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
+366
View File
@@ -0,0 +1,366 @@
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+634
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+1 -1
View File
@@ -1511,7 +1511,7 @@ BOOLEAN LoadSavedGameHeader( INT8 bEntry, SAVED_GAME_HEADER *pSaveGameHeader )
} }
else else
{ {
memset( &pSaveGameHeader, 0, sizeof( SAVED_GAME_HEADER ) ); memset( pSaveGameHeader, 0, sizeof( SAVED_GAME_HEADER ) );
#ifdef JA2BETAVERSION #ifdef JA2BETAVERSION
wcscpy( pSaveGameHeader->sSavedGameDesc, L"ERROR loading saved game header, file doesn't exist!!" ); wcscpy( pSaveGameHeader->sSavedGameDesc, L"ERROR loading saved game header, file doesn't exist!!" );
#endif #endif
@@ -2791,6 +2791,10 @@ void QuickButtonCallbackMButn( MOUSE_REGION *reg, INT32 reason )
{ {
StateAfter = (b->uiFlags & BUTTON_CLICKED_ON) ? (TRUE) : (FALSE); StateAfter = (b->uiFlags & BUTTON_CLICKED_ON) ? (TRUE) : (FALSE);
} }
else
{
StateAfter = !( reason & MSYS_CALLBACK_REASON_LBUTTON_UP );
}
// Play sounds for this enabled button (disabled sounds have already been done) // Play sounds for this enabled button (disabled sounds have already been done)
if( b->ubSoundSchemeID && b->uiFlags & BUTTON_ENABLED ) if( b->ubSoundSchemeID && b->uiFlags & BUTTON_ENABLED )
+1 -1
View File
@@ -23,7 +23,7 @@
// //
// 3) call DecompressFini() with the decompression pointer when you're done // 3) call DecompressFini() with the decompression pointer when you're done
PTR DecompressInit( BYTE * pCompressedData, UINT32 uiDataSize ); PTR DecompressInit( PTR pCompressedData, UINT32 uiDataSize );
UINT32 Decompress( PTR pDecompPtr, BYTE * pBuffer, UINT32 uiBufferLen ); UINT32 Decompress( PTR pDecompPtr, BYTE * pBuffer, UINT32 uiBufferLen );
void DecompressFini( PTR pDecompPtr ); void DecompressFini( PTR pDecompPtr );
@@ -7,6 +7,7 @@
#include <stdlib.h> #include <stdlib.h>
#include <malloc.h> #include <malloc.h>
#include <stdio.h> #include <stdio.h>
#include "FileMan.h"
#endif #endif
#include "ExceptionHandling.h" #include "ExceptionHandling.h"
+3 -1
View File
@@ -73,6 +73,8 @@ size_t TFileCat::RemoveDir(std::string dir, bool pathIncludesRoot)
void TFileCat::TraverseDir(std::string dir, int depth) void TFileCat::TraverseDir(std::string dir, int depth)
{ {
using std::string; using std::string;
static string dot( ".");
static string dotdot( "..");
if (!dir.empty()) dir += '\\'; if (!dir.empty()) dir += '\\';
@@ -82,7 +84,7 @@ void TFileCat::TraverseDir(std::string dir, int depth)
unsigned attrib; unsigned attrib;
while ( readDir.NextFile(fileName, attrib) ) { while ( readDir.NextFile(fileName, attrib) ) {
if (string(".") == fileName || string("..") == fileName) continue; if (dot == fileName || dotdot == fileName) continue;
string fullPath = dir + fileName; string fullPath = dir + fileName;
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+1 -1
View File
@@ -346,7 +346,7 @@ BOOLEAN Copy8BPPCompressedImageTo8BPPBuffer( HIMAGE hImage, BYTE *pDestBuf, UINT
CHECKF( pDecompPtr ); CHECKF( pDecompPtr );
// Allocate memory for one scanline // Allocate memory for one scanline
pScanLine = MemAlloc( hImage->usWidth ); pScanLine = (UINT8*) MemAlloc( hImage->usWidth );
CHECKF( pScanLine ); CHECKF( pScanLine );
// go past all the scanlines we don't need to process // go past all the scanlines we don't need to process
+15
View File
@@ -12,6 +12,7 @@ bool TStringiLess::operator() (std::string const& s1, std::string const& s2) con
// An MSVC compliance issue... // An MSVC compliance issue...
