Files
source/TileEngine/WorldDat.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

236 lines
8.1 KiB
C++

#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include <stdio.h>
#include <string.h>
#include <wchar.h>
#include "worlddat.h"
#include "worlddef.h"
#include "tiledef.h"
#include "sys globals.h"
#include "tile surface.h"
#include "fileMan.h"
#endif
// THIS FILE CONTAINS DEFINITIONS FOR TILESET FILES
void SetTilesetThreeTerrainValues();
void SetTilesetFourTerrainValues();
// Snap: This global gives the number of tilesets in JA2SET.DAT
// It is properly initialized in InitEngineTilesets,
// where it is read from JA2SET.DAT header.
UINT8 gubNumSets = MAX_TILESETS;
TILESET gTilesets[ MAX_TILESETS ];
void InitEngineTilesets( )
{
UINT32 cnt, cnt2, uiNumFiles;
// FILE *hfile;
HWFILE hfile;
CHAR8 zName[32];
UINT32 uiNumBytesRead;
//OPEN FILE
// hfile = fopen( "BINARYDATA\\JA2SET.DAT", "rb" );
hfile = FileOpen( "BINARYDATA\\JA2SET.DAT", FILE_ACCESS_READ, FALSE );
if ( !hfile )
{
SET_ERROR( "Cannot open tileset data file" );
return;
}
// READ # TILESETS and compare
// fread( &gubNumSets, sizeof( gubNumSets ), 1, hfile );
FileRead( hfile, &gubNumSets, sizeof( gubNumSets ), &uiNumBytesRead );
// CHECK
if ( gubNumSets > MAX_TILESETS )
{
// Report error
SET_ERROR( "Too many tilesets in the data file" );
return;
}
// READ #files
// fread( &uiNumFiles, sizeof( uiNumFiles ), 1, hfile );
FileRead( hfile, &uiNumFiles, sizeof( uiNumFiles ), &uiNumBytesRead );
// COMPARE
if ( uiNumFiles != NUMBEROFTILETYPES )
{
// Report error
SET_ERROR( "Number of tilesets slots in code does not match data file" );
return;
}
// Loop through each tileset, load name then files
for ( cnt = 0; cnt < gubNumSets; cnt++ )
{
//Read name
// fread( &zName, sizeof( zName ), 1, hfile );
FileRead( hfile, &zName, sizeof( zName ), &uiNumBytesRead );
// Read ambience value
// fread( &(gTilesets[ cnt ].ubAmbientID), sizeof( UINT8), 1, hfile );
FileRead( hfile, &(gTilesets[ cnt ].ubAmbientID), sizeof( UINT8 ), &uiNumBytesRead );
// Set into tileset
swprintf( gTilesets[ cnt ].zName, L"%S", zName );
// Loop for files
for ( cnt2 = 0; cnt2 < uiNumFiles; cnt2++ )
{
// Read file name
// fread( &zName, sizeof( zName ), 1, hfile );
FileRead( hfile, &zName, sizeof( zName ), &uiNumBytesRead );
// Set into database
strcpy( gTilesets[ cnt ].TileSurfaceFilenames[ cnt2 ], zName );
}
}
// fclose( hfile );
FileClose( hfile );
// SET CALLBACK FUNTIONS!!!!!!!!!!!!!
