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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:
+11
-11
@@ -448,7 +448,7 @@ BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier)
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{
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INT8 bMinPointsNeeded = 0;
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INT8 bAPForStandUp = 0;
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INT8 bAPToLookAtWall = ( FindDirectionForClimbing( pSoldier->sGridNo ) == pSoldier->bDirection ) ? 0 : 1;
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INT8 bAPToLookAtWall = ( FindDirectionForClimbing( pSoldier->sGridNo ) == pSoldier->ubDirection ) ? 0 : 1;
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//NumMessage("AffordableAction - Guy#",pSoldier->ubID);
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@@ -583,7 +583,7 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier)
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UINT32 uiLoop;
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UINT16 usMaxDist;
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UINT8 ubFriendCount, ubFriendIDs[MAXMERCS], ubFriendID;
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UINT16 usDirection;
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UINT8 ubDirection;
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UINT8 ubDirsLeft;
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BOOLEAN fDirChecked[8];
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BOOLEAN fRangeRestricted = FALSE, fFound = FALSE;
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@@ -663,9 +663,9 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier)
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// should be close enough, try to find a legal ->sDestination within 1 tile
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// clear dirChecked flag for all 8 directions
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for (usDirection = 0; usDirection < 8; usDirection++)
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for (ubDirection = 0; ubDirection < 8; ubDirection++)
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{
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fDirChecked[usDirection] = FALSE;
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fDirChecked[ubDirection] = FALSE;
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}
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ubDirsLeft = 8;
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@@ -677,14 +677,14 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier)
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// randomly select a direction which hasn't been 'checked' yet
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do
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{
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usDirection = (UINT16) Random(8);
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ubDirection = (UINT8) Random(8);
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}
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while (fDirChecked[usDirection]);
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while (fDirChecked[ubDirection]);
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fDirChecked[usDirection] = TRUE;
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fDirChecked[ubDirection] = TRUE;
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// determine the gridno 1 tile away from current friend in this direction
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usDest = NewGridNo(Menptr[ubFriendID].sGridNo,DirectionInc((INT16)(usDirection + 1)));
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usDest = NewGridNo(Menptr[ubFriendID].sGridNo,DirectionInc(ubDirection));
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// if that's out of bounds, ignore it & check next direction
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if (usDest == Menptr[ubFriendID].sGridNo)
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@@ -2189,7 +2189,7 @@ INT32 CalcManThreatValue( SOLDIERTYPE *pEnemy, INT16 sMyGrid, UINT8 ubReduceForC
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else
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{
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// ADD 5% if man's already facing me
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if (pEnemy->bDirection == atan8(CenterX(pEnemy->sGridNo),CenterY(pEnemy->sGridNo),CenterX(sMyGrid),CenterY(sMyGrid)))
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if (pEnemy->ubDirection == atan8(CenterX(pEnemy->sGridNo),CenterY(pEnemy->sGridNo),CenterX(sMyGrid),CenterY(sMyGrid)))
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{
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iThreatValue += (iThreatValue / 20);
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}
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@@ -2441,13 +2441,13 @@ BOOLEAN ValidCreatureTurn( SOLDIERTYPE * pCreature, INT8 bNewDirection )
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INT8 bLoop;
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BOOLEAN fFound;
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bDirChange = (INT8) QuickestDirection( pCreature->bDirection, bNewDirection );
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bDirChange = (INT8) QuickestDirection( pCreature->ubDirection, bNewDirection );
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for( bLoop = 0; bLoop < 2; bLoop++ )
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{
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fFound = TRUE;
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bTempDir = pCreature->bDirection;
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bTempDir = pCreature->ubDirection;
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do
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{
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