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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
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@@ -75,6 +75,13 @@
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#endif
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//extern BOOLEAN gfDisplayFullCountRingBurst;
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extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady );
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//#define AP_TO_AIM_TILE_IF_GETTING_READY 1
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#define AP_TO_AIM_TILE_IF_ALREADY_READY ( Weapon[ Item[pSoldier->inv[HANDPOS].usItem].ubClassIndex ].ubReadyTime ? 2 : 1 )
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#define AP_TO_AIM_TILE_IF_GETTING_READY AP_TO_AIM_TILE_IF_ALREADY_READY
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#define MAX_ON_DUTY_SOLDIERS 6
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/////////////////////////////////////////////////////////////////////////////////////
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@@ -4476,11 +4483,13 @@ void SetConfirmMovementModeCursor( SOLDIERTYPE *pSoldier, BOOLEAN fFromMove )
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}
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UINT8 gubShowActionPointsInRed = 0;
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UINT32 UIHandleLCOnTerrain( UI_EVENT *pUIEvent )
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{
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SOLDIERTYPE *pSoldier;
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INT16 sFacingDir, sXPos, sYPos;
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UINT16 usAnimState;
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guiNewUICursor = LOOK_UICURSOR;
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@@ -4511,10 +4520,26 @@ UINT32 UIHandleLCOnTerrain( UI_EVENT *pUIEvent )
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if ( sFacingDir != pSoldier->bDirection )
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{
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gsCurrentActionPoints = GetAPsToLook( pSoldier );
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gfUIHandleShowMoveGrid = FALSE;
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}
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else
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{
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usAnimState = PickSoldierReadyAnimation( pSoldier, FALSE );
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if( usAnimState != INVALID_ANIMATION )
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{
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gsCurrentActionPoints = GetAPsToReadyWeapon( pSoldier, usAnimState ) + AP_TO_AIM_TILE_IF_GETTING_READY;
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}
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else if( pSoldier->sLastTarget != sXPos + (MAXCOL * sYPos ) )
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gsCurrentActionPoints = AP_TO_AIM_TILE_IF_ALREADY_READY;
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else
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gsCurrentActionPoints = 0;
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gfUIHandleShowMoveGrid = TRUE;
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gsUIHandleShowMoveGridLocation = sXPos + (MAXCOL * sYPos );
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gubShowActionPointsInRed = 5;
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//gfDisplayFullCountRingBurst = FALSE;
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}
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// Determine if we can afford!
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@@ -4538,7 +4563,8 @@ UINT32 UIHandleLCChangeToLook( UI_EVENT *pUIEvent )
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BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
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{
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INT16 sFacingDir, sAPCost;
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INT16 sFacingDir, sAPCost, sAPCostToReady;
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UINT16 usAnimState;
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// Get direction from mouse pos
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sFacingDir = GetDirectionFromXY( sXPos, sYPos, pSoldier );
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@@ -4569,8 +4595,42 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
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return( TRUE );
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}
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else
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{
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usAnimState = PickSoldierReadyAnimation( pSoldier, FALSE );
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sAPCostToReady = 0;
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if( usAnimState != INVALID_ANIMATION )
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{
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sAPCostToReady = GetAPsToReadyWeapon( pSoldier, usAnimState );
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sAPCost = sAPCostToReady + AP_TO_AIM_TILE_IF_GETTING_READY;
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}
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else if( pSoldier->sLastTarget != sXPos + (MAXCOL * sYPos ) )
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sAPCost = AP_TO_AIM_TILE_IF_ALREADY_READY;
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else
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return FALSE;
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// Check AP cost...
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if ( !EnoughPoints( pSoldier, sAPCost, 0, TRUE ) )
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{
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return( FALSE );
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}
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if( usAnimState != INVALID_ANIMATION )
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SoldierReadyWeapon( pSoldier, sXPos, sYPos, FALSE );
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pSoldier->bTurningFromUI = TRUE;
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guiOldEvent = LA_BEGINUIOURTURNLOCK;
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// Setting "Last Target"
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pSoldier->sLastTarget = sXPos + (MAXCOL * sYPos);
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DeductPoints( pSoldier, (INT16)(sAPCost - sAPCostToReady), 0 );
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return( TRUE );
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}
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}
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