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synced 2026-08-12 14:10:23 +02:00
Fixed buffer overrun for LUA strings
Made direction variables more consistent as unsigned chars. Several function prototypes updated for this. Many memory leaks plugged: External options, video overlays, laptop file lists, tactical message queue, strategic pathing, autobandage, merc hiring, detailed placements, crate in Drassen, tactical placement New functions and attributes for soldiers in LUA (still for debugging at best): Soldier.APs (current APs), Soldier.changestance (changes stance, uses game heights) File catalog ignores .SVN directories (game load speedup) Fix CTD in mouse regions JA2 window now refuses to move to negative coords Checks to prevent DirectX-related infinite loops due to minimizing and task switching Invading enemies should now appear on the borders even when reinforcements disabled in .ini Suppression should no longer work on mercs in medium water Infant/Young creatures use restored spit instead of Molotov Creatures begin with their 'guns' (spit) 'locked and loaded' (cartridge in chamber) Further fix to AXP and AlaarDB's weapon ready check: Now 'firing' is always counted as 'ready'. Prevent mercs from falling and flying back through obstacles Check whether battle group is even set before testing its location for battle setup Burst spread locations now limited to 6, the limit within the soldier struct Extra burst spread locations zeroed out so that they aren't used unless necessary Spread code now only shoots at locations in the spread, and will shoot at all 6 Only mercs in the sector where autobandage happens will be made to stand up after it's done Throwing a grenade at the tail of the plane in Drassen should not result in a CTD Reset attack busy count when loading a new sector git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1347 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+16
-16
@@ -1101,7 +1101,7 @@ void FreeUpNPCFromTurning(SOLDIERTYPE *pSoldier, INT8 bLook)
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{
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#ifdef TESTAI
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DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3,
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String("FREEUPNPCFROMTURNING: our action %d, desdir %d dir %d",pSoldier->bAction,pSoldier->bDesiredDirection,pSoldier->bDirection) );
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String("FREEUPNPCFROMTURNING: our action %d, desdir %d dir %d",pSoldier->bAction,pSoldier->bDesiredDirection,pSoldier->ubDirection) );
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#endif
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@@ -1160,7 +1160,7 @@ void ActionDone(SOLDIERTYPE *pSoldier)
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{
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#ifdef TESTAI
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DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3,
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String("Cancelling actiondone: our action %d, desdir %d dir %d",pSoldier->bAction,pSoldier->bDesiredDirection,pSoldier->bDirection) );
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String("Cancelling actiondone: our action %d, desdir %d dir %d",pSoldier->bAction,pSoldier->bDesiredDirection,pSoldier->ubDirection) );
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#endif
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}
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@@ -1177,7 +1177,7 @@ void ActionDone(SOLDIERTYPE *pSoldier)
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if ( !pSoldier->fNoAPToFinishMove )
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{
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EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->bDirection );
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EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection );
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AdjustNoAPToFinishMove( pSoldier, FALSE );
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}
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@@ -1276,9 +1276,9 @@ void NPCDoesAct(SOLDIERTYPE *pSoldier)
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// CJC Feb 18 99: make sure that soldier is not in the middle of a turn due to visual crap to make enemies
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// face and point their guns at us
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if ( pSoldier->bDesiredDirection != pSoldier->bDirection )
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if ( pSoldier->bDesiredDirection != pSoldier->ubDirection )
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{
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pSoldier->bDesiredDirection = pSoldier->bDirection;
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pSoldier->bDesiredDirection = pSoldier->ubDirection;
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}
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"NPCDoesAct done");
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@@ -1421,16 +1421,16 @@ NameMessage(pSoldier,"will now be freed up from turning...",2000);
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// force him to face in the right direction (as long as it's legal)
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if ((pSoldier->bDesiredDirection >= 1) && (pSoldier->bDesiredDirection <= 8))
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pSoldier->bDirection = pSoldier->bDesiredDirection;
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pSoldier->ubDirection = pSoldier->bDesiredDirection;
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else
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pSoldier->bDesiredDirection = pSoldier->bDirection;
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pSoldier->bDesiredDirection = pSoldier->ubDirection;
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// free up ONLY players from whom we haven't received an AI_ACTION_DONE yet
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// we can all agree the action is DONE and we can continue...
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// (otherwise they'll be calling FreeUp... twice and get REAL screwed up)
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NetSend.msgType = NET_FREE_UP_TURN;
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NetSend.ubID = pSoldier->ubID;
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NetSend.misc_UCHAR = pSoldier->bDirection;
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NetSend.misc_UCHAR = pSoldier->ubDirection;
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NetSend.answer = pSoldier->bDesiredDirection;
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for (cnt = 0; cnt < MAXPLAYERS; cnt++)
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@@ -2416,7 +2416,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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case AI_ACTION_PULL_TRIGGER: // activate an adjacent panic trigger
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// turn to face trigger first
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if ( FindStructure( (INT16)(pSoldier->sGridNo + DirectionInc( NORTH )), STRUCTURE_SWITCH ) )
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if ( FindStructure( pSoldier->sGridNo + DirectionInc( NORTH ), STRUCTURE_SWITCH ) )
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{
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SendSoldierSetDesiredDirectionEvent( pSoldier, NORTH );
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}
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@@ -2553,17 +2553,17 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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case AI_ACTION_LOCK_DOOR:
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{
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STRUCTURE * pStructure;
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INT8 bDirection;
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UINT8 ubDirection;
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INT16 sDoorGridNo;
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bDirection = (INT8) GetDirectionFromGridNo( pSoldier->usActionData, pSoldier );
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if (bDirection == EAST || bDirection == SOUTH)
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ubDirection = GetDirectionFromGridNo( (INT16)pSoldier->usActionData, pSoldier );
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if (ubDirection == EAST || ubDirection == SOUTH)
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{
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sDoorGridNo = pSoldier->sGridNo;
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}
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else
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{
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sDoorGridNo = pSoldier->sGridNo + DirectionInc( bDirection );
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sDoorGridNo = pSoldier->sGridNo + DirectionInc( ubDirection );
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}
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pStructure = FindStructure( sDoorGridNo, STRUCTURE_ANYDOOR );
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@@ -2582,14 +2582,14 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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EndAIGuysTurn( pSoldier );
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}
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StartInteractiveObject( sDoorGridNo, pStructure->usStructureID, pSoldier, bDirection );
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InteractWithInteractiveObject( pSoldier, pStructure, bDirection );
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StartInteractiveObject( sDoorGridNo, pStructure->usStructureID, pSoldier, ubDirection );
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InteractWithInteractiveObject( pSoldier, pStructure, ubDirection );
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}
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break;
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case AI_ACTION_LOWER_GUN:
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// for now, just do "action done"
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InternalSoldierReadyWeapon(pSoldier,pSoldier->bDirection,TRUE);
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InternalSoldierReadyWeapon(pSoldier,pSoldier->ubDirection,TRUE);
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HandleSight(pSoldier, SIGHT_LOOK );
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ActionDone( pSoldier );
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break;
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