//using std::toupper; //using std::toupper;
#if 0
std::string::const_iterator p1 = s1.begin(); std::string::const_iterator p1 = s1.begin();
std::string::const_iterator p2 = s2.begin(); std::string::const_iterator p2 = s2.begin();
@@ -24,4 +25,18 @@ bool TStringiLess::operator() (std::string const& s1, std::string const& s2) con
if (p2 == s2.end()) return false; if (p2 == s2.end()) return false;
return toupper(*p1) < toupper(*p2); return toupper(*p1) < toupper(*p2);
#else
const char *p1 = s1.c_str();
const char *p2 = s2.c_str();
while (*p1 && *p2 && toupper(*p1) == toupper(*p2)) {
++p1;
++p2;
}
if (!*p1) return *p2;
if (!*p2) return false;
return toupper(*p1) < toupper(*p2);
#endif
} }
+506
View File
@@ -0,0 +1,506 @@
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+3 -2
View File
@@ -313,9 +313,10 @@ BOOLEAN CheckOnBoxers( void )
// WANNE: Safty check! // WANNE: Safty check!
if (ubID < TOTAL_SOLDIERS) 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; gubBoxerID[ uiLoop ] = ubID;
} }
} }
+1
View File
@@ -5439,6 +5439,7 @@ UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet
InitializeStealItemPickupMenu( pSoldier, pOpponent, pItemPool, ubCount); InitializeStealItemPickupMenu( pSoldier, pOpponent, pItemPool, ubCount);
guiPendingOverrideEvent = G_GETTINGITEM; guiPendingOverrideEvent = G_GETTINGITEM;
HandleTacticalUI(); // 0verhaul: Added to keep this event from going out of style before it is acted on
return( ubCount ); return( ubCount );
} }
+2 -2
View File
@@ -475,7 +475,7 @@ void PreventFromTheFreezingBug(SOLDIERTYPE* pSoldier)
{ {
gfUIInterfaceSetBusy = FALSE; gfUIInterfaceSetBusy = FALSE;
UnSetUIBusy( pSoldier->ubID ); 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; guiPendingOverrideEvent = LU_ENDUILOCK;
UIHandleLUIEndLock( NULL ); UIHandleLUIEndLock( NULL );
} }
@@ -5817,7 +5817,7 @@ void SetUIBusy( UINT8 ubID )
void UnSetUIBusy( 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 ) if ( !gTacticalStatus.fUnLockUIAfterHiddenInterrupt )
{ {
+1
View File
@@ -77,6 +77,7 @@
#include "BobbyRMailOrder.h" #include "BobbyRMailOrder.h"
#include "end game.h" #include "end game.h"
#include "Map Screen Helicopter.h" #include "Map Screen Helicopter.h"
#include "Cheats.h"
#endif #endif
INT16 sBasementEnterGridNos[ ] = { 13362, 13363, 13364, 13365, 13525, 13524 }; 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)) if ((gpOpponent->inv[HANDPOS].usItem == NOTHING ) && (usLastItem!=NOTHING))
ReLoadSoldierAnimationDueToHandItemChange( gpOpponent, usLastItem, NOTHING ); ReLoadSoldierAnimationDueToHandItemChange( gpOpponent, usLastItem, NOTHING );
PreventFromTheFreezingBug(gItemPickupMenu.pSoldier); // PreventFromTheFreezingBug(gItemPickupMenu.pSoldier);
} }
else else
{ {
@@ -7026,7 +7026,7 @@ void ItemPickupCancel( GUI_BUTTON *btn, INT32 reason )
{ {
DeletePool(gItemPickupMenu.pItemPool); DeletePool(gItemPickupMenu.pItemPool);
PreventFromTheFreezingBug(gItemPickupMenu.pSoldier); // PreventFromTheFreezingBug(gItemPickupMenu.pSoldier);
} }
} }
else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE ) 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; INT8 bReloadType;
UINT16 usNewAmmoItem; UINT16 usNewAmmoItem;
bAPs = 0;
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
{ {
bAPs = GetAPsToReloadGunWithAmmo( pGun, pAmmo ); bAPs = GetAPsToReloadGunWithAmmo( pGun, pAmmo );
+2 -1
View File
