to do with the corpses
+2 -2
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@@ -2930,8 +2930,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// added by Flugente: selection of a function to call in tactical // TODO.Translate
L"What do you want to do?",
L"Fill canteens",
L"Clean gun",
L"Clean all guns",
L"Clean guns (Merc)",//TODO.Translate
L"Clean guns (Team)",
L"Take off clothes",
// added by Flugente: decide what to do with the corpses
+2 -2
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@@ -2921,8 +2921,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// added by Flugente: selection of a function to call in tactical // TODO.Translate
L"Что будем делать?",
L"Наполнить фляги",
L"Почистить оружие",
L"Почистить всё оружие",
L"Clean guns (Merc)",//TODO.Translate
L"Clean guns (Team)",
L"Снять одежду",
// added by Flugente: decide what to do with the corpses
+2 -2
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@@ -2923,8 +2923,8 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// added by Flugente: selection of a function to call in tactical // TODO.Translate
L"What do you want to do?",
L"Fill canteens",
L"Clean gun",
L"Clean all guns",
L"Clean guns (Merc)",//TODO.Translate
L"Clean guns (Team)",
L"Take off clothes",
// added by Flugente: decide what to do with the corpses