From 3173b73ba07bc9b9ea88c8ee8bb3ce744b81674f Mon Sep 17 00:00:00 2001 From: Marco Antonio Jaguaribe Costa Date: Sat, 22 Apr 2023 01:35:47 -0300 Subject: [PATCH 01/15] don't build ja2 export tool by default most users don't need this, better if whoever needs it just set BUILD_JA2EXPORT=ON on their end --- ext/export/src/CMakeLists.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/ext/export/src/CMakeLists.txt b/ext/export/src/CMakeLists.txt index 6753f13f..fb750d05 100644 --- a/ext/export/src/CMakeLists.txt +++ b/ext/export/src/CMakeLists.txt @@ -1,4 +1,4 @@ -option(BUILD_JA2EXPORT "Build the Ja2Export tool." ON) +option(BUILD_JA2EXPORT "Build the Ja2Export tool." OFF) if(BUILD_JA2EXPORT) message(STATUS "Configuring Ja2Export") From d8728c9b9260a86df9ceb8fcbb8e3f4d011174c7 Mon Sep 17 00:00:00 2001 From: CptMoore <39010654+CptMoore@users.noreply.github.com> Date: Thu, 12 Jan 2023 16:14:48 +0100 Subject: [PATCH 02/15] GitHub Workflow: Adjusted for CMake. --- .github/workflows/build.yml | 6 +-- .github/workflows/build_language.yml | 67 +++++++++++----------------- 2 files changed, 28 insertions(+), 45 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index a4984532..f4bc31d7 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -42,10 +42,10 @@ jobs: # the two letter short form could be removed if JA2LangPrefix is removed # the casing of the long form adheres to the one found in the gamedir-languages repo # for compilation only, the long form is transformed to upper case - languages_json_array='["CN_Chinese", "DE_German", "EN_English", "FR_French", "PL_Polish", "IT_Italian", "NL_Dutch", "RU_Russian"]'; + languages_json_array='["Chinese", "German", "English", "French", "Polish", "Italian", "Dutch", "Russian"]'; else # English + some other language for compilation testing - languages_json_array='["DE_German", "EN_English"]' + languages_json_array='["German", "English"]' fi echo "languages_json_array=$languages_json_array" >> $GITHUB_OUTPUT @@ -173,7 +173,7 @@ jobs: language: ${{ matrix.language }} assemble: ${{ needs.workflow_setup.outputs.assemble_release == 'true' }} # at least English and some other lang have to work - continue-on-error: ${{ matrix.language != 'EN_English' && matrix.language != 'DE_German' }} + continue-on-error: ${{ matrix.language != 'English' && matrix.language != 'German' }} release: needs: [ workflow_setup, build ] diff --git a/.github/workflows/build_language.yml b/.github/workflows/build_language.yml index 631bf45e..40a75f37 100644 --- a/.github/workflows/build_language.yml +++ b/.github/workflows/build_language.yml @@ -4,9 +4,9 @@ on: workflow_call: inputs: language: - description: 'any of CN_Chinese DE_German EN_English FR_French PL_Polish IT_Italian NL_Dutch RU_Russian' + description: 'any of Chinese German English French Polish Italian Dutch Russian' required: true - default: 'EN_English' + default: 'English' type: string assemble: description: 'assemble full package' @@ -53,60 +53,45 @@ jobs: sed -i "s|@Build@|${GAME_BUILD:0:255}|" GameVersion.cpp cat GameVersion.cpp - # not sure if needed as per Language Defines.h, but only here can we set both defines I think - - name: Update builddefines.h - if: ${{ startsWith(matrix.application, 'ja2ub') }} - shell: bash - run: | - set -eux - sed -i 's/\/\/#define JA2UB/#define JA2UB/' builddefines.h - sed -i 's/\/\/#define JA2UBMAPS/#define JA2UBMAPS/' builddefines.h - cat builddefines.h - - name: Prepare build properties shell: bash run: | set -eux - if [[ '${{ matrix.application }}' == *'mapeditor' ]] - then - Configuration='MapEditor' - else - Configuration='Release' - fi + cp -a CMakeUserPresets_VS2022.json CMakeUserPresets.json - INPUTS_LANGUAGE='${{ inputs.language }}' - JA2LangPrefix="${INPUTS_LANGUAGE:0:2}" - JA2Language=$(echo "${INPUTS_LANGUAGE:3}" | tr '[:lower:]' '[:upper:]') - - if [[ '${{ matrix.application }}' == 'ja2ub'* ]] - then - JA2Config='JA2UB' - else - JA2Config='JA2' - fi + JA2Language=$(echo '${{ inputs.language }}' | tr '[:lower:]' '[:upper:]') + JA2Application=$(echo '${{ matrix.application }}' | tr '[:lower:]' '[:upper:]') echo " - Configuration=$Configuration - JA2LangPrefix=$JA2LangPrefix JA2Language=$JA2Language - JA2Config=$JA2Config + JA2Application=$JA2Application " >> $GITHUB_ENV - uses: microsoft/setup-msbuild@v1.1 + with: + msbuild-architecture: x86 + - uses: ilammy/msvc-dev-cmd@v1 + with: + arch: x86 + - name: Prepare build + run: | + cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER="cl.exe" -DCMAKE_CXX_COMPILER="cl.exe" ` + -DLanguages="$Env:JA2Language" ` + -DApplications="$Env:JA2Application" - name: Build run: | - msbuild ja2_VS2019.sln ` - /p:Configuration=$Env:Configuration ` - /p:JA2LangPrefix=$Env:JA2LangPrefix ` - /p:JA2Language=$Env:JA2Language ` - /p:JA2Config=$Env:JA2Config + cmake --build build/ + - name: List build artifacts + shell: bash + run: | + find build/ - name: Upload uses: actions/upload-artifact@v3 with: name: ${{ inputs.language }}_${{ matrix.application }} - path: bin/VS2013/ + path: build/*.exe assemble: needs: [ compile ] @@ -132,7 +117,7 @@ jobs: path: gamedir - name: Checkout gamedir-languages - if: inputs.language != 'EN_English' + if: inputs.language != 'English' uses: actions/checkout@v3 with: repository: ${{ env.GAMEDIR_LANGUAGES_REPOSITORY }} @@ -140,13 +125,11 @@ jobs: path: gamedir-languages - name: Copy gamedir-languages files to gamedir - if: inputs.language != 'EN_English' + if: inputs.language != 'English' shell: bash run: | set -eux - DIST_LANG='${{ inputs.language }}' - GAMEDIR_LANGUAGE="${DIST_LANG:3}" - cp -a gamedir-languages/${GAMEDIR_LANGUAGE}_Version/* gamedir/ + cp -a gamedir-languages/${{ inputs.language }}_Version/* gamedir/ - name: Download ja2 uses: actions/download-artifact@v3 From 74f497929660fec6965ae52e78fb7f5b48e55460 Mon Sep 17 00:00:00 2001 From: Marco Antonio Jaguaribe Costa Date: Sun, 15 Jan 2023 14:04:40 -0300 Subject: [PATCH 03/15] A few nits create empty CMakeUserPresets.json file so build happens on first run comment doesn't apply anymore no need to specify the compiler when using msbuild@xxx ask ninja for the verbose command line when building --- .github/workflows/build.yml | 3 --- .github/workflows/build_language.yml | 10 ++++------ 2 files changed, 4 insertions(+), 9 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index f4bc31d7..5529cd97 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -39,9 +39,6 @@ jobs: if [[ '${{ inputs.build_all_languages }}' == 'true' || ( '${{ inputs.build_all_languages }}' == '' && "$full_release" == 'true' ) ]] then - # the two letter short form could be removed if JA2LangPrefix is removed - # the casing of the long form adheres to the one found in the gamedir-languages repo - # for compilation only, the long form is transformed to upper case languages_json_array='["Chinese", "German", "English", "French", "Polish", "Italian", "Dutch", "Russian"]'; else # English + some other language for compilation testing diff --git a/.github/workflows/build_language.yml b/.github/workflows/build_language.yml index 40a75f37..bea5a00a 100644 --- a/.github/workflows/build_language.yml +++ b/.github/workflows/build_language.yml @@ -58,8 +58,8 @@ jobs: run: | set -eux - cp -a CMakeUserPresets_VS2022.json CMakeUserPresets.json - + touch CMakeUserPresets.json + JA2Language=$(echo '${{ inputs.language }}' | tr '[:lower:]' '[:upper:]') JA2Application=$(echo '${{ matrix.application }}' | tr '[:lower:]' '[:upper:]') @@ -76,12 +76,10 @@ jobs: arch: x86 - name: Prepare build run: | - cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER="cl.exe" -DCMAKE_CXX_COMPILER="cl.exe" ` - -DLanguages="$Env:JA2Language" ` - -DApplications="$Env:JA2Application" + cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=Release -DLanguages="$Env:JA2Language" -DApplications="$Env:JA2Application" - name: Build run: | - cmake --build build/ + cmake --build build/ -- -v - name: List build artifacts shell: bash run: | From 18417ce45abf67351ebfd9acd37bbe0f8df01f92 Mon Sep 17 00:00:00 2001 From: Marco Antonio Jaguaribe Costa Date: Thu, 9 Mar 2023 14:54:55 -0300 Subject: [PATCH 04/15] Get CMake's MSBuild generator to work correctly - MSBuild has safe exception handlers (safeseh) enabled by default, which some of our libraries don't support - also needs legacy_stdio_definitions.lib to be linked --- CMakeLists.txt | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index 6da5fa52..6b1c2357 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -9,6 +9,9 @@ set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_EXTENSIONS OFF) +# whether we are using MSBuild as a generator +set(usingMsBuild $) + # lua51.lib and lua51.vc9.lib have been built with /MTx, so we must as well # TODO: build our own Lua 5.1.2 from source so we can use whichever set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$:Debug>") @@ -139,7 +142,8 @@ foreach(lang IN LISTS LangTargets) target_sources(${Executable} PRIVATE ${Ja2Src}) # Good libraries have already been built, can be simply linked here - target_link_libraries(${Executable} PRIVATE ${Ja2_Libraries}) + target_link_libraries(${Executable} PRIVATE ${Ja2_Libraries} $) + target_link_options(${Executable} PRIVATE $) # for each app/lang combination, the Very Bad libraries need to be built, # with the appropriate preprocessor definitions From 760f8ab3d703f897b41e28f4ae7b4f21ae5cc1e1 Mon Sep 17 00:00:00 2001 From: Marco Antonio Jaguaribe Costa Date: Wed, 4 Jan 2023 05:12:23 -0300 Subject: [PATCH 05/15] Remove all MSBuild