MERGED source code from development trunk revision 4545 up to latest current revision 4882

Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: The source code for the official 2011 release (4870) has been branched here:
https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011

This commit contains the following features:

*** Externalized Vehicles ***
o Now with this feature we can add/remove vehicles
o New XML File: TableData\Vehicles.xml
o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer()
o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9)

*** Up to 255 save slots ***
- There is a "Next" and "Prev" button where you can scroll through the save slots
- It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot
- Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form

*** New Feature: Externalized emails from Emails.edt to XML***
o This feature can be enabled/disabled in the Source:
--> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files
o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml
o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder
o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml

*** Externalized Hidden Towns (Tixa, Orta) ***
o Now it is possible to add new hidden towns (locations)
o See file: TableData/Map/Cities.xml
o New variable in TableData/Map/Cities.xml
- hiddenTown:   0 = show on strategy map, 1 = Hide on strategy map
- townIcon:     1 = on, 0 = off (This is the icon you see on the strategy map)
- szIconFile:   The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti)
- iconPosition: The x,y position of the icon on the strategy map

*** Encyclopedia and Briefing Room, reachable from the laptop ***
o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA
o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo
o Added Example usage of the Briefing Room
- Extract it in your JA2 1.13 folder and use the latest development executable
- The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button
- See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png"

*** Improved interrupt system (IIS) ***
o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787
o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM)
o A few more settings for the interrupt system in ja2_options.ini
o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini

*** Walking and sidestepping with weapon raised ***
o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED
o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY
o The following feature apply when you walk/sidestep with weapon raised:
-> limited angle of view, but you can see more farther when the weapon has a scope
-> better change for interrupts if you see an enemy
-> less APs and BPs when shooting, because the weapon is already raised
-> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini

*** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) ***
o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen
o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad

*** Added UB-1.13 source code ***
o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113
o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h"
o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini"
o There are 2 new XML files
- Layout\LayoutMainMenu.xml
- MapAction\ActionItems.xml
o There are 2 new LUA-Script files
- Scripts\ExplosionControl.lua
- Scripts\InterfaceDialogue.lua

