Merge branch 'master' of github.com:1dot13/source

This commit is contained in:
zwwooooo
2023-05-26 15:35:00 +08:00
201 changed files with 234 additions and 56928 deletions
+3 -6
View File
@@ -39,13 +39,10 @@ jobs:
if [[ '${{ inputs.build_all_languages }}' == 'true' || ( '${{ inputs.build_all_languages }}' == '' && "$full_release" == 'true' ) ]]
then
# the two letter short form could be removed if JA2LangPrefix is removed
# the casing of the long form adheres to the one found in the gamedir-languages repo
# for compilation only, the long form is transformed to upper case
languages_json_array='["CN_Chinese", "DE_German", "EN_English", "FR_French", "PL_Polish", "IT_Italian", "NL_Dutch", "RU_Russian"]';
languages_json_array='["Chinese", "German", "English", "French", "Polish", "Italian", "Dutch", "Russian"]';
else
# English + some other language for compilation testing
languages_json_array='["DE_German", "EN_English"]'
languages_json_array='["German", "English"]'
fi
echo "languages_json_array=$languages_json_array" >> $GITHUB_OUTPUT
@@ -173,7 +170,7 @@ jobs:
language: ${{ matrix.language }}
assemble: ${{ needs.workflow_setup.outputs.assemble_release == 'true' }}
# at least English and some other lang have to work
continue-on-error: ${{ matrix.language != 'EN_English' && matrix.language != 'DE_German' }}
continue-on-error: ${{ matrix.language != 'English' && matrix.language != 'German' }}
release:
needs: [ workflow_setup, build ]
+24 -43
View File
@@ -4,9 +4,9 @@ on:
workflow_call:
inputs:
language:
description: 'any of CN_Chinese DE_German EN_English FR_French PL_Polish IT_Italian NL_Dutch RU_Russian'
description: 'any of Chinese German English French Polish Italian Dutch Russian'
required: true
default: 'EN_English'
default: 'English'
type: string
assemble:
description: 'assemble full package'
@@ -53,60 +53,43 @@ jobs:
sed -i "s|@Build@|${GAME_BUILD:0:255}|" GameVersion.cpp
cat GameVersion.cpp
# not sure if needed as per Language Defines.h, but only here can we set both defines I think
- name: Update builddefines.h
if: ${{ startsWith(matrix.application, 'ja2ub') }}
shell: bash
run: |
set -eux
sed -i 's/\/\/#define JA2UB/#define JA2UB/' builddefines.h
sed -i 's/\/\/#define JA2UBMAPS/#define JA2UBMAPS/' builddefines.h
cat builddefines.h
- name: Prepare build properties
shell: bash
run: |
set -eux
if [[ '${{ matrix.application }}' == *'mapeditor' ]]
then
Configuration='MapEditor'
else
Configuration='Release'
fi
INPUTS_LANGUAGE='${{ inputs.language }}'
JA2LangPrefix="${INPUTS_LANGUAGE:0:2}"
JA2Language=$(echo "${INPUTS_LANGUAGE:3}" | tr '[:lower:]' '[:upper:]')
if [[ '${{ matrix.application }}' == 'ja2ub'* ]]
then
JA2Config='JA2UB'
else
JA2Config='JA2'
fi
touch CMakeUserPresets.json
JA2Language=$(echo '${{ inputs.language }}' | tr '[:lower:]' '[:upper:]')
JA2Application=$(echo '${{ matrix.application }}' | tr '[:lower:]' '[:upper:]')
echo "
Configuration=$Configuration
JA2LangPrefix=$JA2LangPrefix
JA2Language=$JA2Language
JA2Config=$JA2Config
JA2Application=$JA2Application
" >> $GITHUB_ENV
- uses: microsoft/setup-msbuild@v1.1
with:
msbuild-architecture: x86
- uses: ilammy/msvc-dev-cmd@v1
with:
arch: x86
- name: Prepare build
run: |
cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=Release -DLanguages="$Env:JA2Language" -DApplications="$Env:JA2Application"
- name: Build
run: |
msbuild ja2_VS2019.sln `
/p:Configuration=$Env:Configuration `
/p:JA2LangPrefix=$Env:JA2LangPrefix `
/p:JA2Language=$Env:JA2Language `
/p:JA2Config=$Env:JA2Config
cmake --build build/ -- -v
- name: List build artifacts
shell: bash
run: |
find build/
- name: Upload
uses: actions/upload-artifact@v3
with:
name: ${{ inputs.language }}_${{ matrix.application }}
path: bin/VS2013/
path: build/*.exe
assemble:
needs: [ compile ]
@@ -132,7 +115,7 @@ jobs:
path: gamedir
- name: Checkout gamedir-languages
if: inputs.language != 'EN_English'
if: inputs.language != 'English'
uses: actions/checkout@v3
with:
repository: ${{ env.GAMEDIR_LANGUAGES_REPOSITORY }}
@@ -140,13 +123,11 @@ jobs:
path: gamedir-languages
- name: Copy gamedir-languages files to gamedir
