This commit is contained in:
Overhaul
2007-06-29 10:40:05 +00:00
parent dc441a425d
commit e6024e5151
46 changed files with 4912 additions and 46 deletions
+3 -2
View File
@@ -313,9 +313,10 @@ BOOLEAN CheckOnBoxers( void )
// WANNE: Safty check!
if (ubID < TOTAL_SOLDIERS)
{
if ( FindObjClass( MercPtrs[ ubID ], IC_WEAPON ) == NO_SLOT )
if ( FindObjClass( MercPtrs[ ubID ], IC_WEAPON ) == NO_SLOT &&
IS_MERC_BODY_TYPE( MercPtrs[ ubID ] ) )
{
// no weapon so this guy is a boxer
// no weapon and not a civilian so this guy is a boxer
gubBoxerID[ uiLoop ] = ubID;
}
}
+1
View File
@@ -5439,6 +5439,7 @@ UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet
InitializeStealItemPickupMenu( pSoldier, pOpponent, pItemPool, ubCount);
guiPendingOverrideEvent = G_GETTINGITEM;
HandleTacticalUI(); // 0verhaul: Added to keep this event from going out of style before it is acted on
return( ubCount );
}
+2 -2
View File
@@ -475,7 +475,7 @@ void PreventFromTheFreezingBug(SOLDIERTYPE* pSoldier)
{
gfUIInterfaceSetBusy = FALSE;
UnSetUIBusy( pSoldier->ubID );
gTacticalStatus.ubAttackBusyCount = 0;
// gTacticalStatus.ubAttackBusyCount = 0; // 0verhaul: I know commenting this may not be a good idea, but then neither is this kludgy routine.
guiPendingOverrideEvent = LU_ENDUILOCK;
UIHandleLUIEndLock( NULL );
}
@@ -5817,7 +5817,7 @@ void SetUIBusy( UINT8 ubID )
void UnSetUIBusy( UINT8 ubID )
{
if ( (gTacticalStatus.uiFlags & INCOMBAT ) && ( gTacticalStatus.uiFlags & TURNBASED ) && ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) )
if ( gfUserTurnRegionActive && (gTacticalStatus.uiFlags & INCOMBAT ) && ( gTacticalStatus.uiFlags & TURNBASED ) && ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) )
{
if ( !gTacticalStatus.fUnLockUIAfterHiddenInterrupt )
{
+1
View File
@@ -77,6 +77,7 @@
#include "BobbyRMailOrder.h"
#include "end game.h"
#include "Map Screen Helicopter.h"
#include "Cheats.h"
#endif
INT16 sBasementEnterGridNos[ ] = { 13362, 13363, 13364, 13365, 13525, 13524 };
+2 -2
View File
@@ -6992,7 +6992,7 @@ void ItemPickupOK( GUI_BUTTON *btn, INT32 reason )
if ((gpOpponent->inv[HANDPOS].usItem == NOTHING ) && (usLastItem!=NOTHING))
ReLoadSoldierAnimationDueToHandItemChange( gpOpponent, usLastItem, NOTHING );
PreventFromTheFreezingBug(gItemPickupMenu.pSoldier);
// PreventFromTheFreezingBug(gItemPickupMenu.pSoldier);
}
else
{
@@ -7026,7 +7026,7 @@ void ItemPickupCancel( GUI_BUTTON *btn, INT32 reason )
{
DeletePool(gItemPickupMenu.pItemPool);
PreventFromTheFreezingBug(gItemPickupMenu.pSoldier);
// PreventFromTheFreezingBug(gItemPickupMenu.pSoldier);
}
}
else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
+2
View File
@@ -2617,6 +2617,8 @@ BOOLEAN ReloadGun( SOLDIERTYPE * pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo
INT8 bReloadType;
UINT16 usNewAmmoItem;
bAPs = 0;
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
{
bAPs = GetAPsToReloadGunWithAmmo( pGun, pAmmo );
+2 -1
View File
@@ -1506,7 +1506,7 @@ BOOLEAN ExecuteOverhead( )
if ( pSoldier->usPathDataSize != MAX_PATH_LIST_SIZE )
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Path for %s ( %d ) did not make merc get to dest .", pSoldier->name, pSoldier->ubID );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Path for %s ( %d ) did not make merc get to dest (%d spaces away).", pSoldier->name, pSoldier->ubID, PythSpacesAway( pSoldier->sFinalDestination, pSoldier->sGridNo) );
#endif
}
@@ -1534,6 +1534,7 @@ BOOLEAN ExecuteOverhead( )
if ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT)
{
ActionDone( pSoldier);
SoldierGotoStationaryStance( pSoldier );
continue;
}
else
+15 -1
View File
@@ -918,6 +918,21 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "PATHAI %d", curLoc ) );
// 0verhaul: Cannot change direction over a fence!
