- Added menu option to show weapon ranges in tiles/meters

- Allowed to enter tactical view for any visited sector


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@234 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-06-15 14:22:18 +00:00
parent 68510dd26d
commit d390d4a266
10 changed files with 30 additions and 18 deletions
+1
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@@ -253,6 +253,7 @@ void InitGameSettings()
//lalien
gGameSettings.fOptions[ TOPTION_SPACE_SELECTS_NEXT_SQUAD ] = TRUE;
gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ] = TRUE;
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] = TRUE;
gGameSettings.ubSizeOfDisplayCover = 4;
gGameSettings.ubSizeOfLOS = 4;
+1
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@@ -47,6 +47,7 @@ enum
TOPTION_AIM_LEVEL_RESTRICTION,
TOPTION_SPACE_SELECTS_NEXT_SQUAD,
TOPTION_SHOW_ITEM_SHADOW,
TOPTION_SHOW_WEAPON_RANGE_IN_TILES,
NUM_GAME_OPTIONS, //Toggle up this will be able to be Toggled by the player
//These options will NOT be toggable by the Player
+1 -1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.233" };
INT16 zVersionLabel[256] = { L"Release v1.13.234" };
#endif
+2 -2
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@@ -43,7 +43,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.233_2006_06_15.exe"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.234_2006_06_15.exe"
LinkIncremental="2"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
@@ -546,7 +546,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.233_2006_06_15.exe"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.234_2006_06_15.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+2 -2
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@@ -1375,7 +1375,7 @@ void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNum
gWeaponStatsDesc[ 11 ], //Damage String
gunDamage, //Gun damage
gWeaponStatsDesc[ 10 ], //Range String
Weapon[ pItemNumbers[ i ] ].usRange/10, //Gun Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? Weapon[ pItemNumbers[ i ] ].usRange/10 : Weapon[ pItemNumbers[ i ] ].usRange, //Gun Range
gWeaponStatsDesc[ 5 ], //AP String
//apStr, //AP's
L"- / - / -",
@@ -1436,7 +1436,7 @@ void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNum
gWeaponStatsDesc[ 11 ], //Damage String
gunDamage, //Gun damage
gWeaponStatsDesc[ 10 ], //Range String
Weapon[ pItemNumbers[ i ] ].usRange/10, //Gun Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? Weapon[ pItemNumbers[ i ] ].usRange/10 : Weapon[ pItemNumbers[ i ] ].usRange, //Gun Range
gWeaponStatsDesc[ 5 ], //AP String
//apStr, //AP's
L"- / - / -",
+13 -9
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@@ -3815,8 +3815,8 @@ INT8 GetSAMIdFromSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
//INT32 cnt;
//SOLDIERTYPE *pSoldier;
// if not a valid sector
if( ( sX < 1 ) || ( sX > 16 ) || ( sY < 1 ) || ( sY > 16 ) || ( ubZ > 3 ) )
@@ -3825,17 +3825,21 @@ BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
}
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
//cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all living, fighting mercs on player's team. Robot and EPCs qualify!
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
// look for all living, fighting mercs on player's team. Robot and EPCs qualify!
//for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
{
// ARM: now allows loading of sector with all mercs below OKLIFE as long as they're alive
if ( ( pSoldier->bActive && pSoldier->bLife ) && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) &&
( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier ) )
//if( ( pSoldier->bActive && pSoldier->bLife ) && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) &&
// ( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
// ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier )
// )
//if( (SectorInfo[ SECTOR( gWorldSectorX,gWorldSectorY) ].uiFlags & SF_ALREADY_VISITED) )
if( GetSectorFlagStatus( sSelMapX, sSelMapY, ( UINT8 )iCurrentMapSectorZ, SF_ALREADY_VISITED ) == TRUE )
{
if ( !pSoldier->fBetweenSectors && pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == ubZ )
//if ( !pSoldier->fBetweenSectors && pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == ubZ )
{
return( TRUE );
}
+4 -4
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@@ -7361,8 +7361,8 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
gWeaponStatsDesc[ 11 ], //Damage String
GetDamage(pObject),
gWeaponStatsDesc[ 10 ], //Range String
GunRange( pObject )/10, //Modified Range
Weapon[ usItem ].usRange/10, //Gun Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject )/10 : GunRange( pObject ), //Modified Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? Weapon[ usItem ].usRange/10 : Weapon[ usItem ].usRange, //Gun Range
gWeaponStatsDesc[ 5 ], //AP String
apStr, //AP's
gWeaponStatsDesc[ 12 ], //Weight String
@@ -7410,8 +7410,8 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
gWeaponStatsDesc[ 11 ], //Damage String
GetDamage(pObject),
gWeaponStatsDesc[ 10 ], //Range String
GunRange( pObject )/10, //Modified Range
Weapon[ usItem ].usRange/10, //Gun Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject )/10 : GunRange( pObject ), //Modified Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? Weapon[ usItem ].usRange/10 : Weapon[ usItem ].usRange, //Gun Range
gWeaponStatsDesc[ 5 ], //AP String
apStr, //AP's
gWeaponStatsDesc[ 12 ], //Weight String
+2
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@@ -3418,6 +3418,7 @@ STR16 zOptionsToggleText[] =
L"Restrict Extra Aim Levels to Rifles",
L"Space selects next squad",
L"Show Item Shadow",
L"Show Weapon Ranges in Tiles",
};
//This is the help text associated with the above toggles.
@@ -3490,6 +3491,7 @@ STR16 zOptionsScreenHelpText[] =
L"Aim levels beyond 4 are restricted to rifles and sniper rifles.",
L"When enabled |S|p|a|c|e selects next squad automatically.",
L"When enabled item shadows will be shown.",
L"When enabled weapon ranges will be shown in tiles.",
};
+2
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@@ -3222,6 +3222,7 @@ STR16 zOptionsToggleText[] =
L"Restrict Extra Aim Levels to Rifles",
L"Space selects next squad",
L"Show Item Shadow",
L"Show Weapon Ranges in Tiles",
};
//This is the help text associated with the above toggles.
@@ -3294,6 +3295,7 @@ STR16 zOptionsScreenHelpText[] =
L"Aim levels beyond 4 are restricted to rifles and sniper rifles.",
L"When enabled |S|p|a|c|e selects next squad automatically.",
L"When enabled item shadows will be shown.",
L"When enabled weapon ranges will be shown in tiles.",
};
STR16 gzGIOScreenText[] =
+2
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@@ -3407,6 +3407,7 @@ STR16 zOptionsToggleText[] =
L"Restrict Extra Aim Levels to Rifles",
L"Space selects next squad",
L"Show Item Shadow",
L"Show Weapon Ranges in Tiles",
};
//This is the help text associated with the above toggles.
@@ -3479,6 +3480,7 @@ STR16 zOptionsScreenHelpText[] =
L"Aim levels beyond 4 are restricted to rifles and sniper rifles.",
L"When enabled |S|p|a|c|e selects next squad automatically.",
L"When enabled item shadows will be shown.",
L"When enabled weapon ranges will be shown in tiles.",
};