@@ -1506,7 +1506,7 @@ BOOLEAN ExecuteOverhead( )
if ( pSoldier->usPathDataSize != MAX_PATH_LIST_SIZE ) if ( pSoldier->usPathDataSize != MAX_PATH_LIST_SIZE )
{ {
#ifdef JA2BETAVERSION #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 #endif
} }
@@ -1534,6 +1534,7 @@ BOOLEAN ExecuteOverhead( )
if ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) if ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT)
{ {
ActionDone( pSoldier); ActionDone( pSoldier);
SoldierGotoStationaryStance( pSoldier );
continue; continue;
} }
else 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 ) ); //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 (fContinuousTurnNeeded)
{ {
if (trailTreeNdx < 2) 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; iCnt != iLoopEnd; iCnt = (iCnt + iLoopIncrement) % MAXDIR )
for ( iCnt = iLoopStart; ; ) for ( iCnt = iLoopStart; ; )
{ {
#ifdef VEHICLE #ifdef VEHICLE
/* /*
if (fTurnSlow) if (fTurnSlow)
+3 -3
View File
@@ -2625,8 +2625,8 @@ UINT32 DisplayInvSlot( UINT8 ubSlotNum, UINT16 usItemIndex, UINT16 usPosX, UINT1
usHeight = (UINT32)pTrav->usHeight; usHeight = (UINT32)pTrav->usHeight;
usWidth = (UINT32)pTrav->usWidth; usWidth = (UINT32)pTrav->usWidth;
sCenX = usPosX + 7 + (INT16)( abs( SKI_INV_WIDTH - 3.0 - usWidth ) / 2 ) - pTrav->sOffsetX; sCenX = usPosX + 7 + (INT16)( abs( (long) (SKI_INV_WIDTH - 3 - usWidth) ) / 2 ) - pTrav->sOffsetX;
sCenY = usPosY + (INT16)( abs( SKI_INV_HEIGHT - (double)usHeight ) / 2 ) - pTrav->sOffsetY; sCenY = usPosY + (INT16)( abs( (long) (SKI_INV_HEIGHT - usHeight) ) / 2 ) - pTrav->sOffsetY;
//Restore the background region //Restore the background region
@@ -7878,4 +7878,4 @@ void HatchOutInvSlot( UINT16 usPosX, UINT16 usPosY )
//Hatch it out //Hatch it out
DrawHatchOnInventory( guiRENDERBUFFER, usSlotX, usSlotY, usSlotWidth, usSlotHeight ); DrawHatchOnInventory( guiRENDERBUFFER, usSlotX, usSlotY, usSlotWidth, usSlotHeight );
InvalidateRegion( usSlotX, usSlotY, usSlotX + usSlotWidth, usSlotY + usSlotHeight ); InvalidateRegion( usSlotX, usSlotY, usSlotX + usSlotWidth, usSlotY + usSlotHeight );
} }
+5 -4
View File
@@ -1475,13 +1475,14 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
case 485: case 485:
// CODE: Try steal..... // CODE: Try steal.....
// UnSetUIBusy( pSoldier->ubID);
UseHandToHand( pSoldier, pSoldier->sPendingActionData2, TRUE ); UseHandToHand( pSoldier, pSoldier->sPendingActionData2, TRUE );
//jackaians: //jackaians:
//if we are not waiting for the pickup menu to be displayed //if we are not waiting for the pickup menu to be displayed
if (guiPendingOverrideEvent != G_GETTINGITEM) // if (guiPendingOverrideEvent != G_GETTINGITEM)
{ // {
PreventFromTheFreezingBug(pSoldier); // PreventFromTheFreezingBug(pSoldier);
} // }
break; break;
case 486: case 486:
+2
View File
@@ -11229,6 +11229,7 @@ void PickDropItemAnimation( SOLDIERTYPE *pSoldier )
SoldierHandleDropItem( pSoldier ); SoldierHandleDropItem( pSoldier );
SoldierGotoStationaryStance( pSoldier ); SoldierGotoStationaryStance( pSoldier );
ActionDone( pSoldier);
break; break;
} }
} }
@@ -11535,6 +11536,7 @@ void MercStealFromMerc( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTarget )
{ {
// SEND PENDING ACTION // SEND PENDING ACTION
pSoldier->ubPendingAction = MERC_STEAL; pSoldier->ubPendingAction = MERC_STEAL;
pSoldier->bTargetLevel = pTarget->bLevel; // 0verhaul: Update the level too!
