Files
source/GameSettings.cpp
T
ChrisL e21506c5a5 Adjusted the system that dynamically adjusts AP/BP values so it would round negative numbers better.
Fixed an INT8 redefine of AP values which was causing AP values larger then 127 to become negative numbers.
Fixed an autofire glich that would allow you to empty an entire mag while using the xxx_AP_BONUS settings in the INI file.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2450 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2008-12-10 19:46:50 +00:00

1362 lines
71 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#include "HelpScreen.h"
#include "Campaign.h"
#include "Cheats.h"
#include "INIReader.h"
#else
#include "Types.h"
#include "GameSettings.h"
#include "FileMan.h"
#include "String.h"
#include "Sound Control.h"
#include "SaveLoadScreen.h"
#include "Music Control.h"
#include "Options Screen.h"
#include "Overhead.h"
#include "GameVersion.h"
#include "LibraryDataBase.h"
#include "Debug.h"
#include "Language Defines.h"
#include "HelpScreen.h"
#include "INIReader.h"
#include "Shade Table Util.h"
#include "soldier profile type.h"
#include "Random.h"
#include "SaveLoadGame.h"
#include "sgp.h"
#include "screenids.h"
#include "Font Control.h"
#include "message.h"
#include "Campaign.h"
#include "meanwhile.h"
#include "strategicmap.h"
#include "Queen Command.h"
#include "Game Clock.h"
#include "Init.h"
#endif
#include "Text.h"
#include "connect.h"
#define GAME_SETTINGS_FILE "Ja2.set"
#define GAME_INI_FILE "..\\Ja2.ini"
#define GAME_EXTERNAL_OPTIONS_FILE "Ja2_Options.ini"
#define AP_BP_CONSTANTS_FILE "APBPConstants.ini"
#define CD_ROOT_DIR "DATA\\"
GAME_SETTINGS gGameSettings;
GAME_OPTIONS gGameOptions;
// Snap: Options read from an INI file in the default of custom Data directory
GAME_EXTERNAL_OPTIONS gGameExternalOptions;
extern SGPFILENAME gCheckFilenames[];
extern CHAR8 gzErrorMsg[256];
extern INT16 APBPConstants[TOTAL_APBP_VALUES];
void InitGameSettings();
BOOLEAN GetCdromLocationFromIniFile( STR pRootOfCdromDrive );
extern BOOLEAN DoJA2FilesExistsOnDrive( CHAR8 *zCdLocation );
BOOLEAN GetCDromDriveLetter( STR8 pString );
BOOLEAN IsDriveLetterACDromDrive( STR pDriveLetter );
void CDromEjectionErrorMessageBoxCallBack( UINT8 bExitValue );
//Change this number when we want any who gets the new build to reset the options
#define GAME_SETTING_CURRENT_VERSION 522
bool UsingNewInventorySystem()
{
return (gGameOptions.ubInventorySystem == INVENTORY_NEW);
}
std::string StringToLower(std::string strToConvert)
{//change each element of the string to lower case
for(unsigned int i=0;i<strToConvert.length();i++)
{
strToConvert[i] = tolower(strToConvert[i]);
}
return strToConvert;//return the converted string
}
BOOLEAN IsNIVModeValid(bool checkRes)
{
if(iResolution == 0 && checkRes == true)
return( FALSE );
if(gCustomDataCat.GetRootDir() == "")
return( FALSE );
char customDataPath[MAX_PATH];
GetPrivateProfileString( "Ja2 Settings","CUSTOM_DATA_LOCATION", "", customDataPath, MAX_PATH, "..\\Ja2.ini" );
if(StringToLower((std::string)customDataPath) == "data")
return( FALSE );
return( TRUE );
}
BOOLEAN LoadGameSettings()
{
HWFILE hFile;
UINT32 uiNumBytesRead;
char gameSettingsFilePath[MAX_PATH];
sprintf(gameSettingsFilePath, "%s\\%s", gCustomDataCat.GetRootDir().c_str(), GAME_SETTINGS_FILE);
//if the game settings file does NOT exist, or if it is smaller then what it should be
if( !FileExists( gameSettingsFilePath ) || FileSize( gameSettingsFilePath ) != sizeof( GAME_SETTINGS ) )
{
//Initialize the settings
InitGameSettings();
//delete the shade tables aswell
DeleteShadeTableDir( );
}
else
{
hFile = FileOpen( gameSettingsFilePath, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE );
if( !hFile )
{
FileClose( hFile );
InitGameSettings();
return(FALSE);
}
FileRead( hFile, &gGameSettings, sizeof( GAME_SETTINGS ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( GAME_SETTINGS ) )
{
FileClose( hFile );
InitGameSettings();
return(FALSE);
}
FileClose( hFile );
}
//if the version in the game setting file is older then the we want, init the game settings
if( gGameSettings.uiSettingsVersionNumber < GAME_SETTING_CURRENT_VERSION )
{
//Initialize the settings
InitGameSettings();
//delete the shade tables aswell
DeleteShadeTableDir( );
return( TRUE );
}
//
//Do checking to make sure the settings are valid
//
if( gGameSettings.bLastSavedGameSlot < 0 || gGameSettings.bLastSavedGameSlot >= NUM_SAVE_GAMES )
gGameSettings.bLastSavedGameSlot = -1;
if( gGameSettings.ubMusicVolumeSetting > HIGHVOLUME )
gGameSettings.ubMusicVolumeSetting = MIDVOLUME;
if( gGameSettings.ubSoundEffectsVolume > HIGHVOLUME )
gGameSettings.ubSoundEffectsVolume = MIDVOLUME;
if( gGameSettings.ubSpeechVolume > HIGHVOLUME )
gGameSettings.ubSpeechVolume = MIDVOLUME;
//make sure that at least subtitles or speech is enabled
if( !gGameSettings.fOptions[ TOPTION_SUBTITLES ] && !gGameSettings.fOptions[ TOPTION_SPEECH ] )
{
gGameSettings.fOptions[ TOPTION_SUBTITLES ] = TRUE;
gGameSettings.fOptions[ TOPTION_SPEECH ] = TRUE;
}
//
// Set the settings
//
SetSoundEffectsVolume( gGameSettings.ubSoundEffectsVolume );
SetSpeechVolume( gGameSettings.ubSpeechVolume );
MusicSetVolume( gGameSettings.ubMusicVolumeSetting );
#ifndef BLOOD_N_GORE_ENABLED
gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] = FALSE;
#endif
//if the user doesnt want the help screens present
if( gGameSettings.fHideHelpInAllScreens )
{
gHelpScreen.usHasPlayerSeenHelpScreenInCurrentScreen = 0;
}
else
{
//Set it so that every screens help will come up the first time ( the 'x' will be set )
gHelpScreen.usHasPlayerSeenHelpScreenInCurrentScreen = 0xffff;
}
return( TRUE );
}
BOOLEAN SaveGameSettings()
{
HWFILE hFile;
UINT32 uiNumBytesWritten;
char gameSettingsFilePath[MAX_PATH];
sprintf(gameSettingsFilePath, "%s\\%s", gCustomDataCat.GetRootDir().c_str(), GAME_SETTINGS_FILE);
//create the file
hFile = FileOpen( gameSettingsFilePath, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
if( !hFile )
{
FileClose( hFile );
return(FALSE);
}
//Record the current settings into the game settins structure
gGameSettings.ubSoundEffectsVolume = (UINT8)GetSoundEffectsVolume( );
gGameSettings.ubSpeechVolume = (UINT8)GetSpeechVolume( );
gGameSettings.ubMusicVolumeSetting = (UINT8)MusicGetVolume( );
strcpy( gGameSettings.zVersionNumber, czVersionNumber );
gGameSettings.uiSettingsVersionNumber = GAME_SETTING_CURRENT_VERSION;
//Write the game settings to disk
FileWrite( hFile, &gGameSettings, sizeof( GAME_SETTINGS ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( GAME_SETTINGS ) )
{
FileClose( hFile );
return(FALSE);
}
FileClose( hFile );
return( TRUE );
}
void InitGameSettings()
{
memset( &gGameSettings, 0, sizeof( GAME_SETTINGS ) );
//Init the Game Settings
gGameSettings.bLastSavedGameSlot = -1;
gGameSettings.ubMusicVolumeSetting = 63;
gGameSettings.ubSoundEffectsVolume = 63;
gGameSettings.ubSpeechVolume = 63;
//Set the settings
SetSoundEffectsVolume( gGameSettings.ubSoundEffectsVolume );
SetSpeechVolume( gGameSettings.ubSpeechVolume );
MusicSetVolume( gGameSettings.ubMusicVolumeSetting );
gGameSettings.fOptions[ TOPTION_SUBTITLES ] = TRUE;
gGameSettings.fOptions[ TOPTION_SPEECH ] = TRUE;
gGameSettings.fOptions[ TOPTION_KEY_ADVANCE_SPEECH ] = FALSE;
gGameSettings.fOptions[ TOPTION_RTCONFIRM ] = FALSE;
gGameSettings.fOptions[ TOPTION_HIDE_BULLETS ] = FALSE;
gGameSettings.fOptions[ TOPTION_TRACKING_MODE ] = TRUE;
gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] = FALSE;
gGameSettings.fOptions[ TOPTION_ANIMATE_SMOKE ] = TRUE;
gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] = TRUE;
gGameSettings.fOptions[ TOPTION_DONT_MOVE_MOUSE ] = FALSE;
gGameSettings.fOptions[ TOPTION_OLD_SELECTION_METHOD ] = FALSE;
gGameSettings.fOptions[ TOPTION_ALWAYS_SHOW_MOVEMENT_PATH ] = FALSE;
gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] = TRUE;
gGameSettings.fOptions[ TOPTION_USE_METRIC_SYSTEM ] = FALSE;
#ifndef BLOOD_N_GORE_ENABLED
gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] = FALSE;
#endif
gGameSettings.fOptions[ TOPTION_MERC_ALWAYS_LIGHT_UP ] = FALSE;
gGameSettings.fOptions[ TOPTION_SMART_CURSOR ] = FALSE;
gGameSettings.fOptions[ TOPTION_SNAP_CURSOR_TO_DOOR ] = TRUE;
gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] = TRUE;
gGameSettings.fOptions[ TOPTION_TOGGLE_TREE_TOPS ] = TRUE;
gGameSettings.fOptions[ TOPTION_TOGGLE_WIREFRAME ] = TRUE;
gGameSettings.fOptions[ TOPTION_3D_CURSOR ] = FALSE;
