Fixed (by Buggler)

- Externalized victory sector and gridno
- Fixed initial game loading screen not using file specified in SectorLoadscreens.xml when starting other than A9 sector
- Fixed no time delay for interrogation meanwhile scene
- Added space to 'moveitem' string 

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6518 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-10-21 12:24:45 +00:00
parent 3346fddf09
commit 8007db56dc
13 changed files with 65 additions and 66 deletions
+4
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@@ -2530,6 +2530,10 @@ void LoadModSettings(){
gModSettings.ubMeanwhileAddMadlabSector3Y = iniReader.ReadInteger("Meanwhile", "ADD_MADLAB_SECTOR_3_Y", 9);
gModSettings.ubMeanwhileAddMadlabSector4X = iniReader.ReadInteger("Meanwhile", "ADD_MADLAB_SECTOR_4_X", 4);
gModSettings.ubMeanwhileAddMadlabSector4Y = iniReader.ReadInteger("Meanwhile", "ADD_MADLAB_SECTOR_4_Y", 5);
gModSettings.ubEndGameVictorySectorX = iniReader.ReadInteger("End Game", "VICTORY_SECTOR_X", 3);
gModSettings.ubEndGameVictorySectorY = iniReader.ReadInteger("End Game", "VICTORY_SECTOR_Y", 16);
gModSettings.iEndGameVictoryGridNo = iniReader.ReadInteger("End Game", "VICTORY_POSITION", 5687);
}
// silversurfer: load item property modifiers
+5
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@@ -1875,6 +1875,11 @@ typedef struct
UINT8 ubMeanwhileAddMadlabSector3Y;
UINT8 ubMeanwhileAddMadlabSector4X;
UINT8 ubMeanwhileAddMadlabSector4Y;
//victory celebration stuff
UINT8 ubEndGameVictorySectorX;
UINT8 ubEndGameVictorySectorY;
INT32 iEndGameVictoryGridNo;
}MOD_SETTINGS;
+9 -14
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@@ -121,21 +121,16 @@ UINT8 GetLoadScreenID(INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ)
/* User made system - BEGIN */
if (gGameExternalOptions.gfUseExternalLoadscreens)
{
if (bSectorZ != 0)
{
szSector = szSectorMap [sSectorY][sSectorX]; // not really necessary, I guess
return UNDERGROUND;
}
szSector = szSectorMap [sSectorY][sSectorX];
if (DidGameJustStart())
return DidGameJustStart() ? HELI : (fNight ? NIGHT : DAY);
switch( ubSectorID )
{
case SEC_A9:
szSector = "A9";
return DidGameJustStart() ? HELI : (fNight ? NIGHT : DAY);
default:
szSector = szSectorMap [sSectorY][sSectorX];
return fNight ? NIGHT : DAY;
}
else if (bSectorZ != 0)
return UNDERGROUND;
else
return fNight ? NIGHT : DAY;
} /* WANNE: User made System - END */
/* WANNE: Sir-Tech System - BEGIN */
+1 -11
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@@ -2074,17 +2074,7 @@ void EndCaptureSequence( )
gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE;
// OK! - Schedule Meanwhile now!
