mirror of
https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
Merge branch 'master' into ExtraMercs
This commit is contained in:
@@ -1,7 +1,3 @@
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#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#include "PreBattle Interface.h"
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#else
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#include "sgp.h"
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#include "air raid.h"
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#include "game event hook.h"
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@@ -31,7 +27,6 @@
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#include "Map screen helicopter.h"
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#include "structure wrap.h"
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#include "meanwhile.h"
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#endif
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#include "GameInitOptionsScreen.h"
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@@ -1,6 +1,3 @@
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#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include <stdio.h>
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#include <string.h>
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@@ -12,7 +9,6 @@
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#include "Animation Data.h"
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#include "Animation Control.h"
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#include "Debug Control.h"
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#endif
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#define EMPTY_CACHE_ENTRY 65000
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@@ -1,6 +1,3 @@
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#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "builddefines.h"
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#include <stdio.h>
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#include <string.h>
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@@ -18,7 +15,6 @@
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#include "Debug Control.h"
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#include "Random.h"
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#include "Soldier Control.h"
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#endif
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#include "connect.h"
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@@ -1,6 +1,3 @@
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#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "builddefines.h"
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#include <stdio.h>
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#include <string.h>
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@@ -17,7 +14,6 @@
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#include "utilities.h"
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#include "worlddef.h"
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#include "Fileman.h"
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#endif
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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+20
-114
@@ -1,6 +1,3 @@
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#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "Types.h"
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#include "stdlib.h"
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#include "Arms Dealer Init.h"
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@@ -19,7 +16,6 @@
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#include "GameSettings.h"
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#include "Overhead.h" // added by Flugente for MercPtrs[]
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#include "LuaInitNPCs.h" // added by Flugente
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#endif
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#ifdef JA2UB
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#include "Explosion Control.h"
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@@ -49,58 +45,6 @@ void RemoveNonIntelItems();
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UINT8 gubLastSpecialItemAddedAtElement = 255;
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// Flugente 2012-12-19: merchant data has been externalised - see XML_Merchants.cpp
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#if 0
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// THIS STRUCTURE HAS UNCHANGING INFO THAT DOESN'T GET SAVED/RESTORED/RESET
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// TODO: externalize
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const ARMS_DEALER_INFO DefaultarmsDealerInfo[ NUM_ARMS_DEALERS ] =
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{
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//Buying Selling Merc ID# Type Initial Flags
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//Price Price Of Cash
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//Modifier Modifier Dealer
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/* Tony */ { 0.75f, 1.25f, TONY, ARMS_DEALER_BUYS_SELLS, 15000, ARMS_DEALER_SOME_USED_ITEMS | ARMS_DEALER_GIVES_CHANGE, 15000, 15000, 0, 1, 10, 1, 10, 2, 3, false, false },
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/* Franz Hinkle */ { 1.0f, 1.5f, FRANZ, ARMS_DEALER_BUYS_SELLS, 5000, ARMS_DEALER_SOME_USED_ITEMS | ARMS_DEALER_GIVES_CHANGE, 5000, 5000, 0, 1, 10, 0, 100, 1, 2, false, true },
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/* Keith Hemps */ { 0.75f, 1.0f, KEITH, ARMS_DEALER_BUYS_SELLS, 1500, ARMS_DEALER_ONLY_USED_ITEMS | ARMS_DEALER_GIVES_CHANGE, 1500, 1500, 0, 1, 10, 0, 100, 1, 2, false, true },
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/* Jake Cameron */ { 0.8f, 1.1f, JAKE, ARMS_DEALER_BUYS_SELLS, 2500, ARMS_DEALER_ONLY_USED_ITEMS | ARMS_DEALER_GIVES_CHANGE, 2500, 2500, 0, 1, 10, 0, 100, 1, 2, false, true },
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/* Gabby Mulnick*/ { 1.0f, 1.0f, GABBY, ARMS_DEALER_BUYS_SELLS, 3000, ARMS_DEALER_GIVES_CHANGE , 3000, 3000, 0, 1, 10, 0, 100, 1, 2, false, true },
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#ifdef JA2UB
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/* Devin Connell*/ //ja25 ub Biggins//{ 0.75f, 1.25f, DEVIN, ARMS_DEALER_SELLS_ONLY, 5000, ARMS_DEALER_GIVES_CHANGE , 5000, 5000, 0, 3, 10, 0, 10, 2, 3, false, false },
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#else
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/* Devin Connell*/ { 0.75f, 1.25f, DEVIN, ARMS_DEALER_SELLS_ONLY, 5000, ARMS_DEALER_GIVES_CHANGE , 5000, 5000, 0, 3, 10, 0, 10, 2, 3, false, false },
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#endif
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/* Howard Filmore*/ { 1.0f, 1.0f, HOWARD, ARMS_DEALER_SELLS_ONLY, 3000, ARMS_DEALER_GIVES_CHANGE , 3000, 3000, 0, 1, 10, 0, 100, 1, 2, false, true },
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/* Sam Rozen */ { 1.0f, 1.0f, SAM, ARMS_DEALER_SELLS_ONLY, 3000, ARMS_DEALER_GIVES_CHANGE , 3000, 3000, 0, 1, 10, 0, 100, 1, 2, false, true },
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/* Frank */ { 1.0f, 1.0f, FRANK, ARMS_DEALER_SELLS_ONLY, 500, ARMS_DEALER_ACCEPTS_GIFTS , 500, 500, 0, 1, 10, 0, 100, 1, 2, false, true },
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/* Bar Bro 1 */ { 1.0f, 1.0f, HERVE, ARMS_DEALER_SELLS_ONLY, 250, ARMS_DEALER_ACCEPTS_GIFTS , 250, 250, 0, 1, 10, 0, 100, 1, 2, false, true },
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/* Bar Bro 2 */ { 1.0f, 1.0f, PETER, ARMS_DEALER_SELLS_ONLY, 250, ARMS_DEALER_ACCEPTS_GIFTS , 250, 250, 0, 1, 10, 0, 100, 1, 2, false, true },
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/* Bar Bro 3 */ { 1.0f, 1.0f, ALBERTO, ARMS_DEALER_SELLS_ONLY, 250, ARMS_DEALER_ACCEPTS_GIFTS , 250, 250, 0, 1, 10, 0, 100, 1, 2, false, true },
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/* Bar Bro 4 */ { 1.0f, 1.0f, CARLO, ARMS_DEALER_SELLS_ONLY, 250, ARMS_DEALER_ACCEPTS_GIFTS , 250, 250, 0, 1, 10, 0, 100, 1, 2, false, true },
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/* Micky O'Brien*/ { 1.0f, 1.4f, MICKY, ARMS_DEALER_BUYS_ONLY, 10000, ARMS_DEALER_HAS_NO_INVENTORY | ARMS_DEALER_GIVES_CHANGE, 10000, 10000, 0, 1, 10, 1, 10, 1, 2, false, true },
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//Repair Repair
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//Speed Cost
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/* Arnie Brunzwell*/{ 0.1f, 0.8f, ARNIE, ARMS_DEALER_REPAIRS, 1500, ARMS_DEALER_HAS_NO_INVENTORY | ARMS_DEALER_GIVES_CHANGE, 1500, 1500, 0, 1, 10, 1, 10, 1, 2, false, true },
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/* Fredo */ { 0.6f, 0.6f, FREDO, ARMS_DEALER_REPAIRS, 1000, ARMS_DEALER_HAS_NO_INVENTORY | ARMS_DEALER_GIVES_CHANGE, 1000, 1000, 0, 1, 10, 1, 10, 1, 2, false, true },
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#ifdef JA2UB
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/* Raul */ { 0.80f, 1.8f, PERKO, ARMS_DEALER_BUYS_SELLS, 20000, ARMS_DEALER_SOME_USED_ITEMS | ARMS_DEALER_GIVES_CHANGE , 1000, 1000, 0, 1, 10, 1, 10, 1, 2, false, true },
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#else
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/* Perko */ { 1.0f, 0.4f, PERKO, ARMS_DEALER_REPAIRS, 1000, ARMS_DEALER_HAS_NO_INVENTORY | ARMS_DEALER_GIVES_CHANGE, 1000, 1000, 0, 1, 10, 1, 10, 1, 2, false, true },
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#endif
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/* Elgin */ { 1.0f, 1.0f, DRUGGIST, ARMS_DEALER_SELLS_ONLY, 500, ARMS_DEALER_ACCEPTS_GIFTS , 500, 500, 0, 1, 10, 1, 10, 1, 2, false, true },
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/* Manny */ { 1.0f, 1.0f, MANNY, ARMS_DEALER_SELLS_ONLY, 500, ARMS_DEALER_ACCEPTS_GIFTS , 500, 500, 0, 1, 10, 1, 10, 1, 2, false, true },
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#ifdef JA2UB
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/* Betty */ { 0.75f, 1.25f, 73, ARMS_DEALER_BUYS_SELLS, 10000, ARMS_DEALER_SOME_USED_ITEMS | ARMS_DEALER_GIVES_CHANGE , 1000, 1000, 0, 1, 10, 1, 10, 1, 2, false, true },
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#endif
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};
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#endif
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std::vector<ARMS_DEALER_INFO> armsDealerInfo (NUM_ARMS_DEALERS);
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@@ -507,8 +451,8 @@ void DailyCheckOnItemQuantities()
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if( armsDealerInfo[ ubArmsDealer ].uiFlags & ARMS_DEALER_HAS_NO_INVENTORY )
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continue;
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int numTotalItems[MAXITEMS] = { 0 };
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bool itemsAreOnOrder[MAXITEMS] = { false };
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std::map< UINT16, UINT16> numTotalItems;
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std::set<UINT16> itemsAreOnOrder;
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter)
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{
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if (iter->object.exists() == true)
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@@ -519,7 +463,7 @@ void DailyCheckOnItemQuantities()
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}
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else
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{
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itemsAreOnOrder[iter->object.usItem] = true;
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itemsAreOnOrder.insert(iter->object.usItem);
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//and today is the day the items come in
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if( iter->uiOrderArrivalTime >= GetWorldDay() )
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@@ -546,18 +490,23 @@ void DailyCheckOnItemQuantities()
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if( CanDealerTransactItem( ubArmsDealer, usItemIndex, FALSE ) )
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{
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//if there are no items on order
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if ( itemsAreOnOrder[ usItemIndex ] == false )
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if ( itemsAreOnOrder.count( usItemIndex ) == 0 )
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{
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ubMaxSupply = GetDealersMaxItemAmount( ubArmsDealer, usItemIndex );
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UINT16 halfSupply = (UINT16)(ubMaxSupply / 2);
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UINT16 itemsInStock = 0;
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if ( numTotalItems.count(usItemIndex) > 0 )
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{
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itemsInStock = numTotalItems[usItemIndex];
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}
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//if the qty on hand is half the desired amount or fewer
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if( numTotalItems[ usItemIndex ] <= (INT32)( ubMaxSupply / 2 ) )
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if( itemsInStock <= halfSupply )
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{
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//determine if the item can be restocked (assume new, use items aren't checked for until the stuff arrives)
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if (ItemTransactionOccurs( ubArmsDealer, usItemIndex, DEALER_BUYING, FALSE ))
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{
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// figure out how many items to reorder (items are reordered an entire batch at a time)
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ubNumItems = HowManyItemsToReorder( ubMaxSupply, numTotalItems[ usItemIndex ] );
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ubNumItems = HowManyItemsToReorder( ubMaxSupply, itemsInStock);
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#ifdef JA2UB
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//if the dealer is betty, and we are to ADD the stuff instantly
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if( ubArmsDealer == ARMS_DEALER_BETTY && fInstallyHaveItemsAppear &&
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@@ -778,10 +727,7 @@ void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uiDealerItemType, UIN
|
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if( gArmsDealerStatus[ ubArmsDealer ].fOutOfBusiness )
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return;
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//ADB, ya, a whole 1 line of extra code!
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// not permitted for repair dealers - would take extra code to avoid counting items under repair!
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//Assert( !DoesDealerDoRepairs( ubArmsDealer ) );
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int numTotalItems[MAXITEMS] = { 0 };
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std::map< UINT16, UINT16> numTotalItems;
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter) {
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if (iter->ItemIsInInventory() == true && iter->IsUnderRepair() == false) {
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numTotalItems[iter->object.usItem] += iter->object.ubNumberOfObjects;
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@@ -798,7 +744,7 @@ void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uiDealerItemType, UIN
|
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for ( usItemIndex = 1; usItemIndex < gMAXITEMS_READ; ++usItemIndex )
|
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{
|
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//if there is some items in stock
|
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if( numTotalItems[usItemIndex] > 0)
|
||||
if (numTotalItems.count(usItemIndex) > 0)
|
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{
|
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//if the item is of the same dealer item type
|
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if( uiDealerItemType & GetArmsDealerItemTypeFromItemNumber( usItemIndex ) )
|
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@@ -862,45 +808,6 @@ void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uiDealerItemType, UIN
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
//loop through all items of the same type
|
||||
for( usItemIndex = 1; usItemIndex < MAXITEMS; usItemIndex++ )
|
||||
{
|
||||
//if there are some non-repairing items in stock
|
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if( gOldArmsDealersInventory[ ubArmsDealer ][ usItemIndex ].ubTotalItems )
|
||||
{
|
||||
//if the item is of the same dealer item type
|
||||
if( uiDealerItemType & GetArmsDealerItemTypeFromItemNumber( usItemIndex ) )
|
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{
|
||||
// a random chance that the item will be removed
|
||||
if( Random( 100 ) < 30 )
|
||||
{
|
||||
//remove the item
|
||||
|
||||
//if the dealer item type is ammo
|
||||
if( uiDealerItemType == ARMS_DEALER_AMMO )
|
||||
{
|
||||
// remove all of them, since each ammo item counts as only one "item" here
|
||||
|
||||
// create item info describing a perfect item
|
||||
SetSpecialItemInfoToDefaults( &SpclItemInfo );
|
||||
// ammo will always be only condition 100, there's never any in special slots
|
||||
RemoveItemFromArmsDealerInventory( ubArmsDealer, usItemIndex, gOldArmsDealersInventory[ ubArmsDealer ][ usItemIndex ].ubTotalItems );
|
||||
}
|
||||
else
|
||||
{
|
||||
// pick 1 random one, don't care about its condition
|
||||
RemoveRandomItemFromArmsDealerInventory( ubArmsDealer, usItemIndex, 1 );
|
||||
}
|
||||
|
||||
uiItemsToRemove--;
|
||||
if( uiItemsToRemove == 0)
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
@@ -914,10 +821,8 @@ void GuaranteeAtLeastOneItemOfType( UINT8 ubArmsDealer, UINT32 uiDealerItemType
|
||||
if( gArmsDealerStatus[ ubArmsDealer ].fOutOfBusiness )
|
||||
return;
|
||||
|
||||
//ADB, ya, a whole 1 line of extra code!
|
||||
// not permitted for repair dealers - would take extra code to avoid counting items under repair!
|
||||
//Assert( !DoesDealerDoRepairs( ubArmsDealer ) );
|
||||
int numTotalItems[MAXITEMS] = { 0 };
|
||||
|
||||
std::map< UINT16, UINT16> numTotalItems;
|
||||
for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter)
|
||||
{
|
||||
if (iter->ItemIsInInventory() == true && iter->IsUnderRepair() == false)
|
||||
@@ -926,6 +831,7 @@ void GuaranteeAtLeastOneItemOfType( UINT8 ubArmsDealer, UINT32 uiDealerItemType
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
std::vector<UINT16> usAvailableItems;
|
||||
std::vector<UINT8> ubChanceForAvailableItem;
|
||||
//loop through all items of the same type
|
||||
@@ -935,7 +841,7 @@ void GuaranteeAtLeastOneItemOfType( UINT8 ubArmsDealer, UINT32 uiDealerItemType
|
||||
if( uiDealerItemType & GetArmsDealerItemTypeFromItemNumber( usItemIndex ) )
|
||||
{
|
||||
//if there are any of these in stock
|
||||
if( numTotalItems[usItemIndex] > 0 )
|
||||
if( numTotalItems.count(usItemIndex) > 0 )
|
||||
{
|
||||
//there is already at least 1 item of that type, return
|
||||
return;
|
||||
@@ -1219,7 +1125,7 @@ UINT32 GetArmsDealerItemTypeFromItemNumber( UINT16 usItem )
|
||||
return( 0 );
|
||||
break;
|
||||
default:
|
||||
AssertMsg( FALSE, String( "GetArmsDealerItemTypeFromItemNumber(), invalid class %d for item %d. DF 0.", Item[ usItem ].usItemClass, usItem ) );
|
||||
AssertMsg( FALSE, String( "GetArmsDealerItemTypeFromItemNumber(), invalid class %d for item %d. gMAXITEMS_READ = %d.", Item[ usItem ].usItemClass, usItem, gMAXITEMS_READ ) );
|
||||
break;
|
||||
}
|
||||
return( 0 );
|
||||
@@ -2507,4 +2413,4 @@ BOOLEAN CanThisItemBeSoldToSimulatedCustomer( UINT8 ubArmsDealerID, UINT16 usIte
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "Types.h"
|
||||
#include "ArmsDealerInvInit.h"
|
||||
//#include "Item Types.h"
|
||||
@@ -15,7 +12,7 @@
|
||||
#include "Random.h"
|
||||
#include "Shopkeeper Interface.h"
|
||||
#include "connect.h"
|
||||
#endif
|
||||
#include "Rebel Command.h"
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
@@ -1008,8 +1005,8 @@ UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEA
|
||||
// WDS - Improve Tony's and Devin's inventory like BR's
|
||||
// Tony has the better stuff sooner (than Bobby R's)
|
||||
if (bArmsDealer >= 0) {
|
||||
ubMinCoolness += armsDealerInfo[bArmsDealer].addToCoolness;
|
||||
ubMaxCoolness += armsDealerInfo[bArmsDealer].addToCoolness;
|
||||
ubMinCoolness += armsDealerInfo[bArmsDealer].addToCoolness + RebelCommand::GetMerchantCoolnessBonus();
|
||||
ubMaxCoolness += armsDealerInfo[bArmsDealer].addToCoolness + RebelCommand::GetMerchantCoolnessBonus();
|
||||
ubMinCoolness = max( armsDealerInfo[bArmsDealer].minCoolness, min( 9, ubMinCoolness ) );
|
||||
// silversurfer: max coolness should never be lower than min coolness!
|
||||
//ubMaxCoolness = max( 2, min( armsDealerInfo[bArmsDealer].maxCoolness, ubMaxCoolness ) );
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "overhead.h"
|
||||
#include "messageboxscreen.h"
|
||||
@@ -28,7 +25,6 @@
|
||||
#include "cursors.h"
|
||||
#include "English.h"
|
||||
#include "SkillCheck.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "Music Control.h"
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "Soldier Control.h"
|
||||
#include "Overhead.h"
|
||||
#include "Boxing.h"
|
||||
@@ -25,7 +22,6 @@
|
||||
#include "Font Control.h"
|
||||
#include "message.h"
|
||||
#include "GameSettings.h" // added by SANDRO
|
||||
#endif
|
||||
|
||||
INT32 gsBoxerGridNo[ NUM_BOXERS ] = { 11393, 11233, 11073 };
|
||||
UINT16 gubBoxerID[ NUM_BOXERS ] = { NOBODY, NOBODY, NOBODY };
|
||||
|
||||
@@ -0,0 +1,157 @@
|
||||
set(TacticalSrc
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Air Raid.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Animation Cache.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Animation Control.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Animation Data.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Arms Dealer Init.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/ArmsDealerInvInit.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Auto Bandage.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Boxing.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/bullets.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Campaign.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Civ Quotes.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Dialogue Control.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Disease.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/DisplayCover.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Drugs And Alcohol.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/DynamicDialogue.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/End Game.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Enemy Soldier Save.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/EnemyItemDrops.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Faces.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Food.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/fov.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/GAP.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Handle Doors.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Handle Items.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Handle UI Plan.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Handle UI.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Interface Control.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Interface Cursors.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Interface Dialogue.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Interface Enhanced.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Interface Items.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Interface Panels.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Interface Utils.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Interface.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/InterfaceItemImages.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Inventory Choosing.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Item Types.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Items.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Ja25_Tactical.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Keys.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/LogicalBodyTypes/AbstractXMLLoader.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/LogicalBodyTypes/BodyType.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/LogicalBodyTypes/BodyTypeDB.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/LogicalBodyTypes/EnumeratorDB.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/LogicalBodyTypes/Filter.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/LogicalBodyTypes/FilterDB.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/LogicalBodyTypes/Layers.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/LogicalBodyTypes/PaletteDB.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/LogicalBodyTypes/PaletteTable.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/LogicalBodyTypes/SurfaceCache.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/LogicalBodyTypes/SurfaceDB.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/LogicalBodyTypes/XMLParseException.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/LOS.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Map Information.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Merc Entering.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Merc Hiring.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Militia Control.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Minigame.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Morale.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/opplist.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Overhead.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/PATHAI.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Points.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/QARRAY.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Rain.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/RandomMerc.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Real Time Input.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Rotting Corpses.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/ShopKeeper Interface.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/SkillCheck.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/SkillMenu.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Soldier Add.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Soldier Ani.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Soldier Control.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Soldier Create.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Soldier Find.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Soldier Init List.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Soldier Profile.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Soldier Tile.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/SoldierTooltips.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Spread Burst.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Squads.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Strategic Exit GUI.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Structure Wrap.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Tactical Save.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Tactical Turns.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/TeamTurns.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Turn Based Input.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/UI Cursors.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Vehicles.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/VehicleMenu.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/Weapons.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/World Items.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_AmmoStrings.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_AmmoTypes.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Armour.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_AttachmentInfo.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Attachments.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_AttachmentSlots.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Background.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_BurstSounds.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_CivGroupNames.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Clothes.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_ComboMergeInfo.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_CompatibleFaceItems.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Disease.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Drugs.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_EnemyAmmoDrops.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_EnemyArmourDrops.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_EnemyExplosiveDrops.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_EnemyItemChoice.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_EnemyMiscDrops.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_EnemyNames.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_EnemyRank.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_EnemyWeaponChoice.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_EnemyWeaponDrops.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Explosive.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Food.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_FoodOpinions.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_HiddenNames.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_IMPItemChoices.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_IncompatibleAttachments.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_InteractiveTiles.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_ItemAdjustments.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Keys.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Launchable.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_LBEPocket.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_LBEPocketPopup.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_LoadBearingEquipment.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_LoadScreenHints.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Locks.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Magazine.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Merchants.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_MercStartingGear.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Merge.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_MilitiaIndividual.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_NewFaceGear.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Opinions.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Profiles.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Qarray.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_RandomItem.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_RandomStats.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_RPCFacesSmall.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_SectorLoadscreens.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_SoldierProfiles.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Sounds.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_SpreadPatterns.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_StructureConstruct.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_StructureDeconstruct.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Structure_Move.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Taunts.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_AdditionalTileProperties.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_TonyInventory.cpp"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Vehicles.cpp"
|
||||
PARENT_SCOPE)
|
||||
+10
-4
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <wchar.h>
|
||||
#include <stdio.h>
|
||||
@@ -37,7 +34,6 @@
|
||||
#include "Strategic AI.h"
|
||||
#include "interface Dialogue.h"
|
||||
#include "DynamicDialogue.h"
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "Explosion Control.h"
|
||||
@@ -309,6 +305,16 @@ void ProcessStatChange(MERCPROFILESTRUCT *pProfile, UINT8 ubStat, UINT16 usNumCh
|
||||
usChance += (usChance * (pProfile->bWisdom + (pProfile->sWisdomGain / SubpointsPerPoint(WISDOMAMT, pProfile->bExpLevel)) - 50)) / 100;
|
||||
}
|
||||
|
||||
// rftr: reduced growth rates at 80+ and 90+ (to make mercs with higher base stats more valuable)
|
||||
if (bCurrentRating >= 90)
|
||||
{
|
||||
usChance = min(min(gGameExternalOptions.ubMaxGrowthChanceAt80, gGameExternalOptions.ubMaxGrowthChanceAt90), usChance);
|
||||
}
|
||||
else if (bCurrentRating >= 80)
|
||||
{
|
||||
usChance = min(gGameExternalOptions.ubMaxGrowthChanceAt80, usChance);
|
||||
}
|
||||
|
||||
/*
|
||||
// if the stat is Marksmanship, and the guy is a hopeless shot
|
||||
if ((ubStat == MARKAMT) && (pProfile->bSpecialTrait == HOPELESS_SHOT))
|
||||
|
||||
+4
-38
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include "Types.h"
|
||||
@@ -32,7 +29,6 @@
|
||||
#include "NPC.h"
|
||||
#include "Strategic Mines.h"
|
||||
#include "Random.h"
|
||||
#endif
|
||||
#include "connect.h"
|
||||
|
||||
// for enemy taunts
|
||||
@@ -201,42 +197,12 @@ BOOLEAN GetCivQuoteText(UINT16 ubCivQuoteID, UINT16 ubEntryID, STR16 zQuote )
|
||||
|
||||
void SurrenderMessageBoxCallBack( UINT8 ubExitValue )
|
||||
{
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
INT32 cnt = 0;
|
||||
|
||||
if ( ubExitValue == MSG_BOX_RETURN_YES )
|
||||
{
|
||||
// CJC Dec 1 2002: fix multiple captures
|
||||
BeginCaptureSquence();
|
||||
|
||||
// Do capture....
|
||||
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
|
||||
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++)
|
||||
{
|
||||
// Are we active and in sector.....
|
||||
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
|
||||
{
|
||||
if ( pTeamSoldier->stats.bLife != 0 )
|
||||
{
|
||||
EnemyCapturesPlayerSoldier( pTeamSoldier );
|
||||
|
||||
RemoveSoldierFromTacticalSector( pTeamSoldier, TRUE );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EndCaptureSequence( );
|
||||
|
||||
gfSurrendered = TRUE;
|
||||
SetCustomizableTimerCallbackAndDelay( 3000, CaptureTimerCallback, FALSE );
|
||||
|
||||
ActionDone( gCivQuoteData.pCiv );
|
||||
}
|
||||
else
|
||||
{
|
||||
ActionDone( gCivQuoteData.pCiv );
|
||||
AttemptToCapturePlayerSoldiers();
|
||||
}
|
||||
gTacticalStatus.fEnemyFlags |= ENEMY_OFFERED_SURRENDER;
|
||||
ActionDone( gCivQuoteData.pCiv );
|
||||
}
|
||||
|
||||
void ShutDownQuoteBox( BOOLEAN fForce )
|
||||
@@ -2388,4 +2354,4 @@ BOOLEAN PlayVoiceTaunt(SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SOLDIERTYPE *pTa
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "PreBattle Interface.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
//#include "soldier control.h"
|
||||
#include "Encrypted File.h"
|
||||
@@ -55,7 +51,6 @@
|
||||
#include "los.h"
|
||||
#include "qarray.h"
|
||||
#include "Soldier Profile.h"
|
||||
#endif
|
||||
#include <vector>
|
||||
#include "Auto Resolve.h"
|
||||
|
||||
@@ -1515,6 +1510,9 @@ BOOLEAN DelayedTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteN
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
|
||||
return( FALSE );
|
||||
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
|
||||
return( FALSE );
|
||||
|
||||
return( CharacterDialogue( pSoldier->ubProfile, usQuoteNum, pSoldier->iFaceIndex, DIALOGUE_TACTICAL_UI, TRUE, TRUE ) );
|
||||
}
|
||||
|
||||
@@ -1574,6 +1572,9 @@ BOOLEAN TacticalCharacterDialogueWithSpecialEventEx( SOLDIERTYPE *pSoldier, UINT
|
||||
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
|
||||
return( FALSE );
|
||||
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
return( CharacterDialogueWithSpecialEventEx( pSoldier->ubProfile, usQuoteNum, pSoldier->iFaceIndex, DIALOGUE_TACTICAL_UI, TRUE, FALSE, uiFlag, uiData1, uiData2, uiData3 ) );
|
||||
@@ -1625,6 +1626,9 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
|
||||
return( FALSE );
|
||||
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
|
||||
return( FALSE );
|
||||
|
||||
// OK, let's check if this is the exact one we just played, if so, skip.
|
||||
if ( pSoldier->ubProfile == gTacticalStatus.ubLastQuoteProfileNUm &&
|
||||
usQuoteNum == gTacticalStatus.ubLastQuoteSaid )
|
||||
@@ -1717,6 +1721,9 @@ BOOLEAN SnitchTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNu
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
|
||||
return( FALSE );
|
||||
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
|
||||
return( FALSE );
|
||||
|
||||
// OK, let's check if this is the exact one we just played, if so, skip.
|
||||
//if ( pSoldier->ubProfile == gTacticalStatus.ubLastQuoteProfileNUm &&
|
||||
// usQuoteNum == gTacticalStatus.ubLastQuoteSaid )
|
||||
@@ -1774,6 +1781,9 @@ BOOLEAN AdditionalTacticalCharacterDialogue_CallsLua( SOLDIERTYPE *pSoldier, UIN
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
|
||||
return( FALSE );
|
||||
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
|
||||
return( FALSE );
|
||||
|
||||
if ( AM_AN_EPC( pSoldier ) && !( gMercProfiles[pSoldier->ubProfile].ubMiscFlags & PROFILE_MISC_FLAG_FORCENPCQUOTE ) )
|
||||
return( FALSE );
|
||||
|
||||
@@ -1802,7 +1812,7 @@ void AdditionalTacticalCharacterDialogue_AllInSector(INT16 aSectorX, INT16 aSect
|
||||
if ( pSoldier->stats.bLife >= OKLIFE && pSoldier->bActive &&
|
||||
pSoldier->ubProfile != ausIgnoreProfile &&
|
||||
pSoldier->sSectorX == aSectorX && pSoldier->sSectorY == aSectorY && pSoldier->bSectorZ == aSectorZ &&
|
||||
pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT &&
|
||||
pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND &&
|
||||
(aAroundGridno == NOWHERE || PythSpacesAway( pSoldier->sGridNo, aAroundGridno ) <= aRadius ) &&
|
||||
!pSoldier->flags.fBetweenSectors )
|
||||
{
|
||||
@@ -2105,6 +2115,9 @@ BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
|
||||
return( FALSE );
|
||||
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
|
||||
return( FALSE );
|
||||
|
||||
// sleeping guys don't talk.. go to standby to talk
|
||||
if( pSoldier->flags.fMercAsleep == TRUE )
|
||||
{
|
||||
|
||||
@@ -1,11 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "AI All.h"
|
||||
#include "DisplayCover.h"
|
||||
#include "Interface.h"
|
||||
#include "opplist.h"
|
||||
#include "_Ja25Englishtext.h"
|
||||
//#include "Ja25 Strategic Ai.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include "Types.h"
|
||||
#include "Isometric Utils.h"
|
||||
@@ -34,7 +26,7 @@
|
||||
#include "UI Cursors.h"
|
||||
#include "soldier profile type.h"
|
||||
#include "Interface Cursors.h" // added by Flugente for UICursorDefines
|
||||
#endif
|
||||
#include "Rebel Command.h"
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
@@ -759,7 +751,7 @@ void CalculateCoverFromSoldier( SOLDIERTYPE* pFromSoldier, const INT32& sTargetG
|
||||
{
|
||||
const UINT8& ubStance = animArr[i];
|
||||
|
||||
INT32 usAdjustedSight;
|
||||
INT32 usAdjustedSight = 0;
|
||||
|
||||
if (pToSoldier == NULL) {
|
||||
usAdjustedSight = usSightLimit;
|
||||
@@ -767,6 +759,8 @@ void CalculateCoverFromSoldier( SOLDIERTYPE* pFromSoldier, const INT32& sTargetG
|
||||
usAdjustedSight = usSightLimit + usSightLimit * GetSightAdjustment( pToSoldier, GetStealth(pToSoldier), GetSightAdjustmentBasedOnLBE(pToSoldier), sTargetGridNo, (INT8) fRoof, ubStance ) /100;
|
||||
}
|
||||
|
||||
RebelCommand::ApplyVisionModifier(pFromSoldier, usAdjustedSight);
|
||||
|
||||
if ( SoldierToVirtualSoldierLineOfSightTest( pFromSoldier, sTargetGridNo, (INT8) fRoof, ubStance, FALSE, usAdjustedSight ) != 0 )
|
||||
{
|
||||
if ( bOverlayType > i ) bOverlayType = i;
|
||||
@@ -784,7 +778,7 @@ static void CalculateCoverFromEnemySoldier(SOLDIERTYPE* pFromSoldier, const INT3
|
||||
{
|
||||
const UINT8& ubStance = animArr[i];
|
||||
|
||||
INT32 usAdjustedSight;
|
||||
INT32 usAdjustedSight = 0;
|
||||
|
||||
if (pToSoldier == nullptr) {
|
||||
usAdjustedSight = usSightLimit;
|
||||
@@ -793,6 +787,8 @@ static void CalculateCoverFromEnemySoldier(SOLDIERTYPE* pFromSoldier, const INT3
|
||||
usAdjustedSight = usSightLimit + usSightLimit * GetSightAdjustment(pToSoldier, ToSoldierStealth, ToSoldierLBeSightAdjustment, sTargetGridNo, (INT8)fRoof, ubStance) / 100;
|
||||
}
|
||||
|
||||
RebelCommand::ApplyVisionModifier(pFromSoldier, usAdjustedSight);
|
||||
|
||||
if (SoldierToVirtualSoldierLineOfSightTest(pFromSoldier, sTargetGridNo, (INT8)fRoof, ubStance, FALSE, usAdjustedSight) != 0)
|
||||
{
|
||||
if (bOverlayType > i) bOverlayType = i;
|
||||
@@ -1827,8 +1823,8 @@ void CalculateWeapondata()
|
||||
pObjUsed = pObjPlatform;
|
||||
}
|
||||
|
||||
gunrange = GunRange( pObjUsed, pSoldier ) / 10;
|
||||
laserrange = GetBestLaserRange( pObjPlatform ) / 10;
|
||||
gunrange = GunRange( pObjUsed, pSoldier ) / CELL_X_SIZE;
|
||||
laserrange = GetBestLaserRange( pObjPlatform ) / CELL_X_SIZE;
|
||||
|
||||
if ( Item[pObjUsed->usItem].usItemClass & IC_LAUNCHER )
|
||||
{
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "soldier control.h"
|
||||
#include "soldier profile.h"
|
||||
@@ -17,7 +14,6 @@
|
||||
#include "Animation data.h" // added by Flugente for SoldierBodyTypes
|
||||
#include "CampaignStats.h" // added by Flugente
|
||||
#include "DynamicDialogue.h"// added by Flugente
|
||||
#endif
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
|
||||
@@ -960,6 +960,9 @@ BOOLEAN DynamicOpinionTacticalCharacterDialogue( DynamicOpinionSpeechEvent& aEve
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
|
||||
return( FALSE );
|
||||
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
|
||||
return( FALSE );
|
||||
|
||||
CHAR16 gzQuoteStr[500];
|
||||
|
||||
// remove old box, in case that still exists
|
||||
@@ -2019,7 +2022,7 @@ UINT8 GetFittingInterjectorProfile( UINT8 usEvent, UINT8 usProfileVictim, UINT8
|
||||
for ( pTeamSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, pTeamSoldier++ )
|
||||
{
|
||||
// only people that are here
|
||||
if ( !pTeamSoldier->bActive || pTeamSoldier->bAssignment == IN_TRANSIT || pTeamSoldier->bAssignment == ASSIGNMENT_DEAD || pTeamSoldier->bAssignment == ASSIGNMENT_POW || pTeamSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
|
||||
if ( !pTeamSoldier->bActive || pTeamSoldier->bAssignment == IN_TRANSIT || pTeamSoldier->bAssignment == ASSIGNMENT_DEAD || pTeamSoldier->bAssignment == ASSIGNMENT_POW || pTeamSoldier->bAssignment == ASSIGNMENT_MINIEVENT || pTeamSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND )
|
||||
continue;
|
||||
|
||||
// if fSameSector is TRUE then the teammate must be in the same sector
|
||||
|
||||
@@ -1,8 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "PreBattle Interface.h"
|
||||
#include "Intro.h"
|
||||
#else
|
||||
|
||||
#include "Overhead.h"
|
||||
#include "Render Fun.h"
|
||||
@@ -38,7 +33,6 @@
|
||||
#include "Campaign Types.h"
|
||||
#include "Tactical Save.h"
|
||||
#include "screenids.h"
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "email.h"
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "Enemy Soldier Save.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include "GameSettings.h"
|
||||
#include <stdio.h>
|
||||
@@ -33,7 +29,6 @@
|
||||
#include "Queen Command.h"
|
||||
#include "Scheduling.h"
|
||||
#include "Soldier macros.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "GameVersion.h"
|
||||
//ADB When a savegame is loaded, the enemy and civ stuff needs to be loaded and updated, but this can only happen
|
||||
|
||||
@@ -1,10 +1,6 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "Types.h"
|
||||
#include "DEbug.h"
|
||||
#include "EnemyItemDrops.h"
|
||||
#endif
|
||||
|
||||
WEAPON_DROPS gEnemyWeaponDrops[MAX_DROP_ITEMS];
|
||||
AMMO_DROPS gEnemyAmmoDrops[MAX_DROP_ITEMS];
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include "math.h"
|
||||
#include <stdio.h>
|
||||
@@ -43,7 +40,6 @@
|
||||
#include "Food.h" // added by Flugente
|
||||
#include "Queen Command.h" // added by Flugente for FindUnderGroundSector(...)
