bug fixes from Overhaul:

- Data type changes 
- Templates removed

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2007-05-09 13:16:37 +00:00
parent 61d6152ce5
commit 0530b53b9c
256 changed files with 2000 additions and 2228 deletions
+35 -35
View File
@@ -102,7 +102,7 @@ void DebugAI( STR szOutput )
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, szOutput );
if ((DebugFile = fopen( "aidebug.txt", "a+t" )) != NULL)
{
fputs( reinterpret_cast<const char *>(szOutput), DebugFile );
fputs( szOutput, DebugFile );
fputs( "\n", DebugFile );
fclose( DebugFile );
}
@@ -234,7 +234,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier )
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
{
DebugAI( (STR)String("Ending turn for %d because set to moved", pSoldier->ubID ) );
DebugAI( String("Ending turn for %d because set to moved", pSoldier->ubID ) );
}
#endif
// this guy doesn't get to act!
@@ -284,7 +284,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier )
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
{
DebugAI( (STR)String("Ending turn for %d because not a boxer", pSoldier->ubID ) );
DebugAI( String("Ending turn for %d because not a boxer", pSoldier->ubID ) );
}
#endif
EndAIGuysTurn( pSoldier );
@@ -302,7 +302,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier )
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
{
DebugAI( (STR)String("Ending turn for %d because bad life/inactive", pSoldier->ubID ) );
DebugAI( String("Ending turn for %d because bad life/inactive", pSoldier->ubID ) );
}
#endif
@@ -324,7 +324,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier )
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
{
DebugAI( (STR)String("Ending turn for %d because asleep and no scheduled action", pSoldier->ubID ) );
DebugAI( String("Ending turn for %d because asleep and no scheduled action", pSoldier->ubID ) );
}
#endif
@@ -339,7 +339,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier )
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
{
DebugAI( (STR)String("Ending turn for %d because out of sector and no scheduled action", pSoldier->ubID ) );
DebugAI( String("Ending turn for %d because out of sector and no scheduled action", pSoldier->ubID ) );
}
#endif
@@ -353,7 +353,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier )
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
{
DebugAI( (STR)String("Ending turn for %d because is vehicle or robot", pSoldier->ubID ) );
DebugAI( String("Ending turn for %d because is vehicle or robot", pSoldier->ubID ) );
}
#endif
@@ -372,7 +372,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier )
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
{
DebugAI( (STR)String("Ending turn for %d because unconscious", pSoldier->ubID ) );
DebugAI( String("Ending turn for %d because unconscious", pSoldier->ubID ) );
}
#endif
@@ -483,7 +483,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier )
// display deadlock message
gfUIInDeadlock = TRUE;
gUIDeadlockedSoldier = pSoldier->ubID;
DebugAI( (STR) String("DEADLOCK soldier %d action %s ABC %d", pSoldier->ubID, gzActionStr[pSoldier->bAction], gTacticalStatus.ubAttackBusyCount ) );
DebugAI( String("DEADLOCK soldier %d action %s ABC %d", pSoldier->ubID, gzActionStr[pSoldier->bAction], gTacticalStatus.ubAttackBusyCount ) );
#else
// If we are in beta version, also report message!
@@ -709,7 +709,7 @@ void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
#ifdef TESTAICONTROL
if (!(gTacticalStatus.uiFlags & DEMOMODE))
DebugAI( (STR)String("Ending control for %d", pSoldier->ubID ) );
DebugAI( String("Ending control for %d", pSoldier->ubID ) );
#endif
// find the next AI guy
@@ -721,7 +721,7 @@ void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
}
// We are at the end, return control to next team
DebugAI( (STR)String("Ending AI turn\n" ) );
DebugAI( String("Ending AI turn\n" ) );
EndAITurn();
}
@@ -752,7 +752,7 @@ void EndAIDeadlock(void)
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
{
DebugAI( (STR)String("Ending turn for %d because breaking deadlock", pSoldier->ubID ) );
