mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
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
201 lines
4.8 KiB
C++
201 lines
4.8 KiB
C++
#include "builddefines.h"
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#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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#include "worlddef.h"
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#include "worlddat.h"
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#include <stdio.h>
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#include <string.h>
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#include "wcheck.h"
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#include "stdlib.h"
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#include "time.h"
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#include "video.h"
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#include "debug.h"
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#include "smooth.h"
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#include "worldman.h"
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#include "mousesystem.h"
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#include "sys globals.h"
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#include "tiledat.h"
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#include "Fileman.h"
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#endif
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TILE_IMAGERY *gTileSurfaceArray[ NUMBEROFTILETYPES ];
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UINT8 gbDefaultSurfaceUsed[ NUMBEROFTILETYPES ];
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UINT8 gbSameAsDefaultSurfaceUsed[ NUMBEROFTILETYPES ];
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TILE_IMAGERY *LoadTileSurface( STR8 cFilename )
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{
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// Add tile surface
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PTILE_IMAGERY pTileSurf = NULL;
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VOBJECT_DESC VObjectDesc;
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HVOBJECT hVObject;
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HIMAGE hImage;
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SGPFILENAME cStructureFilename;
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STR cEndOfName;
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STRUCTURE_FILE_REF * pStructureFileRef;
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BOOLEAN fOk;
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hImage = CreateImage( cFilename, IMAGE_ALLDATA );
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if (hImage == NULL)
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{
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// Report error
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SET_ERROR( "Could not load tile file: %s", cFilename );
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return( NULL );
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}
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMHIMAGE;
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VObjectDesc.hImage = hImage;
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hVObject = CreateVideoObject( &VObjectDesc );
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if ( hVObject == NULL )
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{
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// Report error
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SET_ERROR( "Could not load tile file: %s", cFilename );
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// Video Object will set error conition.]
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DestroyImage( hImage );
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return( NULL );
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}
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// Load structure data, if any.
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// Start by hacking the image filename into that for the structure data
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strcpy( cStructureFilename, cFilename );
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cEndOfName = strchr( cStructureFilename, '.' );
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if (cEndOfName != NULL)
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{
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cEndOfName++;
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*cEndOfName = '\0';
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}
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else
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{
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strcat( cStructureFilename, "." );
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}
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strcat( cStructureFilename, STRUCTURE_FILE_EXTENSION );
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if (FileExists( cStructureFilename ))
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{
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pStructureFileRef = LoadStructureFile( cStructureFilename );
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if (pStructureFileRef == NULL || hVObject->usNumberOfObjects != pStructureFileRef->usNumberOfStructures)
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{
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DestroyImage( hImage );
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DeleteVideoObject( hVObject );
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SET_ERROR( "Structure file error: %s", cStructureFilename );
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return( NULL );
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}
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, cStructureFilename );
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fOk = AddZStripInfoToVObject( hVObject, pStructureFileRef, FALSE, 0 );
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if (fOk == FALSE)
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{
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DestroyImage( hImage );
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DeleteVideoObject( hVObject );
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SET_ERROR( "ZStrip creation error: %s", cStructureFilename );
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return( NULL );
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}
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}
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else
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{
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pStructureFileRef = NULL;
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}
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pTileSurf = (PTILE_IMAGERY) MemAlloc( sizeof( TILE_IMAGERY ) );
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// Set all values to zero
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memset( pTileSurf, 0, sizeof( TILE_IMAGERY ) );
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pTileSurf->vo = hVObject;
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pTileSurf->pStructureFileRef = pStructureFileRef;
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if (pStructureFileRef && pStructureFileRef->pAuxData != NULL)
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{
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pTileSurf->pAuxData = pStructureFileRef->pAuxData;
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pTileSurf->pTileLocData = pStructureFileRef->pTileLocData;
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}
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else if (hImage->uiAppDataSize == hVObject->usNumberOfObjects * sizeof( AuxObjectData ))
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{
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// Valid auxiliary data, so make a copy of it for TileSurf
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pTileSurf->pAuxData = (AuxObjectData *) MemAlloc( hImage->uiAppDataSize );
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if ( pTileSurf->pAuxData == NULL)
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{
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DestroyImage( hImage );
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DeleteVideoObject( hVObject );
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return( NULL );
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}
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memcpy( pTileSurf->pAuxData, hImage->pAppData, hImage->uiAppDataSize );
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}
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else
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{
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pTileSurf->pAuxData = NULL;
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}
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// the hImage is no longer needed
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DestroyImage( hImage );
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return( pTileSurf );
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}
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void DeleteTileSurface( PTILE_IMAGERY pTileSurf )
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{
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if ( pTileSurf->pStructureFileRef != NULL )
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{
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FreeStructureFile( pTileSurf->pStructureFileRef );
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}
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else
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{
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// If a structure file exists, it will free the auxdata.
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// Since there is no structure file in this instance, we
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// free it ourselves.
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if (pTileSurf->pAuxData != NULL)
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{
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MemFree( pTileSurf->pAuxData );
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}
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}
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DeleteVideoObject( pTileSurf->vo );
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MemFree( pTileSurf );
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}
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extern void GetRootName( STR8 pDestStr, const STR8 pSrcStr );
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void SetRaisedObjectFlag( STR8 cFilename, TILE_IMAGERY *pTileSurf )
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{
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INT32 cnt = 0;
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CHAR8 cRootFile[ 128 ];
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CHAR8 ubRaisedObjectFiles[][80] =
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{
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"bones",
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"bones2",
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"grass2",
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"grass3",
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"l_weed3",
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"litter",
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"miniweed",
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"sblast",
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"sweeds",
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"twigs",
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"wing",
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"1"
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};
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// Loop through array of RAISED objecttype imagery and
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// set global value...
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if ( ( pTileSurf->fType >= DEBRISWOOD && pTileSurf->fType <= DEBRISWEEDS ) || pTileSurf->fType == DEBRIS2MISC || pTileSurf->fType == ANOTHERDEBRIS )
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{
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GetRootName( cRootFile, cFilename );
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while( ubRaisedObjectFiles[ cnt ][ 0 ] != '1' )
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{
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if ( _stricmp( ubRaisedObjectFiles[ cnt ], cRootFile ) == 0 )
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{
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pTileSurf->bRaisedObjectType = TRUE;
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}
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cnt++;
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}
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}
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} |