43 Commits
Author SHA1 Message Date
Asdow 133f346cdb Remove DrawlapTopIcons()
Empty function
2024-10-04 21:16:43 +03:00
Asdow f46e3f1004 Remove dsutil.cpp & .h
Not used anywhere.
2024-08-15 22:14:37 +03:00
Asdow bba7528c76 Remove HandleLimitedNumExecutions()
Not called anywhere in the code. Plus, if we limit the amount of time 1.13 can be played to 10 starts, we'll have at least 5 angry players
2024-08-15 22:07:38 +03:00
Asdow eed4156d48 Remove useless CD check 2024-08-15 22:04:55 +03:00
Asdow 23bf32e4ad Delete Win Util.cpp & .h
Not used anywhere in the code.
2024-08-15 21:58:24 +03:00
Asdow 3bfebf6c8d Remove useless function 2024-08-15 21:55:27 +03:00
AsdowandGitHub ce02a488f0 Remove sleep() (#324)
Near instantaneous program exit when we let the CPU do its thing :)
2024-08-15 00:50:13 +03:00
AsdowandGitHub caa02cd6b7 Read new MercOpinions.xml format (#323)
Requires accompanying gameDir change.

MercOpinions.xml now only contains opinions that are not 0. A new tag with fields "id" and "modifier" are used instead of old ones that had 255 <Opinion%d> $value$ </Opinion%d> tags for all profiles.

Loading time of MercOpinions.xml went down from ~4.047 s to 0.011 s due to this change with default 1.13 VFS config.

A small cmd utility tool for converting existing MercOpinions.xml data into the new format is available at https://github.com/Asdow/JA2-ConvertXMLData/tree/master
2024-08-13 00:29:48 +03:00
AsdowandGitHub 3391c6d777 Ignore mercs away on minievents for food status updates (#322) 2024-08-11 13:30:49 +03:00
AsdowandGitHub 2307508a85 Use auto & to prevent an unnecessary copy (#321) 2024-08-10 21:56:35 +03:00
AsdowandGitHub a26845b608 Check that a dropped backpack belongs to a controllable merc (#320)
Fixes handle BP pickup behavior if a merc drops a backpack and then leaves the sector.
2024-08-10 20:14:15 +03:00
AsdowandGitHub f7f214f347 Fix CTD (#304)
Fix illegal array access when creating an IMP and the help texts are referenced.
With the missing comma, the array length was 5 and it's supposed to be 6.
2024-05-25 20:59:00 +03:00
KittyandGitHub c32d09b88e Merge pull request #302 from kitty624/source-dev
Rework of r9343 - simplyfied some things and removed unnecessary parts
2024-04-15 07:18:14 +02:00
kitty624 3bab6ef3b7 Update XML_Items.cpp
reworking r9343

- some leftover cleanup and formating
2024-04-15 02:28:49 +02:00
kitty624 b13bcaac71 Update Items.cpp
reworking r9343

- the part about Food System is obsolete, already was happening in code prior to r9343

- the flags got removed and a boolean is used instead, allowing a simpler function for the remaining disease

- wether an item is considered exclusive to disease feature or not is decided by usage of tag in items.xml
2024-04-15 01:33:47 +02:00
kitty624 71667aba27 Update XML_Items.cpp
reworking r9343

- part about food system was obsolete, that was already a thing prior to r9343 (see IsItemLegal)

- disease changed because instead of flag now boolean is used
2024-04-15 01:26:50 +02:00
kitty624 e386a66f03 Update Item Types.h
reworking r9343

- no need for Foodsystem flag, restricting food items to food system was already part of the code prior to r9343 (in IsItemLegal by silversurfer)
- for disease system changed flag to boolean
2024-04-15 01:22:26 +02:00
kitty624 c03bd3ff3a Update ShopKeeper Interface.cpp
reworking r9343

- already decided in IsItemlegal
- if it ain't legal, it won't be shown in ShopKeeperInventory, no need to bother with it again
2024-04-15 01:17:18 +02:00
kitty624 6650f70c93 Update AimMembers.cpp
reworking r9343

- this resulted in player being forced to choose features to allways see all possible merc gear sets

- loosing whole gearsets to avoid a few items is too much

- in some item-mods that even could result in some mercs not having any

- therefore deleted
2024-04-15 01:08:41 +02:00
KittyandGitHub cdb267ea17 Merge pull request #300 from kitty624/source-dev
Fix Attachable Launchers Slot  Tooltips

fix:
launchables made valid by attached launchers are now again shown as tooltip and can be attached to slot with click

fixes issue #298
2024-04-10 09:26:50 +02:00
kitty624 72f01b5379 Fix Attachable Launchers Slot Tooltips
fix:
launchables made valid by attached launchers are now again  shown as tooltip and can be attached to slot with click

fixes

https://github.com/1dot13/source/issues/298
2024-04-10 09:22:01 +02:00
Marco Costaandmajcosta dee2415d4a simplify SOLDIERTYPE::GetDiseaseContactProtection( ) 2024-04-03 22:09:05 -03:00
Marco Costaandmajcosta 049ec47219 make OBJECTTYPE::Exists() const 2024-04-03 22:09:05 -03:00
Marco Costaandmajcosta d670383f3a add const accessor to Inventory 2024-04-03 22:09:05 -03:00
KittyandGitHub fad3a27059 Merge pull request #296 from kitty624/Backgrounds
Alternative IMP Background Selection
2024-03-19 22:43:33 +01:00
kitty624 682dbaa8fc Alternative IMP Background Selection
- two new options in ja2options.ini
 ALTERNATIVE IMP CREATION
- adds new additional backgrounds, exclusive to this option
- which IMP backgrounds will be available at selection is determined by previously made choices for skills, character traits and disablities
- if a tag in background is contradicting to content of skill/character/disability, it won't be shown at selection
- what's considered contradicting is based on what's been found in code for conntent of skill/character/disability
- i.e. HeatIntolerant adds a penalty for desert and tropical sectors, so don't show backgrounds that add bonus for those sectortypes instead
- a new tag <alt_impcreation, has been added to backgrounds for this as well
- if that tag is found, it will be considered as additional IMP background exclusive to the option

REDUCED IMP CREATION
- same as above, but this time only the new additional backgrounds will be avaialable at selection
- same rules for possible restrictions to be shown

ALTERNATIVE IMP CREATION is required for REDUCED IMP CREATION to work

For ja2options.ini, a new category, "Backgrounds" was created.
This will contain the two new options and the general option to enable backgrounds

Accompanying changes in gamedir:

INIEditorJA2Options.xml
ja2options.ini
backgrounds.xml
2024-03-19 19:37:16 +01:00
KittyandGitHub 42cbf3fdbb Merge branch '1dot13:master' into Backgrounds 2024-03-18 12:58:32 +01:00
KittyandGitHub 236eb08b68 Merge pull request #295 from andrzejfalkowski/xml-backgrounds-parse-fix
Fixed drugtypes and drugitems background tags causing subsequent tags in the same background to be skipped
2024-03-16 17:18:26 +01:00
Andrzej Fałkowski e6c5f95d73 Fixed drugtypes and drugitems background tags causing subsequent tags in the same background to be skipped 2024-03-16 15:48:22 +01:00
AsdowandGitHub bf01f87cb4 Revert "Cache result of evaluating strategicmap.lua (#32)" (#293)
This reverts commit 8f22d13fd9.
2024-03-16 13:00:04 +02:00
AsdowandGitHub 9dfbc7d394 Use correct gridno for XY conversion (#289) 2024-03-13 19:29:28 +02:00
KittyandGitHub 0616507282 Merge branch '1dot13:master' into Backgrounds 2024-02-18 01:46:43 +01:00
AsdowandGitHub 65698284c3 Re-enable extracover check for A* (#283)
Allows smarter pathfinding for AI, only done during turnbased pathing  to alleviate its extra cost
2024-02-11 14:57:53 +02:00
AsdowandGitHub 4338b5b909 Fix AI tactical retreat (#282)
Only perform tactical traversal if pSoldier is at the map edge
2024-02-11 12:42:21 +02:00
AsdowandGitHub ef69f9b2e6 Allow enemy to retreat (#279)
This check was preventing enemies from retreating into another sector if tactical AI retreat was enabled, leading into AI deadlock every time AI_ACTION_RUNAWAY was the decision.
2024-02-11 00:27:14 +02:00
AsdowandGitHub 28a4db0355 Guard against nullptr dereference (#278)
Encountered a situation where a pSoldier between bFirstID and bLastID was null and then we'd dereference it.
2024-02-10 17:18:19 +02:00
KittyandGitHub 6ef6303eb1 Merge branch '1dot13:master' into Backgrounds 2024-02-10 00:56:00 +01:00
KittyandGitHub 352459910c Merge branch '1dot13:master' into Backgrounds 2024-02-01 16:25:45 +01:00
KittyandGitHub 6840394610 Merge branch '1dot13:master' into Backgrounds 2024-01-03 03:01:34 +01:00
KittyandGitHub 668a4e96ad Merge branch '1dot13:master' into Backgrounds 2023-11-08 01:27:57 +01:00
KittyandGitHub 3fa6a4bd45 Merge branch '1dot13:master' into Backgrounds 2023-09-06 03:28:47 +02:00
KittyandGitHub 1c11c88598 Merge branch '1dot13:master' into Backgrounds 2023-09-03 13:36:35 +02:00
kitty624 0962319a43 Fix skill checks for backgrounds during IMP creation
fixed checks for major and minor traits determining available IMP backgrounds