if (prevCost == TRAVELCOST_FENCE)
{
iLoopStart = trailTree[pCurrPtr->sPathNdx].stepDir;
if (bLoopState == LOOPING_CLOCKWISE) {
iLoopEnd = gOneCCDirection[ iLoopStart];
} else {
iLoopEnd = gOneCDirection[ iLoopStart];
}
}
else
{
iLoopStart = iLoopEnd = 0;
}
if (fContinuousTurnNeeded)
{
if (trailTreeNdx < 2)
@@ -942,7 +957,6 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo
//for ( iCnt = iLoopStart; iCnt != iLoopEnd; iCnt = (iCnt + iLoopIncrement) % MAXDIR )
for ( iCnt = iLoopStart; ; )
{
#ifdef VEHICLE
/*
if (fTurnSlow)
+3 -3
View File
@@ -2625,8 +2625,8 @@ UINT32 DisplayInvSlot( UINT8 ubSlotNum, UINT16 usItemIndex, UINT16 usPosX, UINT1
usHeight = (UINT32)pTrav->usHeight;
usWidth = (UINT32)pTrav->usWidth;
sCenX = usPosX + 7 + (INT16)( abs( SKI_INV_WIDTH - 3.0 - usWidth ) / 2 ) - pTrav->sOffsetX;
sCenY = usPosY + (INT16)( abs( SKI_INV_HEIGHT - (double)usHeight ) / 2 ) - pTrav->sOffsetY;
sCenX = usPosX + 7 + (INT16)( abs( (long) (SKI_INV_WIDTH - 3 - usWidth) ) / 2 ) - pTrav->sOffsetX;
sCenY = usPosY + (INT16)( abs( (long) (SKI_INV_HEIGHT - usHeight) ) / 2 ) - pTrav->sOffsetY;
//Restore the background region
@@ -7878,4 +7878,4 @@ void HatchOutInvSlot( UINT16 usPosX, UINT16 usPosY )
//Hatch it out
DrawHatchOnInventory( guiRENDERBUFFER, usSlotX, usSlotY, usSlotWidth, usSlotHeight );
InvalidateRegion( usSlotX, usSlotY, usSlotX + usSlotWidth, usSlotY + usSlotHeight );
}
}
+5 -4
View File
@@ -1475,13 +1475,14 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
case 485:
// CODE: Try steal.....
// UnSetUIBusy( pSoldier->ubID);
UseHandToHand( pSoldier, pSoldier->sPendingActionData2, TRUE );
//jackaians:
//if we are not waiting for the pickup menu to be displayed
if (guiPendingOverrideEvent != G_GETTINGITEM)
{
PreventFromTheFreezingBug(pSoldier);
}
// if (guiPendingOverrideEvent != G_GETTINGITEM)
// {
// PreventFromTheFreezingBug(pSoldier);
// }
break;
case 486:
+2
View File
@@ -11229,6 +11229,7 @@ void PickDropItemAnimation( SOLDIERTYPE *pSoldier )
SoldierHandleDropItem( pSoldier );
SoldierGotoStationaryStance( pSoldier );
ActionDone( pSoldier);
break;
}
}
@@ -11535,6 +11536,7 @@ void MercStealFromMerc( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTarget )
{
// SEND PENDING ACTION
pSoldier->ubPendingAction = MERC_STEAL;
pSoldier->bTargetLevel = pTarget->bLevel; // 0verhaul: Update the level too!
pSoldier->sPendingActionData2 = pTarget->sGridNo;
pSoldier->bPendingActionData3 = ubDirection;
pSoldier->ubPendingActionAnimCount = 0;
+854
View File
@@ -0,0 +1,854 @@
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