gGameSettings.fOptions[ TOPTION_CTH_CURSOR ] = TRUE;
//Madd:
gGameSettings.fOptions[ TOPTION_GL_BURST_CURSOR ] = TRUE;
gGameSettings.fOptions[ TOPTION_DROP_ALL ] = FALSE;
gGameSettings.fOptions[ TOPTION_GL_HIGH_ANGLE ] = FALSE;
gGameSettings.fOptions[ TOPTION_AIM_LEVEL_RESTRICTION ] = TRUE;
// JA2Gold
gGameSettings.fOptions[ TOPTION_MERC_CASTS_LIGHT ] = TRUE;
//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.fOptions[ TOPTION_TRACERS_FOR_SINGLE_FIRE ] = FALSE;
gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] = TRUE;
gGameSettings.fOptions[ TOPTION_ALLOW_CROWS ] = TRUE;
gGameSettings.fOptions[ TOPTION_USE_RANDOM_PERSONALITY ] = FALSE;
gGameSettings.fOptions[ TOPTION_USE_AUTO_SAVE ] = FALSE;
gGameSettings.fOptions[ TOPTION_SILENT_SKYRIDER ] = FALSE;
gGameSettings.fOptions[ TOPTION_LOW_CPU_USAGE ] = FALSE;
gGameSettings.fOptions[ TOPTION_ENHANCED_DESC_BOX ] = FALSE;
gGameSettings.ubSizeOfDisplayCover = 4;
gGameSettings.ubSizeOfLOS = 4;
//Since we just set the settings, save them
SaveGameSettings();
}
void InitGameOptions()
{
memset( &gGameOptions, 0, sizeof( GAME_OPTIONS ) );
//Init the game options
if (is_networked)
gGameOptions.ubBobbyRay = BR_AWESOME;// hayden, was BR_GOOD;
else
gGameOptions.ubBobbyRay = BR_GOOD;
gGameOptions.fGunNut = TRUE;
gGameOptions.fAirStrikes = FALSE;
if (is_networked)
gGameOptions.ubGameStyle = STYLE_REALISTIC;//hayden, was STYLE_SCIFI;
else
gGameOptions.ubGameStyle = STYLE_SCIFI;
gGameOptions.ubDifficultyLevel = DIF_LEVEL_MEDIUM;
//CHRISL: override default inventory mode when in low res
if(IsNIVModeValid() == FALSE)
gGameOptions.ubInventorySystem = INVENTORY_OLD;
else
gGameOptions.ubInventorySystem = INVENTORY_NEW;
if (is_networked)
gGameOptions.fTurnTimeLimit = TRUE;//hayden
else
gGameOptions.fTurnTimeLimit = FALSE;
gGameOptions.fIronManMode = FALSE;
}
// WDS: These HAVE to total 100% at all times!!!
#define PROGRESS_PORTION_KILLS 25
#define PROGRESS_PORTION_CONTROL 25
#define PROGRESS_PORTION_INCOME 50
// The following are for fixing problems when reading the .ini file
#define COUNT_STANDARD_MALE_SLOTS 3
#define FIRST_STANDARD_MALE_SLOT 51
#define COUNT_STANDARD_FEMALE_SLOTS 3
#define FIRST_STANDARD_FEMALE_SLOT 54
extern INT32 CountFilledIMPSlots( INT8 iSex );
extern INT32 CountEmptyIMPSlots( INT8 iSex );
// Snap: Read options from an INI file in the default of custom Data directory
void LoadGameExternalOptions()
{
//Kaiden: Setting Ja2_Options.ini file to be read
CIniReader iniReader(GAME_EXTERNAL_OPTIONS_FILE);
if(is_networked) memset(&iniReader, 0, sizeof (CIniReader) );//disable ini in mp (taking default values)
//################# Laptop Settings #################
// WDS: Allow flexible numbers of IMPs of each sex
gGameExternalOptions.iMaxIMPCharacters = iniReader.ReadInteger("JA2 Laptop Settings","MAX_IMP_CHARACTERS",1);
gGameExternalOptions.iIMPMaleCharacterCount = iniReader.ReadInteger("JA2 Laptop Settings","IMP_MALE_CHARACTER_COUNT", COUNT_STANDARD_MALE_SLOTS, 1, NUM_PROFILES);
gGameExternalOptions.iIMPFemaleCharacterCount = iniReader.ReadInteger("JA2 Laptop Settings","IMP_FEMALE_CHARACTER_COUNT", COUNT_STANDARD_FEMALE_SLOTS, 1, NUM_PROFILES);
if (gGameExternalOptions.iIMPMaleCharacterCount + gGameExternalOptions.iIMPFemaleCharacterCount > NUM_PROFILES)
{
gGameExternalOptions.iIMPMaleCharacterCount = COUNT_STANDARD_MALE_SLOTS;
gGameExternalOptions.iIMPFemaleCharacterCount = COUNT_STANDARD_FEMALE_SLOTS;
}
//
// Note: put -1 between male/female slots and -1 at end. This allows everything to be
// counted dynamically quite easily. Note that all the code assumes there is AT
// LEAST ONE slot for each sex. If that changes the code will have to be updated.
//
// Because errors in these values can really goof things up we will try to fix up bad
// values and use the defaults instead.
//
int idx;
char caMaleCountStr [] = "IMP_MALE_%d";
char caFemaleCountStr [] = "IMP_FEMALE_%d";
char caCountStr[20];
gGameExternalOptions.iaIMPSlots = (INT32*)MemAlloc( (gGameExternalOptions.iIMPMaleCharacterCount + gGameExternalOptions.iIMPFemaleCharacterCount + 2) * sizeof( UINT32 ) );
for (idx = 0; idx < gGameExternalOptions.iIMPMaleCharacterCount; ++idx)
{
sprintf( caCountStr, caMaleCountStr, idx+1);
gGameExternalOptions.iaIMPSlots[idx] = iniReader.ReadInteger("JA2 Laptop Settings",caCountStr, -1, -1, NUM_PROFILES-1);
if (gGameExternalOptions.iaIMPSlots[idx] < 0)
{
if (idx < COUNT_STANDARD_MALE_SLOTS)
gGameExternalOptions.iaIMPSlots[idx] = FIRST_STANDARD_MALE_SLOT+idx;
else
// This is bad so just use the last standard slot #
gGameExternalOptions.iaIMPSlots[idx] = FIRST_STANDARD_MALE_SLOT+COUNT_STANDARD_MALE_SLOTS-1;
}
}
gGameExternalOptions.iaIMPSlots[gGameExternalOptions.iIMPMaleCharacterCount] = -1;
for (idx = 0; idx < gGameExternalOptions.iIMPFemaleCharacterCount; ++idx)
{
sprintf( caCountStr, caFemaleCountStr, idx+1);
gGameExternalOptions.iaIMPSlots[idx+gGameExternalOptions.iIMPMaleCharacterCount+1] = iniReader.ReadInteger("JA2 Laptop Settings",caCountStr, -1, -1, NUM_PROFILES-1);
if (gGameExternalOptions.iaIMPSlots[idx+gGameExternalOptions.iIMPMaleCharacterCount+1] < 0)
{
if (idx < COUNT_STANDARD_FEMALE_SLOTS)
gGameExternalOptions.iaIMPSlots[idx+gGameExternalOptions.iIMPMaleCharacterCount+1] = FIRST_STANDARD_FEMALE_SLOT+idx;
else
// This is bad so just use the last standard slot #
gGameExternalOptions.iaIMPSlots[idx+gGameExternalOptions.iIMPMaleCharacterCount+1] = FIRST_STANDARD_FEMALE_SLOT+COUNT_STANDARD_FEMALE_SLOTS-1;
}
}
gGameExternalOptions.iaIMPSlots[gGameExternalOptions.iIMPFemaleCharacterCount+gGameExternalOptions.iIMPMaleCharacterCount+1] = -1;
//Character generation
gGameExternalOptions.iMinAttribute = iniReader.ReadInteger("JA2 Laptop Settings","MIN_ATTRIBUTE_POINT",35);
gGameExternalOptions.iMaxAttribute = iniReader.ReadInteger("JA2 Laptop Settings","MAX_ATTRIBUTE_POINT",90);
gGameExternalOptions.iImpAttributePoints = iniReader.ReadInteger("JA2 Laptop Settings","IMPATTRIBUTEPOINTS",40);
gGameExternalOptions.iMaxZeroBonus = iniReader.ReadInteger("JA2 Laptop Settings","MAX_ZERO_BONUS",15);
gGameExternalOptions.iStartAttribute = iniReader.ReadInteger("JA2 Laptop Settings","START_ATTRIBUTE",55);
//gGameExternalOptions.fPers_att = iniReader.ReadBoolean("JA2 Laptop Settings","USE_RANDOM_PERSONALITY",FALSE);
gGameExternalOptions.iCustomPersonality = (INT8) iniReader.ReadInteger("JA2 Laptop Settings","CUSTOM_PERSONALITY",0);
gGameExternalOptions.iCustomAttitude = (INT8) iniReader.ReadInteger("JA2 Laptop Settings","CUSTOM_ATTITUDE",0);
//Merc settings
gGameExternalOptions.fMercDayOne = iniReader.ReadBoolean("JA2 Laptop Settings","MERC_AVAILABLE_DAY_ONE",FALSE);
gGameExternalOptions.fAllMercsAvailable = iniReader.ReadBoolean("JA2 Laptop Settings","ALL_MERCS_AT_MERC",FALSE);
//Merc Death Settings:
gGameExternalOptions.gfMercsDieOnAssignment = iniReader.ReadBoolean("JA2 Laptop Settings","MERCS_DIE_ON_ASSIGNMENT",TRUE);
gGameExternalOptions.giEasyMercDeaths = iniReader.ReadInteger("JA2 Laptop Settings","EASY_MERC_DEATHS",1);
gGameExternalOptions.giExperiencedMercDeaths = iniReader.ReadInteger("JA2 Laptop Settings","EXPERIENCED_MERC_DEATHS",2);
gGameExternalOptions.giExpertMercDeaths = iniReader.ReadInteger("JA2 Laptop Settings","EXPERT_MERC_DEATHS",3);
gGameExternalOptions.giInsaneMercDeaths = iniReader.ReadInteger("JA2 Laptop Settings","INSANE_MERC_DEATHS",4);
//################# System Settings #################
gGameExternalOptions.gubDeadLockDelay = (UINT8) 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","VERTICAL_SYNC",0);
//################# Animation Settings #################
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","WEAPON_SOUND_EFFECTS_VOLUME",0);
//################# Tactical Settings #################
gGameExternalOptions.gfRevealItems = iniReader.ReadBoolean("JA2 Tactical Settings","REVEAL_ITEMS_AFTER_COMBAT",TRUE);
// Militia Settings
gGameExternalOptions.fAllowTacticalMilitiaCommand = iniReader.ReadBoolean("JA2 Tactical Settings","ALLOW_TACTICAL_MILITIA_COMMAND",0);
// Enemy AP settings
gGameExternalOptions.iEasyAPBonus = (INT8) iniReader.ReadInteger("JA2 Tactical Settings","NOVICE_AP_BONUS",0,__max(-APBPConstants[AP_MINIMUM],-128),127);
gGameExternalOptions.iExperiencedAPBonus = (INT8) iniReader.ReadInteger("JA2 Tactical Settings","EXPERIENCED_AP_BONUS",0,__max(-APBPConstants[AP_MINIMUM],-128),127);