|
||||
#include "strategic.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "Ja25_Tactical.h"
|
||||
|
||||
+1
-5
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include <math.h>
|
||||
#include "sgp.h"
|
||||
#include "soldier profile.h"
|
||||
@@ -26,7 +23,6 @@
|
||||
#include "Soldier macros.h"
|
||||
#include "strategicmap.h"
|
||||
#include "DynamicDialogue.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
@@ -606,7 +602,7 @@ void HourlyFoodAutoDigestion( SOLDIERTYPE *pSoldier )
|
||||
AddFoodpoints(pSoldier->bFoodLevel, powfoodadd);
|
||||
}
|
||||
// while on a minievent, assume that we can feed ourselves.. somehow
|
||||
else if (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT)
|
||||
else if (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT || pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
|
||||
{
|
||||
const INT16 water = gGameExternalOptions.usFoodDigestionHourlyBaseDrink * gGameExternalOptions.sFoodDigestionAssignment;
|
||||
const INT16 foodadd = water * gGameExternalOptions.usFoodDigestionHourlyBaseFood / max(1, gGameExternalOptions.usFoodDigestionHourlyBaseDrink);
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include "debug.h"
|
||||
#include "types.h"
|
||||
@@ -10,39 +7,9 @@
|
||||
#include "soundman.h"
|
||||
#include <stdio.h>
|
||||
#include "FileMan.h"
|
||||
#endif
|
||||
|
||||
SUBSEQUENTSOUNDS subsequentsounds;
|
||||
|
||||
#if 0
|
||||
static void AILCALLBACK timer_func( UINT32 user )
|
||||
{
|
||||
AudioGapList *pGapList;
|
||||
|
||||
pGapList = (AudioGapList*)user;
|
||||
|
||||
pGapList->gap_monitor_timer += GAP_TIMER_INTERVAL;
|
||||
|
||||
if ( pGapList->audio_gap_active )
|
||||
{
|
||||
if ( (pGapList->gap_monitor_timer / 1000) > pGapList->end[ pGapList->gap_monitor_current] )
|
||||
{
|
||||
pGapList->audio_gap_active = 0;
|
||||
pGapList->gap_monitor_current++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( pGapList->gap_monitor_current < pGapList->count )
|
||||
{
|
||||
if ( ( pGapList->gap_monitor_timer / 1000) >= pGapList->start[ pGapList->gap_monitor_current ])
|
||||
{
|
||||
pGapList->audio_gap_active = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
void AudioGapListInit( CHAR8 *zSoundFile, AudioGapList *pGapList )
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "language defines.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include <time.h>
|
||||
@@ -35,7 +31,6 @@
|
||||
#include "Soldier macros.h"
|
||||
#include "Event Pump.h"
|
||||
#include "GameSettings.h"
|
||||
#endif
|
||||
#include "fresh_header.h"
|
||||
#include "connect.h"
|
||||
|
||||
|
||||
@@ -1,7 +1,4 @@
|
||||
#include "connect.h"
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "items.h"
|
||||
#include "Action Items.h"
|
||||
#include "handle Items.h"
|
||||
@@ -81,7 +78,6 @@
|
||||
#include "MessageBoxScreen.h" // added by Flugente
|
||||
#include "Map Screen Interface.h" // added by Flugente
|
||||
#include "Map Screen Interface Map.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "Ja25_Tactical.h"
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "Handle UI Plan.h"
|
||||
#include "overhead.h"
|
||||
#include "Isometric Utils.h"
|
||||
@@ -13,7 +10,6 @@
|
||||
#include "message.h"
|
||||
#include "soldier create.h"
|
||||
#include "interface.h"
|
||||
#endif
|
||||
|
||||
UINT8 gubNumUIPlannedMoves = 0;
|
||||
SOLDIERTYPE *gpUIPlannedSoldier = NULL;
|
||||
|
||||
+63
-74
@@ -1,9 +1,4 @@
|
||||
#include "connect.h"
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "BuildDefines.h"
|
||||
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
@@ -86,7 +81,6 @@
|
||||
#include "Soldier Control.h"
|
||||
#include "DisplayCover.h"
|
||||
#include "english.h" // sevenfm: this is needed for _keydown(SHIFT) to work
|
||||
#endif
|
||||
|
||||
#include "teamturns.h"
|
||||
#include "Options Screen.h"
|
||||
@@ -94,6 +88,11 @@
|
||||
#include "Map Screen Interface.h" // added by Flugente for SquadNames
|
||||
#include "Keys.h" // added by silversurfer for door handling from the side
|
||||
|
||||
#include "AIInternals.h"
|
||||
extern BOOLEAN gubWorldTileInLight[MAX_ALLOWED_WORLD_MAX];
|
||||
extern BOOLEAN gubIsCorpseThere[MAX_ALLOWED_WORLD_MAX];
|
||||
extern INT32 gubMerkCanSeeThisTile[MAX_ALLOWED_WORLD_MAX];
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
// SANDRO - In this file, all APBPConstants[AP_CROUCH] and APBPConstants[AP_PRONE] were changed to GetAPsCrouch() and GetAPsProne()
|
||||
// On the bottom here, there are these functions made
|
||||
@@ -1371,74 +1370,74 @@ UINT32 UIHandleEndTurn( UI_EVENT *pUIEvent )
|
||||
SaveGame(SAVE__END_TURN_NUM, zString );
|
||||
}
|
||||
|
||||
// Flugente: this stuff is only ever used in AStar pathing and is a unnecessary waste of resources otherwise, so I'm putting an end to this
|
||||
#ifdef USE_ASTAR_PATHS
|
||||
////ddd enemy turn optimization
|
||||
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT ) )
|
||||
if (gGameSettings.fOptions[TOPTION_ALT_PATHFINDING])
|
||||
{
|
||||
memset( gubWorldTileInLight, FALSE, sizeof( gubWorldTileInLight ) );
|
||||
memset( gubIsCorpseThere, FALSE, sizeof( gubIsCorpseThere ) );
|
||||
memset( gubMerkCanSeeThisTile, FALSE, sizeof( gubMerkCanSeeThisTile ) );
|
||||
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT ) )
|
||||
{
|
||||
memset( gubWorldTileInLight, FALSE, sizeof( gubWorldTileInLight ) );
|
||||
memset( gubIsCorpseThere, FALSE, sizeof( gubIsCorpseThere ) );
|
||||
memset( gubMerkCanSeeThisTile, FALSE, sizeof( gubMerkCanSeeThisTile ) );
|
||||
|
||||
//sevenfm translated: unwinding of loop. When changing WORLD_MAX to another value will need some cleaning! dangerous code! ;)
|
||||
//sevenfm translated: unwinding of loop. When changing WORLD_MAX to another value will need some cleaning! dangerous code! ;)
|
||||
|
||||
// WANNE: We had a custom user map (Tixa, J9), where the following loop caused an unhandled exception.
|
||||
// The crash occurd at ~index 16000 when calling the method IsCorpseAtGridNo() ...
|
||||
// I don't know what causes it ...
|
||||
// Just try/catch (ugly, but works).
|
||||
__try
|
||||
{
|
||||
for(UINT32 i=0; i<(UINT32)WORLD_MAX; i+=4)
|
||||
{
|
||||
gubWorldTileInLight[i] = InLightAtNight(i, gpWorldLevelData[ i ].sHeight);
|
||||
gubIsCorpseThere[i] = IsCorpseAtGridNo( i, gpWorldLevelData[ i ].sHeight );
|
||||
gubWorldTileInLight[i+1] = InLightAtNight(i+1, gpWorldLevelData[ i+1 ].sHeight);
|
||||
gubIsCorpseThere[i+1] = IsCorpseAtGridNo( i+1, gpWorldLevelData[ i+1 ].sHeight );
|
||||
gubWorldTileInLight[i+2] = InLightAtNight(i+2, gpWorldLevelData[ i+2 ].sHeight);
|
||||
gubIsCorpseThere[i+2] = IsCorpseAtGridNo( i+2, gpWorldLevelData[ i+2 ].sHeight );
|
||||
gubWorldTileInLight[i+3] = InLightAtNight(i+3, gpWorldLevelData[ i+3 ].sHeight);
|
||||
gubIsCorpseThere[i+3] = IsCorpseAtGridNo( i+3, gpWorldLevelData[ i+3 ].sHeight );
|
||||
}
|
||||
}
|
||||
__except( EXCEPTION_EXECUTE_HANDLER )
|
||||
{
|
||||
// WANNE: Ignore, so the game can continue ...
|
||||
}
|
||||
|
||||
INT32 tcnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
SOLDIERTYPE *tS;
|
||||
|
||||
INT16 sXOffset, sYOffset;
|
||||
INT32 sGridNo;
|
||||
UINT16 usSightLimit=0;
|
||||
|
||||
for ( tS = MercPtrs[ tcnt ]; tcnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++tcnt, tS++ )
|
||||
{
|
||||
if ( tS->stats.bLife >= OKLIFE && tS->sGridNo != NOWHERE && tS->bInSector )
|
||||
// WANNE: We had a custom user map (Tixa, J9), where the following loop caused an unhandled exception.
|
||||
// The crash occurd at ~index 16000 when calling the method IsCorpseAtGridNo() ...
|
||||
// I don't know what causes it ...
|
||||
// Just try/catch (ugly, but works).
|
||||
__try
|
||||
{
|
||||
for(UINT32 i=0; i<(UINT32)WORLD_MAX; i+=4)
|
||||
{
|
||||
gubWorldTileInLight[i] = InLightAtNight(i, gpWorldLevelData[ i ].sHeight);
|
||||
gubIsCorpseThere[i] = IsCorpseAtGridNo( i, gpWorldLevelData[ i ].sHeight );
|
||||
gubWorldTileInLight[i+1] = InLightAtNight(i+1, gpWorldLevelData[ i+1 ].sHeight);
|
||||
gubIsCorpseThere[i+1] = IsCorpseAtGridNo( i+1, gpWorldLevelData[ i+1 ].sHeight );
|
||||
gubWorldTileInLight[i+2] = InLightAtNight(i+2, gpWorldLevelData[ i+2 ].sHeight);
|
||||
gubIsCorpseThere[i+2] = IsCorpseAtGridNo( i+2, gpWorldLevelData[ i+2 ].sHeight );
|
||||
gubWorldTileInLight[i+3] = InLightAtNight(i+3, gpWorldLevelData[ i+3 ].sHeight);
|
||||
gubIsCorpseThere[i+3] = IsCorpseAtGridNo( i+3, gpWorldLevelData[ i+3 ].sHeight );
|
||||
}
|
||||
}
|
||||
__except( EXCEPTION_EXECUTE_HANDLER )
|
||||
{
|
||||
//loop through all the gridnos that we are interested in
|
||||
for (sYOffset = -30; sYOffset <= 30; ++sYOffset)
|
||||
// WANNE: Ignore, so the game can continue ...
|
||||
}
|
||||
|
||||
INT32 tcnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
SOLDIERTYPE *tS;
|
||||
|
||||
INT16 sXOffset, sYOffset;
|
||||
INT32 sGridNo;
|
||||
UINT16 usSightLimit=0;
|
||||
|
||||
for ( tS = MercPtrs[ tcnt ]; tcnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++tcnt, tS++ )
|
||||
{
|
||||
if ( tS->stats.bLife >= OKLIFE && tS->sGridNo != NOWHERE && tS->bInSector )
|
||||
{
|
||||
for (sXOffset = -30; sXOffset <= 30; ++sXOffset)
|
||||
//loop through all the gridnos that we are interested in
|
||||
for (sYOffset = -30; sYOffset <= 30; ++sYOffset)
|
||||
{
|
||||
sGridNo = tS->sGridNo + sXOffset + (MAXCOL * sYOffset);
|
||||
|
||||
if ( sGridNo <= 0 || sGridNo >= WORLD_MAX )
|
||||
continue;
|
||||
|
||||
//usSightLimit = tS->GetMaxDistanceVisible(sGridNo, FALSE, CALC_FROM_WANTED_DIR);
|
||||
if(gubMerkCanSeeThisTile[sGridNo]==0)
|
||||
for (sXOffset = -30; sXOffset <= 30; ++sXOffset)
|
||||
{
|
||||
gubMerkCanSeeThisTile[sGridNo]=//SoldierToVirtualSoldierLineOfSightTest( tS, sGridNo, FALSE, ANIM_STAND, TRUE, usSightLimit );
|
||||
SoldierToVirtualSoldierLineOfSightTest( tS, sGridNo, tS->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_WANTED_DIR);
|
||||
}
|
||||
}//fo
|
||||
}
|
||||
}//if
|
||||
sGridNo = tS->sGridNo + sXOffset + (MAXCOL * sYOffset);
|
||||
|
||||
if ( sGridNo <= 0 || sGridNo >= WORLD_MAX )
|
||||
continue;
|
||||
|
||||
//usSightLimit = tS->GetMaxDistanceVisible(sGridNo, FALSE, CALC_FROM_WANTED_DIR);
|
||||
if(gubMerkCanSeeThisTile[sGridNo]==0)
|
||||
{
|
||||
gubMerkCanSeeThisTile[sGridNo]=//SoldierToVirtualSoldierLineOfSightTest( tS, sGridNo, FALSE, ANIM_STAND, TRUE, usSightLimit );
|
||||
SoldierToVirtualSoldierLineOfSightTest( tS, sGridNo, tS->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_WANTED_DIR);
|
||||
}
|
||||
}//fo
|
||||
}
|
||||
}//if
|
||||
}
|
||||
}
|
||||
}
|
||||
//ddd enemy turn optimization**
|
||||
#endif
|
||||
|
||||
// End our turn!
|
||||
if (is_server || !is_client)
|
||||
@@ -3926,14 +3925,6 @@ void UIHandleSoldierStanceChange( UINT16 ubSoldierID, INT8 bNewStance )
|
||||
pSoldier->usUIMovementMode = pSoldier->GetMoveStateBasedOnStance( bNewStance );
|
||||
pSoldier->ubDesiredHeight = NO_DESIRED_HEIGHT;
|
||||
|
||||
#if 0
|
||||
if ( pSoldier->usUIMovementMode == CRAWLING && gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_PRONE )
|
||||
{
|
||||
pSoldier->usDontUpdateNewGridNoOnMoveAnimChange = LOCKED_NO_NEWGRIDNO;
|
||||
pSoldier->pathing.bPathStored = FALSE;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
pSoldier->usDontUpdateNewGridNoOnMoveAnimChange = 1;
|
||||
}
|
||||
@@ -7440,9 +7431,7 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
|
||||
}
|
||||
|
||||
// This ain't gonna happen with backpack
|
||||
if((UsingNewInventorySystem() == true) && pSoldier->inv[BPACKPOCKPOS].exists() == true
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
if (!pSoldier->CanClimbWithCurrentBackpack())
|
||||
{
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include <time.h>
|
||||
#include <math.h>
|
||||
@@ -48,7 +45,6 @@
|
||||
#include "civ quotes.h"
|
||||
#include "GameSettings.h"
|
||||
#include "Explosion Control.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "connect.h"
|
||||
#include "Text.h"
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include <time.h>
|
||||
#include "sgp.h"
|
||||
@@ -19,7 +16,6 @@
|
||||
#include "overhead.h"
|
||||
#include "interface items.h"
|
||||
#include "GameSettings.h"
|
||||
#endif
|
||||
|
||||
#define DISPLAY_AP_INDEX MOCKFLOOR1
|
||||
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "PreBattle Interface.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include "sgp.h"
|
||||
@@ -75,7 +71,6 @@
|
||||
#include "Cheats.h"
|
||||
#include "Overhead.h"
|
||||
#include "Soldier Control.h"
|
||||
#endif
|
||||
|
||||
#include "LuaInitNPCs.h"
|
||||
#include "Text.h"
|
||||
@@ -3595,6 +3590,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
|
||||
case NPC_ACTION_SEND_SOLDIERS_TO_BALIME:
|
||||
case NPC_ACTION_GLOBAL_OFFENSIVE_1:
|
||||
case NPC_ACTION_GLOBAL_OFFENSIVE_2:
|
||||
case NPC_ACTION_DEPLOY_TRANSPORT_GROUP:
|
||||
break;
|
||||
|
||||
case NPC_ACTION_TRIGGER_QUEEN_BY_SAM_SITES_CONTROLLED:
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "language defines.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include <time.h>
|
||||
@@ -57,7 +53,6 @@
|
||||
#include "los.h"
|
||||
#include "Map Screen Interface Map.h"
|
||||
#include "Food.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "Multi Language Graphic Utils.h"
|
||||
|
||||
@@ -1368,8 +1363,8 @@ BOOLEAN InternalInitEnhancedDescBox()
|
||||
|
||||
// HEADROCK HAM 4: Advanced Icons
|
||||
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
|
||||
GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language
|
||||
//strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" );
|
||||
//GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language
|
||||
strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" );
|
||||
CHECKF( AddVideoObject( &VObjectDesc, &guiItemInfoAdvancedIcon ) );
|
||||
|
||||
// Flugente: added icons for WH40K
|
||||
@@ -1626,8 +1621,8 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
|
||||
|
||||
/////////////////// PROJECTION FACTOR / NCTH BEST LASER RANGE
|
||||
// with the reworked NCTH code and the laser performance factor we will display BestLaserRange instead of ProjectionFactor but we still need the mouse region
|
||||
if (UsingNewCTHSystem() && ( GetProjectionFactor( gpItemDescObject ) > 1.0 || GetBestLaserRange( gpItemDescObject ) > 0
|
||||
&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) )
|
||||
if (UsingNewCTHSystem() && ( GetProjectionFactor( gpItemDescObject ) > 1.0 || (GetBestLaserRange(gpItemDescObject) / CELL_X_SIZE > 0
|
||||
&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0)) ) )
|
||||
{
|
||||
ubRegionOffset = 6;
|
||||
MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + ubRegionOffset ] );
|
||||
@@ -1642,7 +1637,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
|
||||
}
|
||||
|
||||
/////////////////// OCTH BEST LASER RANGE
|
||||
if (!UsingNewCTHSystem() && (Item[gpItemDescObject->usItem].bestlaserrange > 0 || GetAverageBestLaserRange( gpItemDescObject ) > 0 ) )
|
||||
if ( UsingNewCTHSystem() == false && (GetAverageBestLaserRange(gpItemDescObject) / CELL_X_SIZE) > 0 )
|
||||
{
|
||||
ubRegionOffset = 7;
|
||||
MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + ubRegionOffset ] );
|
||||
@@ -2645,7 +2640,14 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
|
||||
//////////////////// EXTERNAL FEEDING
|
||||
if ( gGameExternalOptions.ubExternalFeeding )
|
||||
{
|
||||
if ( HasItemFlag(gpItemDescObject->usItem, AMMO_BELT) )
|
||||
if (HasItemFlag(gpItemDescObject->usItem, BELT_FED))
|
||||
{
|
||||
swprintf(pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[51], szUDBGenSecondaryStatsExplanationsTooltipText[51]);
|
||||
SetRegionFastHelpText(&(gUDBFasthelpRegions[iFirstDataRegion + cnt]), pStr);
|
||||
MSYS_EnableRegion(&gUDBFasthelpRegions[iFirstDataRegion + cnt]);
|
||||
cnt++;
|
||||
}
|
||||
else if ( HasItemFlag(gpItemDescObject->usItem, AMMO_BELT) )
|
||||
{
|
||||
swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[ 28 ], szUDBGenSecondaryStatsExplanationsTooltipText[ 28 ]);
|
||||
SetRegionFastHelpText( &(gUDBFasthelpRegions[ iFirstDataRegion + cnt ]), pStr );
|
||||
@@ -2733,7 +2735,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
|
||||
MSYS_EnableRegion( &gUDBFasthelpRegions[iFirstDataRegion + cnt] );
|
||||
cnt++;
|
||||
}
|
||||
else if ( HasItemFlag( gpItemDescObject->usItem, DISEASEPROTECTION_2 ) )
|
||||
if ( HasItemFlag( gpItemDescObject->usItem, DISEASEPROTECTION_2 ) )
|
||||
{
|
||||
swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[39], szUDBGenSecondaryStatsExplanationsTooltipText[39] );
|
||||
SetRegionFastHelpText( &(gUDBFasthelpRegions[iFirstDataRegion + cnt]), pStr );
|
||||
@@ -2879,10 +2881,10 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
|
||||
///////////////////// ACCURACY MODIFIER
|
||||
if (GetAccuracyModifier( gpItemDescObject ) != 0 )
|
||||
{
|
||||
if (cnt >= sFirstLine && cnt < sLastLine)
|
||||
{
|
||||
if( UsingNewCTHSystem() == true )
|
||||
if (UsingNewCTHSystem() == true)
|
||||
{
|
||||
if (cnt >= sFirstLine && cnt < sLastLine)
|
||||
{
|
||||
if (Item[ gpItemDescObject->usItem ].usItemClass & (IC_WEAPON|IC_PUNCH))
|
||||
{
|
||||
swprintf( pStr, L"%s%s", szUDBAdvStatsTooltipText[ 0 ], szUDBAdvStatsExplanationsTooltipTextForWeapons[ 0 ]);
|
||||
@@ -3260,9 +3262,9 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
|
||||
|
||||
///////////////////// PROJECTION FACTOR / BEST LASER RANGE
|
||||
// with the reworked NCTH code and the laser performance factor we will display BestLaserRange instead of ProjectionFactor
|
||||
if ( ( UsingNewCTHSystem() && GetBestLaserRange( gpItemDescObject ) > 0
|
||||
if ( ( UsingNewCTHSystem() && (GetBestLaserRange(gpItemDescObject) / CELL_X_SIZE) > 0
|
||||
&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
|
||||
|| ( !UsingNewCTHSystem() && GetBestLaserRange( gpItemDescObject ) > 0 ) )
|
||||
|| ( !UsingNewCTHSystem() && (GetBestLaserRange(gpItemDescObject) / CELL_X_SIZE) > 0 ) )
|
||||
{
|
||||
if (cnt >= sFirstLine && cnt < sLastLine)
|
||||
{
|
||||
@@ -4439,10 +4441,12 @@ void DrawWeaponStats( OBJECTTYPE * gpItemDescObject )
|
||||
|
||||
//////////////////// PROJECTION FACTOR / NCTH BEST LASER RANGE
|
||||
// with the reworked NCTH code and the laser performance factor we will display BestLaserRange instead of ProjectionFactor but we use the same icon
|
||||
if ( (UsingNewCTHSystem() && ( GetProjectionFactor( gpItemDescObject ) > 1.0 || ( GetBestLaserRange( gpItemDescObject ) > 0
|
||||
INT16 itemLaserRangeTiles = GetBestLaserRange(gpItemDescObject) / CELL_X_SIZE;
|
||||
INT16 comparedLaserRangeTiles = fComparisonMode ? GetBestLaserRange(gpComparedItemDescObject) / CELL_X_SIZE : 0;
|
||||
if ( (UsingNewCTHSystem() && ( GetProjectionFactor( gpItemDescObject ) > 1.0 || ( itemLaserRangeTiles > 0
|
||||
&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) ) ) ||
|
||||
( fComparisonMode && UsingNewCTHSystem() && ( (GetProjectionFactor( gpItemDescObject ) > 1.0 || GetProjectionFactor( gpComparedItemDescObject ) > 1.0) ||
|
||||
( GetBestLaserRange( gpComparedItemDescObject ) > 0
|
||||
( comparedLaserRangeTiles > 0
|
||||
&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) ) ) )
|
||||
{
|
||||
ubNumLine = 6;
|
||||
@@ -4460,8 +4464,8 @@ void DrawWeaponStats( OBJECTTYPE * gpItemDescObject )
|
||||
}
|
||||
|
||||
//////////////////// OCTH BEST LASER RANGE
|
||||
if ( !UsingNewCTHSystem() && ( GetBestLaserRange( gpItemDescObject ) ||
|
||||
( fComparisonMode && GetBestLaserRange( gpComparedItemDescObject ) ) ) )
|
||||
if ( UsingNewCTHSystem() == false &&
|
||||
(itemLaserRangeTiles != 0 || (fComparisonMode && comparedLaserRangeTiles != 0)) )
|
||||
{
|
||||
ubNumLine = 7;
|
||||
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 14, gItemDescGenRegions[ubNumLine][0].sLeft+sOffsetX, gItemDescGenRegions[ubNumLine][0].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
|
||||
@@ -5352,11 +5356,13 @@ void DrawAdvancedStats( OBJECTTYPE * gpItemDescObject )
|
||||
|
||||
///////////////////// PROJECTION FACTOR / BEST LASER RANGE
|
||||
// with the reworked NCTH code and the laser performance factor we will display BestLaserRange instead of ProjectionFactor but we use the same icon
|
||||
if ( ( UsingNewCTHSystem() && ( GetProjectionFactor( gpItemDescObject ) > 1.0 || ( GetBestLaserRange( gpItemDescObject ) > 0
|
||||
INT16 itemLaserRangeTiles = GetBestLaserRange(gpItemDescObject) / CELL_X_SIZE;
|
||||
INT16 comparedLaserRangeTiles = fComparisonMode ? GetBestLaserRange(gpComparedItemDescObject) / CELL_X_SIZE : 0;
|
||||
if ( ( UsingNewCTHSystem() && ( GetProjectionFactor( gpItemDescObject ) > 1.0 || ( itemLaserRangeTiles > 0
|
||||
&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) ) ||
|
||||
( fComparisonMode && ( GetProjectionFactor( gpComparedItemDescObject ) > 1.0 || ( GetBestLaserRange( gpComparedItemDescObject ) > 0
|
||||
( fComparisonMode && ( GetProjectionFactor( gpComparedItemDescObject ) > 1.0 || ( comparedLaserRangeTiles > 0
|
||||
&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) ) ) ) ||
|
||||
( !UsingNewCTHSystem() && ( GetBestLaserRange( gpItemDescObject ) > 0 || ( fComparisonMode && GetBestLaserRange( gpComparedItemDescObject ) > 0 ) ) ) )
|
||||
( !UsingNewCTHSystem() && ( itemLaserRangeTiles > 0 || ( fComparisonMode && comparedLaserRangeTiles > 0 ) ) ) )
|
||||
{
|
||||
if (cnt >= sFirstLine && cnt < sLastLine)
|
||||
{
|
||||
@@ -6345,7 +6351,13 @@ void DrawSecondaryStats( OBJECTTYPE * gpItemDescObject )
|
||||
//////////////////// EXTERNAL FEEDING
|
||||
if ( gGameExternalOptions.ubExternalFeeding )
|
||||
{
|
||||
if ( ( HasItemFlag(gpItemDescObject->usItem, AMMO_BELT) && !fComparisonMode ) ||
|
||||
if ((HasItemFlag(gpItemDescObject->usItem, BELT_FED) && !fComparisonMode) ||
|
||||
(fComparisonMode && HasItemFlag(gpComparedItemDescObject->usItem, BELT_FED)))
|
||||
{
|
||||
BltVideoObjectFromIndex(guiSAVEBUFFER, guiItemInfoSecondaryIcon, 28, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL);
|
||||
cnt++;
|
||||
}
|
||||
else if ( ( HasItemFlag(gpItemDescObject->usItem, AMMO_BELT) && !fComparisonMode ) ||
|
||||
( fComparisonMode && HasItemFlag(gpComparedItemDescObject->usItem, AMMO_BELT) ) )
|
||||
{
|
||||
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 28, gItemDescGenSecondaryRegions[cnt].sLeft+sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
|
||||
@@ -6425,7 +6437,7 @@ void DrawSecondaryStats( OBJECTTYPE * gpItemDescObject )
|
||||
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 37, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
|
||||
++cnt;
|
||||
}
|
||||
else if ( (HasItemFlag( gpItemDescObject->usItem, DISEASEPROTECTION_2 ) && !fComparisonMode) ||
|
||||
if ( (HasItemFlag( gpItemDescObject->usItem, DISEASEPROTECTION_2 ) && !fComparisonMode) ||
|
||||
(fComparisonMode && HasItemFlag( gpComparedItemDescObject->usItem, DISEASEPROTECTION_2 )) )
|
||||
{
|
||||
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 37, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
|
||||
@@ -7537,9 +7549,11 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
|
||||
|
||||
///////////////// (LASER) PROJECTION FACTOR
|
||||
// with the reworked NCTH code and the laser performance factor we will display BestLaserRange instead of ProjectionFactor
|
||||
INT16 itemLaserRangeTiles = GetBestLaserRange(gpItemDescObject) / CELL_X_SIZE;
|
||||
INT16 comparedLaserRangeTiles = fComparisonMode ? GetBestLaserRange(gpComparedItemDescObject) / CELL_X_SIZE : 0;
|
||||
if (UsingNewCTHSystem() == true &&
|
||||
( (Item[gpItemDescObject->usItem].projectionfactor > 1.0 || GetProjectionFactor( gpItemDescObject ) > 1.0) ||
|
||||
( GetBestLaserRange( gpItemDescObject ) > 0
|
||||
( itemLaserRangeTiles > 0
|
||||
&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) ) )
|
||||
{
|
||||
// Set line to draw into
|
||||
@@ -7550,13 +7564,13 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
|
||||
FLOAT iFinalProjectionValue = 0;
|
||||
BOOLEAN bNewCode = FALSE;
|
||||
|
||||
if ( GetBestLaserRange( gpItemDescObject ) > 0
|
||||
&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
|
||||
if ( itemLaserRangeTiles > 0 &&
|
||||
(gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
|
||||
{
|
||||
// Get base laser range
|
||||
iProjectionValue = __max(0, Item[ gpItemDescObject->usItem ].bestlaserrange * gItemSettings.fBestLaserRangeModifier / CELL_X_SIZE);
|
||||
// Get best laser range
|
||||
iProjectionModifier = ((FLOAT)GetBestLaserRange( gpItemDescObject ) / CELL_X_SIZE);
|
||||
iProjectionModifier = (FLOAT)itemLaserRangeTiles;
|
||||
// Get final laser range
|
||||
iFinalProjectionValue = __max( iProjectionValue, iProjectionModifier );
|
||||
bNewCode = TRUE;
|
||||
@@ -7614,7 +7628,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
|
||||
// Get base laser range
|
||||
iComparedProjectionValue = __max(0, Item[ gpComparedItemDescObject->usItem ].bestlaserrange * gItemSettings.fBestLaserRangeModifier / CELL_X_SIZE);
|
||||
// Get best laser range
|
||||
iComparedProjectionModifier = ((FLOAT)GetBestLaserRange( gpComparedItemDescObject ) / CELL_X_SIZE);
|
||||
iComparedProjectionModifier = (FLOAT)comparedLaserRangeTiles;
|
||||
// Get final laser range
|
||||
iComparedFinalProjectionValue = __max( iComparedProjectionValue, iComparedProjectionModifier );
|
||||
}
|
||||
@@ -7637,7 +7651,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
|
||||
}
|
||||
else if( fComparisonMode && UsingNewCTHSystem() == true &&
|
||||
( (Item[gpComparedItemDescObject->usItem].projectionfactor > 1.0 || GetProjectionFactor( gpComparedItemDescObject ) > 1.0) ||
|
||||
( GetBestLaserRange( gpItemDescObject ) > 0
|
||||
( itemLaserRangeTiles > 0
|
||||
&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) ) )
|
||||
{
|
||||
ubNumLine = 6;
|
||||
@@ -7647,13 +7661,13 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
|
||||
FLOAT iFinalProjectionValue = 0;
|
||||
BOOLEAN bNewCode = FALSE;
|
||||
|
||||
if ( GetBestLaserRange( gpComparedItemDescObject ) > 0
|
||||
if ( comparedLaserRangeTiles > 0
|
||||
&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
|
||||
{
|
||||
// Get base laser range
|
||||
iProjectionValue = __max(0, Item[ gpComparedItemDescObject->usItem ].bestlaserrange * gItemSettings.fBestLaserRangeModifier / CELL_X_SIZE);
|
||||
// Get best laser range
|
||||
iProjectionModifier = ((FLOAT)GetBestLaserRange( gpComparedItemDescObject ) / CELL_X_SIZE);
|
||||
iProjectionModifier = (FLOAT)comparedLaserRangeTiles;
|
||||
// Get final laser range
|
||||
iFinalProjectionValue = __max( iProjectionValue, iProjectionModifier );
|
||||
bNewCode = TRUE;
|
||||
@@ -7757,7 +7771,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
|
||||
}
|
||||
|
||||
///////////////// OCTH BEST LASER RANGE
|
||||
if ( !UsingNewCTHSystem() && GetBestLaserRange( gpItemDescObject ) > 0 )
|
||||
if ( !UsingNewCTHSystem() && itemLaserRangeTiles > 0 )
|
||||
{
|
||||
// Set line to draw into
|
||||
ubNumLine = 7;
|
||||
@@ -7794,7 +7808,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
|
||||
DrawPropertyValueInColour( iComparedFinalBestLaserRangeValue - iFinalBestLaserRangeValue, ubNumLine, 3, fComparisonMode, FALSE, TRUE );
|
||||
}
|
||||
}
|
||||
else if( !UsingNewCTHSystem() && ( fComparisonMode && GetBestLaserRange( gpComparedItemDescObject ) > 0 ) )
|
||||
else if( !UsingNewCTHSystem() && ( fComparisonMode && comparedLaserRangeTiles > 0 ) )
|
||||
{
|
||||
// Set line to draw into
|
||||
ubNumLine = 7;
|
||||
@@ -11371,14 +11385,16 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject )
|
||||
cnt++;
|
||||
}
|
||||
|
||||
BOOLEAN bNewCode = FALSE;
|
||||
///////////////////// PROJECTION FACTOR / BEST LASER RANGE
|
||||
// with the reworked NCTH code and the laser performance factor we will display BestLaserRange instead of ProjectionFactor
|
||||
if ( ( UsingNewCTHSystem() && ( GetBestLaserRange( gpItemDescObject ) > 0 || ( fComparisonMode && GetBestLaserRange( gpComparedItemDescObject ) > 0
|
||||
BOOLEAN bNewCode = FALSE;
|
||||
INT16 itemLaserRangeTiles = GetBestLaserRange(gpItemDescObject) / CELL_X_SIZE;
|
||||
INT16 comparedLaserRangeTiles = fComparisonMode ? GetBestLaserRange(gpComparedItemDescObject) / CELL_X_SIZE : 0;
|
||||
if ( ( UsingNewCTHSystem() && (itemLaserRangeTiles > 0 || ( fComparisonMode && comparedLaserRangeTiles > 0
|
||||
&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) ) )
|
||||
|| ( !UsingNewCTHSystem() && ( GetBestLaserRange( gpItemDescObject ) > 0 || ( fComparisonMode && GetBestLaserRange( gpComparedItemDescObject ) > 0 ) ) ) )
|
||||
|| ( !UsingNewCTHSystem() && (itemLaserRangeTiles > 0 || ( fComparisonMode && comparedLaserRangeTiles > 0 ) ) ) )
|
||||
{
|
||||
iFloatModifier[0] = ((FLOAT)GetBestLaserRange( gpItemDescObject ) / CELL_X_SIZE);
|
||||
iFloatModifier[0] = (FLOAT)itemLaserRangeTiles;
|
||||
bNewCode = TRUE;
|
||||
}
|
||||
else
|
||||
@@ -11389,7 +11405,7 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject )
|
||||
if( fComparisonMode )
|
||||
{
|
||||
if ( bNewCode )
|
||||
iComparedFloatModifier[0] = ((FLOAT)GetBestLaserRange( gpComparedItemDescObject ) / CELL_X_SIZE);
|
||||
iComparedFloatModifier[0] = (FLOAT)comparedLaserRangeTiles;
|
||||
else
|
||||
iComparedFloatModifier[0] = GetProjectionFactor( gpComparedItemDescObject );
|
||||
iComparedFloatModifier[1] = iComparedFloatModifier[0];
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "language defines.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include "mapscreen.h"
|
||||
#include <stdio.h>
|
||||
@@ -85,7 +81,6 @@
|
||||
// sevenfm:
|
||||
#include "Soldier Control.h"
|
||||
#include "Sound Control.h"
|
||||
#endif
|
||||
|
||||
#include "Multi Language Graphic Utils.h"
|
||||
|
||||
@@ -1498,8 +1493,8 @@ BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pC
|
||||
if ( gGameExternalOptions.fScopeModes )
|
||||
{
|
||||
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
|
||||
GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language
|
||||
//strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" );
|
||||
//GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language
|
||||
strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" );
|
||||
CHECKF( AddVideoObject( &VObjectDesc, &guiItemInfoAdvancedIcon) );
|
||||
}
|
||||
|
||||
@@ -2766,19 +2761,6 @@ void INVRenderINVPanelItem( SOLDIERTYPE *pSoldier, INT16 sPocket, UINT8 fDirtyLe
|
||||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
if ( gbInvalidPlacementSlot[ sPocket ] )
|
||||
{
|
||||
if ( sPocket != SECONDHANDPOS )
|
||||
{
|
||||
// If we are in inv panel and our guy is not = cursor guy...