files now that CI is using cmake, we can be clean up the tree quite a bit btw, cmake can still configure for the msbuild generator for those so inclined: create the folder, cmd to it, run `cmake [project_root_dir] -G"Visual Studio 17 2022" -A Win32 -DLanguages=ENGLISH -DApplications=JA2` once, then open the solution file using Visual Studio 2022 --- Console/Console_VS2005.vcproj | 679 --------- Console/Console_VS2008.vcproj | 394 ----- Console/Console_VS2010.vcxproj | 210 --- Console/Console_VS2010.vcxproj.filters | 45 - Console/Console_VS2013.vcxproj | 231 --- Console/Console_VS2013.vcxproj.filters | 45 - Console/Console_VS2017.vcxproj | 232 --- Console/Console_VS2019.vcxproj | 408 ------ Editor/Editor_VS2005.vcproj | 559 ------- Editor/Editor_VS2008.vcproj | 557 ------- Editor/Editor_VS2010.vcxproj | 250 ---- Editor/Editor_VS2010.vcxproj.filters | 173 --- Editor/Editor_VS2013.vcxproj | 270 ---- Editor/Editor_VS2013.vcxproj.filters | 173 --- Editor/Editor_VS2017.vcxproj | 271 ---- Editor/Editor_VS2019.vcxproj | 447 ------ German.vsprops | 11 - Laptop/Laptop_VS2005.vcproj | 1103 -------------- Laptop/Laptop_VS2008.vcproj | 1105 -------------- Laptop/Laptop_VS2010.vcxproj | 387 ----- Laptop/Laptop_VS2010.vcxproj.filters | 584 -------- Laptop/Laptop_VS2013.vcxproj | 407 ------ Laptop/Laptop_VS2013.vcxproj.filters | 584 -------- Laptop/Laptop_VS2017.vcxproj | 408 ------ Laptop/Laptop_VS2019.vcxproj | 584 -------- .../ModularizedTacticalAI_VS2005.vcproj | 447 ------ .../ModularizedTacticalAI_VS2008.vcproj | 449 ------ .../ModularizedTacticalAI_VS2010.vcxproj | 186 --- ...dularizedTacticalAI_VS2010.vcxproj.filters | 89 -- .../ModularizedTacticalAI_VS2013.vcxproj | 242 ---- ...dularizedTacticalAI_VS2013.vcxproj.filters | 89 -- .../ModularizedTacticalAI_VS2017.vcxproj | 243 ---- .../ModularizedTacticalAI_VS2019.vcxproj | 419 ------ .../ModularizedTacticalAI_VS2019.vcxproj.user | 4 - Path Debug.vsprops | 11 - Roof Debug.vsprops | 7 - Russian.vsprops | 11 - Standard Gaming Platform/SGP_VS2005.vcproj | 759 ---------- Standard Gaming Platform/SGP_VS2008.vcproj | 757 ---------- Standard Gaming Platform/SGP_VS2010.vcxproj | 300 ---- .../SGP_VS2010.vcxproj.filters | 323 ----- Standard Gaming Platform/SGP_VS2013.vcxproj | 320 ---- .../SGP_VS2013.vcxproj.filters | 323 ----- Standard Gaming Platform/SGP_VS2017.vcxproj | 321 ----- Standard Gaming Platform/SGP_VS2019.vcxproj | 498 ------- .../SGP_VS2019.vcxproj.filters | 109 -- Strategic/Strategic_VS2005.vcproj | 815 ----------- Strategic/Strategic_VS2008.vcproj | 813 ----------- Strategic/Strategic_VS2010.vcxproj | 314 ---- Strategic/Strategic_VS2010.vcxproj.filters | 365 ----- Strategic/Strategic_VS2013.vcxproj | 334 ----- Strategic/Strategic_VS2013.vcxproj.filters | 365 ----- Strategic/Strategic_VS2017.vcxproj | 335 ----- Strategic/Strategic_VS2019.vcxproj | 512 ------- Tactical/Tactical_VS2005.vcproj | 1279 ---------------- Tactical/Tactical_VS2008.vcproj | 1281 ----------------- Tactical/Tactical_VS2010.vcxproj | 454 ------ Tactical/Tactical_VS2010.vcxproj.filters | 788 ---------- Tactical/Tactical_VS2013.vcxproj | 475 ------ Tactical/Tactical_VS2013.vcxproj.filters | 791 ---------- Tactical/Tactical_VS2017.vcxproj | 476 ------ Tactical/Tactical_VS2017.vcxproj.filters | 791 ---------- Tactical/Tactical_VS2019.vcxproj | 484 ------- Tactical/Tactical_VS2019.vcxproj.filters | 791 ---------- TacticalAI/TacticalAI_VS2005.vcproj | 427 ------ TacticalAI/TacticalAI_VS2008.vcproj | 425 ------ TacticalAI/TacticalAI_VS2010.vcxproj | 218 --- TacticalAI/TacticalAI_VS2010.vcxproj.filters | 77 - TacticalAI/TacticalAI_VS2013.vcxproj | 238 --- TacticalAI/TacticalAI_VS2013.vcxproj.filters | 77 - TacticalAI/TacticalAI_VS2017.vcxproj | 239 --- TacticalAI/TacticalAI_VS2019.vcxproj | 415 ------ TileEngine/TileEngine_VS2005.vcproj | 663 --------- TileEngine/TileEngine_VS2008.vcproj | 661 --------- TileEngine/TileEngine_VS2010.vcxproj | 276 ---- TileEngine/TileEngine_VS2010.vcxproj.filters | 251 ---- TileEngine/TileEngine_VS2013.vcxproj | 296 ---- TileEngine/TileEngine_VS2013.vcxproj.filters | 251 ---- TileEngine/TileEngine_VS2017.vcxproj | 297 ---- TileEngine/TileEngine_VS2019.vcxproj | 297 ---- Utils/Utils_VS2005.vcproj | 772 ---------- Utils/Utils_VS2008.vcproj | 772 ---------- Utils/Utils_VS2010.vcxproj | 303 ---- Utils/Utils_VS2010.vcxproj.filters | 332 ----- Utils/Utils_VS2013.vcxproj | 323 ----- Utils/Utils_VS2013.vcxproj.filters | 332 ----- Utils/Utils_VS2017.vcxproj | 324 ----- Utils/Utils_VS2019.vcxproj | 500 ------- ext/VFS/build/7z_VS2005.vcproj | 657 --------- ext/VFS/build/7z_VS2008.vcproj | 659 --------- ext/VFS/build/7z_VS2010.vcxproj | 274 ---- ext/VFS/build/7z_VS2010.vcxproj.filters | 73 - ext/VFS/build/7z_VS2013.vcxproj | 279 ---- ext/VFS/build/7z_VS2013.vcxproj.filters | 73 - ext/VFS/build/7z_VS2017.vcxproj | 280 ---- ext/VFS/build/7z_VS2019.vcxproj | 447 ------ ext/VFS/build/7z_VS2019.vcxproj.user | 4 - ext/VFS/build/VFS_VS2005.vcproj | 656 --------- ext/VFS/build/VFS_VS2008.vcproj | 656 --------- ext/VFS/build/VFS_VS2010.vcxproj | 284 ---- ext/VFS/build/VFS_VS2010.vcxproj.filters | 241 ---- ext/VFS/build/VFS_VS2013.vcxproj | 289 ---- ext/VFS/build/VFS_VS2013.vcxproj.filters | 241 ---- ext/VFS/build/VFS_VS2017.vcxproj | 290 ---- ext/VFS/build/VFS_VS2019.vcxproj | 462 ------ ext/VFS/build/VFS_VS2019.vcxproj.user | 11 - ext/export/ja2export_VS2005.vcproj | 311 ---- ext/export/ja2export_VS2008.vcproj | 311 ---- ext/export/ja2export_VS2010.vcxproj | 175 --- ext/export/ja2export_VS2010.vcxproj.filters | 96 -- ext/export/ja2export_VS2013.vcxproj | 181 --- ext/export/ja2export_VS2013.vcxproj.filters | 96 -- ext/export/ja2export_VS2017.vcxproj | 182 --- ext/export/ja2export_VS2019.vcxproj | 306 ---- ext/export/ja2export_VS2019.vcxproj.user | 4 - .../projects/visualc71/libpng_VS2005.vcproj | 592 -------- .../projects/visualc71/libpng_VS2008.vcproj | 594 -------- .../projects/visualc71/libpng_VS2010.vcxproj | 234 --- .../visualc71/libpng_VS2010.vcxproj.filters | 77 - .../projects/visualc71/libpng_VS2013.vcxproj | 239 --- .../visualc71/libpng_VS2013.vcxproj.filters | 77 - .../projects/visualc71/libpng_VS2017.vcxproj | 240 --- .../projects/visualc71/libpng_VS2019.vcxproj | 412 ------ .../visualc71/libpng_VS2019.vcxproj.user | 4 - .../projects/visualc71/zlib_VS2005.vcproj | 540 ------- .../projects/visualc71/zlib_VS2008.vcproj | 535 ------- .../projects/visualc71/zlib_VS2010.vcxproj | 238 --- .../visualc71/zlib_VS2010.vcxproj.filters | 106 -- .../projects/visualc71/zlib_VS2013.vcxproj | 243 ---- .../visualc71/zlib_VS2013.vcxproj.filters | 106 -- .../projects/visualc71/zlib_VS2017.vcxproj | 244 ---- .../projects/visualc71/zlib_VS2019.vcxproj | 413 ------ .../visualc71/zlib_VS2019.vcxproj.user | 4 - ja2.props | 51 - ja2.vsprops | 13 - ja2_Debug.props | 12 - ja2_Debug.vsprops | 11 - ja2_Editor.props | 14 - ja2_Editor.vsprops | 11 - ja2_Libs.props | 13 - ja2_Libs.vsprops | 12 - ja2_LinkerVS2005.vsprops | 12 - ja2_LinkerVS2008.vsprops | 12 - ja2_LinkerVS2010.props | 15 - ja2_LinkerVS2013.props | 15 - ja2_LinkerVS2017.props | 15 - ja2_LinkerVS2019.props | 15 - ja2_VS2005.sln | 301 ---- ja2_VS2005.vcproj | 971 ------------- ja2_VS2005Linker.vsprops | 12 - ja2_VS2008.sln | 233 --- ja2_VS2008.vcproj | 801 ----------- ja2_VS2008.vsprops | 13 - ja2_VS2008Debug.vsprops | 11 - ja2_VS2008Editor.vsprops | 11 - ja2_VS2008Libs.vsprops | 12 - ja2_VS2008Linker.vsprops | 12 - ja2_VS2010.sln | 244 ---- ja2_VS2010.vcxproj | 332 ----- ja2_VS2010.vcxproj.filters | 285 ---- ja2_VS2013.sln | 246 ---- ja2_VS2013.vcxproj | 346 ----- ja2_VS2013.vcxproj.filters | 285 ---- ja2_VS2017.sln | 246 ---- ja2_VS2017.vcxproj | 338 ----- ja2_VS2019.sln | 411 ------ ja2_VS2019.vcxproj | 578 -------- lua/lua_VS2005.vcproj | 431 ------ lua/lua_VS2008.vcproj | 429 ------ lua/lua_VS2010.vcxproj | 218 --- lua/lua_VS2010.vcxproj.filters | 75 - lua/lua_VS2013.vcxproj | 238 --- lua/lua_VS2013.vcxproj.filters | 59 - lua/lua_VS2017.vcxproj | 239 --- lua/lua_VS2019.vcxproj | 415 ------ 175 files changed, 56702 deletions(-) delete mode 100644 Console/Console_VS2005.vcproj delete mode 100644 Console/Console_VS2008.vcproj delete mode 100644 Console/Console_VS2010.vcxproj delete mode 100644 Console/Console_VS2010.vcxproj.filters delete mode 100644 Console/Console_VS2013.vcxproj delete mode 100644 Console/Console_VS2013.vcxproj.filters delete mode 100644 Console/Console_VS2017.vcxproj delete mode 100644 Console/Console_VS2019.vcxproj delete mode 100644 Editor/Editor_VS2005.vcproj delete mode 100644 Editor/Editor_VS2008.vcproj delete mode 100644 Editor/Editor_VS2010.vcxproj delete mode 100644 Editor/Editor_VS2010.vcxproj.filters delete mode 100644 Editor/Editor_VS2013.vcxproj delete mode 100644 Editor/Editor_VS2013.vcxproj.filters delete mode 100644 Editor/Editor_VS2017.vcxproj delete mode 100644 Editor/Editor_VS2019.vcxproj delete mode 100644 German.vsprops delete mode 100644 Laptop/Laptop_VS2005.vcproj delete mode 100644 Laptop/Laptop_VS2008.vcproj delete mode 100644 Laptop/Laptop_VS2010.vcxproj delete mode 100644 Laptop/Laptop_VS2010.vcxproj.filters delete mode 100644 Laptop/Laptop_VS2013.vcxproj delete mode 100644 Laptop/Laptop_VS2013.vcxproj.filters delete mode 100644 Laptop/Laptop_VS2017.vcxproj delete mode 100644 Laptop/Laptop_VS2019.vcxproj delete mode 100644 ModularizedTacticalAI/ModularizedTacticalAI_VS2005.vcproj delete mode 100644 ModularizedTacticalAI/ModularizedTacticalAI_VS2008.vcproj delete mode 100644 ModularizedTacticalAI/ModularizedTacticalAI_VS2010.vcxproj