DebugAI( String("Ending turn for %d because breaking deadlock", pSoldier->ubID ) );
}
#endif
@@ -798,7 +798,7 @@ void StartNPCAI(SOLDIERTYPE *pSoldier)
#ifdef TESTAICONTROL
if (!(gTacticalStatus.uiFlags & DEMOMODE))
DebugAI( (STR)String("Giving control to %d", pSoldier->ubID ) );
DebugAI( String("Giving control to %d", pSoldier->ubID ) );
#endif
gTacticalStatus.uiTimeSinceMercAIStart = GetJA2Clock();
@@ -1270,7 +1270,7 @@ void NPCDoesNothing(SOLDIERTYPE *pSoldier)
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
{
DebugAI( (STR)String("Ending turn for %d because doing no-action", pSoldier->ubID ) );
DebugAI( String("Ending turn for %d because doing no-action", pSoldier->ubID ) );
}
#endif
@@ -1288,7 +1288,7 @@ void CancelAIAction(SOLDIERTYPE *pSoldier, UINT8 ubForce)
if (SkipCoverCheck)
{
STR tempstr;
sprintf((CHAR *) tempstr, "CancelAIAction: SkipCoverCheck turned OFF\n",0 );
sprintf( tempstr, "CancelAIAction: SkipCoverCheck turned OFF\n",0 );
DebugAI (tempstr);
}
#endif
@@ -1345,7 +1345,7 @@ void ActionTimeoutExceeded(SOLDIERTYPE *pSoldier, UCHAR alreadyFreedUp)
#ifdef BETAVERSION
sprintf((CHAR *)tempstr,"ActionInProgress - ERROR: %s's timeout limit exceeded. Action #%d (%d)",
sprintf(tempstr,"ActionInProgress - ERROR: %s's timeout limit exceeded. Action #%d (%d)",
pSoldier->name,pSoldier->bAction,pSoldier->usActionData);
#ifdef RECORDNET
@@ -1508,7 +1508,7 @@ void MarkDetectableMines(SOLDIERTYPE *pSoldier)
if (MarkedNPCMines)
{
#ifdef BETAVERSION
sprintf((CHAR *)tempstr,"MarkDetectableMines: ERROR - mines still marked! Guynum %d",pSoldier->ubID);
sprintf(tempstr,"MarkDetectableMines: ERROR - mines still marked! Guynum %d",pSoldier->ubID);
#ifdef RECORDNET
fprintf(NetDebugFile,"\n\t%s\n\n",tempstr);
@@ -1754,7 +1754,7 @@ void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier)
#ifdef DEBUGDECISIONS
STR tempstr;
sprintf((CHAR *) tempstr, "HandleManAI - DECIDING for guynum %d(%s) at gridno %d, APs %d\n",
sprintf( tempstr, "HandleManAI - DECIDING for guynum %d(%s) at gridno %d, APs %d\n",
pSoldier->ubID,pSoldier->name,pSoldier->sGridNo,pSoldier->bActionPoints );
DebugAI ( tempstr );
#endif
@@ -2016,11 +2016,11 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
#ifdef TESTAICONTROL
if (gfTurnBasedAI || gTacticalStatus.fAutoBandageMode)
{
DebugAI( (STR)String( "%d does %s (a.d. %d) in %d with %d APs left", pSoldier->ubID, gzActionStr[pSoldier->bAction], pSoldier->usActionData, pSoldier->sGridNo, pSoldier->bActionPoints ) );
DebugAI( String( "%d does %s (a.d. %d) in %d with %d APs left", pSoldier->ubID, gzActionStr[pSoldier->bAction], pSoldier->usActionData, pSoldier->sGridNo, pSoldier->bActionPoints ) );
}
#endif
DebugAI( (STR)String( "%d does %s (a.d. %d) at time %ld", pSoldier->ubID, gzActionStr[pSoldier->bAction], pSoldier->usActionData, GetJA2Clock() ) );
DebugAI( String( "%d does %s (a.d. %d) at time %ld", pSoldier->ubID, gzActionStr[pSoldier->bAction], pSoldier->usActionData, GetJA2Clock() ) );
switch (pSoldier->bAction)
{
@@ -2052,7 +2052,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
#ifdef DEBUGDECISIONS
STR tempstr;
sprintf((CHAR *) tempstr, "ExecuteAction: SkipCoverCheck ON\n" );
sprintf( tempstr, "ExecuteAction: SkipCoverCheck ON\n" );
DebugAI (tempstr);
#endif
@@ -2064,7 +2064,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
if (!StartTurn(pSoldier,pSoldier->usActionData,FASTTURN))
{
#ifdef BETAVERSION
sprintf((CHAR *)tempstr,"ERROR: %s tried TURN to direction %d, StartTurn failed, action %d CANCELED",
sprintf(tempstr,"ERROR: %s tried TURN to direction %d, StartTurn failed, action %d CANCELED",
pSoldier->name,pSoldier->usActionData,pSoldier->bAction);
PopMessage(tempstr);
#endif
@@ -2152,7 +2152,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
// check for loop
else if ( pSoldier->usActionData == pSoldier->sLastTwoLocations[1] && pSoldier->sGridNo == pSoldier->sLastTwoLocations[0] )
{
DebugAI( (STR)String( "%d in movement loop, aborting turn", pSoldier->ubID ) );
DebugAI( String( "%d in movement loop, aborting turn", pSoldier->ubID ) );
// loop found!