if: inputs.language != 'EN_English'
if: inputs.language != 'English'
shell: bash
run: |
set -eux
DIST_LANG='${{ inputs.language }}'
GAMEDIR_LANGUAGE="${DIST_LANG:3}"
cp -a gamedir-languages/${GAMEDIR_LANGUAGE}_Version/* gamedir/
cp -a gamedir-languages/${{ inputs.language }}_Version/* gamedir/
- name: Download ja2
uses: actions/download-artifact@v3
+6 -7
View File
@@ -1,11 +1,10 @@
# CLion
.idea/
cmake-build-*/
/.idea/
/cmake-build-*/
# Visual Studio 2022
.vs/
build/
lib/
out/
CMakeSettings.json
/.vs/
/build/
/out/
/CMakeSettings.json
/CMakeUserPresets.json
+5 -1
View File
@@ -9,6 +9,9 @@ set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
# whether we are using MSBuild as a generator
set(usingMsBuild $<STREQUAL:${CMAKE_VS_PLATFORM_NAME},Win32>)
# lua51.lib and lua51.vc9.lib have been built with /MTx, so we must as well
# TODO: build our own Lua 5.1.2 from source so we can use whichever
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
@@ -139,7 +142,8 @@ foreach(lang IN LISTS LangTargets)
target_sources(${Executable} PRIVATE ${Ja2Src})
# Good libraries have already been built, can be simply linked here
target_link_libraries(${Executable} PRIVATE ${Ja2_Libraries})
target_link_libraries(${Executable} PRIVATE ${Ja2_Libraries} $<IF:${usingMsBuild},legacy_stdio_definitions.lib,>)
target_link_options(${Executable} PRIVATE $<IF:${usingMsBuild},/SAFESEH:NO,>)
# for each app/lang combination, the Very Bad libraries need to be built,
# with the appropriate preprocessor definitions
-679
View File
@@ -1,679 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8,00"
Name="Console"
ProjectGUID="{F962CFA1-2215-4124-938F-253973A27591}"
RootNamespace="Console"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Debug.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/Console.tlb"
HeaderFileName=""
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
Optimization="0"
FavorSizeOrSpeed="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
PrecompiledHeaderThrough="stdafx.h"
PrecompiledHeaderFile=".\Debug/Console.pch"
AssemblerListingLocation=".\Debug/"
ObjectFile=".\Debug/"
ProgramDataBaseFileName=".\Debug/"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
DisableSpecificWarnings="4100"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1050"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="comctl32.lib"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
SuppressStartupBanner="true"
OutputFile=".\Debug/Console.bsc"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/Console.tlb"
HeaderFileName=""
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;"
StringPooling="true"
RuntimeLibrary="0"
EnableFunctionLevelLinking="true"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
PrecompiledHeaderThrough="stdafx.h"
PrecompiledHeaderFile=".\Release/Console.pch"
AssemblerListingLocation=".\Release/"
ObjectFile=".\Release/"
ProgramDataBaseFileName=".\Release/"
WarningLevel="3"
SuppressStartupBanner="true"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1050"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="comctl32.lib"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
SuppressStartupBanner="true"
OutputFile=".\Release/Console.bsc"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
CommandLine=""
/>
</Configuration>
<Configuration
Name="MapEditor|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Editor.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/Console.tlb"
HeaderFileName=""
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;"
StringPooling="true"
RuntimeLibrary="0"
EnableFunctionLevelLinking="true"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
PrecompiledHeaderThrough="stdafx.h"
PrecompiledHeaderFile=".\Release/Console.pch"
AssemblerListingLocation=".\Release/"
ObjectFile=".\Release/"
ProgramDataBaseFileName=".\Release/"
WarningLevel="3"
SuppressStartupBanner="true"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1050"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="comctl32.lib"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
SuppressStartupBanner="true"
