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HandleMainMenuInput(); break; + +//#ifdef _WIN32 +// // open bp discord! +// case 'z': +// ShellExecute(NULL, "open", "https://discord.gg/xtnydCjP", NULL, NULL, SW_SHOWNORMAL); +// break; +//#endif } } } diff --git a/SaveLoadGame.cpp b/SaveLoadGame.cpp index 6811ac80..9bb399fc 100644 --- a/SaveLoadGame.cpp +++ b/SaveLoadGame.cpp @@ -1,3 +1,4 @@ +#pragma optimize("",off) #ifdef PRECOMPILEDHEADERS #include "JA2 All.h" #include "PreBattle Interface.h" diff --git a/Standard Gaming Platform/sgp.cpp b/Standard Gaming Platform/sgp.cpp index 406bdd76..84ef7cd0 100644 --- a/Standard Gaming Platform/sgp.cpp +++ b/Standard Gaming Platform/sgp.cpp @@ -1,3 +1,4 @@ +#pragma optimize("",off) /* $Id: sgp.c,v 1.4 2004/03/19 06:16:04 digicrab Exp $ */ //its test what doeas it do? #ifdef JA2_PRECOMPILED_HEADERS diff --git a/Standard Gaming Platform/vobject.cpp b/Standard Gaming Platform/vobject.cpp index baf76e85..6328f28a 100644 --- a/Standard Gaming Platform/vobject.cpp +++ b/Standard Gaming Platform/vobject.cpp @@ -1,3 +1,4 @@ +#pragma optimize("",off) #ifdef JA2_PRECOMPILED_HEADERS #include "JA2 SGP ALL.H" #elif defined( WIZ8_PRECOMPILED_HEADERS ) diff --git a/Strategic/Hourly Update.cpp b/Strategic/Hourly Update.cpp index 876211ad..bd3dc8ea 100644 --- a/Strategic/Hourly Update.cpp +++ b/Strategic/Hourly Update.cpp @@ -1,3 +1,4 @@ +#pragma optimize("",off) #ifdef PRECOMPILEDHEADERS #include "Strategic All.h" #else diff --git a/Strategic/Strategic AI.cpp b/Strategic/Strategic AI.cpp index 573493b7..bb4a718e 100644 --- a/Strategic/Strategic AI.cpp +++ b/Strategic/Strategic AI.cpp @@ -1,3 +1,4 @@ +#pragma optimize("",off) #ifdef PRECOMPILEDHEADERS #include "Strategic All.h" #include "GameSettings.h" @@ -3251,6 +3252,7 @@ BOOLEAN SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoi pGroup = CreateNewEnemyGroupDepartingFromSector( gGarrisonGroup[ iSrcGarrisonID ].ubSectorID, 0, (UINT8)iReinforcementsApproved, 0, 0, 0, 0 ); ConvertGroupTroopsToComposition( pGroup, gGarrisonGroup[ iDstGarrisonID ].ubComposition ); + //InitializeGroup(GROUP_TYPE_PATROL, (UINT8)iReinforcementsApproved, *pGroup->pEnemyGroup, Random(10) < gGameOptions.ubDifficultyLevel ); if (gGameExternalOptions.fASDActive && Random(10) < gGameOptions.ubDifficultyLevel) { ASDInitializePatrolGroup(pGroup); @@ -6886,7 +6888,12 @@ void RemoveSoldiersFromGarrisonBasedOnComposition( INT32 iGarrisonID, UINT8 ubSi } else { - Assert( 0 ); + + const UINT8 ubSectorX = (UINT8)SECTORX( gGarrisonGroup[ iGarrisonID ].ubSectorID ); + const UINT8 ubSectorY = (UINT8)SECTORY( gGarrisonGroup[ iGarrisonID ].ubSectorID ); + CHAR8 str[512]; + sprintf(str, "Couldn't elim elites at X/Y=%d/%d -- Sector A/T/E=%d/%d/%d -- Comp T/E=%d/%d -- Size=%d", ubSectorX, ubSectorY, ubOrigSectorAdmins, ubOrigSectorTroops, ubOrigSectorElites, ubOrigNumTroops, ubOrigNumElites, ubOrigSize); + AssertMsg(0, str); } ubNumElites--; } @@ -7146,7 +7153,7 @@ void InitializeGroup( const GROUP_TYPE groupType, const UINT8 groupSize, UINT8 & } } - // replace some soldiers with elites for attack groups + // replace some soldiers with elites if ( groupType == GROUP_TYPE_ATTACK && difficultyMod > 0 ) { eliteCount += troopCount - troopCount / difficultyMod; diff --git a/Tactical/Inventory Choosing.cpp b/Tactical/Inventory Choosing.cpp index ff88ef95..75f9a3ce 100644 --- a/Tactical/Inventory Choosing.cpp +++ b/Tactical/Inventory Choosing.cpp @@ -1,3 +1,4 @@ +#pragma optimize("",off) #ifdef PRECOMPILEDHEADERS #include "Tactical All.h" #else @@ -3339,10 +3340,11 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness if ( i > gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices ) break; - if (getMatchingCoolness == TRUE) - uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices); - else // otherwise there is a chance to pick nothing! - uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices + (int)(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices / 3)); + uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices + (int)(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices / 3)); +// if (getMatchingCoolness == TRUE) +// uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices); +// else // otherwise there is a chance to pick nothing! +// uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices + (int)(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices / 3)); if ( uiChoice >= gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices ) { @@ -3364,7 +3366,8 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness pickItem = FALSE; - if (usItem > 0 && Item[usItem].randomitem == 0 && ItemIsLegal(usItem)) + //if (usItem > 0 && Item[usItem].randomitem == 0 && ItemIsLegal(usItem)) + if (usItem >= 0 && Item[usItem].ubCoolness <= wantedCoolness && ItemIsLegal(usItem)) { // On day if (DayTime() == TRUE) @@ -3386,6 +3389,9 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness pickItem = TRUE; } } + +// if (Item[usItem].randomitem > 0) +// pickItem = FALSE; } @@ -3395,8 +3401,9 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness if (pickItem == TRUE) { // pick a default item in case we don't find anything with a matching coolness, but pick the most matching (by coolness) item - if ( defaultItem == 0 || - abs((int)wantedCoolness - (int)Item[usItem].ubCoolness) < abs((int)wantedCoolness - (int)Item[defaultItem].ubCoolness)) + //if ( defaultItem == 0 || + // abs((int)wantedCoolness - (int)Item[usItem].ubCoolness) < abs((int)wantedCoolness - (int)Item[defaultItem].ubCoolness)) + if (defaultItem == 0 || Item[usItem].ubCoolness > Item[defaultItem].ubCoolness) { defaultItem = usItem; } diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index cde0fa8d..a7ffee8e 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -1,3 +1,4 @@ +#pragma optimize("",off) #ifdef PRECOMPILEDHEADERS #include "Tactical All.h" #else diff --git a/Tactical/Soldier Profile.cpp b/Tactical/Soldier Profile.cpp index f9fbce1a..c3ee0620 100644 --- a/Tactical/Soldier Profile.cpp +++ b/Tactical/Soldier Profile.cpp @@ -102,6 +102,7 @@ extern UINT8 gubItemDroppableFlag[NUM_INV_SLOTS]; //Random Stats RANDOM_STATS_VALUES gRandomStatsValue[NUM_PROFILES]; void RandomStats(); +void RandomSkills(); void RandomStartSalary(); //Jenilee @@ -463,6 +464,147 @@ void RandomStats() ExitRandomMercs(); } } +#pragma optimize("",off) +void RandomSkills() +{ + for (UINT32 cnt = 0; cnt < NUM_PROFILES; cnt++) + { + MERCPROFILESTRUCT* pProfile = &(gMercProfiles[cnt]); + + std::vector skillPool; + + // get current skills + int traitCount = 0; + for (int index = 0; index < (sizeof(pProfile->bSkillTraits) / sizeof(pProfile->bSkillTraits[0])); ++index) + { + if (pProfile->bSkillTraits[index] != 0) + { + skillPool.push_back(pProfile->bSkillTraits[index]); + traitCount++; + } + } + + // add