= NOWHERE )
- return TRUE;
+
+ if( TileIsOutOfBounds(iMapIndex))
+ return FALSE;
+
pStruct = gpWorldLevelData[ iMapIndex ].pStructureHead;
while( pStruct )
{
@@ -263,8 +265,9 @@ void AddCave( INT32 iMapIndex, UINT16 usIndex )
{
LEVELNODE *pStruct;
- if( iMapIndex < 0 || iMapIndex >= NOWHERE )
+ if(TileIsOutOfBounds(iMapIndex))
return;
+
//First toast any existing wall (caves)
RemoveAllStructsOfTypeRange( iMapIndex, FIRSTWALL, LASTWALL );
//Now, add this piece
@@ -337,12 +340,12 @@ INT8 gbWallTileLUT[NUM_WALL_TYPES][7] =
// existing respective type.
void BuildSlantRoof( INT32 iLeft, INT32 iTop, INT32 iRight, INT32 iBottom, UINT16 usWallType, UINT16 usRoofType, BOOLEAN fVertical );
-void BulldozeNature( UINT32 iMapIndex );
-void EraseRoof( UINT32 iMapIndex );
-void EraseFloor( UINT32 iMapIndex );
-void EraseBuilding( UINT32 iMapIndex );
-void EraseFloorOwnedBuildingPieces( UINT32 iMapIndex );
-void ConsiderEffectsOfNewWallPiece( UINT32 iMapIndex, UINT8 usWallOrientation );
+void BulldozeNature( INT32 iMapIndex );
+void EraseRoof( INT32 iMapIndex );
+void EraseFloor( INT32 iMapIndex );
+void EraseBuilding( INT32 iMapIndex );
+void EraseFloorOwnedBuildingPieces( INT32 iMapIndex );
+void ConsiderEffectsOfNewWallPiece( INT32 iMapIndex, UINT8 usWallOrientation );
//----------------------------------------------------------------------------------------------------
//BEGIN IMPLEMENTATION OF PRIVATE FUNCTIONS
@@ -437,7 +440,7 @@ UINT16 PickAWallPiece( UINT16 usWallPieceType )
//NOTE: Passing NULL for usWallType will force it to calculate the closest existing wall type, and
// use that for building this new wall. It is necessary for restructuring a building, but not for
// adding on to an existing building, where the type is already known.
-void BuildWallPiece( UINT32 iMapIndex, UINT8 ubWallPiece, UINT16 usWallType )
+void BuildWallPiece( INT32 iMapIndex, UINT8 ubWallPiece, UINT16 usWallType )
{
INT16 sIndex;
UINT16 usTileIndex;
@@ -650,7 +653,7 @@ void RebuildRoofUsingFloorInfo( INT32 iMapIndex, UINT16 usRoofType )
//wall orientions giving priority to the top and left walls before anything else.
//NOTE: passing NULL for usRoofType will force the function to calculate the nearest roof type,
// and use that for the new roof. This is needed when erasing parts of multiple buildings simultaneously.
-void RebuildRoof( UINT32 iMapIndex, UINT16 usRoofType )
+void RebuildRoof( INT32 iMapIndex, UINT16 usRoofType )
{
UINT16 usRoofIndex, usTileIndex;
BOOLEAN fTop, fBottom, fLeft, fRight;
@@ -687,7 +690,7 @@ void RebuildRoof( UINT32 iMapIndex, UINT16 usRoofType )
}
}
-void BulldozeNature( UINT32 iMapIndex )
+void BulldozeNature( INT32 iMapIndex )
{
AddToUndoList( iMapIndex );
RemoveAllStructsOfTypeRange( iMapIndex, FIRSTISTRUCT,LASTISTRUCT );
@@ -699,7 +702,7 @@ void BulldozeNature( UINT32 iMapIndex )
RemoveAllObjectsOfTypeRange( iMapIndex, ANOTHERDEBRIS, ANOTHERDEBRIS );
}
-void EraseRoof( UINT32 iMapIndex )
+void EraseRoof( INT32 iMapIndex )
{
AddToUndoList( iMapIndex );
RemoveAllRoofsOfTypeRange( iMapIndex, FIRSTTEXTURE, LASTITEM );
@@ -707,13 +710,13 @@ void EraseRoof( UINT32 iMapIndex )
RemoveAllShadowsOfTypeRange( iMapIndex, FIRSTROOF, LASTSLANTROOF );
}
-void EraseFloor( UINT32 iMapIndex )
+void EraseFloor( INT32 iMapIndex )
{
AddToUndoList( iMapIndex );
RemoveAllLandsOfTypeRange( iMapIndex, FIRSTFLOOR, LASTFLOOR );
}
-void EraseWalls( UINT32 iMapIndex )
+void EraseWalls( INT32 iMapIndex )
{
AddToUndoList( iMapIndex );
RemoveAllStructsOfTypeRange( iMapIndex, FIRSTTEXTURE, LASTITEM );
@@ -725,7 +728,7 @@ void EraseWalls( UINT32 iMapIndex )
RemoveAllObjectsOfTypeRange( iMapIndex, ANOTHERDEBRIS, ANOTHERDEBRIS );
}
-void EraseBuilding( UINT32 iMapIndex )
+void EraseBuilding( INT32 iMapIndex )
{
EraseRoof( iMapIndex );
EraseFloor( iMapIndex );
@@ -736,7 +739,7 @@ void EraseBuilding( UINT32 iMapIndex )
//Specialized function that will delete only the TOP_RIGHT oriented wall in the gridno to the left
//and the TOP_LEFT oriented wall in the gridno up one as well as the other building information at this
//gridno.