|
||||
if ( !gfSMDisableForItems )
|
||||
{
|
||||
fHatchItOut = TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (AM_A_ROBOT(pSoldier) && sPocket == HANDPOS)
|
||||
fHatchItOut = FALSE;
|
||||
@@ -3813,7 +3795,6 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
|
||||
{
|
||||
SetFontBackground( FONT_MCOLOR_BLACK );
|
||||
SetFontForeground( FONT_MCOLOR_DKGRAY );
|
||||
#if 1
|
||||
//CHRISL: Moved this condition to the start so that stacked guns will show number in stack
|
||||
if ( ubStatusIndex != RENDER_ITEM_NOSTATUS )
|
||||
{
|
||||
@@ -3838,7 +3819,6 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
|
||||
gprintfinvalidate( sNewX, sNewY, pStr );
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if ( pItem->usItemClass == IC_GUN && !Item[pObject->usItem].rocketlauncher )
|
||||
{
|
||||
@@ -3946,35 +3926,6 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
|
||||
}
|
||||
}
|
||||
}
|
||||
#if 0
|
||||
else
|
||||
{
|
||||
if ( ubStatusIndex != RENDER_ITEM_NOSTATUS )
|
||||
{
|
||||
// Now display # of items
|
||||
if ( pObject->ubNumberOfObjects > 1 )
|
||||
{
|
||||
SetFontForeground( FONT_GRAY4 );
|
||||
|
||||
sNewY = sY + sHeight - 10;
|
||||
swprintf( pStr, L"%d", pObject->ubNumberOfObjects );
|
||||
|
||||
// Get length of string
|
||||
uiStringLength=StringPixLength(pStr, ITEM_FONT );
|
||||
|
||||
sNewX = sX + sWidth - uiStringLength - 4;
|
||||
|
||||
if ( uiBuffer == guiSAVEBUFFER )
|
||||
{
|
||||
RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 );
|
||||
}
|
||||
mprintf( sNewX, sNewY, pStr );
|
||||
gprintfinvalidate( sNewX, sNewY, pStr );
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
if ( ItemHasAttachments( pObject, pSoldier, iter ) )
|
||||
{
|
||||
if ( !IsGrenadeLauncherAttached( pObject, iter ) )
|
||||
@@ -4093,8 +4044,8 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
|
||||
// HEADROCK HAM 4: Advanced Icons
|
||||
VOBJECT_DESC VObjectDesc;
|
||||
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
|
||||
//strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" );
|
||||
GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language
|
||||
strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" );
|
||||
//GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language
|
||||
AddVideoObject( &VObjectDesc, &guiItemInfoAdvancedIcon);
|
||||
}
|
||||
|
||||
@@ -12697,28 +12648,39 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
|
||||
|
||||
// Add attachment string....
|
||||
CHAR16 attachString[ 300 ];
|
||||
CHAR16 tempString[ 120 ];
|
||||
memset(attachString,0,sizeof(attachString));
|
||||
for (attachmentList::iterator iter = (*pObject)[subObject]->attachments.begin(); iter != (*pObject)[subObject]->attachments.end(); ++iter) {
|
||||
if(iter->exists()){
|
||||
|
||||
//Break off if it's too long.
|
||||
if(wcslen(attachString)>270){
|
||||
wcscat( attachString, L"\n...." );
|
||||
break;
|
||||
}
|
||||
for (attachmentList::iterator iter = (*pObject)[subObject]->attachments.begin(); iter != (*pObject)[subObject]->attachments.end(); ++iter)
|
||||
{
|
||||
if(iter->exists())
|
||||
{
|
||||
memset(tempString, 0, sizeof(tempString));
|
||||
|
||||
iNumAttachments++;
|
||||
|
||||
if ( iNumAttachments == 1 )
|
||||
if (iNumAttachments == 1)
|
||||
{
|
||||
swprintf( attachString, L"\n \n%s:\n", Message[ STR_ATTACHMENTS ] );
|
||||
swprintf(tempString, L"\n \n%s:\n", Message[STR_ATTACHMENTS]);
|
||||
}
|
||||
else
|
||||
{
|
||||
wcscat( attachString, L"\n" );
|
||||
swprintf(tempString, L"\n");
|
||||
}
|
||||
wcscat(tempString, ItemNames[iter->usItem]);
|
||||
|
||||
wcscat( attachString, ItemNames[ iter->usItem ] );
|
||||
auto attachStringLength = wcslen(attachString);
|
||||
auto tempStringLength = wcslen(tempString);
|
||||
auto totalLength = attachStringLength + tempStringLength;
|
||||
// Break off if the string to be added does not fit.
|
||||
// attachStringLength[300] - L"\n...." -> 294
|
||||
if (totalLength > 294)
|
||||
{
|
||||
wcscat(attachString, L"\n....");
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
wcscat(attachString, tempString);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include <time.h>
|
||||
@@ -73,7 +70,6 @@
|
||||
// HEADROCK HAM 3.6: This is required for Stat Progress Bars
|
||||
#include "Campaign.h"
|
||||
#include "Food.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
//legion by Jazz
|
||||
#include "Interface Utils.h"
|
||||
@@ -4636,10 +4632,7 @@ void BtnClimbCallback(GUI_BUTTON *btn,INT32 reason)
|
||||
|
||||
if ( fNearLowerLevel )
|
||||
{
|
||||
if ((UsingNewInventorySystem() == true) && gpSMCurrentMerc->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)gpSMCurrentMerc->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[gpSMCurrentMerc->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[gpSMCurrentMerc->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
if (!gpSMCurrentMerc->CanClimbWithCurrentBackpack())
|
||||
{
|
||||
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, NewInvMessage[NIV_NO_CLIMB]);
|
||||
return;
|
||||
@@ -4650,10 +4643,7 @@ void BtnClimbCallback(GUI_BUTTON *btn,INT32 reason)
|
||||
|
||||
if ( fNearHeigherLevel )
|
||||
{
|
||||
if ((UsingNewInventorySystem() == true) && gpSMCurrentMerc->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)gpSMCurrentMerc->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[gpSMCurrentMerc->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[gpSMCurrentMerc->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
if (!gpSMCurrentMerc->CanClimbWithCurrentBackpack())
|
||||
{
|
||||
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, NewInvMessage[NIV_NO_CLIMB]);
|
||||
return;
|
||||
@@ -4666,10 +4656,7 @@ void BtnClimbCallback(GUI_BUTTON *btn,INT32 reason)
|
||||
|
||||
if (gGameExternalOptions.fCanClimbOnWalls == TRUE)
|
||||
{
|
||||
if ((UsingNewInventorySystem() == true) && gpSMCurrentMerc->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)gpSMCurrentMerc->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[gpSMCurrentMerc->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[gpSMCurrentMerc->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
if (!gpSMCurrentMerc->CanClimbWithCurrentBackpack())
|
||||
{
|
||||
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, NewInvMessage[NIV_NO_CLIMB]);
|
||||
return;
|
||||
@@ -4685,10 +4672,7 @@ void BtnClimbCallback(GUI_BUTTON *btn,INT32 reason)
|
||||
|
||||
if ( FindFenceJumpDirection( gpSMCurrentMerc, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->ubDirection, &bDirection ) )
|
||||
{
|
||||
if ((UsingNewInventorySystem() == true) && gpSMCurrentMerc->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)gpSMCurrentMerc->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[gpSMCurrentMerc->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[gpSMCurrentMerc->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
if (!gpSMCurrentMerc->CanClimbWithCurrentBackpack())
|
||||
{
|
||||
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, NewInvMessage[NIV_NO_CLIMB]);
|
||||
return;
|
||||
@@ -5215,7 +5199,7 @@ BOOLEAN InitializeTEAMPanel( )
|
||||
|
||||
if (iResolution >= _640x480 && iResolution < _800x600)
|
||||
FilenameForBPP("INTERFACE\\bottom_bar.sti", VObjectDesc.ImageFile);
|
||||
else if (iResolution < _1024x768)
|
||||
else if (iResolution < _1280x720)
|
||||
{
|
||||
if (gGameOptions.ubSquadSize > 6)
|
||||
{
|
||||
@@ -5256,6 +5240,16 @@ BOOLEAN InitializeTEAMPanel( )
|
||||
memset( gfTEAM_HandInvDispText, 0, sizeof( gfTEAM_HandInvDispText ) );
|
||||
|
||||
|
||||
// Offset button coordinates to correct positions if squadsize is 10
|
||||
if (iResolution == _1280x720)
|
||||
{
|
||||
UINT16 offset = 223;
|
||||
TM_ENDTURN_X = xResOffset + (xResSize - 131) + offset;
|
||||
TM_ROSTERMODE_X = xResOffset + (xResSize - 131) + offset;
|
||||
TM_DISK_X = xResOffset + (xResSize - 131) + offset;
|
||||
INTERFACE_CLOCK_TM_X = xResOffset + (xResSize - 86) + offset;
|
||||
LOCATION_NAME_TM_X = xResOffset + (xResSize - 92) + offset;
|
||||
}
|
||||
// Create buttons
|
||||
CHECKF( CreateTEAMPanelButtons( ) );
|
||||
|
||||
@@ -5374,7 +5368,7 @@ BOOLEAN ShutdownTEAMPanel( )
|
||||
if( fRenderRadarScreen == FALSE )
|
||||
{
|
||||
// start rendering radar region again,
|
||||
fRenderRadarScreen = TRUE;
|
||||
fRenderRadarScreen = TRUE;
|
||||
|
||||
// remove squad panel
|
||||
CreateDestroyMouseRegionsForSquadList( );
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include "sgp.h"
|
||||
@@ -20,7 +17,6 @@
|
||||
#include "Vehicles.h"
|
||||
#include "GameSettings.h"
|
||||
#include "Utilities.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#define LIFE_BAR_SHADOW FROMRGB( 108, 12, 12 )
|
||||
#define LIFE_BAR FROMRGB( 200, 0, 0 )
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include <stdarg.h>
|
||||
@@ -65,7 +62,6 @@
|
||||
#include "SkillCheck.h" // added by Flugente
|
||||
#include "Drugs And Alcohol.h" // sevenfm
|
||||
#include "english.h" // sevenfm
|
||||
#endif
|
||||
|
||||
#include "InterfaceItemImages.h"
|
||||
#ifdef JA2UB
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "mousesystem.h"
|
||||
#include "structure.h"
|
||||
#include "Assignments.h" // added by Flugente for the stat-enums
|
||||
#include <EditorMercs.h>
|
||||
|
||||
#define MAX_UICOMPOSITES 4
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include <memory.h>
|
||||
#include "Inventory Choosing.h"
|
||||
#include "animation data.h"
|
||||
@@ -20,7 +17,7 @@
|
||||
#include "message.h"
|
||||
#include "Tactical Save.h" // added by Flugente
|
||||
#include "Soldier macros.h" // added by Flugente
|
||||
#endif
|
||||
#include "Rebel Command.h"
|
||||
extern WorldItems gAllWorldItems;
|
||||
|
||||
/*
|
||||
@@ -276,6 +273,10 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
|
||||
|
||||
// SANDRO - new behaviour of progress setting
|
||||
bEquipmentModifier = bEquipmentRating + ( ( CalcDifficultyModifier( bSoldierClass ) / 10 ) - 5 );
|
||||
|
||||
if (bSoldierClass >= SOLDIER_CLASS_ADMINISTRATOR && bSoldierClass <= SOLDIER_CLASS_ARMY)
|
||||
bEquipmentModifier += RebelCommand::GetEnemyEquipmentCoolnessModifier();
|
||||
|
||||
switch( gGameOptions.ubProgressSpeedOfItemsChoices )
|
||||
{
|
||||
case ITEM_PROGRESS_VERY_SLOW:
|
||||
@@ -943,6 +944,8 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
|
||||
// don't allow it to be lower than marksmanship, we don't want it to affect their chances of hitting
|
||||
bStatus = (INT8)max( pp->bMarksmanship, bStatus );
|
||||
|
||||
// ... unless we've done something to ruin their gear
|
||||
bStatus = RebelCommand::GetEnemyEquipmentStatusModifier(bStatus);
|
||||
|
||||
CreateItem( usGunIndex, bStatus, &(pp->Inv[ HANDPOS ]) );
|
||||
pp->Inv[ HANDPOS ].fFlags |= OBJECT_UNDROPPABLE;
|
||||
@@ -1457,6 +1460,7 @@ void ChooseArmourForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bHelmetC
|
||||
//INVTYPE *pItem;
|
||||
//UINT16 usRandom;
|
||||
UINT16 usItem = 0, usHelmetItem = 0, usVestItem = 0, usLeggingsItem = 0;
|
||||
INT8 bStatus = 0;
|
||||
//UINT16 usNumMatches;
|
||||
//INT8 bOrigVestClass = bVestClass;
|
||||
|
||||
@@ -1466,24 +1470,43 @@ void ChooseArmourForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bHelmetC
|
||||
// So we are going to try to pick something other than nothing but not guarantee it.
|
||||
if (gGameExternalOptions.fSoldiersWearAnyArmour)
|
||||
{
|
||||
if (bHelmetClass < MIN_EQUIPMENT_CLASS) bHelmetClass = MIN_EQUIPMENT_CLASS;
|
||||
if (bVestClass < MIN_EQUIPMENT_CLASS) bVestClass = MIN_EQUIPMENT_CLASS;
|
||||
if (bLeggingsClass < MIN_EQUIPMENT_CLASS) bLeggingsClass = MIN_EQUIPMENT_CLASS;
|
||||
|
||||
// Make the first attempt for each item type
|
||||
usHelmetItem = PickARandomItem(HELMET, pp->ubSoldierClass, bHelmetClass, TRUE);
|
||||
usVestItem = PickARandomItem(VEST, pp->ubSoldierClass, bVestClass, TRUE);
|
||||
usLeggingsItem = PickARandomItem(LEGS, pp->ubSoldierClass, bLeggingsClass, TRUE);
|
||||
|
||||
// PickARandomItem(getMatchingCoolness = TRUE) must have a strong reason to return 0 disregarding wantedCoolness
|
||||
// we pass, e.g. itemChoices is empty or filled with improper items. So let's make another attempt to ensure we did
|
||||
// all what we can. Unlikely it will help, though.
|
||||
if (usHelmetItem == 0)
|
||||
usHelmetItem = PickARandomItem(HELMET, pp->ubSoldierClass, bHelmetClass, TRUE);
|
||||
if (usVestItem == 0)
|
||||
usVestItem = PickARandomItem(VEST, pp->ubSoldierClass, bVestClass, TRUE);
|
||||
if (usLeggingsItem == 0)
|
||||
usLeggingsItem = PickARandomItem(LEGS, pp->ubSoldierClass, bLeggingsClass, TRUE);
|
||||
INT8 i = 0;
|
||||
if (bHelmetClass < 1) bHelmetClass = 1;
|
||||
//search for a non-empty class with items we need
|
||||
for (i = bHelmetClass;i <= 10;i++)
|
||||
{
|
||||
usHelmetItem = PickARandomItem(HELMET, pp->ubSoldierClass, i);
|
||||
//if we find a non-empty class change to that and break
|
||||
if (usHelmetItem > 0)
|
||||
{
|
||||
bHelmetClass = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (bVestClass < 1) bVestClass = 1;
|
||||
//search for a non-empty class with items we need
|
||||
for (i = bVestClass;i <= 10;i++)
|
||||
{
|
||||
usVestItem = PickARandomItem(VEST, pp->ubSoldierClass, i);
|
||||
//if we find a non-empty class change to that and break
|
||||
if (usVestItem > 0)
|
||||
{
|
||||
bVestClass = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (bLeggingsClass < 1) bLeggingsClass = 1;
|
||||
//search for a non-empty class with items we need
|
||||
for (i = bLeggingsClass;i <= 10;i++)
|
||||
{
|
||||
usLeggingsItem = PickARandomItem(LEGS, pp->ubSoldierClass, i);
|
||||
//if we find a non-empty class change to that and break
|
||||
if (usLeggingsItem > 0)
|
||||
{
|
||||
bLeggingsClass = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Madd: added minimum protection of 10 for armours to be used by enemies
|
||||
@@ -1494,7 +1517,8 @@ void ChooseArmourForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bHelmetC
|
||||
if(!gGameExternalOptions.fSoldiersWearAnyArmour) usHelmetItem = PickARandomItem(HELMET, pp->ubSoldierClass, bHelmetClass );
|
||||
if ( usHelmetItem > 0 && Item[usHelmetItem].usItemClass == IC_ARMOUR && !(pp->Inv[ HELMETPOS ].fFlags & OBJECT_NO_OVERWRITE) && Armour[ Item[usHelmetItem].ubClassIndex ].ubArmourClass == ARMOURCLASS_HELMET )
|
||||
{
|
||||
CreateItem( usHelmetItem, (INT8)(70+Random(31)), &(pp->Inv[ HELMETPOS ]) );
|
||||
bStatus = RebelCommand::GetEnemyEquipmentStatusModifier(70 + Random(31));
|
||||
CreateItem( usHelmetItem, bStatus, &(pp->Inv[ HELMETPOS ]) );
|
||||
pp->Inv[ HELMETPOS ].fFlags |= OBJECT_UNDROPPABLE;
|
||||
|
||||
// roll to see if he gets an attachment, too. Higher chance the higher his entitled helmet class is
|
||||
@@ -1503,7 +1527,8 @@ void ChooseArmourForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bHelmetC
|
||||
UINT16 usAttachment = PickARandomAttachment(ARMOURATTACHMENT, pp->ubSoldierClass, usHelmetItem, bHelmetClass, FALSE);
|
||||
if ( usAttachment > 0 )
|
||||
{
|
||||
CreateItem( usAttachment, (INT8)(70+Random(31)), &gTempObject );
|
||||
bStatus = RebelCommand::GetEnemyEquipmentStatusModifier(70 + Random(31));
|
||||
CreateItem( usAttachment, bStatus, &gTempObject );
|
||||
gTempObject.fFlags |= OBJECT_UNDROPPABLE;
|
||||
pp->Inv[ HELMETPOS ].AttachObject( NULL, &gTempObject, FALSE );
|
||||
}
|
||||
@@ -1567,7 +1592,8 @@ void ChooseArmourForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bHelmetC
|
||||
if(!gGameExternalOptions.fSoldiersWearAnyArmour) usVestItem = PickARandomItem(VEST, pp->ubSoldierClass, bVestClass );
|
||||
if ( usVestItem > 0 && Item[usVestItem].usItemClass == IC_ARMOUR && !(pp->Inv[ VESTPOS ].fFlags & OBJECT_NO_OVERWRITE) && Armour[ Item[usVestItem].ubClassIndex ].ubArmourClass == ARMOURCLASS_VEST )
|
||||
{
|
||||
CreateItem( usVestItem, (INT8)(70+Random(31)), &(pp->Inv[ VESTPOS ]) );
|
||||
bStatus = RebelCommand::GetEnemyEquipmentStatusModifier(70 + Random(31));
|
||||
CreateItem( usVestItem, bStatus, &(pp->Inv[ VESTPOS ]) );
|
||||
pp->Inv[ VESTPOS ].fFlags |= OBJECT_UNDROPPABLE;
|
||||
|
||||
// roll to see if he gets a CERAMIC PLATES, too. Higher chance the higher his entitled vest class is
|
||||
@@ -1576,7 +1602,8 @@ void ChooseArmourForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bHelmetC
|
||||
UINT16 usAttachment = PickARandomAttachment(ARMOURATTACHMENT, pp->ubSoldierClass, usVestItem, bVestClass, FALSE);
|
||||
if ( usAttachment > 0 )
|
||||
{
|
||||
CreateItem( usAttachment, (INT8)(70+Random(31)), &gTempObject );
|
||||
bStatus = RebelCommand::GetEnemyEquipmentStatusModifier(70 + Random(31));
|
||||
CreateItem( usAttachment, bStatus, &gTempObject );
|
||||
gTempObject.fFlags |= OBJECT_UNDROPPABLE;
|
||||
pp->Inv[ VESTPOS ].AttachObject( NULL, &gTempObject, FALSE );
|
||||
}
|
||||
@@ -1661,7 +1688,8 @@ void ChooseArmourForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bHelmetC
|
||||
if(!gGameExternalOptions.fSoldiersWearAnyArmour) usLeggingsItem = PickARandomItem(LEGS, pp->ubSoldierClass, bLeggingsClass );
|
||||
if ( usLeggingsItem > 0 && Item[usLeggingsItem].usItemClass == IC_ARMOUR && !(pp->Inv[ LEGPOS ].fFlags & OBJECT_NO_OVERWRITE) && Armour[ Item[usLeggingsItem].ubClassIndex ].ubArmourClass == ARMOURCLASS_LEGGINGS )
|
||||
{
|
||||
CreateItem( usLeggingsItem, (INT8)(70+Random(31)), &(pp->Inv[ LEGPOS ]) );
|
||||
bStatus = RebelCommand::GetEnemyEquipmentStatusModifier(70 + Random(31));
|
||||
CreateItem( usLeggingsItem, bStatus, &(pp->Inv[ LEGPOS ]) );
|
||||
pp->Inv[ LEGPOS ].fFlags |= OBJECT_UNDROPPABLE;
|
||||
|
||||
// roll to see if he gets an attachment, too. Higher chance the higher his entitled Leggings class is
|
||||
@@ -1670,7 +1698,8 @@ void ChooseArmourForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bHelmetC
|
||||
UINT16 usAttachment = PickARandomAttachment(ARMOURATTACHMENT, pp->ubSoldierClass, usLeggingsItem, bLeggingsClass, FALSE);
|
||||
if ( usAttachment > 0 )
|
||||
{
|
||||
CreateItem( usAttachment, (INT8)(70+Random(31)), &gTempObject );
|
||||
bStatus = RebelCommand::GetEnemyEquipmentStatusModifier(70 + Random(31));
|
||||
CreateItem( usAttachment, bStatus, &gTempObject );
|
||||
gTempObject.fFlags |= OBJECT_UNDROPPABLE;
|
||||
pp->Inv[ LEGPOS ].AttachObject( NULL, &gTempObject, FALSE);
|
||||
}
|
||||
@@ -2231,7 +2260,15 @@ void ChooseLBEsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bLBEClass
|
||||
{
|
||||
CreateItem( usItem, (INT8)(80 + Random( 21 )), &gTempObject );
|
||||
gTempObject.fFlags |= OBJECT_UNDROPPABLE;
|
||||
PlaceObjectInSoldierCreateStruct( pp, &gTempObject );
|
||||
// put backpacks into the backpack slot for LOBOT
|
||||
if ((UsingNewInventorySystem()) && (Item[usItem].usItemClass & IC_LBEGEAR) && (LoadBearingEquipment[Item[usItem].ubClassIndex].lbeClass == BACKPACK))
|
||||
{
|
||||
pp->Inv[BPACKPOCKPOS] = gTempObject;
|
||||
}
|
||||
else
|
||||
{
|
||||
PlaceObjectInSoldierCreateStruct( pp, &gTempObject );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3325,10 +3362,7 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness
|
||||
if ( i > gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices )
|
||||
break;
|
||||
|
||||
if (getMatchingCoolness == TRUE)
|
||||
uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices);
|
||||
else // otherwise there is a chance to pick nothing!
|
||||
uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices + (int)(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices / 3));
|
||||
uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices + (int)(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices / 3));
|
||||
|
||||
if ( uiChoice >= gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices )
|
||||
{
|
||||
@@ -3350,7 +3384,7 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness
|
||||
|
||||
pickItem = FALSE;
|
||||
|
||||
if (usItem > 0 && Item[usItem].randomitem == 0 && ItemIsLegal(usItem))
|
||||
if (usItem >= 0 && Item[usItem].ubCoolness <= wantedCoolness && ItemIsLegal(usItem))
|
||||
{
|
||||
// On day
|
||||
if (DayTime() == TRUE)
|
||||
@@ -3372,6 +3406,9 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness
|
||||
pickItem = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
if (Item[usItem].randomitem > 0)
|
||||
pickItem = FALSE;
|
||||
}
|
||||
|
||||
|
||||
@@ -3381,8 +3418,7 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness
|
||||
if (pickItem == TRUE)
|
||||
{
|
||||
// pick a default item in case we don't find anything with a matching coolness, but pick the most matching (by coolness) item
|
||||
if ( defaultItem == 0 ||
|
||||
abs((int)wantedCoolness - (int)Item[usItem].ubCoolness) < abs((int)wantedCoolness - (int)Item[defaultItem].ubCoolness))
|
||||
if (defaultItem == 0 || Item[usItem].ubCoolness > Item[defaultItem].ubCoolness)
|
||||
{
|
||||
defaultItem = usItem;
|
||||
}
|
||||
@@ -4085,7 +4121,7 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
|
||||
|
||||
if ( uiTotalNumberOfRealItems == 0 )
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Militia found no items to equip, uses harsh langugage instead!" );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Militia found no items to equip, uses harsh language instead!" );
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -594,13 +594,7 @@ LBENODE* OBJECTTYPE::GetLBEPointer(unsigned int index)
|
||||
|
||||
bool OBJECTTYPE::exists()
|
||||
{
|
||||
#if 0//dnl ch75 011113
|
||||
if(this == NULL)
|
||||
return(FALSE);
|
||||
return (ubNumberOfObjects > 0 && usItem != NOTHING);
|
||||
#else
|
||||
return(this && ubNumberOfObjects && usItem);
|
||||
#endif
|
||||
}
|
||||
|
||||
void OBJECTTYPE::SpliceData(OBJECTTYPE& sourceObject, unsigned int numToSplice, StackedObjects::iterator beginIter)
|
||||
|
||||
@@ -1220,6 +1220,10 @@ typedef struct
|
||||
BOOLEAN fProvidesRobotLaserBonus;
|
||||
//shadooow: bitflag controlling what system needs to be in play for item to appear
|
||||
UINT8 usLimitedToSystem;
|
||||
|
||||
// rftr: the progress bounds that allow a transport group to drop an item
|
||||
INT8 iTransportGroupMinProgress;
|
||||
INT8 iTransportGroupMaxProgress;
|
||||
} INVTYPE;
|
||||
|
||||
|
||||
|
||||
+27
-110
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "items.h"
|
||||
#include "Action Items.h"
|
||||
#include "weapons.h"
|
||||
@@ -61,7 +58,6 @@
|
||||
#include "DisplayCover.h" // added by Flugente
|
||||
#include "Map Information.h"
|
||||
#include "ai.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "Ja25_Tactical.h"
|
||||
@@ -3035,49 +3031,6 @@ UINT16 CalculateItemSize( OBJECTTYPE *pObject )
|
||||
currentSize = __max(iSize + testSize, currentSize);
|
||||
currentSize = __min(currentSize, maxSize);
|
||||
}
|
||||
#if 0
|
||||
//old method
|
||||
UINT16 newSize, testSize, maxSize;
|
||||
UINT8 cnt=0;
|
||||
newSize = 0;
|
||||
maxSize = max(iSize, LoadBearingEquipment[Item[pObject->usItem].ubClassIndex].lbeFilledSize);
|
||||
// Look for the ItemSize of the largest item in this LBENODE
|
||||
for(UINT16 x = 0; x < invsize; ++x)
|
||||
{
|
||||
if(pLBE->inv[x].exists() == true)
|
||||
{
|
||||
testSize = CalculateItemSize(&(pLBE->inv[x]));
|
||||
//Now that we have the size of one item, we want to factor in the number of items since two
|
||||
// items take up more space then one.
|
||||
testSize = testSize + pLBE->inv[x].ubNumberOfObjects - 1;
|
||||
testSize = min(testSize,34);
|
||||
//We also need to increase the size of guns so they'll fit with the rest of our calculations.
|
||||
if(testSize < 5)
|
||||
testSize += 10;
|
||||
if(testSize < 10)
|
||||
testSize += 18;
|
||||
//Finally, we want to factor in multiple pockets. We'll do this by counting the number of filled
|
||||
// pockets, then add this count total to our newSize when everything is finished.
|
||||
cnt++;
|
||||
newSize = max(testSize, newSize);
|
||||
}
|
||||
}
|
||||
//Add the total number of filled pockets to our NewSize to account for multiple pockets being used
|
||||
newSize += cnt;
|
||||
newSize = min(newSize,34);
|
||||
// If largest item is smaller then LBE, don't change ItemSize
|
||||
if(newSize > 0 && newSize < iSize) {
|
||||
iSize = iSize;
|
||||
}
|
||||
// if largest item is larget then LBE but smaller then max size, partially increase ItemSize
|
||||
else if(newSize >= iSize && newSize < maxSize) {
|
||||
iSize = newSize;
|
||||
}
|
||||
// if largest item is larger then max size, reset ItemSize to max size
|
||||
else if(newSize >= maxSize) {
|
||||
iSize = maxSize;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8462,19 +8415,7 @@ BOOLEAN CreateItem( UINT16 usItem, INT16 bStatus, OBJECTTYPE * pObj )
|
||||
{
|
||||
(*pObj).fFlags |= OBJECT_UNDROPPABLE;
|
||||
}
|
||||
#if 0//dnl ch74 201013 create default attachments rather at gun status instead of 100%
|
||||
for(UINT8 cnt = 0; cnt < MAX_DEFAULT_ATTACHMENTS; cnt++){
|
||||
if(Item [ usItem ].defaultattachments[cnt] == 0)
|
||||
break;
|
||||
|
||||
//cannot use gTempObject
|
||||
OBJECTTYPE defaultAttachment;
|
||||
CreateItem(Item [ usItem ].defaultattachments[cnt],100,&defaultAttachment);
|
||||
pObj->AttachObject(NULL,&defaultAttachment, FALSE);
|
||||
}
|
||||
#else
|
||||
AttachDefaultAttachments(pObj);//dnl ch75 261013
|
||||
#endif
|
||||
}
|
||||
|
||||
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateItem: return %d",fRet));
|
||||
@@ -12648,44 +12589,7 @@ UINT16 PickARandomLaunchable(UINT16 itemIndex)
|
||||
UINT16 usNumMatches = 0;
|
||||
UINT16 usRandom = 0;
|
||||
UINT16 lowestCoolness = LowestLaunchableCoolness(itemIndex);
|
||||
#if 0
|
||||
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("PickARandomLaunchable: itemIndex = %d", itemIndex));
|
||||
|
||||
// WANNE: This should fix the hang on the merc positioning screen (fix by Razer)
|
||||
//while( !usNumMatches )
|
||||
{ //Count the number of valid launchables
|
||||
for( i = 0; i < MAXITEMS; ++i )
|
||||
{
|
||||
if ( Item[i].usItemClass == 0 )
|
||||
break;
|
||||
//Madd: quickfix: make it not choose best grenades right away.
|
||||
if( ValidLaunchable( i, itemIndex ) && ItemIsLegal(i) && Item[i].ubCoolness <= max(HighestPlayerProgressPercentage()/10,lowestCoolness) )
|
||||
usNumMatches++;
|
||||
}
|
||||
}
|
||||
|
||||
if( usNumMatches )
|
||||
{
|
||||
usRandom = (UINT16)Random( usNumMatches );
|
||||
for( i = 0; i < MAXITEMS; ++i )
|
||||
{
|
||||
if ( Item[i].usItemClass == 0 )
|
||||
break;
|
||||
|
||||
if( ValidLaunchable( i, itemIndex ) && ItemIsLegal(i) && Item[i].ubCoolness <= max(HighestPlayerProgressPercentage()/10,lowestCoolness) )
|
||||
{
|
||||
if( usRandom )
|
||||
usRandom--;
|
||||
else
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Flugente: the above code is highly dubious.. why do we loop over all items 2 times, and why that obscure usRandom--; business? This can cause an underflow!
|
||||
BOOLEAN isnight = NightTime();
|
||||
UINT16 maxcoolness = max( HighestPlayerProgressPercentage() / 10, lowestCoolness );
|
||||
|
||||
@@ -14174,29 +14078,29 @@ INT16 GetFlatToHitBonus( OBJECTTYPE * pObj )
|
||||
// HEADROCK: Function to get average of all "best laser range" attributes from weapon and attachments
|
||||
INT16 GetAverageBestLaserRange( OBJECTTYPE * pObj )
|
||||
{
|
||||
INT16 bonus=0;
|
||||
FLOAT bonus = 0.0;
|
||||
INT16 numModifiers=0;
|
||||
|
||||
if (Item[pObj->usItem].bestlaserrange > 0)
|
||||
{
|
||||
numModifiers++;
|
||||
bonus += Item[pObj->usItem].bestlaserrange;
|
||||
bonus += (FLOAT) Item[pObj->usItem].bestlaserrange;
|
||||
}
|
||||
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
|
||||
{
|
||||
if (Item[iter->usItem].bestlaserrange > 0 && iter->exists())
|
||||
{
|
||||
numModifiers++;
|
||||
bonus += Item[iter->usItem].bestlaserrange;
|
||||
bonus += (FLOAT) Item[iter->usItem].bestlaserrange;
|
||||
}
|
||||
}
|
||||
|
||||
if (numModifiers>0)
|
||||
if (numModifiers > 1)
|
||||
{
|
||||
bonus = bonus / numModifiers;
|
||||
}
|
||||
|
||||
return( bonus * gItemSettings.fBestLaserRangeModifier );
|
||||
return (INT16)(bonus * gItemSettings.fBestLaserRangeModifier);
|
||||
}
|
||||
|
||||
// get the best laser range from the weapon and attachments
|
||||
@@ -14216,7 +14120,7 @@ INT16 GetBestLaserRange( OBJECTTYPE * pObj )
|
||||
}
|
||||
}
|
||||
|
||||
return( range * gItemSettings.fBestLaserRangeModifier );
|
||||
return (INT16) ((FLOAT)range * gItemSettings.fBestLaserRangeModifier);
|
||||
}
|
||||
|
||||
// HEADROCK: This function determines the bipod bonii of the gun or its attachments
|
||||
@@ -15738,14 +15642,9 @@ BOOLEAN GetItemFromRandomItem( UINT16 usRandomItem, UINT16* pusNewItem )
|
||||
// as it is also possible to reference to other random items, we also have to check for them
|
||||
|
||||
// clear the random item arrays and reset the counters
|
||||
for ( int i = 0; i < RANDOM_ITEM_MAX_NUMBER; ++i)
|
||||
randomitemarray[i] = 0;
|
||||
|
||||
for ( int i = 0; i < RANDOM_TABOO_MAX; ++i)
|
||||
{
|
||||
randomitemtabooarray[i] = 0;
|
||||
randomitemclasstabooarray[i] = 0;
|
||||
}
|
||||
memset(randomitemarray, 0, sizeof(randomitemarray));
|
||||
memset(randomitemtabooarray, 0, sizeof(randomitemtabooarray));
|
||||
memset(randomitemclasstabooarray, 0, sizeof(randomitemclasstabooarray));
|
||||
|
||||
itemcnt = 0;
|
||||
rdtaboocnt = 0;
|
||||
@@ -16111,3 +16010,21 @@ bool HasScopeMagFactorForGun( UINT16 ausItemGun, FLOAT aFactor )
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
UINT16 GetLaunchableOfExplosionType(UINT16 launcher, UINT8 explosionType)
|
||||
{
|
||||
for (int i = 0; i < MAXITEMS; i++)
|
||||
{
|
||||
UINT16 launchable = Launchable[i][0];
|
||||
|
||||
if (launchable == 0) // if reached end of Launchable list, then stop
|
||||
break;
|
||||
|
||||
if (Launchable[i][1] == launcher)
|
||||
{
|
||||
if (Explosive[Item[launchable].ubClassIndex].ubType == explosionType)
|
||||
return launchable;
|
||||
}
|
||||
}
|
||||
return NOTHING;
|
||||
}
|
||||
|
||||
@@ -576,5 +576,6 @@ FLOAT GetAttackAPTraitMultiplier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, UINT8
|
||||
|
||||
// sevenfm: check if this type of grenade can use delayed mode
|
||||
BOOLEAN CanDelayGrenadeExplosion( UINT16 usItem );
|
||||
UINT16 GetLaunchableOfExplosionType(UINT16 launcher, UINT8 explosionType);
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "items.h"
|
||||
#include "weapons.h"
|
||||
#include "Soldier Control.h"
|
||||
@@ -36,7 +33,6 @@
|
||||
#include "utilities.h"
|
||||
#include "english.h"
|
||||
#include "debug control.h"
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "worldman.h"
|
||||
|
||||
+10
-16
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include <memory.h>
|
||||
@@ -40,7 +37,6 @@
|
||||
#include "Map Screen Interface.h"
|
||||
#include "GameSettings.h" // added by SANDRO
|
||||
#include "Dialogue Control.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "GameVersion.h"
|
||||
|
||||
@@ -1171,6 +1167,11 @@ BOOLEAN LoadDoorTableFromDoorTableTempFile( )
|
||||
|
||||
|
||||
|
||||
static auto ComplainAboutMissingDoorStructure(const INT32 GridNo) {
|
||||
#if JA2TESTVERSION
|
||||
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Door structure data at %d was not found", GridNo);
|
||||
#endif
|
||||
}
|
||||
|
||||
// fOpen is True if the door is open, false if it is closed
|
||||
BOOLEAN ModifyDoorStatus( INT32 sGridNo, BOOLEAN fOpen, BOOLEAN fPerceivedOpen )
|
||||
@@ -1194,9 +1195,7 @@ BOOLEAN ModifyDoorStatus( INT32 sGridNo, BOOLEAN fOpen, BOOLEAN fPerceivedOpen )
|
||||
|
||||
if ( pBaseStructure == NULL )
|
||||
{
|
||||
#if 0
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Door structure data at %d was not found", sGridNo );
|
||||
#endif
|
||||
ComplainAboutMissingDoorStructure(sGridNo);
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
@@ -1318,9 +1317,7 @@ BOOLEAN IsDoorOpen( INT32 sGridNo )
|
||||
|
||||
if ( pBaseStructure == NULL )
|
||||
{
|
||||
#if 0
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Door structure data at %d was not found", sGridNo );
|
||||
#endif
|
||||
ComplainAboutMissingDoorStructure(sGridNo);
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
@@ -1371,6 +1368,7 @@ DOOR_STATUS *GetDoorStatus( INT32 sGridNo )
|
||||
|
||||
if ( pBaseStructure == NULL )
|
||||
{
|
||||
ComplainAboutMissingDoorStructure(sGridNo);
|
||||
return( NULL );
|
||||
}
|
||||
|
||||
@@ -1531,9 +1529,7 @@ void SyncronizeDoorStatusToStructureData( DOOR_STATUS *pDoorStatus )
|
||||
|
||||
if ( pBaseStructure == NULL )
|
||||
{
|
||||
#if 0
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Door structure data at %d was not found", pDoorStatus->sGridNo );
|
||||
#endif
|
||||
ComplainAboutMissingDoorStructure(pDoorStatus->sGridNo);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1615,9 +1611,7 @@ void InternalUpdateDoorGraphicFromStatus( DOOR_STATUS *pDoorStatus, BOOLEAN fUse
|
||||
|
||||
if ( pBaseStructure == NULL )
|
||||
{
|
||||
#if 0
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Door structure data at %d was not found", pDoorStatus->sGridNo );
|
||||
#endif
|
||||
ComplainAboutMissingDoorStructure(pDoorStatus->sGridNo);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
+3
-41
@@ -1,7 +1,4 @@
|
||||
#include "connect.h"
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
|
||||
@@ -44,7 +41,6 @@
|
||||
#include "items.h"
|
||||
#include "Item Types.h"
|
||||
#include "Vehicles.h"
|
||||
#endif
|
||||
#include "fresh_header.h"
|
||||
#include "WorldDat.h"
|
||||
// HEADROCK HAM 3.6: This must be included, for testing whether Bloodcats and Enemies can see one another.
