Fix AI soldiers losing ready stance while deciding next move

Fix LUA crashing when game shuts down (caused by incomplete merge)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1541 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Overhaul
2007-10-21 05:43:45 +00:00
parent 13288fd750
commit b0b9d14154
12 changed files with 44 additions and 36 deletions
+1 -1
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@@ -463,7 +463,7 @@ void AutoBandage( BOOLEAN fStart )
if ( pSoldier->bSlotItemTakenFrom != NO_SLOT )
{
// swap our old hand item back to the main hand
SwapObjs( pSoldier, HANDPOS, pSoldier->bSlotItemTakenFrom );
SwapObjs( pSoldier, HANDPOS, pSoldier->bSlotItemTakenFrom, TRUE );
}
// ATE: Make everyone stand up!
+3 -3
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@@ -1196,7 +1196,7 @@ BOOLEAN HandleTalkingMenuEscape( BOOLEAN fCanDelete , BOOLEAN fFromEscKey )
void HandleTalkingMenuBackspace( void )
{
FACETYPE *pFace;
BOOLEAN fTalking = FALSE;
//BOOLEAN fTalking = FALSE;
if ( !gfInTalkPanel )
{
@@ -2225,7 +2225,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
bItemIn = FindAIUsableObjClass( pSoldier, IC_GUN );
if (bItemIn != NO_SLOT && bItemIn != HANDPOS)
{
SwapObjs( pSoldier, HANDPOS, bItemIn );
SwapObjs( pSoldier, HANDPOS, bItemIn, TRUE );
sGridNo = pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection );
SoldierReadyWeapon( pSoldier, (INT16) (sGridNo % WORLD_COLS), (INT16) (sGridNo / WORLD_COLS), FALSE );
}
@@ -3114,7 +3114,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
if (bMoneySlot < bEmptySlot)
{
// move main stash to later in inventory!
SwapObjs( pSoldier, bEmptySlot, bMoneySlot );
SwapObjs( pSoldier, bEmptySlot, bMoneySlot, TRUE );
SoldierGiveItem( pSoldier, pSoldier2, &(pSoldier->inv[ bMoneySlot ] ), bMoneySlot );
}
else
+21 -15
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@@ -2136,7 +2136,7 @@ BOOLEAN ValidItemLaunchable( OBJECTTYPE * pObj, UINT16 usAttachment )
UINT16 GetLauncherFromLaunchable( UINT16 usLaunchable )
{
INT32 iLoop = 0;
UINT16 usItem = NOTHING;
//UINT16 usItem = NOTHING;
// look for the section of the array pertaining to this launchable item...
while( 1 )
@@ -2380,22 +2380,28 @@ void SwapObjs( OBJECTTYPE * pObj1, OBJECTTYPE * pObj2 )
//ADB these 2 functions were created because the code calls SwapObjs all over the place
//but never handles the effects of that swap!
void SwapObjs(SOLDIERTYPE* pSoldier, int leftSlot, int rightSlot)
void SwapObjs(SOLDIERTYPE* pSoldier, int leftSlot, int rightSlot, BOOLEAN fPermanent)
{
PERFORMANCE_MARKER
SwapObjs(&pSoldier->inv[ leftSlot ], &pSoldier->inv[ rightSlot ]);
//old usItem for the left slot is now stored in the right slot, and vice versa
HandleTacticalEffectsOfEquipmentChange(pSoldier, leftSlot, pSoldier->inv[ rightSlot ].usItem, pSoldier->inv[ leftSlot ].usItem);
HandleTacticalEffectsOfEquipmentChange(pSoldier, rightSlot, pSoldier->inv[ leftSlot ].usItem, pSoldier->inv[ rightSlot ].usItem);
if (fPermanent)
{
//old usItem for the left slot is now stored in the right slot, and vice versa
HandleTacticalEffectsOfEquipmentChange(pSoldier, leftSlot, pSoldier->inv[ rightSlot ].usItem, pSoldier->inv[ leftSlot ].usItem);
HandleTacticalEffectsOfEquipmentChange(pSoldier, rightSlot, pSoldier->inv[ leftSlot ].usItem, pSoldier->inv[ rightSlot ].usItem);
}
}
void SwapObjs(SOLDIERTYPE* pSoldier, int slot, OBJECTTYPE* pObject)
void SwapObjs(SOLDIERTYPE* pSoldier, int slot, OBJECTTYPE* pObject, BOOLEAN fPermanent)
{
PERFORMANCE_MARKER
SwapObjs(&pSoldier->inv[ slot ], pObject);
HandleTacticalEffectsOfEquipmentChange(pSoldier, slot, pObject->usItem, pSoldier->inv[ slot ].usItem);
if (fPermanent)
{
HandleTacticalEffectsOfEquipmentChange(pSoldier, slot, pObject->usItem, pSoldier->inv[ slot ].usItem);
}
}
void RemoveObjFrom( OBJECTTYPE * pObj, UINT8 ubRemoveIndex )
@@ -3265,7 +3271,7 @@ BOOLEAN AttachObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pTargetObj, OBJECTTYP
INT32 iCheckResult;
INT8 bAttachInfoIndex = -1, bAttachComboMerge;
BOOLEAN fValidLaunchable = FALSE;
BOOLEAN IsAGLorRL = FALSE;
//BOOLEAN IsAGLorRL = FALSE;
if ( pTargetObj->ubNumberOfObjects > 1 )
