- changed tool tip for magazines

- added limited vision from Lesh
- bug fix: CTD in SaveAirRaidInfoToSaveGameFile when saving game


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@128 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-29 00:01:26 +00:00
parent 935432b325
commit 8394713e02
8 changed files with 87 additions and 52 deletions
+1
View File
@@ -361,6 +361,7 @@ void LoadGameExternalOptions()
//Sight range
gGameExternalOptions.ubStraightSightRange = iniReader.ReadInteger("JA2 Tactical Settings","BASE_SIGHT_RANGE",13);
gGameExternalOptions.ubVisDistDecreasePerRainIntensity = iniReader.ReadInteger("JA2 Tactical Settings","VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY",20);
gGameExternalOptions.gfAllowLimitedVision = iniReader.ReadBoolean("JA2 Tactical Settings","ALLOW_LIMITED_VISION",0);
// Maximal search distance for grenades
//gGameExternalOptions.guiMaxTossSearchDist = iniReader.ReadInteger("JA2 Tactical Settings","MaxTossSearchDist",3);
+1
View File
@@ -207,6 +207,7 @@ typedef struct
//Sight range
UINT8 ubStraightSightRange;
UINT32 ubVisDistDecreasePerRainIntensity;
BOOLEAN gfAllowLimitedVision;
// Rain settings
BOOLEAN gfAllowRain;
+1 -1
View File
@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.125" };
INT16 zVersionLabel[256] = { L"Release v1.13.128" };
#endif
+2 -2
View File
@@ -43,7 +43,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.125_2006_05_26.exe"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.128_2006_05_29.exe"
LinkIncremental="2"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
@@ -546,7 +546,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.125_2006_05_26.exe"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.128_2006_05_29.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+17 -17
View File
@@ -1332,23 +1332,23 @@ BOOLEAN SaveAirRaidInfoToSaveGameFile( HWFILE hFile )
sAirRaidSaveStruct.iNumFrames = giNumFrames;
if( gpRaidSoldier )
{
sAirRaidSaveStruct.bLevel = gpRaidSoldier->bLevel;
sAirRaidSaveStruct.bTeam = gpRaidSoldier->bTeam;
sAirRaidSaveStruct.bSide = gpRaidSoldier->bSide;
sAirRaidSaveStruct.ubAttackerID = gpRaidSoldier->ubAttackerID;
sAirRaidSaveStruct.usAttackingWeapon = gpRaidSoldier->usAttackingWeapon;
sAirRaidSaveStruct.dXPos = gpRaidSoldier->dXPos;
sAirRaidSaveStruct.dYPos = gpRaidSoldier->dYPos;
sAirRaidSaveStruct.sX = gpRaidSoldier->sX;
sAirRaidSaveStruct.sY = gpRaidSoldier->sY;
sAirRaidSaveStruct.sGridNo = gpRaidSoldier->sGridNo;
sAirRaidSaveStruct.sRaidSoldierID = MAX_NUM_SOLDIERS - 1;
// sAirRaidSaveStruct.sRaidSoldierID = gpRaidSoldier->ubID;
}
else
// if( gpRaidSoldier )
// {
// sAirRaidSaveStruct.bLevel = gpRaidSoldier->bLevel;
// sAirRaidSaveStruct.bTeam = gpRaidSoldier->bTeam;
// sAirRaidSaveStruct.bSide = gpRaidSoldier->bSide;
// sAirRaidSaveStruct.ubAttackerID = gpRaidSoldier->ubAttackerID;
// sAirRaidSaveStruct.usAttackingWeapon = gpRaidSoldier->usAttackingWeapon;
// sAirRaidSaveStruct.dXPos = gpRaidSoldier->dXPos;
// sAirRaidSaveStruct.dYPos = gpRaidSoldier->dYPos;
// sAirRaidSaveStruct.sX = gpRaidSoldier->sX;
// sAirRaidSaveStruct.sY = gpRaidSoldier->sY;
// sAirRaidSaveStruct.sGridNo = gpRaidSoldier->sGridNo;
//
// sAirRaidSaveStruct.sRaidSoldierID = MAX_NUM_SOLDIERS - 1;
//// sAirRaidSaveStruct.sRaidSoldierID = gpRaidSoldier->ubID;
// }
// else
sAirRaidSaveStruct.sRaidSoldierID = -1;
+5 -2
View File
@@ -434,7 +434,9 @@ INT8 CalcCoverForGridNoBasedOnTeamKnownEnemies( SOLDIERTYPE *pSoldier, INT16 sTa
}
usRange = (UINT16)GetRangeInCellCoordsFromGridNoDiff( pOpponent->sGridNo, sTargetGridNo );
usSightLimit = DistanceVisible( pOpponent, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sTargetGridNo, pSoldier->bLevel, pSoldier );
// Lesh: changed 2-nd parameter in DistanceVisible function call