pSoldier->sPendingActionData2 = pTarget->sGridNo; pSoldier->sPendingActionData2 = pTarget->sGridNo;
pSoldier->bPendingActionData3 = ubDirection; pSoldier->bPendingActionData3 = ubDirection;
pSoldier->ubPendingActionAnimCount = 0; pSoldier->ubPendingActionAnimCount = 0;
+854
View File
@@ -0,0 +1,854 @@
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Keyword="Win32Proj"
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>
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+4
View File
@@ -2040,6 +2040,10 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
DebugAI( String( "%d does %s (a.d. %d) at time %ld", pSoldier->ubID, gzActionStr[pSoldier->bAction], pSoldier->usActionData, GetJA2Clock() ) ); DebugAI( String( "%d does %s (a.d. %d) at time %ld", pSoldier->ubID, gzActionStr[pSoldier->bAction], pSoldier->usActionData, GetJA2Clock() ) );
// 0verhaul: The decideaction stage does so many path plots and overrides that
// relying on a stored path from there is a bad idea.
pSoldier->usPathDataSize = pSoldier->usPathIndex = pSoldier->bPathStored = 0;
switch (pSoldier->bAction) switch (pSoldier->bAction)
{ {
case AI_ACTION_NONE: // maintain current position & facing case AI_ACTION_NONE: // maintain current position & facing
+8
View File
@@ -2805,6 +2805,10 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
action = AI_ACTION_FLANK_RIGHT ; action = AI_ACTION_FLANK_RIGHT ;
break; break;
} }
if (action == AI_ACTION_SEEK_OPPONENT) {
return action;
}
} }
else else
return AI_ACTION_SEEK_OPPONENT ; return AI_ACTION_SEEK_OPPONENT ;
@@ -4602,9 +4606,13 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
if ( sClosestOpponent != NOWHERE ) if ( sClosestOpponent != NOWHERE )
{ {
// temporarily make boxer have orders of CLOSEPATROL rather than STATIONARY // temporarily make boxer have orders of CLOSEPATROL rather than STATIONARY
// And make him patrol the ring, not his usual place
// so he has a good roaming range // so he has a good roaming range
USHORT tgrd = pSoldier->usPatrolGrid[0];
pSoldier->usPatrolGrid[0] = pSoldier->sGridNo;
pSoldier->bOrders = CLOSEPATROL; pSoldier->bOrders = CLOSEPATROL;
pSoldier->usActionData = GoAsFarAsPossibleTowards( pSoldier, sClosestOpponent, AI_ACTION_GET_CLOSER ); pSoldier->usActionData = GoAsFarAsPossibleTowards( pSoldier, sClosestOpponent, AI_ACTION_GET_CLOSER );
pSoldier->usPatrolGrid[0] = tgrd;
pSoldier->bOrders = STATIONARY; pSoldier->bOrders = STATIONARY;
if ( pSoldier->usActionData != NOWHERE ) if ( pSoldier->usActionData != NOWHERE )
{ {
+2
View File
@@ -2477,6 +2477,8 @@ INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction )
case AI_ACTION_WITHDRAW: case AI_ACTION_WITHDRAW:
sDesiredDir = sDir + 4; sDesiredDir = sDir + 4;
break; break;
default:
sDesiredDir = sDir;
} }
if ( sDesiredDir < 0 ) if ( sDesiredDir < 0 )
+7
View File
@@ -451,6 +451,10 @@ INT16 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, IN
INT8 bAPsLeft, fPathFlags; INT8 bAPsLeft, fPathFlags;
UINT8 ubRoomRequired = 0, ubTempRoom; UINT8 ubRoomRequired = 0, ubTempRoom;
// 0verhaul: Make sure to clear the stored path since this always calculates a new one.
// This is needed if the path cannot be found.
pSoldier->bPathStored = FALSE;
if ( bReserveAPs == -1 ) if ( bReserveAPs == -1 )
{ {
// default reserve points // default reserve points
@@ -539,6 +543,7 @@ INT16 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, IN
if ( CREATURE_OR_BLOODCAT( pSoldier ) ) if ( CREATURE_OR_BLOODCAT( pSoldier ) )
{ {
// we tried to get close, failed; abort! // we tried to get close, failed; abort!
pSoldier->usPathIndex = pSoldier->usPathDataSize = 0;
return( NOWHERE ); return( NOWHERE );
} }
else else
@@ -593,6 +598,7 @@ INT16 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, IN
AINumMessage("Couldn't find OK destination around grid #",sDesGrid); AINumMessage("Couldn't find OK destination around grid #",sDesGrid);
#endif #endif
pSoldier->usPathIndex = pSoldier->usPathDataSize = 0;
return(NOWHERE); return(NOWHERE);
} }
@@ -739,6 +745,7 @@ INT16 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, IN
AIPopMessage(tempstr); AIPopMessage(tempstr);
#endif #endif
pSoldier->usPathIndex = pSoldier->usPathDataSize = 0;
return(NOWHERE); // then go nowhere return(NOWHERE); // then go nowhere
} }
else else
+238
View File
@@ -0,0 +1,238 @@
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+1
View File
@@ -2051,6 +2051,7 @@ void GetRayStopInfo( UINT32 uiNewSpot, UINT8 ubDir, INT8 bLevel, BOOLEAN fSmokeE
} }
// ATE: For smoke, don't let it go over roof.... // ATE: For smoke, don't let it go over roof....