delete mode 100644 ModularizedTacticalAI/ModularizedTacticalAI_VS2010.vcxproj.filters delete mode 100644 ModularizedTacticalAI/ModularizedTacticalAI_VS2013.vcxproj delete mode 100644 ModularizedTacticalAI/ModularizedTacticalAI_VS2013.vcxproj.filters delete mode 100644 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a/Utils/Utils_VS2008.vcproj +++ /dev/null @@ -1,772 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/Utils/Utils_VS2010.vcxproj b/Utils/Utils_VS2010.vcxproj deleted file mode 100644 index 60965db2..00000000 --- a/Utils/Utils_VS2010.vcxproj +++ /dev/null @@ -1,303 +0,0 @@ - - - - - Debug - Win32 - - - MapEditorD - Win32 - - - MapEditor - Win32 - - - Release - Win32 - - - Relese_WithDebugInfo - 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--git a/ja2_VS2005.vcproj b/ja2_VS2005.vcproj deleted file mode 100644 index 2a853c5f..00000000 --- a/ja2_VS2005.vcproj +++ /dev/null @@ -1,971 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/ja2_VS2005Linker.vsprops b/ja2_VS2005Linker.vsprops deleted file mode 100644 index 119111ee..00000000 --- a/ja2_VS2005Linker.vsprops +++ /dev/null @@ -1,12 +0,0 @@ - - - - diff --git a/ja2_VS2008.sln b/ja2_VS2008.sln deleted file mode 100644 index 98453d75..00000000 --- a/ja2_VS2008.sln +++ /dev/null @@ -1,233 +0,0 @@ - -Microsoft Visual Studio Solution File, Format Version 10.00 -# Visual Studio 2008 -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ja2", "ja2_VS2008.vcproj", "{B112F6BA-AF32-489C-B405-916C0F182D10}" - ProjectSection(ProjectDependencies) = postProject - {0BE7070B-C8C5-409A-82DD-0701D54A1C6C} = {0BE7070B-C8C5-409A-82DD-0701D54A1C6C} - {DB40B90D-13F9-4FEC-8F1D-0506CC496586} = {DB40B90D-13F9-4FEC-8F1D-0506CC496586} - {4B544F1A-6188-4255-8877-69FC312D0D2C} = {4B544F1A-6188-4255-8877-69FC312D0D2C} - {40475E2B-AD37-4A99-85A4-1E507010344C} = {40475E2B-AD37-4A99-85A4-1E507010344C} - {8E3BD72D-8791-497B-A38E-D71B255F0A66} = {8E3BD72D-8791-497B-A38E-D71B255F0A66} - {DF8C5F50-6FB1-4AFE-8EF4-6B7F360D9C28} = {DF8C5F50-6FB1-4AFE-8EF4-6B7F360D9C28} - 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"Editor\Editor_VS2008.vcproj", "{99341DB1-FD6E-4E87-919B-25C813F08D18}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Laptop", "Laptop\Laptop_VS2008.vcproj", "{4D6F7570-9A1E-4DB0-8FD7-B9D14DD4E821}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "lua", "lua\lua_VS2008.vcproj", "{60D5BF89-B609-4A30-A38D-9FE417FB12B6}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SGP", "Standard Gaming Platform\SGP_VS2008.vcproj", "{96FA90B1-2ABD-42E7-9CAB-14804DFD3240}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Strategic", "Strategic\Strategic_VS2008.vcproj", "{40475E2B-AD37-4A99-85A4-1E507010344C}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tactical", "Tactical\Tactical_VS2008.vcproj", "{8E3BD72D-8791-497B-A38E-D71B255F0A66}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TacticalAI", "TacticalAI\TacticalAI_VS2008.vcproj", "{DF8C5F50-6FB1-4AFE-8EF4-6B7F360D9C28}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TileEngine", "TileEngine\TileEngine_VS2008.vcproj", "{629F0A55-6A19-4107-8B5C-5B08B2B3949C}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Utils", "Utils\Utils_VS2008.vcproj", "{DB40B90D-13F9-4FEC-8F1D-0506CC496586}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libpng", "ext\libpng\projects\visualc71\libpng_VS2008.vcproj", "{4B544F1A-6188-4255-8877-69FC312D0D2C}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "zlib", "ext\libpng\projects\visualc71\zlib_VS2008.vcproj", "{A67922A0-0A3F-497F-A724-19B513EFC078}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "VFS", "ext\VFS\build\VFS_VS2008.vcproj", "{C63466D6-49B5-4C54-AA0D-864F6171FD9B}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ja2export", "ext\export\ja2export_VS2008.vcproj", "{3E43B70D-A22F-4240-B00D-32BD14523335}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "7z", "ext\VFS\build\7z_VS2008.vcproj", "{9AD14886-DB5C-4EFF-AE17-35F9BD684692}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ModularizedTacticalAI", "ModularizedTacticalAI\ModularizedTacticalAI_VS2008.vcproj", "{FF0A809E-A370-4640-A301-17B76D7A5B4E}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Win32 = Debug|Win32 - MapEditor|Win32 = MapEditor|Win32 - MapEditorD|Win32 = MapEditorD|Win32 - Release_WithDebugInfo|Win32 = Release_WithDebugInfo|Win32 - Release|Win32 = Release|Win32 - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {B112F6BA-AF32-489C-B405-916C0F182D10}.Debug|Win32.ActiveCfg = Debug|Win32 - {B112F6BA-AF32-489C-B405-916C0F182D10}.Debug|Win32.Build.0 = Debug|Win32 - {B112F6BA-AF32-489C-B405-916C0F182D10}.MapEditor|Win32.ActiveCfg = MapEditor|Win32 - {B112F6BA-AF32-489C-B405-916C0F182D10}.MapEditor|Win32.Build.0 = MapEditor|Win32 - 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EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TileEngine", "TileEngine\TileEngine_VS2013.vcxproj", "{D027A0E1-C661-4B8C-8159-4E0BF3D163AA}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TacticalAI", "TacticalAI\TacticalAI_VS2013.vcxproj", "{B369A125-E62E-46AE-9285-58003D688301}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Utils", "Utils\Utils_VS2013.vcxproj", "{082F6E91-D049-4314-BE9D-D9509E853B01}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Strategic", "Strategic\Strategic_VS2013.vcxproj", "{DE9B77CC-7CD5-4951-9B7F-BAC7B4A8169C}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SGP", "Standard Gaming Platform\SGP_VS2013.vcxproj", "{1237FA1E-6E76-4AB5-B569-45B01C691FAB}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "lua", "lua\lua_VS2013.vcxproj", "{9DA9FE0C-B1F2-4E15-9097-A929E203AC28}" -EndProject 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{FF0A809E-A370-4640-A301-17B76D7A5B4E} - {A32479BF-C284-4C40-99A5-4F6B5933D1C0} = {A32479BF-C284-4C40-99A5-4F6B5933D1C0} - {735F8DBF-6646-4713-BE36-394F33E69B57} = {735F8DBF-6646-4713-BE36-394F33E69B57} - {433FBCC4-F612-489C-AA28-CCD6CF27D80C} = {433FBCC4-F612-489C-AA28-CCD6CF27D80C} - {DE9B77CC-7CD5-4951-9B7F-BAC7B4A8169C} = {DE9B77CC-7CD5-4951-9B7F-BAC7B4A8169C} - {D027A0E1-C661-4B8C-8159-4E0BF3D163AA} = {D027A0E1-C661-4B8C-8159-4E0BF3D163AA} - {6CFD0AF4-6BB4-4A19-B72E-71768A8D029D} = {6CFD0AF4-6BB4-4A19-B72E-71768A8D029D} - EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ja2export", "ext\export\ja2export_VS2013.vcxproj", "{802552D2-B514-42E5-A169-F1E108527678}" - ProjectSection(ProjectDependencies) = postProject - {3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6} = {3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6} - {463CB476-2798-493F-9CE8-CEAC5ECE5664} = {463CB476-2798-493F-9CE8-CEAC5ECE5664} - {735F8DBF-6646-4713-BE36-394F33E69B57} = {735F8DBF-6646-4713-BE36-394F33E69B57} - EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "7z", "ext\VFS\build\7z_VS2013.vcxproj", "{3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ModularizedTacticalAI", "ModularizedTacticalAI\ModularizedTacticalAI_VS2013.vcxproj", "{FF0A809E-A370-4640-A301-17B76D7A5B4E}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Win32 = Debug|Win32 - MapEditor|Win32 = MapEditor|Win32 - MapEditorD|Win32 = MapEditorD|Win32 - Release_WithDebugInfo|Win32 = Release_WithDebugInfo|Win32 - Release|Win32 = Release|Win32 - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {463CB476-2798-493F-9CE8-CEAC5ECE5664}.Debug|Win32.ActiveCfg = Debug|Win32 - {463CB476-2798-493F-9CE8-CEAC5ECE5664}.Debug|Win32.Build.0 = Debug|Win32 - {463CB476-2798-493F-9CE8-CEAC5ECE5664}.MapEditor|Win32.ActiveCfg = MapEditor|Win32 - 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- - - $(SolutionDir)\lib\VS2013\$(JA2Config)_$(JA2LangPrefix)\$(Configuration)\ - $(SolutionDir)\build\VS2013\$(JA2Config)_$(JA2LangPrefix)\$(ProjectName)_$(Configuration)\ - - - - NotUsing - Level3 - Disabled - WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions) - MultiThreadedDebug - - - - - - - Windows - true - - - - - NotUsing - Level3 - Disabled - WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions) - MultiThreadedDebug - - - - - - - Windows - true - - - - - NotUsing - Level3 - Disabled - WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions) - MultiThreadedDebug - - - - - - - Windows - true - - - - - NotUsing - Level3 - Disabled - WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions) - MultiThreadedDebug - - - - - - - Windows - true - - - - - Level3 - NotUsing - MaxSpeed - true - true - WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) - MultiThreaded - - - - - - - Windows - true - true - true - - - - - Level3 - NotUsing - MaxSpeed - true - true - WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) - MultiThreaded - - - - - - - Windows - true - true - true - - - - - Level3 - NotUsing - MaxSpeed - true - true - WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) - MultiThreaded - - - - - - - Windows - true - true - true - - - - - Level3 - NotUsing - MaxSpeed - true - true - WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) - MultiThreaded - - - - - - - Windows - true - true - true - - - - - Level3 - NotUsing - Disabled - true - true - WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) - MultiThreaded - - - - - EditAndContinue - - - Windows - true - true - true - - - - - Level3 - NotUsing - Disabled - true - true - WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) - MultiThreaded - - - - - ProgramDatabase - - - Windows - true - true - true - - - - - - \ No newline at end of file From 