edited disability trait case HEAT INTOLERANT

added case DEAF at disability traits
2023-08-31 02:55:51 +02:00
48 changed files with 414 additions and 1416 deletions
-2
View File
@@ -169,8 +169,6 @@ jobs:
with:
language: ${{ matrix.language }}
assemble: ${{ needs.workflow_setup.outputs.assemble_release == 'true' }}
# TODO check if English and German build faster for code changes on master, if not remove caching
build-cache-enabled: ${{ matrix.language == 'English' || matrix.language == 'German' }}
# at least English and some other lang have to work
continue-on-error: ${{ matrix.language != 'English' && matrix.language != 'German' }}
+2 -19
View File
@@ -13,11 +13,6 @@ on:
required: true
default: true
type: boolean
build-cache-enabled:
description: 'enable sscache'
required: true
default: false
type: boolean
continue-on-error:
description: 'allows a language to fail, used when building all languages'
required: false
@@ -32,8 +27,6 @@ jobs:
fail-fast: false
matrix:
application: [ja2, ja2mapeditor, ja2ub, ja2ubmapeditor]
env:
SCCACHE_GHA_ENABLED: ${{ inputs.build-cache-enabled }}
steps:
- name: Checkout source
@@ -82,19 +75,9 @@ jobs:
- uses: ilammy/msvc-dev-cmd@v1
with:
arch: x86
- name: Prepare build cache
if: ${{ inputs.build-cache-enabled }}
uses: hendrikmuhs/ccache-action@v1
with:
key: ${{ inputs.language }}_${{ matrix.application }}
save: ${{ github.ref == 'refs/heads/master' }}
variant: sccache
- name: Prepare build
run: >
cmake -S . -B build -GNinja
-DCMAKE_C_COMPILER_LAUNCHER=sccache -DCMAKE_CXX_COMPILER_LAUNCHER=sccache
-DCMAKE_BUILD_TYPE=Release
-DLanguages="$Env:JA2Language" -DApplications="$Env:JA2Application"
run: |
cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=Release -DLanguages="$Env:JA2Language" -DApplications="$Env:JA2Application"
- name: Build
run: |
cmake --build build/ -- -v
+10 -2
View File
@@ -992,9 +992,17 @@ void LoadGameExternalOptions()
//Madd: set number of pItem files to be used
gGameExternalOptions.ubNumPItems = iniReader.ReadInteger("Data File Settings","NUM_P_ITEMS", 3, 3, MAX_PITEMS);
//################# Backgrounds #################
// Flugente: backgrounds
gGameExternalOptions.fBackGround = iniReader.ReadBoolean("Data File Settings", "BACKGROUNDS", TRUE );
gGameExternalOptions.fBackGround = iniReader.ReadBoolean("Backgrounds", "ENABLE_BACKGROUNDS", TRUE );
// Kitty: show additional IMP backgrounds and determine which IMP backgrounds are available at selection based on choices for skills, chararcter traits and disabilities
gGameExternalOptions.fAltIMPCreation = iniReader.ReadBoolean("Backgrounds", "ALTERNATIVE_IMP_CREATION", FALSE);
// Kitty: only show additional IMP backgrounds enabled by AlternativeImpCreation (same rules which are shown as with AlternativeImpCreation)
gGameExternalOptions.fReducedIMPCreation = iniReader.ReadBoolean("Backgrounds", "REDUCED_IMP_CREATION", FALSE);
//################# Merc Recruitment Settings #################
// silversurfer: read early recruitment options 1=immediately (control Omerta), 2=early (control 1, 2, 3 towns including Omerta)
+7
View File
@@ -337,6 +337,7 @@ BOOLEAN UsingBackGroundSystem();
BOOLEAN UsingImprovedInterruptSystem();
BOOLEAN UsingInventoryCostsAPSystem();
BOOLEAN IsNIVModeValid(bool checkRes = true);
// Snap: Options read from an INI file in the default of custom Data directory
@@ -1558,6 +1559,12 @@ typedef struct
// Flugente: backgrounds
BOOLEAN fBackGround;
// Kitty: Alternative IMP Creation (choices in skills/char-traits/disabilities determine available backgrounds, plus additional available backgrounds)
BOOLEAN fAltIMPCreation;
// Kitty: Reduced IMP Backgrounds (same as fAltIMPCreation, but for this only the additional backgrounds)
BOOLEAN fReducedIMPCreation;
// Sandro: Alternative weapon holding (rifles fired from hip / pistols fired one-handed)
UINT8 ubAllowAlternativeWeaponHolding;
-4
View File
@@ -1442,7 +1442,6 @@ UINT32 InitializeJA2(void)
HandleLaserLockResult( PrepareLaserLockSystem() );
#endif
HandleJA2CDCheck( );
gfWorldLoaded = FALSE;
@@ -1472,9 +1471,6 @@ UINT32 InitializeJA2(void)
//gsRenderCenterX = 805;
//gsRenderCenterY = 805;
// Init data
InitializeSystemVideoObjects( );
// Init animation system
if ( !InitAnimationSystem( ) )
{
+4 -17
View File
@@ -5633,28 +5633,15 @@ void EnableWeaponKitSelectionButtons()
{
if ( !(gMercProfiles[gbCurrentSoldier].ubMiscFlags & PROFILE_MISC_FLAG_ALREADY_USED_ITEMS) || gGameExternalOptions.fGearKitsAlwaysAvailable )
{
bool bShow;
INT16 usItem;
for(int i=0; i<NUM_MERCSTARTINGGEAR_KITS; ++i)
{
bShow = false;
for(int j=INV_START_POS; j<NUM_INV_SLOTS; ++j)
{
usItem = gMercProfileGear[gbCurrentSoldier][i].inv[j];
if(usItem != NONE)
if(gMercProfileGear[gbCurrentSoldier][i].inv[j] != NONE)
{
bShow = true;
//shadooow: if any of the item in kit is limited to specific system and this system isn't enabled then disable the whole kit from selection
if (((Item[usItem].usLimitedToSystem & FOOD_SYSTEM_FLAG) && !UsingFoodSystem()) || ((Item[usItem].usLimitedToSystem & DISEASE_SYSTEM_FLAG) && !gGameExternalOptions.fDisease))
{
bShow = false;
break;
}
}
}
if (bShow)
{
ShowButton(giWeaponboxSelectionButton[i]);
ShowButton( giWeaponboxSelectionButton[i] );
break;
}
}
}
}
+226 -45
View File
@@ -17,6 +17,7 @@
#include "IMP Compile Character.h"
#include "IMP Disability Trait.h"
#include "IMP Character Trait.h"
#include "IMP Minor Trait.h"
#include "GameSettings.h"
#include "Interface.h"
@@ -602,81 +603,187 @@ void ResetDisplaySkills()
extern INT32 SkillsList[ ATTITUDE_LIST_SIZE ];
BOOLEAN IsBackGroundAllowed( UINT16 ubNumber )
extern BOOLEAN gfSkillTraitQuestions[20];
extern BOOLEAN gfSkillTraitQuestions2[20];
extern BOOLEAN gfMinorTraitQuestions[IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS];
BOOLEAN IsBackGroundAllowed(UINT16 ubNumber)
{
if ( !ubNumber )
if (!ubNumber)
return FALSE;
// some backgrounds are only allowed to specific genders. Set both to forbid a background from ever showing up in IMP creation (for merc-specific backgrounds)
if ( fCharacterIsMale && zBackground[ ubNumber ].uiFlags & BACKGROUND_NO_MALE )
if (fCharacterIsMale && zBackground[ubNumber].uiFlags & BACKGROUND_NO_MALE)
return FALSE;
else if ( !fCharacterIsMale && zBackground[ ubNumber ].uiFlags & BACKGROUND_NO_FEMALE )
else if (!fCharacterIsMale && zBackground[ubNumber].uiFlags & BACKGROUND_NO_FEMALE)
return FALSE;
if ( SkillsList[0] == HEAVY_WEAPONS_NT || SkillsList[1] == HEAVY_WEAPONS_NT || SkillsList[2] == HEAVY_WEAPONS_NT )
// added new ini-options and accompanying background-tag
// choices in skills/character-traits/disabilities determine available backgrounds if true in ja2options.ini
// new tag <alt_impcreation> has been added to backgrounds.xml
if (!gGameExternalOptions.fAltIMPCreation)
{
if ( zBackground[ ubNumber ].value[BG_ARTILLERY] > 0 )
if (zBackground[ubNumber].uiFlags & BACKGROUND_ALT_IMP_CREATION) // don't show BG with tag <alt_impcreation> if Alt_Imp_Creation isn't true in ja2options.ini
{
return FALSE;
}
else
{
return TRUE;
}
}
// show BG with tag <alt_impcreation>,
// but don't show BG whose tags would contradict with a main bonus/penalty gained by skill/char-trait/disability
if (gGameExternalOptions.fAltIMPCreation)
// define which tags are considered contradicting for major traits, minor traits, disablities and character traits
// major traits (single-trait and dual-trait)
if (gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS])
{
if (gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS])
{
if (zBackground[ubNumber].value[BG_ARTILLERY] > 0) //dual trait (expert)
return FALSE;
}
else
{
if (zBackground[ubNumber].value[BG_ARTILLERY] > 10) //single trait
return FALSE;
}
}
if (gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_PROF_SNIPER] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_PROF_SNIPER])
{
if (gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_PROF_SNIPER] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_PROF_SNIPER])
{
if (zBackground[ubNumber].value[BG_PERC_CTH_MAX] < 0 || zBackground[ubNumber].value[BG_MARKSMANSHIP] < 0 )
return FALSE;
}
else
{
if (zBackground[ubNumber].value[BG_PERC_CTH_MAX] < 0 )
return FALSE;
}
}
if (gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS])
{
if (gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS])
{
if (zBackground[ubNumber].value[BG_RESI_PHYSICAL] < 0 )
return FALSE;
}
else
{
if (zBackground[ubNumber].value[BG_RESI_PHYSICAL] < 0 )
return FALSE;
}
}
if (gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_TECHNICIAN] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_TECHNICIAN])
{
if (gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_TECHNICIAN] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_TECHNICIAN])
{
if (zBackground[ubNumber].value[BG_MECHANICAL] < 0)
return FALSE;
}
else
{
if (zBackground[ubNumber].value[BG_MECHANICAL] < 0)
return FALSE;
}
}
if (gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_DOCTOR] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_DOCTOR])
{
if (gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_DOCTOR] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_DOCTOR])
{
if (zBackground[ubNumber].value[BG_PERC_BANDAGING] < 0 || zBackground[ubNumber].value[BG_MEDICAL] < 0 )
return FALSE;
}
else
{
if (zBackground[ubNumber].value[BG_PERC_BANDAGING] < 0)
return FALSE;
}
}
if (gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_SQUADLEADER] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_SQUADLEADER])
{
if (gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_SQUADLEADER] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_SQUADLEADER])
{
if (zBackground[ubNumber].value[BG_RESI_SUPPRESSION] < 0 || zBackground[ubNumber].value[BG_RESI_FEAR] < 0 )
return FALSE;
}
else
{
if (zBackground[ubNumber].value[BG_RESI_SUPPRESSION] < 0)
return FALSE;
}
}
// Minor Traits (single trait only)
if (gfMinorTraitQuestions[IMP_SKILL_TRAITS_NEW_MELEE])
{
if (zBackground[ubNumber].value[BG_PERC_CTH_BLADE] < 0 || zBackground[ubNumber].value[BG_PERC_DAMAGE_MELEE] < 0 )
return FALSE;
}
if ( SkillsList[0] == SNIPER_NT || SkillsList[1] == SNIPER_NT || SkillsList[2] == SNIPER_NT )
if (gfMinorTraitQuestions[IMP_SKILL_TRAITS_NEW_STEALTHY])
{
if ( zBackground[ ubNumber ].value[BG_PERC_CTH_MAX] < 0 )
if (zBackground[ubNumber].value[BG_PERC_STEALTH] < 0)
return FALSE;
}
if ( SkillsList[0] == SURVIVAL_NT || SkillsList[1] == SURVIVAL_NT || SkillsList[2] == SURVIVAL_NT )
if (gfMinorTraitQuestions[IMP_SKILL_TRAITS_NEW_DEMOLITIONS])
{
if ( zBackground[ ubNumber ].value[BG_PERC_CAMO] < 0 )
return FALSE;