OutputFile=".\Release/Console.bsc"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
CommandLine=""
/>
</Configuration>
<Configuration
Name="MapEditorD|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Editor.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/Console.tlb"
HeaderFileName=""
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
Optimization="0"
FavorSizeOrSpeed="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
PrecompiledHeaderThrough="stdafx.h"
PrecompiledHeaderFile=".\Debug/Console.pch"
AssemblerListingLocation=".\Debug/"
ObjectFile=".\Debug/"
ProgramDataBaseFileName=".\Debug/"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
DisableSpecificWarnings="4100"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1050"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="comctl32.lib"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
SuppressStartupBanner="true"
OutputFile=".\Debug/Console.bsc"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release_WithDebugInfo|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/Console.tlb"
HeaderFileName=""
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
Optimization="0"
InlineFunctionExpansion="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;"
StringPooling="true"
RuntimeLibrary="0"
EnableFunctionLevelLinking="true"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
PrecompiledHeaderThrough="stdafx.h"
PrecompiledHeaderFile=".\Release/Console.pch"
AssemblerListingLocation=".\Release/"
ObjectFile=".\Release/"
ProgramDataBaseFileName=".\Release/"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1050"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="comctl32.lib"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
SuppressStartupBanner="true"
OutputFile=".\Release/Console.bsc"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
CommandLine=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
>
<File
RelativePath="Console.cpp"
>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="Release|Win32"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="MapEditor|Win32"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="MapEditorD|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="Release_WithDebugInfo|Win32"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions=""
/>
</FileConfiguration>
</File>
<File
RelativePath="Cursors.cpp"
>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="Release|Win32"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="MapEditor|Win32"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="MapEditorD|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="Release_WithDebugInfo|Win32"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions=""
/>
</FileConfiguration>
</File>
<File
RelativePath="Dialogs.cpp"
>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="Release|Win32"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="MapEditor|Win32"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="MapEditorD|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="Release_WithDebugInfo|Win32"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions=""
/>
</FileConfiguration>
</File>
<File
RelativePath="FileStream.cpp"
>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="Release|Win32"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="MapEditor|Win32"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="MapEditorD|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
/>
</FileConfiguration>
<FileConfiguration
Name="Release_WithDebugInfo|Win32"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions=""
/>
</FileConfiguration>
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl"
>
<File
RelativePath="ComBSTROut.h"
>
</File>
<File
RelativePath="ComVariantOut.h"
>
</File>
<File
RelativePath="Console.h"
>
</File>
<File
RelativePath="Cursors.h"
>
</File>
<File
RelativePath="Dialogs.h"
>
</File>
<File
RelativePath="FileStream.h"
>
</File>
</Filter>
<Filter
Name="Resource Files"
Filter="ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
>
<File
RelativePath="Console.ico"
>
</File>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>