usSightLimit = DistanceVisible( pOpponent, (gGameExternalOptions.gfAllowLimitedVision ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, pSoldier->bLevel, pSoldier );
if( usRange > ( usSightLimit * CELL_X_SIZE ) )
{
@@ -932,8 +934,9 @@ INT8 CalcIfSoldierCanSeeGridNo( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, BOOL
}
}
// Lesh: changed 2-nd parameter in DistanceVisible function call
usSightLimit = DistanceVisible( pSoldier, (gGameExternalOptions.gfAllowLimitedVision ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, fRoof, pSoldier );
usSightLimit = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sTargetGridNo, fRoof, pSoldier );
//
// Prone
+26 -8
View File
@@ -7325,11 +7325,11 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
INT16 apStr2[20];
UINT8 ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject );
swprintf( (wchar_t *)apStr, L"%2d", ubAttackAPs );
swprintf( (wchar_t *)apStr, L"%d", ubAttackAPs );
if (GetShotsPerBurst(pObject) > 0)
{
swprintf( (wchar_t *)apStr2, L" / %2d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
wcscat( apStr, apStr2 );
}
else
@@ -7339,7 +7339,7 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
if (GetAutofireShotsPerFiveAPs(pObject) > 0)
{
swprintf( (wchar_t *)apStr2, L" / %2d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) );
swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) );
wcscat( apStr, apStr2 );
}
else
@@ -7374,11 +7374,29 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
);
}
// The next is for ammunition which gets the measurement 'rnds'
else if (Item[ usItem ].usItemClass == IC_AMMO)
{
swprintf( (wchar_t *)pStr, L"%s [%d rnds]", ItemNames[ usItem ], pObject->ubShotsLeft[0] );
}
// The next is for ammunition which gets the measurement 'rnds'
else if (Item[ usItem ].usItemClass == IC_AMMO)
{
swprintf( (wchar_t *)pStr, L"%s [%d rnds]\n%s %1.1f %s",
ItemNames[ usItem ], //Item long name
pObject->ubShotsLeft[0], //Shots left
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
//Lal: do not delete, commented out for next version
//swprintf( (wchar_t *)pStr, L"%s %s %s %d [%d rnds]\n%s %1.1f %s",
// AmmoCaliber[ Magazine[ Item[usItem].ubClassIndex ].ubCalibre ], //Ammo calibre
// AmmoTypes[Magazine[ Item[usItem].ubClassIndex ].ubAmmoType].ammoName, //Ammo type
// MagNames[Magazine[ Item[usItem].ubClassIndex ].ubMagType], //Magazine type
// Magazine[ Item[usItem].ubClassIndex ].ubMagSize, //Magazine capacity
// pObject->ubShotsLeft[0], //Shots left
// gWeaponStatsDesc[ 12 ], //Weight String
// fWeight, //Weight
// GetWeightUnitString() //Weight units
// );
}
// explosives
else if ( (Item[ usItem ].usItemClass == IC_GRENADE)||(Item[ usItem ].usItemClass == IC_BOMB) )
+34 -22
View File
@@ -1096,8 +1096,18 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
}
else
{
// Lesh: added this
if( gGameExternalOptions.gfAllowLimitedVision )
{
bSubjectDir = (INT8) GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, sSubjectGridNo );
}
sDistVisible = gbLookDistance[bFacingDir][bSubjectDir];
// Lesh: and this
if ( (sDistVisible == 0) && (gGameExternalOptions.gfAllowLimitedVision) )
return(0);
if ( sDistVisible != STRAIGHT )
sDistVisible = sDistVisible * ((100 - GetPercentTunnelVision(pSoldier))/100);
@@ -1227,28 +1237,30 @@ void EndMuzzleFlash( SOLDIERTYPE * pSoldier )
{
if ( pOtherSoldier->bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
{
if ( pOtherSoldier->sGridNo != NOWHERE )
{
if ( PythSpacesAway( pOtherSoldier->sGridNo, pSoldier->sGridNo ) > DistanceVisible( pOtherSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, pSoldier->sGridNo, pSoldier->bLevel, pSoldier ) )
{
// if this guy can no longer see us, change to seen this turn
HandleManNoLongerSeen( pOtherSoldier, pSoldier, &(pOtherSoldier->bOppList[ pSoldier->ubID ]), &(gbPublicOpplist[ pOtherSoldier->bTeam ][ pSoldier->ubID ] ) );