{
MEANWHILE_DEFINITION MeanwhileDef;
MeanwhileDef.sSectorX = gModSettings.ubMeanwhileInterrogatePOWSectorX; //7
MeanwhileDef.sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY; //14
MeanwhileDef.ubNPCNumber = QUEEN;
MeanwhileDef.usTriggerEvent = 0;
MeanwhileDef.ubMeanwhileID = INTERROGATION;
ScheduleMeanwhileEvent( &MeanwhileDef, 10 );
}
HandleInterrogationMeanwhileScene();
}
// CJC Dec 1 2002: fixing multiple captures
else
+23 -18
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@@ -61,6 +61,9 @@ BOOLEAN gfPlayersLaptopWasntWorkingAtEndOfGame;
class OBJECTTYPE;
class SOLDIERTYPE;
//victory ending scene sector
#define VICTORY_X gModSettings.ubEndGameVictorySectorX
#define VICTORY_Y gModSettings.ubEndGameVictorySectorY
INT32 sStatueGridNos[] = { 13829, 13830, 13669, 13670 };
@@ -257,16 +260,16 @@ void DoneFadeOutKilledQueen( void )
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector && pSoldier->bAssignment == CurrentSquad( ) )
{
gfTacticalTraversal = TRUE;
SetGroupSectorValue( 3, MAP_ROW_P, 0, pSoldier->ubGroupID );
SetGroupSectorValue( VICTORY_X, VICTORY_Y, 0, pSoldier->ubGroupID );
// Set next sectore
pSoldier->sSectorX = 3;
pSoldier->sSectorY = MAP_ROW_P;
pSoldier->sSectorX = VICTORY_X;
pSoldier->sSectorY = VICTORY_Y;
pSoldier->bSectorZ = 0;
// Set gridno
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = 5687;//dnl!!!
pSoldier->usStrategicInsertionData = gModSettings.iEndGameVictoryGridNo; //5687 dnl!!!
// Set direction to face....
pSoldier->ubInsertionDirection = 100 + NORTHWEST;
}
@@ -299,33 +302,35 @@ void DoneFadeOutKilledQueen( void )
SetMusicMode( MUSIC_TACTICAL_VICTORY );
HandleMoraleEvent( NULL, MORALE_QUEEN_BATTLE_WON, 3, MAP_ROW_P, 0 );
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_QUEEN_BATTLE_WON, 3, MAP_ROW_P, 0 );
HandleMoraleEvent( NULL, MORALE_QUEEN_BATTLE_WON, VICTORY_X, VICTORY_Y, 0 );
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_QUEEN_BATTLE_WON, VICTORY_X, VICTORY_Y, 0 );
SetMusicMode( MUSIC_TACTICAL_VICTORY );
SetThisSectorAsPlayerControlled( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE );
// ATE: Force change of level set z to 1
// ATE: Force change of level set z to 1 to allow reloading of same sector
gbWorldSectorZ = 1;
// Clear out dudes.......
SectorInfo[ SEC_P3 ].ubNumAdmins = 0;
SectorInfo[ SEC_P3 ].ubNumTroops = 0;
SectorInfo[ SEC_P3 ].ubNumElites = 0;
SectorInfo[ SEC_P3 ].ubAdminsInBattle = 0;
SectorInfo[ SEC_P3 ].ubTroopsInBattle = 0;
SectorInfo[ SEC_P3 ].ubElitesInBattle = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubNumAdmins = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubNumTroops = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubNumElites = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubAdminsInBattle = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubTroopsInBattle = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubElitesInBattle = 0;
// ATE: GEt rid of elliot in P3...
gMercProfiles[ ELLIOT ].sSectorX = 1;
// ATE: banish elliot... dead or alive
gMercProfiles[ ELLIOT ].sSectorX = 0;
gMercProfiles[ ELLIOT ].sSectorY = 0;
gMercProfiles[ ELLIOT ].bSectorZ = 0;
ChangeNpcToDifferentSector( DEREK, 3, MAP_ROW_P, 0 );
ChangeNpcToDifferentSector( OLIVER, 3, MAP_ROW_P, 0 );
ChangeNpcToDifferentSector( DEREK, VICTORY_X, VICTORY_Y, 0 );
ChangeNpcToDifferentSector( OLIVER, VICTORY_X, VICTORY_Y, 0 );
// OK, insertion data found, enter sector!