-394
View File
@@ -1,394 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="Console"
ProjectGUID="{0BE7070B-C8C5-409A-82DD-0701D54A1C6C}"
RootNamespace="Console"
Keyword="Win32Proj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="..\lib\VS2008\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2008\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Debug.vsprops"
CharacterSet="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="comctl32.lib"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="..\lib\VS2008\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2008\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops"
CharacterSet="0"
WholeProgramOptimization="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
EnableIntrinsicFunctions="true"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB"
StringPooling="true"
RuntimeLibrary="0"
EnableFunctionLevelLinking="false"
UsePrecompiledHeader="0"
WarningLevel="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="comctl32.lib"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="MapEditor|Win32"
OutputDirectory="..\lib\VS2008\$(ConfigurationName)"
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View File
@@ -2845,7 +2845,7 @@ void LoadSkillTraitsExternalSettings()
// Flugente: RADIO OPERATOR
gSkillTraitValues.fROAllowArtillery = iniReader.ReadBoolean("Radio Operator","RADIO_OPERATOR_ARTILLERY", TRUE);
gSkillTraitValues.fROArtilleryDistributedOverTurns = iniReader.ReadBoolean("Radio Operator","RADIO_OPERATOR_ARTILLERY_DISTRIBUTED_OVER_TURNS", FALSE);
gSkillTraitValues.bVOArtillerySectorFrequency = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_ARTILLERY_SECTOR_FREQUENCY", 120, 20, 1440);
gSkillTraitValues.bVOArtillerySectorFrequency = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_ARTILLERY_SECTOR_FREQUENCY", 120, 5, 1440);
gSkillTraitValues.usVOMortarCountDivisor = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_COUNT_DIVISOR", 6, 5, 20);
gSkillTraitValues.usVOMortarShellDivisor = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_SHELL_DIVISOR", 30, 2, 100);
gSkillTraitValues.usVOMortarPointsAdmin = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_POINTS_ADMIN", 10, 0, 100);
-11
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File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
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@@ -56,6 +56,21 @@ Visit the [releases page](https://github.com/1dot13/source/releases) to download
(those issues can occur due to the combination of old game and modern OS/hardware, cnc-ddraw helps to avoid those)
### Visual Studio setup
1. Run `Visual Studio 2019` or newer.
2. Clone and open the location with the source code using one of these two options:
* Click `Clone a repository`
* Enter `git@github.com:1dot13/source.git` or `https://github.com/1dot13/source.git` in the Repository location field, select the path you want to clone the repository to and click `Clone`.
* Double-click on `Folder View` in the `Solution Explorer`
* Click `Open a local folder`
* Use this option if you already cloned the repository yourself.
3. Visual Studio will automatically detect the CMake configuration files and will run the CMake generation. There will bet a CMake error in the logs saying `No existing preset was found, copied a preset template to [some_path]`. This is normal and only happens once.
4. Click on the dropdown that says `x64-Debug` and select `Manage configurations...`. This should trigger Visual Studio to load the `CMakeUserPresets.json` file it just copied. Now you can close the window for managing the configurations.
5. The `x64-Debug` option should have been replaced by `1dot13 Debug`. Click it and select `Manage configurations...` again. Here is where you configure the language for the built executables as well as which ones to build, Most important, here is where you set `CMAKE_RUNTIME_OUTPUT_DIRECTORY` to the path to your JA2 1.13 installation. This will be used for debugging. Note that the path needs to have a working 1.13 installation, and that includes the 1.13 game data.