90cd7be71d8d8bf683ca1b372babc6a7d60443c4 Mon Sep 17 00:00:00 2001 From: majcosta <34732933+majcosta@users.noreply.github.com> Date: Tue, 9 May 2023 12:08:33 -0300 Subject: [PATCH 06/15] Add instructions to the README.md file (#142) * Add instructions to the README.md file * Update README.md Co-authored-by: Robert Biter --------- Co-authored-by: Robert Biter --- README.md | 15 +++++++++++++++ 1 file changed, 15 insertions(+) diff --git a/README.md b/README.md index a57b7004..e5c4d516 100644 --- a/README.md +++ b/README.md @@ -56,6 +56,21 @@ Visit the [releases page](https://github.com/1dot13/source/releases) to download (those issues can occur due to the combination of old game and modern OS/hardware, cnc-ddraw helps to avoid those) +### Visual Studio setup + +1. Run `Visual Studio 2019` or newer. +2. Clone and open the location with the source code using one of these two options: + * Click `Clone a repository` + * Enter `git@github.com:1dot13/source.git` or `https://github.com/1dot13/source.git` in the Repository location field, select the path you want to clone the repository to and click `Clone`. + * Double-click on `Folder View` in the `Solution Explorer` + * Click `Open a local folder` + * Use this option if you already cloned the repository yourself. +3. Visual Studio will automatically detect the CMake configuration files and will run the CMake generation. There will bet a CMake error in the logs saying `No existing preset was found, copied a preset template to [some_path]`. This is normal and only happens once. +4. Click on the dropdown that says `x64-Debug` and select `Manage configurations...`. This should trigger Visual Studio to load the `CMakeUserPresets.json` file it just copied. Now you can close the window for managing the configurations. +5. The `x64-Debug` option should have been replaced by `1dot13 Debug`. Click it and select `Manage configurations...` again. Here is where you configure the language for the built executables as well as which ones to build, Most important, here is where you set `CMAKE_RUNTIME_OUTPUT_DIRECTORY` to the path to your JA2 1.13 installation. This will be used for debugging. Note that the path needs to have a working 1.13 installation, and that includes the 1.13 game data. +6. You can use `Build -> Build All` to build the executables you selected in the configuration. + + ### Reports For more information and reports, visit [Bug reports at Bear's Pit Forum](http://thepit.ja-galaxy-forum.com/index.php?t=thread&frm_id=216&) or join the [Bear's Pit Discord](https://discord.gg/GqrVZUM "Bear's Pit Discord") From a0aa58f9e55d086ec067b0fcfbad24a62e460e7a Mon Sep 17 00:00:00 2001 From: rftrdev <102184004+rftrdev@users.noreply.github.com> Date: Mon, 15 May 2023 00:51:37 -0700 Subject: [PATCH 07/15] Update disease flags (hand and face) so that they can be used on the same item (#143) * Allow an item to have both disease flags enabled * Remove extra line break for disease hand protection helptext --- Tactical/Interface Enhanced.cpp | 4 ++-- Tactical/Soldier Control.cpp | 2 +- Utils/_ChineseText.cpp | 2 +- Utils/_DutchText.cpp | 2 +- Utils/_EnglishText.cpp | 2 +- Utils/_FrenchText.cpp | 2 +- Utils/_GermanText.cpp | 2 +- Utils/_ItalianText.cpp | 2 +- Utils/_PolishText.cpp | 2 +- 9 files changed, 10 insertions(+), 10 deletions(-) diff --git a/Tactical/Interface Enhanced.cpp b/Tactical/Interface Enhanced.cpp index 871f9e02..ac30c305 100644 --- a/Tactical/Interface Enhanced.cpp +++ b/Tactical/Interface Enhanced.cpp @@ -2728,7 +2728,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr MSYS_EnableRegion( &gUDBFasthelpRegions[iFirstDataRegion + cnt] ); cnt++; } - else if ( HasItemFlag( gpItemDescObject->usItem, DISEASEPROTECTION_2 ) ) + if ( HasItemFlag( gpItemDescObject->usItem, DISEASEPROTECTION_2 ) ) { swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[39], szUDBGenSecondaryStatsExplanationsTooltipText[39] ); SetRegionFastHelpText( &(gUDBFasthelpRegions[iFirstDataRegion + cnt]), pStr ); @@ -6420,7 +6420,7 @@ void DrawSecondaryStats( OBJECTTYPE * gpItemDescObject ) BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 37, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL ); ++cnt; } - else if ( (HasItemFlag( gpItemDescObject->usItem, DISEASEPROTECTION_2 ) && !fComparisonMode) || + if ( (HasItemFlag( gpItemDescObject->usItem, DISEASEPROTECTION_2 ) && !fComparisonMode) || (fComparisonMode && HasItemFlag( gpComparedItemDescObject->usItem, DISEASEPROTECTION_2 )) ) { BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 37, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL ); diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 51fb7278..8f7f38c5 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -19923,7 +19923,7 @@ FLOAT SOLDIERTYPE::GetDiseaseContactProtection( ) { bestfacegear = max( bestfacegear, (FLOAT)((*pObj)[0]->data.objectStatus / 100) ); } - else if ( HasItemFlag( pObj->usItem, DISEASEPROTECTION_2 ) ) + if ( HasItemFlag( pObj->usItem, DISEASEPROTECTION_2 ) ) { bestprotectivegear = max( bestprotectivegear, (FLOAT)((*pObj)[0]->data.objectStatus / 100) ); } diff --git a/Utils/_ChineseText.cpp b/Utils/_ChineseText.cpp index 68d32c8b..f83c5ed1 100644 --- a/Utils/_ChineseText.cpp +++ b/Utils/_ChineseText.cpp @@ -8730,7 +8730,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \n这个物品会挡住准心,你无法再使\n用准心瞄准。", //L"\n \nThis item will block your iron sights\nso you cannot use them.", L"\n \n这种弹药可以破坏发光的墙。\n或者其它不同种类的物品。", //L"\n \nThis ammo can destroy light walls\nand various other objects.", L"\n \n如果你脸上带了这个,这就将降低\n传播给其他人的几率。", //L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", - L"\n \n如果保存在物品栏\n降低\n传染给其他人的几率。", //L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.", + L"\n \n如果保存在物品栏降低\n传染给其他人的几率。", //L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.", L"\n \n拿在手里,就可以抵挡前方的伤害。", //L"\n \nIf equipped in a hand, this will block incoming damage.", L"\n \n你可以使用它拍照。", //L"\n \nYou can take photos with this.", L"\n \n这个物品能让你更有效地掩埋尸体。", //L"\n \nThis item makes you more effective at burying corpses.", diff --git a/Utils/_DutchText.cpp b/Utils/_DutchText.cpp index 77e4cba5..db1d6907 100644 --- a/Utils/_DutchText.cpp +++ b/Utils/_DutchText.cpp @@ -8740,7 +8740,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \nThis item will block your iron sights\nso you cannot use them.", L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", - L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.", + L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate L"\n \nYou can take photos with this.", // TODO.Translate L"\n \nThis item makes you more effective at burying corpses.", diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp index bc75fc67..2d775e57 100644 --- a/Utils/_EnglishText.cpp +++ b/Utils/_EnglishText.cpp @@ -8730,7 +8730,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \nThis item will block your iron sights\nso you cannot use them.", L"\n \nThis ammo can destroy light walls\nand various other objects.", L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", - L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.", + L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", L"\n \nIf equipped in a hand, this will block incoming damage.", L"\n \nYou can take photos with this.", L"\n \nThis item makes you more effective at burying corpses.", diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp index dc183be9..1b495017 100644 --- a/Utils/_FrenchText.cpp +++ b/Utils/_FrenchText.cpp @@ -8727,7 +8727,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \nCet Objet bloquera votre viseur\nde ce fait vous ne pouvez pas l'utiliser.", L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", - L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.", + L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate L"\n \nYou can take photos with this.", // TODO.Translate L"\n \nThis item makes you more effective at burying corpses.", diff --git a/Utils/_GermanText.cpp b/Utils/_GermanText.cpp index d2d6009a..3db0fd14 100644 --- a/Utils/_GermanText.cpp +++ b/Utils/_GermanText.cpp @@ -8583,7 +8583,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \nDieser Gegenstand verhindert die Verwendung von Kimme und Korn.", L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", - L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.", + L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate L"\n \nYou can take photos with this.", // TODO.Translate L"\n \nThis item makes you more effective at burying corpses.", diff --git a/Utils/_ItalianText.cpp b/Utils/_ItalianText.cpp index 9a346394..6727f801 100644 --- a/Utils/_ItalianText.cpp +++ b/Utils/_ItalianText.cpp @@ -8730,7 +8730,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \nThis item will block your iron sights\nso you cannot use them.", L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", - L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.", + L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate L"\n \nYou can take photos with this.", // TODO.Translate L"\n \nThis item makes you more effective at burying corpses.", diff --git a/Utils/_PolishText.cpp b/Utils/_PolishText.cpp index 187348df..917505fd 100644 --- a/Utils/_PolishText.cpp +++ b/Utils/_PolishText.cpp @@ -8742,7 +8742,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \nThis item will block your iron sights\nso you cannot use them.", L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", - L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.", + L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate L"\n \nYou can take photos with this.", // TODO.Translate L"\n \nThis item makes you more effective at burying corpses.", From 690d2054c6fcbf1a092fea9588e019d87f599f58 Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Thu, 18 May 2023 23:33:17 +0300 Subject: [PATCH 08/15] Added new filters for LOBOT (#145) * Weapon class for SECONDHANDPOS items * Check if weapon is two handed for HANDPOS and SECONDHANDPOS --- Tactical/LogicalBodyTypes/Filter.cpp | 9 +++++++++ Tactical/LogicalBodyTypes/Filter.h | 3 +++ Tactical/LogicalBodyTypes/FilterDB.cpp | 18 ++++++++++++++++-- 3 files changed, 28 insertions(+), 2 deletions(-) diff --git a/Tactical/LogicalBodyTypes/Filter.cpp b/Tactical/LogicalBodyTypes/Filter.cpp index 9db01c0f..648105bf 100644 --- a/Tactical/LogicalBodyTypes/Filter.cpp +++ b/Tactical/LogicalBodyTypes/Filter.cpp @@ -201,6 +201,9 @@ bool Filter::Match(SOLDIERTYPE* pSoldier) { case REQ_WEAPON_CLASS: cmp_val = Weapon[pSoldier->inv[HANDPOS].usItem].ubWeaponClass; break; + case REQ_LEFT_WEAPON_CLASS: + cmp_val = Weapon[pSoldier->inv[SECONDHANDPOS].usItem].ubWeaponClass; + break; case REQ_WEAPON_TYPE: cmp_val = Weapon[pSoldier->inv[HANDPOS].usItem].ubWeaponType; break; @@ -210,6 +213,12 @@ bool Filter::Match(SOLDIERTYPE* pSoldier) { case REQ_CALIBRE: cmp_val = Weapon[pSoldier->inv[HANDPOS].usItem].ubCalibre; break; + case REQ_WEAPON_TWOHANDED: + cmp_val = TwoHandedItem(pSoldier->inv[HANDPOS].usItem); + break; + case REQ_LEFT_WEAPON_TWOHANDED: + cmp_val = TwoHandedItem(pSoldier->inv[SECONDHANDPOS].usItem); + break; case REQ_VEST_AMOR_PROTECTION: cmp_val = Armour[Item[pSoldier->inv[VESTPOS].usItem].ubClassIndex].ubProtection; break; diff --git a/Tactical/LogicalBodyTypes/Filter.h b/Tactical/LogicalBodyTypes/Filter.h index e0f4d719..b8a865d2 100644 --- a/Tactical/LogicalBodyTypes/Filter.h +++ b/Tactical/LogicalBodyTypes/Filter.h @@ -56,9 +56,12 @@ public: REQ_NICKNAME, REQ_WEAPON_IN_HAND, REQ_WEAPON_CLASS, + REQ_LEFT_WEAPON_CLASS, REQ_WEAPON_TYPE, REQ_LEFT_WEAPON_TYPE, REQ_CALIBRE, + REQ_WEAPON_TWOHANDED, + REQ_LEFT_WEAPON_TWOHANDED, REQ_VEST_AMOR_PROTECTION, REQ_VEST_AMOR_COVERAGE, REQ_HELMET_AMOR_PROTECTION, diff --git a/Tactical/LogicalBodyTypes/FilterDB.cpp b/Tactical/LogicalBodyTypes/FilterDB.cpp index 78f9662e..747d19f1 100644 --- a/Tactical/LogicalBodyTypes/FilterDB.cpp +++ b/Tactical/LogicalBodyTypes/FilterDB.cpp @@ -270,7 +270,7 @@ namespace LogicalBodyTypes { /***************************************** Filter enum criterion types ******************************************/ - LOGBT_ENUMDB_ADD("IntegerFilterCriterionTypes", 41, + LOGBT_ENUMDB_ADD("IntegerFilterCriterionTypes", 43, Filter::REQ_HELMETPOS, Filter::REQ_VESTPOS, Filter::REQ_LEGPOS, @@ -299,6 +299,8 @@ namespace LogicalBodyTypes { Filter::REQ_FACEINDEX, Filter::REQ_WEAPON_IN_HAND, Filter::REQ_CALIBRE, + Filter::REQ_WEAPON_TWOHANDED, + Filter::REQ_LEFT_WEAPON_TWOHANDED, Filter::REQ_VEST_AMOR_PROTECTION, Filter::REQ_VEST_AMOR_COVERAGE, Filter::REQ_HELMET_AMOR_PROTECTION, @@ -317,13 +319,14 @@ namespace LogicalBodyTypes { /***************************************** Filter enum criterion types ******************************************/ - LOGBT_ENUMDB_ADD("EnumFilterCriterionTypes", 8, + LOGBT_ENUMDB_ADD("EnumFilterCriterionTypes", 9, Filter::REQ_SEX, Filter::REQ_MERC_TYPE, Filter::REQ_SOLDIER_CLASS, Filter::REQ_CIVILIANGROUP, Filter::REQ_BODYTYPE, Filter::REQ_WEAPON_CLASS, + Filter::REQ_LEFT_WEAPON_CLASS, Filter::REQ_WEAPON_TYPE, Filter::REQ_LEFT_WEAPON_TYPE ); @@ -679,6 +682,17 @@ namespace LogicalBodyTypes { MONSTERCLASS ); + LOGBT_ENUMDB_ADD("LEFT_WEAPON_CLASS", NUM_WEAPON_CLASSES, + NOGUNCLASS, + HANDGUNCLASS, + SMGCLASS, + RIFLECLASS, + MGCLASS, + SHOTGUNCLASS, + KNIFECLASS, + MONSTERCLASS + ); + /***************************************** Weapon Type ******************************************/ From 35bb9a70ec4812352e55654cf5bcdc1f677f2dee Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Fri, 19 May 2023 16:47:42 +0300 Subject: [PATCH 09/15] Do not load language specific icon file (#146) Unnecessary, as there is no translated text in the image files --- Tactical/Interface Enhanced.cpp | 4 ++-- Tactical/Interface Items.cpp | 8 ++++---- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/Tactical/Interface Enhanced.cpp b/Tactical/Interface Enhanced.cpp index ac30c305..11def4c4 100644 --- a/Tactical/Interface Enhanced.cpp +++ b/Tactical/Interface Enhanced.cpp @@ -1363,8 +1363,8 @@ BOOLEAN InternalInitEnhancedDescBox() // HEADROCK HAM 4: Advanced Icons VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; - GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language - //strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" ); + //GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language + strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" ); CHECKF( AddVideoObject( &VObjectDesc, &guiItemInfoAdvancedIcon ) ); // Flugente: added icons for WH40K diff --git a/Tactical/Interface Items.cpp b/Tactical/Interface Items.cpp index d914c65e..69a9b0a9 100644 --- a/Tactical/Interface Items.cpp +++ b/Tactical/Interface Items.cpp @@ -1493,8 +1493,8 @@ BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pC if ( gGameExternalOptions.fScopeModes ) { VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; - GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language - //strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" ); + //GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language + strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" ); CHECKF( AddVideoObject( &VObjectDesc, &guiItemInfoAdvancedIcon) ); } @@ -4044,8 +4044,8 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec // HEADROCK HAM 4: Advanced Icons VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; - //strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" ); - GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language + strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" ); + //GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language AddVideoObject( &VObjectDesc, &guiItemInfoAdvancedIcon); } From 6e30d24ce5072d87ec88f9a04c90c862ea85d139 Mon Sep 17 00:00:00 2001 From: Robert Biter Date: Sun, 21 May 2023 00:56:27 +0200 Subject: [PATCH 10/15] make gitignore Visual Studio definitions more specific (#144) * make gitignore Visual Studio definitions more specific --- .gitignore | 13 ++++++------- 1 file changed, 6 insertions(+), 7 deletions(-) diff --git a/.gitignore b/.gitignore index 22d2271d..07d506ec 100644 --- a/.gitignore +++ b/.gitignore @@ -1,11 +1,10 @@ # CLion -.idea/ -cmake-build-*/ +/.idea/ +/cmake-build-*/ # Visual Studio 2022 -.vs/ -build/ -lib/ -out/ -CMakeSettings.json +/.vs/ +/build/ +/out/ +/CMakeSettings.json /CMakeUserPresets.json From ab2a26accb9ce32e39901cc2bb4815d3597e3dd1 Mon Sep 17 00:00:00 2001 From: sun-alf Date: Sun, 21 May 2023 18:48:16 +0300 Subject: [PATCH 11/15] [Fix] A bunch of fixes for artillery strike * Avoid using hard-coded Signal and HE mortar shell indices. This caused art.strikes malfunctioning in item mods. * Trim max nubers of waves to duration of signal smoke. Otherwise art.strike turns into unnatural stupidity. * If enemy AI tried to get art.strike but lacked of resources, player will not a warning anymore. --- .gitignore | 3 + GameSettings.cpp | 2 +- Tactical/Inventory Choosing.cpp | 2 +- Tactical/Items.cpp | 18 ++++ Tactical/Items.h | 1 + Tactical/Soldier Control.cpp | 156 +++++++++++++------------------- Utils/Text.h | 1 + Utils/_ChineseText.cpp | 1 + Utils/_DutchText.cpp | 1 + Utils/_EnglishText.cpp | 1 + Utils/_FrenchText.cpp | 1 + Utils/_GermanText.cpp | 1 + Utils/_ItalianText.cpp | 1 + Utils/_PolishText.cpp | 1 + Utils/_RussianText.cpp | 1 + 15 files changed, 97 insertions(+), 94 deletions(-) diff --git a/.gitignore b/.gitignore index 07d506ec..8aca271a 100644 --- a/.gitignore +++ b/.gitignore @@ -8,3 +8,6 @@ /out/ /CMakeSettings.json /CMakeUserPresets.json + +# My shelves +.shelve/ diff --git a/GameSettings.cpp b/GameSettings.cpp index 77804630..8516a802 100644 --- a/GameSettings.cpp +++ b/GameSettings.cpp @@ -2845,7 +2845,7 @@ void LoadSkillTraitsExternalSettings() // Flugente: RADIO OPERATOR gSkillTraitValues.fROAllowArtillery = iniReader.ReadBoolean("Radio Operator","RADIO_OPERATOR_ARTILLERY", TRUE); gSkillTraitValues.fROArtilleryDistributedOverTurns = iniReader.ReadBoolean("Radio Operator","RADIO_OPERATOR_ARTILLERY_DISTRIBUTED_OVER_TURNS", FALSE); - gSkillTraitValues.bVOArtillerySectorFrequency = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_ARTILLERY_SECTOR_FREQUENCY", 120, 20, 1440); + gSkillTraitValues.bVOArtillerySectorFrequency = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_ARTILLERY_SECTOR_FREQUENCY", 120, 5, 1440); gSkillTraitValues.usVOMortarCountDivisor = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_COUNT_DIVISOR", 6, 5, 20); gSkillTraitValues.usVOMortarShellDivisor = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_SHELL_DIVISOR", 30, 2, 100); gSkillTraitValues.usVOMortarPointsAdmin = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_POINTS_ADMIN", 10, 0, 100); diff --git a/Tactical/Inventory Choosing.cpp b/Tactical/Inventory Choosing.cpp index 2d9bd714..e6c1220e 100644 --- a/Tactical/Inventory Choosing.cpp +++ b/Tactical/Inventory Choosing.cpp @@ -4121,7 +4121,7 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI if ( uiTotalNumberOfRealItems == 0 ) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Militia