Enemy group invasion tactics fixed. Now reinforcements come from all directions, same as from surrounding stationary reinforcements
Removed shuriken check
Fix for mercs turing lame
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1154 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Editor: Fix for use of uninitialized variable in undo
Editor: Fix for clipping bounds that are offscreen (causes crash)
Fix for AP bonus reading from INI
Fix mine indexes when looking for creature infestation of mines
Final (?) fix for militia reinforcements. Also a change: If you refuse reinforcements, none will come for the entirety of the battle
Increase size of cover and LOS grids to fit max radius
Fix for uninitialized light level in DistanceVisible
Move CheckForEndOfBattle to end of ReduceAttackBusy, to remove a possible militia invalidate upon promotion
Change the way Alt-L handles reloading
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1142 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Turned on heap checking for debug builds. *Could cause memory to run low if game runs for extended periods
Fixed assertion message for case where soldier groups try to cross impassible terrain
Fixed inventory memory leak
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1110 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Fix militia issue in auto-resolve: Militia were not always being promoted even when it said they were. Since first X slots are for militia already in the sector, militia from other sectors are not sorted by rank. This actually affects battle outcome!
Added fix to editor to skip cached tiles in RaiseWorldLand. Otherwise it can crash when invoked within the game.
ja2_2005Express projects:
Added output directory for JA2 exe based on environment variable JA2GAMEPATH
Restored editor built by default for debug mode
Removed #define LUA_CONSOLE. It is no longer relevant.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1081 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Fix: If only some of mercs go to a lower level (mine, basement, etc) but do not choose to "GO TO SECTOR", sector is still inaccessible from strategic map. However, watch for triggers that might happen on first visit to a sector, that fail.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1076 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Replaced Windows console with freeware console implementation. Activate in windowed mode with \
Added error and quit if JA2 started in window mode in >16bpp color depth
Fix to enemy sector investigation: Was deducting from redshirts when elites investigated
Fix AWOL militia (need additional fix to prevent them from being redistributed during after reinforcements)
Fix to tanks to add them in their original spot when a new one cannot be found. Should modify to remove old wreckage in this case.
AI no longer tries to fire mortar when no room for it
Tanks no longer try to throw knives
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1030 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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