6. You can use `Build -> Build All` to build the executables you selected in the configuration.
### Reports
For more information and reports, visit [Bug reports at Bear's Pit Forum](http://thepit.ja-galaxy-forum.com/index.php?t=thread&frm_id=216&) or join the [Bear's Pit Discord](https://discord.gg/GqrVZUM "Bear's Pit Discord")
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View File
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View File
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+11 -54
View File
@@ -451,8 +451,8 @@ void DailyCheckOnItemQuantities()
if( armsDealerInfo[ ubArmsDealer ].uiFlags & ARMS_DEALER_HAS_NO_INVENTORY )
continue;
int numTotalItems[MAXITEMS] = { 0 };
bool itemsAreOnOrder[MAXITEMS] = { false };
std::map< UINT16, UINT16> numTotalItems;
std::set<UINT16> itemsAreOnOrder;
for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter)
{
if (iter->object.exists() == true)
@@ -463,7 +463,7 @@ void DailyCheckOnItemQuantities()
}
else
{
itemsAreOnOrder[iter->object.usItem] = true;
itemsAreOnOrder.insert(iter->object.usItem);
//and today is the day the items come in
if( iter->uiOrderArrivalTime >= GetWorldDay() )
@@ -490,12 +490,12 @@ void DailyCheckOnItemQuantities()
if( CanDealerTransactItem( ubArmsDealer, usItemIndex, FALSE ) )
{
//if there are no items on order
if ( itemsAreOnOrder[ usItemIndex ] == false )
if ( itemsAreOnOrder.count( usItemIndex ) == 0 )
{
ubMaxSupply = GetDealersMaxItemAmount( ubArmsDealer, usItemIndex );
//if the qty on hand is half the desired amount or fewer
if( numTotalItems[ usItemIndex ] <= (INT32)( ubMaxSupply / 2 ) )
if(numTotalItems.count(usItemIndex) == 1 && numTotalItems[ usItemIndex ] <= (INT32)( ubMaxSupply / 2 ) )
{
//determine if the item can be restocked (assume new, use items aren't checked for until the stuff arrives)
if (ItemTransactionOccurs( ubArmsDealer, usItemIndex, DEALER_BUYING, FALSE ))
@@ -722,10 +722,7 @@ void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uiDealerItemType, UIN
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) {
numTotalItems[iter->object.usItem] += iter->object.ubNumberOfObjects;
@@ -742,7 +739,7 @@ void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uiDealerItemType, UIN
for ( usItemIndex = 1; usItemIndex < gMAXITEMS_READ; ++usItemIndex )
{
//if there is some items in stock
if( numTotalItems[usItemIndex] > 0)
if (numTotalItems.count(usItemIndex) > 0)
{
//if the item is of the same dealer item type
if( uiDealerItemType & GetArmsDealerItemTypeFromItemNumber( usItemIndex ) )
@@ -806,45 +803,6 @@ 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
if( gOldArmsDealersInventory[ ubArmsDealer ][ usItemIndex ].ubTotalItems )
{
//if the item is of the same dealer item type
if( uiDealerItemType & GetArmsDealerItemTypeFromItemNumber( usItemIndex ) )
{
// 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;
}
}
}
}
*/
}
}
@@ -858,10 +816,8 @@ 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)
@@ -870,6 +826,7 @@ void GuaranteeAtLeastOneItemOfType( UINT8 ubArmsDealer, UINT32 uiDealerItemType
}
}
std::vector<UINT16> usAvailableItems;
std::vector<UINT8> ubChanceForAvailableItem;
//loop through all items of the same type
@@ -879,7 +836,7 @@ 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;
+19 -6
View File
@@ -1363,8 +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
@@ -2640,7 +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 );
@@ -2728,7 +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 );
@@ -6340,7 +6347,13 @@ 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 );
@@ -6420,7 +6433,7 @@ 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 );
+4 -4
View File
@@ -1493,8 +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) );
}
@@ -4044,8 +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);
}
+1 -1
View File
@@ -4121,7 +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;
}
+18
View File
@@ -16015,3 +16015,21 @@ 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;
}
+1
View File
@@ -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
+9
View File
@@ -201,6 +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;
@@ -210,6 +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;
+3
View File
@@ -56,9 +56,12 @@ 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,
+16 -2
View File
@@ -270,7 +270,7 @@ namespace LogicalBodyTypes {
/*****************************************
Filter enum criterion types
******************************************/
LOGBT_ENUMDB_ADD("IntegerFilterCriterionTypes", 41,
LOGBT_ENUMDB_ADD("IntegerFilterCriterionTypes", 43,
Filter::REQ_HELMETPOS,
Filter::REQ_VESTPOS,
Filter::REQ_LEGPOS,
@@ -299,6 +299,8 @@ 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,
@@ -317,13 +319,14 @@ namespace LogicalBodyTypes {
/*****************************************
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
);
@@ -679,6 +682,17 @@ namespace LogicalBodyTypes {
MONSTERCLASS
);
LOGBT_ENUMDB_ADD("LEFT_WEAPON_CLASS", NUM_WEAPON_CLASSES,
NOGUNCLASS,
HANDGUNCLASS,
SMGCLASS,
RIFLECLASS,
MGCLASS,
SHOTGUNCLASS,
KNIFECLASS,
MONSTERCLASS
);
/*****************************************
Weapon Type
******************************************/
+65 -93
View File
@@ -18643,14 +18643,42 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
return FALSE;
}
// Locate item indices for Signal and HE shells defined by the active MOD. Evade usage of hard-code values.