gGameExternalOptions.iExpertAPBonus = (INT8) iniReader.ReadInteger("JA2 Tactical Settings","EXPERT_AP_BONUS",0,__max(-APBPConstants[AP_MINIMUM],-128),127);
gGameExternalOptions.iInsaneAPBonus = (INT8) iniReader.ReadInteger("JA2 Tactical Settings","INSANE_AP_BONUS",0,__max(-APBPConstants[AP_MINIMUM],-128),127);
gGameExternalOptions.iPlayerAPBonus = (INT8) iniReader.ReadInteger("JA2 Tactical Settings","PLAYER_AP_BONUS",0,__max(-APBPConstants[AP_MINIMUM],-128),127);
// Sight range
gGameExternalOptions.ubStraightSightRange = iniReader.ReadInteger("JA2 Tactical Settings","BASE_SIGHT_RANGE",13);
gGameExternalOptions.ubVisDistDecreasePerRainIntensity = iniReader.ReadInteger("JA2 Tactical Settings","VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY",30);
gGameExternalOptions.gfAllowLimitedVision = iniReader.ReadBoolean("JA2 Tactical Settings","ALLOW_LIMITED_VISION",0);
// Maximal search distance for grenades
//gGameExternalOptions.guiMaxTossSearchDist = iniReader.ReadInteger("JA2 Tactical Settings","MaxTossSearchDist",3);
// Soldier tool tips
gGameExternalOptions.gfAllowSoldierToolTips = iniReader.ReadBoolean("JA2 Tactical Settings","ALLOW_SOLDIER_TOOL_TIPS",0);
// ShadoWarrior: Tooltip changes (start)
gGameExternalOptions.ubSoldierTooltipDetailLevel = (UINT8) iniReader.ReadInteger("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DETAIL_LEVEL", 1);
gGameExternalOptions.fEnableDynamicSoldierTooltips = iniReader.ReadBoolean("JA2 Tactical Settings", "DYNAMIC_SOLDIER_TOOLTIPS", TRUE);
gGameExternalOptions.fEnableSoldierTooltipLocation = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_LOCATION", TRUE);
gGameExternalOptions.fEnableSoldierTooltipBrightness = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS", TRUE);
gGameExternalOptions.fEnableSoldierTooltipRangeToTarget = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET", TRUE);
gGameExternalOptions.fEnableSoldierTooltipID = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_ID", TRUE);
gGameExternalOptions.fEnableSoldierTooltipOrders = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_ORDERS", TRUE);
gGameExternalOptions.fEnableSoldierTooltipAttitude = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_ATTITUDE", TRUE);
gGameExternalOptions.fEnableSoldierTooltipActionPoints = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS", TRUE);
gGameExternalOptions.fEnableSoldierTooltipHealth = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_HEALTH", TRUE);
gGameExternalOptions.fEnableSoldierTooltipHelmet = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_HELMET", TRUE);
gGameExternalOptions.fEnableSoldierTooltipVest = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_VEST", TRUE);
gGameExternalOptions.fEnableSoldierTooltipLeggings = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_LEGGINGS", TRUE);
gGameExternalOptions.fEnableSoldierTooltipHeadItem1 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1", TRUE);
gGameExternalOptions.fEnableSoldierTooltipHeadItem2 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2", TRUE);
gGameExternalOptions.fEnableSoldierTooltipWeapon = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_WEAPON", TRUE);
gGameExternalOptions.fEnableSoldierTooltipSecondHand = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_OFF_HAND", TRUE);
gGameExternalOptions.fEnableSoldierTooltipBigSlot1 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1", TRUE);
gGameExternalOptions.fEnableSoldierTooltipBigSlot2 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2", TRUE);
gGameExternalOptions.fEnableSoldierTooltipBigSlot3 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3", TRUE);
gGameExternalOptions.fEnableSoldierTooltipBigSlot4 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4", TRUE);
gGameExternalOptions.fEnableSoldierTooltipBigSlot5 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5", TRUE);
gGameExternalOptions.fEnableSoldierTooltipBigSlot6 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6", TRUE);
gGameExternalOptions.fEnableSoldierTooltipBigSlot7 = iniReader.ReadBoolean("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7", TRUE);
// ShadoWarrior: Tooltip changes (end)
// Unload weapons & remove attachments
gGameExternalOptions.gfShiftFUnloadWeapons = iniReader.ReadBoolean("JA2 Tactical Settings","SHIFT_F_UNLOAD_WEAPONS",1);
gGameExternalOptions.gfShiftFRemoveAttachments = iniReader.ReadBoolean("JA2 Tactical Settings","SHIFT_F_REMOVE_ATTACHMENTS",1);
gGameExternalOptions.fEnableArmorCoverage = iniReader.ReadBoolean("JA2 Tactical Settings", "ENABLE_ARMOR_COVERAGE", FALSE); // ShadoWarrior for Captain J's armor coverage
//################# Rain Settings ##################
// Rain settings
gGameExternalOptions.gfAllowRain = iniReader.ReadBoolean("JA2 Rain Settings","ALLOW_RAIN",0);
gGameExternalOptions.gusRainChancePerDay = iniReader.ReadInteger("JA2 Rain Settings","RAIN_CHANCE_PER_DAY",100);
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",300);
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);
gGameExternalOptions.ubBreathGainReductionPerRainIntensity = iniReader.ReadFloat("JA2 Rain Settings","BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY",25);
// Thunder settings
gGameExternalOptions.gfAllowLightning = iniReader.ReadBoolean("JA2 Thunder Settings","ALLOW_LIGHTNING",TRUE);
gGameExternalOptions.guiMinLightningInterval = iniReader.ReadInteger("JA2 Thunder Settings","MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS",5);
gGameExternalOptions.guiMaxLightningInterval = iniReader.ReadInteger("JA2 Thunder Settings","MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS",15);
gGameExternalOptions.guiMinDLInterval = iniReader.ReadInteger("JA2 Thunder Settings","MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS",1);
gGameExternalOptions.guiMaxDLInterval = iniReader.ReadInteger("JA2 Thunder Settings","MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS",5);
gGameExternalOptions.guiProlongLightningIfSeenSomeone = iniReader.ReadInteger("JA2 Thunder Settings","PROLOGNE_DELAY_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED_IN_SECONDS",5);
gGameExternalOptions.guiChanceToDoLightningBetweenTurns = iniReader.ReadInteger("JA2 Thunder Settings","CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS",35);
//################# Gameplay Settings ##################
//################# Settings valid on game start only ##################
//Money settings
gGameExternalOptions.iStartingCashNovice = iniReader.ReadInteger("JA2 Gameplay Settings", "NOVICE_CASH",45000);
gGameExternalOptions.iStartingCashExperienced = iniReader.ReadInteger("JA2 Gameplay Settings", "EXPERIENCED_CASH",35000);
gGameExternalOptions.iStartingCashExpert = iniReader.ReadInteger("JA2 Gameplay Settings", "EXPERT_CASH",30000);
gGameExternalOptions.iStartingCashInsane = iniReader.ReadInteger("JA2 Gameplay Settings", "INSANE_CASH",15000);
//Lalien: Game starting time
gGameExternalOptions.iGameStartingTime = iniReader.ReadInteger("JA2 Gameplay Settings", "GAME_STARTING_TIME", NUM_SEC_IN_HOUR);
// WANNE: Check for invalid starting time
if (gGameExternalOptions.iGameStartingTime < 0 || gGameExternalOptions.iGameStartingTime >= NUM_SEC_IN_DAY)
{
gGameExternalOptions.iGameStartingTime = NUM_SEC_IN_HOUR + NUM_SEC_IN_DAY;
}
else
{
gGameExternalOptions.iGameStartingTime += NUM_SEC_IN_DAY;
}
gGameExternalOptions.iFirstArrivalDelay = iniReader.ReadInteger("JA2 Gameplay Settings", "FIRST_ARRIVAL_DELAY", 6 * NUM_SEC_IN_HOUR);
//################# Settings valid on game start only end ##################
gGameExternalOptions.fSellAll = iniReader.ReadBoolean("JA2 Gameplay Settings","CAN_SELL_ALT_LMB",FALSE);
gGameExternalOptions.iPriceModifier = (INT16) iniReader.ReadInteger("JA2 Gameplay Settings","PRICE_MODIFIER",10);
// WDS - Option to turn off stealing
gGameExternalOptions.fStealingDisabled = iniReader.ReadBoolean("JA2 Gameplay Settings","STEALING_FROM_SHIPMENTS_DISABLED",FALSE);
// WDS: Game progress
gGameExternalOptions.ubGameProgressPortionKills = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_KILLS",25);
gGameExternalOptions.ubGameProgressPortionControl = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_CONTROL",25);
gGameExternalOptions.ubGameProgressPortionIncome = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_INCOME",50);
gGameExternalOptions.ubGameProgressPortionVisited = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_VISITED",0);
// Any way to warn on this?