random skills + int traitsToAdd = max(4 - traitCount, 2); + while (traitsToAdd > 0) + { + const INT8 random = Random(NUM_SKILLTRAITS_NT - 1) + 1; // skill traits 1-23. see SkillTraitNew enum + + // do we already have this skill? + int count = 0; + for (const INT8 skillId : skillPool) + { + if (random == skillId) + count++; + } + + // if a major trait and we have 2, restart + if ((random >= AUTO_WEAPONS_NT && random <= DOCTOR_NT) || random == COVERT_NT) + { + if (count >= 2) + continue; + } + // else if a minor trait and we have 1, restart + else if (count >= 1) + continue; + + // only add certain skills if appropriate-ish + switch (random) + { + case AUTO_WEAPONS_NT: + case HEAVY_WEAPONS_NT: + case SNIPER_NT: + case RANGER_NT: + case GUNSLINGER_NT: + if (pProfile->bMarksmanship < 75) continue; + break; + + case AMBIDEXTROUS_NT: + if (pProfile->bDexterity < 70) continue; + break; + + case BODYBUILDING_NT: + if (pProfile->bStrength < 70 && pProfile->bLifeMax < 70) continue; + break; + + case STEALTHY_NT: + if (pProfile->bAgility < 70) continue; + break; + + case SQUADLEADER_NT: + case TEACHING_NT: + if (pProfile->bLeadership < 40) continue; + break; + + case TECHNICIAN_NT: + if (pProfile->bMechanical < 40) continue; + break; + + case DOCTOR_NT: + if (pProfile->bMedical < 40) continue; + break; + + case DEMOLITIONS_NT: + if (pProfile->bExplosive < 40) continue; + break; + //AUTO_WEAPONS_NT, // 1 + //HEAVY_WEAPONS_NT, // 2 + //SNIPER_NT, // 3 + //RANGER_NT, // 4 + //GUNSLINGER_NT, // 5 + //MARTIAL_ARTS_NT, // 6 + //SQUADLEADER_NT, // 7 + //TECHNICIAN_NT, // 8 + //DOCTOR_NT, // 9 + //AMBIDEXTROUS_NT, // 10 + //MELEE_NT, // 11 + //THROWING_NT, // 12 + //NIGHT_OPS_NT, // 13 + //STEALTHY_NT, // 14 + //ATHLETICS_NT, // 15 + //BODYBUILDING_NT, // 16 + //DEMOLITIONS_NT, // 17 + //TEACHING_NT, // 18 + //SCOUTING_NT, // 19 + //COVERT_NT, // 20 // a major trait + //RADIO_OPERATOR_NT, //21 // a minor trait + //SNITCH_NT, //22 // a minor trait + //SURVIVAL_NT, //23 // a minor trait + } + + // add the skill + skillPool.push_back(random); + traitsToAdd--; + } + + // shuffle traits + for (int a = 0; a < skillPool.size(); ++a) + { + const int randomIndex = Random(skillPool.size()); + std::swap(skillPool[a], skillPool[randomIndex]); + } + + int traitsToKeep = max(4, traitCount + 1); + traitsToKeep = min(traitsToKeep, skillPool.size()); + + // copy over final skills + std::vector::const_iterator iter = skillPool.cbegin(); + for (int index = 0; index < (sizeof(pProfile->bSkillTraits) / sizeof(pProfile->bSkillTraits[0])); ++index) + { + if (index < traitsToKeep && iter != skillPool.cend()) + { + pProfile->bSkillTraits[index] = *iter; + iter++; + } + else + { + pProfile->bSkillTraits[index] = 0; + } + } + } +} +#pragma optimize("",on) + void RandomStartSalary() { UINT32 cnt; @@ -1000,6 +1142,8 @@ for( int i = 0; i < NUM_PROFILES; i++ ) // --------------- RandomStats (); //random stats by Jazz + + RandomSkills(); // Buggler: random starting salary RandomStartSalary (); diff --git a/Utils/_ChineseText.cpp b/Utils/_ChineseText.cpp index b0707e9d..6ea78bf6 100644 --- a/Utils/_ChineseText.cpp +++ b/Utils/_ChineseText.cpp @@ -290,7 +290,7 @@ STR16 pEncyclopediaFilterCharText[] = {//major char filter button text //..L"------v" L"全部",//All - L"A.I.M.", + L"A.I.M", L"MERC", L"RPC", L"NPC", @@ -4219,7 +4219,7 @@ STR16 pHelicopterEtaStrings[] = L"Skyrider", L"着陆点", L"直升机严重受损,必须降落在敌军领地!