*** Hide enemy health text / enemy hit count ***
o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT
o both new settings only have effect in a singleplayer game
o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-01-18 11:19:01 +00:00
parent c42d68ff0f
commit e64d5a2fa6
264 changed files with 40710 additions and 2771 deletions
+23 -4
View File
@@ -60,6 +60,11 @@
#include "connect.h"
#ifdef JA2UB
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#endif
extern void PauseAITemporarily( void );
extern void UpdateEnemyUIBar( void );
extern void DisplayHiddenTurnbased( SOLDIERTYPE * pActingSoldier );
@@ -855,6 +860,18 @@ void StartNPCAI(SOLDIERTYPE *pSoldier)
// If we are not in an interrupt situation!
if ( (( gTacticalStatus.uiFlags & TURNBASED ) && ( gTacticalStatus.uiFlags & INCOMBAT )) && gubOutOfTurnPersons == 0 )
{
#ifdef JA2UB
//JA25 UB
//if this is Morris
if( pSoldier->ubProfile == 75 ) //MORRIS
{
//if we are to say the line if we are hurt the player
if( gJa25SaveStruct.fMorrisToSayHurtPlayerQuoteNextTurn )
{
TriggerNPCRecord( 75, 6 ); //MORRIS
}
}
#endif
if( ( ( pSoldier->bVisible != -1 && pSoldier->stats.bLife) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) ) && ( fInValidSoldier == FALSE ) )
{
// If we are on a roof, set flag for rendering...
@@ -2577,19 +2594,21 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
SendNetData(ALL_NODES);
*/
DeductPoints(pSoldier,APBPConstants[AP_RADIO],APBPConstants[BP_RADIO]);// pay for it!
DeductPoints(pSoldier,APBPConstants[AP_RADIO],APBPConstants[BP_RADIO], AFTERACTION_INTERRUPT); // pay for it!
RadioSightings(pSoldier,EVERYBODY,pSoldier->bTeam); // about everybody
// action completed immediately, cancel it right away
// ATE: Change to an animation!
AIDecideRadioAnimation( pSoldier );
//return(FALSE); // no longer in progress
break;
case AI_ACTION_CREATURE_CALL: // creature calling to others
DeductPoints(pSoldier,APBPConstants[AP_RADIO],APBPConstants[BP_RADIO]);// pay for it!
DeductPoints(pSoldier,APBPConstants[AP_RADIO],APBPConstants[BP_RADIO], AFTERACTION_INTERRUPT); // pay for it!
CreatureCall( pSoldier );
//return( FALSE ); // no longer in progress
break;
case AI_ACTION_CHANGE_STANCE: // crouch
+198 -12
View File
@@ -1226,12 +1226,15 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Snipers like to raise weapons, sniper = %d",pSoldier->sniper));
if ( pSoldier->aiData.bOrders == SNIPER && pSoldier->sniper == 0 && ( pSoldier->pathing.bLevel == 1 || Random(100) < 40 ) )
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
if ( !(WeaponReady(pSoldier)) ) // SANDRO - only call this if we are not in readied position yet
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Sniper is raising weapon, soldier = %d, sniper = %d",pSoldier->ubID,pSoldier->sniper));
pSoldier->sniper = 1;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Sniper = %d",pSoldier->sniper));
return(AI_ACTION_RAISE_GUN);
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Sniper is raising weapon, soldier = %d, sniper = %d",pSoldier->ubID,pSoldier->sniper));
pSoldier->sniper = 1;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Sniper = %d",pSoldier->sniper));
return(AI_ACTION_RAISE_GUN);
}
}
}
//else if ( pSoldier->sniper == 1 )
@@ -1242,6 +1245,38 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
// return(AI_ACTION_LOWER_GUN);
//}
////////////////////////////////////////////////////////////////////////////
// SANDRO - occasionally, allow regular soldiers to scan around too
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
if (!(WeaponReady(pSoldier)))
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
{
iChance = 25;
if ( pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA || pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE )
iChance += 15;
else if ( pSoldier->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA || pSoldier->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR )
iChance -= 15;
if ( Random(100) < iChance )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Soldier deciding to raise weapon with scope"));
return(AI_ACTION_RAISE_GUN);
}
}
}
else // if the weapon is ready already, maybe unready it
{
if ( Random(100) < 40 )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Soldier deciding to lower weapon"));
return(AI_ACTION_LOWER_GUN);
}
}
}
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
// LOOK AROUND: determine %chance for man to turn in place
@@ -1268,6 +1303,9 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
if ( pSoldier->aiData.bOrders == SNIPER && pSoldier->pathing.bLevel == 1)
iChance += 35;
if ( WeaponReady(pSoldier) ) // SANDRO - if readied weapon, make him more likelz to turn around
iChance += 30;
if ((INT16)PreRandom(100) < iChance)
{
// roll random directions (stored in actionData) until different from current
@@ -1436,6 +1474,24 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
}
}
////////////////////////////////////////////////////////////////////////////
