Little Alien

- Game settings changed to read new Ja2_Options.INI format

- Added control to skip strategic events 
(set ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS to TRUE to enable, press and hold NumLock in strategy screen to skip strategic events)




git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@77 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-21 14:08:28 +00:00
parent 2134a20d9d
commit d973bfb848
9 changed files with 45 additions and 34 deletions
+16 -15
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@@ -334,32 +334,32 @@ void LoadGameExternalOptions()
// System settings // System settings
gGameExternalOptions.gubDeadLockDelay = iniReader.ReadInteger("JA2 System Settings","DeadLockDelay",15); gGameExternalOptions.gubDeadLockDelay = iniReader.ReadInteger("JA2 System Settings","DEAD_LOCK_DELAY",15);
//gGameExternalOptions.gfEnableEmergencyButton_SkipStrategicEvents = iniReader.ReadBoolean("JA2 System Settings","EnableEmergencyButton_NumLock_ToSkipStrategicEvents",0); gGameExternalOptions.gfEnableEmergencyButton_SkipStrategicEvents = iniReader.ReadBoolean("JA2 System Settings","ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS",0);
//Video settings //Video settings
gGameExternalOptions.gfVSync = iniReader.ReadBoolean("JA2 Video Settings","VerticalSync",0); gGameExternalOptions.gfVSync = iniReader.ReadBoolean("JA2 Video Settings","VERTICAL_SYNC",0);
//Animation settings //Animation settings
gGameExternalOptions.gubPlayerTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","PlayerTurnSpeedUpFactor",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","EnemyTurnSpeedUpFactor",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","CreatureTurnSpeedUpFactor",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","MilitiaTurnSpeedUpFactor",1); gGameExternalOptions.gubMilitiaTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","MILITIA_TURN_SPEED_UP_FACTOR",1);
gGameExternalOptions.gubCivTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","CivTurnSpeedUpFactor",1); gGameExternalOptions.gubCivilianTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","CIVILIAN_TURN_SPEED_UP_FACTOR",1);
//Sound settings //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 // 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.gfAllowMilitiaGroups = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_MILITIA_MOBILE_GROUPS",1);
gGameExternalOptions.gfAllowReinforcments = iniReader.ReadBoolean("JA2 Gameplay Settings","AllowReinforcments",1); gGameExternalOptions.gfAllowReinforcements = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_REINFORCEMENTS",1);
gGameExternalOptions.gfAllowReinforcmentsOnlyInCity = iniReader.ReadBoolean("JA2 Gameplay Settings","AllowReinforcmentsOnlyInCities",0); gGameExternalOptions.gfAllowReinforcementsOnlyInCity = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_REINFORCEMENTS_ONLY_IN_CITIES",0);
gGameExternalOptions.guiBaseQueenPoolIncrement = iniReader.ReadInteger("JA2 Gameplay Settings","QueenPoolIncrementPerDifficultyLevel",60); gGameExternalOptions.guiBaseQueenPoolIncrement = iniReader.ReadInteger("JA2 Gameplay Settings","QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL",60);
//Sight range //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); gGameExternalOptions.ubVisDistDecreasePerRainIntensity = iniReader.ReadInteger("JA2 Tactical Settings","VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY",20);
// Maximal search distance for grenades // 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.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.gusRainMaxLength = iniReader.ReadInteger("JA2 Rain Settings","RAIN_MAX_LENGTH_IN_MINUTES",180);
gGameExternalOptions.guiMaxRainDrops = iniReader.ReadInteger("JA2 Rain Settings","MAX_RAIN_DROPS",80); 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 // Thunder settings
+4 -3
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@@ -193,7 +193,7 @@ typedef struct
UINT8 gubEnemyTurnSpeedUpFactor; UINT8 gubEnemyTurnSpeedUpFactor;
UINT8 gubCreatureTurnSpeedUpFactor; UINT8 gubCreatureTurnSpeedUpFactor;
UINT8 gubMilitiaTurnSpeedUpFactor; UINT8 gubMilitiaTurnSpeedUpFactor;
