#ifdef PRECOMPILEDHEADERS #include "Tactical All.h" #include "strategic.h" #else #include "builddefines.h" #include "Bullets.h" #include #include #include "wcheck.h" #include "stdlib.h" #include "debug.h" #include "math.h" #include "worlddef.h" #include "worldman.h" #include "renderworld.h" #include "Assignments.h" #include "Soldier Control.h" #include "Animation Control.h" #include "Animation Data.h" #include "Isometric Utils.h" #include "Event Pump.h" #include "Timer Control.h" #include "Render Fun.h" #include "Render Dirty.h" #include "mousesystem.h" #include "interface.h" #include "sysutil.h" #include "FileMan.h" #include "points.h" #include "Random.h" #include "ai.h" #include "Interactive Tiles.h" #include "soldier ani.h" #include "english.h" #include "overhead.h" #include "Soldier Profile.h" #include "Game Clock.h" #include "soldier create.h" #include "Merc Hiring.h" #include "Game Event Hook.h" #include "message.h" #include "strategicmap.h" #include "strategic.h" #include "items.h" #include "Soldier Add.h" #include "History.h" #include "Squads.h" #include "Strategic Merc Handler.h" #include "Dialogue Control.h" #include "Map Screen Interface.h" #include "Map Screen Interface Map.h" #include "screenids.h" #include "jascreens.h" #include "text.h" #include "Merc Contract.h" #include "LaptopSave.h" #include "personnel.h" #include "Auto Resolve.h" #include "Map Screen Interface Bottom.h" #include "Quests.h" #include "GameSettings.h" #endif #include "MessageIdentifiers.h" #include "RakNetworkFactory.h" #include "RakPeerInterface.h" #include "RakNetStatistics.h" #include "RakNetTypes.h" #include "BitStream.h" #include #include #include #include #include "tactical placement gui.h" #include "connect.h" #include "network.h" #pragma pack(1) #include "text.h" #include "Types.h" #include "connect.h" #include "message.h" #include "Event pump.h" #include "Soldier Init List.h" #include "Overhead.h" #include "weapons.h" #include "Merc Hiring.h" #include "soldier profile.h" #include"laptop.h" #include "florist Order Form.h" #include "prebattle interface.h" #include "teamturns.h" extern INT8 SquadMovementGroups[ ]; #include "test_space.h" #include "soldier control.h" bool ovh_advance; bool ovh_ready; #include "opplist.h" #include "fresh_header.h" //int cnt = 40; #include "game init.h" void test_func2 (void)//now bound to "0" { ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"test_func2 - function testing ground:" ); SOLDIERTYPE * pSoldier=MercPtrs[ 0 ]; //RemoveOneOpponent( pSoldier ); //SOLDIERTYPE * pSoldier2=MercPtrs[ 127 ]; // ////pSoldier->AdjustNoAPToFinishMove( TRUE ); // ////pSoldier2->bVisible = 1; //ManSeesMan(pSoldier,pSoldier2,pSoldier2->sGridNo,pSoldier2->pathing.bLevel,0,1); /* INT16 sCellX, sCellY; sCellX = CenterX( 22163 ); sCellY = CenterY( 22163 ); pSoldier->EVENT_InternalSetSoldierPosition( sCellX, sCellY ,FALSE, FALSE, FALSE );*/ //SOLDIERTYPE * pSoldier=MercPtrs[ 0 ]; //pSoldier->bLife=0; //SoldierCollapse( pSoldier ); //SoldierTakeDamage( pFirer, ANIM_CROUCH, 1, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE ); //TurnSoldierIntoCorpse( pFirer, FALSE, FALSE ); //SOLDIERTYPE * pSoldier=MercPtrs[ 0 ]; //// //pSoldier->fNoAPToFinishMove = TRUE; // // //fInterfacePanelDirty = DIRTYLEVEL2; ////EVENT_InitNewSoldierAnim(pSoldier,3,0,0); //pSoldier->ubDesiredHeight = ANIM_CROUCH; //SOLDIERTYPE * pSoldier=MercPtrs[ 0 ]; //pSoldier->usAnimState=50; //TurnSoldierIntoCorpse( pSoldier, TRUE, TRUE ); //gTacticalStatus.uiFlags |= SHOW_ALL_MERCS; //BeginTeamTurn (0); ; //gTacticalStatus.ubCurrentTeam = OUR_TEAM; //guiPendingOverrideEvent = LA_ENDUIOUTURNLOCK; //ExitCombatMode(); //fInterfacePanelDirty = DIRTYLEVEL2; //InitPlayerUIBar( FALSE ); //UIHandleLUIEndLock( NULL ); //if( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) // ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"combat turn based" ); //else // ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"not" ); //SOLDIERTYPE * pSoldier=MercPtrs[ 0 ]; // // if ( ( gAnimControl[ pSoldier->usAnimState ].uiFlags &( ANIM_FIREREADY | ANIM_FIRE ) ) ) // { // ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"Ready" ); // } // else // ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"Not" ); ////fInterfacePanelDirty = DIRTYLEVEL2; ////guiPendingOverrideEvent = LU_ENDUILOCK; ////guiPendingOverrideEvent = LA_ENDUIOUTURNLOCK; // // // // ClearIntList(); // //guiPendingOverrideEvent = LU_ENDUILOCK; // guiPendingOverrideEvent = LA_ENDUIOUTURNLOCK; // fInterfacePanelDirty = DIRTYLEVEL2; // // if ( gusSelectedSoldier != NOBODY ) // { // SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR); // MercPtrs[ gusSelectedSoldier ]->DoMercBattleSound( BATTLE_SOUND_ATTN1 ); // } // InitPlayerUIBar( 0 ); //HandleTacticalUI( ); //guiPendingOverrideEvent = LA_BEGINUIOURTURNLOCK; //int n = 0; //for(cnt=40+n ; cnt < 40+5+n ; cnt++) //{ // //QuickCreateProfileMerc( CIV_TEAM, cnt );jk // //RecruitRPC( cnt ); //Sleep(3000); //} //QuickCreateProfileMerc( CIV_TEAM, cnt ); //RecruitRPC( cnt ); //cnt++; //HandleDoorChangeFromGridNo( pSoldier, 18451, FALSE ); //OBJECTTYPE Object; //for (cnt=0; cnt<20;cnt++) //{ //CreateItem( 201, 100, &Object ); // //AutoPlaceObject( pSoldier, &Object, TRUE ); // // //INT16 sCellX, sCellY; ////ConvertGridNoToCellXY( 13576, &sCellX, &sCellY ); // // sCellX = CenterX( 13576 ); // sCellY = CenterY( 13576 ); // // //pSoldier->dXPos = sCellX; // //pSoldier->dYPos = sCellY; // // //pSoldier->sX = (INT16)sCellX; // //pSoldier->sY = (INT16)sCellY; // EVENT_InitNewSoldierAnim( pSoldier, 6, 0, FALSE ); //EVENT_SetSoldierPositionForceDelete( pSoldier, (FLOAT)sCellX, (FLOAT)sCellY ); //HaultSoldierFromSighting( pSoldier, 1 ); //pSoldier->sScheduledStop=7961; //// ////EVENT_SetSoldierPosition( pSoldier, 1140, 1170 ); //AdjustNoAPToFinishMove( pSoldier, TRUE ); //pSoldier->fTurningFromPronePosition = FALSE; // ////HaultSoldierFromSighting( pSoldier, 1 ); //UINT16 usPathData[30]; //usPathData[0]=3; //usPathData[1]=5; //usPathData[2]=7; // //pSoldier->sFinalDestination = 8446; // //pSoldier->usPathDataSize=3; //pSoldier->usPathIndex=0; // //memcpy(pSoldier->usPathingData,usPathData,sizeof(UINT16)*30); //INT16 sNewGridNo; //sNewGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->usPathingData[ pSoldier->usPathDataSize ] ) ); //pSoldier->sFinalDestination = sNewGridNo; //EVENT_InitNewSoldierAnim( pSoldier, 0, 0, FALSE ); //ovh_advance=true; // // // CHAR16 string[255]; // memcpy(string,TeamTurnString[ 7 ], sizeof( CHAR16) * 255 ); // // CHAR16 name[255]; // mbstowcs( name, CLIENT_NAME, sizeof (char)*30 ); // // CHAR16 full[255]; // swprintf(full, L"%s - '%s'",string,name); //// //// // memcpy( TeamTurnString[ 7 ] , full, sizeof( CHAR16) * 255 ); } //BOOLEAN fMadeCorpse; // SOLDIERTYPE * pSoldier=MercPtrs[ 0 ]; //pSoldier->bLife = 0; // HandleSoldierDeath( pSoldier, &fMadeCorpse ); //guiPendingOverrideEvent = LA_BEGINUIOURTURNLOCK; // //guiPendingOverrideEvent = CA_MERC_SHOOT; // //guiPendingOverrideEvent = G_GETTINGITEM; // //guiPendingOverrideEvent = LU_ON_TERRAIN; // //guiPendingOverrideEvent = ET_ON_TERRAIN; // //guiPendingOverrideEvent = A_CHANGE_TO_MOVE; //HandleTacticalUI( ); //CHAR8 string[60]; // wcscpy( string, "GetVideoObject" ); //sprintf( string, "hello"); /* char szDefault[255]; sprintf(szDefault, "%s","hello"); ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"%S has connected.",szDefault );*/ //manual overide //manual_overide(); //allow_bullet=1; // //if(1) //{ // stage=0; // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"1" ); // //FireBulletGivenTarget( MercPtrs[0], 875, 995, 1, 11, -74, 0, 0 ); // // // INT32 iBullet; // BULLET * pBullet; // iBullet = CreateBullet( 0, 0, 0,11 ); // if (iBullet == -1) // { // ScreenMsg( FONT_YELLOW, MSG_CHAT, L"Failed to create bullet"); // } // pBullet = GetBulletPtr( iBullet ); // //ScreenMsg( FONT_YELLOW, MSG_CHAT, L"Created Bullet"); // pBullet->fCheckForRoof=0; // pBullet->qIncrX=-917769; // pBullet->qIncrY=-507159; // pBullet->qIncrZ=-537679; // pBullet->sHitBy=-30; // pBullet->ddHorizAngle=-2.5959375990628013; // pBullet->fAimed=1; // pBullet->ubItemStatus=0; // pBullet->qCurrX=1231159031; // pBullet->qCurrY=1221083881; // pBullet->qCurrZ=182963121; // pBullet->iImpact=28; // pBullet->iRange=200; // pBullet->sTargetGridNo=15929; // pBullet->bStartCubesAboveLevelZ=2; // pBullet->bEndCubesAboveLevelZ=0; // pBullet->iDistanceLimit=328; // SOLDIERTYPE * pFirer=MercPtrs[ 0 ]; // //FireBullet( pFirer, pBullet, FALSE ); // if(is_client)send_bullet( pBullet, 11 );//hayden //} //else //{ // stage=1; // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"0" ); // FireBulletGivenTarget( MercPtrs[0], 875, 995, 1, 11, -74, 0, 0 ); //}