mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +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:
+19
-19
@@ -44,7 +44,7 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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UINT32 uiLoop2;
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INT16 sTempGridNo, sNextTempGridNo, sVeryTemporaryGridNo;
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INT16 sStartGridNo, sCurrGridNo, sPrevGridNo = NOWHERE, sRightGridNo;
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INT8 bDirection, bTempDirection;
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UINT8 ubDirection, ubTempDirection;
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BOOLEAN fFoundDir, fFoundWall;
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UINT32 uiChanceIn = ROOF_LOCATION_CHANCE; // chance of a location being considered
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INT16 sWallGridNo;
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@@ -77,13 +77,13 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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RoofReachableTest( sDesiredSpot, ubBuildingID );
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// From sGridNo, search until we find a spot that isn't part of the building
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bDirection = NORTHWEST;
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ubDirection = NORTHWEST;
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sTempGridNo = sDesiredSpot;
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// using diagonal directions to hopefully prevent picking a
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// spot that
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while( (gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE ) )
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{
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sNextTempGridNo = NewGridNo( sTempGridNo, DirectionInc( bDirection ) );
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sNextTempGridNo = NewGridNo( sTempGridNo, DirectionInc( ubDirection ) );
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if ( sTempGridNo == sNextTempGridNo )
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{
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// hit edge of map!??!
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@@ -103,12 +103,12 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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if ( gpWorldLevelData[ sVeryTemporaryGridNo ].uiFlags & MAPELEMENT_REACHABLE )
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{
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// go north first
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bDirection = NORTH;
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ubDirection = NORTH;
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}
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else
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{
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// go that way (east)
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bDirection = EAST;
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ubDirection = EAST;
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}
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gpWorldLevelData[ sStartGridNo ].ubExtFlags[0] |= MAPELEMENT_EXT_ROOFCODE_VISITED;
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@@ -118,7 +118,7 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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{
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// if point to (2 clockwise) is not part of building and is not visited,
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// or is starting point, turn!
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sRightGridNo = NewGridNo( sCurrGridNo, DirectionInc( gTwoCDirection[ bDirection ] ) );
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sRightGridNo = NewGridNo( sCurrGridNo, DirectionInc( gTwoCDirection[ ubDirection ] ) );
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sTempGridNo = sRightGridNo;
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if ( ( ( !(gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE) && !(gpWorldLevelData[ sTempGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_ROOFCODE_VISITED) ) || (sTempGridNo == sStartGridNo) ) && (sCurrGridNo != sStartGridNo) )
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{
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@@ -128,47 +128,47 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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{
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return( NULL );
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}
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bDirection = gTwoCDirection[ bDirection ];
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ubDirection = gTwoCDirection[ ubDirection ];
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// try in that direction
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continue;
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}
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iLoopCount = 0;
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// if spot ahead is part of building, turn
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sTempGridNo = NewGridNo( sCurrGridNo, DirectionInc( bDirection ) );
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sTempGridNo = NewGridNo( sCurrGridNo, DirectionInc( ubDirection ) );
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if ( gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE )
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{
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// first search for a spot that is neither part of the building or visited
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// we KNOW that the spot in the original direction is blocked, so only loop 3 times
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bTempDirection = gTwoCDirection[ bDirection ];
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ubTempDirection = gTwoCDirection[ ubDirection ];
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fFoundDir = FALSE;
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for ( uiLoop = 0; uiLoop < 3; uiLoop++ )
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{
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sTempGridNo = NewGridNo( sCurrGridNo, DirectionInc( bTempDirection ) );
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sTempGridNo = NewGridNo( sCurrGridNo, DirectionInc( ubTempDirection ) );
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if ( !(gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE) && !(gpWorldLevelData[ sTempGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_ROOFCODE_VISITED) )
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{
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// this is the way to go!
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fFoundDir = TRUE;
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break;
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}
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bTempDirection = gTwoCDirection[ bTempDirection ];
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ubTempDirection = gTwoCDirection[ ubTempDirection ];
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}
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if (!fFoundDir)
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{
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// now search for a spot that is just not part of the building
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bTempDirection = gTwoCDirection[ bDirection ];
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ubTempDirection = gTwoCDirection[ ubDirection ];
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fFoundDir = FALSE;
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for ( uiLoop = 0; uiLoop < 3; uiLoop++ )
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{
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sTempGridNo = NewGridNo( sCurrGridNo, DirectionInc( bTempDirection ) );
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sTempGridNo = NewGridNo( sCurrGridNo, DirectionInc( ubTempDirection ) );
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if ( !(gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE) )
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{
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// this is the way to go!
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fFoundDir = TRUE;
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break;
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}
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bTempDirection = gTwoCDirection[ bTempDirection ];
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ubTempDirection = gTwoCDirection[ ubTempDirection ];
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}
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if (!fFoundDir)
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{
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@@ -176,7 +176,7 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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return( NULL );
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}
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}
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bDirection = bTempDirection;
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ubDirection = ubTempDirection;
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// try in that direction
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continue;
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}
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@@ -184,7 +184,7 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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// move ahead
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sPrevGridNo = sCurrGridNo;
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sCurrGridNo = sTempGridNo;
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sRightGridNo = NewGridNo( sCurrGridNo, DirectionInc( gTwoCDirection[ bDirection ] ) );
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sRightGridNo = NewGridNo( sCurrGridNo, DirectionInc( gTwoCDirection[ ubDirection ] ) );
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#ifdef ROOF_DEBUG
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if (gsCoverValue[sCurrGridNo] == 0x7F7F)
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@@ -219,7 +219,7 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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// if south or west, the wall would be in the gridno two clockwise
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fFoundWall = FALSE;
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switch( bDirection )
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switch( ubDirection )
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{
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case NORTH:
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sWallGridNo = sCurrGridNo;
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@@ -230,11 +230,11 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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bDesiredOrientation = OUTSIDE_TOP_LEFT;
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break;
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case SOUTH:
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sWallGridNo = (INT16) ( sCurrGridNo + DirectionInc( gTwoCDirection[ bDirection ] ) );
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sWallGridNo = (INT16) ( sCurrGridNo + DirectionInc( gTwoCDirection[ ubDirection ] ) );
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bDesiredOrientation = OUTSIDE_TOP_RIGHT;
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break;
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case WEST:
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sWallGridNo = (INT16) ( sCurrGridNo + DirectionInc( gTwoCDirection[ bDirection ] ) );
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sWallGridNo = (INT16) ( sCurrGridNo + DirectionInc( gTwoCDirection[ ubDirection ] ) );
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bDesiredOrientation = OUTSIDE_TOP_LEFT;
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break;
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default:
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