|
||||
@@ -3022,7 +3018,7 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend
|
||||
// Determine damage, checking guy's armour, etc
|
||||
sRange = GetRangeInCellCoordsFromGridNoDiff( pBullet->sOrigGridNo, pTarget->sGridNo );
|
||||
|
||||
if ( gTacticalStatus.uiFlags & GODMODE && pBullet->ubFirerID != NOBODY && !(pFirer->flags.uiStatusFlags & SOLDIER_PC))
|
||||
if ( gTacticalStatus.uiFlags & GODMODE && pTarget->bTeam == OUR_TEAM && pBullet->ubFirerID != NOBODY && !(pFirer->flags.uiStatusFlags & SOLDIER_PC))
|
||||
{
|
||||
// in god mode, and firer is computer controlled
|
||||
iImpact = 0;
|
||||
@@ -4809,15 +4805,7 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
|
||||
dDeltaX = dEndX - dStartX;
|
||||
dDeltaY = dEndY - dStartY;
|
||||
dDeltaZ = dEndZ - dStartZ;
|
||||
#if 0//dnl ch60 020913 isn't true see reason in FireBulletGivenTarget
|
||||
//lal bugfix
|
||||
if( dDeltaZ > 0 )
|
||||
d2DDistance = Distance3D( dDeltaX, dDeltaY, dDeltaZ );
|
||||
else
|
||||
d2DDistance = Distance2D( dDeltaX, dDeltaY );
|
||||
#else
|
||||
d2DDistance = Distance2D( dDeltaX, dDeltaY );
|
||||
#endif
|
||||
iDistance = (INT32) d2DDistance;
|
||||
|
||||
if ( d2DDistance != iDistance )
|
||||
@@ -5308,15 +5296,9 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
|
||||
dDeltaX = dEndX - dStartX;
|
||||
dDeltaY = dEndY - dStartY;
|
||||
dDeltaZ = dEndZ - dStartZ;
|
||||
#if 0//dnl ch60 311009 this isn't correct, e.g. if you try head shot from prone to standing target at 1 tile, Distance3D will calculate 7,8 tile distance, this means that you will always hit target regard of CTH calculation, correct usage will be Distance3D(dDeltaX, dDeltaY, CONVERT_HEIGHTUNITS_TO_DISTANCE(dDeltaZ)) but we need here 2D distance as was in original v1.12
|
||||
//lal bugfix
|
||||
if( dDeltaZ > 0 )
|
||||
d2DDistance = Distance3D( dDeltaX, dDeltaY, dDeltaZ );
|
||||
else
|
||||
d2DDistance = Distance2D( dDeltaX, dDeltaY );
|
||||
#else
|
||||
/* see previous commit for historically interesting comment on the reason Distance2D instead
|
||||
of Distance3D is used here */
|
||||
d2DDistance = Distance2D( dDeltaX, dDeltaY );
|
||||
#endif
|
||||
iDistance = (INT32) d2DDistance;
|
||||
|
||||
if ( d2DDistance != iDistance )
|
||||
@@ -5817,15 +5799,7 @@ INT8 FireFragmentGivenTarget( UINT16 ubOwner, FLOAT dStartX, FLOAT dStartY, FLOA
|
||||
dDeltaX = dEndX - dStartX;
|
||||
dDeltaY = dEndY - dStartY;
|
||||
dDeltaZ = dEndZ - dStartZ;
|
||||
#if 0//dnl ch60 030913
|
||||
//lal bugfix
|
||||
if( dDeltaZ > 0 )
|
||||
d2DDistance = Distance3D( dDeltaX, dDeltaY, dDeltaZ );
|
||||
else
|
||||
d2DDistance = Distance2D( dDeltaX, dDeltaY );
|
||||
#else
|
||||
d2DDistance = Distance2D( dDeltaX, dDeltaY );
|
||||
#endif
|
||||
iDistance = (INT32) d2DDistance;
|
||||
|
||||
if ( d2DDistance != iDistance )
|
||||
@@ -5994,15 +5968,7 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
|
||||
dDeltaX = dEndX - dStartX;
|
||||
dDeltaY = dEndY - dStartY;
|
||||
dDeltaZ = dEndZ - dStartZ;
|
||||
#if 0//dnl ch60 030913
|
||||
//lal bugfix
|
||||
if( dDeltaZ > 0 )
|
||||
d2DDistance = Distance3D( dDeltaX, dDeltaY, dDeltaZ );
|
||||
else
|
||||
d2DDistance = Distance2D( dDeltaX, dDeltaY );
|
||||
#else
|
||||
d2DDistance = Distance2D( dDeltaX, dDeltaY );
|
||||
#endif
|
||||
iDistance = (INT32) d2DDistance;
|
||||
|
||||
if ( d2DDistance != iDistance )
|
||||
@@ -8588,11 +8554,7 @@ void AdjustTargetCenterPoint( SOLDIERTYPE *pShooter, INT32 iTargetGridNo, FLOAT
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
// Find distance between shooter and target, in points.
|
||||
FLOAT d2DDistance=0;
|
||||
#if 0//dnl ch60 030913
|
||||
d2DDistance = Distance3D( dDeltaX, dDeltaY, CONVERT_HEIGHTUNITS_TO_DISTANCE( dDeltaZ ) );
|
||||
#else
|
||||
d2DDistance = Distance2D( dDeltaX, dDeltaY );
|
||||
#endif
|
||||
// Round it upwards.
|
||||
INT32 iDistance = (INT32) d2DDistance;
|
||||
if ( d2DDistance != iDistance )
|
||||
|
||||
@@ -2,6 +2,21 @@
|
||||
|
||||
namespace LogicalBodyTypes {
|
||||
|
||||
INT32 CompareAttachment(SOLDIERTYPE* pSoldier, INVENTORY_SLOT slot, UINT8 index)
|
||||
{
|
||||
INT32 cmp_val = 0;
|
||||
|
||||
if (pSoldier->inv[slot].objectStack.size() > 0)
|
||||
{
|
||||
OBJECTTYPE* const attachment = pSoldier->inv[slot].objectStack.front().GetAttachmentAtIndex(index);
|
||||
if (attachment) { cmp_val = attachment->usItem; }
|
||||
else { cmp_val = 0; }
|
||||
}
|
||||
else { cmp_val = 0; }
|
||||
|
||||
return cmp_val;
|
||||
}
|
||||
|
||||
Filter::Filter(void) {
|
||||
}
|
||||
|
||||
@@ -186,6 +201,9 @@ bool Filter::Match(SOLDIERTYPE* pSoldier) {
|
||||
case REQ_WEAPON_CLASS:
|
||||
cmp_val = Weapon[pSoldier->inv[HANDPOS].usItem].ubWeaponClass;
|
||||
break;
|
||||
case REQ_LEFT_WEAPON_CLASS:
|
||||
cmp_val = Weapon[pSoldier->inv[SECONDHANDPOS].usItem].ubWeaponClass;
|
||||
break;
|
||||
case REQ_WEAPON_TYPE:
|
||||
cmp_val = Weapon[pSoldier->inv[HANDPOS].usItem].ubWeaponType;
|
||||
break;
|
||||
@@ -195,6 +213,12 @@ bool Filter::Match(SOLDIERTYPE* pSoldier) {
|
||||
case REQ_CALIBRE:
|
||||
cmp_val = Weapon[pSoldier->inv[HANDPOS].usItem].ubCalibre;
|
||||
break;
|
||||
case REQ_WEAPON_TWOHANDED:
|
||||
cmp_val = TwoHandedItem(pSoldier->inv[HANDPOS].usItem);
|
||||
break;
|
||||
case REQ_LEFT_WEAPON_TWOHANDED:
|
||||
cmp_val = TwoHandedItem(pSoldier->inv[SECONDHANDPOS].usItem);
|
||||
break;
|
||||
case REQ_VEST_AMOR_PROTECTION:
|
||||
cmp_val = Armour[Item[pSoldier->inv[VESTPOS].usItem].ubClassIndex].ubProtection;
|
||||
break;
|
||||
@@ -210,6 +234,30 @@ bool Filter::Match(SOLDIERTYPE* pSoldier) {
|
||||
case REQ_WEARING_BACKPACK:
|
||||
cmp_val = pSoldier->inv[BPACKPOCKPOS].exists();
|
||||
break;
|
||||
case REQ_HELMETPOSATTACHMENT0:
|
||||
cmp_val = CompareAttachment(pSoldier, HELMETPOS, 0);
|
||||
break;
|
||||
case REQ_HELMETPOSATTACHMENT1:
|
||||
cmp_val = CompareAttachment(pSoldier, HELMETPOS, 1);
|
||||
break;
|
||||
case REQ_HELMETPOSATTACHMENT2:
|
||||
cmp_val = CompareAttachment(pSoldier, HELMETPOS, 2);
|
||||
break;
|
||||
case REQ_HELMETPOSATTACHMENT3:
|
||||
cmp_val = CompareAttachment(pSoldier, HELMETPOS, 3);
|
||||
break;
|
||||
case REQ_LEGPOSATTACHMENT0:
|
||||
cmp_val = CompareAttachment(pSoldier, LEGPOS, 0);
|
||||
break;
|
||||
case REQ_LEGPOSATTACHMENT1:
|
||||
cmp_val = CompareAttachment(pSoldier, LEGPOS, 1);
|
||||
break;
|
||||
case REQ_LEGPOSATTACHMENT2:
|
||||
cmp_val = CompareAttachment(pSoldier, LEGPOS, 2);
|
||||
break;
|
||||
case REQ_LEGPOSATTACHMENT3:
|
||||
cmp_val = CompareAttachment(pSoldier, LEGPOS, 3);
|
||||
break;
|
||||
default:
|
||||
if (q < NUM_REQTYPESINV) {
|
||||
cmp_val = pSoldier->inv[q].usItem;
|
||||
|
||||
@@ -56,14 +56,25 @@ public:
|
||||
REQ_NICKNAME,
|
||||
REQ_WEAPON_IN_HAND,
|
||||
REQ_WEAPON_CLASS,
|
||||
REQ_LEFT_WEAPON_CLASS,
|
||||
REQ_WEAPON_TYPE,
|
||||
REQ_LEFT_WEAPON_TYPE,
|
||||
REQ_CALIBRE,
|
||||
REQ_WEAPON_TWOHANDED,
|
||||
REQ_LEFT_WEAPON_TWOHANDED,
|
||||
REQ_VEST_AMOR_PROTECTION,
|
||||
REQ_VEST_AMOR_COVERAGE,
|
||||
REQ_HELMET_AMOR_PROTECTION,
|
||||
REQ_HELMET_AMOR_COVERAGE,
|
||||
REQ_WEARING_BACKPACK,
|
||||
REQ_HELMETPOSATTACHMENT0,
|
||||
REQ_HELMETPOSATTACHMENT1,
|
||||
REQ_HELMETPOSATTACHMENT2,
|
||||
REQ_HELMETPOSATTACHMENT3,
|
||||
REQ_LEGPOSATTACHMENT0,
|
||||
REQ_LEGPOSATTACHMENT1,
|
||||
REQ_LEGPOSATTACHMENT2,
|
||||
REQ_LEGPOSATTACHMENT3,
|
||||
NUM_REQTYPES,
|
||||
// 3rd byte is for operator flags
|
||||
_REQ_BTWN = 0x20000,
|
||||
@@ -86,7 +97,7 @@ public:
|
||||
};
|
||||
typedef std::pair <INT32, INT32> NumberPair;
|
||||
typedef std::list <std::wstring> StringList;
|
||||
typedef std::list <INT32> NumberList;
|
||||
typedef std::vector <INT32> NumberList;
|
||||
union criterionVariant {
|
||||
INT32 number;
|
||||
std::wstring* string;
|
||||
|
||||
@@ -270,7 +270,7 @@ namespace LogicalBodyTypes {
|
||||
/*****************************************
|
||||
Filter enum criterion types
|
||||
******************************************/
|
||||
LOGBT_ENUMDB_ADD("IntegerFilterCriterionTypes", 33,
|
||||
LOGBT_ENUMDB_ADD("IntegerFilterCriterionTypes", 43,
|
||||
Filter::REQ_HELMETPOS,
|
||||
Filter::REQ_VESTPOS,
|
||||
Filter::REQ_LEGPOS,
|
||||
@@ -299,23 +299,34 @@ namespace LogicalBodyTypes {
|
||||
Filter::REQ_FACEINDEX,
|
||||
Filter::REQ_WEAPON_IN_HAND,
|
||||
Filter::REQ_CALIBRE,
|
||||
Filter::REQ_WEAPON_TWOHANDED,
|
||||
Filter::REQ_LEFT_WEAPON_TWOHANDED,
|
||||
Filter::REQ_VEST_AMOR_PROTECTION,
|
||||
Filter::REQ_VEST_AMOR_COVERAGE,
|
||||
Filter::REQ_HELMET_AMOR_PROTECTION,
|
||||
Filter::REQ_HELMET_AMOR_COVERAGE,
|
||||
Filter::REQ_WEARING_BACKPACK
|
||||
Filter::REQ_WEARING_BACKPACK,
|
||||
Filter::REQ_HELMETPOSATTACHMENT0,
|
||||
Filter::REQ_HELMETPOSATTACHMENT1,
|
||||
Filter::REQ_HELMETPOSATTACHMENT2,
|
||||
Filter::REQ_HELMETPOSATTACHMENT3,
|
||||
Filter::REQ_LEGPOSATTACHMENT0,
|
||||
Filter::REQ_LEGPOSATTACHMENT1,
|
||||
Filter::REQ_LEGPOSATTACHMENT2,
|
||||
Filter::REQ_LEGPOSATTACHMENT3
|
||||
);
|
||||
|
||||
/*****************************************
|
||||
Filter enum criterion types
|
||||
******************************************/
|
||||
LOGBT_ENUMDB_ADD("EnumFilterCriterionTypes", 8,
|
||||
LOGBT_ENUMDB_ADD("EnumFilterCriterionTypes", 9,
|
||||
Filter::REQ_SEX,
|
||||
Filter::REQ_MERC_TYPE,
|
||||
Filter::REQ_SOLDIER_CLASS,
|
||||
Filter::REQ_CIVILIANGROUP,
|
||||
Filter::REQ_BODYTYPE,
|
||||
Filter::REQ_WEAPON_CLASS,
|
||||
Filter::REQ_LEFT_WEAPON_CLASS,
|
||||
Filter::REQ_WEAPON_TYPE,
|
||||
Filter::REQ_LEFT_WEAPON_TYPE
|
||||
);
|
||||
@@ -671,6 +682,17 @@ namespace LogicalBodyTypes {
|
||||
MONSTERCLASS
|
||||
);
|
||||
|
||||
LOGBT_ENUMDB_ADD("LEFT_WEAPON_CLASS", NUM_WEAPON_CLASSES,
|
||||
NOGUNCLASS,
|
||||
HANDGUNCLASS,
|
||||
SMGCLASS,
|
||||
RIFLECLASS,
|
||||
MGCLASS,
|
||||
SHOTGUNCLASS,
|
||||
KNIFECLASS,
|
||||
MONSTERCLASS
|
||||
);
|
||||
|
||||
/*****************************************
|
||||
Weapon Type
|
||||
******************************************/
|
||||
|
||||
Binary file not shown.
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "edit_sys.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include "fileMan.h"
|
||||
#include "types.h"
|
||||
@@ -20,7 +16,6 @@
|
||||
#include "environment.h"
|
||||
#include "lighting.h"
|
||||
#include "Animated ProgressBar.h"
|
||||
#endif
|
||||
|
||||
//CHRISL: MAJOR_MAP_VERSION information moved to worlddef.h by ADB. We're using these values elsewhere and need them
|
||||
// in the header file
|
||||
@@ -204,327 +199,6 @@ void SaveMapInformation(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVe
|
||||
//loading and won't be permanently updated until the map is saved, regardless of changes.
|
||||
void UpdateOldVersionMap()
|
||||
{
|
||||
#if 0 //This code is no longer needed since the major version update from 1.0 to 4.0
|
||||
//However, I am keeping it in for reference.
|
||||
SOLDIERINITNODE *curr;
|
||||
INT32 i;
|
||||
LEVELNODE *pStruct;
|
||||
//VERSION 0 -- obsolete November 14, 1997
|
||||
if( gMapInformation.ubMapVersion == 0 )
|
||||
{
|
||||
//Soldier information contained two fixable bugs.
|
||||
gMapInformation.ubMapVersion++;
|
||||
curr = gSoldierInitHead;
|
||||
while( curr )
|
||||
{
|
||||
//Bug #01) Nodes without detailed slots weren't initialized.
|
||||
if( !curr->pBasicPlacement->fDetailedPlacement )
|
||||
curr->pDetailedPlacement = NULL;
|
||||
//Bug #02) The attitude variable was accidentally being generated like attributes
|
||||
// which put it completely out of range.
|
||||
if( curr->pBasicPlacement->bAttitude > 7 )
|
||||
curr->pBasicPlacement->bAttitude = (INT8)Random(8);
|
||||
//go to next node
|
||||
curr = curr->next;
|
||||
}
|
||||
}
|
||||
//VERSION 1 -- obsolete January 7, 1998
|
||||
if( gMapInformation.ubMapVersion == 1 )
|
||||
{
|
||||
gMapInformation.ubMapVersion++;
|
||||
//Bug #03) Removing all wall decals from map, because of new changes to the slots
|
||||
// as well as certain decals found commonly in illegal places.
|
||||
for( i = 0; i < WORLD_MAX; i++ )
|
||||
{
|
||||
RemoveAllStructsOfTypeRange( i, FIRSTWALLDECAL, LASTWALLDECAL );
|
||||
RemoveAllStructsOfTypeRange( i, FIFTHWALLDECAL, SIXTHWALLDECAL );
|
||||
}
|
||||
}
|
||||
//VERSION 2 -- obsolete February 3, 1998
|
||||
if( gMapInformation.ubMapVersion == 2 )
|
||||
{
|
||||
gMapInformation.ubMapVersion++;
|
||||
curr = gSoldierInitHead;
|
||||
while( curr )
|
||||
{
|
||||
//Bug #04) Assign enemy mercs default army color code if applicable
|
||||
if( curr->pBasicPlacement->bTeam == ENEMY_TEAM && !curr->pBasicPlacement->ubSoldierClass )
|
||||
{
|
||||
if( !curr->pDetailedPlacement )
|
||||
{
|
||||
curr->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_ARMY;
|
||||
}
|
||||
else if( curr->pDetailedPlacement && curr->pDetailedPlacement->ubProfile == NO_PROFILE )
|
||||
{
|
||||
curr->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_ARMY;
|
||||
curr->pDetailedPlacement->ubSoldierClass = SOLDIER_CLASS_ARMY;
|
||||
}
|
||||
}
|
||||
curr = curr->next;
|
||||
}
|
||||
}
|
||||
//VERSION 3 -- obsolete February 9, 1998
|
||||
if( gMapInformation.ubMapVersion == 3 )
|
||||
{
|
||||
gMapInformation.ubMapVersion++;
|
||||
//Bug #05) Move entry points down if necessary.
|
||||
ValidateEntryPointGridNo( &gMapInformation.sNorthGridNo );
|
||||
ValidateEntryPointGridNo( &gMapInformation.sEastGridNo );
|
||||
ValidateEntryPointGridNo( &gMapInformation.sSouthGridNo );
|
||||
ValidateEntryPointGridNo( &gMapInformation.sWestGridNo );
|
||||
}
|
||||
//VERSION 4 -- obsolete February 25, 1998
|
||||
if( gMapInformation.ubMapVersion == 4 )
|
||||
{
|
||||
gMapInformation.ubMapVersion++;
|
||||
//6) Change all doors to FIRSTDOOR
|
||||
for( i = 0; i < WORLD_MAX; ++i )
|
||||
{
|
||||
//NOTE: Here are the index values for the various doors
|
||||
//DOOR OPEN CLOSED
|
||||
//FIRST 916 912
|
||||
//SECOND 936 932
|
||||
//THIRD 956 952
|
||||
//FOURTH 976 972
|
||||
pStruct = gpWorldLevelData[ i ].pStructHead;
|
||||
while( pStruct )
|
||||
{
|
||||
//outside topleft
|
||||
if( pStruct->usIndex == 932 || pStruct->usIndex == 952 || pStruct->usIndex == 972 )
|
||||
{
|
||||
ReplaceStructIndex( i, pStruct->usIndex, 912 );
|
||||
break;
|
||||
}
|
||||
else if( pStruct->usIndex == 936 || pStruct->usIndex == 956 || pStruct->usIndex == 976 )
|
||||
{
|
||||
ReplaceStructIndex( i, pStruct->usIndex, 916 );
|
||||
break;
|
||||
}
|
||||
//outside topright
|
||||
else if( pStruct->usIndex == 927 || pStruct->usIndex == 947 || pStruct->usIndex == 967 )
|
||||
{
|
||||
ReplaceStructIndex( i, pStruct->usIndex, 907 );
|
||||
break;
|
||||
}
|
||||
else if( pStruct->usIndex == 931 || pStruct->usIndex == 951 || pStruct->usIndex == 971 )
|
||||
{
|
||||
ReplaceStructIndex( i, pStruct->usIndex, 911 );
|
||||
break;
|
||||
}
|
||||
//inside topleft
|
||||
else if( pStruct->usIndex == 942 || pStruct->usIndex == 962 || pStruct->usIndex == 982 )
|
||||
{
|
||||
ReplaceStructIndex( i, pStruct->usIndex, 922 );
|
||||
break;
|
||||
}
|
||||
else if( pStruct->usIndex == 946 || pStruct->usIndex == 966 || pStruct->usIndex == 986 )
|
||||
{
|
||||
ReplaceStructIndex( i, pStruct->usIndex, 926 );
|
||||
break;
|
||||
}
|
||||
//inside topright
|
||||
else if( pStruct->usIndex == 937 || pStruct->usIndex == 957 || pStruct->usIndex == 977 )
|
||||
{
|
||||
ReplaceStructIndex( i, pStruct->usIndex, 917 );
|
||||
break;
|
||||
}
|
||||
else if( pStruct->usIndex == 941 || pStruct->usIndex == 961 || pStruct->usIndex == 981 )
|
||||
{
|
||||
ReplaceStructIndex( i, pStruct->usIndex, 921 );
|
||||
break;
|
||||
}
|
||||
pStruct = pStruct->pNext;
|
||||
}
|
||||
}
|
||||
}
|
||||
//VERSION 5 -- obsolete March 4, 1998
|
||||
if( gMapInformation.ubMapVersion == 5 )
|
||||
{
|
||||
gMapInformation.ubMapVersion++;
|
||||
//Bug 7) Remove all exit grids (the format has changed)
|
||||
for( i = 0; i < WORLD_MAX; i++ )
|
||||
RemoveExitGridFromWorld( i );
|
||||
}
|
||||
//VERSION 6 -- obsolete March 9, 1998
|
||||
if( gMapInformation.ubMapVersion == 6 )
|
||||
{ //Bug 8) Change droppable status of merc items so that they are all undroppable.
|
||||
gMapInformation.ubMapVersion++;
|
||||
curr = gSoldierInitHead;
|
||||
while( curr )
|
||||
{
|
||||
//Bug #04) Assign enemy mercs default army color code if applicable
|
||||
if( curr->pDetailedPlacement )
|
||||
{
|
||||
INT32 invsize = (INT32)curr->pDetailedPlacement->Inv.size();
|
||||
for( i = 0; i < invsize; ++i )
|
||||
{ //make all items undroppable, even if it is empty. This will allow for
|
||||
//random item generation, while empty, droppable slots are locked as empty
|
||||
//during random item generation.
|
||||
curr->pDetailedPlacement->Inv[ i ].fFlags |= OBJECT_UNDROPPABLE;
|
||||
}
|
||||
}
|
||||
curr = curr->next;
|
||||
}
|
||||
}
|
||||
//VERSION 7 -- obsolete April 14, 1998
|
||||
if( gMapInformation.ubMapVersion == 7 )
|
||||
{
|
||||
gMapInformation.ubMapVersion++;
|
||||
//Bug 9) Priority placements have been dropped in favor of splitting it into two categories.
|
||||
// The first is Detailed placements, and the second is priority existance. So, all
|
||||
// current detailed placements will also have priority existance.
|
||||
curr = gSoldierInitHead;
|
||||
while( curr )
|
||||
{
|
||||
if( curr->pDetailedPlacement )
|
||||
{
|
||||
curr->pBasicPlacement->fPriorityExistance = TRUE;
|
||||
}
|
||||
curr = curr->next;
|
||||
}
|
||||
}
|
||||
|
||||
if( gMapInformation.ubMapVersion == 14 )
|
||||
{ //Toast all of the ambiguous road pieces that ended up wrapping the byte.
|
||||
LEVELNODE *pStruct, *pStruct2;
|
||||
INT32 i;
|
||||
for( i = 0; i < WORLD_MAX; i++ )
|
||||
{
|
||||
pStruct = gpWorldLevelData[ i ].pObjectHead;
|
||||
if( pStruct && pStruct->usIndex == 1078 && i < WORLD_MAX-2 && i >= 320 )
|
||||
{ //This is the only detectable road piece that we can repair.
|
||||
pStruct2 = gpWorldLevelData[ i+1 ].pObjectHead;
|
||||
if( pStruct2 && pStruct2->usIndex == 1081 )
|
||||
{
|
||||
RemoveObject( i, pStruct->usIndex );
|
||||
RemoveObject( i+1, pStruct->usIndex+1 );
|
||||
RemoveObject( i+2, pStruct->usIndex+2 );
|
||||
RemoveObject( i-160, pStruct->usIndex-160 );
|
||||
RemoveObject( i-159, pStruct->usIndex-159 );
|
||||
RemoveObject( i-158, pStruct->usIndex-158 );
|
||||
RemoveObject( i-320, pStruct->usIndex-320 );
|
||||
RemoveObject( i-319, pStruct->usIndex-319 );
|
||||
RemoveObject( i-318, pStruct->usIndex-318 );
|
||||
AddObjectToTail( i, 1334 );
|
||||
AddObjectToTail( i-160, 1335 );
|
||||
AddObjectToTail( i-320, 1336 );
|
||||
AddObjectToTail( i+1, 1337 );
|
||||
AddObjectToTail( i-159, 1338 );
|
||||
AddObjectToTail( i-319, 1339 );
|
||||
AddObjectToTail( i+2, 1340 );
|
||||
AddObjectToTail( i-158, 1341 );
|
||||
AddObjectToTail( i-318, 1342 );
|
||||
}
|
||||
}
|
||||
else if( pStruct && pStruct->usIndex >= 1079 && pStruct->usIndex < 1115 )
|
||||
{
|
||||
RemoveObject( i, pStruct->usIndex );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if( gMapInformation.ubMapVersion <= 7 )
|
||||
{
|
||||
if( gfEditMode )
|
||||
{
|
||||
#ifdef JA2TESTVERSION
|
||||
ScreenMsg( FONT_MCOLOR_RED, MSG_ERROR, L"Currently loaded map is corrupt! Allowing the map to load anyway!" );
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
if( gbWorldSectorZ )
|
||||
{
|
||||
AssertMsg( 0, String( "Currently loaded map (%c%d_b%d.dat) is invalid -- less than the minimum supported version.", gWorldSectorY + 'A' - 1, gWorldSectorX, gbWorldSectorZ ) );
|
||||
}
|
||||
else if( !gbWorldSectorZ )
|
||||
{
|
||||
AssertMsg( 0, String( "Currently loaded map (%c%d.dat) is invalid -- less than the minimum supported version.", gWorldSectorY + 'A' - 1, gWorldSectorX ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
//VERSION 8 -- obsolete April 18, 1998
|
||||
if( gMapInformation.ubMapVersion == 8 )
|
||||
{
|
||||
gMapInformation.ubMapVersion++;
|
||||
//Bug 10) Padding on detailed placements is uninitialized. Clear all data starting at
|
||||
// fKillSlotIfOwnerDies.
|
||||
curr = gSoldierInitHead;
|
||||
while( curr )
|
||||
{
|
||||
if( curr->pDetailedPlacement )
|
||||
{
|
||||
//The size 120 was hand calculated. The remaining padding was 118 bytes
|
||||
//and there were two one byte fields cleared, fKillSlotIfOwnerDies and ubScheduleID
|
||||
memset( &curr->pDetailedPlacement->fKillSlotIfOwnerDies, 0, 120 );
|
||||
}
|
||||
curr = curr->next;
|
||||
}
|
||||
}
|
||||
//Version 9 -- Kris -- obsolete April 27, 1998
|
||||
if( gMapInformation.ubMapVersion == 9 )
|
||||
{
|
||||
gMapInformation.ubMapVersion++;
|
||||
curr = gSoldierInitHead;
|
||||
while( curr )
|
||||
{
|
||||
//Bug 11) Convert all wheelchaired placement bodytypes to cows. Result of change in the animation database.
|
||||
if( curr->pDetailedPlacement && curr->pDetailedPlacement->ubBodyType == CRIPPLECIV )
|
||||
{
|
||||
curr->pDetailedPlacement->ubBodyType = COW;
|
||||
curr->pBasicPlacement->ubBodyType = COW;
|
||||
}
|
||||
curr = curr->next;
|
||||
}
|
||||
}
|
||||
if( gMapInformation.ubMapVersion < 12 )
|
||||
{
|
||||
gMapInformation.ubMapVersion = 12;
|
||||
gMapInformation.sCenterGridNo = -1;
|
||||
}
|
||||
if( gMapInformation.ubMapVersion < 13 )
|
||||
{ //replace all merc ammo inventory slots status value with the max ammo that the clip can hold.
|
||||
INT32 cnt;
|
||||
OBJECTTYPE *pItem;
|
||||
gMapInformation.ubMapVersion++;
|
||||
//Bug 10) Padding on detailed placements is uninitialized. Clear all data starting at
|
||||
// fKillSlotIfOwnerDies.
|
||||
curr = gSoldierInitHead;
|
||||
while( curr )
|
||||
{
|
||||
if( curr->pDetailedPlacement )
|
||||
{
|
||||
UINT32 invsize = curr->pDetailedPlacement->Inv.size();
|
||||
for ( UINT32 i = 0; i < invsize; ++i )
|
||||
{
|
||||
pItem = &curr->pDetailedPlacement->Inv[ i ];
|
||||
if( Item[ pItem->usItem ].usItemClass & IC_AMMO )
|
||||
{
|
||||
for( cnt = 0; cnt < pItem->ubNumberOfObjects; ++cnt )
|
||||
{
|
||||
pItem->shots.ubShotsLeft[ cnt ] = Magazine[ Item[ pItem->usItem ].ubClassIndex ].ubMagSize;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
curr = curr->next;
|
||||
}
|
||||
}
|
||||
if( gMapInformation.ubMapVersion < 14 )
|
||||
{
|
||||
gMapInformation.ubMapVersion++;
|
||||
if( !gfCaves && !gfBasement )
|
||||
{
|
||||
ReplaceObsoleteRoads();
|
||||
}
|
||||
}
|
||||
if( gMapInformation.ubMapVersion < 15 )
|
||||
{ //Do nothing. The object layer was expanded from 1 byte to 2 bytes, effecting the
|
||||
//size of the maps. This was due to the fact that the ROADPIECES tileset contains
|
||||
//over 300 pieces, hence requiring a size increase of the tileset subindex for this
|
||||
//layer only.