}
if ( SkillsList[0] == MARTIAL_ARTS_NT || SkillsList[1] == MARTIAL_ARTS_NT || SkillsList[2] == MARTIAL_ARTS_NT )
{
if ( zBackground[ ubNumber ].value[BG_PERC_DAMAGE_MELEE] < 0 )
if (zBackground[ubNumber].value[BG_BONUS_BREACHINGCHARGE] < 0 || zBackground[ubNumber].value[BG_EXPLOSIVE_ASSIGN] < 0 )
return FALSE;
}
if ( SkillsList[0] == TECHNICIAN_NT || SkillsList[1] == TECHNICIAN_NT || SkillsList[2] == TECHNICIAN_NT )
if (gfMinorTraitQuestions[IMP_SKILL_TRAITS_NEW_SURVIVAL])
{
if ( zBackground[ ubNumber ].value[BG_MECHANICAL] < 0 )
if (zBackground[ubNumber].value[BG_TRAVEL_FOOT] < 0 || zBackground[ubNumber].value[BG_TRAVEL_CAR] <0 || zBackground[ubNumber].value[BG_TRAVEL_AIR] <0 ||
zBackground[ubNumber].value[BG_RESI_DISEASE] < 0 || zBackground[ubNumber].value[BG_SNAKEDEFENSE] < 0 )
return FALSE;
}
if ( SkillsList[0] == DOCTOR_NT || SkillsList[1] == DOCTOR_NT || SkillsList[2] == DOCTOR_NT )
if (gfMinorTraitQuestions[IMP_SKILL_TRAITS_NEW_BODYBUILDING])
{
if ( zBackground[ ubNumber ].value[BG_MEDICAL] < 0 )
if (zBackground[ubNumber].value[BG_PERC_CARRYSTRENGTH] < 0)
return FALSE;
}
if ( SkillsList[0] == MELEE_NT || SkillsList[1] == MELEE_NT || SkillsList[2] == MELEE_NT )
if (gfMinorTraitQuestions[IMP_SKILL_TRAITS_NEW_AMBIDEXTROUS])
{
if ( zBackground[ ubNumber ].value[BG_PERC_CTH_BLADE] < 0 )
if (zBackground[ubNumber].value[BG_INVENTORY] > 0)
return FALSE;
}
if ( SkillsList[0] == STEALTHY_NT || SkillsList[1] == STEALTHY_NT || SkillsList[2] == STEALTHY_NT )
if (gfMinorTraitQuestions[IMP_SKILL_TRAITS_NEW_NIGHT_OPS])
{
if ( zBackground[ ubNumber ].value[BG_PERC_STEALTH] < 0 )
if (zBackground[ubNumber].value[BG_PERC_SLEEP] > 0 || zBackground[ubNumber].value[BG_PERC_HEARING_NIGHT] < 0 )
return FALSE;
}
if ( SkillsList[0] == ATHLETICS_NT || SkillsList[1] == ATHLETICS_NT || SkillsList[2] == ATHLETICS_NT )
{
if ( zBackground[ ubNumber ].value[BG_PERC_SPEED_RUNNING] < 0 )
return FALSE;
}
if ( SkillsList[0] == DEMOLITIONS_NT || SkillsList[1] == DEMOLITIONS_NT || SkillsList[2] == DEMOLITIONS_NT )
{
if ( zBackground[ ubNumber ].value[BG_EXPLOSIVE_ASSIGN] < 0 )
return FALSE;
}
switch ( iChosenDisabilityTrait() )
// Disabiliies
switch (iChosenDisabilityTrait())
{
case HEAT_INTOLERANT:
if ( zBackground[ ubNumber ].value[BG_DESERT] > 0 )
if (zBackground[ubNumber].value[BG_DESERT] > 0 || zBackground[ubNumber].value[BG_TROPICAL] > 0)
return FALSE;
break;
case NERVOUS:
@@ -686,7 +793,7 @@ BOOLEAN IsBackGroundAllowed( UINT16 ubNumber )
return FALSE;
break;
case NONSWIMMER:
if ( zBackground[ ubNumber ].value[BG_RIVER] > 0 || zBackground[ ubNumber ].value[BG_COASTAL] > 0 || zBackground[ ubNumber ].value[BG_SWIMMING] > 0 )
if ( zBackground[ ubNumber ].value[BG_RIVER] > 0 || zBackground[ ubNumber ].value[BG_COASTAL] > 0 )
return FALSE;
break;
case FEAR_OF_INSECTS:
@@ -694,35 +801,109 @@ BOOLEAN IsBackGroundAllowed( UINT16 ubNumber )
return FALSE;
break;
case FORGETFUL:
if ( zBackground[ ubNumber ].value[BG_LEADERSHIP] > 0 )
if (zBackground[ubNumber].value[BG_INVENTORY] < 0 || zBackground[ubNumber].value[BG_ASSAULT] < 0 )
return FALSE;
break;
case PSYCHO:
if ( zBackground[ ubNumber ].value[BG_LEADERSHIP] > 0 )
if (zBackground[ubNumber].value[BG_LEADERSHIP] > 5)
return FALSE;
break;
case DEAF:
if (zBackground[ ubNumber ].value[BG_PERC_HEARING_NIGHT] > 0 || zBackground[ ubNumber ].value[BG_PERC_HEARING_DAY] > 0)
return FALSE;
break;
case SHORTSIGHTED:
if (zBackground[ ubNumber ].value[BG_PERC_CTH_MAX] > 0 || zBackground[ubNumber].value[BG_PERC_SPOTTER] > 0 )
return FALSE;
break;
case HEMOPHILIAC:
if (zBackground[ubNumber].value[BG_RESI_DISEASE] > 0)
return FALSE;
break;
case AFRAID_OF_HEIGHTS:
if ( zBackground[ubNumber].value[BG_HEIGHT] > 0 )
if ( zBackground[ ubNumber ].value[BG_HEIGHT] > 0 || zBackground[ubNumber].value[BG_AIRDROP] > 0 )
return FALSE;
break;
case SELF_HARM:
if (zBackground[ubNumber].value[BG_RESI_DISEASE] > 0)
return FALSE;
break;
default:
break;
}
switch ( iChosenCharacterTrait() )
// Character Traits
switch (iChosenCharacterTrait())
{
case CHAR_TRAIT_SOCIABLE:
if ( zBackground[ ubNumber ].uiFlags & BACKGROUND_XENOPHOBIC )
if (zBackground[ubNumber].uiFlags & BACKGROUND_XENOPHOBIC || zBackground[ubNumber].value[BG_PERC_SPOTTER] < 0)
return FALSE;
break;
case CHAR_TRAIT_LONER:
if ( zBackground[ ubNumber ].value[BG_LEADERSHIP] > 0 )
if (zBackground[ubNumber].value[BG_LEADERSHIP] > 0 || zBackground[ubNumber].value[BG_PERC_SPOTTER] > 0)
return FALSE;
break;
case CHAR_TRAIT_OPTIMIST:
if (zBackground[ubNumber].uiFlags & BACKGROUND_TRAPLEVEL)
return FALSE;
break;
case CHAR_TRAIT_ASSERTIVE:
if (zBackground[ubNumber].value[BG_PERC_INTERROGATION] < 0 || zBackground[ubNumber].value[BG_PERC_APPROACH_THREATEN] < 0)
return FALSE;
break;
case CHAR_TRAIT_INTELLECTUAL:
if (zBackground[ubNumber].value[BG_ADMINISTRATION_ASSIGNMENT] < 0)
return FALSE;
break;
case CHAR_TRAIT_PRIMITIVE:
if (zBackground[ubNumber].value[BG_ADMINISTRATION_ASSIGNMENT] > 0)
return FALSE;
break;
case CHAR_TRAIT_AGGRESSIVE:
if (zBackground[ubNumber].uiFlags & BACKGROUND_TRAPLEVEL || zBackground[ubNumber].value[BG_PERC_DISARM] > 0 )
return FALSE;
break;
case CHAR_TRAIT_PHLEGMATIC:
if (zBackground[ubNumber].value[BG_ASSAULT] > 0 )
return FALSE;
break;
case CHAR_TRAIT_DAUNTLESS:
if (zBackground[ubNumber].value[BG_CROUCHEDDEFENSE] < 0 )
return FALSE;
break;
case CHAR_TRAIT_PACIFIST:
break;
case CHAR_TRAIT_MALICIOUS:
if (zBackground[ubNumber].value[BG_PERC_APPROACH_FRIENDLY] > 0)
return FALSE;
break;
case CHAR_TRAIT_SHOWOFF:
break;
case CHAR_TRAIT_COWARD:
if (zBackground[ubNumber].value[BG_PERC_CAPITULATION] > 0)
return FALSE;
break;
default:
break;
}
// show exclusivly the BG's with tag <alt_impcreation> if Reduced_Imp_Creation is true in ja2options.ini
// requires Alt_Imp_Creation to be true in ja2options.ini (otherwise BG's with tag <alt_impcreation> won't be shown)
if (gGameExternalOptions.fReducedIMPCreation)
{
if (zBackground[ubNumber].uiFlags & BACKGROUND_ALT_IMP_CREATION)
{
return TRUE;
}
else
{
return FALSE;
}
}
return TRUE;
}
+1 -1
View File
@@ -8,7 +8,7 @@ void RenderIMPDisabilityTrait( void );
void ExitIMPDisabilityTrait( void );
void HandleIMPDisabilityTrait( void );
INT8 iChosenDisabilityTrait();
INT8 iChosenDisabilityTrait();
INT8 iPlayersAttributePointsBonusForDisabilitySelected();
#endif
+1 -1
View File
@@ -80,7 +80,7 @@ UINT8 gusNewMinorTraitRemap[IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS] =
BOOLEAN gfIMT_Redraw=FALSE;
BOOLEAN gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS ];
BOOLEAN gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS ];
// these are the buttons for the questions
INT32 giIMPMinorTraitAnswerButton[ IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS ];
+2 -2
View File
@@ -98,8 +98,8 @@ UINT8 gusOldMajorTraitRemap[IMP_SKILL_TRAITS__NUMBER_SKILLS] =
// Global Variables
//
//*******************************************************************
BOOLEAN gfSkillTraitQuestions[ 20 ];
BOOLEAN gfSkillTraitQuestions2[ 20 ];
BOOLEAN gfSkillTraitQuestions[ 20 ];
BOOLEAN gfSkillTraitQuestions2[ 20 ];
BOOLEAN gfIST_Redraw=FALSE;
-78
View File
@@ -670,13 +670,6 @@ void AddCustomEmail(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender,
// add message to list
AddEmailMessage(iMessageOffset,iMessageLength, pSubject, iDate, ubSender, FALSE, 0, 0, iCurrentIMPPosition, iCurrentShipmentDestinationID, EmailType, TYPE_E_NONE );
// if we are in fact int he laptop, redraw icons, might be change in mail status
if( fCurrentlyInLaptop )
{
// redraw icons, might be new mail
DrawLapTopIcons();
}
}
//--
@@ -721,14 +714,6 @@ void AddEmailWithSpecialData(INT32 iMessageOffset, INT32 iMessageLength, UINT8 u
// add message to list
AddEmailMessage(iMessageOffset,iMessageLength, pSubject, iDate, ubSender, FALSE, iFirstData, uiSecondData, -1 , -1, EmailType, EmailAIM );
// if we are in fact int he laptop, redraw icons, might be change in mail status
if( fCurrentlyInLaptop == TRUE )
{
// redraw icons, might be new mail
DrawLapTopIcons();
}
return;
}
@@ -761,14 +746,6 @@ void AddEmailWithSpecialDataXML(INT32 iMessageOffset, INT32 iMessageLength, UINT
// add message to list
AddEmailMessage(iMessageOffset,iMessageLength, pSubject, iDate, ubSender, FALSE, iFirstData, uiSecondData, -1 , -1, EmailType, EmailAIM);
// if we are in fact int he laptop, redraw icons, might be change in mail status
if( fCurrentlyInLaptop == TRUE )
{
// redraw icons, might be new mail
DrawLapTopIcons();
}
return;
}
@@ -792,13 +769,6 @@ void AddPreReadEmailTypeXML( INT32 iMessageOffset, INT32 iMessageLength, UINT8 u
// add message to list
AddEmailMessage( iMessageOffset,iMessageLength, pSubject, iDate, ubSender, TRUE, 0, 0, -1, -1 , EmailType, TYPE_E_NONE );
// if we are in fact int he laptop, redraw icons, might be change in mail status
if( fCurrentlyInLaptop )
{
// redraw icons, might be new mail
DrawLapTopIcons();
}
}
void AddEmailTypeXML( INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, UINT8 EmailType )
@@ -830,13 +800,6 @@ void AddEmailTypeXML( INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender
}
AddEmailMessage(iMessageOffset,iMessageLength, pSubject, iDate, ubSender, FALSE, 0, 0, iCurrentIMPPosition, -1, EmailType, TYPE_E_NONE);
// if we are in fact int he laptop, redraw icons, might be change in mail status
if( fCurrentlyInLaptop )
{
// redraw icons, might be new mail
DrawLapTopIcons();
}
}
#ifdef JA2UB
@@ -853,14 +816,6 @@ void AddBobbyREmailJA2(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSende
// add message to list
AddEmailMessage(iMessageOffset,iMessageLength, pSubject, iDate, ubSender, FALSE, 0, 0, iCurrentIMPPosition, iCurrentShipmentDestinationID, EmailType, TYPE_EMAIL_BOBBY_R_L1);
// if we are in fact int he laptop, redraw icons, might be change in mail status
if( fCurrentlyInLaptop == TRUE )
{
// redraw icons, might be new mail
DrawLapTopIcons();
}
return;
}
#endif
@@ -884,14 +839,6 @@ void AddEmailWFMercAvailable(INT32 iMessageOffset, INT32 iMessageLength, UINT8 u
AddEmailMessage(iMessageOffset,iMessageLength, pSubject, iDate, ubSender, FALSE, 0, 0, iCurrentIMPPosition, -1 , EmailType, TYPE_E_NONE);
// if we are in fact int he laptop, redraw icons, might be change in mail status
if( fCurrentlyInLaptop == TRUE )
{
// redraw icons, might be new mail
DrawLapTopIcons();
}
return;
}
@@ -931,14 +878,6 @@ void AddEmail(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32
// add message to list
AddEmailMessage(iMessageOffset,iMessageLength, pSubject, iDate, ubSender, FALSE, 0, 0, iCurrentIMPPosition, iCurrentShipmentDestinationID, EmailType, TYPE_E_NONE);
// if we are in fact int he laptop, redraw icons, might be change in mail status
if( fCurrentlyInLaptop == TRUE )
{
// redraw icons, might be new mail
DrawLapTopIcons();
}
return;
}
@@ -968,13 +907,6 @@ void AddPreReadEmail(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender,
// add message to list
AddEmailMessage( iMessageOffset,iMessageLength, pSubject, iDate, ubSender, TRUE, 0, 0, -1, -1 , EmailType, TYPE_E_NONE );
// if we are in fact int he laptop, redraw icons, might be change in mail status
if( fCurrentlyInLaptop == TRUE )
{
// redraw icons, might be new mail
DrawLapTopIcons();
}
return;
}
@@ -1956,9 +1888,6 @@ void BtnMessageXCallback(GUI_BUTTON *btn,INT32 reason)
// reset page being displayed
giMessagePage = 0;
// redraw icons
DrawLapTopIcons();
// force update of entire screen
fPausedReDrawScreenFlag=TRUE;
@@ -2421,7 +2350,6 @@ BOOLEAN DisplayNewMailBox( void )
// printf warning string
mprintf(EMAIL_WARNING_X + 60, EMAIL_WARNING_Y + 63, pNewMailStrings[0] );
DrawLapTopIcons( );
// invalidate region
InvalidateRegion( EMAIL_WARNING_X, EMAIL_WARNING_Y, EMAIL_WARNING_X + 270, EMAIL_WARNING_Y + 200 );
@@ -2883,9 +2811,6 @@ void DeleteEmail()
// upadte list
PlaceMessagesinPages();
// redraw icons (if deleted message was last unread, remove checkmark)
DrawLapTopIcons();
// if all of a sudden we are beyond last page, move back one
if(iCurrentPage > iLastPage)
iCurrentPage=iLastPage;
@@ -3037,9 +2962,6 @@ void ViewMessageRegionCallBack( MOUSE_REGION * pRegion, INT32 iReason )
// reset page being displayed
giMessagePage = 0;
// redraw icons
DrawLapTopIcons();
// force update of entire screen
fPausedReDrawScreenFlag=TRUE;
-7
View File
@@ -837,13 +837,6 @@ BOOLEAN InitLaptopAndLaptopScreens()
}
UINT32
DrawLapTopIcons()
{
return (TRUE);
}
UINT32
DrawLapTopText()
{
-2
View File
@@ -15,7 +15,6 @@ void ExitLaptop();
void RenderLaptop();
UINT32 ExitLaptopMode(UINT32 uiMode);
void EnterNewLaptopMode();
UINT32 DrawLapTopIcons();
UINT32 DrawLapTopText();
void ReDrawHighLight();
void DrawButtonText();
@@ -26,7 +25,6 @@ BOOLEAN IsBookMarkSet( INT32 iBookId );
BOOLEAN LeaveLapTopScreen( );
void SetLaptopExitScreen( UINT32 uiExitScreen );
void SetLaptopNewGameFlag( );
UINT32 DrawLapTopIcons( );
void LapTopScreenCallBack(MOUSE_REGION * pRegion, INT32 iReason );
void HandleRightButtonUpEvent( void );
+21 -36
View File
@@ -13603,58 +13603,43 @@ static int l_GetNumHostilesInSector( lua_State *L )
void LuaGetIntelAndQuestMapData( INT32 aLevel )
{
static LuaScopeState _LS(true);
static bool isInitialized = false;
const char* filename = "scripts\\strategicmap.lua";
// Initialize only once during lifetime of program
if (!isInitialized)
{
isInitialized = true;
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
const char* filename = "scripts\\strategicmap.lua";
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
}
LuaScopeState _LS( true );
IniFunction( _LS.L(), TRUE );
IniGlobalGameSetting( _LS.L() );
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
IniGlobalGameSetting(_LS.L());
LuaFunction( _LS.L, "GetIntelAndQuestMapData" ).Param<int>( aLevel ).Call( 1 );
}
void SetFactoryLeftoverProgress( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usFacilityType, UINT16 usProductionNumber, INT32 sProgressLeft )
{
static LuaScopeState _LS(true);
static bool isInitialized = false;
const char* filename = "scripts\\strategicmap.lua";
// Initialize only once during lifetime of program
if (!isInitialized)
{
isInitialized = true;
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
const char* filename = "scripts\\strategicmap.lua";
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
}
LuaScopeState _LS( true );
IniFunction( _LS.L(), TRUE );
IniGlobalGameSetting( _LS.L() );
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
IniGlobalGameSetting(_LS.L());
LuaFunction( _LS.L, "SetFactoryLeftoverProgress" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<int>( usFacilityType ).Param<int>( usProductionNumber ).Param<int>( sProgressLeft ).Call( 6 );
}
INT32 GetFactoryLeftoverProgress( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usFacilityType, UINT16 usProductionNumber )
{
static LuaScopeState _LS( true );
static bool isInitialized = false;
const char* filename = "scripts\\strategicmap.lua";
// Initialize only once during lifetime of program
if (!isInitialized)
{
isInitialized = true;
IniFunction( _LS.L(), TRUE );
IniGlobalGameSetting(_LS.L());
const char* filename = "scripts\\strategicmap.lua";
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
}
LuaScopeState _LS( true );
IniFunction( _LS.L(), TRUE );
IniGlobalGameSetting( _LS.L() );
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
IniGlobalGameSetting(_LS.L());
LuaFunction( _LS.L, "GetFactoryLeftoverProgress" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<int>( usFacilityType ).Param<int>( usProductionNumber ).Call( 5 );
if ( lua_gettop( _LS.L() ) >= 0 )
+10 -6
View File
@@ -460,7 +460,7 @@ void AutoBandage( BOOLEAN fStart )
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt, ++pSoldier )
{
// 0verhaul: Make sure the merc is also in the sector before making him stand up!
if ( pSoldier->bActive && pSoldier->bInSector )
if (pSoldier && pSoldier->bActive && pSoldier->bInSector)
{
ActionDone( pSoldier );
if ( pSoldier->bSlotItemTakenFrom != NO_SLOT )
@@ -483,12 +483,16 @@ void AutoBandage( BOOLEAN fStart )
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubLoop)
{
ActionDone( MercPtrs[ ubLoop ] );
// If anyone is still doing aid animation, stop!
if ( MercPtrs[ ubLoop ]->usAnimState == GIVING_AID || MercPtrs[ ubLoop ]->usAnimState == GIVING_AID_PRN )
pSoldier = MercPtrs[ubLoop];
if (pSoldier && pSoldier->bActive && pSoldier->bInSector)
{
MercPtrs[ ubLoop ]->SoldierGotoStationaryStance( );
ActionDone(pSoldier);
// If anyone is still doing aid animation, stop!
if (pSoldier->usAnimState == GIVING_AID || pSoldier->usAnimState == GIVING_AID_PRN)
{
pSoldier->SoldierGotoStationaryStance();
}
}
}
+1
View File
@@ -93,6 +93,7 @@ set(TacticalSrc
"${CMAKE_CURRENT_SOURCE_DIR}/VehicleMenu.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Weapons.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/World Items.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_AmmoStrings.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_AmmoTypes.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Armour.cpp"
+3 -1
View File
@@ -364,7 +364,9 @@ void ReduceBPRegenForHunger( SOLDIERTYPE *pSoldier, INT32 *psPoints )
void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
{
if ( !pSoldier )
// A merc away on a minievent assignment is ignored since we cannot control their food or water intake.
// Without this they would end up losing stats and/or dying during long event assignments, which would lead to the game crashing when death occurs.
if ( !pSoldier || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT)
return;
// determine our current activity level
+11 -8
View File
@@ -5769,14 +5769,6 @@ void UpdateAttachmentTooltips(OBJECTTYPE *pObject, UINT8 ubStatusIndex)
//search primary item launchables.xml
usAttachment = Launchable[usLoop][0];
}
if (usAttachment > 0 && !Item[usAttachment].hiddenaddon && !Item[usAttachment].hiddenattachment && ItemIsLegal(usAttachment))
{
if (std::find(attachList.begin(), attachList.end(), usAttachment) == attachList.end())
{
attachList.push_back(usAttachment);
}
}
else
{
//search for launchables made valid by other attachments
@@ -5785,11 +5777,22 @@ void UpdateAttachmentTooltips(OBJECTTYPE *pObject, UINT8 ubStatusIndex)
while (cnt)
{
if (Launchable[usLoop][1] == *p && AttachmentSlots[usLoopSlotID].nasAttachmentClass & Item[Launchable[usLoop][0]].nasAttachmentClass)
{
usAttachment = Launchable[usLoop][0];
break;
}
cnt--, p++;
}
}
if (usAttachment > 0 && !Item[usAttachment].hiddenaddon && !Item[usAttachment].hiddenattachment && ItemIsLegal(usAttachment))
{
if (std::find(attachList.begin(), attachList.end(), usAttachment) == attachList.end())
{
attachList.push_back(usAttachment);
}
}
}
// check all attachments
+1 -1
View File
@@ -592,7 +592,7 @@ LBENODE* OBJECTTYPE::GetLBEPointer(unsigned int index)
}
bool OBJECTTYPE::exists()
bool OBJECTTYPE::exists() const
{
return(this && ubNumberOfObjects && usItem);
}
+4 -6
View File
@@ -546,7 +546,7 @@ public:
bool operator==(OBJECTTYPE& compare);
bool operator==(const OBJECTTYPE& compare)const;
bool exists();
bool exists() const;
bool IsActiveLBE(unsigned int index);
bool HasAnyActiveLBEs(SOLDIERTYPE * pSoldier = NULL, UINT8 iter = 0);
LBENODE* GetLBEPointer(unsigned int index);
@@ -947,9 +947,6 @@ extern OBJECTTYPE gTempObject;
// autofiretohitbonus,
// bursttohitbonus
// bitflags for usLimitedToSystem
#define FOOD_SYSTEM_FLAG 1
#define DISEASE_SYSTEM_FLAG 2
typedef struct
{
@@ -1218,8 +1215,9 @@ typedef struct
BOOLEAN fProvidesRobotCamo;
BOOLEAN fProvidesRobotNightVision;
BOOLEAN fProvidesRobotLaserBonus;
//shadooow: bitflag controlling what system needs to be in play for item to appear
UINT8 usLimitedToSystem;
// kitty: item exclusively available with disease feature
BOOLEAN DiseaseSystemExclusive;
// rftr: the progress bounds that allow a transport group to drop an item
INT8 iTransportGroupMinProgress;
+3 -2
View File
@@ -1279,8 +1279,9 @@ BOOLEAN ItemIsLegal( UINT16 usItemIndex, BOOLEAN fIgnoreCoolness )
return FALSE;
}
//shadooow: exclude also any item that is limited to specific system and this system isn't enabled
if (((Item[usItemIndex].usLimitedToSystem & FOOD_SYSTEM_FLAG) && !UsingFoodSystem()) || ((Item[usItemIndex].usLimitedToSystem & DISEASE_SYSTEM_FLAG) && !gGameExternalOptions.fDisease))
// kitty: no disease items if the disease system is off
// whether the item is exclusive is defined by tag
if (!gGameExternalOptions.fDisease && Item[usItemIndex].DiseaseSystemExclusive)
{
return FALSE;
}
+11 -5
View File
@@ -5081,11 +5081,17 @@ BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPe
INT16 sDesiredLevel;
BOOLEAN fOKCheckStruct;
// sevenfm: allow civilians and NPCs with profile to go off screen
if (!GridNoOnVisibleWorldTile(sGridNo) && (pCurrSoldier->bTeam != CIV_TEAM || pCurrSoldier->ubProfile == NO_PROFILE))
{
return(FALSE);
}
// Allow civilians and NPCs with profile to go off screen, and also enemies if tactical retreat is enabled
auto destinationOffscreen = !(GridNoOnVisibleWorldTile(sGridNo));
auto hasProfile = pCurrSoldier->ubProfile != NO_PROFILE;
auto isCivilian = pCurrSoldier->bTeam == CIV_TEAM;
auto isEnemy = pCurrSoldier->bTeam == ENEMY_TEAM;
auto retreatAllowed = gGameExternalOptions.fAITacticalRetreat == true;
if (destinationOffscreen && !(isCivilian || hasProfile || (isEnemy && retreatAllowed)))
{
return(FALSE);
}
if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
{
+19 -19
View File
@@ -461,7 +461,7 @@ static auto canJumpFences(SOLDIERTYPE* pSoldier) -> bool {
//ADB the extra cover feature is supposed to pick a path of the same distance as one calculated with the feature off,
//but a safer path, usually farther away from an enemy or following behind some cover.
//however it has not been tested and it may need some work, I haven't touched it in a while
//#define ASTAR_USING_EXTRACOVER
#define ASTAR_USING_EXTRACOVER
using namespace std;
using namespace ASTAR;
@@ -1164,7 +1164,7 @@ void AStarPathfinder::ExecuteAStarLogic()
#ifdef ASTAR_USING_EXTRACOVER
//check if we will run out of AP while entering this node or before
//if we run out, the merc will stop at the parent node for a turn and be vulnerable
if (mercsMaxAPs && APCost > mercsMaxAPs)
if (gfTurnBasedAI && mercsMaxAPs && AStarG > mercsMaxAPs)
{
extraGCoverCost = GetExtraGCover(ParentNode);
@@ -1174,7 +1174,7 @@ void AStarPathfinder::ExecuteAStarLogic()
//use the stance and cover to see how much we really want to stop at the parent node
//as opposed to an equal path with different cover
//because other nodes further on the path will stop here too, add this value to the F cost
extraGCoverCost = CalcGCover(ParentNodeIndex, APCost);
extraGCoverCost = CalcGCover(ParentNode, AStarG);
//remember, we have run out of points to *enter* this node, so we are stuck at the *parent* node
//cache the cost to stay at the parent node
@@ -1512,9 +1512,9 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
INT32 iMyThreatValue;
INT16 sThreatLoc;
UINT32 uiThreatCnt = 0;
INT16 * pusLastLoc;
INT8 * pbPersOL;
INT8 * pbPublOL;
INT32* pusLastLoc;
INT8 * pbPersOL;
INT8 * pbPublOL;
//although we have run out of APs to get here, it could just mean we have some APs but not enough to enter
int APLeft = this->mercsMaxAPs - APCost;
@@ -1523,7 +1523,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
pusLastLoc = &(gsLastKnownOppLoc[pSoldier->ubID][0]);
// hang a pointer into personal opplist
pbPersOL = &(pSoldier->bOppList[0]);
pbPersOL = &(pSoldier->aiData.bOppList[0]);
// hang a pointer into public opplist
pbPublOL = &(gbPublicOpplist[pSoldier->bTeam][0]);
@@ -1535,7 +1535,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
SOLDIERTYPE* pOpponent = MercSlots[ uiLoop ];
// if this merc is inactive, at base, on assignment, dead, unconscious
if (!pOpponent || pOpponent->bLife < OKLIFE) {
if (!pOpponent || pOpponent->stats.bLife < OKLIFE) {
continue; // next merc
}
@@ -1544,7 +1544,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
continue; // next merc
}
pbPersOL = pSoldier->bOppList + pOpponent->ubID;
pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID;
pusLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpponent->ubID;
@@ -1554,7 +1554,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
}
// Special stuff for Carmen the bounty hunter
if (pSoldier->bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64) {
if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64) {
continue; // next opponent
}
@@ -1599,7 +1599,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
Threats[uiThreatCnt].iOrigRange = iThreatRange;
// calculate how many APs he will have at the start of the next turn
Threats[uiThreatCnt].iAPs = CalcActionPoints(pOpponent);
Threats[uiThreatCnt].iAPs = pOpponent->CalcActionPoints();
if (iThreatRange < iClosestThreatRange) {
iClosestThreatRange = iThreatRange;
@@ -1641,7 +1641,7 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA
INT32 myThreatsiValue, INT32 myThreatsiAPs, INT32 myThreatsiCertainty)
{
SOLDIERTYPE* pMe = this->pSoldier;
INT32 morale = pSoldier->bAIMorale;
INT32 morale = pSoldier->aiData.bAIMorale;
INT32 iRange = myThreatsiOrigRange;
// all 32-bit integers for max. speed
@@ -1690,7 +1690,7 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA
else
{
// optimistically assume we'll be behind the best cover available at this spot
bHisActualCTGT = CalcWorstCTGTForPosition( pHim, pMe->ubID, sMyGridNo, pMe->bLevel, iMyAPsLeft );
bHisActualCTGT = CalcWorstCTGTForPosition( pHim, pMe->ubID, sMyGridNo, pMe->pathing.bLevel, iMyAPsLeft );
}
// normally, that will be the cover I'll use, unless worst case over-rides it
@@ -1709,7 +1709,7 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA
}
// calculate where my cover is worst if opponent moves just 1 tile over
bHisBestCTGT = CalcBestCTGT(pHim, pMe->ubID, sMyGridNo, pMe->bLevel, iMyAPsLeft);
bHisBestCTGT = CalcBestCTGT(pHim, pMe->ubID, sMyGridNo, pMe->pathing.bLevel, iMyAPsLeft);
// if he can actually improve his CTGT by moving to a nearby gridno
if (bHisBestCTGT > bHisActualCTGT)
@@ -1738,7 +1738,7 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA
// let's not assume anything about the stance the enemy might take, so take an average
// value... no cover give a higher value than partial cover
bMyCTGT = CalcAverageCTGTForPosition( pMe, pHim->ubID, sHisGridNo, pHim->bLevel, iMyAPsLeft );
bMyCTGT = CalcAverageCTGTForPosition( pMe, pHim->ubID, sHisGridNo, pHim->pathing.bLevel, iMyAPsLeft );
// since NPCs are too dumb to shoot "blind", ie. at opponents that they
// themselves can't see (mercs can, using another as a spotter!), if the
@@ -1768,14 +1768,14 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA
// try to account for who outnumbers who: the side with the advantage thus
// (hopefully) values offense more, while those in trouble will play defense
if (pHim->bOppCnt > 1)
if (pHim->aiData.bOppCnt > 1)
{
HisPosValue /= pHim->bOppCnt;
HisPosValue /= pHim->aiData.bOppCnt;
}
if (pMe->bOppCnt > 1)
if (pMe->aiData.bOppCnt > 1)
{
MyPosValue /= pMe->bOppCnt;
MyPosValue /= pMe->aiData.bOppCnt;
}
-7
View File
@@ -2896,13 +2896,6 @@ BOOLEAN DetermineArmsDealersSellingInventory( )
continue;
}
//shadooow: do not sell any item that is limited to specific system and this system isn't enabled
if (((Item[iter->object.usItem].usLimitedToSystem & FOOD_SYSTEM_FLAG) && !UsingFoodSystem()) || ((Item[iter->object.usItem].usLimitedToSystem & DISEASE_SYSTEM_FLAG) && !gGameExternalOptions.fDisease))
{
++iter;
continue;
}
bool increment = true;
if (ItemIsSpecial(*iter) == false) {
StoreObjectsInNextFreeDealerInvSlot( &(*iter), gpTempDealersInventory, gbSelectedArmsDealerID );
+11 -10
View File
@@ -378,6 +378,10 @@ unsigned int Inventory::size( ) const {
return inv.size( );
}
auto Inventory::get() const -> const std::vector<OBJECTTYPE>& {
return inv;
}
// Assignment operator
Inventory& Inventory::operator=(const Inventory& src)
{
@@ -19934,22 +19938,19 @@ FLOAT SOLDIERTYPE::GetDiseaseContactProtection( )
// if we wear special equipment, lower our chances of being infected
FLOAT bestfacegear = 0.0f;
FLOAT bestprotectivegear = 0.0f;
INT8 invsize = (INT8)inv.size( ); // remember inventorysize, so we don't call size() repeatedly
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop )
for ( const auto &item : inv.get() )
{
if ( inv[bLoop].exists( ) )
if ( item.exists( ) )
{
OBJECTTYPE* pObj = &(inv[bLoop]);
if ( pObj && (*pObj)[0]->data.objectStatus >= USABLE )
if ( item[0]->data.objectStatus >= USABLE )
{
if ( HasItemFlag( pObj->usItem, DISEASEPROTECTION_1 ) )
if ( HasItemFlag( item.usItem, DISEASEPROTECTION_1 ) )
{
bestfacegear = max( bestfacegear, (FLOAT)((*pObj)[0]->data.objectStatus / 100) );
bestfacegear = max( bestfacegear, (FLOAT)(item[0]->data.objectStatus / 100) );
}
if ( HasItemFlag( pObj->usItem, DISEASEPROTECTION_2 ) )
if ( HasItemFlag( item.usItem, DISEASEPROTECTION_2 ) )
{
bestprotectivegear = max( bestprotectivegear, (FLOAT)((*pObj)[0]->data.objectStatus / 100) );
bestprotectivegear = max( bestprotectivegear, (FLOAT)(item[0]->data.objectStatus / 100) );
}
}
}
+6 -2
View File
@@ -466,12 +466,13 @@ enum
#define BACKGROUND_ANIMALFRIEND 0x0000000000000200 //512 // refuses to attack animals
#define BACKGROUND_CIVGROUPLOYAL 0x0000000000000400 //1024 // refuses to attack members of the same civgroup
#define BACKGROUND_ALT_IMP_CREATION 0x0000000000000800 //2048 // BG can only be used when ALT_IMP_CREATION is TRUE in ja2options.ini (IMP creation)
#define BACKGROUND_FLAG_MAX 11 // number of flagged backgrounds - keep this updated, or properties will get lost!
#define BACKGROUND_FLAG_MAX 12 // number of flagged backgrounds - keep this updated, or properties will get lost!
// some properties are hidden (forbid background in MP creation)
// corruption property is not relevant in 1.13
#define BACKGROUND_HIDDEN_FLAGS (BACKGROUND_NO_MALE|BACKGROUND_NO_FEMALE|BACKGROUND_CORRUPTIONSPREAD)
#define BACKGROUND_HIDDEN_FLAGS (BACKGROUND_NO_MALE|BACKGROUND_NO_FEMALE|BACKGROUND_CORRUPTIONSPREAD|BACKGROUND_ALT_IMP_CREATION)
// anv: externalised taunts
// taunt properties
@@ -771,6 +772,9 @@ public:
// How any slots are there in this inventory?
unsigned int size() const;
// const-only accessor
auto get() const -> const std::vector<OBJECTTYPE>&;
//temporarily? public
std::vector<int> bNewItemCount;
std::vector<int> bNewItemCycleCount;
+1 -1
View File
@@ -3176,7 +3176,7 @@ void SaveWorldItemsToTempFiles()
const auto y = gAllWorldItems.sectors[i].y;
const auto z = gAllWorldItems.sectors[i].z;
const auto nItems = gAllWorldItems.NumItems[i];
auto Items = gAllWorldItems.Items[i];
auto &Items = gAllWorldItems.Items[i];
SaveWorldItemsToTempItemFile(x, y, (INT8)z, nItems, Items);
}
+1 -1
View File
@@ -8318,7 +8318,7 @@ void HandleTBBackpacks(void)
{
pTeamSoldier = MercPtrs[ubLoop];
if (pTeamSoldier->flags.DropPackFlag)
if (OK_CONTROLLABLE_MERC(pTeamSoldier) && pTeamSoldier->flags.DropPackFlag)
{
backpackDropped = true;
break;
+1 -1
View File
@@ -5692,7 +5692,7 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
if ( pBullet->fFragment == false)
{
INT16 sX, sY;
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sX, &sY);
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
if ( Item[usWeaponIndex].singleshotrocketlauncher )
{
+9
View File
@@ -0,0 +1,9 @@
#include "XML.h"
const XML_Char* GetAttribute(const XML_Char* name, const XML_Char** atts) {
for (const XML_Char** pIter = atts; *pIter != NULL; pIter++) {
const XML_Char* key = *pIter++;
if (strcmp(key, name) == 0) return *pIter;
}
return NULL;
}
+3
View File
@@ -1,6 +1,7 @@
#ifndef __XML_H
#define __XML_H
#include "expat.h"
#include "armsdealerinvinit.h"
#include "EnemyItemDrops.h"
#include "Loading Screen.h"
@@ -581,4 +582,6 @@ extern BOOLEAN ReadInAimOldArchive(STR fileName, BOOLEAN localizedVersion);