static UINT16 usSignalShellIndex = NOTHING;
static UINT16 usHeShellIndex = NOTHING;
if (usSignalShellIndex == NOTHING || usHeShellIndex == NOTHING)
{
UINT16 findSignalShellIndex = 1700; // try default Signal Shell item in 1.13
UINT16 findHeShellIndex = 140; // try default HE Shell item in 1.13
if (HasItemFlag(findSignalShellIndex, SIGNAL_SHELL) == FALSE && GetFirstItemWithFlag(&findSignalShellIndex, SIGNAL_SHELL) == FALSE)
{
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NO_SIGNAL_SHELL]);
return FALSE;
}
UINT16 mortarIndex = GetLauncherFromLaunchable(findSignalShellIndex);
if (mortarIndex != GetLauncherFromLaunchable(findHeShellIndex))
{
findHeShellIndex = GetLaunchableOfExplosionType(mortarIndex, EXPLOSV_NORMAL);
}
if (findHeShellIndex == NOTHING)
{
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NO_DEFAULT_SHELL]);
return FALSE;
}
// at this point both shells were found and are OK, so set it to static variables and never touch anymore:
usSignalShellIndex = findSignalShellIndex;
usHeShellIndex = findHeShellIndex;
}
// if a strike is ordered from the ENEMY_TEAM or MILITIA_TEAM, the number of mortars depends on the number of enemies/militia in that sector
// number of waves depends on the number and quality of enemies/soldiers
// only HE shells will be fired this way
if ( bTeam == ENEMY_TEAM || bTeam == MILITIA_TEAM )
{
INT16 nummortars = 0; // number of mortars determines size of wave (1 - 4)
INT16 numwaves = 0; // number of waves
INT16 numshells = 0; // number of shells
INT16 nummortars = 0; // number of mortars determines size of wave (1 - 4)
INT16 numwaves = 0; // number of waves
INT16 numshells = 0; // number of shells
INT16 numwavesMax = (INT16) Explosive[Item[usSignalShellIndex].ubClassIndex].ubDuration;
SECTORINFO *pSector = &SectorInfo[SECTOR( sSectorX, sSectorY )];
@@ -18682,35 +18710,36 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
numshells = gSkillTraitValues.usVOMortarPointsAdmin * militia_green + gSkillTraitValues.usVOMortarPointsTroop * militia_troop + gSkillTraitValues.usVOMortarPointsElite * militia_elite;
}
if ( gSkillTraitValues.usVOMortarShellDivisor * nummortars < 1 )
// turn number of mortar points into number of shells; in case of "militia use sector ammo" option, numshells
// represents max potential shells militia can shot for this artillery strike.