|
||||
}
|
||||
#endif //end of MAJOR VERSION 3.0 obsolete code
|
||||
if( gMapInformation.ubMapVersion < 15 )
|
||||
{
|
||||
AssertMsg( 0, "Map is less than minimum supported version." );
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
@@ -41,7 +38,6 @@
|
||||
// HEADROCK HAM 3.5: Need this to see if enemies present at starting sector
|
||||
#include "Overhead.h"
|
||||
#include "Map Information.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "ub_config.h"
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "strategic.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
@@ -53,7 +49,6 @@
|
||||
#include "GameSettings.h"
|
||||
#include "DynamicDialogue.h"// added by Flugente
|
||||
#include "Dialogue Control.h" // added by Flugente
|
||||
#endif
|
||||
#include "connect.h"
|
||||
|
||||
#ifdef JA2UB
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "PreBattle Interface.h"
|
||||
#else
|
||||
|
||||
#include "Militia Control.h"
|
||||
#include "Town Militia.h"
|
||||
@@ -33,7 +29,6 @@
|
||||
#include "MilitiaSquads.h"
|
||||
#include "MilitiaIndividual.h" // added by Flugente
|
||||
#include "CampaignStats.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
@@ -304,21 +299,6 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll)
|
||||
// If the sector is already loaded, don't add the existing militia
|
||||
for( x = 1; x < guiDirNumber ; ++x )
|
||||
{
|
||||
#if 0
|
||||
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%ld,%ld,%ld,%ld", gpAttackDirs[ x ][ 0 ], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2], gpAttackDirs[ x ][3] );
|
||||
if( gfMSResetMilitia )
|
||||
{
|
||||
if( gpAttackDirs[ x ][ 3 ] != INSERTION_CODE_CENTER )
|
||||
{
|
||||
AddSoldierInitListMilitiaOnEdge( gpAttackDirs[ x ][ 3 ], gpAttackDirs[ x ][0], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2] );
|
||||
ubGreen -= gpAttackDirs[ x ][0];
|
||||
ubRegs -= gpAttackDirs[ x ][1];
|
||||
ubElites -= gpAttackDirs[ x ][2];
|
||||
}
|
||||
}
|
||||
//else
|
||||
//{
|
||||
#endif
|
||||
AddSoldierInitListMilitiaOnEdge( gpAttackDirs[ x ][ 3 ], gpAttackDirs[ x ][0], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2] );
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include <stdlib.h>
|
||||
#include "Morale.h"
|
||||
#include "Overhead.h"
|
||||
@@ -32,7 +29,6 @@
|
||||
#include "Soldier Add.h" // added by Flugente for MERC_TYPE__AIM_MERC
|
||||
#include "CampaignStats.h" // added by Flugente for gCurrentIncident
|
||||
#include "DynamicDialogue.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "connect.h"
|
||||
#include "fresh_header.h"
|
||||
|
||||
+1
-283
@@ -2,6 +2,7 @@
|
||||
#define __OVERHEAD_TYPES_H
|
||||
// GLOBAL HEADER FOR DATA, TYPES FOR TACTICAL ENGINE
|
||||
|
||||
#include "Types.h"
|
||||
|
||||
#define REFINE_AIM_1 0
|
||||
#define REFINE_AIM_MID1 1
|
||||
@@ -335,280 +336,6 @@ extern UINT16 giMAXIMUM_NUMBER_OF_CIVS;
|
||||
#define LAN_TEAM_FOUR 9
|
||||
//hayden
|
||||
|
||||
//-----------------------------------------------
|
||||
//
|
||||
// civilian "sub teams":
|
||||
enum
|
||||
{
|
||||
NON_CIV_GROUP = 0,
|
||||
REBEL_CIV_GROUP,
|
||||
KINGPIN_CIV_GROUP,
|
||||
SANMONA_ARMS_GROUP,
|
||||
ANGELS_GROUP,
|
||||
BEGGARS_CIV_GROUP,
|
||||
TOURISTS_CIV_GROUP,
|
||||
ALMA_MILITARY_CIV_GROUP,
|
||||
DOCTORS_CIV_GROUP,
|
||||
COUPLE1_CIV_GROUP,
|
||||
HICKS_CIV_GROUP,
|
||||
WARDEN_CIV_GROUP,
|
||||
JUNKYARD_CIV_GROUP,
|
||||
FACTORY_KIDS_GROUP,
|
||||
QUEENS_CIV_GROUP,
|
||||
UNNAMED_CIV_GROUP_15,
|
||||
UNNAMED_CIV_GROUP_16,
|
||||
UNNAMED_CIV_GROUP_17,
|
||||
UNNAMED_CIV_GROUP_18,
|
||||
UNNAMED_CIV_GROUP_19,
|
||||
ASSASSIN_CIV_GROUP, // Flugente: enemy assassins belong to this group
|
||||
POW_PRISON_CIV_GROUP, // Flugente: prisoners of war the player caught are in this group
|
||||
UNNAMED_CIV_GROUP_22,
|
||||
UNNAMED_CIV_GROUP_23,
|
||||
VOLUNTEER_CIV_GROUP, // Flugente: civilians that the player recruited
|
||||
BOUNTYHUNTER_CIV_GROUP, // Flugente: hostile bounty hunters
|
||||
DOWNEDPILOT_CIV_GROUP, // Flugente: downed pilots
|
||||
SCIENTIST_GROUP, // Flugente: enemy civilian personnel
|
||||
RADAR_TECHNICIAN_GROUP,
|
||||
AIRPORT_STAFF_GROUP,
|
||||
BARRACK_STAFF_GROUP,
|
||||
FACTORY_GROUP,
|
||||
ADMINISTRATIVE_STAFF_GROUP,
|
||||
LOYAL_CIV_GROUP, // civil population deeply loyal to the queen
|
||||
BLACKMARKET_GROUP, // black market dealer and bodyguards
|
||||
UNNAMED_CIV_GROUP_35,
|
||||
UNNAMED_CIV_GROUP_36,
|
||||
UNNAMED_CIV_GROUP_37,
|
||||
UNNAMED_CIV_GROUP_38,
|
||||
UNNAMED_CIV_GROUP_39,
|
||||
UNNAMED_CIV_GROUP_40,
|
||||
UNNAMED_CIV_GROUP_41,
|
||||
UNNAMED_CIV_GROUP_42,
|
||||
UNNAMED_CIV_GROUP_43,
|
||||
UNNAMED_CIV_GROUP_44,
|
||||
UNNAMED_CIV_GROUP_45,
|
||||
UNNAMED_CIV_GROUP_46,
|
||||
UNNAMED_CIV_GROUP_47,
|
||||
UNNAMED_CIV_GROUP_48,
|
||||
UNNAMED_CIV_GROUP_49,
|
||||
UNNAMED_CIV_GROUP_50,
|
||||
UNNAMED_CIV_GROUP_51,
|
||||
UNNAMED_CIV_GROUP_52,
|
||||
UNNAMED_CIV_GROUP_53,
|
||||
UNNAMED_CIV_GROUP_54,
|
||||
UNNAMED_CIV_GROUP_55,
|
||||
UNNAMED_CIV_GROUP_56,
|
||||
UNNAMED_CIV_GROUP_57,
|
||||
UNNAMED_CIV_GROUP_58,
|
||||
UNNAMED_CIV_GROUP_59,
|
||||
UNNAMED_CIV_GROUP_60,
|
||||
UNNAMED_CIV_GROUP_61,
|
||||
UNNAMED_CIV_GROUP_62,
|
||||
UNNAMED_CIV_GROUP_63,
|
||||
UNNAMED_CIV_GROUP_64,
|
||||
UNNAMED_CIV_GROUP_65,
|
||||
UNNAMED_CIV_GROUP_66,
|
||||
UNNAMED_CIV_GROUP_67,
|
||||
UNNAMED_CIV_GROUP_68,
|
||||
UNNAMED_CIV_GROUP_69,
|
||||
UNNAMED_CIV_GROUP_70,
|
||||
UNNAMED_CIV_GROUP_71,
|
||||
UNNAMED_CIV_GROUP_72,
|
||||
UNNAMED_CIV_GROUP_73,
|
||||
UNNAMED_CIV_GROUP_74,
|
||||
UNNAMED_CIV_GROUP_75,
|
||||
UNNAMED_CIV_GROUP_76,
|
||||
UNNAMED_CIV_GROUP_77,
|
||||
UNNAMED_CIV_GROUP_78,
|
||||
UNNAMED_CIV_GROUP_79,
|
||||
UNNAMED_CIV_GROUP_80,
|
||||
UNNAMED_CIV_GROUP_81,
|
||||
UNNAMED_CIV_GROUP_82,
|
||||
UNNAMED_CIV_GROUP_83,
|
||||
UNNAMED_CIV_GROUP_84,
|
||||
UNNAMED_CIV_GROUP_85,
|
||||
UNNAMED_CIV_GROUP_86,
|
||||
UNNAMED_CIV_GROUP_87,
|
||||
UNNAMED_CIV_GROUP_88,
|
||||
UNNAMED_CIV_GROUP_89,
|
||||
UNNAMED_CIV_GROUP_90,
|
||||
UNNAMED_CIV_GROUP_91,
|
||||
UNNAMED_CIV_GROUP_92,
|
||||
UNNAMED_CIV_GROUP_93,
|
||||
UNNAMED_CIV_GROUP_94,
|
||||
UNNAMED_CIV_GROUP_95,
|
||||
UNNAMED_CIV_GROUP_96,
|
||||
UNNAMED_CIV_GROUP_97,
|
||||
UNNAMED_CIV_GROUP_98,
|
||||
UNNAMED_CIV_GROUP_99,
|
||||
UNNAMED_CIV_GROUP_100,
|
||||
UNNAMED_CIV_GROUP_101,
|
||||
UNNAMED_CIV_GROUP_102,
|
||||
UNNAMED_CIV_GROUP_103,
|
||||
UNNAMED_CIV_GROUP_104,
|
||||
UNNAMED_CIV_GROUP_105,
|
||||
UNNAMED_CIV_GROUP_106,
|
||||
UNNAMED_CIV_GROUP_107,
|
||||
UNNAMED_CIV_GROUP_108,
|
||||
UNNAMED_CIV_GROUP_109,
|
||||
UNNAMED_CIV_GROUP_110,
|
||||
UNNAMED_CIV_GROUP_111,
|
||||
UNNAMED_CIV_GROUP_112,
|
||||
UNNAMED_CIV_GROUP_113,
|
||||
UNNAMED_CIV_GROUP_114,
|
||||
UNNAMED_CIV_GROUP_115,
|
||||
UNNAMED_CIV_GROUP_116,
|
||||
UNNAMED_CIV_GROUP_117,
|
||||
UNNAMED_CIV_GROUP_118,
|
||||
UNNAMED_CIV_GROUP_119,
|
||||
UNNAMED_CIV_GROUP_120,
|
||||
UNNAMED_CIV_GROUP_121,
|
||||
UNNAMED_CIV_GROUP_122,
|
||||
UNNAMED_CIV_GROUP_123,
|
||||
UNNAMED_CIV_GROUP_124,
|
||||
UNNAMED_CIV_GROUP_125,
|
||||
UNNAMED_CIV_GROUP_126,
|
||||
UNNAMED_CIV_GROUP_127,
|
||||
UNNAMED_CIV_GROUP_128,
|
||||
UNNAMED_CIV_GROUP_129,
|
||||
UNNAMED_CIV_GROUP_130,
|
||||
UNNAMED_CIV_GROUP_131,
|
||||
UNNAMED_CIV_GROUP_132,
|
||||
UNNAMED_CIV_GROUP_133,
|
||||
UNNAMED_CIV_GROUP_134,
|
||||
UNNAMED_CIV_GROUP_135,
|
||||
UNNAMED_CIV_GROUP_136,
|
||||
UNNAMED_CIV_GROUP_137,
|
||||
UNNAMED_CIV_GROUP_138,
|
||||
UNNAMED_CIV_GROUP_139,
|
||||
UNNAMED_CIV_GROUP_140,
|
||||
|
||||
UNNAMED_CIV_GROUP_141,
|
||||
UNNAMED_CIV_GROUP_142,
|
||||
UNNAMED_CIV_GROUP_143,
|
||||
UNNAMED_CIV_GROUP_144,
|
||||
UNNAMED_CIV_GROUP_145,
|
||||
UNNAMED_CIV_GROUP_146,
|
||||
UNNAMED_CIV_GROUP_147,
|
||||
UNNAMED_CIV_GROUP_148,
|
||||
UNNAMED_CIV_GROUP_149,
|
||||
UNNAMED_CIV_GROUP_150,
|
||||
UNNAMED_CIV_GROUP_151,
|
||||
UNNAMED_CIV_GROUP_152,
|
||||
UNNAMED_CIV_GROUP_153,
|
||||
UNNAMED_CIV_GROUP_154,
|
||||
UNNAMED_CIV_GROUP_155,
|
||||
UNNAMED_CIV_GROUP_156,
|
||||
UNNAMED_CIV_GROUP_157,
|
||||
UNNAMED_CIV_GROUP_158,
|
||||
UNNAMED_CIV_GROUP_159,
|
||||
UNNAMED_CIV_GROUP_160,
|
||||
UNNAMED_CIV_GROUP_161,
|
||||
UNNAMED_CIV_GROUP_162,
|
||||
UNNAMED_CIV_GROUP_163,
|
||||
UNNAMED_CIV_GROUP_164,
|
||||
UNNAMED_CIV_GROUP_165,
|
||||
UNNAMED_CIV_GROUP_166,
|
||||
UNNAMED_CIV_GROUP_167,
|
||||
UNNAMED_CIV_GROUP_168,
|
||||
UNNAMED_CIV_GROUP_169,
|
||||
UNNAMED_CIV_GROUP_170,
|
||||
|
||||
UNNAMED_CIV_GROUP_171,
|
||||
UNNAMED_CIV_GROUP_172,
|
||||
UNNAMED_CIV_GROUP_173,
|
||||
UNNAMED_CIV_GROUP_174,
|
||||
UNNAMED_CIV_GROUP_175,
|
||||
UNNAMED_CIV_GROUP_176,
|
||||
UNNAMED_CIV_GROUP_177,
|
||||
UNNAMED_CIV_GROUP_178,
|
||||
UNNAMED_CIV_GROUP_179,
|
||||
UNNAMED_CIV_GROUP_180,
|
||||
UNNAMED_CIV_GROUP_181,
|
||||
UNNAMED_CIV_GROUP_182,
|
||||
UNNAMED_CIV_GROUP_183,
|
||||
UNNAMED_CIV_GROUP_184,
|
||||
UNNAMED_CIV_GROUP_185,
|
||||
UNNAMED_CIV_GROUP_186,
|
||||
UNNAMED_CIV_GROUP_187,
|
||||
UNNAMED_CIV_GROUP_188,
|
||||
UNNAMED_CIV_GROUP_189,
|
||||
UNNAMED_CIV_GROUP_190,
|
||||
UNNAMED_CIV_GROUP_191,
|
||||
UNNAMED_CIV_GROUP_192,
|
||||
UNNAMED_CIV_GROUP_193,
|
||||
UNNAMED_CIV_GROUP_194,
|
||||
UNNAMED_CIV_GROUP_195,
|
||||
UNNAMED_CIV_GROUP_196,
|
||||
UNNAMED_CIV_GROUP_197,
|
||||
UNNAMED_CIV_GROUP_198,
|
||||
UNNAMED_CIV_GROUP_199,
|
||||
UNNAMED_CIV_GROUP_200,
|
||||
|
||||
UNNAMED_CIV_GROUP_201,
|
||||
UNNAMED_CIV_GROUP_202,
|
||||
UNNAMED_CIV_GROUP_203,
|
||||
UNNAMED_CIV_GROUP_204,
|
||||
UNNAMED_CIV_GROUP_205,
|
||||
UNNAMED_CIV_GROUP_206,
|
||||
UNNAMED_CIV_GROUP_207,
|
||||
UNNAMED_CIV_GROUP_208,
|
||||
UNNAMED_CIV_GROUP_209,
|
||||
UNNAMED_CIV_GROUP_210,
|
||||
UNNAMED_CIV_GROUP_211,
|
||||
UNNAMED_CIV_GROUP_212,
|
||||
UNNAMED_CIV_GROUP_213,
|
||||
UNNAMED_CIV_GROUP_214,
|
||||
UNNAMED_CIV_GROUP_215,
|
||||
UNNAMED_CIV_GROUP_216,
|
||||
UNNAMED_CIV_GROUP_217,
|
||||
UNNAMED_CIV_GROUP_218,
|
||||
UNNAMED_CIV_GROUP_219,
|
||||
UNNAMED_CIV_GROUP_220,
|
||||
UNNAMED_CIV_GROUP_221,
|
||||
UNNAMED_CIV_GROUP_222,
|
||||
UNNAMED_CIV_GROUP_223,
|
||||
UNNAMED_CIV_GROUP_224,
|
||||
UNNAMED_CIV_GROUP_225,
|
||||
UNNAMED_CIV_GROUP_226,
|
||||
UNNAMED_CIV_GROUP_227,
|
||||
UNNAMED_CIV_GROUP_228,
|
||||
UNNAMED_CIV_GROUP_229,
|
||||
UNNAMED_CIV_GROUP_230,
|
||||
|
||||
UNNAMED_CIV_GROUP_231,
|
||||
UNNAMED_CIV_GROUP_232,
|
||||
UNNAMED_CIV_GROUP_233,
|
||||
UNNAMED_CIV_GROUP_234,
|
||||
UNNAMED_CIV_GROUP_235,
|
||||
UNNAMED_CIV_GROUP_236,
|
||||
UNNAMED_CIV_GROUP_237,
|
||||
UNNAMED_CIV_GROUP_238,
|
||||
UNNAMED_CIV_GROUP_239,
|
||||
UNNAMED_CIV_GROUP_240,
|
||||
UNNAMED_CIV_GROUP_241,
|
||||
UNNAMED_CIV_GROUP_242,
|
||||
UNNAMED_CIV_GROUP_243,
|
||||
UNNAMED_CIV_GROUP_244,
|
||||
UNNAMED_CIV_GROUP_245,
|
||||
UNNAMED_CIV_GROUP_246,
|
||||
UNNAMED_CIV_GROUP_247,
|
||||
UNNAMED_CIV_GROUP_248,
|
||||
UNNAMED_CIV_GROUP_249,
|
||||
UNNAMED_CIV_GROUP_250,
|
||||
|
||||
UNNAMED_CIV_GROUP_251,
|
||||
UNNAMED_CIV_GROUP_252,
|
||||
UNNAMED_CIV_GROUP_253,
|
||||
UNNAMED_CIV_GROUP_254,
|
||||
NUM_CIV_GROUPS
|
||||
};
|
||||
|
||||
#define CIV_GROUP_NEUTRAL 0
|
||||
#define CIV_GROUP_WILL_EVENTUALLY_BECOME_HOSTILE 1
|
||||
#define CIV_GROUP_WILL_BECOME_HOSTILE 2
|
||||
#define CIV_GROUP_HOSTILE 3
|
||||
|
||||
|
||||
// boxing state
|
||||
enum BoxingStates
|
||||
{
|
||||
@@ -621,15 +348,6 @@ enum BoxingStates
|
||||
LOST_ROUND
|
||||
} ;
|
||||
|
||||
//NOTE: The editor uses these enumerations, so please update the text as well if you modify or
|
||||
// add new groups. Try to abbreviate the team name as much as possible. The text is in
|
||||
// EditorMercs.c
|
||||
#ifdef JA2EDITOR
|
||||
extern CHAR16 gszCivGroupNames[ NUM_CIV_GROUPS ][ 128 ];
|
||||
#endif
|
||||
//
|
||||
//-----------------------------------------------
|
||||
|
||||
// PALETTE SUBSITUTION TYPES
|
||||
typedef struct
|
||||
{
|
||||
|
||||
+129
-216
@@ -1,11 +1,7 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "PreBattle Interface.h"
|
||||
#include "creature spreading.h"
|
||||
#include "Lua Interpreter.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <random>
|
||||
#include <array>
|
||||
#include "wcheck.h"
|
||||
#include "stdlib.h"
|
||||
#include "debug.h"
|
||||
@@ -118,7 +114,6 @@
|
||||
#include "MilitiaIndividual.h" // added by Flugente
|
||||
#include "Rebel Command.h"
|
||||
#include "MilitiaSquads.h"
|
||||
#endif
|
||||
#include "connect.h"
|
||||
|
||||
#include "Luaglobal.h"
|
||||
@@ -1185,12 +1180,6 @@ BOOLEAN ExecuteOverhead( )
|
||||
pSoldier->flags.fSoldierWasMoving = FALSE;
|
||||
|
||||
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, TRUE, FALSE );
|
||||
|
||||
if ( !gGameSettings.fOptions[ TOPTION_MERC_ALWAYS_LIGHT_UP ] )
|
||||
{
|
||||
pSoldier->DeleteSoldierLight( );
|
||||
pSoldier->SetCheckSoldierLightFlag( );
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -7603,35 +7592,11 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
|
||||
HandleGlobalLoyaltyEvent(GLOBAL_LOYALTY_BATTLE_LOST, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
|
||||
}
|
||||
|
||||
// SANDRO - end quest if cleared the sector after interrogation (sector N7 by Meduna)
|
||||
if ( gWorldSectorX == gModSettings.ubMeanwhileInterrogatePOWSectorX && gWorldSectorY == gModSettings.ubMeanwhileInterrogatePOWSectorY &&
|
||||
gbWorldSectorZ == 0)
|
||||
{
|
||||
if (gubQuest[QUEST_INTERROGATION] == QUESTINPROGRESS)
|
||||
{
|
||||
// Quest failed
|
||||
InternalEndQuest(QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, FALSE);
|
||||
}
|
||||
else if (gubQuest[QUEST_INTERROGATION] == QUESTCANNOTSTART)
|
||||
{
|
||||
//shadooow: re-enable quest if player loses control of the N7 prison and quest was disabled previously
|
||||
gubQuest[QUEST_INTERROGATION] = QUESTNOTSTARTED;
|
||||
}
|
||||
}
|
||||
//shadooow: re-enable quest if player loses control of the Alma prison and quest was disabled previously
|
||||
if (gWorldSectorX == gModSettings.ubInitialPOWSectorX && gWorldSectorY == gModSettings.ubInitialPOWSectorY &&
|
||||
gbWorldSectorZ == 0 && gubQuest[QUEST_HELD_IN_ALMA] == QUESTCANNOTSTART)
|
||||
{
|
||||
gubQuest[QUEST_HELD_IN_ALMA] = QUESTNOTSTARTED;
|
||||
}
|
||||
#ifndef JA2UB
|
||||
//shadooow: re-enable quest if player loses control of the Tixa prison and quest was disabled previously
|
||||
if (gWorldSectorX == gModSettings.ubTixaPrisonSectorX && gWorldSectorY == gModSettings.ubTixaPrisonSectorY &&
|
||||
gbWorldSectorZ == 0 && gubQuest[QUEST_HELD_IN_TIXA] == QUESTCANNOTSTART)
|
||||
{
|
||||
gubQuest[QUEST_HELD_IN_TIXA] = QUESTNOTSTARTED;
|
||||
}
|
||||
#endif
|
||||
HandlePOWQuestState(Q_FAIL, QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
|
||||
HandlePOWQuestState(Q_FAIL, QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
|
||||
HandlePOWQuestState(Q_FAIL, QUEST_HELD_IN_TIXA, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
|
||||
#endif
|
||||
|
||||
// Play death music
|
||||
#ifdef NEWMUSIC
|
||||
@@ -7827,51 +7792,12 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
|
||||
if (!is_networked)
|
||||
ShouldBeginAutoBandage( );
|
||||
}
|
||||
// SANDRO - end quest if cleared the sector after interrogation (sector N7 by Meduna)
|
||||
if ( gWorldSectorX == gModSettings.ubMeanwhileInterrogatePOWSectorX && gWorldSectorY == gModSettings.ubMeanwhileInterrogatePOWSectorY &&
|
||||
gbWorldSectorZ == 0)
|
||||
{
|
||||
if (gubQuest[QUEST_INTERROGATION] == QUESTINPROGRESS)
|
||||
{
|
||||
// Complete quest
|
||||
EndQuest( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY );
|
||||
}
|
||||
else if(gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED)
|
||||
{
|
||||
//shadooow: disable quest if player takes control of the N7 prison
|
||||
gubQuest[QUEST_INTERROGATION] = QUESTCANNOTSTART;
|
||||
}
|
||||
}
|
||||
//shadooow: disable quest if player takes control of the Alma prison
|
||||
if (gWorldSectorX == gModSettings.ubInitialPOWSectorX && gWorldSectorY == gModSettings.ubInitialPOWSectorY &&
|
||||
gbWorldSectorZ == 0)
|
||||
{
|
||||
if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTINPROGRESS)
|
||||
{
|
||||
// Complete quest
|
||||
EndQuest(QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY);
|
||||
}
|
||||
else if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED)
|
||||
{
|
||||
gubQuest[QUEST_HELD_IN_ALMA] = QUESTCANNOTSTART;
|
||||
}
|
||||
}
|
||||
#ifndef JA2UB
|
||||
//shadooow: disable quest if player takes control of the Tixa prison
|
||||
if (gWorldSectorX == gModSettings.ubTixaPrisonSectorX && gWorldSectorY == gModSettings.ubTixaPrisonSectorY &&
|
||||
gbWorldSectorZ == 0 && gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED)
|
||||
{
|
||||
if (gubQuest[QUEST_HELD_IN_TIXA] == QUESTINPROGRESS)
|
||||
{
|
||||
// Complete quest
|
||||
EndQuest(QUEST_HELD_IN_TIXA, gWorldSectorX, gWorldSectorY);
|
||||
}
|
||||
else if (gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED)
|
||||
{
|
||||
gubQuest[QUEST_HELD_IN_TIXA] = QUESTCANNOTSTART;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifndef JA2UB
|
||||
HandlePOWQuestState(Q_SUCCESS, QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
|
||||
HandlePOWQuestState(Q_SUCCESS, QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
|
||||
HandlePOWQuestState(Q_SUCCESS, QUEST_HELD_IN_TIXA, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
|
||||
#endif
|
||||
// Say battle end quote....
|
||||
|
||||
if (fAnEnemyRetreated)
|
||||
@@ -8599,16 +8525,14 @@ BOOLEAN CheckForLosingEndOfBattle( )
|
||||
{
|
||||
//if( GetWorldDay() > STARTDAY_ALLOW_PLAYER_CAPTURE_FOR_RESCUE && !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ))
|
||||
{
|
||||
#ifdef JA2UB
|
||||
if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || (gubQuest[QUEST_HELD_IN_ALMA] != QUESTINPROGRESS && gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED))
|
||||
#else
|
||||
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || (gubQuest[QUEST_HELD_IN_ALMA] != QUESTINPROGRESS && gubQuest[QUEST_HELD_IN_TIXA] != QUESTINPROGRESS && gubQuest[ QUEST_INTERROGATION ] == QUESTNOTSTARTED ) )
|
||||
#endif
|
||||
#ifndef JA2UB
|
||||
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[ QUEST_INTERROGATION ] == QUESTNOTSTARTED )
|
||||
{
|
||||
fDoCapture = TRUE;
|
||||
// CJC Dec 1 2002: fix capture sequences
|
||||
BeginCaptureSquence();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8644,8 +8568,6 @@ BOOLEAN CheckForLosingEndOfBattle( )
|
||||
if ( pTeamSoldier->stats.bLife != 0 && fDoCapture )
|
||||
{
|
||||
EnemyCapturesPlayerSoldier( pTeamSoldier );
|
||||
|
||||
RemoveSoldierFromTacticalSector( pTeamSoldier, TRUE );
|
||||
}
|
||||
|
||||
}
|
||||
@@ -9308,11 +9230,6 @@ void HandleSuppressionFire( UINT16 ubTargetedMerc, UINT16 ubCausedAttacker )
|
||||
{
|
||||
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: suppression: change stance/cower"));
|
||||
CancelAIAction( pSoldier, TRUE );
|
||||
#if 0
|
||||
pSoldier->aiData.bAction = AI_ACTION_CHANGE_STANCE;
|
||||
pSoldier->aiData.usActionData = ubNewStance;
|
||||
pSoldier->aiData.bActionInProgress = TRUE;
|
||||
#endif
|
||||
}
|
||||
|
||||
// go for it!
|
||||
@@ -9654,38 +9571,6 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
|
||||
UINT32 cnt;
|
||||
UINT16 ubID;
|
||||
|
||||
#if 0
|
||||
// 0verhaul: None of this is necessary anymore with the new attack busy system
|
||||
if (ubID == NOBODY)
|
||||
{
|
||||
pSoldier = NULL;
|
||||
pTarget = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
pSoldier = MercPtrs[ ubID ];
|
||||
if ( ubTargetID != NOBODY)
|
||||
{
|
||||
pTarget = MercPtrs[ ubTargetID ];
|
||||
}
|
||||
else
|
||||
{
|
||||
pTarget = NULL;
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(">>Target ptr is null!" ) );
|
||||
}
|
||||
}
|
||||
|
||||
if (fCalledByAttacker)
|
||||
{
|
||||
if (pSoldier && Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_GUN)
|
||||
{
|
||||
if (pSoldier->bBulletsLeft > 0)
|
||||
{
|
||||
return( pTarget );
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))
|
||||
// {
|
||||
@@ -9726,7 +9611,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
|
||||
|
||||
pSoldier = NULL;
|
||||
|
||||
if (gTacticalStatus.ubCurrentTeam == gbPlayerNum)
|
||||
if (gTacticalStatus.ubCurrentTeam == gbPlayerNum && gusSelectedSoldier < TOTAL_SOLDIERS)
|
||||
{
|
||||
pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
}
|
||||
@@ -9747,7 +9632,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
|
||||
// If we still haven't figured out who last acted, it could be that the team number changed during the attack. Unfortunately this
|
||||
// can happen during a switch from real-time. For now we will assume the last actor was a PC, but a real "Who started this?" pointer
|
||||
// would work quite well. If only I could close all the holes that the UI opens so that one routine could handle everything.
|
||||
if (!pSoldier)
|
||||
if (!pSoldier && gusSelectedSoldier < TOTAL_SOLDIERS)
|
||||
{
|
||||
if (is_networked)
|
||||
{
|
||||
@@ -9810,15 +9695,6 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
|
||||
return( NULL );
|
||||
}
|
||||
#endif
|
||||
#if 0
|
||||
// 0verhaul: This is moved to the end loop where everybody's state is reset for the next action
|
||||
if (pTarget)
|
||||
{
|
||||
// reset # of shotgun pellets hit by
|
||||
pTarget->bNumPelletsHitBy = 0;
|
||||
// reset flag for making "ow" sound on being shot
|
||||
}
|
||||
#endif
|
||||
|
||||
if (pSoldier)
|
||||
{
|
||||
@@ -10111,17 +9987,6 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
|
||||
|
||||
SOLDIERTYPE * ReduceAttackBusyCount( )
|
||||
{
|
||||
#if 0
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("ReduceAttackBusyCount") );
|
||||
if ( ubID == NOBODY )
|
||||
{
|
||||
return( InternalReduceAttackBusyCount( ubID, fCalledByAttacker, NOBODY ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
return( InternalReduceAttackBusyCount( ubID, fCalledByAttacker, MercPtrs[ ubID ]->ubTargetID ) );
|
||||
}
|
||||
#endif
|
||||
// 0verhaul: This is now a simple subroutine.
|
||||
return InternalReduceAttackBusyCount( );
|
||||
}
|
||||
@@ -10138,26 +10003,6 @@ SOLDIERTYPE * FreeUpAttacker( )
|
||||
return( ReduceAttackBusyCount( ) );
|
||||
}
|
||||
|
||||
#if 0
|
||||
// 0verhaul: These routines are declared obsolete. Call ReduceAttackBusyCount instead.
|
||||
SOLDIERTYPE * FreeUpAttackerGivenTarget( UINT8 ubID, UINT8 ubTargetID )
|
||||
{
|
||||
// Strange as this may seem, this function returns a pointer to
|
||||
// the *target* in case the target has changed sides as a result
|
||||
// of being attacked
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("FreeUpAttackerGivenTarget") );
|
||||
return( InternalReduceAttackBusyCount( ubID, TRUE, ubTargetID ) );
|
||||
}
|
||||
|
||||
SOLDIERTYPE * ReduceAttackBusyGivenTarget( UINT8 ubID, UINT8 ubTargetID )
|
||||
{
|
||||
// Strange as this may seem, this function returns a pointer to
|
||||
// the *target* in case the target has changed sides as a result
|
||||
// of being attacked
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("ReduceAttackBusyGivenTarget") );
|
||||
return( InternalReduceAttackBusyCount( ubID, FALSE, ubTargetID ) );
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
void StopMercAnimation( BOOLEAN fStop )
|
||||
@@ -10387,7 +10232,10 @@ void DoneFadeOutDueToDeath( )
|
||||
void EndBattleWithUnconsciousGuysCallback( UINT8 bExitValue )
|
||||
{
|
||||
// Enter mapscreen.....
|
||||
if(!is_client)CheckAndHandleUnloadingOfCurrentWorld();
|
||||
if (!is_client)
|
||||
{
|
||||
CheckAndHandleUnloadingOfCurrentWorld();
|
||||
}
|
||||
else
|
||||
{
|
||||
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[40] );
|
||||
@@ -10531,6 +10379,12 @@ void DoPOWPathChecks( )
|
||||
pSoldier->aiData.bNeutral = FALSE;
|
||||
AddCharacterToAnySquad( pSoldier );
|
||||
pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
|
||||
|
||||
// Decrement amount of prisoners
|
||||
if (gStrategicStatus.ubNumCapturedForRescue > 0)
|
||||
{
|
||||
gStrategicStatus.ubNumCapturedForRescue--;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -11181,6 +11035,107 @@ void HandleTurncoatAttempt( SOLDIERTYPE* pSoldier )
|
||||
}
|
||||
}
|
||||
|
||||
void EscapeTimerCallback()
|
||||
{
|
||||
const bool chanceToEscape = Chance(75);
|
||||
bool escaped = false;
|
||||
// Look for an escape direction for remaining mercs
|
||||
std::array<WorldDirections, 4> possibleEscapeDirections{ NORTH, EAST, SOUTH, WEST };
|
||||
std::random_device rd;
|
||||
std::mt19937 g(rd());
|
||||
std::shuffle(possibleEscapeDirections.begin(), possibleEscapeDirections.end(), g);
|
||||
|
||||
for (const auto direction : possibleEscapeDirections)
|
||||
{
|
||||
if (IsEscapeDirectionValid(direction) && chanceToEscape && gbWorldSectorZ == 0) // There is no escaping underground! For now..
|
||||
{
|
||||
escaped = true;
|
||||
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_ESCAPE]);
|
||||
|
||||
JumpIntoEscapedSector(direction);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!escaped)
|
||||
{
|
||||
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_NO_ESCAPE]);
|
||||
}
|
||||
}
|
||||
|
||||
void AttemptToCapturePlayerSoldiers()
|
||||
{
|
||||
#ifdef JA2UB
|
||||
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_REFUSE_TAKE_PRISONERS]);
|
||||
#else
|
||||
// in order for this to work, there must be no militia present, the enemy must not already have offered asked you to surrender, and certain quests may not be active
|
||||
if (!(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && gTacticalStatus.Team[MILITIA_TEAM].bMenInSector == 0)
|
||||
{
|
||||
gTacticalStatus.fEnemyFlags |= ENEMY_OFFERED_SURRENDER;
|
||||
|
||||
if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED)
|
||||
{
|
||||
BeginCaptureSquence();
|
||||
const UINT8 currentPOWs = gStrategicStatus.ubNumCapturedForRescue;
|
||||
// Do capture
|
||||
UINT32 i = gTacticalStatus.Team[gbPlayerNum].bFirstID;
|
||||
UINT32 const lastID = gTacticalStatus.Team[gbPlayerNum].bLastID;
|
||||
for (SOLDIERTYPE* pSoldier = MercPtrs[i]; i <= lastID; ++i, ++pSoldier)
|
||||
{
|
||||
// Are we active and in sector
|
||||
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->bAssignment != ASSIGNMENT_POW)
|
||||
{
|
||||
if (pSoldier->stats.bLife != 0)
|
||||
{
|
||||
EnemyCapturesPlayerSoldier(pSoldier);
|
||||
}
|
||||
}
|
||||
}
|
||||
EndCaptureSequence();
|
||||
|
||||
if (currentPOWs < gStrategicStatus.ubNumCapturedForRescue)
|
||||
{
|
||||
gfSurrendered = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_REFUSE_TAKE_PRISONERS]);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_REFUSE_TAKE_PRISONERS]);
|
||||
}
|
||||
|
||||
if (gfSurrendered == TRUE)
|
||||
{
|
||||
// If we have any remaining active mercs in sector after capture, give them a chance to escape from the clutches of Deidranna's soldiers!
|
||||
bool activeMercs = false;
|
||||
|
||||
UINT32 i = gTacticalStatus.Team[gbPlayerNum].bFirstID;
|
||||
UINT32 lastId = gTacticalStatus.Team[gbPlayerNum].bLastID;
|
||||
for (SOLDIERTYPE* pSoldier = MercPtrs[i]; i <= lastId; ++i, ++pSoldier)
|
||||
{
|
||||
// Are we active and in sector
|
||||
const bool inSector = (pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ);
|
||||
if (pSoldier->bActive && inSector && pSoldier->stats.bLife >= OKLIFE && pSoldier->bAssignment != ASSIGNMENT_POW)
|
||||
{
|
||||
activeMercs = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (activeMercs)
|
||||
{
|
||||
SetCustomizableTimerCallbackAndDelay(500, EscapeTimerCallback, FALSE);
|
||||
}
|
||||
SetCustomizableTimerCallbackAndDelay(500, CaptureTimerCallback, FALSE);
|
||||
CheckForEndOfBattle(FALSE);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = NULL;
|
||||
@@ -11345,49 +11300,7 @@ void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
|
||||
return;
|
||||
}
|
||||
|
||||
// in order for this to work, there must be no militia present, the enemy must not already have offered asked you to surrender, and certain quests may not be active
|
||||
if ( !( gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER ) && gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 )
|
||||
{
|
||||
#ifdef JA2UB
|
||||
if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || (gubQuest[QUEST_HELD_IN_ALMA] != QUESTINPROGRESS && gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED))
|
||||
#else
|
||||
if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || (gubQuest[QUEST_HELD_IN_ALMA] != QUESTINPROGRESS && gubQuest[QUEST_HELD_IN_TIXA] != QUESTINPROGRESS && gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED))
|
||||
#endif
|
||||
{
|
||||
gTacticalStatus.fEnemyFlags |= ENEMY_OFFERED_SURRENDER;
|
||||
|
||||
// CJC Dec 1 2002: fix multiple captures
|
||||
BeginCaptureSquence();
|
||||
|
||||
// Do capture....
|
||||
uiCnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
for ( pSoldier = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++uiCnt, ++pSoldier)
|
||||
{
|
||||
// Are we active and in sector.....
|
||||
if ( pSoldier->bActive && pSoldier->bInSector )
|
||||
{
|
||||
if ( pSoldier->stats.bLife != 0 )
|
||||
{
|
||||
EnemyCapturesPlayerSoldier( pSoldier );
|
||||
|
||||
RemoveSoldierFromTacticalSector( pSoldier, TRUE );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EndCaptureSequence( );
|
||||
|
||||
gfSurrendered = TRUE;
|
||||
SetCustomizableTimerCallbackAndDelay( 3000, CaptureTimerCallback, FALSE );
|
||||
|
||||
success = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
if ( !success )
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[ STR_PRISONER_REFUSE_TAKE_PRISONERS ] );
|
||||
}
|
||||
SetCustomizableTimerCallbackAndDelay(500, AttemptToCapturePlayerSoldiers, FALSE);
|
||||
}
|
||||
// we distract the enemy by essentially talking them to death
|
||||
else if ( ubExitValue == 3 )
|
||||
|
||||
+2
-2
@@ -4,7 +4,7 @@
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include "Soldier Control.h"
|
||||
#include "overhead types.h"
|
||||
#include <EditorMercs.h>
|
||||
#include "soldier find.h"
|
||||
#include "Campaign Types.h" // added by Flugente for SECTORINFO and UNDERGROUND_SECTORINFO
|
||||
#define ADD_SOLDIER_NO_PROFILE_ID 200
|
||||
@@ -432,6 +432,6 @@ void VIPFleesToMeduna();
|
||||
BOOLEAN IsCivFactionMemberAliveInSector( UINT8 usCivilianGroup );
|
||||
|
||||
BOOLEAN IsFreeSlotAvailable( int aTeam );
|
||||
|
||||
void AttemptToCapturePlayerSoldiers();
|
||||
#endif
|
||||
|
||||
|
||||
@@ -10,12 +10,6 @@
|
||||
#define _PATHAI_H
|
||||
#include "isometric utils.h"
|
||||
|
||||
// WANNE: Please do not use ASTAR pathing,
|
||||
// because it is a HUGH PERFORMANCE KILLER on big maps!!