if (gGameExternalOptions.ubGameProgressPortionKills + gGameExternalOptions.ubGameProgressPortionControl + gGameExternalOptions.ubGameProgressPortionIncome + gGameExternalOptions.ubGameProgressPortionVisited != 100)
{
gGameExternalOptions.ubGameProgressPortionKills = 25;
gGameExternalOptions.ubGameProgressPortionControl = 25;
gGameExternalOptions.ubGameProgressPortionIncome = 50;
gGameExternalOptions.ubGameProgressPortionVisited = 0;
}
//Global game events
gGameExternalOptions.ubGameProgressStartMadlabQuest = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_START_MADLAB_QUEST",35);
gGameExternalOptions.ubGameProgressMikeAvailable = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_MIKE_AVAILABLE",50);
gGameExternalOptions.ubGameProgressIggyAvaliable = iniReader.ReadInteger("JA2 Gameplay Settings","GAME_PROGRESS_IGGY_AVAILABLE",70);
gGameExternalOptions.ubSendTroopsToDrassen = iniReader.ReadBoolean("JA2 Gameplay Settings","STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN",TRUE);
//Weapons modification
gGameExternalOptions.ubExplosivesDamageMultiplier = iniReader.ReadInteger("JA2 Gameplay Settings","EXPLOSIVES_DAMAGE_MULTIPLIER",0);
gGameExternalOptions.ubMeleeDamageMultiplier = iniReader.ReadInteger("JA2 Gameplay Settings","MELEE_DAMAGE_MULTIPLIER",0);
gGameExternalOptions.ubGunDamageMultiplier = iniReader.ReadInteger("JA2 Gameplay Settings","GUN_DAMAGE_MULTIPLIER",0);
//Strategic AI settings
gGameExternalOptions.iMaxEnemyGroupSize = iniReader.ReadInteger("JA2 Gameplay Settings","MAX_STRATEGIC_TEAM_SIZE",20);
gGameExternalOptions.iReinforcementPoolNovice = iniReader.ReadInteger("JA2 Gameplay Settings","NOVICE_QUEENS_POOL_OF_TROOPS",150);
gGameExternalOptions.iReinforcementPoolExperienced = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERIENCED_QUEENS_POOL_OF_TROOPS",200);
gGameExternalOptions.iReinforcementPoolExpert = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERT_QUEENS_POOL_OF_TROOPS",400);
gGameExternalOptions.iReinforcementPoolInsane = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_QUEENS_POOL_OF_TROOPS",8000);
gGameExternalOptions.iForcePercentageNovice = iniReader.ReadInteger("JA2 Gameplay Settings","NOVICE_INITIAL_GARRISON_PERCENTAGES",70);
gGameExternalOptions.iForcePercentageExperienced = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERIENCED_INITIAL_GARRISON_PERCENTAGES",100);
gGameExternalOptions.iForcePercentageExpert = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERT_INITIAL_GARRISON_PERCENTAGES",150);
gGameExternalOptions.iForcePercentageInsane = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_INITIAL_GARRISON_PERCENTAGES",200);
gGameExternalOptions.iPercentElitesBonusExperienced = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERIENCED_ELITE_BONUS",0);
gGameExternalOptions.iPercentElitesBonusExpert = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERT_ELITE_BONUS",25);
gGameExternalOptions.iPercentElitesBonusInsane = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_ELITE_BONUS",50);
gGameExternalOptions.ubMinEnemyGroupSizeNovice = (UINT8) iniReader.ReadInteger("JA2 Gameplay Settings","NOVICE_MIN_ENEMY_GROUP_SIZE",3);
gGameExternalOptions.ubMinEnemyGroupSizeExperienced = (UINT8) iniReader.ReadInteger("JA2 Gameplay Settings","EXPERIENCED_MIN_ENEMY_GROUP_SIZE",4);
gGameExternalOptions.ubMinEnemyGroupSizeExpert = (UINT8) iniReader.ReadInteger("JA2 Gameplay Settings","EXPERT_MIN_ENEMY_GROUP_SIZE",6);
gGameExternalOptions.ubMinEnemyGroupSizeInsane = (UINT8) iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_MIN_ENEMY_GROUP_SIZE",12);
gGameExternalOptions.ubEasyEnemyStartingAlertLevel = iniReader.ReadInteger("JA2 Gameplay Settings","NOVICE_ENEMY_STARTING_ALERT_LEVEL", 5);
gGameExternalOptions.ubNormalEnemyStartingAlertLevel = iniReader.ReadInteger("JA2 Gameplay Settings","NORMAL_ENEMY_STARTING_ALERT_LEVEL", 20);
gGameExternalOptions.ubHardEnemyStartingAlertLevel = iniReader.ReadInteger("JA2 Gameplay Settings","HARD_ENEMY_STARTING_ALERT_LEVEL", 60);
gGameExternalOptions.ubInsaneEnemyStartingAlertLevel = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_ENEMY_STARTING_ALERT_LEVEL", 80);
gGameExternalOptions.ubEasyEnemyStartingAlertDecay = iniReader.ReadInteger("JA2 Gameplay Settings","NOVICE_ENEMY_STARTING_ALERT_DECAY", 75);
gGameExternalOptions.ubNormalEnemyStartingAlertDecay = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERIENCED_ENEMY_STARTING_ALERT_DECAY", 50);
gGameExternalOptions.ubHardEnemyStartingAlertDecay = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERT_ENEMY_STARTING_ALERT_DECAY", 25);
gGameExternalOptions.ubInsaneEnemyStartingAlertDecay = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_ENEMY_STARTING_ALERT_DECAY", 10);
gGameExternalOptions.ubEasyTimeEvaluateInMinutes = iniReader.ReadInteger("JA2 Gameplay Settings","NOVICE_TIME_EVALUATE_IN_MINUTES", 480);
gGameExternalOptions.ubNormalTimeEvaluateInMinutes = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERIENCED_TIME_EVALUATE_IN_MINUTES", 360);
gGameExternalOptions.ubHardTimeEvaluateInMinutes = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERT_TIME_EVALUATE_IN_MINUTES", 180);
gGameExternalOptions.ubInsaneTimeEvaluateInMinutes = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_TIME_EVALUATE_IN_MINUTES", 90);
gGameExternalOptions.ubEasyTimeEvaluateVariance = iniReader.ReadInteger("JA2 Gameplay Settings","NOVICE_TIME_EVALUATE_VARIANCE", 240);
gGameExternalOptions.ubNormalTimeEvaluateVariance = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERIENCED_TIME_EVALUATE_VARIANCE", 180);
gGameExternalOptions.ubHardTimeEvaluateVariance = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERT_TIME_EVALUATE_VARIANCE", 120);
gGameExternalOptions.ubInsaneTimeEvaluateVariance = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_TIME_EVALUATE_VARIANCE", 60);
gGameExternalOptions.ubEasyGracePeriodInHours = iniReader.ReadInteger("JA2 Gameplay Settings","EASY_GRACE_PERIOD_IN_HOURS", 144);
gGameExternalOptions.ubNormalGracePeriodInHours = iniReader.ReadInteger("JA2 Gameplay Settings","NORMAL_GRACE_PERIOD_IN_HOURS", 96);
gGameExternalOptions.ubHardGracePeriodInHours = iniReader.ReadInteger("JA2 Gameplay Settings","HARD_GRACE_PERIOD_IN_HOURS", 48);
gGameExternalOptions.ubInsaneGracePeriodInHours = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_GRACE_PERIOD_IN_HOURS", 6);
gGameExternalOptions.ubEasyPatrolGracePeriodInDays = iniReader.ReadInteger("JA2 Gameplay Settings","NOVICE_PATROL_GRACE_PERIOD_IN_DAYS", 16);
gGameExternalOptions.ubNormalPatrolGracePeriodInDays = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERIENCED_PATROL_GRACE_PERIOD_IN_DAYS", 12);
gGameExternalOptions.ubHardPatrolGracePeriodInDays = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERT_PATROL_GRACE_PERIOD_IN_DAYS", 8);
gGameExternalOptions.ubInsanePatrolGracePeriodInDays = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_PATROL_GRACE_PERIOD_IN_DAYS", 2);
gGameExternalOptions.ubEasyNumAwareBattles = iniReader.ReadInteger("JA2 Gameplay Settings","NOVICE_NUM_AWARE_BATTLES", 1);
gGameExternalOptions.ubNormalNumAwareBattles = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERIENCED_NUM_AWARE_BATTLES", 2);
gGameExternalOptions.ubHardNumAwareBattles = iniReader.ReadInteger("JA2 Gameplay Settings","EXPERT_NUM_AWARE_BATTLES", 3);
gGameExternalOptions.ubInsaneNumAwareBattles = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_NUM_AWARE_BATTLES", 4);
//New v1.13 settings
gGameExternalOptions.gfEasyUnlimitedTroops = iniReader.ReadBoolean("JA2 Gameplay Settings","NOVICE_UNLIMITED_POOL_OF_TROOPS",FALSE);
gGameExternalOptions.gfNormalUnlimitedTroops = iniReader.ReadBoolean("JA2 Gameplay Settings","EXPERIENCED_UNLIMITED_POOL_OF_TROOPS",FALSE);
gGameExternalOptions.gfHardUnlimitedTroops = iniReader.ReadBoolean("JA2 Gameplay Settings","EXPERT_UNLIMITED_POOL_OF_TROOPS",FALSE);
gGameExternalOptions.gfInsaneUnlimitedTroops = iniReader.ReadBoolean("JA2 Gameplay Settings","INSANE_UNLIMITED_POOL_OF_TROOPS",TRUE);
gGameExternalOptions.gfEasyAggressiveQueen = iniReader.ReadBoolean("JA2 Gameplay Settings","NOVICE_QUEEN_AGGRESSIVE",FALSE);
