Data and Source v1.13 Mod High Resolution version from 2006-03-16

*********************************************************
*	2006/03/16					*
*	RoWa21						*
*	Developed in VS 2003				*
*********************************************************

- Changed missing screens to the High-Resolution
	- Tactical Screen
	- Shopkeeper Interface, 
	- Credits Screen,
	- AutoResolve Screen
	- ...

- Some bugfixing with the screens
	- Centered message boxes
	- ...

- Merged lalienxx's features (BUT NO BURST AND NO MP3/OGG SUPPORT!)
	- Rain and lightning visual and sound effects
	- Visibility radius decrease when rainig
	- Weapon relyability decrease when rainig
	- Possibility to spot the enemy at night with lightning
	- New settings in the ja2.ini file for the rain
	- Aiming without shooting with "L" key
		- Move the cursor over an enemy and press the "L" key.

- Added judges bugfixing
	- Swapped internal shopkeeper character numbering to match the Prof.dat in 1.13 (Gabby/Smithy)
	- Added status of the items to item 'tooltip'
		- If it is an ammo, the number of available rounds appear
	- A stack of items now always shows the minimum repair status
		- No more carrying a stack of grenades into battle only to find most are duds
	- Made tactical map loading code more robust against maps with bogus buildings 
	- Made tactical map loading code more robust against maps with characters with bogus locations or schedules 

- Changed the location of the savegame structure
	- Each mode contains its own savegame folder in its own data-folder

- Some general bugfixing
	- See Bugfixing.xls on the ftp

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@24 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-19 17:22:20 +00:00
parent 89b4d71bf3
commit 8b2d0e33aa
25 changed files with 1433 additions and 68 deletions
+61 -1
View File
@@ -75,6 +75,13 @@
#endif
//extern BOOLEAN gfDisplayFullCountRingBurst;
extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady );
//#define AP_TO_AIM_TILE_IF_GETTING_READY 1
#define AP_TO_AIM_TILE_IF_ALREADY_READY ( Weapon[ Item[pSoldier->inv[HANDPOS].usItem].ubClassIndex ].ubReadyTime ? 2 : 1 )
#define AP_TO_AIM_TILE_IF_GETTING_READY AP_TO_AIM_TILE_IF_ALREADY_READY
#define MAX_ON_DUTY_SOLDIERS 6
/////////////////////////////////////////////////////////////////////////////////////
@@ -4476,11 +4483,13 @@ void SetConfirmMovementModeCursor( SOLDIERTYPE *pSoldier, BOOLEAN fFromMove )
}
UINT8 gubShowActionPointsInRed = 0;
UINT32 UIHandleLCOnTerrain( UI_EVENT *pUIEvent )
{
SOLDIERTYPE *pSoldier;
INT16 sFacingDir, sXPos, sYPos;
UINT16 usAnimState;
guiNewUICursor = LOOK_UICURSOR;
@@ -4511,10 +4520,26 @@ UINT32 UIHandleLCOnTerrain( UI_EVENT *pUIEvent )
if ( sFacingDir != pSoldier->bDirection )
{
gsCurrentActionPoints = GetAPsToLook( pSoldier );
gfUIHandleShowMoveGrid = FALSE;
}
else
{
usAnimState = PickSoldierReadyAnimation( pSoldier, FALSE );
if( usAnimState != INVALID_ANIMATION )
{
gsCurrentActionPoints = GetAPsToReadyWeapon( pSoldier, usAnimState ) + AP_TO_AIM_TILE_IF_GETTING_READY;
}
else if( pSoldier->sLastTarget != sXPos + (MAXCOL * sYPos ) )
gsCurrentActionPoints = AP_TO_AIM_TILE_IF_ALREADY_READY;
else
gsCurrentActionPoints = 0;
gfUIHandleShowMoveGrid = TRUE;
gsUIHandleShowMoveGridLocation = sXPos + (MAXCOL * sYPos );
gubShowActionPointsInRed = 5;
//gfDisplayFullCountRingBurst = FALSE;
}
// Determine if we can afford!
@@ -4538,7 +4563,8 @@ UINT32 UIHandleLCChangeToLook( UI_EVENT *pUIEvent )
BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
{
INT16 sFacingDir, sAPCost;
INT16 sFacingDir, sAPCost, sAPCostToReady;
UINT16 usAnimState;
// Get direction from mouse pos
sFacingDir = GetDirectionFromXY( sXPos, sYPos, pSoldier );
@@ -4569,8 +4595,42 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
return( TRUE );
}
else
{
usAnimState = PickSoldierReadyAnimation( pSoldier, FALSE );
sAPCostToReady = 0;
if( usAnimState != INVALID_ANIMATION )
{
sAPCostToReady = GetAPsToReadyWeapon( pSoldier, usAnimState );
sAPCost = sAPCostToReady + AP_TO_AIM_TILE_IF_GETTING_READY;
}
else if( pSoldier->sLastTarget != sXPos + (MAXCOL * sYPos ) )
sAPCost = AP_TO_AIM_TILE_IF_ALREADY_READY;
else
return FALSE;
// Check AP cost...
if ( !EnoughPoints( pSoldier, sAPCost, 0, TRUE ) )
{
return( FALSE );
}
if( usAnimState != INVALID_ANIMATION )
SoldierReadyWeapon( pSoldier, sXPos, sYPos, FALSE );
pSoldier->bTurningFromUI = TRUE;
guiOldEvent = LA_BEGINUIOURTURNLOCK;
// Setting "Last Target"
pSoldier->sLastTarget = sXPos + (MAXCOL * sYPos);
DeductPoints( pSoldier, (INT16)(sAPCost - sAPCostToReady), 0 );
return( TRUE );
}
}