|
||||
//#define USE_ASTAR_PATHS
|
||||
|
||||
#ifdef USE_ASTAR_PATHS
|
||||
|
||||
namespace ASTAR {
|
||||
#include "BinaryHeap.hpp"
|
||||
#include <vector>
|
||||
@@ -188,8 +182,6 @@ private:
|
||||
|
||||
};//end namespace ASTAR
|
||||
|
||||
#endif// USE_ASTAR_PATHS
|
||||
|
||||
|
||||
BOOLEAN InitPathAI( void );
|
||||
void ShutDownPathAI( void );
|
||||
|
||||
+28
-362
@@ -8,9 +8,6 @@
|
||||
Date : 1997-NOV
|
||||
*/
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include "stdlib.h"
|
||||
@@ -44,7 +41,6 @@
|
||||
#include "AIinternals.h"
|
||||
#include "Rotting Corpses.h"
|
||||
#include "Meanwhile.h"
|
||||
#endif
|
||||
#include "connect.h"
|
||||
|
||||
#include "LOS.h" //ddd
|
||||
@@ -53,12 +49,12 @@
|
||||
class OBJECTTYPE;
|
||||
class SOLDIERTYPE;
|
||||
|
||||
#ifdef USE_ASTAR_PATHS
|
||||
#include "BinaryHeap.hpp"
|
||||
#include "AIInternals.h"
|
||||
#include "opplist.h"
|
||||
#include "weapons.h"
|
||||
#endif
|
||||
extern BOOLEAN gubWorldTileInLight[MAX_ALLOWED_WORLD_MAX];
|
||||
extern BOOLEAN gubIsCorpseThere[MAX_ALLOWED_WORLD_MAX];
|
||||
extern INT32 gubMerkCanSeeThisTile[MAX_ALLOWED_WORLD_MAX];
|
||||
//#include "dnlprocesstalk.h"//dnl???
|
||||
|
||||
extern UINT16 gubAnimSurfaceIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ];
|
||||
@@ -458,9 +454,6 @@ UINT32 guiFailedPathChecks = 0;
|
||||
UINT32 guiUnsuccessfulPathChecks = 0;
|
||||
#endif
|
||||
|
||||
#ifdef USE_ASTAR_PATHS
|
||||
|
||||
|
||||
//ADB the extra cover feature is supposed to pick a path of the same distance as one calculated with the feature off,
|
||||
//but a safer path, usually farther away from an enemy or following behind some cover.
|
||||
//however it has not been tested and it may need some work, I haven't touched it in a while
|
||||
@@ -651,7 +644,7 @@ int AStarPathfinder::GetPath(SOLDIERTYPE *s ,
|
||||
fCloseGoodEnough = ( (fFlags & PATH_CLOSE_GOOD_ENOUGH) != 0);
|
||||
fConsiderPersonAtDestAsObstacle = (BOOLEAN)( fPathingForPlayer && fPathAroundPeople && !(fFlags & PATH_IGNORE_PERSON_AT_DEST) );
|
||||
|
||||
if ( fNonSwimmer && Water( dest ) )
|
||||
if ( fNonSwimmer && Water( dest, 0 ) )
|
||||
{
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_0, String( "ASTAR: path failed, water" ) );
|
||||
return( 0 );
|
||||
@@ -712,7 +705,6 @@ int AStarPathfinder::GetPath(SOLDIERTYPE *s ,
|
||||
guiTotalPathChecks++;
|
||||
#endif
|
||||
|
||||
#ifdef VEHICLE
|
||||
|
||||
fMultiTile = ((pSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE) != 0);
|
||||
if ( fMultiTile == false)
|
||||
@@ -762,7 +754,6 @@ int AStarPathfinder::GetPath(SOLDIERTYPE *s ,
|
||||
fContinuousTurnNeeded = FALSE;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (fContinuousTurnNeeded == false)
|
||||
{
|
||||
@@ -806,17 +797,6 @@ int AStarPathfinder::GetPath(SOLDIERTYPE *s ,
|
||||
if (gfDisplayCoverValues && gfDrawPathPoints)
|
||||
{
|
||||
SetRenderFlags( RENDER_FLAG_FULL );
|
||||
// The RenderCoverDebugInfo call is now made by RenderWorld. So don't try to call it here
|
||||
#if 0
|
||||
if ( guiCurrentScreen == GAME_SCREEN )
|
||||
{
|
||||
RenderWorld();
|
||||
RenderCoverDebug( );
|
||||
InvalidateScreen( );
|
||||
EndFrameBufferRender();
|
||||
RefreshScreen( NULL );
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -905,13 +885,6 @@ int AStarPathfinder::GetPath(SOLDIERTYPE *s ,
|
||||
if (gfDisplayCoverValues && gfDrawPathPoints)
|
||||
{
|
||||
SetRenderFlags( RENDER_FLAG_FULL );
|
||||
#if 0
|
||||
RenderWorld();
|
||||
RenderCoverDebug( );
|
||||
InvalidateScreen( );
|
||||
EndFrameBufferRender();
|
||||
RefreshScreen( NULL );
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -1092,7 +1065,6 @@ void AStarPathfinder::ExecuteAStarLogic()
|
||||
continue;
|
||||
}
|
||||
|
||||
#ifdef VEHICLE
|
||||
//has side effects, including setting loop counters
|
||||
int retVal = VehicleObstacleCheck();
|
||||
if (retVal == 1)
|
||||
@@ -1103,7 +1075,6 @@ void AStarPathfinder::ExecuteAStarLogic()
|
||||
{
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
//calc the cost to move from the current node to here
|
||||
INT16 terrainCost = EstimateActionPointCost( pSoldier, CurrentNode, direction, movementMode, 0, 3 );
|
||||
@@ -1416,7 +1387,7 @@ INT16 AStarPathfinder::CalcAP(int const terrainCost, UINT8 const direction)
|
||||
}
|
||||
|
||||
// Flugente: dragging someone
|
||||
if ( pSoldier->IsDraggingSomeone( ) )
|
||||
if ( pSoldier->IsDragging( false ) )
|
||||
{
|
||||
movementAPCost *= gItemSettings.fDragAPCostModifier;
|
||||
}
|
||||
@@ -1483,268 +1454,6 @@ INT16 AStarPathfinder::CalcAP(int const terrainCost, UINT8 const direction)
|
||||
return movementAPCost;
|
||||
}
|
||||
|
||||
int AStarPathfinder::CalcG(int* pPrevCost)
|
||||
{
|
||||
//how much is admission to the next tile
|
||||
if ( gfPathAroundObstacles == false)
|
||||
{
|
||||
return TRAVELCOST_FLAT;
|
||||
}
|
||||
|
||||
|
||||
int nextCost = gubWorldMovementCosts[ CurrentNode ][ direction ][ onRooftop ];
|
||||
*pPrevCost = nextCost;
|
||||
|
||||
//if we are holding down shift and finding a direct path, count non obstacles as flat terrain
|
||||
if (gfPlotDirectPath && nextCost < NOPASS && nextCost != 0)
|
||||
{
|
||||
return TRAVELCOST_FLAT;
|
||||
}
|
||||
|
||||
//performance: if nextCost is low then do not do many many if == checks
|
||||
if ( nextCost >= TRAVELCOST_FENCE )
|
||||
{
|
||||
//ATE: Check for differences from reality
|
||||
// Is next cost an obstcale
|
||||
if ( nextCost == TRAVELCOST_HIDDENOBSTACLE )
|
||||
{
|
||||
if ( fPathingForPlayer )
|
||||
{
|
||||
// Is this obstacle a hidden tile that has not been revealed yet?
|
||||
BOOLEAN fHiddenStructVisible;
|
||||
if( DoesGridNoContainHiddenStruct( CurrentNode, &fHiddenStructVisible ) )
|
||||
{
|
||||
// Are we not visible, if so use terrain costs!
|
||||
if ( !fHiddenStructVisible )
|
||||
{
|
||||
// Set cost of terrain!
|
||||
nextCost = gTileTypeMovementCost[ gpWorldLevelData[ CurrentNode ].ubTerrainID ];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ( nextCost == TRAVELCOST_NOT_STANDING )
|
||||
{
|
||||
// for path plotting purposes, use the terrain value
|
||||
nextCost = gTileTypeMovementCost[ gpWorldLevelData[ CurrentNode ].ubTerrainID ];
|
||||
}
|
||||
else if ( nextCost == TRAVELCOST_EXITGRID )
|
||||
{
|
||||
if (gfPlotPathToExitGrid)
|
||||
{
|
||||
// replace with terrain cost so that we can plot path, otherwise is obstacle
|
||||
nextCost = gTileTypeMovementCost[ gpWorldLevelData[ CurrentNode ].ubTerrainID ];
|
||||
}
|
||||
}
|
||||
|
||||
//ddd: window. { check 2 conditions: 1. if next tile is a window and we will have to hump through it
|
||||
//2. if current tile is a window and we should jump through the window to reach another tile
|
||||
else if ( nextCost == TRAVELCOST_JUMPABLEWINDOW
|
||||
|| nextCost == TRAVELCOST_JUMPABLEWINDOW_N
|
||||
|| nextCost == TRAVELCOST_JUMPABLEWINDOW_W)
|
||||
{
|
||||
|
||||
// don't let anyone path diagonally through doors!
|
||||
if (IsDiagonal(direction) == true)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
nextCost = gTileTypeMovementCost[ gpWorldLevelData[ CurrentNode ].ubTerrainID ];//?
|
||||
|
||||
}
|
||||
//ddd: window }
|
||||
|
||||
else if ( nextCost == TRAVELCOST_FENCE && fNonFenceJumper )
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
else if ( IS_TRAVELCOST_DOOR( nextCost ) )
|
||||
{
|
||||
// don't let anyone path diagonally through doors!
|
||||
if (IsDiagonal(direction) == true)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
INT32 iDoorGridNo = CurrentNode;
|
||||
bool fDoorIsObstacleIfClosed = FALSE;
|
||||
bool fDoorIsOpen = false;
|
||||
switch( nextCost )
|
||||
{
|
||||
case TRAVELCOST_DOOR_CLOSED_HERE:
|
||||
fDoorIsObstacleIfClosed = TRUE;
|
||||
iDoorGridNo = CurrentNode;
|
||||
break;
|
||||
case TRAVELCOST_DOOR_CLOSED_N:
|
||||
fDoorIsObstacleIfClosed = TRUE;
|
||||
iDoorGridNo = CurrentNode + dirDelta[ NORTH ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_CLOSED_W:
|
||||
fDoorIsObstacleIfClosed = TRUE;
|
||||
iDoorGridNo = CurrentNode + dirDelta[ WEST ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_HERE:
|
||||
iDoorGridNo = CurrentNode;
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_N:
|
||||
iDoorGridNo = CurrentNode + dirDelta[ NORTH ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_NE:
|
||||
iDoorGridNo = CurrentNode + dirDelta[ NORTHEAST ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_E:
|
||||
iDoorGridNo = CurrentNode + dirDelta[ EAST ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_SE:
|
||||
iDoorGridNo = CurrentNode + dirDelta[ SOUTHEAST ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_S:
|
||||
iDoorGridNo = CurrentNode + dirDelta[ SOUTH ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_SW:
|
||||
iDoorGridNo = CurrentNode + dirDelta[ SOUTHWEST ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_W:
|
||||
iDoorGridNo = CurrentNode + dirDelta[ WEST ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_NW:
|
||||
iDoorGridNo = CurrentNode + dirDelta[ NORTHWEST ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_N_N:
|
||||
iDoorGridNo = CurrentNode + dirDelta[ NORTH ] + dirDelta[ NORTH ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_NW_N:
|
||||
iDoorGridNo = CurrentNode + dirDelta[ NORTHWEST ] + dirDelta[ NORTH ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_NE_N:
|
||||
iDoorGridNo = CurrentNode + dirDelta[ NORTHEAST ] + dirDelta[ NORTH ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_W_W:
|
||||
iDoorGridNo = CurrentNode + dirDelta[ WEST ] + dirDelta[ WEST ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_SW_W:
|
||||
iDoorGridNo = CurrentNode + dirDelta[ SOUTHWEST ] + dirDelta[ WEST ];
|
||||
break;
|
||||
case TRAVELCOST_DOOR_OPEN_NW_W:
|
||||
iDoorGridNo = CurrentNode + dirDelta[ NORTHWEST ] + dirDelta[ WEST ];
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if ( fPathingForPlayer && gpWorldLevelData[ iDoorGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_DOOR_STATUS_PRESENT )
|
||||
{
|
||||
// check door status
|
||||
DOOR_STATUS* pDoorStatus = GetDoorStatus( iDoorGridNo );
|
||||
if (pDoorStatus)
|
||||
{
|
||||
fDoorIsOpen = (pDoorStatus->ubFlags & DOOR_PERCEIVED_OPEN) != 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// door destroyed?
|
||||
nextCost = gTileTypeMovementCost[ gpWorldLevelData[ CurrentNode ].ubTerrainID ];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// check door structure
|
||||
STRUCTURE* pDoorStructure = FindStructure( iDoorGridNo, STRUCTURE_ANYDOOR );
|
||||
if (pDoorStructure)
|
||||
{
|
||||
fDoorIsOpen = (pDoorStructure->fFlags & STRUCTURE_OPEN) != 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// door destroyed?
|
||||
nextCost = gTileTypeMovementCost[ gpWorldLevelData[ CurrentNode ].ubTerrainID ];
|
||||
}
|
||||
}
|
||||
|
||||
// now determine movement cost... if it hasn't been changed already
|
||||
if ( IS_TRAVELCOST_DOOR( nextCost ) )
|
||||
{
|
||||
if (fDoorIsOpen)
|
||||
{
|
||||
if (fDoorIsObstacleIfClosed)
|
||||
{
|
||||
nextCost = gTileTypeMovementCost[ gpWorldLevelData[ CurrentNode ].ubTerrainID ];
|
||||
}
|
||||
else
|
||||
{
|
||||
nextCost = TRAVELCOST_OBSTACLE;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (fDoorIsObstacleIfClosed)
|
||||
{
|
||||
// door is closed and this should be an obstacle, EXCEPT if we are calculating
|
||||
// a path for an enemy or NPC with keys
|
||||
if ( fPathingForPlayer || ( pSoldier && (pSoldier->flags.uiStatusFlags & (SOLDIER_MONSTER | SOLDIER_ANIMAL) ) ) )
|
||||
{
|
||||
nextCost = TRAVELCOST_OBSTACLE;
|
||||
}
|
||||
else
|
||||
{
|
||||
// have to check if door is locked and NPC does not have keys!
|
||||
// This function has an inaccurate name. It is actually checking if the door has LOCK info.
|
||||
DOOR* pDoor = FindDoorInfoAtGridNo( iDoorGridNo );
|
||||
if (pDoor)
|
||||
{
|
||||
if (!pDoor->fLocked || pSoldier->flags.bHasKeys)
|
||||
{
|
||||
// add to AP cost
|
||||
//if (maxAPBudget)
|
||||
{
|
||||
fGoingThroughDoor = TRUE;
|
||||
}
|
||||
nextCost = gTileTypeMovementCost[ gpWorldLevelData[ CurrentNode ].ubTerrainID ];
|
||||
}
|
||||
else
|
||||
{
|
||||
nextCost = TRAVELCOST_OBSTACLE;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// The door is closed, so we still have to open it
|
||||
fGoingThroughDoor = TRUE;
|
||||
nextCost = gTileTypeMovementCost[ gpWorldLevelData[ CurrentNode ].ubTerrainID ];
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
nextCost = gTileTypeMovementCost[ gpWorldLevelData[ CurrentNode ].ubTerrainID ];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ( fNonSwimmer && ISWATER( gpWorldLevelData[ CurrentNode ].ubTerrainID))
|
||||
{
|
||||
// creatures and animals can't go in water
|
||||
nextCost = TRAVELCOST_OBSTACLE;
|
||||
}
|
||||
}
|
||||
|
||||
// Apr. '96 - moved up be ahead of AP_Budget stuff
|
||||
if ( nextCost >= NOPASS ) // || ( nextCost == TRAVELCOST_DOOR ) )
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
// make water cost attractive for water to water paths
|
||||
// Why? If a path through water gets you there sooner, you shouldn't need
|
||||
// artificial inflation to figure that out. And if not, then get out of the water!
|
||||
//if (bWaterToWater && ISWATER(nextCost) )
|
||||
//{
|
||||
// nextCost = EASYWATERCOST;
|
||||
//}
|
||||
|
||||
return nextCost;
|
||||
}//end CalcG
|
||||
|
||||
int AStarPathfinder::CalcH()
|
||||
{
|
||||
if ( fCopyReachable )
|
||||
@@ -1773,7 +1482,6 @@ int AStarPathfinder::CalcH()
|
||||
|
||||
int x = abs(n1->x - n2->x);
|
||||
int y = abs(n1->y - n2->y);
|
||||
#if 1
|
||||
if (x >= y)
|
||||
{
|
||||
return this->travelcostDiag * y + this->travelcostOrth * (x-y);
|
||||
@@ -1782,35 +1490,6 @@ int AStarPathfinder::CalcH()
|
||||
{
|
||||
return this->travelcostDiag * x + this->travelcostOrth * (y-x);
|
||||
}
|
||||
#else
|
||||
// Try a real distance method. This should underestimate in some cases
|
||||
// However, the distances need to be increased for the moment because running orthogonal is 1AP while running diagonal is 2AP
|
||||
// so the total to reach a diagonal tile is identical for 2 moves. So we have to trick the pathing calc into thinking it's
|
||||
// a longer distance and also calculate the other costs accordingly.
|
||||
|
||||
x *= 100;
|
||||
y *= 100;
|
||||
|
||||
int d = x*x + y*y;
|
||||
int r = 1200; // Just a guess
|
||||
|
||||
if (d == 0)
|
||||
{
|
||||
return d;
|
||||
}
|
||||
|
||||
while (1)
|
||||
{
|
||||
int gr = (r + (d/r)) / 2;
|
||||
if (gr == r || gr == r+1)
|
||||
{
|
||||
break;
|
||||
}
|
||||
r = gr;
|
||||
}
|
||||
|
||||
return r * travelcostOrth;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef ASTAR_USING_EXTRACOVER
|
||||
@@ -2120,7 +1799,6 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA
|
||||
}
|
||||
#endif //#ifdef ASTAR_USING_EXTRACOVER
|
||||
|
||||
#ifdef VEHICLE
|
||||
void AStarPathfinder::InitVehicle()
|
||||
{
|
||||
fMultiTile = ((pSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE) != 0);
|
||||
@@ -2267,7 +1945,6 @@ int AStarPathfinder::VehicleObstacleCheck()
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
bool AStarPathfinder::WantToTraverse()
|
||||
{
|
||||
@@ -2415,7 +2092,6 @@ bool AStarPathfinder::IsSomeoneInTheWay()
|
||||
return false;
|
||||
}
|
||||
|
||||
#endif//end ifdef USE_ASTAR_PATHS
|
||||
|
||||
INT8 RandomSkipListLevel( void )
|
||||
{
|
||||
@@ -2488,27 +2164,29 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT32 sDestination, INT8 bLevel, INT16 usMov
|
||||
{
|
||||
s->sPlotSrcGrid = s->sGridNo;
|
||||
|
||||
#ifdef USE_ASTAR_PATHS
|
||||
//ddd
|
||||
CHAR8 errorBuf[511]; UINT32 b,e;
|
||||
b=GetJA2Clock();//return s->sGridNo+6;
|
||||
|
||||
int retVal = ASTAR::AStarPathfinder::GetInstance().GetPath(s, sDestination, bLevel, usMovementMode, bCopy, fFlags);
|
||||
|
||||
e=GetJA2Clock();sprintf(errorBuf, "timefind bestpath= %d",e-b );LiveMessage(errorBuf);
|
||||
|
||||
if (retVal || TileIsOutOfBounds(sDestination)) {
|
||||
return retVal;
|
||||
}
|
||||
else {
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_0, String( "ASTAR path failed!" ) );
|
||||
}
|
||||
|
||||
// if (TileIsOutOfBounds(sDestination))
|
||||
if (gGameSettings.fOptions[TOPTION_ALT_PATHFINDING])
|
||||
{
|
||||
return 0;
|
||||
CHAR8 errorBuf[511]; UINT32 b,e;
|
||||
b=GetJA2Clock();//return s->sGridNo+6;
|
||||
|
||||
int retVal = ASTAR::AStarPathfinder::GetInstance().GetPath(s, sDestination, bLevel, usMovementMode, bCopy, fFlags);
|
||||
|
||||
e=GetJA2Clock();sprintf(errorBuf, "timefind bestpath= %d",e-b );LiveMessage(errorBuf);
|
||||
|
||||
if (retVal || TileIsOutOfBounds(sDestination)) {
|
||||
return retVal;
|
||||
}
|
||||
else {
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_0, String( "ASTAR path failed!" ) );
|
||||
}
|
||||
|
||||
// if (TileIsOutOfBounds(sDestination))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
#else
|
||||
else
|
||||
{
|
||||
//__try
|
||||
//{
|
||||
INT32 iDestination = sDestination, iOrigination;
|
||||
@@ -2527,7 +2205,6 @@ b=GetJA2Clock();//return s->sGridNo+6;
|
||||
INT32 iWaterToWater;
|
||||
INT16 ubCurAPCost,ubAPCost;
|
||||
INT16 ubNewAPCost=0;
|
||||
#ifdef VEHICLE
|
||||
//BOOLEAN fTurnSlow = FALSE;
|
||||
//BOOLEAN fReverse = FALSE; // stuff for vehicles turning
|
||||
BOOLEAN fMultiTile, fVehicle;
|
||||
@@ -2538,7 +2215,6 @@ b=GetJA2Clock();//return s->sGridNo+6;
|
||||
UINT16 usAnimSurface;
|
||||
//INT32 iCnt2, iCnt3;
|
||||
BOOLEAN fVehicleIgnoreObstacles = FALSE;
|
||||
#endif
|
||||
|
||||
INT32 iLastDir = 0;
|
||||
|
||||
@@ -2640,9 +2316,7 @@ if(!GridNoOnVisibleWorldTile(iDestination))
|
||||
fTurnBased = ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) );
|
||||
|
||||
fPathingForPlayer = ( (s->bTeam == gbPlayerNum) && (!gTacticalStatus.fAutoBandageMode) && !(s->flags.uiStatusFlags & SOLDIER_PCUNDERAICONTROL) );
|
||||
fNonFenceJumper = !( IS_MERC_BODY_TYPE( s ) ) || (UsingNewInventorySystem() == true && s->inv[BPACKPOCKPOS].exists() == true
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)s->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[s->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[s->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)));//Moa: added backpack check
|
||||
fNonFenceJumper = !( IS_MERC_BODY_TYPE( s ) ) || (!s->CanClimbWithCurrentBackpack());//Moa: added backpack check
|
||||
|
||||
// Flugente: nonswimmers are those who are not mercs and not boats
|
||||
fNonSwimmer = !(IS_MERC_BODY_TYPE( s ) );
|
||||
@@ -2763,7 +2437,6 @@ if(!GridNoOnVisibleWorldTile(iDestination))
|
||||
guiTotalPathChecks++;
|
||||
#endif
|
||||
|
||||
#ifdef VEHICLE
|
||||
|
||||
fMultiTile = ((s->flags.uiStatusFlags & SOLDIER_MULTITILE) != 0);
|
||||
if (fMultiTile)
|
||||
@@ -2823,7 +2496,6 @@ if(!GridNoOnVisibleWorldTile(iDestination))
|
||||
fContinuousTurnNeeded = FALSE;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
if (!fContinuousTurnNeeded)
|
||||
{
|
||||
@@ -2966,7 +2638,6 @@ if(!GridNoOnVisibleWorldTile(iDestination))
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef VEHICLE
|
||||
/*
|
||||
if (fTurnSlow)
|
||||
{
|
||||
@@ -2991,7 +2662,6 @@ if(!GridNoOnVisibleWorldTile(iDestination))
|
||||
|
||||
}
|
||||
*/
|
||||
#endif
|
||||
|
||||
if (gubNPCAPBudget)
|
||||
{
|
||||
@@ -3052,7 +2722,6 @@ if(!GridNoOnVisibleWorldTile(iDestination))
|
||||
//for ( iCnt = iLoopStart; iCnt != iLoopEnd; iCnt = (iCnt + iLoopIncrement) % MAXDIR )
|
||||
for ( iCnt = iLoopStart; ; )
|
||||
{
|
||||
#ifdef VEHICLE
|
||||
/*
|
||||
if (fTurnSlow)
|
||||
{
|
||||
@@ -3134,7 +2803,6 @@ if(!GridNoOnVisibleWorldTile(iDestination))
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
newLoc = curLoc + dirDelta[iCnt];
|
||||
|
||||
@@ -3483,7 +3151,6 @@ if(!GridNoOnVisibleWorldTile(iDestination))
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef VEHICLE
|
||||
if (fMultiTile)
|
||||
{
|
||||
// vehicle test for obstacles: prevent movement to next tile if
|
||||
@@ -3522,7 +3189,6 @@ if(!GridNoOnVisibleWorldTile(iDestination))
|
||||
}
|
||||
*/
|
||||
}
|
||||
#endif
|
||||
|
||||
// NEW Apr 21 by Ian: abort if cost exceeds budget
|
||||
if (gubNPCAPBudget)
|
||||
@@ -4280,7 +3946,7 @@ ENDOFLOOP:
|
||||
//{
|
||||
// return (0);
|
||||
//}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
void GlobalReachableTest( INT32 sStartGridNo )
|
||||
|
||||
+1
-281
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "worlddef.h"
|
||||
#include "points.h"
|
||||
@@ -39,7 +36,6 @@
|
||||
#include "Food.h" // added by Flugente
|
||||
#include "AIInternals.h" //dnl ch69 150913
|
||||
#include "CampaignStats.h" // added by Flugente
|
||||
#endif
|
||||
#include "connect.h"
|
||||
|
||||
#include "GameInitOptionsScreen.h"
|
||||
@@ -122,9 +118,7 @@ INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, INT8
|
||||
|
||||
//CHRISL: We can't jump a fence while wearing a backpack, to consider fences as impassible
|
||||
// SANDRO - Headrocks change to backpack check implemented
|
||||
if(sSwitchValue == TRAVELCOST_FENCE && UsingNewInventorySystem() == true && pSoldier->inv[BPACKPOCKPOS].exists() == true
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
if(sSwitchValue == TRAVELCOST_FENCE && !pSoldier->CanClimbWithCurrentBackpack())
|
||||
{
|
||||
return(-1);
|
||||
}
|
||||
@@ -683,7 +677,6 @@ INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir,
|
||||
// Get switch value...
|
||||
sSwitchValue = gubWorldMovementCosts[ sGridNo ][ bDir ][ pSoldier->pathing.bLevel ];
|
||||
|
||||
#if 1 //Moa: set to 0 to use original copy and paste code from ActionPointCost()
|
||||
if ( sSwitchValue == TRAVELCOST_FENCE )
|
||||
{
|
||||
// If we are changeing stance ( either before or after getting there....
|
||||
@@ -741,191 +734,6 @@ INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir,
|
||||
sPoints += ActionPointCost( pSoldier, sGridNo, bDir, usMovementMode );
|
||||
|
||||
return (sPoints);
|
||||
#else
|
||||
// Tile cost should not be reduced based on movement mode...
|
||||
if ( sSwitchValue == TRAVELCOST_FENCE )
|
||||
{
|
||||
return( sTileCost );
|
||||
}
|
||||
|
||||
|
||||
// WANNE.WATER: If our soldier is not on the ground level and the tile is a "water" tile, then simply set the tile to "FLAT_GROUND"
|
||||
// This should fix "problems" for special modified maps
|
||||
UINT8 ubTerrainID = gpWorldLevelData[ sGridNo ].ubTerrainID;
|
||||
|
||||
if ( TERRAIN_IS_WATER( ubTerrainID) && pSoldier->pathing.bLevel > 0 )
|
||||
ubTerrainID = FLAT_GROUND;
|
||||
|
||||
// ATE - MAKE MOVEMENT ALWAYS WALK IF IN WATER
|
||||
if ( TERRAIN_IS_WATER( ubTerrainID) )
|
||||
{
|
||||
usMovementMode = WALKING;
|
||||
}
|
||||
|
||||
// so, then we must modify it for other movement styles and accumulate
|
||||
// CHRISL: Adjusted system to use different move costs while wearing a backpack
|
||||
if (sTileCost > 0)
|
||||
{
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// SANDRO - This part have been modified "a bit"
|
||||
// Check movement modifiers
|
||||
switch( usMovementMode )
|
||||
{
|
||||
case RUNNING:
|
||||
case ADULTMONSTER_WALKING:
|
||||
case BLOODCAT_RUN:
|
||||
sPoints = sTileCost + APBPConstants[AP_MODIFIER_RUN];
|
||||
break;
|
||||
case CROW_FLY:
|
||||
case SIDE_STEP:
|
||||
case WALK_BACKWARDS:
|
||||
case ROBOT_WALK:
|
||||
case BLOODCAT_WALK_BACKWARDS:
|
||||
case MONSTER_WALK_BACKWARDS:
|
||||
case LARVAE_WALK:
|
||||
case WALKING :
|
||||
case WALKING_ALTERNATIVE_RDY :
|
||||
case SIDE_STEP_ALTERNATIVE_RDY :
|
||||
sPoints = sTileCost + APBPConstants[AP_MODIFIER_WALK];
|
||||
if (!(pSoldier->MercInWater()) && ( (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIRE ) ) && !(gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_ALT_WEAPON_HOLDING ) )
|
||||
{
|
||||
sPoints += APBPConstants[AP_MODIFIER_READY];
|
||||
}
|
||||
break;
|
||||
case SIDE_STEP_WEAPON_RDY:
|
||||
case SIDE_STEP_DUAL_RDY:
|
||||
case WALKING_WEAPON_RDY:
|
||||
case WALKING_DUAL_RDY:
|
||||
sPoints = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
|
||||
break;
|
||||
case START_SWAT:
|
||||
case SWAT_BACKWARDS:
|
||||
case SWATTING:
|
||||
sPoints = sTileCost + APBPConstants[AP_MODIFIER_SWAT];
|
||||
break;
|
||||
case CRAWLING:
|
||||
sPoints = sTileCost + APBPConstants[AP_MODIFIER_CRAWL];
|
||||
break;
|
||||
|
||||
default:
|
||||
|
||||
// Invalid movement mode
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Invalid movement mode %d used in ActionPointCost", usMovementMode ) );
|
||||
sPoints = sTileCost;
|
||||
break;
|
||||
}
|
||||
|
||||
// Check for reverse mode
|
||||
if ( pSoldier->bReverse || gUIUseReverse )
|
||||
sPoints += APBPConstants[AP_REVERSE_MODIFIER];
|
||||
|
||||
// STOMP traits - Athletics trait decreases movement cost
|
||||
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, ATHLETICS_NT ))
|
||||
{
|
||||
sPoints = max(1, (INT16)((sPoints * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
|
||||
}
|
||||
|
||||
// Flugente: riot shields lower movement speed
|
||||
if ( pSoldier->IsRiotShieldEquipped( ) )
|
||||
sPoints *= gItemSettings.fShieldMovementAPCostModifier;
|
||||
|
||||
// Flugente: dragging someone
|
||||
if ( pSoldier->IsDraggingSomeone( ) )
|
||||
sPoints *= gItemSettings.fDragAPCostModifier;
|
||||
|
||||
// Check if doors if not player's merc (they have to open them manually)
|
||||
if ( sSwitchValue == TRAVELCOST_DOOR && pSoldier->bTeam != gbPlayerNum )
|
||||
{
|
||||
sPoints += GetAPsToOpenDoor( pSoldier ) + GetAPsToOpenDoor( pSoldier ); // Include open and close costs!
|
||||
}
|
||||
// Check for stealth mode
|
||||
if ( pSoldier->bStealthMode )
|
||||
{
|
||||
// STOMP traits - Stealthy trait decreases stealth AP modifier
|
||||
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, STEALTHY_NT ))
|
||||
{
|
||||
sPoints += (max(0, (INT16)((APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100) + 0.5)));
|
||||
}
|
||||
else
|
||||
{
|
||||
sPoints += APBPConstants[AP_STEALTH_MODIFIER];
|
||||
}
|
||||
}
|
||||
// Check for backpack
|
||||
if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSoldier ) != ITEM_NOT_FOUND )
|
||||
sPoints += APBPConstants[AP_MODIFIER_PACK];
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
}
|
||||
|
||||
// Get switch value...
|
||||
sSwitchValue = gubWorldMovementCosts[ sGridNo ][ bDir ][ pSoldier->pathing.bLevel ];
|
||||
|
||||
// ATE: If we have a 'special cost, like jump fence...
|
||||
if ( sSwitchValue == TRAVELCOST_FENCE )
|
||||
{
|
||||
// If we are changeing stance ( either before or after getting there....
|
||||
// We need to reflect that...
|
||||
switch(usMovementMode)
|
||||
{
|
||||
case SIDE_STEP:
|
||||
case SIDE_STEP_WEAPON_RDY:
|
||||
case SIDE_STEP_DUAL_RDY:
|
||||
case WALK_BACKWARDS:
|
||||
case RUNNING:
|
||||
case WALKING :
|
||||
case WALKING_WEAPON_RDY:
|
||||
case WALKING_DUAL_RDY:
|
||||
case WALKING_ALTERNATIVE_RDY :
|
||||
case SIDE_STEP_ALTERNATIVE_RDY:
|
||||
|
||||
// Add here cost to go from crouch to stand AFTER fence hop....
|
||||
// Since it's AFTER.. make sure we will be moving after jump...
|
||||
if ( ( bPathIndex + 2 ) < bPathLength )
|
||||
{
|
||||
sPoints += GetAPsCrouch(pSoldier, TRUE); // SANDRO changed..
|
||||
}
|
||||
break;
|
||||
|
||||
case SWATTING:
|
||||
case START_SWAT:
|
||||
case SWAT_BACKWARDS:
|
||||
|
||||
// Add cost to stand once there BEFORE....
|
||||
sPoints += GetAPsCrouch(pSoldier, TRUE); // SANDRO changed..
|
||||
break;
|
||||
|
||||
case CRAWLING:
|
||||
|
||||
// Can't do it here.....
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if (sSwitchValue == TRAVELCOST_NOT_STANDING)
|
||||
{
|
||||
switch(usMovementMode)
|
||||
{
|
||||
case RUNNING:
|
||||
case WALKING :
|
||||
case WALKING_WEAPON_RDY:
|
||||
case WALKING_DUAL_RDY:
|
||||
case SIDE_STEP:
|
||||
case SIDE_STEP_WEAPON_RDY:
|
||||
case SIDE_STEP_DUAL_RDY:
|
||||
case WALK_BACKWARDS:
|
||||
case WALKING_ALTERNATIVE_RDY :
|
||||
case SIDE_STEP_ALTERNATIVE_RDY:
|
||||
// charge crouch APs for ducking head!
|
||||
sPoints += GetAPsCrouch(pSoldier, TRUE); // SANDRO changed..
