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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 9bb399fc..6811ac80 100644 --- a/SaveLoadGame.cpp +++ b/SaveLoadGame.cpp @@ -1,4 +1,3 @@ -#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 84ef7cd0..406bdd76 100644 --- a/Standard Gaming Platform/sgp.cpp +++ b/Standard Gaming Platform/sgp.cpp @@ -1,4 +1,3 @@ -#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 6328f28a..baf76e85 100644 --- a/Standard Gaming Platform/vobject.cpp +++ b/Standard Gaming Platform/vobject.cpp @@ -1,4 +1,3 @@ -#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 bd3dc8ea..876211ad 100644 --- a/Strategic/Hourly Update.cpp +++ b/Strategic/Hourly Update.cpp @@ -1,4 +1,3 @@ -#pragma optimize("",off) #ifdef PRECOMPILEDHEADERS #include "Strategic All.h" #else diff --git a/Strategic/Strategic AI.cpp b/Strategic/Strategic AI.cpp index bb4a718e..573493b7 100644 --- a/Strategic/Strategic AI.cpp +++ b/Strategic/Strategic AI.cpp @@ -1,4 +1,3 @@ -#pragma optimize("",off) #ifdef PRECOMPILEDHEADERS #include "Strategic All.h" #include "GameSettings.h" @@ -3252,7 +3251,6 @@ 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); @@ -6888,12 +6886,7 @@ void RemoveSoldiersFromGarrisonBasedOnComposition( INT32 iGarrisonID, UINT8 ubSi } else { - - 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); + Assert( 0 ); } ubNumElites--; } @@ -7153,7 +7146,7 @@ void InitializeGroup( const GROUP_TYPE groupType, const UINT8 groupSize, UINT8 & } } - // replace some soldiers with elites + // replace some soldiers with elites for attack groups if ( groupType == GROUP_TYPE_ATTACK && difficultyMod > 0 ) { eliteCount += troopCount - troopCount / difficultyMod; diff --git a/Tactical/Inventory Choosing.cpp b/Tactical/Inventory Choosing.cpp index 75f9a3ce..ff88ef95 100644 --- a/Tactical/Inventory Choosing.cpp +++ b/Tactical/Inventory Choosing.cpp @@ -1,4 +1,3 @@ -#pragma optimize("",off) #ifdef PRECOMPILEDHEADERS #include "Tactical All.h" #else @@ -3340,11 +3339,10 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness if ( i > gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices ) break; - 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 (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 ) { @@ -3366,8 +3364,7 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness pickItem = FALSE; - //if (usItem > 0 && Item[usItem].randomitem == 0 && ItemIsLegal(usItem)) - if (usItem >= 0 && Item[usItem].ubCoolness <= wantedCoolness && ItemIsLegal(usItem)) + if (usItem > 0 && Item[usItem].randomitem == 0 && ItemIsLegal(usItem)) { // On day if (DayTime() == TRUE) @@ -3389,9 +3386,6 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness pickItem = TRUE; } } - -// if (Item[usItem].randomitem > 0) -// pickItem = FALSE; } @@ -3401,9 +3395,8 @@ 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 || Item[usItem].ubCoolness > Item[defaultItem].ubCoolness) + if ( defaultItem == 0 || + abs((int)wantedCoolness - (int)Item[usItem].ubCoolness) < abs((int)wantedCoolness - (int)Item[defaultItem].ubCoolness)) { defaultItem = usItem; } diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index a7ffee8e..cde0fa8d 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -1,4 +1,3 @@ -#pragma optimize("",off) #ifdef PRECOMPILEDHEADERS #include "Tactical All.h" #else diff --git a/Tactical/Soldier Profile.cpp b/Tactical/Soldier Profile.cpp index c3ee0620..f9fbce1a 100644 --- a/Tactical/Soldier Profile.cpp +++ b/Tactical/Soldier Profile.cpp @@ -102,7 +102,6 @@ extern UINT8 gubItemDroppableFlag[NUM_INV_SLOTS]; //Random Stats RANDOM_STATS_VALUES gRandomStatsValue[NUM_PROFILES]; void RandomStats(); -void RandomSkills(); void RandomStartSalary(); //Jenilee @@ -464,147 +463,6 @@ 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; @@ -1142,8 +1000,6 @@ 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 6ea78bf6..34792c95 100644 --- a/Utils/_ChineseText.cpp +++ b/Utils/_ChineseText.cpp @@ -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,你希望在此之前放下乘客吗?", + L"直升机将直接返回基地,你希望在此之前丢下乘客吗?", L"剩余燃料:", L"到加油站距离:", }; @@ -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(拾取)%s。", //L"%s has taken %s。", + L"%s使用了%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"选择主武器", // L"Select main gun", - L"选择副武器", //L"Select sidearm", + L"选择主枪", // L"Select main gun", + L"选择手枪", //L"Select sidearm", L"选择LBE背心", //L"Select LBE vest", - 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皮套", //L"Select left LBE holster", + L"选择LBE皮套", //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"选择发射器/步枪", //L"Select launcher / rifle", - L"选择近战武器", //L"Select melee weapon", + L"Select launcher / rifle", + L"选择武器", //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"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"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"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", + 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 ecdec418..5a0b7132 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 @@ -151,6 +151,7 @@ StaticLibrary + false false NotSet v142 @@ -224,12 +225,16 @@ - + + ..\..\..\lib\VS2013\$(Configuration)\ + ..\..\..\lib\VS2013\$(Configuration)\ - + + ..\..\..\build\VS2013\$(ProjectName)_$(Configuration)\ + ..\..\..\build\VS2013\$(ProjectName)_$(Configuration)\ @@ -333,10 +338,10 @@ + Windows true true true - Windows diff --git a/ext/VFS/build/VFS_VS2019.vcxproj.user b/ext/VFS/build/VFS_VS2019.vcxproj.user index a3e12277..e4c0d17a 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 cd4a0034..e9ab6525 100644 --- a/ja2_VS2019.sln +++ b/ja2_VS2019.sln @@ -1,7 +1,7 @@  Microsoft Visual Studio Solution File, Format Version 12.00 -# Visual Studio Version 16 -VisualStudioVersion = 16.0.30320.27 +# Visual Studio 15 +VisualStudioVersion = 15.0.28307.645 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 @@ -360,10 +360,9 @@ 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 = Release_WithDebugInfo|Win32 - {3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.Debug|Win32.Build.0 = Release_WithDebugInfo|Win32 + {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|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 36241248..6140ccaf 100644 --- a/ja2_VS2019.vcxproj +++ b/ja2_VS2019.vcxproj @@ -193,8 +193,8 @@ true $(JA2Config)_$(JA2LangPrefix)_$(Configuration)_master .exe - ..\OUTPUT\1dot13 - $(SolutionDir)$(Configuration)\ + $(SolutionDir)\bin\VS2013\ + $(SolutionDir)\build\VS2013\$(JA2Config)_$(JA2LangPrefix)\$(ProjectName)_$(Configuration)\ true @@ -217,7 +217,7 @@ false $(JA2Config)_$(JA2LangPrefix)_$(Configuration)_master_VS2019 .exe - ..\OUTPUT\1dot13 + $(SolutionDir)\bin\VS2013\ $(SolutionDir)\build\VS2013\$(JA2Config)_$(JA2LangPrefix)\$(ProjectName)_$(Configuration)\