gGameExternalOptions.gfNormalAggressiveQueen = iniReader.ReadBoolean("JA2 Gameplay Settings","EXPERIENCED_QUEEN_AGGRESSIVE",FALSE);
gGameExternalOptions.gfHardAggressiveQueen = iniReader.ReadBoolean("JA2 Gameplay Settings","EXPERT_QUEEN_AGGRESSIVE",FALSE);
gGameExternalOptions.gfInsaneAggressiveQueen = iniReader.ReadBoolean("JA2 Gameplay Settings","INSANE_QUEEN_AGGRESSIVE",TRUE);
gGameExternalOptions.gfInvestigateSector = iniReader.ReadBoolean("JA2 Gameplay Settings","ENEMY_INVESTIGATE_SECTOR",FALSE);
gGameExternalOptions.gfReassignPendingReinforcements = iniReader.ReadBoolean("JA2 Gameplay Settings","REASSIGN_PENDING_REINFORCEMENTS",TRUE);
gGameExternalOptions.ubEnemiesItemDrop = iniReader.ReadInteger("JA2 Gameplay Settings","ENEMIES_ITEM_DROP", 0);
gGameExternalOptions.gfUseExternalLoadscreens = iniReader.ReadBoolean("JA2 Gameplay Settings","USE_EXTERNALIZED_LOADSCREENS", FALSE);
// Militia settings
gGameExternalOptions.guiAllowMilitiaGroupsDelay = iniReader.ReadInteger("JA2 Gameplay Settings","ALLOW_MILITIA_MOBILE_DELAY",1);
gGameExternalOptions.guiTrainVeteranMilitiaDelay = iniReader.ReadInteger("JA2 Gameplay Settings","TRAIN_VETERAN_MILITIA_DELAY",1);
gGameExternalOptions.gfTrainVeteranMilitia = iniReader.ReadBoolean("JA2 Gameplay Settings","TRAIN_VETERAN_MILITIA",FALSE);
gGameExternalOptions.gfAllowMilitiaGroups = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_MILITIA_MOBILE_GROUPS",FALSE);
gGameExternalOptions.gfmusttrainroaming = iniReader.ReadBoolean("JA2 Gameplay Settings","MUST_TRAIN_MOBILE_MILITIA",FALSE);
gGameExternalOptions.gfAllowReinforcements = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_REINFORCEMENTS",FALSE);
gGameExternalOptions.gfAllowReinforcementsOnlyInCity = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_REINFORCEMENTS_ONLY_IN_CITIES",FALSE);
gGameExternalOptions.guiBaseQueenPoolIncrement = iniReader.ReadInteger("JA2 Gameplay Settings","QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL",60);
gGameExternalOptions.guiCreateEachNHours = iniReader.ReadInteger("JA2 Gameplay Settings","CREATE_EACH_N_HOURS",24);
gGameExternalOptions.guiDivOfOriginalMilitia = iniReader.ReadInteger("JA2 Gameplay Settings","DIV_OF_ORIGINAL_MILITIA",4);
gGameExternalOptions.guiMinMilitiaSquadSize = iniReader.ReadInteger("JA2 Gameplay Settings","MINIMUM_MILITIA_SQUAD_SIZE",5);
gGameExternalOptions.guiMaxMilitiaSquadSize = iniReader.ReadInteger("JA2 Gameplay Settings","MAXIMUM_MILITIA_SQUAD_SIZE",20);
gGameExternalOptions.guiMaxMilitiaSquadSizeBattle = iniReader.ReadInteger("JA2 Gameplay Settings","MAXIMUM_MILITIA_SQUAD_SIZE",20); //lal: this have to be the same value as MAXIMUM_MILITIA_SQUAD_SIZE!! do not change!!
gGameExternalOptions.iMaxMilitiaPerSector = iniReader.ReadInteger("JA2 Gameplay Settings","MAX_MILITIA_PER_SECTOR",20);
gGameExternalOptions.iTrainingSquadSize = iniReader.ReadInteger("JA2 Gameplay Settings","MAX_TRAINING_SQUAD_SIZE",10);
gGameExternalOptions.iMilitiaTrainingCost = iniReader.ReadInteger("JA2 Gameplay Settings","MILITIA_TRAINING_COST",750);
gGameExternalOptions.iMilitiaCostModifier = iniReader.ReadInteger("JA2 Gameplay Settings","MILITIA_COST_MODIFIER",3);
gGameExternalOptions.iRegularCostModifier = iniReader.ReadInteger("JA2 Gameplay Settings","REGULAR_COST_MODIFIER",1);
gGameExternalOptions.iVeteranCostModifier = iniReader.ReadInteger("JA2 Gameplay Settings","VETERAN_COST_MODIFIER",2);
gGameExternalOptions.iMinLoyaltyToTrain = iniReader.ReadInteger("JA2 Gameplay Settings","MIN_LOYALTY_TO_TRAIN",20);
gGameExternalOptions.gflimitedRoaming = iniReader.ReadBoolean("JA2 Gameplay Settings","RESTRICT_ROAMING",FALSE);
//Assignment Settings (training, repairing, doctoring, etc)
gGameExternalOptions.ubAssignmentUnitsPerDay = iniReader.ReadInteger("JA2 Gameplay Settings","ASSIGNMENT_UNITS_PER_DAY",24);
gGameExternalOptions.ubMinutesForAssignmentToCount = iniReader.ReadInteger("JA2 Gameplay Settings","MINUTES_FOR_ASSIGNMENT_TO_COUNT",45);
gGameExternalOptions.ubTrainingSkillMin = iniReader.ReadInteger("JA2 Gameplay Settings","TRAINING_SKILL_MIN",0);
gGameExternalOptions.ubTrainingSkillMax = iniReader.ReadInteger("JA2 Gameplay Settings","TRAINING_SKILL_MAX",100);
gGameExternalOptions.ubSelfTrainingDivisor = iniReader.ReadInteger("JA2 Gameplay Settings","SELF_TRAINING_DIVISOR",1000);
gGameExternalOptions.ubInstructedTrainingDivisor = iniReader.ReadInteger("JA2 Gameplay Settings","INSTRUCTED_TRAINING_DIVISOR",3000);
gGameExternalOptions.ubGunRangeTrainingBonus = iniReader.ReadInteger("JA2 Gameplay Settings","GUN_RANGE_TRAINING_BONUS",25);
gGameExternalOptions.ubTownMilitiaTrainingRate = iniReader.ReadInteger("JA2 Gameplay Settings","MILITIA_TRAINING_RATE",4);
gGameExternalOptions.ubMaxMilitiaTrainersPerSector = iniReader.ReadInteger("JA2 Gameplay Settings","MAX_MILITIA_TRAINERS_PER_SECTOR",2);
gGameExternalOptions.ubTeachBonusToTrain = iniReader.ReadInteger("JA2 Gameplay Settings","TEACH_BONUS_TO_TRAIN",30);
gGameExternalOptions.ubRpcBonusToTrainMilitia = iniReader.ReadInteger("JA2 Gameplay Settings","RPC_BONUS_TO_TRAIN_MILITIA",10);
gGameExternalOptions.ubMinSkillToTeach = iniReader.ReadInteger("JA2 Gameplay Settings","MIN_RATING_TO_TEACH",25);
gGameExternalOptions.ubLowActivityLevel = iniReader.ReadInteger("JA2 Gameplay Settings","LOW_ACTIVITY_LEVEL",1);
gGameExternalOptions.ubMediumActivityLevel = iniReader.ReadInteger("JA2 Gameplay Settings","MEDIUM_ACTIVITY_LEVEL",4);
gGameExternalOptions.ubHighActivityLevel = iniReader.ReadInteger("JA2 Gameplay Settings","HIGH_ACTIVITY_LEVEL",12);
gGameExternalOptions.ubDoctoringRateDivisor = iniReader.ReadInteger("JA2 Gameplay Settings","DOCTORING_RATE_DIVISOR",2400);
gGameExternalOptions.ubHospitalHealingRate = iniReader.ReadInteger("JA2 Gameplay Settings","HOSPITAL_HEALING_RATE",5);
gGameExternalOptions.ubBaseMedicalSkillToDealWithEmergency = iniReader.ReadInteger("JA2 Gameplay Settings","BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY",20);
gGameExternalOptions.ubMultiplierForDifferenceInLifeValueForEmergency = iniReader.ReadInteger("JA2 Gameplay Settings","MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY",4);
gGameExternalOptions.ubPointCostPerHealthBelowOkLife = iniReader.ReadInteger("JA2 Gameplay Settings","POINT_COST_PER_HEALTH_BELOW_OKLIFE",2);//OKLIFE = 15
gGameExternalOptions.ubRepairCostPerJam = iniReader.ReadInteger("JA2 Gameplay Settings","REPAIR_COST_PER_JAM",2);
gGameExternalOptions.ubRepairRateDivisor = iniReader.ReadInteger("JA2 Gameplay Settings","REPAIR_RATE_DIVISOR",2500);
//Misc
gGameExternalOptions.fAmmoDynamicWeight = iniReader.ReadBoolean("JA2 Gameplay Settings", "DYNAMIC_AMMO_WEIGHT", TRUE); //Pulmu
gGameExternalOptions.fEnableCrepitus = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_CREPITUS", TRUE);
gGameExternalOptions.fEnableAllTerrorists = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_ALL_TERRORISTS", FALSE);
gGameExternalOptions.fEnableAllWeaponCaches = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_ALL_WEAPON_CACHES", FALSE);
gGameExternalOptions.fSlowProgressForEnemyItemsChoice = iniReader.ReadBoolean("JA2 Gameplay Settings", "SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE", TRUE);
// Kaiden: Vehicle Inventory change - Added INI file Option VEHICLE_INVENTORY
gGameExternalOptions.fVehicleInventory = iniReader.ReadBoolean("JA2 Gameplay Settings", "VEHICLE_INVENTORY", TRUE);
// WANNE: Added INI file Option for enemy ambushes, so we also have the option to play vanilla ja2 ambush settings
gGameExternalOptions.fEnableChanceOfEnemyAmbushesOnInsaneDifficult = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT", TRUE);
// CHRISL: New setting to allow Slay to remain as a hired PC
gGameExternalOptions.fEnableSlayForever = iniReader.ReadBoolean("JA2 Gameplay Settings", "SLAY_FOREVER", FALSE);
// CHRISL: Setting to turn off the description and stack popup options from the sector inventory panel
gGameExternalOptions.fSectorDesc = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_SECTOR_DESCRIPTION_WINDOW",TRUE);
//afp - use bullet tracers?