SetCurrentWorldSector( 3, MAP_ROW_P, 0 );
SetCurrentWorldSector( VICTORY_X, VICTORY_Y, 0 );
// OK, once down here, adjust the above map with crate info....
gfTacticalTraversal = FALSE;
+3 -3
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@@ -1647,7 +1647,7 @@ STR16 pAssignmentStrings[] =
L"M.Militia", //training moving militia units // TODO.Translate
L"Trainer", // training a teammate
L"Student", // being trained by someone else
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Staff", // operating a strategic facility // TODO.Translate
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Rest", // Resting at a facility // TODO.Translate
@@ -1783,7 +1783,7 @@ STR16 pLongAssignmentStrings[] =
L"Train Mobiles", // TODO.Translate
L"Trainer", // training a teammate
L"Student", // being trained by someone else
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Staff Facility", // TODO.Translate
L"Rest at Facility", // TODO.Translate
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
@@ -1908,7 +1908,7 @@ STR16 pAssignMenuStrings[] =
L"Vehicle", // the merc is in a vehicle
L"Repair", // the merc is repairing items
L"Train", // the merc is training
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Facility", // the merc is using/staffing a facility // TODO.Translate
L"Stop", // cancel this menu
};
+3 -3
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@@ -1651,7 +1651,7 @@ STR16 pAssignmentStrings[] =
L"M.Militia", //training moving militia units
L"Trainer", // training a teammate
L"Student", // being trained by someone else
L"MoveItem", // move items
L"Move Item", // move items
L"Staff", // operating a strategic facility
L"Eat", // eating at a facility (cantina etc.)
L"Rest", // Resting at a facility
@@ -1787,7 +1787,7 @@ STR16 pLongAssignmentStrings[] =
L"Train Mobiles", // Missing
L"Train Teammate",
L"Student",
L"MoveItem", // move items
L"Move Item", // move items
L"Staff Facility", // Missing
L"Rest at Facility", // Missing
L"Interrogate prisoners", // Flugente: interrogate prisoners
@@ -1912,7 +1912,7 @@ STR16 pAssignMenuStrings[] =
L"Vehicle", // the merc is in a vehicle
L"Repair", // the merc is repairing items
L"Train", // the merc is training
L"MoveItem", // move items
L"Move Item", // move items
L"Facility", // the merc is using/staffing a facility
L"Cancel", // cancel this menu
};
+3 -3
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@@ -1655,7 +1655,7 @@ STR16 pAssignmentStrings[] =
L"Milice M.", //training moving militia units
L"Entraîneur", // training a teammate //!!! Too long ? (11 char) -> 11 chars is OK
L"Élève", // being trained by someone else
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Exploitation", // operating a strategic facility
L"Mange", // eating at a facility (cantina etc.) // TODO.Translate
L"Repos", // Resting at a facility
@@ -1790,7 +1790,7 @@ STR16 pLongAssignmentStrings[] =
L"Milice mobile",
L"Entraîneur",
L"Elève",
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Exploitation infras.", //!!! Idem ? -> Current translation is OK
L"Repos infras.",
L"Interroger captif(s)", // Flugente: interrogate prisoners // TODO.Translate
@@ -1915,7 +1915,7 @@ STR16 pAssignMenuStrings[] =
L"Transport", // the merc is in a vehicle
L"Réparation", // the merc is repairing items
L"Formation", // the merc is training
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Construction", // the merc is using/staffing a facility
L"Annuler", // cancel this menu
};
+2 -2
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@@ -1660,7 +1660,7 @@ STR16 pAssignmentStrings[] =
L"M.Miliz", //training moving militia units
L"Trainer", // training a teammate
L"Rekrut", // being trained by someone else
L"Umzug", // move items // TODO.Translate
L"Umzug", // move items
L"Betrieb", // operating a strategic facility
L"Essen", // eating at a facility (cantina etc.)
