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synced 2026-09-02 14:36:06 +02:00
Removed option AI_DECISION_INFO.
Added quest debug logging to Logs\QuestInfo.txt git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9177 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -538,6 +538,8 @@ void ShutdownStrategicLayer()
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ClearTacticalMessageQueue();
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}
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extern void DebugQuestInfo(STR szOutput);
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BOOLEAN InitNewGame( BOOLEAN fReset )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitNewGame");
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@@ -833,8 +835,6 @@ fFirstTimeInMapScreen = TRUE;
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return( TRUE );
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}
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitNewGame done");
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return( TRUE );
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}
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@@ -3584,8 +3584,11 @@ static int l_gubBoxerID(lua_State *L)
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UINT8 val = lua_tointeger( L, 1 );
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UINT8 val2 = lua_tointeger( L, 2 );
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if ( val <= 2 )
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if (val <= 2)
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{
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gubBoxerID[val] = val2;
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DebugQuestInfo(String("Lua: set gubBoxerID[%d] %d", val, gubBoxerID[val]));
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}
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}
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return 0;
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@@ -8195,6 +8198,7 @@ static int l_SetgfBoxerFought (lua_State *L)
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BOOLEAN Bool = lua_toboolean( L, 2 );
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gfBoxerFought[id] = Bool;
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DebugQuestInfo(String("lua: set gfBoxerFought[%d] %d ", id, Bool));
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}
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return 0;
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@@ -8203,7 +8207,10 @@ static int l_SetgfBoxerFought (lua_State *L)
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static int l_SetgfBoxersResting(lua_State *L)
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{
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if (lua_gettop(L))
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{
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gfBoxersResting = lua_toboolean(L, 1);
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DebugQuestInfo(String("lua: set gfBoxersResting %d", gfBoxersResting));
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}
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return 0;
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}
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@@ -8211,7 +8218,10 @@ static int l_SetgfBoxersResting(lua_State *L)
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static int l_SetgubBoxersRests(lua_State *L)
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{
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if (lua_gettop(L))
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{
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gubBoxersRests = lua_tointeger(L, 1);
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DebugQuestInfo(String("lua: set gubBoxersRests %d ", gubBoxersRests));
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}
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return 0;
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}
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@@ -10605,6 +10615,7 @@ static int l_ResetBoxers( lua_State *L )
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gubBoxerID[i] = NOBODY;
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// sevenfm: keep gfBoxerFought[] unchanged as it will be reset every day at 16:00 by HourlyQuestUpdate(), HourlyUpdate.lua
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//gfBoxerFought[i] = FALSE;
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DebugQuestInfo(String("Lua: reset boxer gubBoxerID[%d] %d", i, gubBoxerID[i]));
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}
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return 0;
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+10
-1
@@ -70,17 +70,19 @@ extern void GuaranteeAtLeastXItemsOfIndex( UINT8 ubArmsDealer, UINT16 usItemInde
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extern void GiveQuestRewardPoint( INT16 sQuestSectorX, INT16 sQuestsSectorY, INT8 bExpReward, UINT8 bException );
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extern void DebugQuestInfo(STR szOutput);
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void SetFactTrue( UINT16 usFact )
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{
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// This function is here just for control flow purposes (debug breakpoints)
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// and code is more readable that way
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// must intercept when Jake is first trigered to start selling fuel
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// must intercept when Jake is first triggered to start selling fuel
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if ( ( usFact == FACT_ESTONI_REFUELLING_POSSIBLE ) && ( CheckFact( usFact, 0 ) == FALSE ) )
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{
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// give him some gas...
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GuaranteeAtLeastXItemsOfIndex( ARMS_DEALER_JAKE, GAS_CAN, ( UINT8 ) ( 4 + Random( 3 ) ) );
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DebugQuestInfo(String("guarantee X items of %d (GAS_CAN) for dealer %d (ARMS_DEALER_JAKE)", GAS_CAN, ARMS_DEALER_JAKE));
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}
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gubFact[usFact] = TRUE;
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@@ -89,6 +91,7 @@ void SetFactTrue( UINT16 usFact )
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void SetFactFalse( UINT16 usFact )
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{
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gubFact[usFact] = FALSE;
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DebugQuestInfo(String("fact %d false", usFact));
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}
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BOOLEAN CheckForNewShipment( void )
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@@ -1381,6 +1384,7 @@ UINT8 GetFact( UINT16 usFact )
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void StartQuest( UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY )
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{
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DebugQuestInfo(String("start quest %d sector %d %d", ubQuest, sSectorX, sSectorY));
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InternalStartQuest( ubQuest, sSectorX, sSectorY, TRUE );
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}
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@@ -1409,6 +1413,7 @@ void InternalStartQuest( UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY, BOOLEAN
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void EndQuest( UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY )
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{
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DebugQuestInfo(String("end quest %d sector %d %d", ubQuest, sSectorX, sSectorY));
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InternalEndQuest( ubQuest, sSectorX, sSectorY, TRUE );
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}
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@@ -1565,6 +1570,8 @@ void InitQuestEngine()
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memset(gubQuest, 0, sizeof(gubQuest));
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memset(gubFact, 0, sizeof(gubFact));
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DebugQuestInfo(String("\nInit Quest Engine"));
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// semi-hack to make the letter quest start right away
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CheckForQuests( 1 );
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@@ -1583,6 +1590,8 @@ void InitQuestEngine()
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gfBoxersResting = FALSE;
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InitLUAModderData( );
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DebugQuestInfo(String("reset gubBoxersRests 0, gubBoxingMatchesWon 0, gfBoxersResting FALSE gubCambriaMedicalObjects %d", gubCambriaMedicalObjects));
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}
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@@ -3162,7 +3162,7 @@ BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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//Moa: removed this function and replaced by the handling function.
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//SectorInventoryCooldownFunctions(sSectorX, sSectorY, bSectorZ);
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//moved from SectorInventoryCooldownFunctions. Invisible items are handled as well.
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//Since we have allready loaded the items previously we can use the globals here.
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//Since we have already loaded the items previously we can use the globals here.
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HandleSectorCooldownFunctions( sSectorX, sSectorY, (INT8)bSectorZ, gWorldItems, guiNumWorldItems, TRUE );
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//Update LastTimePlayerWasInSector
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SetLastTimePlayerWasInSector( );
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@@ -3170,6 +3170,8 @@ BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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//Save to tempfile
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SaveWorldItemsToTempItemFile( sSectorX, sSectorY, (INT8)bSectorZ, guiNumWorldItems, gWorldItems );
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DebugQuestInfo(String("--- Enter Sector %s%s Level %d ---", pVertStrings[sSectorY], pHortStrings[sSectorX], bSectorZ));
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return TRUE; //because the map was loaded.
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}
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