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return( sPoints );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@@ -2567,20 +2375,6 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
|
||||
// Do we need to stand up?
|
||||
bAPCost += GetAPsToChangeStance( pSoldier, ANIM_STAND );
|
||||
}
|
||||
#if 0//dnl ch73 021013 relocate this to MinAPsToPunch
|
||||
// blunt weapons & blades
|
||||
else if ( Item[ usUBItem ].usItemClass == IC_PUNCH || Item[ usUBItem ].usItemClass == IC_BLADE )
|
||||
{
|
||||
if ( usTargID != NOBODY )
|
||||
{
|
||||
// Check if target is prone, if so, calc cost...
|
||||
if ( gAnimControl[ MercPtrs[ usTargID ]->usAnimState ].ubEndHeight == ANIM_PRONE )
|
||||
bAPCost += GetAPsToChangeStance( pSoldier, ANIM_CROUCH );
|
||||
else
|
||||
bAPCost += GetAPsToChangeStance( pSoldier, ANIM_STAND );
|
||||
}
|
||||
}
|
||||
#endif
|
||||
else if(Item[usItem].rocketlauncher || Item[usItem].grenadelauncher || Item[usItem].mortar)//dnl ch72 260913 move this here from bottom, need to change as rocketlaucher could be fired from crouch too
|
||||
{
|
||||
if(gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE || Item[usItem].mortar && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_STAND)
|
||||
@@ -2598,10 +2392,6 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
|
||||
//Calculate usTurningCost
|
||||
if (!TileIsOutOfBounds(sGridNo))
|
||||
{
|
||||
#if 0//dnl ch73 021013 relocate this to MinAPsToPunch
|
||||
// Buggler: actual melee ap deduction for turning applies only when target is 1 tile away
|
||||
if ( !( ( Item[ usUBItem ].usItemClass == IC_PUNCH || Item[ usUBItem ].usItemClass == IC_BLADE ) && usRange > 1 ) )
|
||||
#endif
|
||||
{
|
||||
if(Item[usItem].rocketlauncher || Item[usItem].grenadelauncher || Item[usItem].mortar)//dnl ch72 260913
|
||||
{
|
||||
@@ -2656,11 +2446,6 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
|
||||
bAPCost += APBPConstants[AP_UNJAM];
|
||||
}
|
||||
|
||||
#if 0//dnl ch63 240813 this seems very wrong, in most case (pSoldier->bActionPoints > bFullAps) and this will return less points then is actually required and could cancel some AI actions, like throwing grenades
|
||||
// the minimum AP cost of ANY shot can NEVER be more than merc's maximum APs!
|
||||
if ( bAPCost > bFullAPs )
|
||||
bAPCost = bFullAPs;
|
||||
#endif
|
||||
// this SHOULD be impossible, but nevertheless...
|
||||
if ( bAPCost < 1 )
|
||||
bAPCost = 1;
|
||||
@@ -3816,73 +3601,8 @@ INT16 MinAPsToThrow( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCos
|
||||
INT32 iFullAPs;
|
||||
INT32 iAPCost = APBPConstants[AP_MIN_AIM_ATTACK];
|
||||
UINT16 usInHand;
|
||||
#if 0//dnl ch72 180913
|
||||
UINT16 usTargID;
|
||||
UINT32 uiMercFlags;
|
||||
UINT8 ubDirection;
|
||||
|
||||
if(pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO)//dnl ch63 240813
|
||||
usInHand = GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS]);
|
||||
else
|
||||
#endif
|
||||
// make sure the guy's actually got a throwable item in his hand!
|
||||
usInHand = pSoldier->inv[HANDPOS].usItem;
|
||||
#if 0//dnl ch72 180913 this goes down because of new trait system
|
||||
if ( ( !(Item[ usInHand ].usItemClass & IC_GRENADE) &&
|
||||
!(Item[ usInHand ].usItemClass & IC_LAUNCHER)) )
|
||||
{
|
||||
//AXP 25.03.2007: See if we are about to throw grenade (grenade was not in hand, but in temp object)
|
||||
if ( pSoldier->pTempObject != NULL && pSoldier->pThrowParams != NULL &&
|
||||
pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM && (Item[ pSoldier->pTempObject->usItem ].usItemClass & IC_GRENADE) )
|
||||
{
|
||||
//nothing here
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef JA2TESTVERSION
|
||||
ScreenMsg( MSG_FONT_YELLOW, MSG_DEBUG, L"MinAPsToThrow - Called when in-hand item is %d", usInHand );
|
||||
#endif
|
||||
return(0);
|
||||
}
|
||||
}
|
||||
|
||||
if (!TileIsOutOfBounds(sGridNo))
|
||||
{
|
||||
// Given a gridno here, check if we are on a guy - if so - get his gridno
|
||||
if ( FindSoldier( sGridNo, &usTargID, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
|
||||
{
|
||||
sGridNo = MercPtrs[ usTargID ]->sGridNo;
|
||||
}
|
||||
|
||||
/*// OK, get a direction and see if we need to turn...
|
||||
if (ubAddTurningCost)
|
||||
{
|
||||
ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
|
||||
|
||||
// Is it the same as he's facing?
|
||||
if ( ubDirection != pSoldier->ubDirection )
|
||||
{
|
||||
//Lalien: disabled it again
|
||||
//AXP 25.03.2007: Reenabled look cost
|
||||
//iAPCost += GetAPsToLook( pSoldier );
|
||||
}
|
||||
}*/
|
||||
}
|
||||
/*else
|
||||
{
|
||||
// Assume we need to add cost!
|
||||
//iAPCost += GetAPsToLook( pSoldier );
|
||||
}*/
|
||||
|
||||
// if attacking a new target (or if the specific target is uncertain)
|
||||
//AXP 25.03.2007: Aim-at-same-tile AP cost/bonus doesn't make any sense for thrown objects
|
||||
//if ( ( sGridNo != pSoldier->sLastTarget ) )
|
||||
//{
|
||||
// iAPCost += APBPConstants[AP_CHANGE_TARGET];
|
||||
//}
|
||||
|
||||
//iAPCost += GetAPsToChangeStance( pSoldier, ANIM_STAND ); // moved lower - SANDRO
|
||||
#endif
|
||||
|
||||
// Calculate default top & bottom of the magic "aiming" formula)
|
||||
|
||||
|
||||
@@ -1,9 +1,5 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "qarray.h"
|
||||
#endif
|
||||
|
||||
QARRAY_VALUES QuoteExp[NUM_PROFILES];
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "types.h"
|
||||
//#include "soldier control.h"
|
||||
#include "overhead.h"
|
||||
@@ -41,7 +38,6 @@
|
||||
#include "line.h"
|
||||
#include "overhead map.h"
|
||||
#include "interface dialogue.h"
|
||||
#endif
|
||||
|
||||
#include "Rain.h"
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include "stdlib.h"
|
||||
@@ -11,7 +8,6 @@
|
||||
|
||||
#include "Random.h"
|
||||
#include "Campaign.h"
|
||||
#endif
|
||||
|
||||
#include "XML.h"
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include "stdlib.h"
|
||||
@@ -65,7 +62,6 @@
|
||||
#include "Vehicles.h" // anv: for switching from soldier to vehicle
|
||||
#include "VehicleMenu.h"
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
@@ -802,28 +798,6 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
|
||||
{
|
||||
// ATE: Select everybody in squad and make move!
|
||||
{
|
||||
#if 0
|
||||
SOLDIERTYPE * pTeamSoldier;
|
||||
INT32 cnt;
|
||||
SOLDIERTYPE *pFirstSoldier = NULL;
|
||||
|
||||
// OK, loop through all guys who are 'multi-selected' and
|
||||
// check if our currently selected guy is amoung the
|
||||
// lucky few.. if not, change to a guy who is...
|
||||
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pTeamSoldier++ )
|
||||
{
|
||||
// Default turn off
|
||||
pTeamSoldier->flags.uiStatusFlags &= (~SOLDIER_MULTI_SELECTED );
|
||||
|
||||
// If controllable
|
||||
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == MercPtrs[ gusSelectedSoldier ]->bAssignment )
|
||||
{
|
||||
pTeamSoldier->flags.uiStatusFlags |= SOLDIER_MULTI_SELECTED;
|
||||
}
|
||||
}
|
||||
EndMultiSoldierSelection( FALSE );
|
||||
#endif
|
||||
|
||||
// Make move!
|
||||
*puiNewEvent = C_MOVE_MERC;
|
||||
@@ -892,36 +866,6 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
|
||||
}
|
||||
|
||||
|
||||
#if 0
|
||||
fDone = FALSE;
|
||||
if( GetSoldier( &pSoldier, gusUIFullTargetID ) && gpItemPointer == NULL )
|
||||
{
|
||||
if( ( guiUIFullTargetFlags & OWNED_MERC ) && ( guiUIFullTargetFlags & VISIBLE_MERC ) && !( guiUIFullTargetFlags & DEAD_MERC ) &&( pSoldier->bAssignment >= ON_DUTY )&&!( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
|
||||
{
|
||||
fShowAssignmentMenu = TRUE;
|
||||
gfRTClickLeftHoldIntercepted = TRUE;
|
||||
CreateDestroyAssignmentPopUpBoxes( );
|
||||
SetTacticalPopUpAssignmentBoxXY( );
|
||||
DetermineBoxPositions( );
|
||||
DetermineWhichAssignmentMenusCanBeShown( );
|
||||
fFirstClickInAssignmentScreenMask = TRUE;
|
||||
gfIgnoreScrolling = TRUE;
|
||||
|
||||
fDone = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
fShowAssignmentMenu = FALSE;
|
||||
CreateDestroyAssignmentPopUpBoxes( );
|
||||
DetermineWhichAssignmentMenusCanBeShown( );
|
||||
}
|
||||
}
|
||||
|
||||
if( fDone == TRUE )
|
||||
{
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
break;
|
||||
|
||||
|
||||
@@ -2166,12 +2110,9 @@ void HandleMouseRTX1Button( UINT32 *puiNewEvent )
|
||||
BOOLEAN fNearHeigherLevel;
|
||||
BOOLEAN fNearLowerLevel;
|
||||
INT8 bDirection;
|
||||
// CHRISL: Turn off manual jumping while wearing a backpack
|
||||
if (UsingNewInventorySystem() == true && pjSoldier->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
|
||||
// CHRISL: Turn off manual jumping while wearing a backpack
|
||||
if (!pjSoldier->CanClimbWithCurrentBackpack())
|
||||
return;
|
||||
|
||||
// Make sure the merc is not collapsed!
|
||||
@@ -2263,12 +2204,9 @@ void HandleRTJump( void )
|
||||
BOOLEAN fNearHeigherLevel;
|
||||
BOOLEAN fNearLowerLevel;
|
||||
INT8 bDirection;
|
||||
// CHRISL: Turn off manual jumping while wearing a backpack
|
||||
if (UsingNewInventorySystem() == true && pjSoldier->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
|
||||
// CHRISL: Turn off manual jumping while wearing a backpack
|
||||
if (!pjSoldier->CanClimbWithCurrentBackpack())
|
||||
return;
|
||||
|
||||
// Make sure the merc is not collapsed!
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
@@ -50,7 +47,6 @@
|
||||
#include "ai.h" // added by Flugente
|
||||
#include "PreBattle Interface.h" // added by Flugente
|
||||
#include "Strategic Town Loyalty.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "Animation Control.h"
|
||||
|
||||
@@ -664,11 +660,7 @@ INT32 AddRottingCorpse( ROTTING_CORPSE_DEFINITION *pCorpseDef )
|
||||
for (ubLoop = 0; ubLoop < pDBStructureRef->pDBStructure->ubNumberOfTiles; ubLoop++)
|
||||
{
|
||||
ppTile = pDBStructureRef->ppTile;
|
||||
#if 0//dnl ch83 080114
|
||||
sTileGridNo = pCorpseDef->sGridNo + ppTile[ ubLoop ]->sPosRelToBase;
|
||||
#else
|
||||
sTileGridNo = AddPosRelToBase(pCorpseDef->sGridNo, ppTile[ubLoop]);
|
||||
#endif
|
||||
//Remove blood
|
||||
RemoveBlood( sTileGridNo, pCorpseDef->bLevel );
|
||||
}
|
||||
@@ -1548,52 +1540,6 @@ ROTTING_CORPSE *FindCorpseBasedOnStructure( INT32 sGridNo, INT8 asLevel, STRUCT
|
||||
|
||||
void CorpseHit( INT32 sGridNo, INT8 asLevel, UINT16 usStructureID )
|
||||
{
|
||||
#if 0
|
||||
STRUCTURE *pStructure, *pBaseStructure;
|
||||
ROTTING_CORPSE *pCorpse = NULL;
|
||||
INT32 sBaseGridNo;
|
||||
|
||||
pStructure = FindStructureByID( sGridNo, usStructureID );
|
||||
|
||||
// Get base....
|
||||
pBaseStructure = FindBaseStructure( pStructure );
|
||||
|
||||
// Find base gridno...
|
||||
sBaseGridNo = pBaseStructure->sGridNo;
|
||||
|
||||
// Get corpse ID.....
|
||||
pCorpse = FindCorpseBasedOnStructure( sBaseGridNo, asLevel, pBaseStructure );
|
||||
|
||||
if ( pCorpse == NULL )
|
||||
{
|
||||
#ifdef JA2TESTVERSION
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Bullet hit corpse but corpse cannot be found at: %d", sBaseGridNo );
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
// Twitch the bugger...
|
||||
#ifdef JA2BETAVERSION
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Corpse hit" );
|
||||
#endif
|
||||
|
||||
if ( GridNoOnScreen( sBaseGridNo ) )
|
||||
{
|
||||
// Twitch....
|
||||
// Set frame...
|
||||
SetAniTileFrame( pCorpse->pAniTile, 1 );
|
||||
|
||||
// Go reverse...
|
||||
pCorpse->pAniTile->uiFlags |= ( ANITILE_BACKWARD | ANITILE_PAUSE_AFTER_LOOP );
|
||||
|
||||
// Turn off pause...
|
||||
pCorpse->pAniTile->uiFlags &= (~ANITILE_PAUSED);
|
||||
}
|
||||
|
||||
// PLay a sound....
|
||||
PlayJA2Sample( (UINT32)( BULLET_IMPACT_2 ), RATE_11025, SoundVolume( MIDVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
void VaporizeCorpse( INT32 sGridNo, INT8 asLevel, UINT16 usStructureID )
|
||||
@@ -2523,7 +2469,9 @@ void ReduceAmmoDroppedByNonPlayerSoldiers( SOLDIERTYPE *pSoldier, INT32 iInvSlot
|
||||
OBJECTTYPE *pObj = &( pSoldier->inv[ iInvSlot ] );
|
||||
|
||||
// if it's ammo
|
||||
if ( Item[ pObj->usItem ].usItemClass == IC_AMMO )
|
||||
if ( Item[ pObj->usItem ].usItemClass == IC_AMMO
|
||||
&& Magazine[Item[pObj->usItem].ubClassIndex].ubMagType != AMMO_BOX
|
||||
&& Magazine[Item[pObj->usItem].ubClassIndex].ubMagType != AMMO_CRATE)
|
||||
{
|
||||
//don't drop all the clips, just a random # of them between 1 and how many there are
|
||||
pObj->ubNumberOfObjects = ( UINT8 ) ( 1 + Random( pObj->ubNumberOfObjects ) );
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "Types.h"
|
||||
#include "ShopKeeper Interface.h"
|
||||
#include "Utilities.h"
|
||||
@@ -55,7 +52,6 @@
|
||||
#include "Encyclopedia_new.h"
|
||||
#include "Animation Control.h" // added by Flugente
|
||||
#include "Town Militia.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "Explosion Control.h"
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "SkillCheck.h"
|
||||
#include "Soldier Profile.h"
|
||||
#include "Random.h"
|
||||
@@ -18,7 +15,6 @@
|
||||
#include "Soldier Control.h"
|
||||
#include "Interface.h" // added by Flugente for zBackground
|
||||
#include "DynamicDialogue.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
extern void ReducePointsForHunger( SOLDIERTYPE *pSoldier, UINT32 *pusPoints );
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
|
||||
#include "overhead.h"
|
||||
@@ -26,7 +23,6 @@
|
||||
#include "Vehicles.h" // added by Flugente
|
||||
#include "CampaignStats.h" // added by Flugente
|
||||
#include "worldman.h" // added by Flugente for Water(...)
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "Ja25 Strategic Ai.h"
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include "stdlib.h"
|
||||
@@ -66,7 +63,7 @@
|
||||
#include "MilitiaIndividual.h" // added by Flugente
|
||||
#include "Town Militia.h" // added by Flugente
|
||||
#include "PreBattle Interface.h" // added by Flugente
|
||||
#endif
|
||||
#include "Rebel Command.h"
|
||||
|
||||
// anv: for enemy taunts
|
||||
#include "Civ Quotes.h"
|
||||
@@ -3209,14 +3206,14 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
|
||||
case 762:
|
||||
{
|
||||
// CODE: Set off Trigger
|
||||
INT8 bPanicTrigger;
|
||||
|
||||
bPanicTrigger = ClosestPanicTrigger( pSoldier );
|
||||
SetOffPanicBombs( pSoldier->ubID, bPanicTrigger );
|
||||
INT8 bPanicTrigger = ClosestPanicTrigger( pSoldier );
|
||||
if (bPanicTrigger != -1)
|
||||
{
|
||||
SetOffPanicBombs( pSoldier->ubID, bPanicTrigger );
|
||||
}
|
||||
// any AI guy has been specially given keys for this, now take them
|
||||
// away
|
||||
pSoldier->flags.bHasKeys = pSoldier->flags.bHasKeys >> 1;
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -4197,6 +4194,9 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
|
||||
}
|
||||
}
|
||||
|
||||
// rftr: soldier bounty payout
|
||||
RebelCommand::ApplySoldierBounty(pSoldier);
|
||||
|
||||
// Flugente: campaign stats
|
||||
gCurrentIncident.AddStat( pSoldier, CAMPAIGNHISTORY_TYPE_KILL );
|
||||
|
||||
@@ -4856,48 +4856,6 @@ BOOLEAN HandleUnjamAnimation( SOLDIERTYPE *pSoldier )
|
||||
|
||||
|
||||
|
||||
#if 0
|
||||
//OK, if here, if our health is still good, but we took a lot of damage, try to fall down!
|
||||
if ( pSoldier->stats.bLife >= OKLIFE )
|
||||
{
|
||||
// Randomly fall back or forward, if we are in the standing hit animation
|
||||
if ( pSoldier->usAnimState == GENERIC_HIT_STAND || pSoldier->usAnimState == RIFLE_STAND_HIT )
|
||||
{
|
||||
INT8 bTestDirection = pSoldier->ubDirection;
|
||||
BOOLEAN fForceDirection = FALSE;
|
||||
BOOLEAN fDoFallback = FALSE;
|
||||
|
||||
// As the damage pretty brutal?
|
||||
|
||||
// TRY FALLING BACKWARDS, ( ONLY IF WE ARE A MERC! )
|
||||
if ( Random( 1000 ) > 40 && IS_MERC_BODY_TYPE( pSoldier ) )
|
||||
{
|
||||
// CHECK IF WE HAVE AN ATTACKER, TAKE OPPOSITE DIRECTION!
|
||||
if ( pSoldier->ubAttackerID != NOBODY )
|
||||
{
|
||||
// Find direction!
|
||||
bTestDirection = (INT8)GetDirectionFromGridNo( MercPtrs[ pSoldier->ubAttackerID ]->sGridNo, pSoldier );
|
||||
fForceDirection = TRUE;
|
||||
}
|
||||
|
||||
sNewGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)(-1 * DirectionInc( bTestDirection ) ) );
|
||||
|
||||
if ( NewOKDestination( pSoldier, sNewGridNo, TRUE, pSoldier->pathing.bLevel ) && OKHeightDest( pSoldier, sNewGridNo ) )
|
||||
{
|
||||
// ALL'S OK HERE..... IF WE FORCED DIRECTION, SET!
|
||||
if ( fForceDirection )
|
||||
{
|
||||
pSoldier->EVENT_SetSoldierDirection( bTestDirection );
|
||||
pSoldier->EVENT_SetSoldierDesiredDirection( bTestDirection );
|
||||
}
|
||||
pSoldier->ChangeSoldierState( FALLBACK_HIT_STAND, 0, FALSE );
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
BOOLEAN OKFallDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubTestDirection, UINT16 usAnimState )
|
||||
{
|
||||
|
||||
+265
-574
File diff suppressed because it is too large
Load Diff
@@ -1771,6 +1771,7 @@ public:
|
||||
void DoNinjaAttack( void );
|
||||
void PickDropItemAnimation( void );
|
||||
|
||||
BOOLEAN CanClimbWithCurrentBackpack();
|
||||
|
||||
void BeginSoldierGetup( void );
|
||||
void BeginSoldierClimbUpRoof( void );
|
||||
@@ -1934,7 +1935,8 @@ public:
|
||||
//void AddDrugValues(UINT8 uDrugType, UINT8 usEffect, UINT8 usTravelRate, UINT8 usSideEffect );
|
||||
|
||||
void HandleFlashLights();
|
||||
UINT8 GetBestEquippedFlashLightRange();
|
||||
bool AddBestFlashLight();
|
||||
UINT8 GetBestEquippedFlashLightRange();
|
||||
|
||||
// Flugente: soldier profiles
|
||||
INT8 GetSoldierProfileType(UINT8 usTeam); // retrieves the correct sub-array
|
||||
|
||||
@@ -1,8 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "PreBattle Interface.h"
|
||||
#include "saveloadgame.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "Soldier Create.h"
|
||||
#include "overhead.h"
|
||||
@@ -48,7 +43,6 @@
|
||||
#include "Soldier macros.h" // added by Flugente
|
||||
#include "MilitiaIndividual.h" // added by Flugente
|
||||
#include "Rebel Command.h"
|
||||
#endif
|
||||
|
||||
#include "connect.h"
|
||||
#include "message.h"
|
||||
@@ -1838,6 +1832,8 @@ BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREAT
|
||||
RebelCommand::ApplyMilitiaBonuses(pSoldier);
|
||||
if ((SOLDIER_CLASS_ENEMY(pSoldier->ubSoldierClass) || pSoldier->ubSoldierClass == SOLDIER_CLASS_BANDIT))
|
||||
RebelCommand::ApplyEnemyPenalties(pSoldier);
|
||||
if (pCreateStruct->bTeam == ENEMY_TEAM && (ENEMYROBOT(pCreateStruct) || ARMED_VEHICLE(pCreateStruct)))
|
||||
RebelCommand::ApplyEnemyMechanicalUnitPenalties(pSoldier);
|
||||
|
||||
// Flugente: enemy roles
|
||||
if ( gGameExternalOptions.fEnemyRoles && gGameExternalOptions.fEnemyOfficers && SOLDIER_CLASS_ENEMY( pSoldier->ubSoldierClass ) )
|
||||
@@ -3224,6 +3220,8 @@ SOLDIERTYPE* TacticalCreateEnemyTank()
|
||||
// Flugente: why would a vehicle's armour depend on game progress? Always give them 100 HP
|
||||
pSoldier->stats.bLifeMax = 100;
|
||||
pSoldier->stats.bLife = pSoldier->stats.bLifeMax;
|
||||
|
||||
RebelCommand::ApplyEnemyMechanicalUnitPenalties(pSoldier);
|
||||
}
|
||||
|
||||
return( pSoldier );
|
||||
@@ -3264,6 +3262,8 @@ SOLDIERTYPE* TacticalCreateEnemyJeep( )
|
||||
// Flugente: why would a vehicle's armour depend on game progress? Always give them 100 HP
|
||||
pSoldier->stats.bLifeMax = 100;
|
||||
pSoldier->stats.bLife = pSoldier->stats.bLifeMax;
|
||||
|
||||
RebelCommand::ApplyEnemyMechanicalUnitPenalties(pSoldier);
|
||||
}
|
||||
|
||||
return(pSoldier);
|
||||
@@ -3304,6 +3304,8 @@ SOLDIERTYPE* TacticalCreateEnemyRobot()
|
||||
|
||||
pSoldier->stats.bLifeMax = 80;
|
||||
pSoldier->stats.bLife = pSoldier->stats.bLifeMax;
|
||||
|
||||
RebelCommand::ApplyEnemyMechanicalUnitPenalties(pSoldier);
|
||||
}
|
||||
|
||||
return(pSoldier);
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include "stdlib.h"
|
||||
@@ -43,7 +40,6 @@
|
||||
#include "Vehicles.h"
|
||||
#include "GameSettings.h"
|
||||
#include "ui cursors.h"
|
||||
#endif
|
||||
|
||||
|
||||
BOOLEAN IsGridNoInScreenRect( INT32 sGridNo, SGPRect *pRect );
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include <memory.h>
|
||||
@@ -46,7 +43,6 @@
|
||||
#include "screenids.h"
|
||||
#include "SaveLoadScreen.h"
|
||||
#include "Rotting Corpses.h"
|
||||
#endif
|
||||
|
||||
#include "connect.h"
|
||||
#include "Map Edgepoints.h"
|
||||
@@ -1853,7 +1849,7 @@ void AddSoldierInitListMilitia( UINT8 ubNumGreen, UINT8 ubNumRegs, UINT8 ubNumEl
|
||||
else
|
||||
Assert(0);
|
||||
curr->pBasicPlacement->bTeam = MILITIA_TEAM;
|
||||
curr->pBasicPlacement->bOrders = STATIONARY;
|
||||
curr->pBasicPlacement->bOrders = ONGUARD;
|
||||
curr->pBasicPlacement->bAttitude = (INT8) Random( MAXATTITUDES );
|
||||
|
||||
// silversurfer: Replace body type. Militia tanks are not allowed.
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include "stdlib.h"
|
||||
@@ -52,7 +49,6 @@
|
||||
#include "drugs and alcohol.h" // added by Flugente
|
||||
#include "Campaign.h"
|
||||
#include "LuaInitNPCs.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "aim.h"
|
||||
#include "AimFacialIndex.h"
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include <wchar.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
@@ -49,7 +46,6 @@
|
||||
#include "Text.h"
|
||||
#include "NPC.h"
|
||||
#include "Soldier macros.h"
|
||||
#endif
|
||||
|
||||
extern UINT8 gubWaitingForAllMercsToExitCode;
|
||||
|
||||
@@ -359,21 +355,6 @@ INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT32 sGridNo, INT8 b
|
||||
pSoldier->flags.fBlockedByAnotherMerc = FALSE;
|
||||
return( MOVE_TILE_STATIONARY_BLOCKED );
|
||||
}
|
||||
else
|
||||
{
|
||||
#if 0
|
||||
// Check if there is a reserved marker here at least....
|
||||
sNewGridNo = NewGridNo( sGridNo, DirectionInc( bDirection ) );
|
||||
|
||||
if ( ( gpWorldLevelData[ sNewGridNo ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) )
|
||||
{
|
||||
if ( gpWorldLevelData[ sNewGridNo ].ubReservedSoldierID != pSoldier->ubID )
|
||||
{
|
||||
return( MOVE_TILE_TEMP_BLOCKED );
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
// Unset flag for blocked by soldier...
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "Types.h"
|
||||
#include "Windows.h"
|
||||
//#include "Soldier Control.h"
|
||||
@@ -33,7 +30,6 @@
|
||||
#include "Map Screen Interface.h"
|
||||
#include "cheats.h"
|
||||
#include "Drugs and Alcohol.h"
|
||||
#endif
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
@@ -747,6 +743,7 @@ void DrawMouseTooltip()
|
||||
UINT32 uiDestPitchBYTES;
|
||||
static INT32 iX, iY, iW, iH;
|
||||
|
||||
extern bool isTooltipScalingEnabled();
|
||||
extern INT16 GetWidthOfString(const STR16);
|
||||
extern INT16 GetNumberOfLinesInHeight(const STR16);
|
||||
extern void DisplayHelpTokenizedString(const STR16,INT16,INT16);
|
||||
@@ -756,29 +753,23 @@ void DrawMouseTooltip()
|
||||
extern void DisplayTooltipString( const STR16 pStringA, INT16 sX, INT16 sY );
|
||||
extern void j_log(PTR,...);
|
||||
|
||||
UINT16 fontHeight = isTooltipScalingEnabled()
|
||||
? GetWinFontHeight(TOOLTIP_IFONT)
|
||||
: GetFontHeight(FONT10ARIAL);
|
||||
|
||||
iX = mouseTT.iX;iY = mouseTT.iY;
|
||||
iW = (INT32)GetWidthOfString( mouseTT.FastHelpText ) + 10;
|
||||
iH = (INT32)( GetNumberOfLinesInHeight( mouseTT.FastHelpText ) * (GetFontHeight(FONT10ARIAL)+1) + 8 );
|
||||
iW = (INT32)(GetWidthOfString(mouseTT.FastHelpText) + 10 * fTooltipScaleFactor);
|
||||
iH = (INT32)(GetNumberOfLinesInHeight(mouseTT.FastHelpText) * (fontHeight + 1) + 8 * fTooltipScaleFactor);
|
||||
|
||||
if(1)//draw at cursor
|
||||
{
|
||||
iY -= (iH / 2);
|
||||
if (gusMouseXPos > (SCREEN_WIDTH / 2))
|
||||
iX = gusMouseXPos - iW - 24;
|
||||
else
|
||||
iX = gusMouseXPos + 24;
|
||||
//if (gusMouseYPos > (SCREEN_HEIGHT / 2))
|
||||
// iY -= 32;
|
||||
|
||||
if (iY <= 0) iY += 32;
|
||||
}
|
||||
iY -= (iH / 2);
|
||||
if (gusMouseXPos > (SCREEN_WIDTH / 2))
|
||||
iX = gusMouseXPos - iW - 24;
|
||||
else
|
||||
{ //draw in panel
|
||||
//502,485 658,596 160*110 580,540
|
||||
iX = 580 - (iW / 2);
|
||||
iY = 540 - (iH/2);
|
||||
if (iY + iH > SCREEN_HEIGHT) iY = SCREEN_HEIGHT - iH - 3 ;
|
||||
}
|
||||
iX = gusMouseXPos + 24;
|
||||
//if (gusMouseYPos > (SCREEN_HEIGHT / 2))
|
||||
// iY -= 32;
|
||||
|
||||
if (iY <= 0) iY += 32;
|
||||
|
||||
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
|
||||
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
|
||||
@@ -788,10 +779,12 @@ void DrawMouseTooltip()
|
||||
ShadowVideoSurfaceRect( FRAME_BUFFER, iX + 2, iY + 2, iX + iW - 3, iY + iH - 3 );
|
||||
ShadowVideoSurfaceRect( FRAME_BUFFER, iX + 2, iY + 2, iX + iW - 3, iY + iH - 3 );
|
||||
|
||||
SetFont( FONT10ARIAL );
|
||||
SetFontShadow( FONT_NEARBLACK );
|
||||
DisplayHelpTokenizedString( mouseTT.FastHelpText ,( INT16 )( iX + 5 ), ( INT16 )( iY + 5 ) );
|
||||
DisplayHelpTokenizedString(
|
||||
mouseTT.FastHelpText,
|
||||
(INT16)(iX + (isTooltipScalingEnabled() ? 5 * fTooltipScaleFactor : 5)),
|
||||
(INT16)(iY + (isTooltipScalingEnabled() ? 4 * fTooltipScaleFactor : 5))
|
||||
);
|
||||
InvalidateRegion( iX, iY, (iX + iW) , (iY + iH) );
|
||||
|
||||
//InvalidateScreen();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include "stdlib.h"
|
||||
@@ -15,7 +12,6 @@
|
||||
#include "interface.h"
|
||||
#include "spread burst.h"
|
||||
#include "points.h"
|
||||
#endif
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
|
||||
+5
-4
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "Types.h"
|
||||
#include "Squads.h"
|
||||
#include "Strategic Pathing.h"
|
||||
@@ -18,7 +15,6 @@
|
||||
#include "screenids.h"
|
||||
#include "Soldier macros.h"
|
||||
#include "GameSettings.h"
|
||||
#endif
|
||||
#include <vector>
|
||||
|
||||
|
||||
@@ -1389,6 +1385,11 @@ BOOLEAN IsSquadInSector( SOLDIERTYPE *pSoldier, UINT8 ubSquad )
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
|
||||
{
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
if( SquadIsEmpty( ubSquad ) == TRUE )
|
||||
{
|
||||
return( TRUE );
|
||||
|
||||
@@ -1,8 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "PreBattle Interface.h"
|
||||
#include "creature spreading.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include "Button System.h"
|
||||
@@ -35,7 +30,6 @@
|
||||
#include "Quests.h"
|
||||
#include "Creature Spreading.h"
|
||||
#include "Queen Command.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "Explosion Control.h"
|
||||
@@ -238,7 +232,7 @@ BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//
|
||||
pSoldier->stats.bLife >= OKLIFE &&
|
||||
( pSoldier->bAssignment != MercPtrs[ gusSelectedSoldier ]->bAssignment ||
|
||||
( pSoldier->bAssignment == VEHICLE && pSoldier->iVehicleId != MercPtrs[ gusSelectedSoldier ]->iVehicleId ) ) &&
|
||||
pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_DEAD && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT
|
||||
pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_DEAD && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND
|
||||
&& !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
|
||||
{ //KM: We need to determine if there are more than one squad (meaning other concious mercs in a different squad or assignment)
|
||||
// These conditions were done to the best of my knowledge, so if there are other situations that require modification,
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include "debug.h"
|
||||
#include "worlddef.h"
|
||||
@@ -13,7 +10,6 @@
|
||||
#include "strategicmap.h"
|
||||
#include "rotting corpses.h"
|
||||
#include "WorldDat.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
extern BOOLEAN DoesSAMExistHere( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT32 sGridNo );
|
||||
|
||||
|
||||
@@ -1,232 +0,0 @@
|
||||
#ifndef __TACTICAL_ALL_H
|
||||
#define __TACTICAL_ALL_H
|
||||
|
||||
#pragma message("GENERATED PCH FOR TACTICAL PROJECT.")