// 0verhaul: Why not?
if ( fSmokeEffect ) if ( fSmokeEffect )
{ {
if ( bLevel ) if ( bLevel )
+3 -2
View File
@@ -185,7 +185,8 @@ INT32 NewSmokeEffect( INT16 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner )
pSmoke->uiTimeOfLastUpdate = GetWorldTotalSeconds( ); pSmoke->uiTimeOfLastUpdate = GetWorldTotalSeconds( );
// Are we indoors? // Are we indoors?
if ( GetTerrainType( sGridNo ) == FLAT_FLOOR ) // 0verhaul: Are we on the floor level?
if ( GetTerrainType( sGridNo ) == FLAT_FLOOR && bLevel)
{ {
pSmoke->bFlags |= SMOKE_EFFECT_INDOORS; pSmoke->bFlags |= SMOKE_EFFECT_INDOORS;
} }
@@ -579,7 +580,7 @@ void DecaySmokeEffects( UINT32 uiTime )
else else
{ {
// damage anyone standing in cloud // damage anyone standing in cloud
SpreadEffect( pSmoke->sGridNo, pSmoke->ubRadius, pSmoke->usItem, pSmoke->ubOwner, REDO_SPREAD_EFFECT, 0, cnt ); SpreadEffect( pSmoke->sGridNo, pSmoke->ubRadius, pSmoke->usItem, pSmoke->ubOwner, REDO_SPREAD_EFFECT, bLevel, cnt );
} }
} }
} }
+458
View File
@@ -0,0 +1,458 @@
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+1 -1
View File
@@ -2480,7 +2480,7 @@ BOOLEAN EvaluateWorld( STR8 pSector, UINT8 ubLevel )
{ //skip static priority placement { //skip static priority placement
// WDS - Clean up inventory handling // WDS - Clean up inventory handling
LOADDATA( &priority, pBuffer, SIZEOF_SOLDIERCREATE_STRUCT_POD); //SIZEOF_SOLDIERCREATE_STRUCT ); LOADDATA( &priority, pBuffer, SIZEOF_SOLDIERCREATE_STRUCT_POD); //SIZEOF_SOLDIERCREATE_STRUCT );
priority.CopyOldDataToNew(); priority.CopyOldInventoryToNew();
if( priority.ubProfile != NO_PROFILE ) if( priority.ubProfile != NO_PROFILE )
pTeam->ubProfile++; pTeam->ubProfile++;
else else
+1 -1
View File
@@ -144,7 +144,7 @@ void SetProgressBarTitle( UINT32 ubID, STR16 pString, UINT32 usFont, UINT8 ubFor
} }
if( pString && wcslen( pString ) ) if( pString && wcslen( pString ) )
{ {
pCurr->swzTitle = (STR16) MemAlloc( sizeof( CHAR16 ) * ( wcslen( pString ) + 1 ) ); pCurr->swzTitle = (STR16) MemAlloc( (UINT32) ( sizeof( CHAR16 ) * ( wcslen( pString ) + 1 ) ) );
swprintf( pCurr->swzTitle, pString ); swprintf( pCurr->swzTitle, pString );
} }
pCurr->usTitleFont = (UINT16)usFont; pCurr->usTitleFont = (UINT16)usFont;
+1 -1
View File
@@ -253,7 +253,7 @@ BOOLEAN GetMLGFilename( SGPFILENAME filename, UINT16 usMLGGraphicID )
#elif defined( POLISH ) #elif defined( POLISH )
sprintf( zLanguage, "POLISH" ); sprintf( zLanguage, "POLISH" );
#elif defined( RUSSIAN ) #elif defined( RUSSIAN )
sprintf( (char*)zLanguage, "RUSSIAN" ); sprintf( zLanguage, "RUSSIAN" );
#elif defined( SPANISH ) #elif defined( SPANISH )
sprintf( zLanguage, "SPANISH" ); sprintf( zLanguage, "SPANISH" );
#elif defined( TAIWANESE ) #elif defined( TAIWANESE )
+446
View File
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Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
>
<File
RelativePath=".\_DutchText.cpp"
>
</File>
<File
RelativePath=".\_EnglishText.cpp"
>
</File>
<File
RelativePath=".\_FrenchText.cpp"
>
</File>
<File
RelativePath=".\_GermanText.cpp"
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</File>
<File
RelativePath=".\_ItalianText.cpp"
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<File
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RelativePath=".\_TaiwaneseText.cpp"
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<File
RelativePath=".\dsutil.cpp"
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</File>
<File