gGameExternalOptions.gbBulletTracer = iniReader.ReadBoolean("JA2 Gameplay Settings","USE_BULLET_TRACERS",FALSE);
gGameExternalOptions.fRestrictFemaleEnemiesExceptElite = iniReader.ReadBoolean("JA2 Gameplay Settings","RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE",FALSE);
// HEADROCK: Use Enhanced Item Description Box?
gGameExternalOptions.fEnhancedDescriptionBox = iniReader.ReadInteger("JA2 Gameplay Settings","USE_ENHANCED_DESCRIPTION_BOX",0);
// WANNE: Always use prof.dat??
gGameExternalOptions.fAlwaysUseProfDat = iniReader.ReadBoolean("JA2 Gameplay Settings", "ALWAYS_USE_PROF_DAT", FALSE);
}
INT16 DynamicAdjustAPConstants(INT16 iniReadValue, INT16 iniDefaultValue, BOOLEAN reverse)
{
//CHRISL: This function will dynamically adjust all the APBPConstant values based on the AP_MAXIMUM value. This way
// if you want to use a 50AP system instead of the default, you only need to alter one value in the INI file and all
// the other values will automatically be updated to reflect the new max value. The way I've coded this, however, if
// you set your own value, you'll override this dynamic system.
if(iniReadValue == iniDefaultValue)
{
if(!reverse)
iniReadValue = (INT16)(((FLOAT)iniReadValue*(FLOAT)APBPConstants[AP_MAXIMUM]/100)+(iniReadValue<0?-.5:.5));
else
iniReadValue = (INT16)(((FLOAT)iniReadValue/(FLOAT)APBPConstants[AP_MAXIMUM]*100)+(iniReadValue<0?-.5:.5));
}
return iniReadValue;
}
void LoadGameAPBPConstants()
{
CIniReader iniReader(AP_BP_CONSTANTS_FILE);
//CHRISL: To allow for dynamic settings, we need to switch AP_MAXIMUM and AP_MINIMUM so that only the max value needs
// to be changed to effect the entire system. This will require a change in the ENUM so that we can use a loop to
// modify the remaining values.
APBPConstants[AP_MAXIMUM] = iniReader.ReadInteger("APConstants","AP_MAXIMUM",100);
//CHRISL: Once we've loaded the AP_MAXIMUM value, we can use it to modifiy all the remaining values
APBPConstants[AP_MINIMUM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MINIMUM",40),40);
APBPConstants[AP_MONSTER_MAXIMUM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MONSTER_MAXIMUM",160),160);
APBPConstants[AP_VEHICLE_MAXIMUM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_VEHICLE_MAXIMUM",200),200);
APBPConstants[MAX_AP_CARRIED] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","MAX_AP_CARRIED",20),20);
//CHRISL: The following five values are actually used as percentile adjustments so we don't want to dynamically alter
// them. I.E. 9 actually means 90% of the calculated APs. 15 = 150%. etc.
APBPConstants[AP_YOUNG_MONST_FACTOR] = iniReader.ReadInteger("APConstants","AP_YOUNG_MONST_FACTOR",15);
APBPConstants[AP_MONST_FRENZY_FACTOR] = iniReader.ReadInteger("APConstants","AP_MONST_FRENZY_FACTOR",13);
APBPConstants[AP_CLAUSTROPHOBE] = iniReader.ReadInteger("APConstants","AP_CLAUSTROPHOBE",9);
APBPConstants[AP_AFRAID_OF_INSECTS] = iniReader.ReadInteger("APConstants","AP_AFRAID_OF_INSECTS",8);
APBPConstants[AP_WRONG_MAG] = iniReader.ReadInteger("APConstants","AP_WRONG_MAG",15);
APBPConstants[AP_EXCHANGE_PLACES] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_EXCHANGE_PLACES",20),20);
APBPConstants[AP_REVERSE_MODIFIER] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_REVERSE_MODIFIER",4),4);
APBPConstants[AP_STEALTH_MODIFIER] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_STEALTH_MODIFIER",8),8);
APBPConstants[AP_STEAL_ITEM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_STEAL_ITEM",56),56);
APBPConstants[AP_TAKE_BLOOD] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_TAKE_BLOOD",40),40);
APBPConstants[AP_TALK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_TALK",24),24);
APBPConstants[AP_MOVEMENT_FLAT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MOVEMENT_FLAT",12),12);
APBPConstants[AP_MOVEMENT_GRASS] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MOVEMENT_GRASS",14),14);
APBPConstants[AP_MOVEMENT_BUSH] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MOVEMENT_BUSH",18),18);
APBPConstants[AP_MOVEMENT_RUBBLE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MOVEMENT_RUBBLE",24),24);
APBPConstants[AP_MOVEMENT_SHORE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MOVEMENT_SHORE",28),28);
APBPConstants[AP_MOVEMENT_LAKE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MOVEMENT_LAKE",36),36);
APBPConstants[AP_MOVEMENT_OCEAN] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MOVEMENT_OCEAN",32),32);
APBPConstants[AP_CHANGE_FACING] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CHANGE_FACING",4),4);
APBPConstants[AP_CHANGE_TARGET] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CHANGE_TARGET",2),2);
APBPConstants[AP_TOSS_ITEM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_TOSS_ITEM",32),32);
APBPConstants[AP_REFUEL_VEHICLE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_REFUEL_VEHICLE",40),40);
APBPConstants[AP_RADIO] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_RADIO",20),20);
APBPConstants[AP_CROUCH] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CROUCH",6),6);
APBPConstants[AP_PRONE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_PRONE",8),8);
APBPConstants[AP_LOOK_STANDING] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_LOOK_STANDING",4),4);
APBPConstants[AP_LOOK_CROUCHED] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_LOOK_CROUCHED",6),6);
APBPConstants[AP_LOOK_PRONE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_LOOK_PRONE",8),8);
APBPConstants[AP_READY_KNIFE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_READY_KNIFE",0),0);
APBPConstants[AP_READY_DUAL] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_READY_DUAL",4),4);
APBPConstants[AP_MIN_AIM_ATTACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MIN_AIM_ATTACK",0),0);
APBPConstants[AP_DROP_BOMB] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_DROP_BOMB",12),12);
APBPConstants[AP_RELOAD_GUN] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_RELOAD_GUN",20),20);
APBPConstants[AP_START_FIRST_AID] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_START_FIRST_AID",20),20);
APBPConstants[AP_START_REPAIR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_START_REPAIR",20),20);
//CHRISL: This value is a divisor which should not be dynamically altered based on maxAP
APBPConstants[AP_GET_WOUNDED_DIVISOR] = iniReader.ReadInteger("APConstants","AP_GET_WOUNDED_DIVISOR",1);
APBPConstants[AP_FALL_DOWN] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_FALL_DOWN",16),16);
APBPConstants[AP_OPEN_DOOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_OPEN_DOOR",12),12);
APBPConstants[AP_PICKLOCK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_PICKLOCK",40),40);
APBPConstants[AP_EXAMINE_DOOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_EXAMINE_DOOR",20),20);
APBPConstants[AP_BOOT_DOOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_BOOT_DOOR",32),32);
APBPConstants[AP_USE_CROWBAR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_USE_CROWBAR",40),40);
APBPConstants[AP_UNLOCK_DOOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_UNLOCK_DOOR",24),24);
APBPConstants[AP_LOCK_DOOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_LOCK_DOOR",24),24);
APBPConstants[AP_EXPLODE_DOOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_EXPLODE_DOOR",40),40);
APBPConstants[AP_UNTRAP_DOOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_UNTRAP_DOOR",40),40);
APBPConstants[AP_USEWIRECUTTERS] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_USEWIRECUTTERS",40),40);
APBPConstants[AP_CLIMBROOF] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CLIMBROOF",40),40);