ActionDone( pSoldier );
@@ -2279,7 +2279,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
{
#ifdef BETAVERSION
// this should NEVER happen, indicates AI picked an illegal spot!
sprintf((CHAR *)tempstr,"ExecuteAction: ERROR - %s tried MOVE to gridno %d, NewDest failed, action %d CANCELED",
sprintf(tempstr,"ExecuteAction: ERROR - %s tried MOVE to gridno %d, NewDest failed, action %d CANCELED",
pSoldier->name,pSoldier->usActionData,pSoldier->bAction);
#ifdef RECORDNET
@@ -2288,7 +2288,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
PopMessage(tempstr);
sprintf((CHAR *)tempstr,"BLACK-LISTING gridno %d for %s",pSoldier->usActionData,pSoldier->name);
sprintf(tempstr,"BLACK-LISTING gridno %d for %s",pSoldier->usActionData,pSoldier->name);
PopMessage(tempstr);
SaveGame(ERROR_SAVE);
@@ -2296,7 +2296,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
// temporarily black list this gridno to stop enemy from going there
pSoldier->sBlackList = (INT16) pSoldier->usActionData;
DebugAI( (STR)String( "Setting blacklist for %d to %d", pSoldier->ubID, pSoldier->sBlackList ) );
DebugAI( String( "Setting blacklist for %d to %d", pSoldier->ubID, pSoldier->sBlackList ) );
CancelAIAction(pSoldier,FORCE);
return(FALSE); // nothing is in progress
@@ -2354,7 +2354,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
#ifdef TESTVERSION
if (pSoldier->bAction == AI_ACTION_KNIFE_MOVE)
{
sprintf((CHAR *)tempstr,"TEST MSG: %s is about to go stab %s. MAKE SURE HE DOES!",
sprintf(tempstr,"TEST MSG: %s is about to go stab %s. MAKE SURE HE DOES!",
pSoldier->name,
ExtMen[WhoIsThere(pSoldier->usActionData)].name);
@@ -2370,14 +2370,14 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
{
if ( iRetCode != ITEM_HANDLE_BROKEN ) // if the item broke, this is 'legal' and doesn't need reporting
{
DebugAI( (STR)String( "AI %d got error code %ld from HandleItem, doing action %d, has %d APs... aborting deadlock!", pSoldier->ubID, iRetCode, pSoldier->bAction, pSoldier->bActionPoints ) );
DebugAI( String( "AI %d got error code %ld from HandleItem, doing action %d, has %d APs... aborting deadlock!", pSoldier->ubID, iRetCode, pSoldier->bAction, pSoldier->bActionPoints ) );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d got error code %ld from HandleItem, doing action %d... aborting deadlock!", pSoldier->ubID, iRetCode, pSoldier->bAction );
}
CancelAIAction( pSoldier, FORCE);
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
{
DebugAI( (STR)String("Ending turn for %d because of error from HandleItem", pSoldier->ubID ) );
DebugAI( String("Ending turn for %d because of error from HandleItem", pSoldier->ubID ) );
}
#endif
EndAIGuysTurn( pSoldier );
@@ -2464,7 +2464,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
SkipCoverCheck = TRUE;
#ifdef DEBUGDECISIONS
sprintf((CHAR *) tempstr, "ExecuteAction: SkipCoverCheck ON\n" );
sprintf( tempstr, "ExecuteAction: SkipCoverCheck ON\n" );
DebugAI (tempstr);
#endif
SendChangeSoldierStanceEvent( pSoldier, (UINT8) pSoldier->usActionData );
@@ -2512,7 +2512,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
{
DebugAI( (STR)String("Ending turn for %d because of error from HandleItem", pSoldier->ubID ) );
DebugAI( String("Ending turn for %d because of error from HandleItem", pSoldier->ubID ) );
}
#endif
EndAIGuysTurn( pSoldier );
@@ -2547,7 +2547,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
{
DebugAI( (STR)String("Ending turn for %d because of error opening door", pSoldier->ubID ) );
DebugAI( String("Ending turn for %d because of error opening door", pSoldier->ubID ) );
}
#endif
EndAIGuysTurn( pSoldier );
@@ -2787,7 +2787,7 @@ void ManChecksOnFriends(SOLDIERTYPE *pSoldier)
{
#ifdef DEBUGDECISIONS
STR16 tempstr;
sprintf((CHAR *)tempstr,"%s sees %s on alert, goes to RED ALERT!",pSoldier->name,pFriend->name );
sprintf(tempstr,"%s sees %s on alert, goes to RED ALERT!",pSoldier->name,pFriend->name );
AIPopMessage(tempstr);
#endif
@@ -2804,7 +2804,7 @@ void ManChecksOnFriends(SOLDIERTYPE *pSoldier)
(pSoldier->bAlertStatus < STATUS_YELLOW))
{
#ifdef TESTVERSION
sprintf((CHAR *)tempstr,"TEST MSG: %s sees %s listening, goes to YELLOW ALERT!",pSoldier->name,ExtMen[pFriend->ubID].name);
sprintf(tempstr,"TEST MSG: %s sees %s listening, goes to YELLOW ALERT!",pSoldier->name,ExtMen[pFriend->ubID].name);
PopMessage(tempstr);
#endif
pSoldier->bAlertStatus = STATUS_YELLOW; // also get suspicious
@@ -2862,7 +2862,7 @@ void HandleAITacticalTraversal( SOLDIERTYPE * pSoldier )
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
{
DebugAI( (STR)String("Ending turn for %d because traversing out", pSoldier->ubID ) );
DebugAI( String("Ending turn for %d because traversing out", pSoldier->ubID ) );
}
#endif