gTilesets[ TLS_CAVES_1 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetTwoTerrainValues;
gTilesets[ TLS_AIRSTRIP ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_DEAD_AIRSTRIP ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_PALACE ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_BALIME ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_BALIME_MUSEUM ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_QUEENS_TROPICAL ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_MEDUNA_INNER_TOWN ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_QUEENS_SAM ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_QUEENS_AIRPORT ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
gTilesets[ TLS_TROPICAL_1 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetFourTerrainValues;
gTilesets[ TLS_DESERT_SAM ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetFourTerrainValues;
}
void SetTilesetOneTerrainValues( )
{
// FIRST TEXUTRES
gTileSurfaceArray[ FIRSTTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ SECONDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ THIRDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FOURTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FIFTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SIXTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SEVENTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ REGWATERTEXTURE ]->ubTerrainID = LOW_WATER;
gTileSurfaceArray[ DEEPWATERTEXTURE ]->ubTerrainID = DEEP_WATER;
// NOW ROADS
gTileSurfaceArray[ FIRSTROAD ]->ubTerrainID = DIRT_ROAD;
gTileSurfaceArray[ ROADPIECES ]->ubTerrainID = DIRT_ROAD;
// NOW FLOORS
gTileSurfaceArray[ FIRSTFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ SECONDFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ THIRDFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ FOURTHFLOOR ]->ubTerrainID = FLAT_FLOOR;
// NOW ANY TERRAIN MODIFYING DEBRIS
}
void SetTilesetTwoTerrainValues( )
{
// FIRST TEXUTRES
gTileSurfaceArray[ FIRSTTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ SECONDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ THIRDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FOURTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FIFTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SIXTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SEVENTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ REGWATERTEXTURE ]->ubTerrainID = LOW_WATER;
gTileSurfaceArray[ DEEPWATERTEXTURE ]->ubTerrainID = DEEP_WATER;
// NOW ROADS
gTileSurfaceArray[ FIRSTROAD ]->ubTerrainID = DIRT_ROAD;
gTileSurfaceArray[ ROADPIECES ]->ubTerrainID = DIRT_ROAD;
// NOW FLOORS
gTileSurfaceArray[ FIRSTFLOOR ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ SECONDFLOOR ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ THIRDFLOOR ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FOURTHFLOOR ]->ubTerrainID = FLAT_GROUND;
}
void SetTilesetThreeTerrainValues( )
{
// DIFFERENCE FROM #1 IS THAT ROADS ARE PAVED
// FIRST TEXUTRES
gTileSurfaceArray[ FIRSTTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ SECONDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ THIRDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FOURTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FIFTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SIXTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SEVENTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ REGWATERTEXTURE ]->ubTerrainID = LOW_WATER;
gTileSurfaceArray[ DEEPWATERTEXTURE ]->ubTerrainID = DEEP_WATER;
// NOW ROADS
gTileSurfaceArray[ FIRSTROAD ]->ubTerrainID = PAVED_ROAD;
gTileSurfaceArray[ ROADPIECES ]->ubTerrainID = PAVED_ROAD;
// NOW FLOORS
gTileSurfaceArray[ FIRSTFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ SECONDFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ THIRDFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ FOURTHFLOOR ]->ubTerrainID = FLAT_FLOOR;
// NOW ANY TERRAIN MODIFYING DEBRIS
}
void SetTilesetFourTerrainValues( )
{
// DIFFERENCE FROM #1 IS THAT FLOOR2 IS NOT FLAT_FLOOR BUT FLAT_GROUND
// FIRST TEXUTRES
gTileSurfaceArray[ FIRSTTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ SECONDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ THIRDTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FOURTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ FIFTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SIXTHTEXTURE ]->ubTerrainID = LOW_GRASS;
gTileSurfaceArray[ SEVENTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ REGWATERTEXTURE ]->ubTerrainID = LOW_WATER;
gTileSurfaceArray[ DEEPWATERTEXTURE ]->ubTerrainID = DEEP_WATER;
// NOW ROADS
gTileSurfaceArray[ FIRSTROAD ]->ubTerrainID = DIRT_ROAD;
gTileSurfaceArray[ ROADPIECES ]->ubTerrainID = DIRT_ROAD;
// NOW FLOORS
gTileSurfaceArray[ FIRSTFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ SECONDFLOOR ]->ubTerrainID = FLAT_GROUND;
gTileSurfaceArray[ THIRDFLOOR ]->ubTerrainID = FLAT_FLOOR;
gTileSurfaceArray[ FOURTHFLOOR ]->ubTerrainID = FLAT_FLOOR;
// NOW ANY TERRAIN MODIFYING DEBRIS
}