Additional tile properteis update (by anv):

- COVER_TOOLTIP_DISPLAY_DETAILED_TILE_PROPERTIES under [Tactical Cover System Settings] set to true will let "f" cover tooltip to present detailed information about tile. Only relevant (non-zero) info will be shown.
- fixed bug causing trap level to be ignored and limited final maximum and minimum camo of given map grid between 0 and 100.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7073 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-03-16 18:54:35 +00:00
parent 2e773a029d
commit f39dc4bfca
18 changed files with 184 additions and 26 deletions
+4
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@@ -1501,6 +1501,10 @@ void LoadGameExternalOptions()
gGameExternalOptions.fAdditionalTileProperties = iniReader.ReadBoolean("Tactical Cover System Settings", "COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES", TRUE );
// static shadows decrease brightness
gGameExternalOptions.fStaticShadowsDecreaseBrightness = iniReader.ReadBoolean("Tactical Cover System Settings", "COVER_SYSTEM_STATIC_SHADOWS_DECREASE_BRIGHTNESS", FALSE );
// camo affinities will be used as caps not multipliers (suggested by mmm) - it will be possible to achieve perfect camo on mixed terrain using mixed camo types
gGameExternalOptions.fAlternateMultiTerrainCamoCalculation = iniReader.ReadBoolean("Tactical Cover System Settings", "COVER_SYSTEM_ALTERNATE_MULTI_TERRAIN_CAMO_CALCULATION", TRUE );
// cover tooltip ("f") will display detailed properties and their values
gGameExternalOptions.fCoverTooltipDetailedTileProperties = iniReader.ReadBoolean("Tactical Cover System Settings","COVER_TOOLTIP_DISPLAY_DETAILED_TILE_PROPERTIES", TRUE);
//################# Tactical Suppression Fire Settings ##################
// These settings control the behavior of Suppression Fire, its severity, and its side-effects.
+4
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@@ -851,6 +851,10 @@ typedef struct
BOOLEAN fAdditionalTileProperties;
// static shadows decrease brightness
BOOLEAN fStaticShadowsDecreaseBrightness;
// camo affinities will be used as caps not multipliers (suggested by mmm) - it will be possible to achieve perfect camo on mixed terrain using mixed camo types
BOOLEAN fAlternateMultiTerrainCamoCalculation;
// cover tooltip ("f") will display detailed properties and their values
BOOLEAN fCoverTooltipDetailedTileProperties;
// HEADROCK HAM B1: Global modifier for mine income (0 is automatically turned to 1 to avoid divide-by-zero.)
INT16 usMineIncomePercentage;
+80 -3
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@@ -710,9 +710,86 @@ void DisplayRangeToTarget( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
if(gGameExternalOptions.fAdditionalTileProperties)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE,
gzDisplayCoverText[DC_MSG__COVER_INFORMATION],
ubCover, GetDetailedTerrainName(zGivenTileProperties), ubBrightness );
if(!gGameExternalOptions.fCoverTooltipDetailedTileProperties)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE,
gzDisplayCoverText[DC_MSG__COVER_INFORMATION],
ubCover, GetDetailedTerrainName(zGivenTileProperties), ubBrightness );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE,
gzDisplayCoverText[DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO],
ubCover, ubBrightness );
UINT8 ubApplicableProperties = 0;
swprintf( zOutputString, L"" );
if(zGivenTileProperties.bWoodCamoAffinity > 0)
{
swprintf( zOutputString + wcslen(zOutputString), gzDisplayCoverText[DC_TTI__WOOD]);
swprintf( zOutputString + wcslen(zOutputString), L": %d/100", zGivenTileProperties.bWoodCamoAffinity);
ubApplicableProperties++;
}