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RelativePath=".\Multilingual Text Code Generator.cpp"
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<File
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<File
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RelativePath=".\Timer Control.cpp"
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<Globals>
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+2 -1
View File
@@ -45,7 +45,8 @@ LPDIRECTSOUNDBUFFER lpSoundEffects[NUM_SOUND_EFFECTS];
char szSoundEffects[NUM_SOUND_EFFECTS][255] = //char szSoundEffects[NUM_SOUND_EFFECTS][255] =
char szSoundEffects[MAX_SAMPLES][255] =
{ {
"SHOOT1", "SHOOT1",
"MISS1", "MISS1",
+2
View File
@@ -1,3 +1,5 @@
#include "Types.h"
#define WEAPONSFILENAME "TABLEDATA\\Weapons.dat" #define WEAPONSFILENAME "TABLEDATA\\Weapons.dat"
#define MAX_CHAR_DATA_LENGTH 500 #define MAX_CHAR_DATA_LENGTH 500
+5 -5
View File
@@ -11,11 +11,11 @@
//#define JA2EDITOR //#define JA2EDITOR
// #define DEBUG_ATTACKBUSY //#define DEBUG_ATTACKBUSY
//#define LUACONSOLE //#define LUACONSOLE
//#define ROBOT_ALWAYS_READY #define ROBOT_ALWAYS_READY
//#ifdef _DEBUG //#ifdef _DEBUG
// #ifndef JA2TESTVERSION // #ifndef JA2TESTVERSION
@@ -33,9 +33,9 @@
#ifdef JA2BETAVERSION #ifdef JA2BETAVERSION
#ifndef JA2EDITOR #ifndef JA2EDITOR
#define SGP_DEBUG // #define SGP_DEBUG
#define FORCE_ASSERTS_ON // #define FORCE_ASSERTS_ON
#define SGP_VIDEO_DEBUGGING // #define SGP_VIDEO_DEBUGGING
#endif #endif
#endif #endif
+85
View File
@@ -0,0 +1,85 @@

Microsoft Visual Studio Solution File, Format Version 9.00
# Visual C++ Express 2005
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ja2_2005Express", "ja2_2005Express.vcproj", "{F44669E7-74AC-444B-B75F-F16F4B9F0265}"
ProjectSection(ProjectDependencies) = postProject
{5234CD2E-97F1-42FF-828D-CE0A1B46805E} = {5234CD2E-97F1-42FF-828D-CE0A1B46805E}
{262A5F80-0B99-4E8E-A6C7-74CB1FD0A67C} = {262A5F80-0B99-4E8E-A6C7-74CB1FD0A67C}
{6283CE93-2960-4596-8E74-7A6FBA8716FF} = {6283CE93-2960-4596-8E74-7A6FBA8716FF}
{D4BDA6AD-9B61-4953-892D-DA3F8CC7E096} = {D4BDA6AD-9B61-4953-892D-DA3F8CC7E096}
{27A49DAF-3F5A-4FF2-B943-9559F0B63032} = {27A49DAF-3F5A-4FF2-B943-9559F0B63032}
{A83DA7DA-2C31-45D8-9A69-B4993A885E76} = {A83DA7DA-2C31-45D8-9A69-B4993A885E76}
{AB8837DB-0435-40C7-916A-0AACF5CFF1C4} = {AB8837DB-0435-40C7-916A-0AACF5CFF1C4}
{FC1938E8-9253-49A8-AA99-4639BBB46C1B} = {FC1938E8-9253-49A8-AA99-4639BBB46C1B}
{60D793F2-90B4-43C9-83B5-221EE11B37E6} = {60D793F2-90B4-43C9-83B5-221EE11B37E6}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Editor_2005Express", "Editor\Editor_2005Express.vcproj", "{60D793F2-90B4-43C9-83B5-221EE11B37E6}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Laptop_2005Express", "Laptop\Laptop_2005Express.vcproj", "{5234CD2E-97F1-42FF-828D-CE0A1B46805E}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "lua_2005Express", "lua\lua_2005Express.vcproj", "{A83DA7DA-2C31-45D8-9A69-B4993A885E76}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SGP_2005Express", "Standard Gaming