UINT8 gubCivTurnSpeedUpFactor; UINT8 gubCivilianTurnSpeedUpFactor;
//Sound settings //Sound settings
UINT32 guiWeaponSoundEffectsVolume; UINT32 guiWeaponSoundEffectsVolume;
@@ -202,8 +202,8 @@ typedef struct
BOOLEAN fAllowTacticalMilitiaCommand; BOOLEAN fAllowTacticalMilitiaCommand;
BOOLEAN gfAllowMilitiaGroups; BOOLEAN gfAllowMilitiaGroups;
BOOLEAN gfAllowReinforcments; BOOLEAN gfAllowReinforcements;
BOOLEAN gfAllowReinforcmentsOnlyInCity; BOOLEAN gfAllowReinforcementsOnlyInCity;
UINT32 guiBaseQueenPoolIncrement; UINT32 guiBaseQueenPoolIncrement;
//Sight range //Sight range
@@ -216,6 +216,7 @@ typedef struct
UINT16 gusRainMinLength; UINT16 gusRainMinLength;
UINT16 gusRainMaxLength; UINT16 gusRainMaxLength;
UINT32 guiMaxRainDrops; UINT32 guiMaxRainDrops;
UINT32 ubWeaponReliabilityReductionPerRainIntensity;
// Thunder settings // Thunder settings
UINT32 guiMinLightningInterval; UINT32 guiMinLightningInterval;
+1 -1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else #else
//RELEASE BUILD VERSION //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 #endif
+2 -2
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@@ -43,7 +43,7 @@
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib" AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.76_2006_05_21.exe" OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.77_2006_05_21.exe"
LinkIncremental="2" LinkIncremental="2"
SuppressStartupBanner="TRUE" SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\" AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
@@ -546,7 +546,7 @@
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib" AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.76_2006_05_21.exe" OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.77_2006_05_21.exe"
LinkIncremental="1" LinkIncremental="1"
SuppressStartupBanner="TRUE" SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\" AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+6
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@@ -85,6 +85,12 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent"); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent");
if( gGameExternalOptions.gfEnableEmergencyButton_SkipStrategicEvents && _KeyDown( NUM_LOCK ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Strategic event skipped!" );
return TRUE;
}
BOOLEAN fOrigPreventFlag; BOOLEAN fOrigPreventFlag;
fOrigPreventFlag = gfPreventDeletionOfAnyEvent; fOrigPreventFlag = gfPreventDeletionOfAnyEvent;
+9 -9
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@@ -25,7 +25,7 @@
#include "Reinforcement.h" #include "Reinforcement.h"
#include "MilitiaSquads.h" #include "MilitiaSquads.h"
#define IS_ONLY_IN_CITIES ( gGameExternalOptions.gfAllowReinforcmentsOnlyInCity ? TRUE: FALSE ) #define IS_ONLY_IN_CITIES ( gGameExternalOptions.gfAllowReinforcementsOnlyInCity ? TRUE: FALSE )
UINT8 gubReinforcementMinEnemyStaticGroupSize = 12; UINT8 gubReinforcementMinEnemyStaticGroupSize = 12;
@@ -43,7 +43,7 @@ void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pub
*pubNumTroops += ubNumTroops; *pubNumTroops += ubNumTroops;
*pubNumElites += ubNumElites; *pubNumElites += ubNumElites;
if( !gGameExternalOptions.gfAllowReinforcments ) if( !gGameExternalOptions.gfAllowReinforcements )
return; return;
if ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA ) //Madd: skip Omerta if ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA ) //Madd: skip Omerta
@@ -99,7 +99,7 @@ BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 s
if( pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY ) if( pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
return TRUE; //Well, it's in the same sector, so allow to reinforce return TRUE; //Well, it's in the same sector, so allow to reinforce
if( !gGameExternalOptions.gfAllowReinforcments ) if( !gGameExternalOptions.gfAllowReinforcements )
return FALSE; return FALSE;
GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir, GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir,
@@ -135,7 +135,7 @@ UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY)
ubResult = CountAllMilitiaInSector( sMapX, sMapY ); ubResult = CountAllMilitiaInSector( sMapX, sMapY );