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> - L"直升机将直接返回基地,你希望在此之前丢下乘客吗?", + L"直升机将直接返回基地,你希望在此之前放下乘客吗?", L"剩余燃料:", L"到加油站距离:", }; @@ -5099,7 +5099,7 @@ STR16 pLaptopIcons[] = STR16 pBookMarkStrings[] = { - L"A.I.M.", + L"A.I.M", L"Bobby Ray's", L"I.M.P", L"M.E.R.C", @@ -7032,7 +7032,7 @@ STR16 pMessageStrings[] = L"磁盘空间不足。只有%sMB可用空间,《铁血联盟2》需要%sMB。", L"从AIM雇佣了%s。", //"Hired %s from AIM", L"%s抓住了%s。", //"%s has caught %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. - L"%s使用了%s。", //L"%s has taken %s。", + L"%s使用了(拾取)%s。", //L"%s has taken %s。", L"%s没有医疗技能", //"%s has no medical skill",//'Merc name' has no medical skill. //CDRom errors (such as ejecting CD while attempting to read the CD) @@ -11373,17 +11373,17 @@ STR16 szIMPGearPocketText[] = L"选择头部装备", //L"Select face gear", L"选择头部装备", // L"Select face gear", - L"选择主枪", // L"Select main gun", - L"选择手枪", //L"Select sidearm", + L"选择主武器", // L"Select main gun", + L"选择副武器", //L"Select sidearm", L"选择LBE背心", //L"Select LBE vest", - L"选择LBE皮套", //L"Select left LBE holster", - L"选择LBE皮套", //L"Select right LBE holster", + L"选择左LBE枪套", //L"Select left LBE holster", + L"选择右LBE枪套", //L"Select right LBE holster", L"选择LBE战斗包", //L"Select LBE combat pack", L"选择LBE背包", //L"Select LBE backpack", - L"Select launcher / rifle", - L"选择武器", //L"Select melee weapon", + L"选择发射器/步枪", //L"Select launcher / rifle", + L"选择近战武器", //L"Select melee weapon", L"选择附加物品", //L"Select additional items", //BIGPOCK1POS L"选择附加物品", //L"Select additional items", @@ -11392,28 +11392,28 @@ STR16 szIMPGearPocketText[] = L"选择附加物品", //L"Select additional items", L"选择附加物品", //L"Select additional items", L"选择附加物品", //L"Select additional items", - L"Select medkit", //MEDPOCK1POS - L"Select medkit", - L"Select medkit", - L"Select medkit", - L"Select main gun ammo", //SMALLPOCK1POS - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select launcher / rifle ammo", //SMALLPOCK6POS - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select sidearm ammo", //SMALLPOCK11POS - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", + L"选择医疗套件", //L"Select medkit",MEDPOCK1POS + L"选择医疗套件", //L"Select medkit", + L"选择医疗套件", //L"Select medkit", + L"选择医疗套件", //L"Select medkit", + L"选择主武器弹药", //L"Select main gun ammo",SMALLPOCK1POS + L"选择主武器弹药", //L"Select main gun ammo", + L"选择主武器弹药", //L"Select main gun ammo", + L"选择主武器弹药", //L"Select main gun ammo", + L"选择主武器弹药", //L"Select main gun ammo", + L"选择发射器/枪弹药", //L"Select launcher / rifle ammo",SMALLPOCK6POS + L"选择发射器/枪弹药", //L"Select launcher / rifle ammo", + L"选择发射器/枪弹药", //L"Select launcher / rifle ammo", + L"选择发射器/枪弹药", //L"Select launcher / rifle ammo", + L"选择发射器/枪弹药", //L"Select launcher / rifle ammo", + L"选择配枪弹药", //L"Select sidearm ammo",SMALLPOCK11POS + L"选择配枪弹药", //L"Select sidearm ammo", + L"选择配枪弹药", //L"Select sidearm ammo", + L"选择配枪弹药", //L"Select sidearm ammo", + L"选择配枪弹药", //L"Select sidearm ammo", + L"选择配枪弹药", //L"Select sidearm ammo", + L"选择配枪弹药", //L"Select sidearm ammo", + L"选择配枪弹药", //L"Select sidearm ammo", L"选择附加物品", //L"Select additional items", //SMALLPOCK19POS L"选择附加物品", //L"Select additional items", L"选择附加物品", //L"Select additional items", @@ -11426,7 +11426,7 @@ STR16 szIMPGearPocketText[] = L"选择附加物品", //L"Select additional items", L"选择附加物品", //L"Select additional items", L"选择附加物品", //L"Select additional items", //SMALLPOCK30POS - L"Left click to select item / Right click to close window", + L"左键单击选择项目/右键单击关闭窗口", //L"Left click to select item / Right click to close window", }; STR16 szMilitiaStrategicMovementText[] = diff --git a/ext/VFS/build/VFS_VS2019.vcxproj b/ext/VFS/build/VFS_VS2019.vcxproj index 5a0b7132..ecdec418 100644 --- a/ext/VFS/build/VFS_VS2019.vcxproj +++ b/ext/VFS/build/VFS_VS2019.vcxproj @@ -126,10 +126,10 @@ - StaticLibrary true NotSet v142 + StaticLibrary StaticLibrary @@ -151,7 +151,6 @@ StaticLibrary - false false NotSet v142 @@ -225,16 +224,12 @@ - - ..\..\..\lib\VS2013\$(Configuration)\ - + ..\..\..\lib\VS2013\$(Configuration)\ - - ..\..\..\build\VS2013\$(ProjectName)_$(Configuration)\ - + ..\..\..\build\VS2013\$(ProjectName)_$(Configuration)\ @@ -338,10 +333,10 @@ - Windows true true true + Windows diff --git a/ext/VFS/build/VFS_VS2019.vcxproj.user b/ext/VFS/build/VFS_VS2019.vcxproj.user index e4c0d17a..a3e12277 100644 --- a/ext/VFS/build/VFS_VS2019.vcxproj.user +++ b/ext/VFS/build/VFS_VS2019.vcxproj.user @@ -1,8 +1,8 @@  - H:\JA2 Dev WindowsLocalDebugger + true H:\JA2 Dev diff --git a/ja2_VS2019.sln b/ja2_VS2019.sln index e9ab6525..cd4a0034 100644 --- a/ja2_VS2019.sln +++ b/ja2_VS2019.sln @@ -1,7 +1,7 @@  Microsoft Visual Studio Solution File, Format Version 12.00 -# Visual Studio 15 -VisualStudioVersion = 15.0.28307.645 +# Visual Studio Version 16 +VisualStudioVersion = 16.0.30320.27 MinimumVisualStudioVersion = 10.0.40219.1 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "VFS", "ext\VFS\build\VFS_VS2019.vcxproj", "{463CB476-2798-493F-9CE8-CEAC5ECE5664}" ProjectSection(ProjectDependencies) = postProject @@ -360,9 +360,10 @@ Global {802552D2-B514-42E5-A169-F1E108527678}.Release_WithDebugInfo|Win32.ActiveCfg = Debug|Win32 {802552D2-B514-42E5-A169-F1E108527678}.Release_WithDebugInfo|x64.ActiveCfg = Release_WithDebugInfo|x64 {802552D2-B514-42E5-A169-F1E108527678}.Release|Win32.ActiveCfg = Release|Win32 + {802552D2-B514-42E5-A169-F1E108527678}.Release|Win32.Build.0 = Release|Win32 {802552D2-B514-42E5-A169-F1E108527678}.Release|x64.ActiveCfg = Release|x64 - {3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.Debug|Win32.ActiveCfg = Debug|Win32 - {3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.Debug|Win32.Build.0 = Debug|Win32 + {3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.Debug|Win32.ActiveCfg = Release_WithDebugInfo|Win32 + {3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.Debug|Win32.Build.0 = Release_WithDebugInfo|Win32 {3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.Debug|x64.ActiveCfg = Debug|x64 {3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.Debug|x64.Build.0 = Debug|x64 {3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.MapEditor|Win32.ActiveCfg = MapEditor|Win32 diff --git a/ja2_VS2019.vcxproj b/ja2_VS2019.vcxproj index 6140ccaf..36241248 100644 --- a/ja2_VS2019.vcxproj +++ b/ja2_VS2019.vcxproj @@ -193,8 +193,8 @@ true $(JA2Config)_$(JA2LangPrefix)_$(Configuration)_master .exe - $(SolutionDir)\bin\VS2013\ - $(SolutionDir)\build\VS2013\$(JA2Config)_$(JA2LangPrefix)\$(ProjectName)_$(Configuration)\ + ..\OUTPUT\1dot13 + $(SolutionDir)$(Configuration)\ true @@ -217,7 +217,7 @@ false $(JA2Config)_$(JA2LangPrefix)_$(Configuration)_master_VS2019 .exe - $(SolutionDir)\bin\VS2013\ + ..\OUTPUT\1dot13 $(SolutionDir)\build\VS2013\$(JA2Config)_$(JA2LangPrefix)\$(ProjectName)_$(Configuration)\