Added missing #includes
Added LUA scripting and console
Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain
Fixed signedness of many grid variables used in GetMouseMapPos calls
Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure
Added checks so enemies don't try to chuck RPG grenades with their hands
Now possible to shoot a someone in the head if he's in water
Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.
Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have
Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired.
Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock
Change to greatly speed up closing the sector inventory window in an unloaded sector
Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting
Check builddefines.h for the conditional flags. Of greatest interest might be LUA_CONSOLE. This will cause the game to bring up a command console when run. However this console is severely lacking in many areas. If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated. The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.
LUA scripting is very limited, basically just proof of concept. There is one global variable, the Soldiers array. An array index gives you the soldier in that slot in the currently loaded sector. The soldier has a few things that can be accessed: name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Removed Omerta from the list of "unimportant" sectors (Estoni and San Mona still "unimportant")
- Allowed queen to attack Omerta before day 2 at 7:45AM and Drassen before day 3 at 6:30AM
- The reinforcements are not reassigned anymore when the sector where they were going to is captured by player
- Omerta garrison is not reassigned anymore when queen fortifies cities
- Enabled investigation of lost city sector by the enemy
*Limit for the investigation of the sector depends on difficulty level (4, 8, 12 and unlimited on INSANE)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@861 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- bugfix: Multiple IMPs with same voice causes wrong data and CTDs. Now it is impossible to have multiple IMPs with the same voice. No more invalid IMP data with multiple imps (hopefully) ;)
- You can have a maximum number of 6 imps (3 women and 3 men). All have different voices
- If an IMP is cloned (90210, nickname) an unused voice is set. So we have correct data
- Prevent the user from selecting used voices in the IMP Voice selection screen
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@535 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- bugfix: CTD when using Random personality in I.M.P creation
- moved Random personality flag from INI to option screen
- added MAX_IMP_CHARACTERS entry in the ja2_options.ini (Range: 0 - 6)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@528 3b4a5df2-a311-0410-b5c6-a8a6f20db521
-> VEHICLE_INVENTORY = TRUE (Ja2_Options.ini)
- Bug fix: Vehicles sharing same animations
- Added additional enemy item drop system
-> New XML-Drop files (EnemyWeaponDrops.xml, ...)
-> Set ENEMIES_ITEM_DROP = 1 (Ja2_Options.ini) to use the new drop system
-> Disable "Enemies drop all items" to use the new drop system
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@466 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- added Lalien's 8AP aiming code
- restricted aiming by scope min. range, 4 APs for no scope, 6 APs for min range >= 6 tiles, 8 APs for min range >= 9 tiles
- added option (in preferences + shortcut = 'q') to fire grenade launchers at higher angles, thereby allowing ranges to increase to 45+. It's an option so grenades don't always need to be fired so high. It should also allow grenades to be fired over obstacles.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@156 3b4a5df2-a311-0410-b5c6-a8a6f20db521