numshells = numshells / gSkillTraitValues.usVOMortarShellDivisor;
if (numshells <= 0)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NOT_ENOUGH_MORTAR_SHELLS] );
if (bTeam == MILITIA_TEAM) // player does not care if enemy team has not enough points to strike
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NOT_ENOUGH_MORTAR_SHELLS] );
return FALSE;
}
numwaves = numshells / (gSkillTraitValues.usVOMortarShellDivisor * nummortars);
if ( !numwaves )
if (nummortars <= 0)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NOT_ENOUGH_MORTAR_SHELLS] );
if (bTeam == MILITIA_TEAM) // player does not care if enemy team has not enough men to strike
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NO_MORTARS]);
return FALSE;
}
numwaves = max(1, numshells / nummortars);
if (gSkillTraitValues.fROArtilleryDistributedOverTurns) // if delay between waves is enabled, we shouldn't overextend, so trim to
numwaves = min(numwaves, numwavesMax); // signal duration; it doesn't matter if delay is disabled.
// send a signal shell at first. This marks the area that the shells will come in
static UINT16 usSignalShellIndex = 1700;
if ( HasItemFlag( usSignalShellIndex, SIGNAL_SHELL ) || GetFirstItemWithFlag( &usSignalShellIndex, SIGNAL_SHELL ) )
ArtilleryStrike( usSignalShellIndex, this->ubID + 2, sStartingGridNo, sTargetGridNo );
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NO_SIGNAL_SHELL] );
return FALSE;
}
ArtilleryStrike(usSignalShellIndex, this->ubID + 2, sStartingGridNo, sTargetGridNo);
// we just 'plant' the mortar shells as bombs. We time them so that they will be fired at the beginning of the next turn
// for every 'wave' of shells, we just plant one and then clone them when firing
// create mortar shell item
OBJECTTYPE shellobj;
CreateItem( 140, 100, &shellobj ); // 140 is mortar HE shell
CreateItem(usHeShellIndex, 100, &shellobj );
shellobj.fFlags |= OBJECT_ARMED_BOMB;
shellobj[0]->data.misc.bDetonatorType = BOMB_TIMED;
@@ -18772,17 +18801,15 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
// as of 2013-09-25, I say it is no longer necessary to fire a signal shell first. The player can fire a signal shell (by mortar or hand) manually to mark one or more targets if he wants
// if he does not do so, active vox operators will be targetted. Who knows, the vox operator might be doing a heroic last stand for all we know...
UINT8 radiooperatorID = 0;
//BOOLEAN signalshellfired = FALSE;
const UINT8 maxFiringMortarsAmount = 5;
UINT8 radiooperatorID = 0;
UINT8 mortaritemcnt = 0;
UINT16 mortararray[5];
for ( UINT8 i = 0; i < 5; ++i )
mortararray[i] = 0;
UINT16 mortararray[maxFiringMortarsAmount] = { 0 };
SOLDIERTYPE* pSoldier = NULL;
INT32 cnt = gTacticalStatus.Team[bTeam].bFirstID;
INT32 lastid = gTacticalStatus.Team[bTeam].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
for ( pSoldier = MercPtrs[cnt]; (cnt < lastid) && (mortaritemcnt < maxFiringMortarsAmount); ++cnt, ++pSoldier )
{
// check if soldier exists in this sector
if ( !pSoldier || !pSoldier->bActive || pSoldier->sSectorX != sSectorX || pSoldier->sSectorY != sSectorY || pSoldier->bSectorZ != bSectorZ || pSoldier->bAssignment > ON_DUTY )
@@ -18791,70 +18818,25 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
if ( pSoldier->CanUseRadio( ) )
radiooperatorID = cnt;
/*if ( !signalshellfired )
{
UINT8 bSlot = 0;
if ( pSoldier->GetSlotOfSignalShellIfMortar(&bSlot) )
{
OBJECTTYPE* pSlotObj = &(pSoldier->inv[bSlot]);
INT8 invsize = (INT8)pSoldier->inv.size( ); // remember inventorysize, so we don't call size() repeatedly
if ( Item[pSlotObj->usItem].mortar )
{
pSlotObj = FindAttachmentByClass( &(pSoldier->inv[bSlot]), IC_BOMB );
if ( pSlotObj )
{
ArtilleryStrike(pSlotObj->usItem, sStartingGridNo, sTargetGridNo);
DeductAmmo( pSoldier, bSlot );
signalshellfired = TRUE;
}
}
else if ( HasItemFlag(pSoldier->inv[bSlot].usItem, SIGNAL_SHELL) )
{
ArtilleryStrike(pSlotObj->usItem, sStartingGridNo, sTargetGridNo);
pSlotObj->ubNumberOfObjects--;
if ( !pSlotObj->exists() )
{
// Delete object
DeleteObj( pSlotObj );
}
signalshellfired = TRUE;
}
else
{
// somethings wrong... we were promised either a signal shell or a mortar with one loaded, but there is none... betrayal!