if( !gGameExternalOptions.gfAllowReinforcments ) if( !gGameExternalOptions.gfAllowReinforcements )
return ubResult; return ubResult;
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
@@ -156,7 +156,7 @@ UINT8 MilitiaInFiveSectorsOfRank( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
ubResult = MilitiaInSectorOfRank( sMapX, sMapY, ubRank ); ubResult = MilitiaInSectorOfRank( sMapX, sMapY, ubRank );
if( !gGameExternalOptions.gfAllowReinforcments ) if( !gGameExternalOptions.gfAllowReinforcements )
return ubResult; return ubResult;
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
@@ -176,7 +176,7 @@ BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY)
UINT8 ubDirNumber; UINT8 ubDirNumber;
UINT8 ubRandom; UINT8 ubRandom;
if( !gGameExternalOptions.gfAllowReinforcments ) if( !gGameExternalOptions.gfAllowReinforcements )
return FALSE; return FALSE;
if( CountAllMilitiaInSector( sMapX, sMapY ) >= MAXIMUM_MILITIA_SQUAD_SIZE || if( CountAllMilitiaInSector( sMapX, sMapY ) >= MAXIMUM_MILITIA_SQUAD_SIZE ||
@@ -206,7 +206,7 @@ BOOLEAN ARRemoveMilitiaMan( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
return TRUE; return TRUE;
} }
if( !gGameExternalOptions.gfAllowReinforcments ) if( !gGameExternalOptions.gfAllowReinforcements )
return FALSE; return FALSE;
GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir, GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
@@ -247,7 +247,7 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
GROUP *pGroup; GROUP *pGroup;
SECTORINFO *pThisSector, *pSector; SECTORINFO *pThisSector, *pSector;
if( !gGameExternalOptions.gfAllowReinforcments ) if( !gGameExternalOptions.gfAllowReinforcements )
return 255; return 255;
if ( GetTownIdForSector( sMapX, sMapY ) == OMERTA ) //Madd: skip Omerta if ( GetTownIdForSector( sMapX, sMapY ) == OMERTA ) //Madd: skip Omerta
@@ -324,7 +324,7 @@ UINT8 DoReinforcementAsPendingMilitia( INT16 sMapX, INT16 sMapY, UINT8 *pubRank
UINT8 ubDirNumber = 0, ubIndex; UINT8 ubDirNumber = 0, ubIndex;
SECTORINFO *pSector;//*pThisSector, SECTORINFO *pSector;//*pThisSector,
if( !gGameExternalOptions.gfAllowReinforcments ) if( !gGameExternalOptions.gfAllowReinforcements )
return 255; return 255;
// pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ]; // pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];
+2 -2
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@@ -90,7 +90,7 @@
//UINT8 gubEnemyTurnSpeedUpFactor = 1; //UINT8 gubEnemyTurnSpeedUpFactor = 1;
//UINT8 gubCreatureTurnSpeedUpFactor = 1; //UINT8 gubCreatureTurnSpeedUpFactor = 1;
//UINT8 gubMilitiaTurnSpeedUpFactor = 1; //UINT8 gubMilitiaTurnSpeedUpFactor = 1;
//UINT8 gubCivTurnSpeedUpFactor = 1; //UINT8 gubCivilianTurnSpeedUpFactor = 1;
//turnspeed //turnspeed
//extern BOOLEAN fAllowTacticalMilitiaCommand; //lal //extern BOOLEAN fAllowTacticalMilitiaCommand; //lal
@@ -5887,7 +5887,7 @@ UINT8 GetSpeedUpFactor( )
case MILITIA_TEAM: case MILITIA_TEAM:
return gGameExternalOptions.gubMilitiaTurnSpeedUpFactor; return gGameExternalOptions.gubMilitiaTurnSpeedUpFactor;
case CIV_TEAM: case CIV_TEAM:
return gGameExternalOptions.gubCivTurnSpeedUpFactor; return gGameExternalOptions.gubCivilianTurnSpeedUpFactor;
} }
return 1; return 1;
+3
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@@ -5628,6 +5628,9 @@
<File <File
RelativePath="Boxing.h"> RelativePath="Boxing.h">
</File> </File>
<File
RelativePath=".\Bullets.h">
</File>
<File <File
RelativePath="Campaign.h"> RelativePath="Campaign.h">
</File> </File>
+2 -2
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@@ -45,7 +45,7 @@
#endif #endif
//rain //rain
#define WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY 0 //#define WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY 0
extern INT8 gbCurrentRainIntensity; extern INT8 gbCurrentRainIntensity;
//end rain //end rain
@@ -1113,7 +1113,7 @@ BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
//iChance = (80 - pObj->bGunStatus); //iChance = (80 - pObj->bGunStatus);
//rain //rain
iChance = (80 - 90 - pObj->bGunStatus) + WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY * gbCurrentRainIntensity; iChance = (80 - 90 - pObj->bGunStatus) + gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity * gbCurrentRainIntensity;
//end rain //end rain