Platform\SGP_2005Express.vcproj", "{6283CE93-2960-4596-8E74-7A6FBA8716FF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Strategic_2005Express", "Strategic\Strategic_2005Express.vcproj", "{AB8837DB-0435-40C7-916A-0AACF5CFF1C4}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tactical_2005Express", "Tactical\Tactical_2005Express.vcproj", "{D4BDA6AD-9B61-4953-892D-DA3F8CC7E096}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TacticalAI_2005Express", "TacticalAI\TacticalAI_2005Express.vcproj", "{27A49DAF-3F5A-4FF2-B943-9559F0B63032}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TileEngine_2005Express", "TileEngine\TileEngine_2005Express.vcproj", "{FC1938E8-9253-49A8-AA99-4639BBB46C1B}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Utils_2005Express", "Utils\Utils_2005Express.vcproj", "{262A5F80-0B99-4E8E-A6C7-74CB1FD0A67C}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{F44669E7-74AC-444B-B75F-F16F4B9F0265}.Debug|Win32.ActiveCfg = Debug|Win32
{F44669E7-74AC-444B-B75F-F16F4B9F0265}.Debug|Win32.Build.0 = Debug|Win32
{F44669E7-74AC-444B-B75F-F16F4B9F0265}.Release|Win32.ActiveCfg = Release|Win32
{F44669E7-74AC-444B-B75F-F16F4B9F0265}.Release|Win32.Build.0 = Release|Win32
{60D793F2-90B4-43C9-83B5-221EE11B37E6}.Debug|Win32.ActiveCfg = Debug|Win32
{60D793F2-90B4-43C9-83B5-221EE11B37E6}.Debug|Win32.Build.0 = Debug|Win32
{60D793F2-90B4-43C9-83B5-221EE11B37E6}.Release|Win32.ActiveCfg = Release|Win32
{60D793F2-90B4-43C9-83B5-221EE11B37E6}.Release|Win32.Build.0 = Release|Win32
{5234CD2E-97F1-42FF-828D-CE0A1B46805E}.Debug|Win32.ActiveCfg = Debug|Win32
{5234CD2E-97F1-42FF-828D-CE0A1B46805E}.Debug|Win32.Build.0 = Debug|Win32
{5234CD2E-97F1-42FF-828D-CE0A1B46805E}.Release|Win32.ActiveCfg = Release|Win32
{5234CD2E-97F1-42FF-828D-CE0A1B46805E}.Release|Win32.Build.0 = Release|Win32
{A83DA7DA-2C31-45D8-9A69-B4993A885E76}.Debug|Win32.ActiveCfg = Debug|Win32
{A83DA7DA-2C31-45D8-9A69-B4993A885E76}.Debug|Win32.Build.0 = Debug|Win32
{A83DA7DA-2C31-45D8-9A69-B4993A885E76}.Release|Win32.ActiveCfg = Release|Win32
{A83DA7DA-2C31-45D8-9A69-B4993A885E76}.Release|Win32.Build.0 = Release|Win32
{6283CE93-2960-4596-8E74-7A6FBA8716FF}.Debug|Win32.ActiveCfg = Debug|Win32
{6283CE93-2960-4596-8E74-7A6FBA8716FF}.Debug|Win32.Build.0 = Debug|Win32
{6283CE93-2960-4596-8E74-7A6FBA8716FF}.Release|Win32.ActiveCfg = Release|Win32
{6283CE93-2960-4596-8E74-7A6FBA8716FF}.Release|Win32.Build.0 = Release|Win32
{AB8837DB-0435-40C7-916A-0AACF5CFF1C4}.Debug|Win32.ActiveCfg = Debug|Win32
{AB8837DB-0435-40C7-916A-0AACF5CFF1C4}.Debug|Win32.Build.0 = Debug|Win32
{AB8837DB-0435-40C7-916A-0AACF5CFF1C4}.Release|Win32.ActiveCfg = Release|Win32
{AB8837DB-0435-40C7-916A-0AACF5CFF1C4}.Release|Win32.Build.0 = Release|Win32
{D4BDA6AD-9B61-4953-892D-DA3F8CC7E096}.Debug|Win32.ActiveCfg = Debug|Win32
{D4BDA6AD-9B61-4953-892D-DA3F8CC7E096}.Debug|Win32.Build.0 = Debug|Win32
{D4BDA6AD-9B61-4953-892D-DA3F8CC7E096}.Release|Win32.ActiveCfg = Release|Win32
{D4BDA6AD-9B61-4953-892D-DA3F8CC7E096}.Release|Win32.Build.0 = Release|Win32
{27A49DAF-3F5A-4FF2-B943-9559F0B63032}.Debug|Win32.ActiveCfg = Debug|Win32
{27A49DAF-3F5A-4FF2-B943-9559F0B63032}.Debug|Win32.Build.0 = Debug|Win32
{27A49DAF-3F5A-4FF2-B943-9559F0B63032}.Release|Win32.ActiveCfg = Release|Win32
{27A49DAF-3F5A-4FF2-B943-9559F0B63032}.Release|Win32.Build.0 = Release|Win32
{FC1938E8-9253-49A8-AA99-4639BBB46C1B}.Debug|Win32.ActiveCfg = Debug|Win32
{FC1938E8-9253-49A8-AA99-4639BBB46C1B}.Debug|Win32.Build.0 = Debug|Win32
{FC1938E8-9253-49A8-AA99-4639BBB46C1B}.Release|Win32.ActiveCfg = Release|Win32
{FC1938E8-9253-49A8-AA99-4639BBB46C1B}.Release|Win32.Build.0 = Release|Win32
{262A5F80-0B99-4E8E-A6C7-74CB1FD0A67C}.Debug|Win32.ActiveCfg = Debug|Win32
{262A5F80-0B99-4E8E-A6C7-74CB1FD0A67C}.Debug|Win32.Build.0 = Debug|Win32
{262A5F80-0B99-4E8E-A6C7-74CB1FD0A67C}.Release|Win32.ActiveCfg = Release|Win32