|
||||
|
||||
#include "sgp.h"
|
||||
#include "air raid.h"
|
||||
#include "game event hook.h"
|
||||
#include "game clock.h"
|
||||
#include "auto bandage.h"
|
||||
#include "strategicmap.h"
|
||||
#include "screenids.h"
|
||||
#include "jascreens.h"
|
||||
#include "random.h"
|
||||
#include "overhead types.h"
|
||||
#include "sound control.h"
|
||||
#include "timer control.h"
|
||||
#include "dialogue control.h"
|
||||
#include "overhead.h"
|
||||
#include "message.h"
|
||||
#include "isometric utils.h"
|
||||
#include "soldier macros.h"
|
||||
#include "worldman.h"
|
||||
#include "los.h"
|
||||
#include "math.h"
|
||||
#include "explosion control.h"
|
||||
#include "interface.h"
|
||||
#include "music control.h"
|
||||
#include "Campaign Types.h"
|
||||
#include "GameSettings.h"
|
||||
#include "text.h"
|
||||
#include "Morale.h"
|
||||
#include "Map screen helicopter.h"
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include "types.h"
|
||||
#include "wcheck.h"
|
||||
#include <stdlib.h>
|
||||
#include "Animation Cache.h"
|
||||
#include "Animation Data.h"
|
||||
#include "Animation Control.h"
|
||||
#include "sys globals.h"
|
||||
#include "Debug Control.h"
|
||||
#include "FileMan.h"
|
||||
#include "weapons.h"
|
||||
#include "structure.h"
|
||||
#include "worlddef.h"
|
||||
#include "rotting corpses.h"
|
||||
#include "points.h"
|
||||
#include "Soldier Control.h"
|
||||
#include "tiledef.h"
|
||||
#include "utilities.h"
|
||||
#include "Arms Dealer Init.h"
|
||||
#include "ArmsDealerInvInit.h"
|
||||
#include "soldier profile.h"
|
||||
#include "Handle Items.h"
|
||||
#include "Item Types.h"
|
||||
#include "messageboxscreen.h"
|
||||
#include "Handle UI.h"
|
||||
#include "items.h"
|
||||
#include "MercTextBox.h"
|
||||
#include "renderworld.h"
|
||||
#include "strategic turns.h"
|
||||
#include "Event Pump.h"
|
||||
#include "ai.h"
|
||||
#include "interface control.h"
|
||||
#include "Map Screen Interface.h"
|
||||
#include "Map Screen Interface Bottom.h"
|
||||
#include "Assignments.h"
|
||||
#include "WordWrap.h"
|
||||
#include "cursors.h"
|
||||
#include "English.h"
|
||||
#include "Boxing.h"
|
||||
#include "Render Fun.h"
|
||||
#include "NPC.h"
|
||||
#include "Opplist.h"
|
||||
#include <errno.h>
|
||||
#include "vsurface.h"
|
||||
#include "Render Dirty.h"
|
||||
#include "sysutil.h"
|
||||
#include "container.h"
|
||||
#include "video.h"
|
||||
#include "vobject_blitters.h"
|
||||
#include "faces.h"
|
||||
#include "gap.h"
|
||||
#include "Bullets.h"
|
||||
#include <wchar.h>
|
||||
#include "MemMan.h"
|
||||
#include "campaign.h"
|
||||
#include "Strategic Mines.h"
|
||||
#include "Strategic Status.h"
|
||||
#include "Encrypted File.h"
|
||||
#include "mercs.h"
|
||||
#include "interface dialogue.h"
|
||||
#include "squads.h"
|
||||
#include "interface utils.h"
|
||||
#include "Quests.h"
|
||||
#include "gamescreen.h"
|
||||
#include "ShopKeeper Interface.h"
|
||||
#include "Merc Contract.h"
|
||||
#include "history.h"
|
||||
#include "Town Militia.h"
|
||||
#include "meanwhile.h"
|
||||
#include "SkillCheck.h"
|
||||
#include "finances.h"
|
||||
#include "drugs and alcohol.h"
|
||||
#include "teamturns.h"
|
||||
#include "font control.h"
|
||||
#include "line.h"
|
||||
#include "structure wrap.h"
|
||||
#include "pathai.h"
|
||||
#include "smell.h"
|
||||
#include "fov.h"
|
||||
#include "keys.h"
|
||||
#include "input.h"
|
||||
#include "exit grids.h"
|
||||
#include "environment.h"
|
||||
#include "Fog Of War.h"
|
||||
#include "soundman.h"
|
||||
#include <stdarg.h>
|
||||
#include <time.h>
|
||||
#include "tile animation.h"
|
||||
#include "Interactive Tiles.h"
|
||||
#include "handle doors.h"
|
||||
#include "Action Items.h"
|
||||
#include "World items.h"
|
||||
#include "interface items.h"
|
||||
#include "physics.h"
|
||||
#include "interface panels.h"
|
||||
#include "Strategic Town Loyalty.h"
|
||||
#include "soldier functions.h"
|
||||
#include "SaveLoadMap.h"
|
||||
#include "soldier add.h"
|
||||
#include "soldier ani.h"
|
||||
#include "qarray.h"
|
||||
#include "Handle UI Plan.h"
|
||||
#include "soldier create.h"
|
||||
#include "mousesystem.h"
|
||||
#include "cursor control.h"
|
||||
#include "interface cursors.h"
|
||||
#include "UI cursors.h"
|
||||
#include "Strategic Pathing.h"
|
||||
#include "strategic movement.h"
|
||||
#include "strategic.h"
|
||||
#include "vehicles.h"
|
||||
#include "gameloop.h"
|
||||
#include "himage.h"
|
||||
#include "vobject.h"
|
||||
#include "Button System.h"
|
||||
#include "radar screen.h"
|
||||
#include "lighting.h"
|
||||
#include "Strategic Exit GUI.h"
|
||||
#include "PopUpBox.h"
|
||||
#include "spread burst.h"
|
||||
#include "Tactical Save.h"
|
||||
#include "fade screen.h"
|
||||
#include "Strategic AI.h"
|
||||
#include "mapscreen.h"
|
||||
#include "LaptopSave.h"
|
||||
#include "Map Screen Interface Map.h"
|
||||
#include "Map Screen Interface Map Inventory.h"
|
||||
#include "overhead map.h"
|
||||
#include "Options Screen.h"
|
||||
#include <memory.h>
|
||||
#include "Inventory Choosing.h"
|
||||
#include "Smoothing Utils.h"
|
||||
#include "tiledat.h"
|
||||
#include <math.h>
|
||||
#include "phys math.h"
|
||||
#include "Map Information.h"
|
||||
#include "Soldier Init List.h"
|
||||
#include "EditorMercs.h"
|
||||
#include "ja2.h"
|
||||
#include "Road Smoothing.h"
|
||||
#include "tile cache.h"
|
||||
#include "merc entering.h"
|
||||
#include "Merc Hiring.h"
|
||||
#include "Strategic Merc Handler.h"
|
||||
#include "Militia Control.h"
|
||||
#include "Queen Command.h"
|
||||
#include "editscreen.h"
|
||||
#include "soldier tile.h"
|
||||
#ifdef NETWORKED
|
||||
#include "Networking.h"
|
||||
#include "NetworkEvent.h"
|
||||
#endif
|
||||
#include "Player Command.h"
|
||||
#include "Game Init.h"
|
||||
#include "Buildings.h"
|
||||
#include "rt time defines.h"
|
||||
#include "GameSettings.h"
|
||||
#include "Text Input.h"
|
||||
#include "ShopKeeper Quotes.h"
|
||||
#include "Personnel.h"
|
||||
#include "pits.h"
|
||||
#include "Win util.h"
|
||||
#include "smokeeffects.h"
|
||||
#include "SaveLoadGame.h"
|
||||
#include "Scheduling.h"
|
||||
#include "Auto Resolve.h"
|
||||
#include "soldier find.h"
|
||||
#include "aim.h"
|
||||
#include "strategic town reputation.h"
|
||||
#include "Tactical Turns.h"
|
||||
#include "lighteffects.h"
|
||||
#include "timer.h"
|
||||
#include "Soldier Profile Type.h"
|
||||
#include "AIList.h"
|
||||
#include "QuestDebug.h"
|
||||
#include "Game Events.h"
|
||||
#include "BobbyR.h"
|
||||
|
||||
#include "EnemyItemDrops.h"
|
||||
|
||||
#ifdef JA2BETAVERSION
|
||||
#include "Quest Debug System.h"
|
||||
#endif
|
||||
|
||||
#include "GameVersion.h"
|
||||
#include "SaveLoadScreen.h"
|
||||
#include "Cheats.h"
|
||||
#include "Animated ProgressBar.h"
|
||||
#include "civ quotes.h"
|
||||
#include "AimMembers.h"
|
||||
#include "BobbyRMailOrder.h"
|
||||
#include "end game.h"
|
||||
#include "DisplayCover.h"
|
||||
#include "expat.h"
|
||||
#include "spread burst.h"
|
||||
#include "XML.h"
|
||||
|
||||
#endif
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "Enemy Soldier Save.h"
|
||||
#else
|
||||
#include "Types.h"
|
||||
#include "MemMan.h"
|
||||
#include "message.h"
|
||||
@@ -46,7 +42,6 @@
|
||||
#include "screenids.h"
|
||||
#include "Queen Command.h"
|
||||
#include "Map Screen Interface Map Inventory.h"
|
||||
#endif
|
||||
#include "Animation Control.h"
|
||||
#include <vfs/Core/vfs.h>
|
||||
BOOLEAN gfWasInMeanwhile = FALSE;
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "Game Clock.h"
|
||||
#include "Font Control.h"
|
||||
@@ -28,7 +25,6 @@
|
||||
#include "Random.h"
|
||||
#include "Explosion Control.h"
|
||||
#include "Dialogue Control.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "Reinforcement.h"
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,455 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="MapEditorD|Win32">
|
||||
<Configuration>MapEditorD</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="MapEditor|Win32">
|
||||
<Configuration>MapEditor</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Relese_WithDebugInfo|Win32">
|
||||
<Configuration>Relese_WithDebugInfo</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Action Items.h" />
|
||||
<ClInclude Include="Air Raid.h" />
|
||||
<ClInclude Include="Animation Cache.h" />
|
||||
<ClInclude Include="Animation Control.h" />
|
||||
<ClInclude Include="Animation Data.h" />
|
||||
<ClInclude Include="Arms Dealer Init.h" />
|
||||
<ClInclude Include="ArmsDealerInvInit.h" />
|
||||
<ClInclude Include="Auto Bandage.h" />
|
||||
<ClInclude Include="BinaryHeap.hpp" />
|
||||
<ClInclude Include="Boxing.h" />
|
||||
<ClInclude Include="Bullets.h" />
|
||||
<ClInclude Include="Campaign.h" />
|
||||
<ClInclude Include="Civ Quotes.h" />
|
||||
<ClInclude Include="Dialogue Control.h" />
|
||||
<ClInclude Include="Disease.h" />
|
||||
<ClInclude Include="DisplayCover.h" />
|
||||
<ClInclude Include="Drugs And Alcohol.h" />
|
||||
<ClInclude Include="DynamicDialogue.h" />
|
||||
<ClInclude Include="End Game.h" />
|
||||
<ClInclude Include="Enemy Soldier Save.h" />
|
||||
<ClInclude Include="EnemyItemDrops.h" />
|
||||
<ClInclude Include="faces.h" />
|
||||
<ClInclude Include="Food.h" />
|
||||
<ClInclude Include="fov.h" />
|
||||
<ClInclude Include="GAP.H" />
|
||||
<ClInclude Include="Handle Doors.h" />
|
||||
<ClInclude Include="Handle Items.h" />
|
||||
<ClInclude Include="Handle UI Plan.h" />
|
||||
<ClInclude Include="Handle UI.h" />
|
||||
<ClInclude Include="Interface Control.h" />
|
||||
<ClInclude Include="Interface Cursors.h" />
|
||||
<ClInclude Include="interface Dialogue.h" />
|
||||
<ClInclude Include="Interface Enhanced.h" />
|
||||
<ClInclude Include="Interface Items.h" />
|
||||
<ClInclude Include="Interface Panels.h" />
|
||||
<ClInclude Include="Interface Utils.h" />
|
||||
<ClInclude Include="Interface.h" />
|
||||
<ClInclude Include="InterfaceItemImages.h" />
|
||||
<ClInclude Include="Inventory Choosing.h" />
|
||||
<ClInclude Include="Item Types.h" />
|
||||
<ClInclude Include="Items.h" />
|
||||
<ClInclude Include="Ja25_Tactical.h" />
|
||||
<ClInclude Include="Keys.h" />
|
||||
<ClInclude Include="LogicalBodyTypes\AbstractXMLLoader.h" />
|
||||
<ClInclude Include="LogicalBodyTypes\BodyType.h" />
|
||||
<ClInclude Include="LogicalBodyTypes\BodyTypeDB.h" />
|
||||
<ClInclude Include="LogicalBodyTypes\EnumeratorDB.h" />
|
||||
<ClInclude Include="LogicalBodyTypes\Filter.h" />
|
||||
<ClInclude Include="LogicalBodyTypes\FilterDB.h" />
|
||||
<ClInclude Include="LogicalBodyTypes\Layers.h" />
|
||||
<ClInclude Include="LogicalBodyTypes\PaletteDB.h" />
|
||||
<ClInclude Include="LogicalBodyTypes\PaletteTable.h" />
|
||||
<ClInclude Include="LogicalBodyTypes\Singleton.h" />
|
||||
<ClInclude Include="LogicalBodyTypes\SurfaceCache.h" />
|
||||
<ClInclude Include="LogicalBodyTypes\SurfaceDB.h" />
|
||||
<ClInclude Include="LogicalBodyTypes\XMLParseException.h" />
|
||||
<ClInclude Include="LOS.h" />
|
||||
<ClInclude Include="Map Information.h" />
|
||||
<ClInclude Include="merc entering.h" />
|
||||
<ClInclude Include="Merc Hiring.h" />
|
||||
<ClInclude Include="Militia Control.h" />
|
||||
<ClInclude Include="MiniGame.h" />
|
||||
<ClInclude Include="Morale.h" />
|
||||
<ClInclude Include="opplist.h" />
|
||||
<ClInclude Include="Overhead Types.h" />
|
||||
<ClInclude Include="Overhead.h" />
|
||||
<ClInclude Include="PATHAI.H" />
|
||||
<ClInclude Include="PathAIDebug.h" />
|
||||
<ClInclude Include="Points.h" />
|
||||
<ClInclude Include="qarray.h" />
|
||||
<ClInclude Include="Rain.h" />
|
||||
<ClInclude Include="Rotting Corpses.h" />
|
||||
<ClInclude Include="rt time defines.h" />
|
||||
<ClInclude Include="ShopKeeper Interface.h" />
|
||||
<ClInclude Include="ShopKeeper Quotes.h" />
|
||||
<ClInclude Include="SkillCheck.h" />
|
||||
<ClInclude Include="SkillMenu.h" />
|
||||
<ClInclude Include="Soldier Add.h" />
|
||||
<ClInclude Include="Soldier Ani.h" />
|
||||
<ClInclude Include="Soldier Control.h" />
|
||||
<ClInclude Include="Soldier Create.h" />
|
||||
<ClInclude Include="Soldier Find.h" />
|
||||
<ClInclude Include="Soldier Functions.h" />
|
||||
<ClInclude Include="Soldier Init List.h" />
|
||||
<ClInclude Include="Soldier macros.h" />
|
||||
<ClInclude Include="soldier profile type.h" />
|
||||
<ClInclude Include="Soldier Profile.h" />
|
||||
<ClInclude Include="soldier tile.h" />
|
||||
<ClInclude Include="Spread burst.h" />
|
||||
<ClInclude Include="Squads.h" />
|
||||
<ClInclude Include="Strategic Exit GUI.h" />
|
||||
<ClInclude Include="Structure Wrap.h" />
|
||||
<ClInclude Include="Tactical All.h" />
|
||||
<ClInclude Include="Tactical Save.h" />
|
||||
<ClInclude Include="Tactical Turns.h" />
|
||||
<ClInclude Include="TeamTurns.h" />
|
||||
<ClInclude Include="UI Cursors.h" />
|
||||
<ClInclude Include="Vehicles.h" />
|
||||
<ClInclude Include="Weapons.h" />
|
||||
<ClInclude Include="World Items.h" />
|
||||
<ClInclude Include="XML.h" />
|
||||
<ClInclude Include="XML_Profiles.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Air Raid.cpp" />
|
||||
<ClCompile Include="Animation Cache.cpp" />
|
||||
<ClCompile Include="Animation Control.cpp" />
|
||||
<ClCompile Include="Animation Data.cpp" />
|
||||
<ClCompile Include="Arms Dealer Init.cpp" />
|
||||
<ClCompile Include="ArmsDealerInvInit.cpp" />
|
||||
<ClCompile Include="Auto Bandage.cpp" />
|
||||
<ClCompile Include="Boxing.cpp" />
|
||||
<ClCompile Include="bullets.cpp" />
|
||||
<ClCompile Include="Campaign.cpp" />
|
||||
<ClCompile Include="Civ Quotes.cpp" />
|
||||
<ClCompile Include="Dialogue Control.cpp" />
|
||||
<ClCompile Include="Disease.cpp" />
|
||||
<ClCompile Include="DisplayCover.cpp" />
|
||||
<ClCompile Include="Drugs And Alcohol.cpp" />
|
||||
<ClCompile Include="DynamicDialogue.cpp" />
|
||||
<ClCompile Include="End Game.cpp" />
|
||||
<ClCompile Include="Enemy Soldier Save.cpp" />
|
||||
<ClCompile Include="EnemyItemDrops.cpp" />
|
||||
<ClCompile Include="Faces.cpp" />
|
||||
<ClCompile Include="Food.cpp" />
|
||||
<ClCompile Include="fov.cpp" />
|
||||
<ClCompile Include="GAP.cpp" />
|
||||
<ClCompile Include="Handle Doors.cpp" />
|
||||
<ClCompile Include="Handle Items.cpp" />
|
||||
<ClCompile Include="Handle UI Plan.cpp" />
|
||||
<ClCompile Include="Handle UI.cpp" />
|
||||
<ClCompile Include="Interface Control.cpp" />
|
||||
<ClCompile Include="Interface Cursors.cpp" />
|
||||
<ClCompile Include="Interface Dialogue.cpp" />
|
||||
<ClCompile Include="Interface Enhanced.cpp" />
|
||||
<ClCompile Include="Interface Items.cpp" />
|
||||
<ClCompile Include="Interface Panels.cpp" />
|
||||
<ClCompile Include="Interface Utils.cpp" />
|
||||
<ClCompile Include="Interface.cpp" />
|
||||
<ClCompile Include="InterfaceItemImages.cpp" />
|
||||
<ClCompile Include="Inventory Choosing.cpp" />
|
||||
<ClCompile Include="Item Types.cpp" />
|
||||
<ClCompile Include="Items.cpp" />
|
||||
<ClCompile Include="Ja25_Tactical.cpp" />
|
||||
<ClCompile Include="Keys.cpp" />
|
||||
<ClCompile Include="LogicalBodyTypes\AbstractXMLLoader.cpp" />
|
||||
<ClCompile Include="LogicalBodyTypes\BodyType.cpp" />
|
||||
<ClCompile Include="LogicalBodyTypes\BodyTypeDB.cpp" />
|
||||
<ClCompile Include="LogicalBodyTypes\EnumeratorDB.cpp" />
|
||||
<ClCompile Include="LogicalBodyTypes\Filter.cpp" />
|
||||
<ClCompile Include="LogicalBodyTypes\FilterDB.cpp" />
|
||||
<ClCompile Include="LogicalBodyTypes\Layers.cpp" />
|
||||
<ClCompile Include="LogicalBodyTypes\PaletteDB.cpp" />
|
||||
<ClCompile Include="LogicalBodyTypes\PaletteTable.cpp" />
|
||||
<ClCompile Include="LogicalBodyTypes\SurfaceCache.cpp" />
|
||||
<ClCompile Include="LogicalBodyTypes\SurfaceDB.cpp" />
|
||||
<ClCompile Include="LogicalBodyTypes\XMLParseException.cpp" />
|
||||
<ClCompile Include="LOS.cpp" />
|
||||
<ClCompile Include="Map Information.cpp" />
|
||||
<ClCompile Include="Merc Entering.cpp" />
|
||||
<ClCompile Include="Merc Hiring.cpp" />
|
||||
<ClCompile Include="Militia Control.cpp" />
|
||||
<ClCompile Include="MiniGame.cpp" />
|
||||
<ClCompile Include="Morale.cpp" />
|
||||
<ClCompile Include="opplist.cpp" />
|
||||
<ClCompile Include="Overhead.cpp" />
|
||||
<ClCompile Include="PATHAI.cpp" />
|
||||
<ClCompile Include="Points.cpp" />
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
</ClCompile>
|
||||
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||||
<Filter>Source Files</Filter>
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||||
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|
||||
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||||
<Filter>Source Files</Filter>
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||||
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|
||||
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||||
<Filter>Source Files</Filter>
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||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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<Filter>Source Files</Filter>
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||||
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<Filter>Logical Bodytypes</Filter>
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<ClCompile Include="Ja25_Tactical.cpp">
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||||
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||||
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||||
<ClCompile Include="XML_LBEPocketPopup.cpp">
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<ClCompile Include="XML_SoldierProfiles.cpp">
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||||
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||||
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||||
<ClCompile Include="XML_Background.cpp">
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||||
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||||
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||||
<ClCompile Include="SkillMenu.cpp">
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||||
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||||
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|
||||
<ClCompile Include="XML_Taunts.cpp">
|
||||
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||||
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||||
<ClCompile Include="RandomMerc.cpp">
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
<ClCompile Include="LogicalBodyTypes\AbstractXMLLoader.cpp">
|
||||
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|
||||
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|
||||
<ClCompile Include="LogicalBodyTypes\BodyType.cpp">
|
||||
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|
||||
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|
||||
<ClCompile Include="LogicalBodyTypes\BodyTypeDB.cpp">
|
||||
<Filter>Logical Bodytypes</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="LogicalBodyTypes\EnumeratorDB.cpp">
|
||||
<Filter>Logical Bodytypes</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="LogicalBodyTypes\Filter.cpp">
|
||||
<Filter>Logical Bodytypes</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="LogicalBodyTypes\FilterDB.cpp">
|
||||
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|
||||
</ClCompile>
|
||||
<ClCompile Include="LogicalBodyTypes\Layers.cpp">
|
||||
<Filter>Logical Bodytypes</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="LogicalBodyTypes\PaletteDB.cpp">
|
||||
<Filter>Logical Bodytypes</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="LogicalBodyTypes\PaletteTable.cpp">
|
||||
<Filter>Logical Bodytypes</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="LogicalBodyTypes\SurfaceCache.cpp">
|
||||
<Filter>Logical Bodytypes</Filter>
|
||||
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|
||||
<ClCompile Include="LogicalBodyTypes\SurfaceDB.cpp">
|
||||
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|
||||
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|
||||
<ClCompile Include="LogicalBodyTypes\XMLParseException.cpp">
|
||||
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|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "types.h"
|
||||
#include "overhead.h"
|
||||
#include "animation control.h"
|
||||
@@ -45,7 +42,6 @@
|
||||
#include "Soldier Profile.h"
|
||||
#include "NPC.h"
|
||||
#include "drugs and alcohol.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
#include "Ja25_Tactical.h"
|
||||
|
||||
+44
-120
@@ -1,12 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#include "Language Defines.h"
|
||||
#include "HelpScreen.h"
|
||||
#include "Prebattle Interface.h"
|
||||
#include "ambient control.h"
|
||||
#include "DisplayCover.h"
|
||||
#include "_Ja25Englishtext.h"
|
||||
#else
|
||||
#include "builddefines.h"
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
@@ -108,7 +99,6 @@
|
||||
#include "Ambient Control.h"
|
||||
#include "Strategic AI.h"
|
||||
#include "VehicleMenu.h"
|
||||
#endif
|
||||
|
||||
#include "Quest Debug System.h"
|
||||
#include "connect.h"
|
||||
@@ -265,7 +255,6 @@ void CreatePlayerControlledMonster();
|
||||
void ChangeCurrentSquad( INT32 iSquad );
|
||||
void HandleSelectMercSlot( UINT8 ubPanelSlot, INT8 bCode );
|
||||
void EscapeUILock( );
|
||||
void TestCapture( );
|
||||
|
||||
#ifdef JA2BETAVERSION
|
||||
void ToggleMapEdgepoints();
|
||||
@@ -351,6 +340,7 @@ void HandleTBLocateNextMerc( void );
|
||||
void HandleTBLocatePrevMerc( void );
|
||||
void HandleTBLevelDown(void);
|
||||
void HandleTBLevelUp(void);
|
||||
void HandleTBBackpacks(void);
|
||||
void HandleTBDropBackpacks( void );
|
||||
void HandleTBPickUpBackpacks( void );
|
||||
void HandleTBSoldierRun( void );
|
||||
@@ -2984,14 +2974,6 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
}
|
||||
break;
|
||||
|
||||
#if 0//dnl ch75 021113
|
||||
case '\"':
|
||||
Testing(1);
|
||||
break;
|
||||
case '\'':
|
||||
Testing(2);
|
||||
break;
|
||||
#endif
|
||||
|
||||
case '`':
|
||||
|
||||
@@ -3386,8 +3368,8 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
break;
|
||||
|
||||
case 'B':
|
||||
//Drop pack for all mercs on current map
|
||||
HandleTBDropBackpacks();
|
||||
//Drop/Pick up backpack for all mercs on current map
|
||||
HandleTBBackpacks();
|
||||
break;
|
||||
case 'c':
|
||||
|
||||
@@ -3881,10 +3863,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
if ( fNearLowerLevel )
|
||||
{
|
||||
// No climbing when wearing a backpack!
|
||||
if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
if (!pjSoldier->CanClimbWithCurrentBackpack())
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, NewInvMessage[NIV_NO_CLIMB] );
|
||||
return;
|
||||
@@ -3900,10 +3879,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
if ( fNearHeigherLevel )
|
||||
{
|
||||
// No climbing when wearing a backpack!
|
||||
if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
if (!pjSoldier->CanClimbWithCurrentBackpack())
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, NewInvMessage[NIV_NO_CLIMB] );
|
||||
return;
|
||||
@@ -3919,10 +3895,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
// Jump over fence
|
||||
if ( FindFenceJumpDirection( pjSoldier, pjSoldier->sGridNo, pjSoldier->ubDirection, &bDirection ) )
|
||||
{
|
||||
if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
if (!pjSoldier->CanClimbWithCurrentBackpack())
|
||||
{
|
||||
//Moa: no jumping whith backpack
|
||||
//sAPCost = GetAPsToJumpFence( pjSoldier, TRUE );
|
||||
@@ -3947,10 +3920,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
if (gGameExternalOptions.fCanClimbOnWalls == TRUE)
|
||||
{
|
||||
// No climbing when wearing a backpack!
|
||||
if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
if (!pjSoldier->CanClimbWithCurrentBackpack())
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, NewInvMessage[NIV_NO_CLIMB] );
|
||||
return;
|
||||
@@ -3986,10 +3956,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
|
||||
if ( FindWindowJumpDirection( lSoldier, lSoldier->sGridNo, lSoldier->ubDirection, &bDirection ) )
|
||||
{
|
||||
if ((UsingNewInventorySystem() == true) && lSoldier->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)lSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[lSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[lSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
if (!lSoldier->CanClimbWithCurrentBackpack())
|
||||
{
|
||||
//Moa: no jumping with backpack
|
||||
//sAPCost = GetAPsToJumpThroughWindows( lSoldier, TRUE );
|
||||
@@ -4241,21 +4208,6 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
}
|
||||
else if ( fCtrl )
|
||||
{
|
||||
#if 0
|
||||
if ( INFORMATION_CHEAT_LEVEL() )
|
||||
{
|
||||
if ( gfUIShowCurIntTile ^= TRUE )
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Turning Enhanced mouse detection ON." );
|
||||
gubIntTileCheckFlags = INTILE_CHECK_FULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Turning Enhanced mouse detection OFF." );
|
||||
gubIntTileCheckFlags = INTILE_CHECK_SELECTIVE;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -4508,9 +4460,8 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
{
|
||||
if ( CHEATER_CHEAT_LEVEL( ) )
|
||||
{
|
||||
TestCapture( );
|
||||
|
||||
//EnterCombatMode( gbPlayerNum );
|
||||
// Test Capturing Mercs as POW
|
||||
AttemptToCapturePlayerSoldiers();
|
||||
}
|
||||
}
|
||||
else if ( fCtrl && fShift )
|
||||
@@ -6565,42 +6516,6 @@ void HandleStealthChangeFromUIKeys( )
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void TestCapture( )
|
||||
{
|
||||
INT32 cnt;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
UINT32 uiNumChosen = 0;
|
||||
|
||||
//StartQuest( QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY );
|
||||
//EndQuest( QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY );
|
||||
|
||||
BeginCaptureSquence( );
|
||||
|
||||
gStrategicStatus.uiFlags &= (~STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE );
|
||||
|
||||
// loop through soldiers and pick 3 lucky ones....
|
||||
for ( cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID, pSoldier=MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; cnt++, pSoldier++ )
|
||||
{
|
||||
if ( pSoldier->stats.bLife >= OKLIFE && pSoldier->bActive && pSoldier->bInSector )
|
||||
{
|
||||
if ( uiNumChosen < 3 )
|
||||
{
|
||||
EnemyCapturesPlayerSoldier( pSoldier );
|
||||
|
||||
// Remove them from tectical....
|
||||
pSoldier->RemoveSoldierFromGridNo( );
|
||||
|
||||
uiNumChosen++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EndCaptureSequence( );
|
||||
}
|
||||
|
||||
|
||||
void PopupAssignmentMenuInTactical( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
// do something
|
||||
@@ -7673,11 +7588,7 @@ void HandleTBJump( void )
|
||||
if ( fNearLowerLevel )
|
||||
{
|
||||
// CHRISL: Turn off manual jumping while wearing a backpack
|
||||
if (UsingNewInventorySystem() == true && pjSoldier->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
|
||||
if (!pjSoldier->CanClimbWithCurrentBackpack())
|
||||
return;
|
||||
|
||||
if ( EnoughPoints( pjSoldier, GetAPsToClimbRoof( pjSoldier, TRUE ), GetBPsToClimbRoof( pjSoldier, TRUE ), FALSE ) )
|
||||
@@ -7689,11 +7600,7 @@ void HandleTBJump( void )
|
||||
if ( fNearHeigherLevel )
|
||||
{
|
||||
// No climbing when wearing a backpack!
|
||||
if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
|
||||
if (!pjSoldier->CanClimbWithCurrentBackpack())
|
||||
return;
|
||||
|
||||
if ( EnoughPoints( pjSoldier, GetAPsToClimbRoof( pjSoldier, FALSE ), GetBPsToClimbRoof( pjSoldier, FALSE ), FALSE ) )
|
||||
@@ -7705,11 +7612,7 @@ void HandleTBJump( void )
|
||||
// Jump over fence
|
||||
if ( FindFenceJumpDirection( pjSoldier, pjSoldier->sGridNo, pjSoldier->ubDirection, &bDirection ) )
|
||||
{
|
||||
if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
|
||||
if (!pjSoldier->CanClimbWithCurrentBackpack())
|
||||
{
|
||||
sAPCost = GetAPsToJumpFence( pjSoldier, TRUE );
|
||||
sBPCost = GetBPsToJumpFence( pjSoldier, TRUE );
|
||||
@@ -7732,11 +7635,7 @@ void HandleTBJump( void )
|
||||
if ( FindWallJumpDirection( pjSoldier, pjSoldier->sGridNo, pjSoldier->ubDirection, &bDirection ) )
|
||||
{
|
||||
// No climbing when wearing a backpack!
|
||||
if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
|
||||
if (!pjSoldier->CanClimbWithCurrentBackpack())
|
||||
return;
|
||||
|
||||
if ( EnoughPoints( pjSoldier, GetAPsToJumpWall( pjSoldier, FALSE ), GetBPsToJumpWall( pjSoldier, FALSE ), FALSE ) )
|
||||
@@ -7760,11 +7659,7 @@ void HandleTBJumpThroughWindow( void ){
|
||||
{
|
||||
if ( FindWindowJumpDirection( pjSoldier, pjSoldier->sGridNo, pjSoldier->ubDirection, &bDirection ) )
|
||||
{
|
||||
if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
|
||||
//JMich.BackpackClimb
|
||||
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
|
||||
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
|
||||
|
||||
if (!pjSoldier->CanClimbWithCurrentBackpack())
|
||||
{
|
||||
sAPCost = GetAPsToJumpThroughWindows( pjSoldier, TRUE );
|
||||
sBPCost = GetBPsToJumpThroughWindows( pjSoldier, TRUE );
|
||||
@@ -8409,6 +8304,35 @@ void HandleTBLevelUp(void)
|
||||
}
|
||||
}
|
||||
|
||||
void HandleTBBackpacks(void)
|
||||
{
|
||||
if (UsingNewInventorySystem)
|
||||
{
|
||||
bool backpackDropped = false;
|
||||
SOLDIERTYPE* pTeamSoldier;
|
||||
|
||||
for (UINT8 ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ubLoop++)
|
||||
{
|
||||
pTeamSoldier = MercPtrs[ubLoop];
|
||||
|
||||
if (pTeamSoldier->flags.DropPackFlag)
|
||||
{
|
||||
backpackDropped = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (backpackDropped)
|
||||
{
|
||||
HandleTBPickUpBackpacks();
|
||||
}
|
||||
else
|
||||
{
|
||||
HandleTBDropBackpacks();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleTBDropBackpacks( void )
|
||||
{
|
||||
//if( UsingNewInventorySystem() && gusSelectedSoldier != NOBODY )
|
||||
|
||||
+32
-11
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "items.h"
|
||||
#include "weapons.h"
|
||||
#include "Interface Cursors.h"
|
||||
@@ -32,7 +29,6 @@
|
||||
#include "SkillCheck.h" // added by SANDRO
|
||||
#include "message.H" //ddd
|
||||
#include "english.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
@@ -140,13 +136,13 @@ BOOLEAN GetMouseRecalcAndShowAPFlags( UINT32 *puiCursorFlags, BOOLEAN *pfShowAPs
|
||||
// FUNCTIONS FOR CURSOR DETERMINATION!
|
||||
UINT8 GetProperItemCursor( UINT16 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
UINT32 uiCursorFlags;
|
||||
BOOLEAN fShowAPs = FALSE;
|
||||
BOOLEAN fRecalc = FALSE;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
UINT32 uiCursorFlags;
|
||||
BOOLEAN fShowAPs = FALSE;
|
||||
BOOLEAN fRecalc = FALSE;
|
||||
INT32 sTargetGridNo = usMapPos;
|
||||
UINT8 ubCursorID=0;
|
||||
UINT8 ubItemCursor;
|
||||
UINT8 ubCursorID=0;
|
||||
UINT8 ubItemCursor = 0;
|
||||
|
||||
pSoldier = MercPtrs[ ubSoldierID ];
|
||||
|
||||
@@ -354,6 +350,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos, BOOLEA
|
||||
UINT16 usCursor=0;
|
||||
BOOLEAN fMaxPointLimitHit = FALSE;
|
||||
UINT16 usInHand;
|
||||
extern UINT32 guiNewUICursor;
|
||||
|
||||
UINT16 reverse = 0;
|
||||
|
||||
@@ -461,6 +458,30 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos, BOOLEA
|
||||
gsCurrentActionPoints = CalcTotalAPsToAttack( pSoldier, usMapPos, TRUE, (INT8)(pSoldier->aiData.bShownAimTime ) );
|
||||
}
|
||||
|
||||
const bool isCursorOnTarget = (
|
||||
guiNewUICursor == ACTION_SHOOT_UICURSOR || guiNewUICursor == ACTION_TARGETBURST_UICURSOR ||
|
||||
guiNewUICursor == ACTION_FLASH_SHOOT_UICURSOR || guiNewUICursor == ACTION_FLASH_BURST_UICURSOR ||
|
||||
guiNewUICursor == ACTION_NOCHANCE_SHOOT_UICURSOR || guiNewUICursor == ACTION_NOCHANCE_BURST_UICURSOR
|
||||
);
|
||||
// Start at maximum aiming levels if the option is toggled
|
||||
if (gGameSettings.fOptions[TOPTION_ALT_START_AIM] && isCursorOnTarget)
|
||||
{
|
||||
pSoldier->aiData.bShownAimTime = maxAimLevels;
|
||||
sAPCosts = CalcTotalAPsToAttack(pSoldier, usMapPos, TRUE, pSoldier->aiData.bShownAimTime);
|
||||
// Determine if we can afford!
|
||||
while (!EnoughPoints(pSoldier, sAPCosts, 0, FALSE))
|
||||
{
|
||||
pSoldier->aiData.bShownAimTime -= 1;
|
||||
if (pSoldier->aiData.bShownAimTime < 0)
|
||||
{
|
||||
pSoldier->aiData.bShownAimTime = REFINE_AIM_1;
|
||||
break;
|
||||
}
|
||||
sAPCosts = CalcTotalAPsToAttack(pSoldier, usMapPos, TRUE, pSoldier->aiData.bShownAimTime);
|
||||
}
|
||||
gsCurrentActionPoints = sAPCosts;
|
||||
}
|
||||
|
||||
// If we don't have any points and we are at the first refine, do nothing but warn!
|
||||
if ( !EnoughPoints( pSoldier, gsCurrentActionPoints, 0 , FALSE ) && (pSoldier->aiData.bShownAimTime == 0))
|
||||
{
|
||||
@@ -4008,4 +4029,4 @@ UINT8 DefaultAutofireBulletsByGunClass( SOLDIERTYPE* pSoldier )
|
||||
}
|
||||
|
||||
return ubBullets;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "Vehicles.h"
|
||||
#include "String.h"
|
||||
#include "Strategic Pathing.h"
|
||||
@@ -39,7 +36,6 @@
|
||||
#include "Soldier ani.h"
|
||||
#include "GameSettings.h"
|
||||
#include "Queen Command.h"
|
||||
#endif
|
||||
|
||||
#include "Points.h"
|
||||
#include "Init.h"
|
||||
@@ -2022,20 +2018,6 @@ void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridN
|
||||
SOLDIERTYPE *pSoldier;
|
||||
BOOLEAN fMadeCorpse = FALSE;
|
||||
|
||||
#if 0
|
||||
{
|
||||
// injure someone inside
|
||||
iRand = Random( gNewVehicle[ pVehicleList[ ubID ].ubVehicleType ].iNewSeatingCapacities );
|
||||
if( pVehicleList[ ubID ].pPassengers[ iRand ] )
|
||||
{
|
||||
// hurt this person
|
||||
InjurePersonInVehicle( ( INT16 )ubID, pVehicleList[ ubID ].pPassengers[ iRand ], ( UINT8 )( sDmg / 2 ) );
|
||||
}
|
||||
}
|
||||
|
||||
ScreenMsg( FONT_BLACK, MSG_INTERFACE, sCritLocationStrings[ iCrit ] );
|
||||
}
|
||||
#endif
|
||||
|
||||
pSoldier = GetSoldierStructureForVehicle( ubID );
|
||||
Assert(pSoldier);
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "overhead types.h"
|
||||
#include "Sound Control.h"
|
||||
@@ -54,7 +51,6 @@
|
||||
#include "environment.h" // added by silversurfer
|
||||
// sevenfm
|
||||
#include "buildings.h" // SameBuilding
|
||||
#endif
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "items.h"
|
||||
#include "handle Items.h"
|
||||
#include "overhead.h"
|
||||
@@ -27,7 +24,6 @@
|
||||
#include "message.h"
|
||||
#include "map screen interface map inventory.h" // added by Flugente
|
||||
#include "connect.h"
|
||||
#endif
|
||||
#ifdef JA2EDITOR//dnl ch84 290114
|
||||
#include "Item Statistics.h"
|
||||
#endif
|
||||
@@ -879,19 +875,6 @@ void LoadWorldItemsFromMap( INT8 **hBuffer, float dMajorMapVersion, int ubMinorM
|
||||
{ //all armed bombs are buried
|
||||
dummyItem.bVisible = BURIED;
|
||||
}
|
||||
#if 0//dnl ch74 201013 this is already done in OBJECTTYPE::Load()
|
||||
//Madd: ok, so this drives me nuts -- why bother with default attachments if the map isn't going to load them for you?
|
||||
//this should fix that...
|
||||
for(UINT8 cnt = 0; cnt < MAX_DEFAULT_ATTACHMENTS; cnt++)
|
||||
{
|
||||
if(Item [ dummyItem.object.usItem ].defaultattachments[cnt] == 0)
|
||||
break;
|
||||
|
||||
OBJECTTYPE defaultAttachment;
|
||||
CreateItem(Item [ dummyItem.object.usItem ].defaultattachments[cnt],100,&defaultAttachment);
|
||||
dummyItem.object.AttachObject(NULL,&defaultAttachment, FALSE);
|
||||
}
|
||||
#endif
|
||||
// sevenfm: don't allow max repair threshold less than current object status
|
||||
dummyItem.object[0]->data.sRepairThreshold = __max(dummyItem.object[0]->data.sRepairThreshold, dummyItem.object[0]->data.objectStatus);
|
||||
AddItemToPoolAndGetIndex( dummyItem.sGridNo, &dummyItem.object, dummyItem.bVisible, dummyItem.ubLevel, dummyItem.usFlags, dummyItem.bRenderZHeightAboveLevel, dummyItem.soldierID, &iItemIndex );
|
||||
|
||||
@@ -1,12 +1,8 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "Debug Control.h"
|
||||
#include "expat.h"
|
||||
#include "XML.h"
|
||||
#include "Interface.h"
|
||||
#endif
|
||||
|
||||
#include "tiledef.h"
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "overhead types.h"
|
||||
#include "overhead.h"
|
||||
@@ -8,7 +5,6 @@
|
||||
#include "Debug Control.h"
|
||||
#include "expat.h"
|
||||
#include "XML.h"
|
||||
#endif
|
||||
|
||||
struct
|
||||
{
|
||||
|
||||
@@ -1,13 +1,9 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Tactical All.h"
|
||||
#else
|
||||
#include "sgp.h"
|
||||
#include "weapons.h"
|
||||
#include "overhead.h"
|
||||
#include "Debug Control.h"
|
||||
#include "expat.h"
|
||||
#include "XML.h"
|
||||
#endif
|
||||
|
||||
// Flugente: remember how many ammotypes we read
|
||||
UINT32 gMAXAMMOTYPES_READ = 0;
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user