The following options has been moved from the campaign start screen to JA2_Options.ini:

- New Chance to Hit System (now NCTH (Default: FALSE))

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23855&goto=354656&#msg_354656

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8625 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-09-29 21:14:00 +00:00
parent 2517351acc
commit 8c6f69fbb8
6 changed files with 18 additions and 230 deletions
+5 -205
View File
@@ -165,10 +165,6 @@
#define GIO_BR_QUANTITY_SETTING_Y GIO_BR_QUALITY_SETTING_Y + COMBO_Y_OFFSET
#define GIO_BR_QUANTITY_SETTING_WIDTH COMBO_WIDTH
#define GIO_NCTH_SETTING_X THIRD_COLUMN_X + CHECK_X_OFFSET
#define GIO_NCTH_SETTING_Y GIO_BR_QUANTITY_SETTING_Y + CHECK_Y_OFFSET
#define GIO_NCTH_SETTING_WIDTH CHECK_WIDTH
////radio box locations
//#define GIO_GAP_BN_SETTINGS 35
//#define GIO_OFFSET_TO_TEXT 36
@@ -485,12 +481,6 @@ INT32 giGIOSquadSizeButtonImage[ 2 ];
void BtnGIOSquadSizeSelectionLeftCallback( GUI_BUTTON *btn,INT32 reason );
void BtnGIOSquadSizeSelectionRightCallback( GUI_BUTTON *btn,INT32 reason );
// NCTH
UINT32 guiNCTHOptionTogglesImage[ GIO_NUM_ONOFF_BUTTONS ];
UINT32 guiNCTHOptionToggles[ GIO_NUM_ONOFF_BUTTONS ];
void BtnGIONCTHOffCallback(GUI_BUTTON *btn,INT32 reason);
void BtnGIONCTHOnCallback(GUI_BUTTON *btn,INT32 reason);
UINT32 guiTimedTurnToggles[ GIO_NUM_TIMED_TURN_OPTIONS ];
void BtnTimedTurnsTogglesCallback(GUI_BUTTON *btn,INT32 reason);
@@ -519,8 +509,6 @@ UINT8 GetCurrentTextStyleButtonSetting();
UINT8 GetCurrentTraitsOptionButtonSetting();
UINT8 GetCurrentTexAndJohnButtonSetting();
UINT8 GetCurrentNCTHButtonSetting();
void DoneFadeOutForExitGameInitOptionScreen( void );
void DoneFadeInForExitGameInitOptionScreen( void );
UINT8 GetCurrentTimedTurnsButtonSetting();
@@ -618,9 +606,7 @@ UINT32 GameInitOptionsScreenInit( void )
ubSquadSize = 6;
gGameOptions.ubSquadSize = ubSquadSize;
gGameOptions.fUseNCTH = FALSE;
gGameOptions.fAirStrikes = FALSE;
gGameOptions.fTurnTimeLimit = FALSE;
@@ -1063,35 +1049,6 @@ BOOLEAN EnterGIOScreen()
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////
// NCTH ON/OFF SETTING
guiNCTHOptionTogglesImage[ GIO_BUTTON_OFF ] = UseLoadedButtonImage( guiTraitsOptionTogglesImage[ GIO_TRAITS_OLD ], -1,1,-1,3,-1 );
guiNCTHOptionToggles[ GIO_BUTTON_OFF ] = CreateIconAndTextButton( guiNCTHOptionTogglesImage[ GIO_BUTTON_OFF ], gzGIOScreenText[ GIO_DROPALL_OFF_TEXT ], GIO_TOGGLE_TEXT_FONT,
GIO_TOGGLE_TEXT_COLOR, NO_SHADOW,
GIO_TOGGLE_TEXT_COLOR, NO_SHADOW,
TEXT_CJUSTIFIED,
(GIO_NCTH_SETTING_X), (GIO_NCTH_SETTING_Y + 10), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, BtnGIONCTHOffCallback);
guiNCTHOptionTogglesImage[ GIO_BUTTON_ON ] = UseLoadedButtonImage( guiTraitsOptionTogglesImage[ GIO_TRAITS_OLD ], -1,1,-1,3,-1 );
guiNCTHOptionToggles[ GIO_BUTTON_ON ] = CreateIconAndTextButton( guiNCTHOptionTogglesImage[ GIO_BUTTON_ON ], gzGIOScreenText[ GIO_DROPALL_ON_TEXT ], GIO_TOGGLE_TEXT_FONT,
GIO_TOGGLE_TEXT_COLOR, NO_SHADOW,
GIO_TOGGLE_TEXT_COLOR, NO_SHADOW,
TEXT_CJUSTIFIED,
(GIO_NCTH_SETTING_X + 74), (GIO_NCTH_SETTING_Y + 10), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, BtnGIONCTHOnCallback );