{262A5F80-0B99-4E8E-A6C7-74CB1FD0A67C}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal
+443
View File
@@ -0,0 +1,443 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8.00"
Name="ja2_2005Express"
ProjectGUID="{F44669E7-74AC-444B-B75F-F16F4B9F0265}"
RootNamespace="ja2_2005Express"
Keyword="Win32Proj"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="C:\Program Files\Jagged Alliance 2 1.13"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
InheritedPropertySheets=".\ja2_2005Express.vsprops"
UseOfMFC="0"
CharacterSet="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
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Name="VCXMLDataGeneratorTool"
/>
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Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories=".\Utils;.\TileEngine;.\TacticalAI;.\Tactical;.\Strategic;&quot;.\Standard Gaming Platform&quot;;.\Res;.\lua;.\Laptop;.\Editor;$(NOINHERIT)"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
RuntimeTypeInfo="false"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="Winmm.lib"
OutputFile="$(OutDir)\ja2_deb.exe"
LinkIncremental="2"
GenerateDebugInformation="true"
SubSystem="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="C:\Program Files\Jagged Alliance 2 1.13"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
InheritedPropertySheets=".\ja2_2005Express.vsprops"
UseOfMFC="0"
CharacterSet="0"
WholeProgramOptimization="1"
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<Tool
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<Tool
Name="VCCustomBuildTool"
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<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
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<Tool
Name="VCMIDLTool"
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<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=".\Utils;.\TileEngine;.\TacticalAI;.\Tactical;.\Strategic;&quot;.\Standard Gaming Platform&quot;;.\Res;.\lua;.\Laptop;.\Editor;$(NOINHERIT)"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
RuntimeLibrary="0"
RuntimeTypeInfo="false"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
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<Tool
Name="VCManagedResourceCompilerTool"
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<Tool
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AdditionalDependencies="Winmm.lib"
OutputFile="$(OutDir)\ja2_rel.exe"
LinkIncremental="1"
GenerateDebugInformation="true"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
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<Tool
Name="VCXDCMakeTool"
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<Tool
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<Tool
Name="VCFxCopTool"
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<Tool
Name="VCAppVerifierTool"
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<Tool
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Name="Source Files"
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+13
View File
@@ -0,0 +1,13 @@
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<?xml version="1.0" encoding="UTF-8"?>
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ProjectGUID="{A83DA7DA-2C31-45D8-9A69-B4993A885E76}"
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//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by ja2.rc
//
#define IDI_ICON1 113
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 114
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif