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
Camo and other effects are taken into account when aiming at a body part
Max Distance Visible is more consistent in being calculated based on the soldier and direction rather than a fixed number
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1239 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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
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
- fixed some variables not being initialized
- fixed swapped parameter in LOS.cpp
- added variable range check in lighting.cpp, the cause of wrong index value still not fixed
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1095 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
-rewrote the AI sniper code to take advantage of readying weapons. Added new SNIPER order for soldiers that's assigned when a soldier has a sniper rifle (80% chance) or a scope (40% chance).
-spreadsheet update
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@216 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Game settings changed to read new Ja2_Options.INI format
- Added control to skip strategic events
(set ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS to TRUE to enable, press and hold NumLock in strategy screen to skip strategic events)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@77 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Externalized settings for Madlab quest, Mike and Iggy
- Externalized visibility decrease for rain
Madd Mugsy
- Bug fix - "Auto" mode was turning off on Full Auto only weapons when you equipped a second gun
- Fixed - 10 Tons of Guns code now affects EnemyGunChoices and EnemyItemChoices
- Enemy reinforcements restricted from appearing in Omerta
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@75 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Moved new game settings from ja2.ini to Ja2_Options.ini
- Moved all settings from NewGameSettings.cpp to GameSettings.cpp
- New feature: Militia movement on strategic map v1.3
- New feature: Automatic reload
Press Shift+R in tactical to reload all weapons of your team with magazines from sector inventory
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@60 3b4a5df2-a311-0410-b5c6-a8a6f20db521
* 2006/05/04 *
* Madd Mugsy *
* Developed in VS 2003 *
*********************************************************
- Added tile lighting animation effects to tracer bullets, forced muzzle flash on tracers so enemies can see you, regardless of flash suppression
- Re-enabled laptop animation, since Lesh fixed it (I forgot to mention that in my earlier changes :p)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@54 3b4a5df2-a311-0410-b5c6-a8a6f20db521
* 2006/05/01 *
* Little Alien *
* Developed in VS 2003 *
*********************************************************
Source:
- Added militia control in tactical (can be turned on/off in ja2.ini file)
- Aiming/readying gun: show in red points needed for readying gun
Data:
- Added new ja2.ini
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@46 3b4a5df2-a311-0410-b5c6-a8a6f20db521