// SANDRO - allow regular soldiers to raise scoped weapons to see rather away too
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
if (!(WeaponReady(pSoldier)))
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
{
if ( Random(100) < 35 )
{
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
}
}
}
}
////////////////////////////////////////////////////////////////////////////
return(AI_ACTION_CHANGE_FACING);
}
}
@@ -1953,10 +2009,52 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
if (!gfTurnBasedAI || GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) <= pSoldier->bActionPoints)
{
////////////////////////////////////////////////////////////////////////////
// SANDRO - raise weapon maybe
if (!(WeaponReady(pSoldier)) && pSoldier->ubDirection == ubNoiseDir) // if we are facing the direction of where the noise came from
{
if (!gfTurnBasedAI || (GetAPsToReadyWeapon( pSoldier, ANIM_CROUCH ) + GetAPsToChangeStance( pSoldier, ANIM_CROUCH )) <= pSoldier->bActionPoints)
{
iChance = 20;
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
iChance += 30;
}
if ( Random(100) < (UINT32)iChance )
{
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
}
}
}
////////////////////////////////////////////////////////////////////////////
pSoldier->aiData.usActionData = ANIM_CROUCH;
return(AI_ACTION_CHANGE_STANCE);
}
}
else if (!fCivilian)
{
////////////////////////////////////////////////////////////////////////////
// SANDRO - raise weapon maybe
if (!(WeaponReady(pSoldier)) && pSoldier->ubDirection == ubNoiseDir) // if we are facing the direction of where the noise came from
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
{
iChance = 20;
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
iChance += 30;
}
if ( Random(100) < (UINT32)iChance )
{
return( AI_ACTION_RAISE_GUN );
}
}
}
////////////////////////////////////////////////////////////////////////////
}
////////////////////////////////////////////////////////////////////////////
@@ -3351,24 +3449,62 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
sprintf(tempstr,"%s - TURNS TOWARDS CLOSEST ENEMY to face direction %d",pSoldier->name,pSoldier->aiData.usActionData);
AIPopMessage(tempstr);
#endif
if ( pSoldier->aiData.bOrders == SNIPER )
if ( pSoldier->aiData.bOrders == SNIPER && !(WeaponReady(pSoldier)) )
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
{
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
}
}
////////////////////////////////////////////////////////////////////////////
// SANDRO - allow regular soldiers to raise scoped weapons to see rather away too
else if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
if (!(WeaponReady(pSoldier)))
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
{
if ( Random(100) < 35 )
{
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
}
}
}
}
////////////////////////////////////////////////////////////////////////////
return(AI_ACTION_CHANGE_FACING);
}
}
else if ( pSoldier->ubDirection == ubOpponentDir && pSoldier->aiData.bOrders == SNIPER )
////////////////////////////////////////////////////////////////////////////
// SANDRO - allow regular soldiers to raise scoped weapons to see rather away too
else if ( pSoldier->ubDirection == ubOpponentDir && !(WeaponReady(pSoldier)))
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
{
return AI_ACTION_RAISE_GUN;
if ( pSoldier->aiData.bOrders == SNIPER )
{
return AI_ACTION_RAISE_GUN;
}
else if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
if ( Random(100) < 40 )
{
return AI_ACTION_RAISE_GUN;
}
}
else
{
if ( Random(100) < 20 )
{
return AI_ACTION_RAISE_GUN;
}
}
}
}
////////////////////////////////////////////////////////////////////////////
}
}
@@ -3514,6 +3650,30 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
sprintf(tempstr,"%s CROUCHES (STATUS RED)",pSoldier->name );
AIPopMessage(tempstr);
#endif
////////////////////////////////////////////////////////////////////////////
// SANDRO - allow regular soldiers to raise scoped weapons to see rather away too
if (!gfTurnBasedAI || (GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) + GetAPsToChangeStance( pSoldier, ANIM_CROUCH )) <= pSoldier->bActionPoints)
{
// determine direction from this soldier to the closest opponent
ubOpponentDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
if (!(WeaponReady(pSoldier)) && pSoldier->ubDirection == ubOpponentDir )
{
iChance = 25;
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
iChance += 25;
}
if ( Random(100) < (UINT32)iChance )
{
pSoldier->aiData.bNextAction = AI_ACTION_RAISE_GUN;
}
}
}
////////////////////////////////////////////////////////////////////////////
pSoldier->aiData.usActionData = ANIM_CROUCH;
return(AI_ACTION_CHANGE_STANCE);
@@ -3561,8 +3721,11 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionRed: sniper raising gun..."));
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
{
pSoldier->sniper = 1;
return AI_ACTION_RAISE_GUN;
if (!(WeaponReady(pSoldier)))
{
pSoldier->sniper = 1;
return AI_ACTION_RAISE_GUN;
}
}
}
else