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"No signal shell found even though there should be one, cannot commence barrage!");
return FALSE;
}
}
}*/
INT8 invsize = (INT8)pSoldier->inv.size( ); // remember inventorysize, so we don't call size() repeatedly
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop )
for ( INT8 bLoop = 0; (bLoop < invsize) && (mortaritemcnt < maxFiringMortarsAmount); ++bLoop )
{
if ( pSoldier->inv[bLoop].exists( ) == true && Item[pSoldier->inv[bLoop].usItem].mortar )
{
// if not already in list, remember this mortar
if ( mortararray[0] != pSoldier->inv[bLoop].usItem &&
mortararray[1] != pSoldier->inv[bLoop].usItem &&
mortararray[2] != pSoldier->inv[bLoop].usItem &&
mortararray[3] != pSoldier->inv[bLoop].usItem &&
mortararray[4] != pSoldier->inv[bLoop].usItem )
mortararray[mortaritemcnt++] = pSoldier->inv[bLoop].usItem;
bool alreadyInList = false;
for (INT8 i = 0; i < mortaritemcnt; i++)
if (mortararray[i] == pSoldier->inv[bLoop].usItem)
{
alreadyInList = true;
break;
}
if (alreadyInList == false)
mortararray[mortaritemcnt++] = pSoldier->inv[bLoop].usItem;
}
if ( mortaritemcnt >= 5 )
break;
}
if ( mortaritemcnt >= 5 )
break;
}
// safety check, this shouldn't be happening
@@ -18864,16 +18846,6 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
return FALSE;
}
// no signal shell -> no barrage
/*if ( !signalshellfired )
{
if ( radiooperatorID )
DelayedTacticalCharacterDialogue( MercPtrs[ radiooperatorID ], QUOTE_OUT_OF_AMMO );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"No signal shell object found, cannot commence barrage!");
return FALSE;
}*/
// depending on wether the mortars have ammunition, a radio operator will give a different dialogue
BOOLEAN shellsfired = FALSE;
@@ -18901,7 +18873,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
// as of 2013-09-25, also fire these, as they are no longer necessary for a barrage
// only fire if not signal shell, we already fired one, no need to do so again
if ( pAttObj )//&& !HasItemFlag(pAttObj->usItem, SIGNAL_SHELL) )
if ( pAttObj && HasItemFlag(pAttObj->usItem, SIGNAL_SHELL) == FALSE )
{
// if option is set, delay each wave by one turn
if ( gSkillTraitValues.fROArtilleryDistributedOverTurns )
@@ -19923,7 +19895,7 @@ FLOAT SOLDIERTYPE::GetDiseaseContactProtection( )
{
bestfacegear = max( bestfacegear, (FLOAT)((*pObj)[0]->data.objectStatus / 100) );
}
else if ( HasItemFlag( pObj->usItem, DISEASEPROTECTION_2 ) )
if ( HasItemFlag( pObj->usItem, DISEASEPROTECTION_2 ) )
{
bestprotectivegear = max( bestprotectivegear, (FLOAT)((*pObj)[0]->data.objectStatus / 100) );
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
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View File
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