L"Pause", // Resting at a facility
@@ -1790,7 +1790,7 @@ STR16 pLongAssignmentStrings[] =
L"Trainiere Mobile",
L"Trainer",
L"Rekrut",
L"MoveItem", // move items
L"Umzug", // move items
L"Betriebspersonal",
L"Betriebspause",
L"Gefangene verhören", // Flugente: interrogate prisoners
+3 -3
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@@ -1643,7 +1643,7 @@ STR16 pAssignmentStrings[] =
L"M.Militia", //training moving militia units // TODO.Translate
L"Istrutt.", // training a teammate
L"Studente", // being trained by someone else
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Staff", // operating a strategic facility // TODO.Translate
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Rest", // Resting at a facility // TODO.Translate
@@ -1779,7 +1779,7 @@ STR16 pLongAssignmentStrings[] =
L"Train Mobiles", // TODO.Translate
L"Allena squadra",
L"Studente",
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Staff Facility", // TODO.Translate
L"Rest at Facility", // TODO.Translate
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
@@ -1904,7 +1904,7 @@ STR16 pAssignMenuStrings[] =
L"Veicolo", // the merc is in a vehicle
L"Ripara", // the merc is repairing items
L"Si esercita", // the merc is training
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Facility", // the merc is using/staffing a facility // TODO.Translate
L"Annulla", // cancel this menu
};
+3 -3
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@@ -1659,7 +1659,7 @@ STR16 pAssignmentStrings[] =
L"R.Samoobr.", //training moving militia units
L"Instruk.", // training a teammate
L"Uczeń", // being trained by someone else
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Staff", // operating a strategic facility // TODO.Translate
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Rest", // Resting at a facility // TODO.Translate
@@ -1795,7 +1795,7 @@ STR16 pLongAssignmentStrings[] =
L"Train Mobiles", // TODO.Translate
L"Trenuj oddział",
L"Uczeń",
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Staff Facility", // TODO.Translate
L"Rest at Facility", // TODO.Translate
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
@@ -1920,7 +1920,7 @@ STR16 pAssignMenuStrings[] =
L"Pojazd", // the merc is in a vehicle
L"Naprawa", // the merc is repairing items
L"Szkolenie", // the merc is training
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Facility", // the merc is using/staffing a facility // TODO.Translate
L"Anuluj", // cancel this menu
};
+3 -3
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@@ -1651,7 +1651,7 @@ STR16 pAssignmentStrings[] =
L"Мобил.гр.", //training moving militia units //M.Militia
L"Тренер", // training a teammate
L"Ученик", // being trained by someone else
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Штат", // operating a strategic facility //Staff
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Отдых", // Resting at a facility //Rest
@@ -1787,7 +1787,7 @@ STR16 pLongAssignmentStrings[] =
L"Тренирует мобильную группу", //Train Mobiles
L"Тренирует",
L"Обучается",
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Работает с населением", //Staff Facility
L"Отдыхает в заведении", //Resting at Facility
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
@@ -1912,7 +1912,7 @@ STR16 pAssignMenuStrings[] =
L"Машина", // the merc is in a vehicle
L"Ремонт", // the merc is repairing items
L"Обучение", // the merc is training
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Удобства", // the merc is using/staffing a facility //Facility
L"Отмена", // cancel this menu
};
+3 -3
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@@ -1651,7 +1651,7 @@ STR16 pAssignmentStrings[] =
L"M.Militia", //training moving militia units // TODO.Translate
L"Trainer", // training a teammate
L"Student", // being trained by someone else
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Staff", // operating a strategic facility // TODO.Translate
L"Eat", // eating at a facility (cantina etc.) // TODO.Translate
L"Rest", // Resting at a facility // TODO.Translate
@@ -1787,7 +1787,7 @@ STR16 pLongAssignmentStrings[] =
L"Train Mobiles", // TODO.Translate
L"Train Teammate",
L"Student",
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Staff Facility", // TODO.Translate
L"Rest at Facility", // TODO.Translate
L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate
@@ -1912,7 +1912,7 @@ STR16 pAssignMenuStrings[] =
L"Vehicle", // the merc is in a vehicle
L"Repair", // the merc is repairing items
L"Train", // the merc is training
L"MoveItem", // move items // TODO.Translate
L"Move Item", // move items // TODO.Translate
L"Facility", // the merc is using/staffing a facility // TODO.Translate
L"Cancel", // cancel this menu
};