}
// else this person is still seen, if the looker is on our side or the militia the person should stay visible
#ifdef WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA
else if ( pOtherSoldier->bTeam == gbPlayerNum || pOtherSoldier->bTeam == MILITIA_TEAM )
#else
else if ( pOtherSoldier->bTeam == gbPlayerNum )
#endif
{
pSoldier->bVisible = TRUE; // yes, still seen
}
}
if ( pOtherSoldier->sGridNo != NOWHERE )
{
if ( PythSpacesAway( pOtherSoldier->sGridNo, pSoldier->sGridNo ) > DistanceVisible( pOtherSoldier, (gGameExternalOptions.gfAllowLimitedVision ? pOtherSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, pSoldier->sGridNo, pSoldier->bLevel, pSoldier ) )
{
// if this guy can no longer see us, change to seen this turn
HandleManNoLongerSeen( pOtherSoldier, pSoldier, &(pOtherSoldier->bOppList[ pSoldier->ubID ]), &(gbPublicOpplist[ pOtherSoldier->bTeam ][ pSoldier->ubID ] ) );
}
// else this person is still seen, if the looker is on our side or the militia the person should stay visible
#ifdef WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA
else if ( pOtherSoldier->bTeam == gbPlayerNum || pOtherSoldier->bTeam == MILITIA_TEAM )
#else
else if ( pOtherSoldier->bTeam == gbPlayerNum )
#endif
{
pSoldier->bVisible = TRUE; // yes, still seen
}
}
}
}
}
DecideTrueVisibility( pSoldier, FALSE );
}
void TurnOffEveryonesMuzzleFlashes( void )
@@ -1766,7 +1778,7 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
bAware = TRUE;
// then we look for him full viewing distance in EVERY direction
sDistVisible = DistanceVisible(pSoldier, DIRECTION_IRRELEVANT, 0, pOpponent->sGridNo, pOpponent->bLevel, pOpponent );
sDistVisible = DistanceVisible(pSoldier, (gGameExternalOptions.gfAllowLimitedVision ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), 0, pOpponent->sGridNo, pOpponent->bLevel, pOpponent );
//if (pSoldier->ubID == 0)
//sprintf(gDebugStr,"ALREADY KNOW: ME %d him %d val %d",pSoldier->ubID,pOpponent->ubID,pSoldier->bOppList[pOpponent->ubID]);
}
@@ -5602,7 +5614,7 @@ void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, UINT16 sGridNo, INT8 b
}
}
sDistVisible = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, bLevel, pSoldier );
sDistVisible = DistanceVisible( pSoldier, (gGameExternalOptions.gfAllowLimitedVision ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sGridNo, bLevel, pSoldier );
if ( fMuzzleFlash )
{
@@ -6452,7 +6464,7 @@ void NoticeUnseenAttacker( SOLDIERTYPE * pAttacker, SOLDIERTYPE * pDefender, INT
}
}
ubTileSightLimit = (UINT8) DistanceVisible( pDefender, DIRECTION_IRRELEVANT, 0, pAttacker->sGridNo, pAttacker->bLevel, pAttacker );
ubTileSightLimit = (UINT8) DistanceVisible( pDefender, (gGameExternalOptions.gfAllowLimitedVision ? pDefender->bDesiredDirection : DIRECTION_IRRELEVANT), 0, pAttacker->sGridNo, pAttacker->bLevel, pAttacker );
if (SoldierToSoldierLineOfSightTest( pDefender, pAttacker, ubTileSightLimit, TRUE ) != 0)
{
fSeesAttacker = TRUE;
@@ -6712,7 +6724,7 @@ INT8 GetHighestVisibleWatchedLoc( UINT8 ubID )
{
if ( gsWatchedLoc[ ubID ][ bLoop ] != NOWHERE && gubWatchedLocPoints[ ubID ][ bLoop ] > bHighestPoints )
{
sDistVisible = DistanceVisible( MercPtrs[ ubID ], DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, gsWatchedLoc[ ubID ][ bLoop ], gbWatchedLocLevel[ ubID ][ bLoop ], MercPtrs[ubID] );
sDistVisible = DistanceVisible( MercPtrs[ ubID ], (gGameExternalOptions.gfAllowLimitedVision ? MercPtrs[ ubID ]->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, gsWatchedLoc[ ubID ][ bLoop ], gbWatchedLocLevel[ ubID ][ bLoop ], MercPtrs[ubID] );
// look at standing height
if ( SoldierTo3DLocationLineOfSightTest( MercPtrs[ ubID ], gsWatchedLoc[ ubID ][ bLoop ], gbWatchedLocLevel[ ubID ][ bLoop ], 3, (UINT8) sDistVisible, TRUE ) )
{