APBPConstants[AP_CLIMBOFFROOF] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CLIMBOFFROOF",24),24);
APBPConstants[AP_JUMPFENCE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_JUMPFENCE",24),24);
APBPConstants[AP_JUMPFENCEBPACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_JUMPFENCEBPACK",32),32);
APBPConstants[AP_USE_REMOTE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_USE_REMOTE",8),8);
APBPConstants[AP_PULL_TRIGGER] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_PULL_TRIGGER",8),8);
APBPConstants[AP_PUNCH] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_PUNCH",16),16);
APBPConstants[AP_PICKUP_ITEM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_PICKUP_ITEM",12),12);
APBPConstants[AP_GIVE_ITEM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_GIVE_ITEM",4),4);
APBPConstants[AP_BURY_MINE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_BURY_MINE",30),30);
APBPConstants[AP_DISARM_MINE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_DISARM_MINE",40),40);
APBPConstants[AP_DRINK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_DRINK",20),20);
APBPConstants[AP_CAMOFLAGE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CAMOFLAGE",40),40);
APBPConstants[AP_START_RUN_COST] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_START_RUN_COST",4),4);
APBPConstants[AP_ATTACH_CAN] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_ATTACH_CAN",20),20);
APBPConstants[AP_JUMP_OVER] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_JUMP_OVER",20),20);
APBPConstants[AP_BACK_PACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_BACK_PACK",12),12);
APBPConstants[AP_OPEN_ZIPPER] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_OPEN_ZIPPER",24),24);
APBPConstants[AP_CLOSE_ZIPPER] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CLOSE_ZIPPER",28),28);
APBPConstants[AP_CLICK_AIM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CLICK_AIM",4),4);
APBPConstants[AUTOFIRE_SHOTS_AP_VALUE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AUTOFIRE_SHOTS_AP_VALUE",20),20);
APBPConstants[BAD_AP_COST] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BAD_AP_COST",36),36);
APBPConstants[AP_RELOAD_LOOSE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_RELOAD_LOOSE",8),8);
APBPConstants[AP_UNJAM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_UNJAM",2),2);
APBPConstants[AP_MAX_SUPPRESSED] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MAX_SUPPRESSED",32),32);
APBPConstants[AP_SUPPRESSION_MOD] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_SUPPRESSION_MOD",24),24);
APBPConstants[DEFAULT_APS] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","DEFAULT_APS",80),80);
APBPConstants[DEFAULT_AIMSKILL] = iniReader.ReadInteger("APConstants","DEFAULT_AIMSKILL",80);
APBPConstants[BP_RATIO_RED_PTS_TO_NORMAL] = iniReader.ReadInteger("BPConstants","BP_RATIO_RED_PTS_TO_NORMAL",100);
APBPConstants[BP_RUN_ENERGYCOSTFACTOR] = iniReader.ReadInteger("BPConstants","BP_RUN_ENERGYCOSTFACTOR",3);
APBPConstants[BP_WALK_ENERGYCOSTFACTOR] = iniReader.ReadInteger("BPConstants","BP_WALK_ENERGYCOSTFACTOR",1);
APBPConstants[BP_SWAT_ENERGYCOSTFACTOR] = iniReader.ReadInteger("BPConstants","BP_SWAT_ENERGYCOSTFACTOR",2);
APBPConstants[BP_CRAWL_ENERGYCOSTFACTOR] = iniReader.ReadInteger("BPConstants","BP_CRAWL_ENERGYCOSTFACTOR",4);
APBPConstants[BP_RADIO] = iniReader.ReadInteger("BPConstants","BP_RADIO",0);
APBPConstants[BP_USE_DETONATOR] = iniReader.ReadInteger("BPConstants","BP_USE_DETONATOR",0);
APBPConstants[BP_PER_AP_NO_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_NO_EFFORT",-50),-50, TRUE);
APBPConstants[BP_PER_AP_MIN_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_MIN_EFFORT",-25),-25, TRUE);
APBPConstants[BP_PER_AP_LT_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_LT_EFFORT",-12),-12, TRUE);
APBPConstants[BP_PER_AP_MOD_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_MOD_EFFORT",6),6, TRUE);
APBPConstants[BP_MOVEMENT_FLAT] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_FLAT",5);
APBPConstants[BP_MOVEMENT_GRASS] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_GRASS",10);
APBPConstants[BP_MOVEMENT_BUSH] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_BUSH",20);
APBPConstants[BP_MOVEMENT_RUBBLE] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_RUBBLE",35);
APBPConstants[BP_MOVEMENT_SHORE] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_SHORE",50);
APBPConstants[BP_MOVEMENT_LAKE] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_LAKE",75);
APBPConstants[BP_MOVEMENT_OCEAN] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_OCEAN",100);
APBPConstants[BP_CROUCH] = iniReader.ReadInteger("BPConstants","BP_CROUCH",10);
APBPConstants[BP_PRONE] = iniReader.ReadInteger("BPConstants","BP_PRONE",10);
APBPConstants[BP_CLIMBROOF] = iniReader.ReadInteger("BPConstants","BP_CLIMBROOF",500);
APBPConstants[BP_CLIMBOFFROOF] = iniReader.ReadInteger("BPConstants","BP_CLIMBOFFROOF",250);
APBPConstants[BP_JUMPFENCE] = iniReader.ReadInteger("BPConstants","BP_JUMPFENCE",200);
APBPConstants[BP_JUMPFENCEBPACK] = iniReader.ReadInteger("BPConstants","BP_JUMPFENCEBPACK",500);
APBPConstants[BP_STEAL_ITEM] = iniReader.ReadInteger("BPConstants","BP_STEAL_ITEM",50);
APBPConstants[BP_START_FIRST_AID] = iniReader.ReadInteger("BPConstants","BP_START_FIRST_AID",0);
APBPConstants[BP_GET_HIT] = iniReader.ReadInteger("BPConstants","BP_GET_HIT",200);
APBPConstants[BP_GET_WOUNDED] = iniReader.ReadInteger("BPConstants","BP_GET_WOUNDED",50);
APBPConstants[BP_FALL_DOWN] = iniReader.ReadInteger("BPConstants","BP_FALL_DOWN",250);
APBPConstants[BP_OPEN_DOOR] = iniReader.ReadInteger("BPConstants","BP_OPEN_DOOR",30);
APBPConstants[BP_PICKLOCK] = iniReader.ReadInteger("BPConstants","BP_PICKLOCK",-250);
APBPConstants[BP_EXAMINE_DOOR] = iniReader.ReadInteger("BPConstants","BP_EXAMINE_DOOR",-250);
APBPConstants[BP_BOOT_DOOR] = iniReader.ReadInteger("BPConstants","BP_BOOT_DOOR",200);
APBPConstants[BP_USE_CROWBAR] = iniReader.ReadInteger("BPConstants","BP_USE_CROWBAR",350);
APBPConstants[BP_UNLOCK_DOOR] = iniReader.ReadInteger("BPConstants","BP_UNLOCK_DOOR",50);
APBPConstants[BP_EXPLODE_DOOR] = iniReader.ReadInteger("BPConstants","BP_EXPLODE_DOOR",-250);
APBPConstants[BP_UNTRAP_DOOR] = iniReader.ReadInteger("BPConstants","BP_UNTRAP_DOOR",150);
APBPConstants[BP_LOCK_DOOR] = iniReader.ReadInteger("BPConstants","BP_LOCK_DOOR",50);
APBPConstants[BP_USEWIRECUTTERS] = iniReader.ReadInteger("BPConstants","BP_USEWIRECUTTERS",200);
APBPConstants[BP_DROP_BOMB] = iniReader.ReadInteger("BPConstants","BP_DROP_BOMB",0);
APBPConstants[BP_BURY_MINE] = iniReader.ReadInteger("BPConstants","BP_BURY_MINE",250);
APBPConstants[BP_DISARM_MINE] = iniReader.ReadInteger("BPConstants","BP_DISARM_MINE",0);
APBPConstants[BP_JUMP_OVER] = iniReader.ReadInteger("BPConstants","BP_JUMP_OVER",250);
APBPConstants[BP_BACK_PACK] = iniReader.ReadInteger("APConstants","BP_JUMP_OVER",50);
APBPConstants[BP_WORK_ZIPPER] = iniReader.ReadInteger("APConstants","BP_WORK_ZIPPER",250);
APBPConstants[BP_UNJAM] = iniReader.ReadInteger("APConstants","BP_WORK_ZIPPER",0);
SetupMaxActionPointsAnimation();
}
void FreeGameExternalOptions()
{
MemFree( gGameExternalOptions.iaIMPSlots);
}
BOOLEAN GetCDLocation( )
{
UINT32 uiStrngLength = 0;
CHAR8 zCdLocation[ SGPFILENAME_LEN ];
UINT32 uiRetVal=0;
//Do a crude check to make sure the Ja2.ini file is the right on
uiRetVal = GetPrivateProfileString( "Ja2 Settings","CD", "", zCdLocation, SGPFILENAME_LEN, GAME_INI_FILE );
if( uiRetVal == 0 || !IsDriveLetterACDromDrive( zCdLocation ) )
{
// the user most likely doesnt have the file, or the user has messed with the file
// build a new one
//First delete the old file
// Snap: don't clobber the INI file!