if(zGivenTileProperties.bDesertCamoAffinity > 0)
{
if(ubApplicableProperties)
swprintf( zOutputString + wcslen(zOutputString), L", ");
swprintf( zOutputString + wcslen(zOutputString), gzDisplayCoverText[DC_TTI__DESERT]);
swprintf( zOutputString + wcslen(zOutputString), L": %d/100", zGivenTileProperties.bDesertCamoAffinity);
ubApplicableProperties++;
}
if(zGivenTileProperties.bUrbanCamoAffinity > 0)
{
if(ubApplicableProperties)
swprintf( zOutputString + wcslen(zOutputString), L", ");
swprintf( zOutputString + wcslen(zOutputString), gzDisplayCoverText[DC_TTI__URBAN]);
swprintf( zOutputString + wcslen(zOutputString), L": %d/100", zGivenTileProperties.bUrbanCamoAffinity);
ubApplicableProperties++;
}
if(zGivenTileProperties.bSnowCamoAffinity > 0)
{
if(ubApplicableProperties)
swprintf( zOutputString + wcslen(zOutputString), L", ");
swprintf( zOutputString + wcslen(zOutputString), gzDisplayCoverText[DC_TTI__SNOW]);
swprintf( zOutputString + wcslen(zOutputString), L": %d/100", zGivenTileProperties.bSnowCamoAffinity);
ubApplicableProperties++;
}
if(zGivenTileProperties.bSoundModifier != 0)
{
if(ubApplicableProperties)
swprintf( zOutputString + wcslen(zOutputString), L", ");
swprintf( zOutputString + wcslen(zOutputString), gzDisplayCoverText[DC_TTI__DETAILED_SOUND]);
if(zGivenTileProperties.bSoundModifier > 0)
swprintf( zOutputString + wcslen(zOutputString), L": +%d", zGivenTileProperties.bSoundModifier);
else
swprintf( zOutputString + wcslen(zOutputString), L": %d", zGivenTileProperties.bSoundModifier);
ubApplicableProperties++;
}
if(zGivenTileProperties.bStealthDifficultyModifer != 0)
{
if(ubApplicableProperties)
swprintf( zOutputString + wcslen(zOutputString), L", ");
swprintf( zOutputString + wcslen(zOutputString), gzDisplayCoverText[DC_TTI__DETAILED_STEALTH]);
if(zGivenTileProperties.bStealthDifficultyModifer > 0)
swprintf( zOutputString + wcslen(zOutputString), L": +%d/100", zGivenTileProperties.bStealthDifficultyModifer);
else
swprintf( zOutputString + wcslen(zOutputString), L": %d/100", zGivenTileProperties.bStealthDifficultyModifer);
ubApplicableProperties++;
}
if(zGivenTileProperties.bTrapBonus != 0)
{
if(ubApplicableProperties)
swprintf( zOutputString + wcslen(zOutputString), L", ");
swprintf( zOutputString + wcslen(zOutputString), gzDisplayCoverText[DC_TTI__DETAILED_TRAP_LEVEL]);
if(zGivenTileProperties.bTrapBonus > 0)
swprintf( zOutputString + wcslen(zOutputString), L": +%d", zGivenTileProperties.bTrapBonus);
else
swprintf( zOutputString + wcslen(zOutputString), L": %d", zGivenTileProperties.bTrapBonus);
ubApplicableProperties++;
}
if( wcslen(zOutputString) > 0 )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zOutputString );
}
}
else
{
+26 -10
View File
@@ -520,6 +520,7 @@ ADDITIONAL_TILE_PROPERTIES_VALUES GetAllAdditonalTilePropertiesForGrid( const IN
INT16 iCamoStanceModifer = 0;
INT16 iSoundModifier = 0;
INT16 iStealthDifficultyModifer = 0;
INT16 iTrapBonus = 0;
UINT8 ubTerrainID = 0;
BOOLEAN fFoundBottom = FALSE;
@@ -576,6 +577,8 @@ ADDITIONAL_TILE_PROPERTIES_VALUES GetAllAdditonalTilePropertiesForGrid( const IN
iSoundModifier += gTileDatabase[ pNode->usIndex ].bSoundModifier;
iStealthDifficultyModifer += gTileDatabase[ pNode->usIndex ].bStealthDifficultyModifer;
iTrapBonus += gTileDatabase[ pNode->usIndex ].bTrapBonus;
ubTerrainID = gTileDatabase[ pNode->usIndex ].ubTerrainID;
// going from the top, if any tile has terrain type, we're ignoring all tiles below it
if(ubTerrainID != NO_TERRAIN)
@@ -586,15 +589,17 @@ ADDITIONAL_TILE_PROPERTIES_VALUES GetAllAdditonalTilePropertiesForGrid( const IN
}
ubAllTileProperties.bWoodCamoAffinity = (INT8)iWoodCamoAffinity;
ubAllTileProperties.bDesertCamoAffinity = (INT8)iDesertCamoAffinity;