found no items to equip, uses harsh langugage instead!" ); + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Militia found no items to equip, uses harsh language instead!" ); return; } diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index 55a457fe..c1aff043 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -16015,3 +16015,21 @@ bool HasScopeMagFactorForGun( UINT16 ausItemGun, FLOAT aFactor ) return false; } + +UINT16 GetLaunchableOfExplosionType(UINT16 launcher, UINT8 explosionType) +{ + for (int i = 0; i < MAXITEMS; i++) + { + UINT16 launchable = Launchable[i][0]; + + if (launchable == 0) // if reached end of Launchable list, then stop + break; + + if (Launchable[i][1] == launcher) + { + if (Explosive[Item[launchable].ubClassIndex].ubType == explosionType) + return launchable; + } + } + return NOTHING; +} diff --git a/Tactical/Items.h b/Tactical/Items.h index d0e2649b..bc0c49c6 100644 --- a/Tactical/Items.h +++ b/Tactical/Items.h @@ -576,5 +576,6 @@ FLOAT GetAttackAPTraitMultiplier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, UINT8 // sevenfm: check if this type of grenade can use delayed mode BOOLEAN CanDelayGrenadeExplosion( UINT16 usItem ); +UINT16 GetLaunchableOfExplosionType(UINT16 launcher, UINT8 explosionType); #endif diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 8f7f38c5..d6c3738c 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -18643,14 +18643,42 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN return FALSE; } + // Locate item indices for Signal and HE shells defined by the active MOD. Evade usage of hard-code values. + static UINT16 usSignalShellIndex = NOTHING; + static UINT16 usHeShellIndex = NOTHING; + if (usSignalShellIndex == NOTHING || usHeShellIndex == NOTHING) + { + UINT16 findSignalShellIndex = 1700; // try default Signal Shell item in 1.13 + UINT16 findHeShellIndex = 140; // try default HE Shell item in 1.13 + if (HasItemFlag(findSignalShellIndex, SIGNAL_SHELL) == FALSE && GetFirstItemWithFlag(&findSignalShellIndex, SIGNAL_SHELL) == FALSE) + { + ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NO_SIGNAL_SHELL]); + return FALSE; + } + UINT16 mortarIndex = GetLauncherFromLaunchable(findSignalShellIndex); + if (mortarIndex != GetLauncherFromLaunchable(findHeShellIndex)) + { + findHeShellIndex = GetLaunchableOfExplosionType(mortarIndex, EXPLOSV_NORMAL); + } + if (findHeShellIndex == NOTHING) + { + ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NO_DEFAULT_SHELL]); + return FALSE; + } + // at this point both shells were found and are OK, so set it to static variables and never touch anymore: + usSignalShellIndex = findSignalShellIndex; + usHeShellIndex = findHeShellIndex; + } + // if a strike is ordered from the ENEMY_TEAM or MILITIA_TEAM, the number of mortars depends on the number of enemies/militia in that sector // number of waves depends on the number and quality of enemies/soldiers // only HE shells will be fired this way if ( bTeam == ENEMY_TEAM || bTeam == MILITIA_TEAM ) { - INT16 nummortars = 0; // number of mortars determines size of wave (1 - 4) - INT16 numwaves = 0; // number of waves - INT16 numshells = 0; // number of shells + INT16 nummortars = 0; // number of mortars determines size of wave (1 - 4) + INT16 numwaves = 0; // number of waves + INT16 numshells = 0; // number of shells + INT16 numwavesMax = (INT16) Explosive[Item[usSignalShellIndex].ubClassIndex].ubDuration; SECTORINFO *pSector = &SectorInfo[SECTOR( sSectorX, sSectorY )]; @@ -18682,35 +18710,36 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN numshells = gSkillTraitValues.usVOMortarPointsAdmin * militia_green + gSkillTraitValues.usVOMortarPointsTroop * militia_troop + gSkillTraitValues.usVOMortarPointsElite * militia_elite; } - if ( gSkillTraitValues.usVOMortarShellDivisor * nummortars < 1 ) + // turn number of mortar points into number of shells; in case of "militia use sector ammo" option, numshells + // represents max potential shells militia can shot for this artillery strike. + numshells = numshells / gSkillTraitValues.usVOMortarShellDivisor; + + if (numshells <= 0) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NOT_ENOUGH_MORTAR_SHELLS] ); + if (bTeam == MILITIA_TEAM) // player does not care if enemy team has not enough points to strike + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NOT_ENOUGH_MORTAR_SHELLS] ); return FALSE; } - numwaves = numshells / (gSkillTraitValues.usVOMortarShellDivisor * nummortars); - - if ( !numwaves ) + if (nummortars <= 0) { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NOT_ENOUGH_MORTAR_SHELLS] ); + if (bTeam == MILITIA_TEAM) // player does not care if enemy team has not enough men to strike + ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NO_MORTARS]); return FALSE; } + numwaves = max(1, numshells / nummortars); + if (gSkillTraitValues.fROArtilleryDistributedOverTurns) // if delay between waves is enabled, we shouldn't overextend, so trim to + numwaves = min(numwaves, numwavesMax); // signal duration; it doesn't matter if delay is disabled. + // send a signal shell at first. This marks the area that the shells will come in - static UINT16 usSignalShellIndex = 1700; - if ( HasItemFlag( usSignalShellIndex, SIGNAL_SHELL ) || GetFirstItemWithFlag( &usSignalShellIndex, SIGNAL_SHELL ) ) - ArtilleryStrike( usSignalShellIndex, this->ubID + 2, sStartingGridNo, sTargetGridNo ); - else - { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NO_SIGNAL_SHELL] ); - return FALSE; - } + ArtilleryStrike(usSignalShellIndex, this->ubID + 2, sStartingGridNo, sTargetGridNo); // we just 'plant' the mortar shells as bombs. We time them so that they will be fired at the beginning of the next turn // for every 'wave' of shells, we just plant one and then clone them when firing // create mortar shell item OBJECTTYPE shellobj; - CreateItem( 140, 100, &shellobj ); // 140 is mortar HE shell + CreateItem(usHeShellIndex, 100, &shellobj ); shellobj.fFlags |= OBJECT_ARMED_BOMB; shellobj[0]->data.misc.bDetonatorType = BOMB_TIMED; @@ -18772,17 +18801,15 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN // as of 2013-09-25, I say it is no longer necessary to fire a signal shell first. The player can fire a signal shell (by mortar or hand) manually to mark one or more targets if he wants // if he does not do so, active vox operators will be targetted. Who knows, the vox operator might be doing a heroic last stand for all we know... - UINT8 radiooperatorID = 0; - //BOOLEAN signalshellfired = FALSE; + const UINT8 maxFiringMortarsAmount = 5; + UINT8 radiooperatorID = 0; UINT8 mortaritemcnt = 0; - UINT16 mortararray[5]; - for ( UINT8 i = 0; i < 5; ++i ) - mortararray[i] = 0; + UINT16 mortararray[maxFiringMortarsAmount] = { 0 }; SOLDIERTYPE* pSoldier = NULL; INT32 cnt = gTacticalStatus.Team[bTeam].bFirstID; INT32 lastid = gTacticalStatus.Team[bTeam].bLastID; - for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier ) + for ( pSoldier = MercPtrs[cnt]; (cnt < lastid) && (mortaritemcnt < maxFiringMortarsAmount); ++cnt, ++pSoldier ) { // check if soldier exists in this sector if ( !pSoldier || !pSoldier->bActive || pSoldier->sSectorX != sSectorX || pSoldier->sSectorY != sSectorY || pSoldier->bSectorZ != bSectorZ || pSoldier->bAssignment > ON_DUTY ) @@ -18791,70 +18818,25 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN if ( pSoldier->CanUseRadio( ) ) radiooperatorID = cnt; - /*if ( !signalshellfired ) - { - UINT8 bSlot = 0; - if ( pSoldier->GetSlotOfSignalShellIfMortar(&bSlot) ) - { - OBJECTTYPE* pSlotObj = &(pSoldier->inv[bSlot]); + INT8 invsize = (INT8)pSoldier->inv.size( ); // remember inventorysize, so we don't call size() repeatedly - if ( Item[pSlotObj->usItem].mortar ) - { - pSlotObj = FindAttachmentByClass( &(pSoldier->inv[bSlot]), IC_BOMB ); - - if ( pSlotObj ) - { - ArtilleryStrike(pSlotObj->usItem, sStartingGridNo, sTargetGridNo); - - DeductAmmo( pSoldier, bSlot ); - - signalshellfired = TRUE; - } - } - else if ( HasItemFlag(pSoldier->inv[bSlot].usItem, SIGNAL_SHELL) ) - { - ArtilleryStrike(pSlotObj->usItem, sStartingGridNo, sTargetGridNo); - - pSlotObj->ubNumberOfObjects--; - - if ( !pSlotObj->exists() ) - { - // Delete object - DeleteObj( pSlotObj ); - } - - signalshellfired = TRUE; - } - else - { - // somethings wrong... we were promised either a signal shell or a mortar with one loaded, but there is none... betrayal! - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"No signal shell found even though there should be one, cannot commence barrage!"); - return FALSE; - } - } - }*/ - - INT8 invsize = (INT8)pSoldier->inv.size( ); // remember inventorysize, so we don't call size() repeatedly - - for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) + for ( INT8 bLoop = 0; (bLoop < invsize) && (mortaritemcnt < maxFiringMortarsAmount); ++bLoop ) { if ( pSoldier->inv[bLoop].exists( ) == true && Item[pSoldier->inv[bLoop].usItem].mortar ) { // if not already in list, remember this mortar - if ( mortararray[0] != pSoldier->inv[bLoop].usItem && - mortararray[1] != pSoldier->inv[bLoop].usItem && - mortararray[2] != pSoldier->inv[bLoop].usItem && - mortararray[3] != pSoldier->inv[bLoop].usItem && - mortararray[4] != pSoldier->inv[bLoop].usItem ) - mortararray[mortaritemcnt++] = pSoldier->inv[bLoop].usItem; + bool alreadyInList = false; + for (INT8 i = 0; i < mortaritemcnt; i++) + if (mortararray[i] == pSoldier->inv[bLoop].usItem) + { + alreadyInList = true; + break; + } + + if (alreadyInList == false) + mortararray[mortaritemcnt++] = pSoldier->inv[bLoop].usItem; } - - if ( mortaritemcnt >= 5 ) - break; } - - if ( mortaritemcnt >= 5 ) - break; } // safety check, this shouldn't be happening @@ -18864,16 +18846,6 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN return FALSE; } - // no signal shell -> no barrage - /*if ( !signalshellfired ) - { - if ( radiooperatorID ) - DelayedTacticalCharacterDialogue( MercPtrs[ radiooperatorID ], QUOTE_OUT_OF_AMMO ); - - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"No signal shell object found, cannot commence barrage!"); - return FALSE; - }*/ - // depending on wether the mortars have ammunition, a radio operator will give a different dialogue BOOLEAN shellsfired = FALSE; @@ -18901,7 +18873,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN // as of 2013-09-25, also fire these, as they are no longer necessary for a barrage // only fire if not signal shell, we already fired one, no need to do so again - if ( pAttObj )//&& !HasItemFlag(pAttObj->usItem, SIGNAL_SHELL) ) + if ( pAttObj && HasItemFlag(pAttObj->usItem, SIGNAL_SHELL) == FALSE ) { // if option is set, delay each wave by one turn if ( gSkillTraitValues.fROArtilleryDistributedOverTurns ) diff --git a/Utils/Text.h b/Utils/Text.h index 25dabaeb..74bd5f6b 100644 --- a/Utils/Text.h +++ b/Utils/Text.h @@ -2549,6 +2549,7 @@ enum MSG113_RADIO_ACTION_FAILED, MSG113_NOT_ENOUGH_MORTAR_SHELLS, MSG113_NO_SIGNAL_SHELL, + MSG113_NO_DEFAULT_SHELL, MSG113_NO_MORTARS, MSG113_ALREADY_JAMMING, MSG113_ALREADY_LISTENING, diff --git a/Utils/_ChineseText.cpp b/Utils/_ChineseText.cpp index f83c5ed1..a36aa426 100644 --- a/Utils/_ChineseText.cpp +++ b/Utils/_ChineseText.cpp @@ -7667,6 +7667,7 @@ STR16 New113Message[] = L"无线电操作失败!", L"迫击炮弹不足,无法在分区发动密集轰炸!", L"Items.xml里没有定义信号弹物品!", + L"No High-Explosive shell item found in Items.xml!", L"未发现迫击炮,无法执行密集轰炸!", L"干扰信号成功,不需要重复操作!", L"正在监听周围声音,无需重复操作!", diff --git a/Utils/_DutchText.cpp b/Utils/_DutchText.cpp index db1d6907..97a920f1 100644 --- a/Utils/_DutchText.cpp +++ b/Utils/_DutchText.cpp @@ -7673,6 +7673,7 @@ STR16 New113Message[] = L"Radio action failed!", L"Not enough mortar shells in sector to start a barrage!", L"No signal shell item found in Items.xml!", + L"No High-Explosive shell item found in Items.xml!", L"No mortars found, cannot commence barrage!", L"Already jamming signal, no need to do so again!", L"Already listening for nearby sounds, no need to do so again!", diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp index 2d775e57..55cb244e 100644 --- a/Utils/_EnglishText.cpp +++ b/Utils/_EnglishText.cpp @@ -7667,6 +7667,7 @@ STR16 New113Message[] = L"Radio action failed!", L"Not enough mortar shells in sector to start a barrage!", L"No signal shell item found in Items.xml!", + L"No High-Explosive shell item found in Items.xml!", L"No mortars found, cannot commence barrage!", L"Already jamming signal, no need to do so again!", L"Already listening for nearby sounds, no need to do so again!", diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp index 1b495017..e8aee2e7 100644 --- a/Utils/_FrenchText.cpp +++ b/Utils/_FrenchText.cpp @@ -7670,6 +7670,7 @@ STR16 New113Message[] = L"L'action radio a échoué !", L"Pas assez d'obus de mortier dans le secteur pour un tir de barrage !", L"Aucun obus éclairant trouvé dans Items.xml !", + L"No High-Explosive shell item found in Items.xml!", L"Aucun mortier trouvé, tir de barrage impossible !", L"Brouillage radio déjà en cours, inutile d'en lancer un autre !", L"Écoute des sons alentour déjà en cours, inutile d'en lancer une autre !", diff --git a/Utils/_GermanText.cpp b/Utils/_GermanText.cpp index 3db0fd14..d6ffc764 100644 --- a/Utils/_GermanText.cpp +++ b/Utils/_GermanText.cpp @@ -7524,6 +7524,7 @@ STR16 New113Message[] = L"Radio action failed!", L"Not enough mortar shells in sector to start a barrage!", L"No signal shell item found in Items.xml!", + L"No High-Explosive shell item found in Items.xml!", L"No mortars found, cannot commence barrage!", L"Already jamming signal, no need to do so again!", L"Already listening for nearby sounds, no need to do so again!", diff --git a/Utils/_ItalianText.cpp b/Utils/_ItalianText.cpp index 6727f801..6a2e7290 100644 --- a/Utils/_ItalianText.cpp +++ b/Utils/_ItalianText.cpp @@ -7664,6 +7664,7 @@ STR16 New113Message[] = L"Radio action failed!", L"Not enough mortar shells in sector to start a barrage!", L"No signal shell item found in Items.xml!", + L"No High-Explosive shell item found in Items.xml!", L"No mortars found, cannot commence barrage!", L"Already jamming signal, no need to do so again!", L"Already listening for nearby sounds, no need to do so again!", diff --git a/Utils/_PolishText.cpp b/Utils/_PolishText.cpp index 917505fd..44463832 100644 --- a/Utils/_PolishText.cpp +++ b/Utils/_PolishText.cpp @@ -7673,6 +7673,7 @@ STR16 New113Message[] = L"Radio action failed!", L"Not enough mortar shells in sector to start a barrage!", L"No signal shell item found in Items.xml!", + L"No High-Explosive shell item found in Items.xml!", L"No mortars found, cannot commence barrage!", L"Already jamming signal, no need to do so again!", L"Already listening for nearby sounds, no need to do so again!", diff --git a/Utils/_RussianText.cpp b/Utils/_RussianText.cpp index c1d100e1..ac2f0a99 100644 --- a/Utils/_RussianText.cpp +++ b/Utils/_RussianText.cpp @@ -7662,6 +7662,7 @@ STR16 New113Message[] = L"Не удалось использовать радиостанцию!", L"Недостаточно миномётных снарядов в секторе для постановки огня!", L"Не обнаружены сигнальные мины в Items.xml!", + L"Не обнаружены осколочно-фугасные мины в Items.xml!", L"Нет миномётов, невозможно организовать артналет!", L"Режим радиопомех уже включен, нет необходимости делать это снова!", L"Режим прослушивания звуков уже включен, нет необходимости делать это снова!", From dd004dc1145c3aeba22c065f3961706a02db65a6 Mon Sep 17 00:00:00 2001 From: majcosta <34732933+majcosta@users.noreply.github.com> Date: Tue, 23 May 2023 20:01:15 -0300 Subject: [PATCH 12/15] Clean up .gitignore To set up a personal .gitignore: using Git Bash: `echo shelve/ >> ~/.gitignore` `git config --global core.excludesFile ~/.gitignore` using Command Prompt, replace `~` with `%USERPROFILE%` --- .gitignore | 3 --- 1 file changed, 3 deletions(-) diff --git a/.gitignore b/.gitignore index 8aca271a..07d506ec 100644 --- a/.gitignore +++ b/.gitignore @@ -8,6 +8,3 @@ /out/ /CMakeSettings.json /CMakeUserPresets.json - -# My shelves -.shelve/ From e4e1d472fde473eb0e00d7d3204bdee57de9e4ff Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Thu, 25 May 2023 22:46:18 +0300 Subject: [PATCH 13/15] Remove compiler warning for exceeding stack size. (#153) * Use std::map instead of 16001 elements long array * Remove old commented out code --- Tactical/Arms Dealer Init.cpp | 55 ++++------------------------------- 1 file changed, 6 insertions(+), 49 deletions(-) diff --git a/Tactical/Arms Dealer Init.cpp b/Tactical/Arms Dealer Init.cpp index 9f1a5f39..176cdcf1 100644 --- a/Tactical/Arms Dealer Init.cpp +++ b/Tactical/Arms Dealer Init.cpp @@ -722,10 +722,7 @@ void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uiDealerItemType, UIN if( gArmsDealerStatus[ ubArmsDealer ].fOutOfBusiness ) return; - //ADB, ya, a whole 1 line of extra code! - // not permitted for repair dealers - would take extra code to avoid counting items under repair! - //Assert( !DoesDealerDoRepairs( ubArmsDealer ) ); - int numTotalItems[MAXITEMS] = { 0 }; + std::map< UINT16, UINT16> numTotalItems; for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter) { if (iter->ItemIsInInventory() == true && iter->IsUnderRepair() == false) { numTotalItems[iter->object.usItem] += iter->object.ubNumberOfObjects; @@ -742,7 +739,7 @@ void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uiDealerItemType, UIN for ( usItemIndex = 1; usItemIndex < gMAXITEMS_READ; ++usItemIndex ) { //if there is some items in stock - if( numTotalItems[usItemIndex] > 0) + if (numTotalItems.count(usItemIndex) > 0) { //if the item is of the same dealer item type if( uiDealerItemType & GetArmsDealerItemTypeFromItemNumber( usItemIndex ) ) @@ -806,45 +803,6 @@ void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uiDealerItemType, UIN } } - /* - //loop through all items of the same type - for( usItemIndex = 1; usItemIndex < MAXITEMS; usItemIndex++ ) - { - //if there are some non-repairing items in stock - if( gOldArmsDealersInventory[ ubArmsDealer ][ usItemIndex ].ubTotalItems ) - { - //if the item is of the same dealer item type - if( uiDealerItemType & GetArmsDealerItemTypeFromItemNumber( usItemIndex ) ) - { - // a random chance that the item will be removed - if( Random( 100 ) < 30 ) - { - //remove the item - - //if the dealer item type is ammo - if( uiDealerItemType == ARMS_DEALER_AMMO ) - { - // remove all of them, since each ammo item counts as only one "item" here - - // create item info describing a perfect item - SetSpecialItemInfoToDefaults( &SpclItemInfo ); - // ammo will always be only condition 100, there's never any in special slots - RemoveItemFromArmsDealerInventory( ubArmsDealer, usItemIndex, gOldArmsDealersInventory[ ubArmsDealer ][ usItemIndex ].ubTotalItems ); - } - else - { - // pick 1 random one, don't care about its condition - RemoveRandomItemFromArmsDealerInventory( ubArmsDealer, usItemIndex, 1 ); - } - - uiItemsToRemove--; - if( uiItemsToRemove == 0) - break; - } - } - } - } - */ } } @@ -858,10 +816,8 @@ void GuaranteeAtLeastOneItemOfType( UINT8 ubArmsDealer, UINT32 uiDealerItemType if( gArmsDealerStatus[ ubArmsDealer ].fOutOfBusiness ) return; - //ADB, ya, a whole 1 line of extra code! - // not permitted for repair dealers - would take extra code to avoid counting items under repair! - //Assert( !DoesDealerDoRepairs( ubArmsDealer ) ); - int numTotalItems[MAXITEMS] = { 0 }; + + std::map< UINT16, UINT16> numTotalItems; for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter) { if (iter->ItemIsInInventory() == true && iter->IsUnderRepair() == false) @@ -870,6 +826,7 @@ void GuaranteeAtLeastOneItemOfType( UINT8 ubArmsDealer, UINT32 uiDealerItemType } } + std::vector usAvailableItems; std::vector ubChanceForAvailableItem; //loop through all items of the same type @@ -879,7 +836,7 @@ void GuaranteeAtLeastOneItemOfType( UINT8 ubArmsDealer, UINT32 uiDealerItemType if( uiDealerItemType & GetArmsDealerItemTypeFromItemNumber( usItemIndex ) ) { //if there are any of these in stock - if( numTotalItems[usItemIndex] > 0 ) + if( numTotalItems.count(usItemIndex) > 0 ) { //there is already at least 1 item of that type, return return; From 66c7fc1c8dbecf38597a07e68ed469649d955346 Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Thu, 25 May 2023 23:36:55 +0300 Subject: [PATCH 14/15] Remove compiler warning for exceeding stack size (#154) Use std::map & std::set instead of two 16001 elements long arrays --- Tactical/Arms Dealer Init.