//FileDelete( GAME_INI_FILE );
//Get the location of the cdrom drive
if( GetCDromDriveLetter( zCdLocation ) )
{
CHAR8 *pTemp;
//if it succeeded
pTemp = strrchr( zCdLocation, ':' );
pTemp[0] = '\0';
}
else
{
//put in a default location
sprintf( zCdLocation, "c" );
}
//Now create a new file
WritePrivateProfileString( "Ja2 Settings", "CD", zCdLocation, GAME_INI_FILE );
GetPrivateProfileString( "Ja2 Settings","CD", "", zCdLocation, SGPFILENAME_LEN, GAME_INI_FILE );
}
uiStrngLength = strlen( zCdLocation );
//if the string length is less the 1 character, it is a drive letter
if( uiStrngLength == 1 )
{
sprintf( gzCdDirectory, "%s:\\%s", zCdLocation, CD_ROOT_DIR );
}
//else it is most likely a network location
else if( uiStrngLength > 1 )
{
sprintf( gzCdDirectory, "%s\\%s", zCdLocation, CD_ROOT_DIR );
}
else
{
//no path was entered
gzCdDirectory[ 0 ] = '.';
}
return( TRUE );
}
BOOLEAN GetCDromDriveLetter( STR8 pString )
{
UINT32 uiSize=0;
UINT8 ubCnt=0;
CHAR8 zDriveLetters[512];
CHAR8 zDriveLetter[16];
UINT32 uiDriveType;
uiSize = GetLogicalDriveStrings( 512, zDriveLetters );
for( ubCnt=0;ubCnt<uiSize;ubCnt++ )
{
//if the current char is not null
if( zDriveLetters[ ubCnt ] != '\0' )
{
//get the string
zDriveLetter[ 0 ] = zDriveLetters[ ubCnt ];
ubCnt++;
zDriveLetter[ 1 ] = zDriveLetters[ ubCnt ];
ubCnt++;
zDriveLetter[ 2 ] = zDriveLetters[ ubCnt ];
zDriveLetter[ 3 ] = '\0';
//Get the drive type
uiDriveType = GetDriveType( zDriveLetter );
switch( uiDriveType )
{
// The drive is a CD-ROM drive.
case DRIVE_CDROM:
strcpy( pString, zDriveLetter );
if ( DoJA2FilesExistsOnDrive( pString ) )
{
return( TRUE );
}
break;
default:
break;
}
}
}
return( FALSE );
}
/*
//Determine the type of drive the CDrom is on
uiDriveType = GetDriveType( zCdLocation );
switch( uiDriveType )
{
// The root directory does not exist.
case DRIVE_NO_ROOT_DIR:
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("CDrom Info '%s': %s", zCdLocation, "The root directory does not exist." ) );
break;
// The disk can be removed from the drive.
case DRIVE_REMOVABLE:
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("CDrom Info '%s': %s", zCdLocation, "The disk can be removed from the drive." ) );
break;
// The disk cannot be removed from the drive.
case DRIVE_FIXED:
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("CDrom Info '%s': %s", zCdLocation, "The disk cannot be removed from the drive." ) );
break;
// The drive is a remote (network) drive.
case DRIVE_REMOTE:
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("CDrom Info '%s': %s", zCdLocation, "The drive is a remote (network) drive." ) );
break;
// The drive is a CD-ROM drive.
case DRIVE_CDROM:
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("CDrom Info '%s': %s", zCdLocation, "The drive is a CD-ROM drive." ) );
break;
// The drive is a RAM disk.
case DRIVE_RAMDISK:
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("CDrom Info '%s': %s", zCdLocation, "The drive is a RAM disk." ) );
break;
// The drive type cannot be determined.
case DRIVE_UNKNOWN:
default:
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("CDrom Info '%s': %s", zCdLocation, "The drive type cannot be determined." ) );
break;
}
*/
BOOLEAN CheckIfGameCdromIsInCDromDrive()
{
CHAR8 zVolumeNameBuffer[512];
UINT32 uiVolumeSerialNumber=0;
UINT32 uiMaxComponentLength=0;
UINT32 uiFileSystemFlags=0;
CHAR8 zFileSystemNameBuffer[512];
CHAR8 zCdLocation[ SGPFILENAME_LEN ];
CHAR8 zCdFile[ SGPFILENAME_LEN ];
CHAR8 zCdromRootDrive[512];
UINT32 uiVolumeReturnValue;
UINT32 uiLastError = ERROR_SUCCESS;
if( !GetCdromLocationFromIniFile( zCdromRootDrive ) )
return( FALSE );
uiVolumeReturnValue = GetVolumeInformation( zCdromRootDrive, zVolumeNameBuffer, 512, (LPDWORD) &uiVolumeSerialNumber, (LPDWORD) &uiMaxComponentLength, (LPDWORD) &uiFileSystemFlags, zFileSystemNameBuffer, 512 );
if( !uiVolumeReturnValue )
{
uiLastError = GetLastError();
}
// OK, build filename
sprintf( zCdFile, "%s%s", zCdLocation, gCheckFilenames[ Random( 2 ) ] );
//If the cdrom drive is no longer in the drive
if( uiLastError == ERROR_NOT_READY || ( !FileExists( zCdFile ) ) )
{
CHAR8 sString[512];
//if a game has been started, add the msg about saving the game to a different entry
if( gTacticalStatus.fHasAGameBeenStarted )
{
sprintf( sString, "%S %S", pMessageStrings[ MSG_INTEGRITY_WARNING ], pMessageStrings[ MSG_CDROM_SAVE_GAME ] );
SaveGame( SAVE__ERROR_NUM, pMessageStrings[ MSG_CDROM_SAVE ] );
}
else
{
sprintf( sString, "%S", pMessageStrings[ MSG_INTEGRITY_WARNING ] );
}
// ATE: These are ness. due to reference counting
// in showcursor(). I'm not about to go digging in low level stuff at this
// point in the game development, so keep these here, as this works...
// ShowCursor(TRUE);
// ShowCursor(TRUE);
ShutdownWithErrorBox( sString );
//DoTester( );
//MessageBox(NULL, sString, "Error", MB_OK | MB_ICONERROR );
return( FALSE );
}
return( TRUE );
}
BOOLEAN GetCdromLocationFromIniFile( STR pRootOfCdromDrive )
{
UINT32 uiRetVal=0;
//Do a crude check to make sure the Ja2.ini file is the right on
uiRetVal = GetPrivateProfileString( "Ja2 Settings","CD", "", pRootOfCdromDrive, SGPFILENAME_LEN, GAME_INI_FILE );
if( uiRetVal == 0 )
{
pRootOfCdromDrive[0] = '\0';
return( FALSE);
}
else
{
//add the :\ to the dir
strcat( pRootOfCdromDrive, ":\\" );
return( TRUE );
}
}
void CDromEjectionErrorMessageBoxCallBack( UINT8 bExitValue )
{
if( bExitValue == MSG_BOX_RETURN_OK )
{
guiPreviousOptionScreen = GAME_SCREEN;
//if we are in a game, save the game
if( gTacticalStatus.fHasAGameBeenStarted )
{
SaveGame( SAVE__ERROR_NUM, pMessageStrings[ MSG_CDROM_SAVE ] );
}
//quit the game
gfProgramIsRunning = FALSE;
}
}
BOOLEAN IsDriveLetterACDromDrive( STR pDriveLetter )
{
UINT32 uiDriveType;
CHAR8 zRootName[512];
sprintf( zRootName, "%s:\\", pDriveLetter );
//Get the drive type
uiDriveType = GetDriveType( zRootName );
switch( uiDriveType )
{
// The drive is a CD-ROM drive.
#ifdef JA2BETAVERSION
case DRIVE_NO_ROOT_DIR:
case DRIVE_REMOTE:
#endif
case DRIVE_CDROM:
return( TRUE );
break;
}
return( FALSE );
}
void DisplayGameSettings( )
{
//Display the version number
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%S)", pMessageStrings[ MSG_VERSION ], zVersionLabel, czVersionNumber );
//Display the difficulty level
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], gzGIOScreenText[ gGameOptions.ubDifficultyLevel + GIO_EASY_TEXT - 1 ] );
//Bobby Ray option
switch ( gGameOptions.ubBobbyRay )
{
case BR_GOOD:
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ] );
break;
case BR_GREAT:
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GREAT_TEXT ] );
break;
case BR_EXCELLENT:
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_EXCELLENT_TEXT ] );
break;
case BR_AWESOME:
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_AWESOME_TEXT ] );
break;
}
// Kaiden: Following Line was commented out (Extra Bobby Rays Setting always displays Normal.
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ] );
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_GAME_SAVE_STYLE_TEXT ], gzGIOScreenText[ GIO_SAVE_ANYWHERE_TEXT + gGameOptions.fIronManMode ] );
// Tons of Guns Option
if( gGameOptions.fGunNut )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_GUN_OPTIONS_TEXT ], gzGIOScreenText[ GIO_GUN_NUT_TEXT ] );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_GUN_OPTIONS_TEXT ], gzGIOScreenText[ GIO_REDUCED_GUNS_TEXT ] );
//Sci fi option
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_GAME_STYLE_TEXT ], gzGIOScreenText[ GIO_REALISTIC_TEXT + gGameOptions.ubGameStyle ] );
////Timed Turns option
//// JA2Gold: no timed turns
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_TIMED_TURN_TITLE_TEXT ], gzGIOScreenText[ GIO_NO_TIMED_TURNS_TEXT + gGameOptions.fTurnTimeLimit ] );
if (!is_networked)
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[58], CurrentPlayerProgressPercentage(), HighestPlayerProgressPercentage() );
////if( CHEATER_CHEAT_LEVEL() )
//{
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[58], CurrentPlayerProgressPercentage(), HighestPlayerProgressPercentage() );
//}
}
BOOLEAN MeanwhileSceneSeen( UINT8 ubMeanwhile )
{
UINT32 uiCheckFlag;
if ( ubMeanwhile > 32 || ubMeanwhile > NUM_MEANWHILES )
{
return( FALSE );
}
uiCheckFlag = 0x1 << ubMeanwhile;
if ( gGameSettings.uiMeanwhileScenesSeenFlags & uiCheckFlag )
{
return( TRUE );
}
else
{
return( FALSE );
}
}
BOOLEAN SetMeanwhileSceneSeen( UINT8 ubMeanwhile )
{
UINT32 uiCheckFlag;
if ( ubMeanwhile > 32 || ubMeanwhile > NUM_MEANWHILES )
{
// can't set such a flag!
return( FALSE );
}
uiCheckFlag = 0x1 << ubMeanwhile;
gGameSettings.uiMeanwhileScenesSeenFlags |= uiCheckFlag;
return( TRUE );
}
BOOLEAN CanGameBeSaved()
{
//if the iron man mode is on
if( gGameOptions.fIronManMode )
{
//if we are in turn based combat
if( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
{
//no save for you
return( FALSE );
}
//if there are enemies in the current sector
if( gWorldSectorX != -1 && gWorldSectorY != -1 &&
gWorldSectorX != 0 && gWorldSectorY != 0 &&
NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) > 0 )
{
//no save for you
return( FALSE );
}
//All checks failed, so we can save
return( TRUE );
}
else
{
return( TRUE );
}
}