@@ -3571,6 +3734,27 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
return(DecideActionYellow(pSoldier));
}
}
else if (!fCivilian)
{
////////////////////////////////////////////////////////////////////////////
// SANDRO - raise weapon maybe
if (!(WeaponReady(pSoldier))) // if we are facing the direction of where the noise came from
{
if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, pSoldier->usAnimState ) <= pSoldier->bActionPoints)
{
if ( (UsingNewCTHSystem() == false && IsScoped(&pSoldier->inv[HANDPOS])) ||
(UsingNewCTHSystem() == true && NCTHIsScoped(&pSoldier->inv[HANDPOS])) )
{
if ( Random(100) < 35 )
{
return( AI_ACTION_RAISE_GUN );
}
}
}
}
////////////////////////////////////////////////////////////////////////////
}
////////////////////////////////////////////////////////////////////////////
// DO NOTHING: Not enough points left to move, so save them for next turn
@@ -3803,7 +3987,8 @@ INT16 ubMinAPCost;
}
// offer surrender?
#ifdef JA2UB
#else
if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !( gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER ) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 )
{
if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 && NumPCsInSector() < 4 && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector >= NumPCsInSector() * 3 )
@@ -3818,6 +4003,7 @@ INT16 ubMinAPCost;
}
}
}
#endif
////////////////////////////////////////////////////////////////////////////
// SOLDIER CAN ATTACK IF NOT IN WATER/GAS AND NOT DOING SOMETHING TOO FUNKY
+1 -1
View File
@@ -1986,7 +1986,7 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
// destroy this item!
DebugAI( String( "%d decides he must drop %S first so destroys it", pSoldier->ubID, ItemNames[ pSoldier->inv[HANDPOS].usItem ] ) );
DeleteObj( &(pSoldier->inv[HANDPOS]) );
DeductPoints( pSoldier, GetBasicAPsToPickupItem( pSoldier ), 0 );
DeductPoints( pSoldier, GetBasicAPsToPickupItem( pSoldier ), 0, AFTERACTION_INTERRUPT );
}
else
{
+9
View File
@@ -816,6 +816,15 @@ void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier)
return;
}
// SANDRO - hack! interrupt issue - we don't want to recalculate our path if no new situation and we are already on move
// i.e. in case we interrupted a soldier who has no idea about us seeing him, he should move along as if nothing is happening
if ( pSoldier->aiData.bNewSituation == NOT_NEW_SITUATION && pSoldier->aiData.bActionInProgress && !TileIsOutOfBounds(pSoldier->pathing.sFinalDestination))
{
// just set our path to previously decided final destination
NewDest(pSoldier,pSoldier->pathing.sFinalDestination);
return;
}
if (IsActionAffordable(pSoldier))
{
if (pSoldier->aiData.bActionInProgress == FALSE)
+29 -3
View File
@@ -52,6 +52,9 @@
#include "GameVersion.h"
#endif
#include "Soldier Profile.h"
#include "Encyclopedia.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
@@ -160,6 +163,10 @@ NPCQuoteInfo * LoadQuoteFile( UINT8 ubNPC )
{
sprintf( zFileName, "NPCData\\%03d.npc", ubNPC );
}
#ifdef JA2UB
//Ja25: No meanwhiles
#else
// ATE: Put some stuff i here to use a different NPC file if we are in a meanwhile.....
if ( AreInMeanwhile( ) )
@@ -177,7 +184,7 @@ NPCQuoteInfo * LoadQuoteFile( UINT8 ubNPC )
}
}
#endif
CHECKN( FileExists( zFileName ) );
hFile = FileOpen( zFileName, FILE_ACCESS_READ, FALSE );
@@ -460,12 +467,14 @@ BOOLEAN RefreshNPCScriptRecord( UINT8 ubNPC, UINT8 ubRecord )
if ( gProfilesIMP[ubLoop].ProfilId == ubLoop || gProfilesAIM[ubLoop].ProfilId == ubLoop || gProfilesMERC[ubLoop].ProfilId == ubLoop )
RefreshNPCScriptRecord( ubLoop, ubRecord );
}
#ifdef JA2UB
//no UB
#else
//for ( ubLoop = GASTON; ubLoop < NUM_PROFILES; ubLoop++ ) // need more finesse here
//{
// RefreshNPCScriptRecord( ubLoop, ubRecord );
//}
#endif
//new profiles by Jazz
//for ( ubLoop = FIRST_RPC; ubLoop < FIRST_NPC; ubLoop++ )
for ( ubLoop = 0; ubLoop < NUM_PROFILES; ubLoop++ )
@@ -1852,6 +1861,7 @@ void Converse( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach, UINT32 uiApproachData
if (zHiddenNames[ubNPC].Hidden == TRUE)
{
zHiddenNames[ubNPC].Hidden = FALSE;
gEncyclopediaProfilesData[ubNPC].Hidden = TRUE; //encyclopedia
}
@@ -3270,7 +3280,11 @@ BOOLEAN LoadNPCInfoFromSavedGameFile( HWFILE hFile, UINT32 uiSaveGameVersion )
if ( uiSaveGameVersion < 92 )
{
RefreshNPCScriptRecord( MATT, 14 );
#ifdef JA2UB
//no Ub
#else
RefreshNPCScriptRecord( AUNTIE, 8 );
#endif
}
if ( uiSaveGameVersion < 93 )
{
@@ -3823,3 +3837,15 @@ INT8 ConsiderCivilianQuotes( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, BOO
return( -1 );
}
#ifdef JA2UB
//UB
BOOLEAN HasNpcSaidQuoteBefore( UINT8 ubNPC, UINT8 ubRecord )
{
if( CHECK_FLAG( gpNPCQuoteInfoArray[ ubNPC ][ ubRecord ].fFlags, QUOTE_FLAG_SAID ) )
return( TRUE );
else
return( FALSE );
}
#endif
+6 -1
View File
@@ -257,4 +257,9 @@ BOOLEAN NPCHasUnusedHostileRecord( UINT8 ubNPC, UINT8 ubApproach );
void ResetOncePerConvoRecordsForAllNPCsInLoadedSector( void );
#endif
#ifdef JA2UB
//UB
extern BOOLEAN HasNpcSaidQuoteBefore( UINT8 ubNPC, UINT8 ubRecord );
#endif
#endif