diff --git a/GameSettings.cpp b/GameSettings.cpp index e04f6708a..c3b06f28b 100644 --- a/GameSettings.cpp +++ b/GameSettings.cpp @@ -334,32 +334,32 @@ void LoadGameExternalOptions() // System settings - gGameExternalOptions.gubDeadLockDelay = iniReader.ReadInteger("JA2 System Settings","DeadLockDelay",15); - //gGameExternalOptions.gfEnableEmergencyButton_SkipStrategicEvents = iniReader.ReadBoolean("JA2 System Settings","EnableEmergencyButton_NumLock_ToSkipStrategicEvents",0); + gGameExternalOptions.gubDeadLockDelay = iniReader.ReadInteger("JA2 System Settings","DEAD_LOCK_DELAY",15); + gGameExternalOptions.gfEnableEmergencyButton_SkipStrategicEvents = iniReader.ReadBoolean("JA2 System Settings","ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS",0); //Video settings - gGameExternalOptions.gfVSync = iniReader.ReadBoolean("JA2 Video Settings","VerticalSync",0); + gGameExternalOptions.gfVSync = iniReader.ReadBoolean("JA2 Video Settings","VERTICAL_SYNC",0); //Animation settings - gGameExternalOptions.gubPlayerTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","PlayerTurnSpeedUpFactor",1); - gGameExternalOptions.gubEnemyTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","EnemyTurnSpeedUpFactor",1); - gGameExternalOptions.gubCreatureTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","CreatureTurnSpeedUpFactor",1); - gGameExternalOptions.gubMilitiaTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","MilitiaTurnSpeedUpFactor",1); - gGameExternalOptions.gubCivTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","CivTurnSpeedUpFactor",1); + gGameExternalOptions.gubPlayerTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","PLAYER_TURN_SPEED_UP_FACTOR",1); + gGameExternalOptions.gubEnemyTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","ENEMY_TURN_SPEED_UP_FACTOR",1); + gGameExternalOptions.gubCreatureTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","CREATURE_TURN_SPEED_UP_FACTOR",1); + gGameExternalOptions.gubMilitiaTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","MILITIA_TURN_SPEED_UP_FACTOR",1); + gGameExternalOptions.gubCivilianTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","CIVILIAN_TURN_SPEED_UP_FACTOR",1); //Sound settings - gGameExternalOptions.guiWeaponSoundEffectsVolume = iniReader.ReadInteger("JA2 Sound Settings","WeaponSoundEffectsVolume",0); + gGameExternalOptions.guiWeaponSoundEffectsVolume = iniReader.ReadInteger("JA2 Sound Settings","WEAPON_SOUND_EFFECTS_VOLUME",0); // Militia Settings - gGameExternalOptions.fAllowTacticalMilitiaCommand = iniReader.ReadBoolean("JA2 Tactical Settings","AllowTacticalMilitiaCommand",1); + gGameExternalOptions.fAllowTacticalMilitiaCommand = iniReader.ReadBoolean("JA2 Tactical Settings","ALLOW_TACTICAL_MILITIA_COMMAND",1); - gGameExternalOptions.gfAllowMilitiaGroups = iniReader.ReadBoolean("JA2 Gameplay Settings","AllowMilitiaMobileGroups",1); - gGameExternalOptions.gfAllowReinforcments = iniReader.ReadBoolean("JA2 Gameplay Settings","AllowReinforcments",1); - gGameExternalOptions.gfAllowReinforcmentsOnlyInCity = iniReader.ReadBoolean("JA2 Gameplay Settings","AllowReinforcmentsOnlyInCities",0); - gGameExternalOptions.guiBaseQueenPoolIncrement = iniReader.ReadInteger("JA2 Gameplay Settings","QueenPoolIncrementPerDifficultyLevel",60); + gGameExternalOptions.gfAllowMilitiaGroups = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_MILITIA_MOBILE_GROUPS",1); + gGameExternalOptions.gfAllowReinforcements = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_REINFORCEMENTS",1); + gGameExternalOptions.gfAllowReinforcementsOnlyInCity = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_REINFORCEMENTS_ONLY_IN_CITIES",0); + gGameExternalOptions.guiBaseQueenPoolIncrement = iniReader.ReadInteger("JA2 Gameplay Settings","QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL",60); //Sight range - gGameExternalOptions.ubStraightSightRange = iniReader.ReadInteger("JA2 Tactical Settings","BaseSightRange",13); + gGameExternalOptions.ubStraightSightRange = iniReader.ReadInteger("JA2 Tactical Settings","BASE_SIGHT_RANGE",13); gGameExternalOptions.ubVisDistDecreasePerRainIntensity = iniReader.ReadInteger("JA2 Tactical Settings","VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY",20); // Maximal search distance for grenades @@ -371,6 +371,7 @@ void LoadGameExternalOptions() gGameExternalOptions.gusRainMinLength = iniReader.ReadInteger("JA2 Rain Settings","RAIN_MIN_LENGTH_IN_MINUTES",60); gGameExternalOptions.gusRainMaxLength = iniReader.ReadInteger("JA2 Rain Settings","RAIN_MAX_LENGTH_IN_MINUTES",180); gGameExternalOptions.guiMaxRainDrops = iniReader.ReadInteger("JA2 Rain Settings","MAX_RAIN_DROPS",80); + gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity = iniReader.ReadInteger("JA2 Rain Settings","WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY",0); // Thunder settings diff --git a/GameSettings.h b/GameSettings.h index 39ab0c363..41cfb35e8 100644 --- a/GameSettings.h +++ b/GameSettings.h @@ -193,7 +193,7 @@ typedef struct UINT8 gubEnemyTurnSpeedUpFactor; UINT8 gubCreatureTurnSpeedUpFactor; UINT8 gubMilitiaTurnSpeedUpFactor; - UINT8 gubCivTurnSpeedUpFactor; + UINT8 gubCivilianTurnSpeedUpFactor; //Sound settings UINT32 guiWeaponSoundEffectsVolume; @@ -202,8 +202,8 @@ typedef struct BOOLEAN fAllowTacticalMilitiaCommand; BOOLEAN gfAllowMilitiaGroups; - BOOLEAN gfAllowReinforcments; - BOOLEAN gfAllowReinforcmentsOnlyInCity; + BOOLEAN gfAllowReinforcements; + BOOLEAN gfAllowReinforcementsOnlyInCity; UINT32 guiBaseQueenPoolIncrement; //Sight range @@ -216,6 +216,7 @@ typedef struct UINT16 gusRainMinLength; UINT16 gusRainMaxLength; UINT32 guiMaxRainDrops; + UINT32 ubWeaponReliabilityReductionPerRainIntensity; // Thunder settings UINT32 guiMinLightningInterval; diff --git a/GameVersion.cpp b/GameVersion.cpp index 4f8a80d1d..9767380f5 100644 --- a/GameVersion.cpp +++ b/GameVersion.cpp @@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" }; #else //RELEASE BUILD VERSION - INT16 zVersionLabel[256] = { L"Release v1.13.76 2006.05.21" }; + INT16 zVersionLabel[256] = { L"Release v1.13.77 2006.05.21" }; #endif diff --git a/JA2.vcproj b/JA2.vcproj index 7d13e239a..07a0c65f6 100644 --- a/JA2.vcproj +++ b/JA2.vcproj @@ -43,7 +43,7 @@ ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY ) return TRUE; //Well, it's in the same sector, so allow to reinforce - if( !gGameExternalOptions.gfAllowReinforcments ) + if( !gGameExternalOptions.gfAllowReinforcements ) return FALSE; GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir, @@ -135,7 +135,7 @@ UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY) ubResult = CountAllMilitiaInSector( sMapX, sMapY ); - if( !gGameExternalOptions.gfAllowReinforcments ) + if( !gGameExternalOptions.gfAllowReinforcements ) return ubResult; GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, @@ -156,7 +156,7 @@ UINT8 MilitiaInFiveSectorsOfRank( INT16 sMapX, INT16 sMapY, UINT8 ubRank ) ubResult = MilitiaInSectorOfRank( sMapX, sMapY, ubRank ); - if( !gGameExternalOptions.gfAllowReinforcments ) + if( !gGameExternalOptions.gfAllowReinforcements ) return ubResult; GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, @@ -176,7 +176,7 @@ BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY) UINT8 ubDirNumber; UINT8 ubRandom; - if( !gGameExternalOptions.gfAllowReinforcments ) + if( !gGameExternalOptions.gfAllowReinforcements ) return FALSE; if( CountAllMilitiaInSector( sMapX, sMapY ) >= MAXIMUM_MILITIA_SQUAD_SIZE || @@ -206,7 +206,7 @@ BOOLEAN ARRemoveMilitiaMan( INT16 sMapX, INT16 sMapY, UINT8 ubRank ) return TRUE; } - if( !gGameExternalOptions.gfAllowReinforcments ) + if( !gGameExternalOptions.gfAllowReinforcements ) return FALSE; GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, @@ -247,7 +247,7 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY ) GROUP *pGroup; SECTORINFO *pThisSector, *pSector; - if( !gGameExternalOptions.gfAllowReinforcments ) + if( !gGameExternalOptions.gfAllowReinforcements ) return 255; if ( GetTownIdForSector( sMapX, sMapY ) == OMERTA ) //Madd: skip Omerta @@ -324,7 +324,7 @@ UINT8 DoReinforcementAsPendingMilitia( INT16 sMapX, INT16 sMapY, UINT8 *pubRank UINT8 ubDirNumber = 0, ubIndex; SECTORINFO *pSector;//*pThisSector, - if( !gGameExternalOptions.gfAllowReinforcments ) + if( !gGameExternalOptions.gfAllowReinforcements ) return 255; // pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ]; diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 31d14f47b..c298c8ae3 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -90,7 +90,7 @@ //UINT8 gubEnemyTurnSpeedUpFactor = 1; //UINT8 gubCreatureTurnSpeedUpFactor = 1; //UINT8 gubMilitiaTurnSpeedUpFactor = 1; -//UINT8 gubCivTurnSpeedUpFactor = 1; +//UINT8 gubCivilianTurnSpeedUpFactor = 1; //turnspeed //extern BOOLEAN fAllowTacticalMilitiaCommand; //lal @@ -5887,7 +5887,7 @@ UINT8 GetSpeedUpFactor( ) case MILITIA_TEAM: return gGameExternalOptions.gubMilitiaTurnSpeedUpFactor; case CIV_TEAM: - return gGameExternalOptions.gubCivTurnSpeedUpFactor; + return gGameExternalOptions.gubCivilianTurnSpeedUpFactor; } return 1; diff --git a/Tactical/Tactical.vcproj b/Tactical/Tactical.vcproj index 86e6e17a7..3bc17bf49 100644 --- a/Tactical/Tactical.vcproj +++ b/Tactical/Tactical.vcproj @@ -5628,6 +5628,9 @@ + + diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index 1764bb169..c7522780b 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -45,7 +45,7 @@ #endif //rain -#define WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY 0 +//#define WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY 0 extern INT8 gbCurrentRainIntensity; //end rain @@ -1113,7 +1113,7 @@ BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier ) //iChance = (80 - pObj->bGunStatus); //rain - iChance = (80 - 90 - pObj->bGunStatus) + WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY * gbCurrentRainIntensity; + iChance = (80 - 90 - pObj->bGunStatus) + gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity * gbCurrentRainIntensity; //end rain