ubAllTileProperties.bUrbanCamoAffinity = (INT8)iUrbanCamoAffinity;
ubAllTileProperties.bSnowCamoAffinity = (INT8)iSnowCamoAffinity;
ubAllTileProperties.bWoodCamoAffinity = (INT8)max(0, min(100, iWoodCamoAffinity));
ubAllTileProperties.bDesertCamoAffinity = (INT8)max(0, min(100, iDesertCamoAffinity));
ubAllTileProperties.bUrbanCamoAffinity = (INT8)max(0, min(100, iUrbanCamoAffinity));
ubAllTileProperties.bSnowCamoAffinity = (INT8)max(0, min(100, iSnowCamoAffinity));
ubAllTileProperties.bCamoStanceModifer = (INT8)iCamoStanceModifer;
ubAllTileProperties.bSoundModifier = (INT8)iSoundModifier;
ubAllTileProperties.bStealthDifficultyModifer = (INT8)iStealthDifficultyModifer;
ubAllTileProperties.bTrapBonus = (INT8)iTrapBonus;
return ubAllTileProperties;
}
@@ -662,13 +667,24 @@ INT8 GetDetailedSightAdjustmentCamouflageOnTerrain( SOLDIERTYPE* pSoldier, const
effectiveness += (UINT8)(pSoldier->GetBackgroundValue(BG_PERC_CAMO));
scaler = effectiveness * scaler / 6;
if(gGameExternalOptions.fAlternateMultiTerrainCamoCalculation)
{
iResult += min( -GetJungleCamouflage(pSoldier) * scaler / 100, zGivenTileProperties.bWoodCamoAffinity);
iResult += min( -GetDesertCamouflage(pSoldier) * scaler / 100, zGivenTileProperties.bDesertCamoAffinity);
iResult += min( -GetUrbanCamouflage(pSoldier) * scaler / 100, zGivenTileProperties.bUrbanCamoAffinity);
iResult += min( -GetSnowCamouflage(pSoldier) * scaler / 100, zGivenTileProperties.bSnowCamoAffinity);
iResult = min( iResult, 100);
iResult = -iResult;
}
else
{
iResult += GetJungleCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bWoodCamoAffinity / 100;
iResult += GetDesertCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bDesertCamoAffinity / 100;
iResult += GetUrbanCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bUrbanCamoAffinity / 100;
iResult += GetSnowCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bSnowCamoAffinity / 100;
}
iResult += GetJungleCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bWoodCamoAffinity / 100;
iResult += GetDesertCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bDesertCamoAffinity / 100;
iResult += GetUrbanCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bUrbanCamoAffinity / 100;
iResult += GetSnowCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bSnowCamoAffinity / 100;
return (INT8)min(100, max(0, iResult));
return (INT8)max(-100, min(0, iResult));
}
/**
+5 -1
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@@ -499,7 +499,11 @@ STR16 gzDisplayCoverText[]=
L"Desert and Urban",
L"Desert and Snow",
L"Urban and Snow",
L"-" // yes empty for now
L"-", // yes empty for now
L"Cover: %d/100, Brightness: %d/100",
L"Footstep volume",
L"Stealth difficulty",
L"Trap level",
};
+5 -1
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@@ -71,7 +71,11 @@ enum
DC_TTI__DESERT_AND_URBAN,
DC_TTI__DESERT_AND_SNOW,
DC_TTI__URBAN_AND_SNOW,
DC_TTI__UNKNOWN
DC_TTI__UNKNOWN,
DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO,
DC_TTI__DETAILED_SOUND,
DC_TTI__DETAILED_STEALTH,
DC_TTI__DETAILED_TRAP_LEVEL,
};
extern STR16 gzDisplayCoverText[];
+5 -1
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@@ -498,7 +498,11 @@ STR16 gzDisplayCoverText[]=
L"Desert and Urban",
L"Desert and Snow",
L"Urban and Snow",
L"-" // yes empty for now
L"-", // yes empty for now
L"Cover: %d/100, Brightness: %d/100",
L"Footstep volume",
L"Stealth difficulty",
L"Trap level",
};
#endif
+6 -1
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@@ -71,7 +71,12 @@ enum
DC_TTI__DESERT_AND_URBAN,
DC_TTI__DESERT_AND_SNOW,
DC_TTI__URBAN_AND_SNOW,
DC_TTI__UNKNOWN
DC_TTI__UNKNOWN,
DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO,