extern BOOLEAN ReadInHistorys(STR fileName, BOOLEAN localizedVersion );
extern BOOLEAN ReadInDifficultySettings(STR fileName, BOOLEAN localizedVersion);
extern const XML_Char* GetAttribute(const XML_Char* name, const XML_Char** atts);
#endif
+16 -2
View File
@@ -152,7 +152,8 @@ backgroundStartElementHandle(void *userData, const XML_Char *name, const XML_Cha
strcmp(name, "no_female") == 0 ||
strcmp(name, "loyalitylossondeath" ) == 0 ||
strcmp(name, "animal_friend") == 0 ||
strcmp(name, "civgroup_loyal") == 0 ))
strcmp(name, "civgroup_loyal") == 0 ||
strcmp(name, "alt_impcreation") == 0 ))
{
pData->curElement = ELEMENT_PROPERTY;
@@ -168,7 +169,7 @@ backgroundStartElementHandle(void *userData, const XML_Char *name, const XML_Cha
else if (strcmp(name, "drugitems") == 0 && pData->curElement == ELEMENT)
{
pData->curElement = ELEMENT_VECTOR_OF_NUMBERS;
pData->curBackground.valueVectors[BackgroundVectorTypes::BG_DRUGUSE_TYPES].clear();
pData->curBackground.valueVectors[BackgroundVectorTypes::BG_DRUGUSE_ITEMS].clear();
pData->maxReadDepth++; //we are not skipping this element
}
@@ -693,6 +694,19 @@ backgroundEndElementHandle(void *userData, const XML_Char *name)
pData->curElement = ELEMENT;
pData->curBackground.uiFlags |= (UINT16)atol(pData->szCharData) ? BACKGROUND_CIVGROUPLOYAL : 0;
}
else if (strcmp(name, "alt_impcreation") == 0)
{
pData->curElement = ELEMENT;
pData->curBackground.uiFlags |= (UINT16)atol(pData->szCharData) ? BACKGROUND_ALT_IMP_CREATION : 0;
}
else if (strcmp(name, "drugtypes") == 0)
{
pData->curElement = ELEMENT;
}
else if (strcmp(name, "drugitems") == 0)
{
pData->curElement = ELEMENT;
}
else if (strcmp(name, "drugtype") == 0)
{
pData->curElement = ELEMENT_VECTOR_OF_NUMBERS;
+18 -33
View File
@@ -70,21 +70,21 @@ opinionStartElementHandle(void *userData, const XML_Char *name, const XML_Char *
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == ELEMENT)
else if (pData->curElement == ELEMENT && strcmp(name, "AnOpinion") == 0)
{
for(UINT8 i = 0; i < NUMBER_OF_OPINIONS; ++i)
pData->curElement = ELEMENT;
pData->maxReadDepth++; //we are not skipping this element
XML_Char const* anID = GetAttribute("id", atts);
XML_Char const* modifier = GetAttribute("modifier", atts);
INT32 id, value;
id = atoi(anID);
value = atoi(modifier);
if (id >= 0 && id < NUMBER_OF_OPINIONS)
{
XML_Char bla[12];
sprintf(bla, "Opinion%d", i);
if(strcmp(name, bla) == 0)
{
pData->curElement = ELEMENT_PROPERTY;
pData->maxReadDepth++; //we are not skipping this element
break;
}
pData->curProfile.bMercOpinion[id] = value;
}
}
@@ -92,9 +92,9 @@ opinionStartElementHandle(void *userData, const XML_Char *name, const XML_Char *
}
pData->currentDepth++;
}
static void XMLCALL
opinionCharacterDataHandle(void *userData, const XML_Char *str, int len)
{
@@ -149,24 +149,6 @@ opinionEndElementHandle(void *userData, const XML_Char *name)
pData->curIndex = (UINT32) strtoul(pData->szCharData, NULL, 0);
}
else
{
for(UINT8 i = 0; i < NUMBER_OF_OPINIONS; ++i)
{
XML_Char bla[12];
sprintf(bla, "Opinion%d", i);
if(strcmp(name, bla) == 0)
{
pData->curElement = ELEMENT;
pData->curProfile.bMercOpinion[i] = (INT8) atol(pData->szCharData);
break;
}
}
}
pData->maxReadDepth--;
}
@@ -315,7 +297,10 @@ BOOLEAN WriteMercOpinions()
UINT8 cnt_b = 0;
for (cnt_b = 0; cnt_b < NUMBER_OF_OPINIONS; ++cnt_b)
{
FilePrintf(hFile,"\t\t<Opinion%d>%d</Opinion%d>\r\n", cnt_b, gMercProfiles[ cnt ].bMercOpinion[cnt_b], cnt_b);
if (gMercProfiles[cnt].bMercOpinion[cnt_b] != 0)
{
FilePrintf(hFile, "\t\t<AnOpinion id = \"%d\" modifier = \"%d\" />\r\n", cnt_b, gMercProfiles[cnt].bMercOpinion[cnt_b]);
}
}
+5 -3
View File
@@ -626,7 +626,6 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
if ( pSoldier->aiData.bNewSituation == IS_NEW_SITUATION )
{
BOOLEAN fProcessNewSituation;
BOOLEAN fProcessNewSituation2 = TRUE;
// if this happens during an attack then do nothing... wait for the A.B.C.
// to be reduced to 0 first -- CJC December 13th
@@ -751,7 +750,9 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
if (pSoldier->aiData.bAction >= FIRST_MOVEMENT_ACTION && pSoldier->aiData.bAction <= LAST_MOVEMENT_ACTION && !pSoldier->flags.fDelayedMovement)
{
if (pSoldier->pathing.usPathIndex == pSoldier->pathing.usPathDataSize)
{
{
INT8 bEscapeDirection = NOWHERE;
if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination))
{
if ( !ACTING_ON_SCHEDULE( pSoldier ) && SpacesAway( pSoldier->sGridNo, pSoldier->sAbsoluteFinalDestination ) < 4 )
@@ -792,7 +793,8 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
}
}
// for regular guys still have to check for leaving the map
else if (pSoldier->ubQuoteActionID >= QUOTE_ACTION_ID_TRAVERSE_EAST && pSoldier->ubQuoteActionID <= QUOTE_ACTION_ID_TRAVERSE_NORTH)
else if (pSoldier->ubQuoteActionID >= QUOTE_ACTION_ID_TRAVERSE_EAST && pSoldier->ubQuoteActionID <= QUOTE_ACTION_ID_TRAVERSE_NORTH &&
GridNoOnEdgeOfMap(pSoldier->sGridNo, &bEscapeDirection) && EscapeDirectionIsValid(&bEscapeDirection))
{
HandleAITacticalTraversal( pSoldier );
return;
-2
View File
@@ -7,8 +7,6 @@
#include "Isometric Utils.h"
#include "Rotting Corpses.h"
#define ANOTHERNEWVAR 1
#define TESTAICONTROL
extern INT16 gubAIPathCosts[19][19];
-6
View File
@@ -10,12 +10,6 @@ UINT32 guiEXTRABUFFER = 0;
BOOLEAN gfExtraBuffer = FALSE;
BOOLEAN InitializeSystemVideoObjects( )
{
return( TRUE );
}
BOOLEAN InitializeGameVideoObjects( )
{
VSURFACE_DESC vs_desc;
+1 -2
View File
@@ -14,8 +14,7 @@ extern UINT32 guiEXTRABUFFER;
extern BOOLEAN gfExtraBuffer;
BOOLEAN InitializeSystemVideoObjects( );
BOOLEAN InitializeGameVideoObjects( );
#endif
#endif
-1
View File
@@ -4,7 +4,6 @@ set(UtilsSrc
"${CMAKE_CURRENT_SOURCE_DIR}/Cinematics.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Cursors.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Debug Control.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/dsutil.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Encrypted File.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Event Pump.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/ExportStrings.cpp"
-117
View File
@@ -17,7 +17,6 @@ extern BOOLEAN GetCDromDriveLetter( STR8 pString );
#define DATA_8_BIT_DIR "8-Bit\\"
BOOLEAN PerformTimeLimitedCheck();
// WANNE: Given a string, replaces all instances of "oldpiece" with "newpiece"
/*
@@ -295,64 +294,6 @@ BOOLEAN IfWin95(void)
}
void HandleLimitedNumExecutions( )
{
// Get system directory
HWFILE hFileHandle;
CHAR8 ubSysDir[ 512 ];
INT8 bNumRuns;
GetSystemDirectory( (LPSTR) ubSysDir, sizeof( ubSysDir ) );
// Append filename
strcat( ubSysDir, "\\winaese.dll" );
// Open file and check # runs...
if ( FileExists( (STR)ubSysDir ) )
{
// Open and read
if ( ( hFileHandle = FileOpen( (STR)ubSysDir, FILE_ACCESS_READ, FALSE)) == 0)
{
return;
}
// Read value
FileRead( hFileHandle, &bNumRuns, sizeof( bNumRuns ) , NULL);
// Close file
FileClose( hFileHandle );
if ( bNumRuns <= 0 )
{
// Fail!
SET_ERROR( "Error 1054: Cannot execute - contact Sir-Tech Software." );
return;
}
}
else
{
bNumRuns = 10;
}
// OK, decrement # runs...
bNumRuns--;
// Open and write
if ( ( hFileHandle = FileOpen( (STR)ubSysDir, FILE_ACCESS_WRITE, FALSE)) == 0)
{
return;
}
// Write value
FileWrite( hFileHandle, &bNumRuns, sizeof( bNumRuns ) , NULL);
// Close file
FileClose( hFileHandle );
}
SGPFILENAME gCheckFilenames[] =
{
"DATA\\INTRO.SLF",
@@ -371,65 +312,7 @@ UINT32 gCheckFileMinSizes[] =
187000000,
236000000
};
#define NOCDCHECK
#if defined( JA2TESTVERSION ) || defined( _DEBUG )
#define NOCDCHECK
#endif
#if defined( RUSSIANGOLD )
// CD check enabled
#else
#define NOCDCHECK
#endif
BOOLEAN HandleJA2CDCheck( )
{
#ifdef TIME_LIMITED_VERSION
if( !PerformTimeLimitedCheck() )
{
return( FALSE );
}
#endif
return( TRUE );
}
BOOLEAN HandleJA2CDCheckTwo( )
{
return( TRUE );
}
BOOLEAN PerformTimeLimitedCheck()
{
#ifndef TIME_LIMITED_VERSION
return( TRUE );
#else
SYSTEMTIME sSystemTime;
GetSystemTime( &sSystemTime );
//if according to the system clock, we are past july 1999, quit the game
if( sSystemTime.wYear > 1999 || sSystemTime.wMonth > 7 )
{
//spit out an error message
MessageBox( NULL, "This time limited version of Jagged Alliance 2 v1.13 has expired.", "Ja2 Error!", MB_OK );
return( FALSE );
}
return( TRUE );
#endif
}
BOOLEAN DoJA2FilesExistsOnDrive( CHAR8 *zCdLocation )
{
-4
View File
@@ -20,10 +20,6 @@ BOOLEAN WrapString( STR16 pStr, STR16 pStr2, UINT16 usWidth, INT32 uiFont );
BOOLEAN IfWinNT(void);
BOOLEAN IfWin95(void);
void HandleLimitedNumExecutions( );
BOOLEAN HandleJA2CDCheck( );
BOOLEAN HandleJA2CDCheckTwo( );
// WANNE: This method replaces characters in a given text with new characters
STR8 Replace(STR8 string, STR8 oldpiece, STR8 newpiece);
-344
View File
@@ -1,344 +0,0 @@
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <windowsx.h>
#include <mmsystem.h>
#include <dsound.h>
#include "dsutil.h"
#include "debug.h"
#include "sgp.h"
#include "Sound Control.h"
// THIS MODULE IS TEMPORARY - USED FOR OUR SOUND SYSTEM INTIL IT IS IMPLEMENTED FOR THE SGP
extern HWND ghWindow;
typedef UINT32 EFFECT;
BOOL DSEnable( HWND hwnd );
BOOL DSDisable( void );
BOOL SoundLoadEffect( EFFECT sfx );
BOOL SoundDestroyEffect( EFFECT sfx );
BOOL InitSound( HWND hwndOwner );
BOOL SoundPlayEffect( EFFECT sfx );
void EnableQuickSound( )
{
DSEnable( ghWindow );
InitSound( ghWindow );
}
void DisableQuickSound( )
{
DSDisable( );
}
void PlayQuickSound( INT16 sSound )
{
SoundPlayEffect( (EFFECT)sSound );
}
#define NUM_SOUND_EFFECTS NUM_SAMPLES
LPDIRECTSOUND lpDS = NULL;
LPDIRECTSOUNDBUFFER lpSoundEffects[NUM_SOUND_EFFECTS];
extern char szSoundEffects[MAX_SAMPLES][255];
//char szSoundEffects[NUM_SOUND_EFFECTS][255] =
//char szSoundEffects[MAX_SAMPLES][255] =
//{
// "SHOOT1",
// "MISS1",
// "FALL1",
// "HIT1",
// "HIT2",
// "DOOROPEN1",
// "DOORCLOSE1",
// "BURST1",
// "ENDTURN"
//};
/*
* DSEnable
*
* Figures out whether or not to use DirectSound, based on an entry
* in WIN.INI. Sets a module-level flag and goes about creating the
* DirectSound object if necessary. Returns TRUE if successful.
*/
BOOL DSEnable( HWND hwnd )
{
HRESULT dsrval;
//BOOL bUseDSound;
if (lpDS != NULL)
{
return TRUE;
}
dsrval = DirectSoundCreate(NULL, &lpDS, NULL);
switch( dsrval )
{
case DSERR_ALLOCATED:
break;
case DSERR_NOAGGREGATION:
break;
case DSERR_OUTOFMEMORY:
break;
case DSERR_INVALIDPARAM:
break;
case DSERR_NODRIVER:
break;
}
if (dsrval != DS_OK)
{
return FALSE;
}
dsrval = IDirectSound_SetCooperativeLevel(lpDS, hwnd, DSSCL_NORMAL);
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Sound INIT OK");
