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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
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+31
-4
@@ -42,6 +42,13 @@
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#include "meanwhile.h"
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#include "WorldMan.h"
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#include "SkillCheck.h"
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#include "GameSettings.h"
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#include "Smell.h"
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#include "Game Clock.h"
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#include "civ quotes.h"
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#include "Sound Control.h"
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#include "drugs and alcohol.h"
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#include "Interface.h"
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#endif
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//rain
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@@ -460,6 +467,12 @@ void HandleBestSightingPositionInRealtime( void )
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return;
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}
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// Also delay until attack busy returns
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// if (gTacticalStatus.ubAttackBusyCount > 0)
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// {
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// return;
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// }
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if (gubBestToMakeSighting[ 0 ] != NOBODY)
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "HBSPIR called and there is someone in the list" );
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@@ -598,6 +611,20 @@ void InitSightArrays( void )
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gubBestToMakeSighting[ uiLoop ] = NOBODY;
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}
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//gfHumanSawSomeoneInRealtime = FALSE;
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// It is assumed that once the sight arrays are (re)initialized, the enemies should all have no
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// interrupt points. At least a paranoia check in the HandleSightingInRealtime and HandleSightingInTurnBased
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// both make sure no interrupt points remain after they drain the sighting list.
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// I do not fully grok the interrupt system, but it IS possible for this function to be called when there are
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// still soldiers on the sighting list, which gives them lingering interrupt points. So the best course of
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// action is to reset their points. However, I think I'll just do a clean sweep here to make sure I get them all.
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for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ )
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{
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if (MercSlots[ uiLoop ] )
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{
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MercSlots[ uiLoop ]->bInterruptDuelPts = NO_INTERRUPT;
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}
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}
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}
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void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID )
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@@ -3717,7 +3744,7 @@ void DebugSoldierPage1( )
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gprintf( 400, LINE_HEIGHT * ubLine, L"%d", pSoldier->bHasKeys );
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ubLine++;
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}
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else if ( GetMouseMapPos( (INT16 *)&usMapPos ) )
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else if ( GetMouseMapPos( &usMapPos ) )
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{
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SetFont( LARGEFONT1 );
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gprintf( 0,0,L"DEBUG LAND PAGE ONE" );
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@@ -3876,7 +3903,7 @@ void DebugSoldierPage2( )
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gprintf( 150, LINE_HEIGHT * ubLine, L"%s", ShortItemNames[pSoldier->inv[SECONDHANDPOS].usItem] );
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ubLine++;
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if ( GetMouseMapPos( (INT16 *)&usMapPos ) )
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if ( GetMouseMapPos( &usMapPos ) )
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{
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SetFontShade(LARGEFONT1, FONT_SHADE_GREEN);
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gprintf( 0, LINE_HEIGHT * ubLine, L"CurrGridNo:");
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@@ -3886,7 +3913,7 @@ void DebugSoldierPage2( )
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}
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}
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else if ( GetMouseMapPos( (INT16 *)&usMapPos ) )
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else if ( GetMouseMapPos( &usMapPos ) )
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{
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SetFont( LARGEFONT1 );
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gprintf( 0,0,L"DEBUG LAND PAGE TWO" );
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@@ -4217,7 +4244,7 @@ void DebugSoldierPage3( )
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}
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}
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else if ( GetMouseMapPos( (INT16 *)&usMapPos ) )
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else if ( GetMouseMapPos( &usMapPos ) )
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{
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DOOR_STATUS *pDoorStatus;
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STRUCTURE *pStructure;
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