SpecifyButtonSoundScheme( guiNCTHOptionToggles[ GIO_BUTTON_OFF ], BUTTON_SOUND_SCHEME_BIGSWITCH3 );
SpecifyButtonSoundScheme( guiNCTHOptionToggles[ GIO_BUTTON_ON ], BUTTON_SOUND_SCHEME_BIGSWITCH3 );
MSYS_SetBtnUserData(guiNCTHOptionToggles[ GIO_BUTTON_OFF ],0, 0 );
MSYS_SetBtnUserData(guiNCTHOptionToggles[ GIO_BUTTON_ON ],0, 1 );
if( gGameOptions.fUseNCTH )
ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_ON ] ]->uiFlags |= BUTTON_CLICKED_ON;
else
ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_OFF ] ]->uiFlags |= BUTTON_CLICKED_ON;
///////////////////////////////////////////////////////////////////////////////////////////////////////
//Reset the exit screen
@@ -1904,37 +1861,6 @@ void BtnGIOSquadSizeSelectionRightCallback( GUI_BUTTON *btn,INT32 reason )
}
}
void BtnGIONCTHOffCallback(GUI_BUTTON *btn,INT32 reason)
{
if (!(btn->uiFlags & BUTTON_ENABLED))
return;
if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
RestoreExternBackgroundRect( (GIO_NCTH_SETTING_X), (GIO_NCTH_SETTING_Y + 10), 230, 40 );
ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_ON ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
btn->uiFlags|=(BUTTON_CLICKED_ON);
PlayButtonSound( guiNCTHOptionToggles[ GIO_BUTTON_OFF ], BUTTON_SOUND_CLICKED_ON );
}
}
void BtnGIONCTHOnCallback(GUI_BUTTON *btn,INT32 reason)
{
if (!(btn->uiFlags & BUTTON_ENABLED))
return;
if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
RestoreExternBackgroundRect( (GIO_NCTH_SETTING_X), (GIO_NCTH_SETTING_Y + 10), 230, 40 );
ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_OFF ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
btn->uiFlags|=(BUTTON_CLICKED_ON);
PlayButtonSound( guiNCTHOptionToggles[ GIO_BUTTON_ON ], BUTTON_SOUND_CLICKED_ON );
}
}
BOOLEAN ExitGIOScreen()
{
UINT16 cnt;
@@ -2033,14 +1959,7 @@ BOOLEAN ExitGIOScreen()
UnloadButtonImage( giGIOSquadSizeButtonImage[0] );
UnloadButtonImage( giGIOSquadSizeButtonImage[1] );
}
// Destroy NCTH Cost setting buttons
for( cnt=0; cnt<GIO_NUM_ONOFF_BUTTONS; cnt++)
{
RemoveButton( guiNCTHOptionToggles[ cnt ] );
UnloadButtonImage( guiNCTHOptionTogglesImage[ cnt ] );
}
gfGIOButtonsAllocated = FALSE;
//If we are starting the game stop playing the music
@@ -2200,9 +2119,6 @@ BOOLEAN RenderGIOScreen()
DisplayWrappedString( (UINT16)(GIO_SQUAD_SIZE_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (UINT16)(GIO_SQUAD_SIZE_SETTING_Y-GIO_GAP_BN_SETTINGS + GIO_TITLE_DISTANCE - 12), GIO_SQUAD_SIZE_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_SQUAD_SIZE_TITLE_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
DisplayWrappedString( (UINT16)(GIO_SQUAD_SIZE_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (GIO_SQUAD_SIZE_SETTING_Y+6), GIO_SQUAD_SIZE_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ iCurrentSquadSize + (GIO_SQUAD_SIZE_TITLE_TEXT + 1) ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
//Display the NCTH Settings Title Text
DisplayWrappedString( (GIO_NCTH_SETTING_X - 6), (UINT16)(GIO_NCTH_SETTING_Y-GIO_GAP_BN_SETTINGS + GIO_TITLE_DISTANCE), GIO_NCTH_SETTING_WIDTH + 14, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_NCTH_TITLE_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
return( TRUE );
}
@@ -2381,20 +2297,6 @@ UINT8 GetCurrentTimedTurnsButtonSetting()