if (dsrval != DS_OK)
{
DSDisable();
return FALSE;
}
return TRUE;
} /* DSEnable */
/*
* DSDisable
*
* Turn off DirectSound
*/
BOOL DSDisable( void )
{
if (lpDS == NULL)
{
return TRUE;
}
IDirectSound_Release(lpDS);
lpDS = NULL;
return TRUE;
} /* DSDisable */
/*
* InitSound
*
* Sets up the DirectSound object and loads all sounds into secondary
* DirectSound buffers. Returns FALSE on error, or TRUE if successful
*/
BOOL InitSound( HWND hwndOwner )
{
int idx;
DSBUFFERDESC dsBD;
IDirectSoundBuffer *lpPrimary;
DSEnable(hwndOwner);
if (lpDS == NULL)
return TRUE;
/*
* Load all sounds -- any that can't load for some reason will have NULL
* pointers instead of valid SOUNDEFFECT data, and we will know not to
* play them later on.
*/
for( idx = 0; idx < NUM_SOUND_EFFECTS; idx++ )
{
if (SoundLoadEffect((EFFECT)idx))
{
DSBCAPS caps;
caps.dwSize = sizeof(caps);
IDirectSoundBuffer_GetCaps(lpSoundEffects[idx], &caps);
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("_______SOUND(%d) OK", idx));
//if (caps.dwFlags & DSBCAPS_LOCHARDWARE)
//Msg( "Sound effect %s in hardware", szSoundEffects[idx]);
}
else
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("_______SOUND(%d) BAD", idx));
//Msg( "cant load sound effect %s", szSoundEffects[idx]);
}
}
/*
* get the primary buffer and start it playing
*
* by playing the primary buffer, DirectSound knows to keep the
* mixer active, even though we are not making any noise.
*/
ZeroMemory( &dsBD, sizeof(DSBUFFERDESC) );
dsBD.dwSize = sizeof(dsBD);
dsBD.dwFlags = DSBCAPS_PRIMARYBUFFER;
if (SUCCEEDED(IDirectSound_CreateSoundBuffer(lpDS, &dsBD, &lpPrimary, NULL)))
{
if (!SUCCEEDED(IDirectSoundBuffer_Play(lpPrimary, 0, 0, DSBPLAY_LOOPING)))
{
//Msg("Unable to play Primary sound buffer");
}
IDirectSoundBuffer_Release(lpPrimary);
}
else
{
//Msg("Unable to create Primary sound buffer");
}
return TRUE;
} /* InitSound */
/*
* DestroySound
*
* Undoes everything that was done in a InitSound call
*/
BOOL DestroySound( void )
{
DWORD idxKill;
for( idxKill = 0; idxKill < NUM_SOUND_EFFECTS; idxKill++ )
{
SoundDestroyEffect( (EFFECT)idxKill );
}
DSDisable();
return TRUE;
} /* DestroySound */
/*
* SoundDestroyEffect
*
* Frees up resources associated with a sound effect
*/
BOOL SoundDestroyEffect( EFFECT sfx )
{
if(lpSoundEffects[sfx])
{
IDirectSoundBuffer_Release(lpSoundEffects[sfx]);
lpSoundEffects[sfx] = NULL;
}
return TRUE;
} /* SoundDestryEffect */
/*
* SoundLoadEffect
*
* Initializes a sound effect by loading the WAV file from a resource
*/
BOOL SoundLoadEffect( EFFECT sfx )
{
if (lpDS && lpSoundEffects[sfx] == NULL && *szSoundEffects[sfx])
{
//
// use DSLoadSoundBuffer (in ..\misc\dsutil.c) to load
// a sound from a resource.
//
lpSoundEffects[sfx] = DSLoadSoundBuffer(lpDS, szSoundEffects[sfx]);
}
return lpSoundEffects[sfx] != NULL;
} /* SoundLoadEffect */
/*
* SoundPlayEffect
*
* Plays the sound effect specified.
* Returns TRUE if succeeded.
*/
BOOL SoundPlayEffect( EFFECT sfx )
{
HRESULT dsrval;
IDirectSoundBuffer *pdsb = lpSoundEffects[sfx];
if( !lpDS || !pdsb )
{
return FALSE;
}
/*
* Rewind the play cursor to the start of the effect, and play
*/
IDirectSoundBuffer_SetCurrentPosition(pdsb, 0);
dsrval = IDirectSoundBuffer_Play(pdsb, 0, 0, 0);
if( dsrval == DS_OK )
if (dsrval == DSERR_BUFFERLOST)
{
//Msg("** %s needs restored", szSoundEffects[sfx]);
dsrval = IDirectSoundBuffer_Restore(pdsb);
if (dsrval == DS_OK)
{
if (DSReloadSoundBuffer(pdsb, szSoundEffects[sfx]))
{
//Msg("** %s has been restored", szSoundEffects[sfx]);
IDirectSoundBuffer_SetCurrentPosition(pdsb, 0);
dsrval = IDirectSoundBuffer_Play(pdsb, 0, 0, 0);
}
else
{
dsrval = E_FAIL;
}
}
}
return (dsrval == DS_OK);
} /* SoundPlayEffect */
/*
* SoundStopEffect
*
* Stops the sound effect specified.
* Returns TRUE if succeeded.
*/
BOOL SoundStopEffect( EFFECT sfx )
{
HRESULT dsrval;
if( !lpDS || !lpSoundEffects[sfx] )
{
return FALSE;
}
dsrval = IDirectSoundBuffer_Stop(lpSoundEffects[sfx]);
return SUCCEEDED(dsrval);
} /* SoundStopEffect */
-12
View File
@@ -1,12 +0,0 @@
#ifndef __WIN_UTIL_H
#define __WIN_UTIL_H
void SetThreadToHighestPriority( );
void EnableQuickSound( );
void DisableQuickSound( );
void PlayQuickSound( INT16 sSound );
#endif
+4 -10
View File
@@ -306,7 +306,6 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at
strcmp(name, "ProvidesRobotCamo") == 0 ||
strcmp(name, "ProvidesRobotNightVision") == 0 ||
strcmp(name, "ProvidesRobotLaserBonus") == 0 ||
strcmp(name, "FoodSystemExclusive") == 0 ||
strcmp(name, "DiseaseSystemExclusive") == 0 ||
strcmp(name, "TransportGroupMinProgress") == 0 ||
strcmp(name, "TransportGroupMaxProgress") == 0
@@ -1515,17 +1514,10 @@ itemEndElementHandle(void *userData, const XML_Char *name)
pData->curElement = ELEMENT;
pData->curItem.fProvidesRobotLaserBonus = (BOOLEAN)atol(pData->szCharData);
}
else if (strcmp(name, "FoodSystemExclusive") == 0)
{
pData->curElement = ELEMENT;
if (atol(pData->szCharData))
pData->curItem.usLimitedToSystem|= FOOD_SYSTEM_FLAG;
}
else if (strcmp(name, "DiseaseSystemExclusive") == 0)
{
pData->curElement = ELEMENT;
if (atol(pData->szCharData))
pData->curItem.usLimitedToSystem|= DISEASE_SYSTEM_FLAG;
pData->curElement = ELEMENT;
pData->curItem.DiseaseSystemExclusive = (BOOLEAN)atol(pData->szCharData);
}
else if (strcmp(name, "TransportGroupMinProgress") == 0)
{
@@ -2194,6 +2186,8 @@ BOOLEAN WriteItemStats()
FilePrintf(hFile,"\t\t<ProvidesRobotNightVision>%d</ProvidesRobotNightVision>\r\n", Item[cnt].fProvidesRobotNightVision );
FilePrintf(hFile,"\t\t<ProvidesRobotLaserBonus>%d</ProvidesRobotLaserBonus>\r\n", Item[cnt].fProvidesRobotLaserBonus );
FilePrintf(hFile, "\t\t<DiseaseSystemExclusive>%d</DiseaseSystemExclusive>\r\n", Item[cnt].DiseaseSystemExclusive);
FilePrintf(hFile,"\t</ITEM>\r\n");
}
FilePrintf(hFile,"</ITEMLIST>\r\n");
+1 -1
View File
@@ -263,7 +263,7 @@ STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]=
L"Kann Artillerieunterstützung von Verbündeten in Nachbarsektoren anfordern\n",
L"Kann Funkfrequenzen abhören und feindliche Truppen aufspüren\n",
L"Kann den Funkverkehr im ganzen Sektor stören\n",
L"Kann nach feindlichen Störsendern suchen, wenn solche aktiv sind\n"
L"Kann nach feindlichen Störsendern suchen, wenn solche aktiv sind\n",
L"Kann Unterstützung durch Milizen aus Nachbarsektoren anfordern\n",
};
-372
View File
@@ -1,372 +0,0 @@
// THIS MODULE IS TEMPORARY - USED FOR OUR SOUND SYSTEM INTIL IT IS IMPLEMENTED FOR THE SGP
// TAKEN FROM MS SAMPLES FOR DirectSound
#include "types.h"
#include <windows.h>
#include <mmsystem.h>
#include <dsound.h>
#define WIN32_LEAN_AND_MEAN
typedef struct
{
BYTE *pbWaveData; // pointer into wave resource (for restore)
DWORD cbWaveSize; // size of wave data (for restore)
int iAlloc; // number of buffers.
int iCurrent; // current buffer
IDirectSoundBuffer* Buffers[1]; // list of buffers
} SNDOBJ, *HSNDOBJ;
#define _HSNDOBJ_DEFINED
#include "dsutil.h"
static const char c_szWAV[] = "WAVE";
///////////////////////////////////////////////////////////////////////////////
//
// DSLoadSoundBuffer
//
///////////////////////////////////////////////////////////////////////////////
IDirectSoundBuffer *DSLoadSoundBuffer(IDirectSound *pDS, LPCTSTR lpName)
{
IDirectSoundBuffer *pDSB = NULL;
DSBUFFERDESC dsBD = {0};
BYTE *pbWaveData;
if (DSGetWaveResource(NULL, lpName, &dsBD.lpwfxFormat, &pbWaveData, &dsBD.dwBufferBytes))
{
dsBD.dwSize = sizeof(dsBD);
dsBD.dwFlags = DSBCAPS_STATIC | DSBCAPS_CTRLDEFAULT; // | DSBCAPS_GETCURRENTPOSITION2;
if (SUCCEEDED(IDirectSound_CreateSoundBuffer(pDS, &dsBD, &pDSB, NULL)))
{
if (!DSFillSoundBuffer(pDSB, pbWaveData, dsBD.dwBufferBytes))
{
IDirectSoundBuffer_Release(pDSB);
pDSB = NULL;
}
}
else
{
pDSB = NULL;
}
}
return pDSB;
}
///////////////////////////////////////////////////////////////////////////////
//
// DSReloadSoundBuffer
//
///////////////////////////////////////////////////////////////////////////////
BOOL DSReloadSoundBuffer(IDirectSoundBuffer *pDSB, LPCTSTR lpName)
{
BOOL result=FALSE;
BYTE *pbWaveData;
DWORD cbWaveSize;
if (DSGetWaveResource(NULL, lpName, NULL, &pbWaveData, &cbWaveSize))
{
if (SUCCEEDED(IDirectSoundBuffer_Restore(pDSB)) &&
DSFillSoundBuffer(pDSB, pbWaveData, cbWaveSize))
{
result = TRUE;
}
}
return result;
}
///////////////////////////////////////////////////////////////////////////////
//
// DSGetWaveResource
//
///////////////////////////////////////////////////////////////////////////////
BOOL DSGetWaveResource(HMODULE hModule, LPCTSTR lpName,
WAVEFORMATEX **ppWaveHeader, BYTE **ppbWaveData, DWORD *pcbWaveSize)
{
HRSRC hResInfo;
HGLOBAL hResData;
void *pvRes;
if (((hResInfo = FindResource(hModule, lpName, c_szWAV)) != NULL) &&
((hResData = LoadResource(hModule, hResInfo)) != NULL) &&
((pvRes = LockResource(hResData)) != NULL) &&
DSParseWaveResource(pvRes, ppWaveHeader, ppbWaveData, pcbWaveSize))
{
return TRUE;
}
return FALSE;
}
///////////////////////////////////////////////////////////////////////////////
// SndObj fns
///////////////////////////////////////////////////////////////////////////////
SNDOBJ *SndObjCreate(IDirectSound *pDS, LPCTSTR lpName, int iConcurrent)
{
SNDOBJ *pSO = NULL;
LPWAVEFORMATEX pWaveHeader;
BYTE *pbData;
UINT cbData;
if (DSGetWaveResource(NULL, lpName, &pWaveHeader, &pbData, (DWORD *)&cbData))
{
if (iConcurrent < 1)
iConcurrent = 1;
if ((pSO = (SNDOBJ *)LocalAlloc(LPTR, sizeof(SNDOBJ) +
(iConcurrent-1) * sizeof(IDirectSoundBuffer *))) != NULL)
{
int i;
pSO->iAlloc = iConcurrent;
pSO->pbWaveData = pbData;
pSO->cbWaveSize = cbData;
pSO->Buffers[0] = DSLoadSoundBuffer(pDS, lpName);
for (i=1; i<pSO->iAlloc; i++)
{
if (FAILED(IDirectSound_DuplicateSoundBuffer(pDS,
pSO->Buffers[0], &pSO->Buffers[i])))
{
pSO->Buffers[i] = DSLoadSoundBuffer(pDS, lpName);
if (!pSO->Buffers[i]) {
SndObjDestroy(pSO);
pSO = NULL;
break;
}
}
}
}
}
return pSO;
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
void SndObjDestroy(SNDOBJ *pSO)
{
if (pSO)
{
int i;
for (i=0; i<pSO->iAlloc; i++)
{
if (pSO->Buffers[i])
{
IDirectSoundBuffer_Release(pSO->Buffers[i]);
pSO->Buffers[i] = NULL;
}
}
LocalFree((HANDLE)pSO);
}
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
IDirectSoundBuffer *SndObjGetFreeBuffer(SNDOBJ *pSO)
{
IDirectSoundBuffer *pDSB;
if (pSO == NULL)
return NULL;
if (pDSB = pSO->Buffers[pSO->iCurrent])
{
HRESULT hres;
DWORD dwStatus;
hres = IDirectSoundBuffer_GetStatus(pDSB, &dwStatus);
if (FAILED(hres))
dwStatus = 0;
if ((dwStatus & DSBSTATUS_PLAYING) == DSBSTATUS_PLAYING)
{
if (pSO->iAlloc > 1)
{
if (++pSO->iCurrent >= pSO->iAlloc)
pSO->iCurrent = 0;