DC_TTI__DETAILED_SOUND,
DC_TTI__DETAILED_STEALTH,
DC_TTI__DETAILED_TRAP_LEVEL,
};
extern STR16 gzDisplayCoverText[];
+5 -1
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@@ -498,7 +498,11 @@ STR16 gzDisplayCoverText[]=
L"Désert et urbain",
L"Désert et neige",
L"Urbain et neige",
L"-" // yes empty for now
L"-", // yes empty for now
L"Contraste : %d/100, Luminosit : %d/100",
L"Footstep volume",// TODO.Translate
L"Stealth difficulty",// TODO.Translate
L"Trap level",// TODO.Translate
};
+5 -1
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@@ -71,7 +71,11 @@ enum
DC_TTI__DESERT_AND_URBAN,
DC_TTI__DESERT_AND_SNOW,
DC_TTI__URBAN_AND_SNOW,
DC_TTI__UNKNOWN
DC_TTI__UNKNOWN,
DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO,
DC_TTI__DETAILED_SOUND,
DC_TTI__DETAILED_STEALTH,
DC_TTI__DETAILED_TRAP_LEVEL,
};
extern STR16 gzDisplayCoverText[];
+5 -1
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@@ -496,7 +496,11 @@ STR16 gzDisplayCoverText[]=
L"Wüste und Stadt",
L"Wüste und Schnee",
L"Stadt und Schnee",
L"-" // yes empty for now
L"-", // yes empty for now
L"Deckung: %d/100, Helligkeit: %d/100",
L"Footstep volume",// TODO.Translate
L"Stealth difficulty",// TODO.Translate
L"Trap level",// TODO.Translate
};
+5 -1
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@@ -71,7 +71,11 @@ enum
DC_TTI__DESERT_AND_URBAN,
DC_TTI__DESERT_AND_SNOW,
DC_TTI__URBAN_AND_SNOW,
DC_TTI__UNKNOWN
DC_TTI__UNKNOWN,
DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO,
DC_TTI__DETAILED_SOUND,
DC_TTI__DETAILED_STEALTH,
DC_TTI__DETAILED_TRAP_LEVEL,
};
extern STR16 gzDisplayCoverText[];
+5 -1
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@@ -496,7 +496,11 @@ STR16 gzDisplayCoverText[]=
L"Deserto e urbano",
L"Deserto e neve",
L"Urbano e neve",
L"-" // yes empty for now
L"-", // yes empty for now
L"Copertura: %d/100, Luminosit: %d/100",
L"Footstep volume",// TODO.Translate
L"Stealth difficulty",// TODO.Translate
L"Trap level",// TODO.Translate
};
+5 -1
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@@ -71,7 +71,11 @@ enum
DC_TTI__DESERT_AND_URBAN,
DC_TTI__DESERT_AND_SNOW,
DC_TTI__URBAN_AND_SNOW,
DC_TTI__UNKNOWN
DC_TTI__UNKNOWN,
DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO,
DC_TTI__DETAILED_SOUND,
DC_TTI__DETAILED_STEALTH,
DC_TTI__DETAILED_TRAP_LEVEL,
};
extern STR16 gzDisplayCoverText[];
+4
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@@ -500,6 +500,10 @@ STR16 gzDisplayCoverText[]=
L"Pustynia i śnieg",
L"Miasto i śnieg",
L"-" // yes empty for now
L"Osłona: %d/100, Oświetlenie: %d/100",
L"Odgłos krokw",
L"Trudność skradania",
L"Poziom pułapek",
};
+5 -1
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@@ -71,7 +71,11 @@ enum
DC_TTI__DESERT_AND_URBAN,
DC_TTI__DESERT_AND_SNOW,
DC_TTI__URBAN_AND_SNOW,
DC_TTI__UNKNOWN
DC_TTI__UNKNOWN,
DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO,
DC_TTI__DETAILED_SOUND,
DC_TTI__DETAILED_STEALTH,
DC_TTI__DETAILED_TRAP_LEVEL,
};
extern STR16 gzDisplayCoverText[];
+5 -1
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@@ -71,7 +71,11 @@ enum
DC_TTI__DESERT_AND_URBAN,
DC_TTI__DESERT_AND_SNOW,
DC_TTI__URBAN_AND_SNOW,
DC_TTI__UNKNOWN
DC_TTI__UNKNOWN,
DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO,
DC_TTI__DETAILED_SOUND,
DC_TTI__DETAILED_STEALTH,
DC_TTI__DETAILED_TRAP_LEVEL,
};
extern STR16 gzDisplayCoverText[];
+5 -1
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@@ -500,7 +500,11 @@ STR16 gzDisplayCoverText[]=
L"Desert and Urban",
L"Desert and Snow",
L"Urban and Snow",
L"-" // yes empty for now
L"-", // yes empty for now
L"Cover: %d/100, Brightness: %d/100",
L"Footstep volume",
L"Stealth difficulty",
L"Trap level",
};