@@ -3942,7 +3948,7 @@ BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
if (pSoldier->inv[SECONDHANDPOS].usItem != 0)
{
// swap what WAS in the second hand into the cursor
SwapObjs( pSoldier, SECONDHANDPOS, pObj);
SwapObjs( pSoldier, SECONDHANDPOS, pObj, TRUE);
}
}
}
@@ -3988,7 +3994,7 @@ BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
if (pObj->ubNumberOfObjects <= 1)
{
// swapping
SwapObjs( pSoldier, bPos, pObj );
SwapObjs( pSoldier, bPos, pObj, TRUE);
}
else
{
@@ -4052,13 +4058,13 @@ BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
}
else
{
SwapObjs( pSoldier, bPos, pObj );
SwapObjs( pSoldier, bPos, pObj, TRUE );
}
}
else if (pObj->ubNumberOfObjects <= __max( ubSlotLimit, 1 ) )
{
// swapping
SwapObjs( pSoldier, bPos, pObj );
SwapObjs( pSoldier, bPos, pObj, TRUE );
}
else
{
@@ -5668,7 +5674,7 @@ void SwapHandItems( SOLDIERTYPE * pSoldier )
if (pSoldier->inv[HANDPOS].usItem == NOTHING || pSoldier->inv[SECONDHANDPOS].usItem == NOTHING)
{
// whatever is in the second hand can be swapped to the main hand!
SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS );
SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS, TRUE );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
else
@@ -5683,7 +5689,7 @@ void SwapHandItems( SOLDIERTYPE * pSoldier )
}
// the main hand is now empty so a swap is going to work...
}
SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS );
SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS, TRUE );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
}
@@ -5700,7 +5706,7 @@ void SwapOutHandItem( SOLDIERTYPE * pSoldier )
if (pSoldier->inv[SECONDHANDPOS].usItem == NOTHING)
{
// just swap the hand item to the second hand
SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS );
SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS, TRUE );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
return;
}
+2 -2
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@@ -35,8 +35,8 @@ extern INT8 FindUsableObj( SOLDIERTYPE * pSoldier, UINT16 usItem );
extern void DeleteObj(OBJECTTYPE * pObj );
extern void CopyObj( OBJECTTYPE * pSourceObj, OBJECTTYPE * pTargetObj );
extern void SwapObjs( OBJECTTYPE * pObj1, OBJECTTYPE * pObj2 );
extern void SwapObjs(SOLDIERTYPE* pSoldier, int leftSlot, int rightSlot);
extern void SwapObjs(SOLDIERTYPE* pSoldier, int slot, OBJECTTYPE* pObject);
extern void SwapObjs(SOLDIERTYPE* pSoldier, int leftSlot, int rightSlot, BOOLEAN fPermanent);
extern void SwapObjs(SOLDIERTYPE* pSoldier, int slot, OBJECTTYPE* pObject, BOOLEAN fPermanent);
extern void SwapWithinObj( OBJECTTYPE * pObj, UINT8 ubIndex1, UINT8 ubIndex2 );
extern void RemoveObjFrom( OBJECTTYPE * pObj, UINT8 ubRemoveIndex );
+2 -2
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@@ -5279,7 +5279,7 @@ void HandleTeamServices( UINT8 ubTeamNum )
}
if ( bSlot != NO_SLOT )
{
SwapObjs( pTeamSoldier, HANDPOS, bSlot );
SwapObjs( pTeamSoldier, HANDPOS, bSlot, TRUE );
}
else
{
@@ -5366,7 +5366,7 @@ void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier )
if ( bSlot != NO_SLOT )
{
SwapObjs( pTeamSoldier, HANDPOS, bSlot );
SwapObjs( pTeamSoldier, HANDPOS, bSlot, TRUE );
}
else
{
+1 -1
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@@ -1847,7 +1847,7 @@ void GetBloodFromCorpse( SOLDIERTYPE *pSoldier )
if ( bObjSlot != NO_SLOT )
{
SwapObjs( pSoldier, bObjSlot, &Object );
SwapObjs( pSoldier, bObjSlot, &Object, TRUE );
}
}
+1 -1
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@@ -1084,7 +1084,7 @@ BOOLEAN RecruitRPC( UINT8 ubCharNum )
}
}
// swap item to hand
SwapObjs( pNewSoldier, bSlot, HANDPOS );
SwapObjs( pNewSoldier, bSlot, HANDPOS, TRUE );
}
}
+2 -2
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@@ -3110,7 +3110,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
}
else if ( bSlot2 != ITEM_NOT_FOUND )
{
SwapObjs( pTeamSoldier, bSlot1, bSlot2 );
SwapObjs( pTeamSoldier, bSlot1, bSlot2, TRUE );
}
break;
}
@@ -3153,7 +3153,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
}
else if ( bSlot2 != ITEM_NOT_FOUND )
{
SwapObjs( pTeamSoldier, bSlot1, bSlot2 );
SwapObjs( pTeamSoldier, bSlot1, bSlot2, TRUE );
}
break;
}