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Enhancement:
- SCROLL_SPEED_FACTOR in Ja2_Options.ini allows to modify scroll speed - while reading MovementCosts.xml the game checks now for valid traversal type and asserts instead simply assigning type GROUNDBARRIER git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8295 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -948,6 +948,9 @@ void LoadGameExternalOptions()
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gGameExternalOptions.giMilitiaTurnSpeedUpFactor = iniReader.ReadFloat("Graphics Settings","MILITIA_TURN_SPEED_UP_FACTOR",1.0, 0, 1.0);
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gGameExternalOptions.giCivilianTurnSpeedUpFactor = iniReader.ReadFloat("Graphics Settings","CIVILIAN_TURN_SPEED_UP_FACTOR",1.0, 0, 1.0);
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gGameExternalOptions.fScrollSpeedFactor = iniReader.ReadFloat("Graphics Settings","SCROLL_SPEED_FACTOR",1.0, 0.5, 2.0);
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giTimerIntervals[ NEXTSCROLL ] = (INT16)(giTimerIntervals[ NEXTSCROLL ] / gGameExternalOptions.fScrollSpeedFactor);
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gGameExternalOptions.gfUseExternalLoadscreens = iniReader.ReadBoolean("Graphics Settings","USE_EXTERNALIZED_LOADSCREENS", FALSE);
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if (!is_networked)
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@@ -461,6 +461,7 @@ typedef struct
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FLOAT giCreatureTurnSpeedUpFactor;
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FLOAT giMilitiaTurnSpeedUpFactor;
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FLOAT giCivilianTurnSpeedUpFactor;
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FLOAT fScrollSpeedFactor;
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//Sound settings
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UINT32 guiWeaponSoundEffectsVolume;
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+9
-9
@@ -15,9 +15,9 @@
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#ifdef JA2EDITOR
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8292 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8295 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8292 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8295 (Development Build)" };
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#endif
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// ------------------------------
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@@ -27,11 +27,11 @@
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//DEBUG BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8292 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8295 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8292 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8295 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8292 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8295 (Development Build)" };
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#endif
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#elif defined CRIPPLED_VERSION
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@@ -46,16 +46,16 @@
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//RELEASE BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8292 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8295 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8292 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8295 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8292 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8295 (Development Build)" };
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#endif
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#endif
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CHAR8 czVersionNumber[16] = { "Build 16.09.03" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 16.09.11" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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// SAVE_GAME_VERSION is defined in header, change it there
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@@ -257,6 +257,10 @@ smctableEndElementHandle(void *userData, const XML_Char *name)
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{
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trav_type = HILLS;
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}
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else if(strcmp(pData->szCharData, "GROUNDBARRIER") == 0)
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{
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trav_type = GROUNDBARRIER;
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}
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else if(strcmp(pData->szCharData, "NS_RIVER") == 0)
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{
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trav_type = NS_RIVER;
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@@ -319,7 +323,9 @@ smctableEndElementHandle(void *userData, const XML_Char *name)
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}
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else
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{
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trav_type = GROUNDBARRIER;
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// silversurfer: don't just assign type GROUNDBARRIER. Let modders know that the data is incorrect!
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AssertMsg(0, String( "Incorrect traversal data '%s' for sector row=%d column=%d !", pData->szCharData, pData->uiRowNumber, pData->uiColNumber) );
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//trav_type = GROUNDBARRIER;
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}
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// Now assign it to the correct directory using the close tag as a guide
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if(strcmp(name, "North") == 0)
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+32
-32
@@ -3599,41 +3599,41 @@ void ScrollWorld( )
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// Check for sliding
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if (!TileIsOutOfBounds(gTacticalStatus.sSlideTarget))
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{
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// Ignore all input...
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// Check if we have reached out dest!
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if ( fFirstTimeInSlideToMode )
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{
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ubOldScrollSpeed = gubCurScrollSpeedID;
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fFirstTimeInSlideToMode = FALSE;
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}
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// Ignore all input...
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// Check if we have reached out dest!
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if ( fFirstTimeInSlideToMode )
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{
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ubOldScrollSpeed = gubCurScrollSpeedID;
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fFirstTimeInSlideToMode = FALSE;
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}
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// Make faster!
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//gubCurScrollSpeedID = 2;
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// Make faster!
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//gubCurScrollSpeedID = 2;
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ScrollFlags = 0;
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fDoScroll = FALSE;
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//
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if ( SoldierLocationRelativeToScreen( gTacticalStatus.sSlideTarget, gTacticalStatus.sSlideReason, &bDirection, &ScrollFlags ) && GridNoOnVisibleWorldTile( gTacticalStatus.sSlideTarget ) )
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{
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ScrollFlags = gScrollDirectionFlags[ bDirection ];
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fDoScroll = TRUE;
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fIgnoreInput = TRUE;
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}
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else
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{
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// We've stopped!
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gTacticalStatus.sSlideTarget = NOWHERE;
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}
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ScrollFlags = 0;
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fDoScroll = FALSE;
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//
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if ( SoldierLocationRelativeToScreen( gTacticalStatus.sSlideTarget, gTacticalStatus.sSlideReason, &bDirection, &ScrollFlags ) && GridNoOnVisibleWorldTile( gTacticalStatus.sSlideTarget ) )
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{
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ScrollFlags = gScrollDirectionFlags[ bDirection ];
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fDoScroll = TRUE;
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fIgnoreInput = TRUE;
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}
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else
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{
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// We've stopped!
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gTacticalStatus.sSlideTarget = NOWHERE;
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}
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}
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else
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{
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// Restore old scroll speed
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if ( !fFirstTimeInSlideToMode )
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{
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gubCurScrollSpeedID = ubOldScrollSpeed;
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}
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fFirstTimeInSlideToMode = TRUE;
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}
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else
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{
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// Restore old scroll speed
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if ( !fFirstTimeInSlideToMode )
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{
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gubCurScrollSpeedID = ubOldScrollSpeed;
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}
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fFirstTimeInSlideToMode = TRUE;
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}
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}
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if ( !fIgnoreInput )
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