* More unused stuff removal
delete:
- giant 'metaheaders' (JA2 All.h, Laptop All.h, etc), preferring to add #includes directly where needed
- unused ExceptionHandling and DbMan translation units
- unused WizShare.h, Bitmap.h, trle.h, video_private.h headers
* remove mentions from vc proj files too
* remove preprocessor conditionals for unused definitions
find . -iname '*.h' -o -iname '*.cpp' -exec unifdef.exe -m -UPRECOMPILED_HEADERS -UJA2_PRECOMPILED_HEADERS -UWIZ8_PRECOMPILED_HEADERS -UPRECOMPILEDHEADERS {} ';'
then manually fixed a couple files the tool errored out on
* yes, the comments too
as title
- more precise calculation of prisoner to guard ratio
- improved calculation of random number of prisoners escaping (allow single prisoner/max prisoners to escape when not guarded)
- check that someone actually escaped before showing riot message
- limit ubNumTroops to 255 (like in other places) as 512 makes no sense for UINT8 value
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9390 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Adds timing logs to savegame function, similar to how we already had in loading a save file.
Uses a global struct for unloaded sectors' inventory instead of using map item temp files every time unloaded inventory is accessed.
From timing loading and saving functions with a save that has dozens of sectors with hundreds of items each, saving is a little bit slower than before, because map item temp files have to be written to disk just before the save, when that wasn't the case before (from ~0.3 s -> ~0.5s). It is offset by a decrease in loading a game (from ~1.1s -> 0.745s), once an older save is saved at least once. Any unloaded sector inventory access during gameplay is considerably faster and for example the autoresolve lag when militia is using sector equipment is completely gone for me.
Preserves save game compatibility
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9277 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Changed code that handles putting medical kit from merc inventory into his main hand to respect pockets restrictions to avoid putting gun into medkit only pocket etc.. Writes an error in case that medical kit cannot be put into hands due to no suitable place for currently held items (by Shadooow).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9015 3b4a5df2-a311-0410-b5c6-a8a6f20db521
When clicking on move equipment menu, check basic requirements.
If soldiers land into enemy sector from helicopter, use gsGridNoSweetSpot instead of default arrival location when ESC is pressed.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8919 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- when USE_XML_SQUADNAMES was TRUE, the squad box was shifted upwards over the column headers, causing clipping issues
- when READ_PROFILE_DATA_FROM_XML was TRUE, the game would still read profile data from prof.dat, if the old inventory system was used
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8868 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Interrogate prisoner: don't change reinforcement pool when unlimited reinforcements enabled.
EvaluateQueenSituation:
- allow recruiting when pool size drops below iQueenPoolIncrementPerDifficultyLevel, this should result in more stable strategic AI behavior
- with default values, recruiting can result in up to 8 days of doing nothing, I think that skipping once cycle of decisions should be enough
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8787 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- before deciding anything, stop cowering animation
- before deciding anything, stop giving aid animation
- before deciding to raise weapon, check if weapon can be raised
- simplified scope check
- removed duplicate code in Red AI
Added missing actions to gzActionStr[].
Fixed OKLIFE checks.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8740 3b4a5df2-a311-0410-b5c6-a8a6f20db521