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https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
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:
+120
-2
@@ -31,6 +31,23 @@
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#include "debug.h"
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#include "Random.h"
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#include "quests.h"
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#include "Animated ProgressBar.h"
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#include "Text.h"
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#include "meanwhile.h"
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#include "Enemy Soldier Save.h"
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#include "SmokeEffects.h"
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#include "LightEffects.h"
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#include "PATHAI.H"
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#include "GameVersion.h"
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#include "strategic.h"
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#include "Map Screen Interface Map.h"
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#include "Strategic Status.h"
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#include "Soldier macros.h"
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#include "sgp.h"
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#include "MessageBoxScreen.h"
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#include "screenids.h"
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#include "Queen Command.h"
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#include "Map Screen Interface Map Inventory.h"
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#endif
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BOOLEAN gfWasInMeanwhile = FALSE;
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@@ -1741,13 +1758,113 @@ BOOLEAN LoadRottingCorpsesFromTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMa
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}
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// Rewritten to load the temp file once, update with the list, and then write it. This was getting insane as items piled up in sectors.
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// A few dozen read, update, writes was okay but a few hundred is pushing it.
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BOOLEAN AddWorldItemsToUnLoadedSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ, INT16 sGridNo, UINT32 uiNumberOfItems, WORLDITEM *pWorldItem, BOOLEAN fOverWrite )
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BOOLEAN AddWorldItemsToUnLoadedSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ, INT16 sGridNo, UINT32 uiNumberOfItemsToAdd, WORLDITEM *pWorldItem, BOOLEAN fOverWrite )
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{
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UINT32 uiLoop;
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BOOLEAN fLoop=fOverWrite;
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UINT32 uiLastItemPos;
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UINT32 uiNumberOfItems;
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WORLDITEM *pWorldItems;
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if( !GetNumberOfWorldItemsFromTempItemFile( sMapX, sMapY, bMapZ, &uiNumberOfItems, TRUE ) )
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{
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//Errror getting the numbers of the items from the sector
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return( FALSE );
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}
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//Allocate memory for the item
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pWorldItems = (WORLDITEM *) MemAlloc( sizeof( WORLDITEM ) * uiNumberOfItems );
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if( pWorldItems == NULL )
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{
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//Error Allocating memory for the temp item array
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return( FALSE );
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}
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//Clear the memory
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memset( pWorldItems, 0, sizeof( WORLDITEM ) * uiNumberOfItems );
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//Load in the sectors Item Info
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if( !LoadWorldItemsFromTempItemFile( sMapX, sMapY, bMapZ, pWorldItems ) )
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{
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//error reading in the items from the Item mod file
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MemFree( pWorldItems );
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return( FALSE );
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}
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//if we are to replace the entire file
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if( fOverWrite )
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{
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//first loop through and mark all entries that they dont exists
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for( UINT32 cnt=0; cnt<uiNumberOfItems; cnt++)
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pWorldItems[ cnt ].fExists = FALSE;
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//Now delete the item temp file
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DeleteTempItemMapFile( sMapX, sMapY, bMapZ );
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}
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uiLastItemPos = 0;
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//loop through all the objects to add
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for( uiLoop=0; uiLoop < uiNumberOfItemsToAdd; uiLoop++)
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{
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//Loop through the array to see if there is a free spot to add an item to it
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for( ; uiLastItemPos < uiNumberOfItems; uiLastItemPos++)
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{
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if( pWorldItems[ uiLastItemPos ].fExists == FALSE )
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{
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//We have found a free spot, break
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break;
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}
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}
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if( uiLastItemPos == ( uiNumberOfItems ) )
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{
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//Error, there wasnt a free spot. Reallocate memory for the array
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pWorldItems = (WORLDITEM *) MemRealloc( pWorldItems, sizeof( WORLDITEM ) * (uiNumberOfItems + 1 ) );
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if( pWorldItems == NULL )
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{
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//error realloctin memory
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return( FALSE );
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}
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//Increment the total number of item in the array
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uiNumberOfItems++;
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}
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pWorldItems[ uiLastItemPos ].fExists = TRUE;
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pWorldItems[ uiLastItemPos ].sGridNo = pWorldItem[ uiLoop ].sGridNo;
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pWorldItems[ uiLastItemPos ].ubLevel = pWorldItem[ uiLoop ].ubLevel;
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pWorldItems[ uiLastItemPos ].usFlags = pWorldItem[ uiLoop ].usFlags;
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pWorldItems[ uiLastItemPos ].bVisible = pWorldItem[ uiLoop ].bVisible;
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pWorldItems[ uiLastItemPos ].bRenderZHeightAboveLevel = pWorldItem[ uiLoop ].bRenderZHeightAboveLevel;
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//Check
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if( pWorldItem[ uiLoop ].sGridNo == NOWHERE && !( pWorldItems[ uiLastItemPos ].usFlags & WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT ) )
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{
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pWorldItems[ uiLastItemPos ].usFlags |= WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT;
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// Display warning.....
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Error: Trying to add item ( %d: %s ) to invalid gridno in unloaded sector. Please Report.", pWorldItems[ uiLoop ].o.usItem, ItemNames[pWorldItems[ uiLoop ].o.usItem] );
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}
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memcpy( &(pWorldItems[ uiLastItemPos ].o), &pWorldItem[ uiLoop ].o, sizeof( OBJECTTYPE ) );
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}
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//Save the Items to the the file
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SaveWorldItemsToTempItemFile( sMapX, sMapY, bMapZ, uiNumberOfItems, pWorldItems );
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//Free the memory used to load in the item array
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MemFree( pWorldItems );
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#if 0
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// The old excruciatingly inefficient code
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for( uiLoop=0; uiLoop<uiNumberOfItems; uiLoop++)
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{
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//If the item exists
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@@ -1758,6 +1875,7 @@ BOOLEAN AddWorldItemsToUnLoadedSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ, INT
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fLoop = FALSE;
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}
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}
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#endif
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return( TRUE );
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}
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