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New attack busy system
Added missing #includes Added LUA scripting and console Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain Fixed signedness of many grid variables used in GetMouseMapPos calls Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure Added checks so enemies don't try to chuck RPG grenades with their hands Now possible to shoot a someone in the head if he's in water Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called. Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired. Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock Change to greatly speed up closing the sector inventory window in an unloaded sector Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting Check builddefines.h for the conditional flags. Of greatest interest might be LUA_CONSOLE. This will cause the game to bring up a command console when run. However this console is severely lacking in many areas. If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated. The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus. LUA scripting is very limited, basically just proof of concept. There is one global variable, the Soldiers array. An array index gives you the soldier in that slot in the currently loaded sector. The soldier has a few things that can be accessed: name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -2,6 +2,7 @@
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#include "Tactical All.h"
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#include "language defines.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 <stdarg.h>
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#include <time.h>
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@@ -65,6 +66,13 @@
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#include "MessageBoxScreen.h"
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#include "Language Defines.h"
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#include "GameSettings.h"
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#include "Map Screen Interface Map Inventory.h"
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#include "Quests.h"
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#include "Map Screen Interface.h"
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#include "Campaign Types.h"
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#include "opplist.h"
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#include "los.h"
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#include "Map Screen Interface Map.h"
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#endif
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#define ITEMDESC_FONT BLOCKFONT2
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@@ -558,7 +566,7 @@ MOUSE_REGION gSMInvCamoRegion;
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INT8 gbCompatibleAmmo[ NUM_INV_SLOTS ];
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INT8 gbInvalidPlacementSlot[ NUM_INV_SLOTS ];
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UINT16 us16BPPItemCyclePlacedItemColors[ 20 ];
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// Kaiden: Vehicle Inventory change - Increase this from 4-2 to 5-2
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// Kaiden: Vehicle Inventory change - Increase this from 4-2 to 5-2
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UINT32 guiBodyInvVO[ 5 ][ 2 ];
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UINT32 guiGoldKeyVO;
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INT8 gbCompatibleApplyItem = FALSE;
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@@ -891,17 +899,17 @@ BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pC
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FilenameForBPP("INTERFACE\\inventory_figure_female_H.sti", VObjectDesc.ImageFile);
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CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 3 ][ 1 ] ) ) );
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// Kaiden: Vehicle Inventory change - Added two new STI's for Vehicle Inventory
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// Feel free to change them to more appropriate pictures, I just blanked out
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// the body image for now, I'm no graphics artist.
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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FilenameForBPP("INTERFACE\\inventory_figure_Vehicle.sti",
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VObjectDesc.ImageFile);
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CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 0 ] ) ) );
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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FilenameForBPP("INTERFACE\\inventory_figure_Vehicle_h.sti",
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VObjectDesc.ImageFile);
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// Kaiden: Vehicle Inventory change - Added two new STI's for Vehicle Inventory
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// Feel free to change them to more appropriate pictures, I just blanked out
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// the body image for now, I'm no graphics artist.
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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FilenameForBPP("INTERFACE\\inventory_figure_Vehicle.sti",
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VObjectDesc.ImageFile);
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CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 0 ] ) ) );
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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FilenameForBPP("INTERFACE\\inventory_figure_Vehicle_h.sti",
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VObjectDesc.ImageFile);
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CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 1 ] ) ) );
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// add gold key graphic
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@@ -1007,7 +1015,7 @@ void ShutdownInvSlotInterface( )
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{
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UINT32 cnt;
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// Kaiden: Vehicle Inventory change - Added 4-0 and 4-1
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// Kaiden: Vehicle Inventory change - Added 4-0 and 4-1
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// to be deleted as well.
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// Remove all body type panels
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@@ -1042,12 +1050,12 @@ void RenderInvBodyPanel( SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY )
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// Blit body inv, based on body type
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INT8 bSubImageIndex = gbCompatibleApplyItem;
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// Kaiden: Vehicle Inventory change - Added IF Test, Else function call was
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// the original statement
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if ( (gGameExternalOptions.fVehicleInventory) && (pSoldier->uiStatusFlags & SOLDIER_VEHICLE) )
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{
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiBodyInvVO[4][0], 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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// Kaiden: Vehicle Inventory change - Added IF Test, Else function call was
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// the original statement
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if ( (gGameExternalOptions.fVehicleInventory) && (pSoldier->uiStatusFlags & SOLDIER_VEHICLE) )
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{
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiBodyInvVO[4][0], 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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else
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{
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiBodyInvVO[ pSoldier->ubBodyType ][ bSubImageIndex ], 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
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@@ -4487,7 +4495,7 @@ void DrawItemTileCursor( )
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INT16 sDist;
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INT8 bLevel;
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if (GetMouseMapPos( (INT16 *)&usMapPos) )
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if (GetMouseMapPos( &usMapPos) )
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{
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if ( gfUIFullTargetFound )
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{
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@@ -5125,8 +5133,8 @@ BOOLEAN HandleItemPointerClick( UINT16 usMapPos )
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if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND)
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{
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pSoldier->usPendingAnimation = PASS_OBJECT;
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}
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pSoldier->usPendingAnimation = PASS_OBJECT;
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}
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}
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// WANNE: Also turn merc if he is crouched and he received the passed item
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@@ -5137,9 +5145,9 @@ BOOLEAN HandleItemPointerClick( UINT16 usMapPos )
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if (gAnimControl[ gpItemPointerSoldier->usAnimState ].ubEndHeight == ANIM_STAND)
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{
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gpItemPointerSoldier->usPendingAnimation = PASS_OBJECT;
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}
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gpItemPointerSoldier->usPendingAnimation = PASS_OBJECT;
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}
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}
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}
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return( TRUE );
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@@ -5234,8 +5242,9 @@ BOOLEAN HandleItemPointerClick( UINT16 usMapPos )
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gpItemPointerSoldier->fTurningUntilDone = TRUE;
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// Increment attacker count...
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gTacticalStatus.ubAttackBusyCount++;
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("INcremtning ABC: Throw item to %d", gTacticalStatus.ubAttackBusyCount) );
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// gTacticalStatus.ubAttackBusyCount++;
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Incremtning ABC: Throw item to %d", gTacticalStatus.ubAttackBusyCount) );
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DebugAttackBusy( "Incrementing ABC: Throw item\n" );
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// Given our gridno, throw grenate!
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@@ -8158,4 +8167,4 @@ void DeletePool(ITEM_POOL *pItemPool)
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pItemPool=pItemPool->pNext;
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MemFree(pItemPoolToDelete);
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}
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}
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}
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