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
+30 -2
View File
@@ -44,6 +44,12 @@
#include "XML.h"
#endif
//rain
#define WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY 9
extern INT8 gbCurrentRainIntensity;
//end rain
#define MINCHANCETOHIT 1
#define MAXCHANCETOHIT 99
@@ -1055,6 +1061,10 @@ void AdjustImpactByHitLocation( INT32 iImpact, UINT8 ubHitLocation, INT32 * piNe
// #define TESTGUNJAM
//rain
extern INT8 gbCurrentRainIntensity;
//end rain
BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
{
OBJECTTYPE * pObj;
@@ -1069,7 +1079,12 @@ BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
if (pObj->bGunAmmoStatus > 0)
{
// gun might jam, figure out the chance
iChance = (80 - pObj->bGunStatus);
//iChance = (80 - pObj->bGunStatus);
//rain
iChance = (80 - 90 - pObj->bGunStatus) + WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY * gbCurrentRainIntensity;
//end rain
// CJC: removed reliability from formula...
@@ -1080,6 +1095,10 @@ BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
// increased by 20% per negative point...
//iChance = iChance * (10 - Item[pObj->usItem].bReliability * 2) / 10;
//rain
iChance = iChance * (10 - Item[pObj->usItem].bReliability * 2) / 10;
//end rain
if (pSoldier->bDoBurst > 1)
{
// if at bullet in a burst after the first, higher chance
@@ -3211,7 +3230,11 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, UINT16 sGridNo, UINT8 ubAimTime
{
//SOLDIERTYPE *vicpSoldier;
SOLDIERTYPE * pTarget;
INT32 iChance, iRange, iSightRange, iMaxRange, iBonus; //, minRange;
//rain
//INT32 iChance, iRange, iSightRange, iMaxRange, iBonus; //, minRange;
INT32 iChance, iRange, iSightRange, iMaxRange, iScopeBonus, iBonus; //, minRange;
//end rain
INT32 iGunCondition, iMarksmanship;
INT32 iPenalty;
UINT16 usInHand;
@@ -3472,6 +3495,11 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, UINT16 sGridNo, UINT8 ubAimTime
// // adjust for scope condition, only has full affect at 100%
// iScopeBonus = (iScopeBonus * WEAPON_STATUS_MOD(pInHand->bAttachStatus[bAttachPos])) / 100;
//rain
// reduce scope effectiveness when it's raining
iScopeBonus /= 1 + gbCurrentRainIntensity;
//end rain
// // reduce effective range by the bonus obtained from the scope
// iSightRange -= iScopeBonus;
// if (iSightRange < 1)