pDSB = pSO->Buffers[pSO->iCurrent];
hres = IDirectSoundBuffer_GetStatus(pDSB, &dwStatus);
if (SUCCEEDED(hres) && (dwStatus & DSBSTATUS_PLAYING) == DSBSTATUS_PLAYING)
{
IDirectSoundBuffer_Stop(pDSB);
IDirectSoundBuffer_SetCurrentPosition(pDSB, 0);
}
}
else
{
pDSB = NULL;
}
}
if (pDSB && (dwStatus & DSBSTATUS_BUFFERLOST))
{
if (FAILED(IDirectSoundBuffer_Restore(pDSB)) ||
!DSFillSoundBuffer(pDSB, pSO->pbWaveData, pSO->cbWaveSize))
{
pDSB = NULL;
}
}
}
return pDSB;
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
BOOL SndObjPlay(SNDOBJ *pSO, DWORD dwPlayFlags)
{
BOOL result = FALSE;
if (pSO == NULL)
return FALSE;
if ((!(dwPlayFlags & DSBPLAY_LOOPING) || (pSO->iAlloc == 1)))
{
IDirectSoundBuffer *pDSB = SndObjGetFreeBuffer(pSO);
if (pDSB != NULL) {
result = SUCCEEDED(IDirectSoundBuffer_Play(pDSB, 0, 0, dwPlayFlags));
}
}
return result;
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
BOOL SndObjStop(SNDOBJ *pSO)
{
int i;
if (pSO == NULL)
return FALSE;
for (i=0; i<pSO->iAlloc; i++)
{
IDirectSoundBuffer_Stop(pSO->Buffers[i]);
IDirectSoundBuffer_SetCurrentPosition(pSO->Buffers[i], 0);
}
return TRUE;
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
BOOL DSFillSoundBuffer(IDirectSoundBuffer *pDSB, BYTE *pbWaveData, DWORD cbWaveSize)
{
if (pDSB && pbWaveData && cbWaveSize)
{
LPVOID pMem1, pMem2;
DWORD dwSize1, dwSize2;
if (SUCCEEDED(IDirectSoundBuffer_Lock(pDSB, 0, cbWaveSize,
&pMem1, &dwSize1, &pMem2, &dwSize2, 0)))
{
CopyMemory(pMem1, pbWaveData, dwSize1);
if ( 0 != dwSize2 )
CopyMemory(pMem2, pbWaveData+dwSize1, dwSize2);
IDirectSoundBuffer_Unlock(pDSB, pMem1, dwSize1, pMem2, dwSize2);
return TRUE;
}
}
return FALSE;
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
BOOL DSParseWaveResource(void *pvRes, WAVEFORMATEX **ppWaveHeader, BYTE **ppbWaveData,DWORD *pcbWaveSize)
{
DWORD *pdw;
DWORD *pdwEnd;
DWORD dwRiff;
DWORD dwType;
DWORD dwLength;
if (ppWaveHeader)
*ppWaveHeader = NULL;
if (ppbWaveData)
*ppbWaveData = NULL;
if (pcbWaveSize)
*pcbWaveSize = 0;
pdw = (DWORD *)pvRes;
dwRiff = *pdw++;
dwLength = *pdw++;
dwType = *pdw++;
if (dwRiff != mmioFOURCC('R', 'I', 'F', 'F'))
goto exit; // not even RIFF
if (dwType != mmioFOURCC('W', 'A', 'V', 'E'))
goto exit; // not a WAV
pdwEnd = (DWORD *)((BYTE *)pdw + dwLength-4);
while (pdw < pdwEnd)
{
dwType = *pdw++;
dwLength = *pdw++;
switch (dwType)
{
case mmioFOURCC('f', 'm', 't', ' '):
if (ppWaveHeader && !*ppWaveHeader)
{
if (dwLength < sizeof(WAVEFORMAT))
goto exit; // not a WAV
*ppWaveHeader = (WAVEFORMATEX *)pdw;
if ((!ppbWaveData || *ppbWaveData) &&
(!pcbWaveSize || *pcbWaveSize))
{
return TRUE;
}
}
break;
case mmioFOURCC('d', 'a', 't', 'a'):
if ((ppbWaveData && !*ppbWaveData) ||
(pcbWaveSize && !*pcbWaveSize))
{
if (ppbWaveData)
*ppbWaveData = (LPBYTE)pdw;
if (pcbWaveSize)
*pcbWaveSize = dwLength;
if (!ppWaveHeader || *ppWaveHeader)
return TRUE;
}
break;
}
pdw = (DWORD *)((BYTE *)pdw + ((dwLength+1)&~1));
}
exit:
return FALSE;
}
-215
View File
@@ -1,215 +0,0 @@
/*==========================================================================
*
* Copyright (C) 1995 Microsoft Corporation. All Rights Reserved.
*
* File: dsutil.cpp
* Content: Routines for dealing with sounds from resources
*
*
***************************************************************************/
#ifdef __cplusplus
extern "C" {
#endif
///////////////////////////////////////////////////////////////////////////////
//
// DSLoadSoundBuffer Loads an IDirectSoundBuffer from a Win32 resource in
// the current application.
//
// Params:
// pDS -- Pointer to an IDirectSound that will be used to create
// the buffer.
//
// lpName -- Name of WAV resource to load the data from. Can be a
// resource id specified using the MAKEINTRESOURCE macro.
//
// Returns an IDirectSoundBuffer containing the wave data or NULL on error.
//
// example:
// in the application's resource script (.RC file)
// Turtle WAV turtle.wav
//
// some code in the application:
// IDirectSoundBuffer *pDSB = DSLoadSoundBuffer(pDS, "Turtle");
//
// if (pDSB)
// {
// IDirectSoundBuffer_Play(pDSB, 0, 0, DSBPLAY_TOEND);
// /* ... */
//
///////////////////////////////////////////////////////////////////////////////
IDirectSoundBuffer *DSLoadSoundBuffer(IDirectSound *pDS, LPCTSTR lpName);
///////////////////////////////////////////////////////////////////////////////
//
// DSReloadSoundBuffer Reloads an IDirectSoundBuffer from a Win32 resource in
// the current application. normally used to handle
// a DSERR_BUFFERLOST error.
// Params:
// pDSB -- Pointer to an IDirectSoundBuffer to be reloaded.
//
// lpName -- Name of WAV resource to load the data from. Can be a
// resource id specified using the MAKEINTRESOURCE macro.
//
// Returns a BOOL indicating whether the buffer was successfully reloaded.
//
// example:
// in the application's resource script (.RC file)
// Turtle WAV turtle.wav
//
// some code in the application:
// TryAgain:
// HRESULT hres = IDirectSoundBuffer_Play(pDSB, 0, 0, DSBPLAY_TOEND);
//
// if (FAILED(hres))
// {
// if ((hres == DSERR_BUFFERLOST) &&
// DSReloadSoundBuffer(pDSB, "Turtle"))
// {
// goto TryAgain;
// }
// /* deal with other errors... */
// }
//
///////////////////////////////////////////////////////////////////////////////
BOOL DSReloadSoundBuffer(IDirectSoundBuffer *pDSB, LPCTSTR lpName);
///////////////////////////////////////////////////////////////////////////////
//
// DSGetWaveResource Finds a WAV resource in a Win32 module.
//
// Params:
// hModule -- Win32 module handle of module containing WAV resource.
// Pass NULL to indicate current application.
//
// lpName -- Name of WAV resource to load the data from. Can be a
// resource id specified using the MAKEINTRESOURCE macro.
//
// ppWaveHeader-- Optional pointer to WAVEFORMATEX * to receive a pointer to
// the WAVEFORMATEX header in the specified WAV resource.
// Pass NULL if not required.
//
// ppbWaveData -- Optional pointer to BYTE * to receive a pointer to the
// waveform data in the specified WAV resource. Pass NULL if
// not required.
//
// pdwWaveSize -- Optional pointer to DWORD to receive the size of the
// waveform data in the specified WAV resource. Pass NULL if
// not required.
//
// Returns a BOOL indicating whether a valid WAV resource was found.
//
///////////////////////////////////////////////////////////////////////////////
BOOL DSGetWaveResource(HMODULE hModule, LPCTSTR lpName,
WAVEFORMATEX **ppWaveHeader, BYTE **ppbWaveData, DWORD *pdwWaveSize);
///////////////////////////////////////////////////////////////////////////////
//
// HSNDOBJ Handle to a SNDOBJ object.
//
// SNDOBJs are implemented in dsutil as an example layer built on top
// of DirectSound.
//
// A SNDOBJ is generally used to manage individual
// sounds which need to be played multiple times concurrently. A
// SNDOBJ represents a queue of IDirectSoundBuffer objects which
// all refer to the same buffer memory.
//
// A SNDOBJ also automatically reloads the sound resource when
// DirectSound returns a DSERR_BUFFERLOST
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _HSNDOBJ_DEFINED
DECLARE_HANDLE32(HSNDOBJ);
#endif
///////////////////////////////////////////////////////////////////////////////
//
// SndObjCreate Loads a SNDOBJ from a Win32 resource in
// the current application.
//
// Params:
// pDS -- Pointer to an IDirectSound that will be used to create
// the SNDOBJ.
//
// lpName -- Name of WAV resource to load the data from. Can be a
// resource id specified using the MAKEINTRESOURCE macro.
//
// iConcurrent -- Integer representing the number of concurrent playbacks of
// to plan for. Attempts to play more than this number will
// succeed but will restart the least recently played buffer
// even if it is not finished playing yet.
//
// Returns an HSNDOBJ or NULL on error.
//
// NOTES:
// SNDOBJs automatically restore and reload themselves as required.
//
///////////////////////////////////////////////////////////////////////////////
HSNDOBJ SndObjCreate(IDirectSound *pDS, LPCTSTR lpName, int iConcurrent);
///////////////////////////////////////////////////////////////////////////////
//
// SndObjDestroy Frees a SNDOBJ and releases all of its buffers.
//
// Params:
// hSO -- Handle to a SNDOBJ to free.
//
///////////////////////////////////////////////////////////////////////////////
void SndObjDestroy(HSNDOBJ hSO);
///////////////////////////////////////////////////////////////////////////////
//
// SndObjPlay Plays a buffer in a SNDOBJ.
//
// Params:
// hSO -- Handle to a SNDOBJ to play a buffer from.
//
// dwPlayFlags -- Flags to pass to IDirectSoundBuffer::Play. It is not
// legal to play an SndObj which has more than one buffer
// with the DSBPLAY_LOOPING flag. Pass 0 to stop playback.
//
///////////////////////////////////////////////////////////////////////////////
BOOL SndObjPlay(HSNDOBJ hSO, DWORD dwPlayFlags);
///////////////////////////////////////////////////////////////////////////////
//
// SndObjStop Stops one or more buffers in a SNDOBJ.
//
// Params:
// hSO -- Handle to a SNDOBJ to play a buffer from.
//
///////////////////////////////////////////////////////////////////////////////
BOOL SndObjStop(HSNDOBJ hSO);
///////////////////////////////////////////////////////////////////////////////
//
// SndObjGetFreeBuffer returns one of the cloned buffers that is
// not currently playing
//
// Params:
// hSO -- Handle to a SNDOBJ
//
// NOTES:
// This function is provided so that callers can set things like pan etc
// before playing the buffer.
//
// EXAMPLE:
// ...
//
///////////////////////////////////////////////////////////////////////////////
IDirectSoundBuffer *SndObjGetFreeBuffer(HSNDOBJ hSO);
///////////////////////////////////////////////////////////////////////////////
//
// helper routines
//
///////////////////////////////////////////////////////////////////////////////
BOOL DSFillSoundBuffer(IDirectSoundBuffer *pDSB, BYTE *pbWaveData, DWORD dwWaveSize);
BOOL DSParseWaveResource(void *pvRes, WAVEFORMATEX **ppWaveHeader, BYTE **ppbWaveData, DWORD *pdwWaveSize);
#ifdef __cplusplus
}
#endif
-5
View File
@@ -856,11 +856,6 @@ int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pC
//Process the command line BEFORE initialization
ProcessJa2CommandLineBeforeInitialization( pCommandLine );
// Handle Check for CD
if ( !HandleJA2CDCheck( ) )
{
return( 0 );
}
// ShowCursor(FALSE);
-1
View File
@@ -261,7 +261,6 @@ void ShutdownSoundManager(void)
SoundStopAll();
SoundShutdownCache();
Sleep(1000);
SoundShutdownHardware();
fSoundSystemInit=FALSE;
SoundLog("JA2 sound manager shutdown");