return( 0 );
}
UINT8 GetCurrentNCTHButtonSetting()
{
UINT8 cnt;
for( cnt=0; cnt<GIO_NUM_ONOFF_BUTTONS; cnt++)
{
if( ButtonList[ guiNCTHOptionToggles[ cnt ] ]->uiFlags & BUTTON_CLICKED_ON )
{
return( cnt );
}
}
return( 0 );
}
void DoneFadeOutForExitGameInitOptionScreen( void )
{
// loop through and get the status of all the buttons
@@ -2459,8 +2361,6 @@ void DoneFadeOutForExitGameInitOptionScreen( void )
gGameOptions.ubProgressSpeedOfItemsChoices = min( GIO_PROGRESS_VERY_FAST, iCurrentProgressSetting );
gGameOptions.fUseNCTH = GetCurrentNCTHButtonSetting();
gubGIOExitScreen = INIT_SCREEN;
//set the fact that we should do the intro videos
@@ -2650,10 +2550,6 @@ void RenderGIOSmallSelectionFrame(INT16 sX, INT16 sY)
#define GIO_IRON_MAN_SETTING_Y GIO_GAME_SETTING_Y + COMBO_Y_OFFSET + CORRECTION_Y_OFFSET//GIO_GAME_SETTING_Y + CHECK_Y_OFFSET + CORRECTION_Y_OFFSET
#define GIO_IRON_MAN_SETTING_WIDTH COMBO_WIDTH//CHECK_WIDTH
#define GIO_NCTH_SETTING_X FIRST_COLUMN_X + CHECK_X_OFFSET
#define GIO_NCTH_SETTING_Y GIO_IRON_MAN_SETTING_Y + CHECK_Y_OFFSET// + CORRECTION_Y_OFFSET
#define GIO_NCTH_SETTING_WIDTH CHECK_WIDTH
/*********************************
SECOND COLUMN
**********************************/
@@ -2709,7 +2605,6 @@ void RenderGIOSmallSelectionFrame(INT16 sX, INT16 sY)
#define JA2SP_EXTRA_DIFFICULTY "EXTRA_DIFFICULTY"
#define JA2SP_AVAILABLE_ARSENAL "AVAILABLE_ARSENAL"
#define JA2SP_SQUAD_SIZE "SQUAD_SIZE"
#define JA2SP_USE_NCTH "USE_NCTH"
DIFFICULTY_SETTINGS_VALUES zDiffSetting[MAX_DIF_LEVEL];
UINT8 MaxDifficultySettingsValues;
@@ -2913,12 +2808,6 @@ INT32 giGIOSquadSizeButtonImage[ 2 ];
void BtnGIOSquadSizeSelectionLeftCallback( GUI_BUTTON *btn,INT32 reason );
void BtnGIOSquadSizeSelectionRightCallback( GUI_BUTTON *btn,INT32 reason );
// NCTH
UINT32 guiNCTHOptionTogglesImage[ GIO_NUM_ONOFF_BUTTONS ];
UINT32 guiNCTHOptionToggles[ GIO_NUM_ONOFF_BUTTONS ];
void BtnGIONCTHOffCallback(GUI_BUTTON *btn,INT32 reason);
void BtnGIONCTHOnCallback(GUI_BUTTON *btn,INT32 reason);
UINT32 guiTimedTurnToggles[ GIO_NUM_TIMED_TURN_OPTIONS ];
void BtnTimedTurnsTogglesCallback(GUI_BUTTON *btn,INT32 reason);
@@ -2943,7 +2832,6 @@ UINT8 GetCurrentGameSaveButtonSetting();
UINT8 GetCurrentGameStyleButtonSetting();
UINT8 GetCurrentTraitsOptionButtonSetting();
UINT8 GetCurrentNCTHButtonSetting();
void DoneFadeOutForExitGameInitOptionScreen( void );
void DoneFadeInForExitGameInitOptionScreen( void );
@@ -3037,9 +2925,7 @@ UINT32 GameInitOptionsScreenInit( void )
ubSquadSize = 6;
gGameOptions.ubSquadSize = ubSquadSize;
gGameOptions.fUseNCTH = (BOOLEAN)props.getIntProperty(JA2SP_INI_INITIAL_SECTION, JA2SP_USE_NCTH, 0);
// Air strikes
gGameOptions.fAirStrikes = FALSE;
@@ -3475,35 +3361,6 @@ BOOLEAN EnterGIOScreen()
#endif
///////////////////////////////////////////////////////////////////////////////////////////////////////
// NCTH ON/OFF SETTING
guiNCTHOptionTogglesImage[ GIO_BUTTON_OFF ] = UseLoadedButtonImage( guiTraitsOptionTogglesImage[ GIO_TRAITS_OLD ], -1,1,-1,3,-1 );
guiNCTHOptionToggles[ GIO_BUTTON_OFF ] = CreateIconAndTextButton( guiNCTHOptionTogglesImage[ GIO_BUTTON_OFF ], gzGIOScreenText[ GIO_DROPALL_OFF_TEXT ], GIO_TOGGLE_TEXT_FONT,
GIO_TOGGLE_TEXT_COLOR, NO_SHADOW,
