Commit Graph
16 Commits
Author SHA1 Message Date
Flugente 6cad680b02 We can now use interactive actions to alter decals on walls, so it is possible to simulate taking off an object from the scenery and add it as an item.
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=363513&#msg_363513

Requires GameDir >= r2601

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9141 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2021-07-13 19:50:49 +00:00
Sevenfm 32482f20f6 New option AI_DECISION_INFO enables extended logging for AI decisions.
Moved zombie AI into separate file ZombieDecideAction.cpp
New zombie AI:
- simplified code
- advancing using cover
- if zombie cannot reach any opponent, he tries to hide
- if zombie cannot reach opponent and cannot hide and he is under fire, he will retreat, seeking cover away from known opponents
- if zombie doesn't know enemy location, he will try to run to closest friend who knows enemy location
- new zombie AI has extended AI logging
More water splash sounds (Data\Sounds\Misc\Splash1.ogg .. SplashN.ogg).
CalcCoverValue: 
- allow moving into shallow water if it provides better position
- special calculations for zombies: zombie is very dangerous at close range
- if soldier has no gun, use different calculation based on distance instead of CTGT
FindBestNearbyCover: zombies only choose spots that provide sight cover.
Added functions for extended AI log.
ClosestReachableDisturbance:
- if soldier is zombie and he cannot climb, skip location
- zombies do not attack vehicles
- improved check to avoid choosing dying opponents
EstimatePathCostToLocation: return 0 if checking for zombie which cannot climb and path needs climbing.
RoamingRange: always max roaming range for zombies.
SightCoverAtSpot, ProneSightCoverAtSpot:
- improved max sight range calculation
- added option for unlimited sight range check
New AI functions:
- AIDirection
- AICheckIsSniper
- AICheckIsMarksman
- AICheckIsMedic
- AICheckIsMortarOperator
- AICheckIsGLOperator
- AICheckIsOfficer
- AICheckIsCommander
- AICheckIsMachinegunner
- AIGunInHandScoped
- AIGunScoped
- AIGunRange
- AIGunClass
- AIGunType
- AIGunDeadliness
- AIGunAmmo
- AIGunAutofireCapable
- FindObstacleNearSpot
- InSmoke
- CorpseWarning
- CorpseEnemyTeam
- CorpseMilitiaTeam
- AICheckUnderground
- AnyCoverAtSpot
- AICheckHasWeaponOfType
- AICheckHasGun
- AICheckShortWeaponRange
GetCorpseAtGridNo: additional check for valid gridno.
More zombie raise sounds (Data\Sounds\Misc\ZombieRaise1.ogg .. ZombieRaiseN.ogg).
GetCorpseRotFactor: improved code to return FLOAT value between 0 and 1.
New debug topic id TOPIC_DECISIONS for logging AI decisions.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8760 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-02-21 23:33:25 +00:00
Sevenfm af988b958f New option ADD_LIGHT_AFTER_EXPLOSION (TRUE) - create light effect for fire and signal smoke effects.
NewSmokeEffect() now accepts new parameters:
- ubDuration sets custom effect duration
- ubRadius sets custom effect radius
- ubGeneration allows creating smoke effect with defined generation

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8748 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-02-10 14:57:54 +00:00
Sevenfm 0048e75c80 Added new options:
- ENABLE_TA enables fire ambient sound
- VOLUME_TA controls fire ambient sound volume

Fire ambient sound is played in a loop when there is active fire effect on screen.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8738 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-01-24 10:06:06 +00:00
Flugente 0ddb33576a - When a roof collapses, 'debris smoke' can briefly cloud the debris. Requires GameDir >= r2309.
- Improved roof collapsing for small roofs.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8121 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2016-03-25 11:30:18 +00:00
Flugente f17829fac9 New feature: radio operator trait allows calling in artillery, requesting reinforcements, scanning for enemies and a few other skills.
Also includes mechansim for easy implementation of new skills.

For more info see http://www.bears-pit.com/board/ubbthreads.php/topics/327348.html#Post327348

Requires GameDir >= r1848.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6547 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-10-30 23:05:37 +00:00
MaddMugsy c845f9f117 HAM5.5b2 merged in!
Notes:
-There may still be bugs!! (In fact, I almost guarantee it -- there's
-Ammo box code added to HR's crate code
-Splitting a crate/box also automatically refills half empty magazines
-new pathing arrows for map screen not included
-code for scouts to know where enemies are going doesn't appear to work... but i'm not sure it was completed.
-lots of gobledy gook (chinese?) comments turned back to english
-also added Bob's popups
-other languages besides english still need to have there language.cpp files updated with array changes
-AI enhancements by Warmsteel (reloading, suppression, roaming, avoiding gas, and other fixes)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5181 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-10 23:45:46 +00:00
Wanne 14750c6903 **********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-02-28 18:38:52 +00:00
lalien 43ca24dda8 Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2008-03-08 15:15:25 +00:00
MaddMugsy 0e649e7239 -changed bAge from INT8 to UINT8 in LightEffects.h and SmokeEffects.h so that the effects can have a longer duration.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@210 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2006-06-09 00:24:14 +00:00
lalien 7abe11ebc1 - light effect changes added
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@209 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2006-06-09 00:07:40 +00:00
MaddMugsy cb4ba2fab9 -changed light and smoke effect durations back to UINT8s
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@207 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2006-06-08 23:48:25 +00:00
MaddMugsy a38002f606 - updated bullet tracer effect again to resolve a savegame compatibility issue and to fix the lighting effects
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@193 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2006-06-08 04:40:55 +00:00
MaddMugsy 454a0575d8 - added SmokeEffects.h and LightEffects.h to TileEngine.vcproj
- increased the INT8 & UINT8 bAge/ubDuration variables in SmokeEffects.cpp and LightEffects.cpp to a good old "int".

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@192 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2006-06-08 00:54:14 +00:00
lalien 8d448f9c64 Data and Source v1.13 Mod High Resolution version from 2006-04-15
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@25 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2006-04-19 18:16:27 +00:00
lalien e54aeb96aa Original Source for 1.13 Mod High Resolution version from 12/06/05
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2006-04-19 11:32:51 +00:00