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/Tactical/Arms Dealer Init.cpp b/Tactical/Arms Dealer Init.cpp index 176cdcf1..1a086221 100644 --- a/Tactical/Arms Dealer Init.cpp +++ b/Tactical/Arms Dealer Init.cpp @@ -451,8 +451,8 @@ void DailyCheckOnItemQuantities() if( armsDealerInfo[ ubArmsDealer ].uiFlags & ARMS_DEALER_HAS_NO_INVENTORY ) continue; - int numTotalItems[MAXITEMS] = { 0 }; - bool itemsAreOnOrder[MAXITEMS] = { false }; + std::map< UINT16, UINT16> numTotalItems; + std::set itemsAreOnOrder; for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter) { if (iter->object.exists() == true) @@ -463,7 +463,7 @@ void DailyCheckOnItemQuantities() } else { - itemsAreOnOrder[iter->object.usItem] = true; + itemsAreOnOrder.insert(iter->object.usItem); //and today is the day the items come in if( iter->uiOrderArrivalTime >= GetWorldDay() ) @@ -490,12 +490,12 @@ void DailyCheckOnItemQuantities() if( CanDealerTransactItem( ubArmsDealer, usItemIndex, FALSE ) ) { //if there are no items on order - if ( itemsAreOnOrder[ usItemIndex ] == false ) + if ( itemsAreOnOrder.count( usItemIndex ) == 0 ) { ubMaxSupply = GetDealersMaxItemAmount( ubArmsDealer, usItemIndex ); //if the qty on hand is half the desired amount or fewer - if( numTotalItems[ usItemIndex ] <= (INT32)( ubMaxSupply / 2 ) ) + if(numTotalItems.count(usItemIndex) == 1 && numTotalItems[ usItemIndex ] <= (INT32)( ubMaxSupply / 2 ) ) { //determine if the item can be restocked (assume new, use items aren't checked for until the stuff arrives) if (ItemTransactionOccurs( ubArmsDealer, usItemIndex, DEALER_BUYING, FALSE )) From f2ab296b499a4874adb45a20db940c37cd6e932b Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Fri, 26 May 2023 08:12:55 +0300 Subject: [PATCH 15/15] Display icon and tooltip for belt fed weapons (#155) --- Tactical/Interface Enhanced.cpp | 17 +++++++++++++++-- Utils/_ChineseText.cpp | 2 ++ Utils/_DutchText.cpp | 2 ++ Utils/_EnglishText.cpp | 2 ++ Utils/_FrenchText.cpp | 2 ++ Utils/_GermanText.cpp | 2 ++ Utils/_ItalianText.cpp | 2 ++ Utils/_PolishText.cpp | 2 ++ Utils/_RussianText.cpp | 2 ++ 9 files changed, 31 insertions(+), 2 deletions(-) diff --git a/Tactical/Interface Enhanced.cpp b/Tactical/Interface Enhanced.cpp index 11def4c4..4425fcb3 100644 --- a/Tactical/Interface Enhanced.cpp +++ b/Tactical/Interface Enhanced.cpp @@ -2640,7 +2640,14 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr //////////////////// EXTERNAL FEEDING if ( gGameExternalOptions.ubExternalFeeding ) { - if ( HasItemFlag(gpItemDescObject->usItem, AMMO_BELT) ) + if (HasItemFlag(gpItemDescObject->usItem, BELT_FED)) + { + swprintf(pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[51], szUDBGenSecondaryStatsExplanationsTooltipText[51]); + SetRegionFastHelpText(&(gUDBFasthelpRegions[iFirstDataRegion + cnt]), pStr); + MSYS_EnableRegion(&gUDBFasthelpRegions[iFirstDataRegion + cnt]); + cnt++; + } + else if ( HasItemFlag(gpItemDescObject->usItem, AMMO_BELT) ) { swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[ 28 ], szUDBGenSecondaryStatsExplanationsTooltipText[ 28 ]); SetRegionFastHelpText( &(gUDBFasthelpRegions[ iFirstDataRegion + cnt ]), pStr ); @@ -6340,7 +6347,13 @@ void DrawSecondaryStats( OBJECTTYPE * gpItemDescObject ) //////////////////// EXTERNAL FEEDING if ( gGameExternalOptions.ubExternalFeeding ) { - if ( ( HasItemFlag(gpItemDescObject->usItem, AMMO_BELT) && !fComparisonMode ) || + if ((HasItemFlag(gpItemDescObject->usItem, BELT_FED) && !fComparisonMode) || + (fComparisonMode && HasItemFlag(gpComparedItemDescObject->usItem, BELT_FED))) + { + BltVideoObjectFromIndex(guiSAVEBUFFER, guiItemInfoSecondaryIcon, 28, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL); + cnt++; + } + else if ( ( HasItemFlag(gpItemDescObject->usItem, AMMO_BELT) && !fComparisonMode ) || ( fComparisonMode && HasItemFlag(gpComparedItemDescObject->usItem, AMMO_BELT) ) ) { BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 28, gItemDescGenSecondaryRegions[cnt].sLeft+sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL ); diff --git a/Utils/_ChineseText.cpp b/Utils/_ChineseText.cpp index a36aa426..49f8ee18 100644 --- a/Utils/_ChineseText.cpp +++ b/Utils/_ChineseText.cpp @@ -8688,6 +8688,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]= L"|医|用|夹|板", //L"|M|e|d|i|c|a|l |S|p|l|i|n|t", L"|阻|燃|弹|药", //L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", L"|燃|烧|弹|药", //L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", }; STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= @@ -8743,6 +8744,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \n一旦应用, 这个物品可以提高对你的手臂\n或者腿部重伤的治疗速率。", //L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", L"\n \n这种弹药可以灭火。", //L"\n \nThis ammo can extinguish fire.", L"\n \n这种弹药会引起燃烧(火灾)。", //L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", }; STR16 szUDBAdvStatsTooltipText[]= diff --git a/Utils/_DutchText.cpp b/Utils/_DutchText.cpp index 97a920f1..04da5bd5 100644 --- a/Utils/_DutchText.cpp +++ b/Utils/_DutchText.cpp @@ -8698,6 +8698,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]= L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", }; STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= @@ -8753,6 +8754,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", }; STR16 szUDBAdvStatsTooltipText[]= diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp index 55cb244e..40ce7ef8 100644 --- a/Utils/_EnglishText.cpp +++ b/Utils/_EnglishText.cpp @@ -8688,6 +8688,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]= L"|M|e|d|i|c|a|l |S|p|l|i|n|t", L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", }; STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= @@ -8743,6 +8744,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", L"\n \nThis ammo can extinguish fire.", // 49 L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", }; STR16 szUDBAdvStatsTooltipText[]= diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp index e8aee2e7..95357d59 100644 --- a/Utils/_FrenchText.cpp +++ b/Utils/_FrenchText.cpp @@ -8685,6 +8685,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]= L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", }; STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= @@ -8740,6 +8741,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", }; STR16 szUDBAdvStatsTooltipText[]= diff --git a/Utils/_GermanText.cpp b/Utils/_GermanText.cpp index d6ffc764..cf3841ba 100644 --- a/Utils/_GermanText.cpp +++ b/Utils/_GermanText.cpp @@ -8541,6 +8541,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]= L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", }; STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= @@ -8596,6 +8597,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", }; STR16 szUDBAdvStatsTooltipText[]= diff --git a/Utils/_ItalianText.cpp b/Utils/_ItalianText.cpp index 6a2e7290..cefb1944 100644 --- a/Utils/_ItalianText.cpp +++ b/Utils/_ItalianText.cpp @@ -8688,6 +8688,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]= L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", }; STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= @@ -8743,6 +8744,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", }; STR16 szUDBAdvStatsTooltipText[]= diff --git a/Utils/_PolishText.cpp b/Utils/_PolishText.cpp index 44463832..5d67fe3c 100644 --- a/Utils/_PolishText.cpp +++ b/Utils/_PolishText.cpp @@ -8700,6 +8700,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]= L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", }; STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= @@ -8755,6 +8756,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", }; STR16 szUDBAdvStatsTooltipText[]= diff --git a/Utils/_RussianText.cpp b/Utils/_RussianText.cpp index ac2f0a99..cdf39d8d 100644 --- a/Utils/_RussianText.cpp +++ b/Utils/_RussianText.cpp @@ -8683,6 +8683,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]= L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", }; STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= @@ -8738,6 +8739,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", }; STR16 szUDBAdvStatsTooltipText[]=