GIO_TOGGLE_TEXT_COLOR, NO_SHADOW,
TEXT_CJUSTIFIED,
(GIO_NCTH_SETTING_X), (GIO_NCTH_SETTING_Y + 10), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, BtnGIONCTHOffCallback);
guiNCTHOptionTogglesImage[ GIO_BUTTON_ON ] = UseLoadedButtonImage( guiTraitsOptionTogglesImage[ GIO_TRAITS_OLD ], -1,1,-1,3,-1 );
guiNCTHOptionToggles[ GIO_BUTTON_ON ] = CreateIconAndTextButton( guiNCTHOptionTogglesImage[ GIO_BUTTON_ON ], gzGIOScreenText[ GIO_DROPALL_ON_TEXT ], GIO_TOGGLE_TEXT_FONT,
GIO_TOGGLE_TEXT_COLOR, NO_SHADOW,
GIO_TOGGLE_TEXT_COLOR, NO_SHADOW,
TEXT_CJUSTIFIED,
(GIO_NCTH_SETTING_X + 74), (GIO_NCTH_SETTING_Y + 10), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, BtnGIONCTHOnCallback );
SpecifyButtonSoundScheme( guiNCTHOptionToggles[ GIO_BUTTON_OFF ], BUTTON_SOUND_SCHEME_BIGSWITCH3 );
SpecifyButtonSoundScheme( guiNCTHOptionToggles[ GIO_BUTTON_ON ], BUTTON_SOUND_SCHEME_BIGSWITCH3 );
MSYS_SetBtnUserData(guiNCTHOptionToggles[ GIO_BUTTON_OFF ],0, 0 );
MSYS_SetBtnUserData(guiNCTHOptionToggles[ GIO_BUTTON_ON ],0, 1 );
if( gGameOptions.fUseNCTH )
ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_ON ] ]->uiFlags |= BUTTON_CLICKED_ON;
else
ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_OFF ] ]->uiFlags |= BUTTON_CLICKED_ON;
///////////////////////////////////////////////////////////////////////////////////////////////////////
//Reset the exit screen
@@ -4284,37 +4141,6 @@ void BtnGIOSquadSizeSelectionRightCallback( GUI_BUTTON *btn,INT32 reason )
}
}
void BtnGIONCTHOffCallback(GUI_BUTTON *btn,INT32 reason)
{
if (!(btn->uiFlags & BUTTON_ENABLED))
return;
if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
RestoreExternBackgroundRect( (GIO_NCTH_SETTING_X), (GIO_NCTH_SETTING_Y + 10), 230, 40 );
ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_ON ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
btn->uiFlags|=(BUTTON_CLICKED_ON);
PlayButtonSound( guiNCTHOptionToggles[ GIO_BUTTON_OFF ], BUTTON_SOUND_CLICKED_ON );
}
}
void BtnGIONCTHOnCallback(GUI_BUTTON *btn,INT32 reason)
{
if (!(btn->uiFlags & BUTTON_ENABLED))
return;
if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
RestoreExternBackgroundRect( (GIO_NCTH_SETTING_X), (GIO_NCTH_SETTING_Y + 10), 230, 40 );
ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_OFF ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
btn->uiFlags|=(BUTTON_CLICKED_ON);
PlayButtonSound( guiNCTHOptionToggles[ GIO_BUTTON_ON ], BUTTON_SOUND_CLICKED_ON );
}
}
BOOLEAN ExitGIOScreen()
{
UINT16 cnt;
@@ -4406,14 +4232,7 @@ BOOLEAN ExitGIOScreen()
UnloadButtonImage( giGIOSquadSizeButtonImage[0] );
UnloadButtonImage( giGIOSquadSizeButtonImage[1] );
}
// Destroy NCTH Cost setting buttons
for( cnt=0; cnt<GIO_NUM_ONOFF_BUTTONS; cnt++)
{
RemoveButton( guiNCTHOptionToggles[ cnt ] );
UnloadButtonImage( guiNCTHOptionTogglesImage[ cnt ] );
}
gfGIOButtonsAllocated = FALSE;
//If we are starting the game stop playing the music
@@ -4571,9 +4390,6 @@ BOOLEAN RenderGIOScreen()
DisplayWrappedString( (UINT16)(GIO_SQUAD_SIZE_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (UINT16)(GIO_SQUAD_SIZE_SETTING_Y-GIO_GAP_BN_SETTINGS + GIO_TITLE_DISTANCE - 12), GIO_SQUAD_SIZE_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_SQUAD_SIZE_TITLE_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
DisplayWrappedString( (UINT16)(GIO_SQUAD_SIZE_SETTING_X+GIO_OFFSET_TO_TEXT + 1), (GIO_SQUAD_SIZE_SETTING_Y+6), GIO_SQUAD_SIZE_SETTING_WIDTH, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ iCurrentSquadSize + (GIO_SQUAD_SIZE_TITLE_TEXT + 1) ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
//Display the NCTH Settings Title Text
DisplayWrappedString( (GIO_NCTH_SETTING_X - 6), (UINT16)(GIO_NCTH_SETTING_Y-GIO_GAP_BN_SETTINGS + GIO_TITLE_DISTANCE), GIO_NCTH_SETTING_WIDTH + 14, 2, GIO_TOGGLE_TEXT_FONT, GIO_TOGGLE_TEXT_COLOR, gzGIOScreenText[ GIO_NCTH_TITLE_TEXT ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
return( TRUE );
}
@@ -4738,20 +4554,6 @@ UINT8 GetCurrentTimedTurnsButtonSetting()
return( 0 );
}
UINT8 GetCurrentNCTHButtonSetting()
{
UINT8 cnt;
for( cnt=0; cnt<GIO_NUM_ONOFF_BUTTONS; cnt++)
{
if( ButtonList[ guiNCTHOptionToggles[ cnt ] ]->uiFlags & BUTTON_CLICKED_ON )
{
return( cnt );
}
}
return( 0 );
}
void DoneFadeOutForExitGameInitOptionScreen( void )
{
// loop through and get the status of all the buttons
@@ -4805,9 +4607,7 @@ void DoneFadeOutForExitGameInitOptionScreen( void )
// SANDRO - added following:
gGameOptions.fNewTraitSystem = GetCurrentTraitsOptionButtonSetting();
gGameOptions.ubProgressSpeedOfItemsChoices = min( GIO_PROGRESS_VERY_FAST, iCurrentProgressSetting );
gGameOptions.fUseNCTH = GetCurrentNCTHButtonSetting();
gubGIOExitScreen = INTRO_SCREEN;
#ifdef JA2TESTVERSION
+5 -13
View File
@@ -127,7 +127,8 @@ bool UsingNewAttachmentSystem()
bool UsingNewCTHSystem()
{
return (gGameOptions.fUseNCTH == TRUE);
// this feature is off in multiplayer
return ( !is_networked && gGameExternalOptions.fUseNCTH);
}
BOOLEAN UsingFoodSystem()
@@ -270,12 +271,6 @@ BOOLEAN LoadGameSettings()
gGameSettings.fOptions[TOPTION_REPORT_MISS_MARGIN] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_REPORT_MISS_MARGIN" , FALSE ); // HEADROCK HAM 4: Shot offset report
gGameSettings.fOptions[TOPTION_ALT_MAP_COLOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALT_MAP_COLOR" , FALSE ); // HEADROCK HAM 4: Strategic Map Colors
gGameSettings.fOptions[TOPTION_ALTERNATE_BULLET_GRAPHICS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALTERNATE_BULLET_GRAPHICS" , TRUE );
//if (!is_networked)
// gGameSettings.fOptions[TOPTION_USE_NCTH] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_NCTH" , FALSE );
//else
// gGameSettings.fOptions[TOPTION_USE_NCTH] = FALSE;
gGameSettings.fOptions[TOPTION_SHOW_MERC_RANKS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_MERC_RANKS" , FALSE );
gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_GEAR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_TACTICAL_FACE_GEAR" , TRUE );
gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_ICONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_TACTICAL_FACE_ICONS" , TRUE );
@@ -592,10 +587,7 @@ void InitGameSettings()
gGameSettings.fOptions[ TOPTION_ALT_MAP_COLOR ] = FALSE;
gGameSettings.fOptions[ TOPTION_ALTERNATE_BULLET_GRAPHICS ] = TRUE;
// CHRISL: HAM 4: Activate/Deactivate NCTH mode
//gGameSettings.fOptions[ TOPTION_USE_NCTH ] = FALSE;
gGameSettings.fOptions[ TOPTION_SHOW_MERC_RANKS ] = TRUE;
// WANNE:
@@ -671,8 +663,6 @@ void InitGameOptions()
gGameOptions.ubGameStyle = STYLE_SCIFI;
gGameOptions.ubDifficultyLevel = DIF_LEVEL_MEDIUM;
gGameOptions.fUseNCTH = FALSE;
//CHRISL: override default inventory mode when in low res
if(IsNIVModeValid(true) == FALSE)
{
@@ -1302,6 +1292,8 @@ void LoadGameExternalOptions()
//################# Tactical Gameplay Settings ##################
gGameExternalOptions.fUseNCTH = iniReader.ReadBoolean("Tactical Gameplay Settings", "NCTH", FALSE );
gGameExternalOptions.fAllowWalkingWithWeaponRaised = iniReader.ReadBoolean("Tactical Gameplay Settings","ALLOW_WALKING_WITH_WEAPON_RAISED", TRUE);
// SANDRO - Alternative weapon holding (rifles fired from hip / pistols fired one-handed)
+4 -1
View File
@@ -260,7 +260,7 @@ typedef struct
UINT8 ubFiller3; // Flugente: used to be BOOLEAN fInventoryCostsAP; // ubFiller: From 500 to 499
BOOLEAN fUseNCTH; // ubFiller: From 499 to 498
UINT8 ubFiller7; // Flugente: used to be BOOLEAN fUseNCTH; // ubFiller: From 499 to 498
UINT8 ubFiller4; // Flugente: used to be BOOLEAN fImprovedInterruptSystem; // ubFiller: From 498 to 497
UINT8 ubFiller5; // Flugente: used to be BOOLEAN fBackGround; // ubFiller: From 497 to 496
UINT8 ubFiller6; // Flugente: used to be BOOLEAN fFoodSystem; // ubFiler: From 496 to 495
@@ -364,6 +364,9 @@ typedef struct
UINT16 usAwardSpecialExpForQuests;
BOOLEAN fAllowWalkingWithWeaponRaised;
// Flugente: moved this to the ini from the option screen, as players might want to change it later on
BOOLEAN fUseNCTH;
////////////////////////////////////
// Kaiden: Vehicle Inventory change - Added for INI Option
+2 -2
View File
@@ -55,8 +55,8 @@
#endif
CHAR8 czVersionNumber[16] = { "Build 18.23.09" }; //YY.MM.DD
CHAR8 czVersionNumber[16] = { "Build 18.29.09" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
CHAR16 zRevisionNumber[16] = { L"Revision 8617" };
CHAR16 zRevisionNumber[16] = { L"Revision 8625" };
// SAVE_GAME_VERSION is defined in header, change it there
-4
View File
@@ -2618,8 +2618,6 @@ void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from serve
gGameOptions.ubSquadSize = 6;
gGameOptions.fUseNCTH = FALSE;
// Server forces us to play with new Inventory, but NIV is not allowed on the client,
// because of wrong resolution or other stuff
if ( UsingNewInventorySystem() == true && !IsNIVModeValid(true) )
@@ -2825,8 +2823,6 @@ void reapplySETTINGS()
gGameOptions.ubSquadSize = 6;
gGameOptions.fUseNCTH = FALSE;
// WANNE - MP: We have to re-initialize the correct interface
if((UsingNewInventorySystem() == true) && IsNIVModeValid(true))
{
+2 -5
View File
@@ -3607,15 +3607,12 @@ BOOLEAN SaveGame( int ubSaveGameID, STR16 pGameDesc )
SaveGameHeader.sInitialGameOptions.ubAttachmentSystem = gGameOptions.ubAttachmentSystem;
SaveGameHeader.sInitialGameOptions.ubSquadSize = gGameOptions.ubSquadSize;
SaveGameHeader.sInitialGameOptions.fUseNCTH = gGameOptions.fUseNCTH;
//
// Save the Save Game header file
//
guiJA2EncryptionSet = CalcJA2EncryptionSet( &SaveGameHeader );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("starting SaveCurrentSectorsInformationToTempItemFile" ) );
//Save the current sectors open temp files to the disk
if( !SaveCurrentSectorsInformationToTempItemFile() )