Added property pages to make it easy to change build language (at least with VS2K5)

Added support for Russian city names and Items
Fixed contract length exploit (hire merc for 2 weeks for the price of 1 day)
Fixed insurance emails repeating when you choose "delete" but then say no
Corrected UTF-8 to wide char translation on Windows platforms (Windows doesn't handle mbstowcs correctly)
Moved UTF-8 to Wide Char translation for item descriptions and names so it happens at XML load time (fix bug that Russian has half the description space)
Fix overflow when combining two items with high counts (such as 200-round boxes of ammo)
Path AI fixes
Fixed issues with non-interruptable animations causing infinite clock
Fixed some issues with soldiers not reaching their plotted destination
Fixed escorted players who were cowering, being unable to move after joining party
Only allow militia to climb roofs if their orders allow them to move
Fix bug where AI might climb the wrong roof on the way to the destination roof
Allow AI who have gone outside their patrol grid, to return to the Grid


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1702 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Overhaul
2008-01-09 02:08:39 +00:00
parent 144426e896
commit 6049e8da5a
23 changed files with 621 additions and 407 deletions
+25 -11
View File
@@ -958,7 +958,8 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
//hide those suicidal militia on the roofs for better defensive positions
if ( pSoldier->bTeam == MILITIA_TEAM )
// 0verhaul: If they are allowed at all to move
if ( pSoldier->bTeam == MILITIA_TEAM && iChance != 0)
iChance += 20;
// reduce chance for any injury, less likely to hop up if hurt
@@ -1636,7 +1637,11 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
if (!fUp)
DebugMsg ( TOPIC_JA2AI , DBG_LEVEL_3 , String("Soldier %d, is climbing down",pSoldier->ubID) );
if ( CanClimbFromHere ( pSoldier, fUp ) )
// 0verhaul: the Closest Noise call returns the location of a climb. So 1) it's not necessary to
// ask if we can climb from here. And 2) It's not necessary to look for the climb point. We already
// have it.
// if ( CanClimbFromHere ( pSoldier, fUp ) )
if ( pSoldier->sGridNo == sNoiseGridNo)
{
if (IsActionAffordable(pSoldier) && pSoldier->bActionPoints >= ( AP_CLIMBROOF + MinAPsToAttack( pSoldier, sNoiseGridNo, ADDTURNCOST)))
{
@@ -1645,8 +1650,9 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
}
else
{
pSoldier->usActionData = FindClosestClimbPoint(pSoldier, pSoldier->sGridNo , sNoiseGridNo , fUp );
if ( pSoldier->usActionData != NOWHERE )
// pSoldier->usActionData = FindClosestClimbPoint(pSoldier, pSoldier->sGridNo , sNoiseGridNo , fUp );
pSoldier->usActionData = sNoiseGridNo;
//if ( pSoldier->usActionData != NOWHERE )
{
return( AI_ACTION_MOVE_TO_CLIMB );
}
@@ -1776,7 +1782,10 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
if (!fUp)
DebugMsg ( TOPIC_JA2AI , DBG_LEVEL_3 , String("Soldier %d is climbing down",pSoldier->ubID) );
if ( CanClimbFromHere ( pSoldier, fUp ) )
// 0verhaul: Closest Friend call also returns the climb point if climbing is necessary. So don't
// climb the wrong building and don't search again
//if ( CanClimbFromHere ( pSoldier, fUp ) )
if (pSoldier->sGridNo == sClosestFriend)
{
if (IsActionAffordable(pSoldier) )
{
@@ -1785,8 +1794,9 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
}
else
{
pSoldier->usActionData = FindClosestClimbPoint(pSoldier, pSoldier->sGridNo , sClosestFriend , fUp );
if ( pSoldier->usActionData != NOWHERE )
//pSoldier->usActionData = FindClosestClimbPoint(pSoldier, pSoldier->sGridNo , sClosestFriend , fUp );
pSoldier->usActionData = sClosestFriend;
//if ( pSoldier->usActionData != NOWHERE )
{
return( AI_ACTION_MOVE_TO_CLIMB );
}
@@ -3023,7 +3033,10 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
if (!fUp)
DebugMsg ( TOPIC_JA2AI , DBG_LEVEL_3 , String("Soldier %d is climbing down",pSoldier->ubID) );
if ( CanClimbFromHere ( pSoldier, fUp ) )
// 0verhaul: Yet another chance to climb the wrong building and otherwise waste CPU power.
// We already know the climb point we want, which may not be here even if climbing is possible.
//if ( CanClimbFromHere ( pSoldier, fUp ) )
if (pSoldier->sGridNo == sClosestFriend)
{
if (IsActionAffordable(pSoldier) && pSoldier->bActionPoints >= ( AP_CLIMBROOF + MinAPsToAttack( pSoldier, sClosestFriend, ADDTURNCOST)))
{
@@ -3032,10 +3045,11 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
}
else
{
INT16 sClimbPoint = FindClosestClimbPoint(pSoldier, pSoldier->sGridNo , sClosestFriend , fUp );
if ( sClimbPoint != NOWHERE )
pSoldier->usActionData = sClosestFriend;
//INT16 sClimbPoint = FindClosestClimbPoint(pSoldier, pSoldier->sGridNo , sClosestFriend , fUp );
//if ( sClimbPoint != NOWHERE )
{
pSoldier->usActionData = sClimbPoint;
//pSoldier->usActionData = sClimbPoint;
return( AI_ACTION_MOVE_TO_CLIMB );
}
}