-void EraseFloorOwnedBuildingPieces( UINT32 iMapIndex )
+void EraseFloorOwnedBuildingPieces( INT32 iMapIndex )
{
LEVELNODE *pStruct = NULL;
UINT32 uiTileType;
@@ -803,7 +806,7 @@ void AddCave( INT32 iMapIndex, UINT16 usIndex );
void RemoveCaveSectionFromWorld( SGPRect *pSelectRegion )
{
UINT32 top, left, right, bottom, x, y;
- UINT32 iMapIndex;
+ INT32 iMapIndex;
UINT16 usIndex;
UINT8 ubPerimeterValue;
top = pSelectRegion->iTop;
@@ -839,7 +842,7 @@ void RemoveCaveSectionFromWorld( SGPRect *pSelectRegion )
void AddCaveSectionToWorld( SGPRect *pSelectRegion )
{
INT32 top, left, right, bottom, x, y;
- UINT32 uiMapIndex;
+ INT32 uiMapIndex;
UINT16 usIndex;
UINT8 ubPerimeterValue;
top = pSelectRegion->iTop;
@@ -850,7 +853,7 @@ void AddCaveSectionToWorld( SGPRect *pSelectRegion )
for( y = top; y <= bottom; y++ ) for( x = left; x <= right; x++ )
{
uiMapIndex = y * WORLD_COLS + x;
- if( uiMapIndex < NOWHERE )
+ if (!TileIsOutOfBounds(uiMapIndex))
{
usIndex = GetCaveTileIndexFromPerimeterValue( 0xff );
AddToUndoList( uiMapIndex );
@@ -861,7 +864,7 @@ void AddCaveSectionToWorld( SGPRect *pSelectRegion )
for( y = top - 1; y <= bottom + 1; y++ ) for( x = left - 1; x <= right + 1; x++ )
{
uiMapIndex = y * WORLD_COLS + x;
- if( uiMapIndex < NOWHERE )
+ if(!TileIsOutOfBounds(uiMapIndex))
{
if( CaveAtGridNo( uiMapIndex ) )
{
@@ -895,7 +898,7 @@ void AddCaveSectionToWorld( SGPRect *pSelectRegion )
void RemoveBuildingSectionFromWorld( SGPRect *pSelectRegion )
{
UINT32 top, left, right, bottom, x, y;
- UINT32 iMapIndex;
+ INT32 iMapIndex;
UINT16 usTileIndex;
UINT16 usFloorType;
BOOLEAN fFloor;
@@ -970,7 +973,7 @@ void RemoveBuildingSectionFromWorld( SGPRect *pSelectRegion )
void AddBuildingSectionToWorld( SGPRect *pSelectRegion )
{
INT32 top, left, right, bottom, x, y;
- UINT32 iMapIndex;
+ INT32 iMapIndex;
UINT16 usFloorType, usWallType, usRoofType;
UINT16 usTileIndex;
BOOLEAN fNewBuilding;
diff --git a/Editor/newsmooth.h b/Editor/newsmooth.h
index 03ed2789..640b7f22 100644
--- a/Editor/newsmooth.h
+++ b/Editor/newsmooth.h
@@ -10,8 +10,8 @@ void RemoveBuildingSectionFromWorld( SGPRect *pSelectRegion );
void AddCaveSectionToWorld( SGPRect *pSelectRegion );
void RemoveCaveSectionFromWorld( SGPRect *pSelectRegion );
-void EraseBuilding( UINT32 iMapIndex );
-void RebuildRoof( UINT32 iMapIndex, UINT16 usRoofType );
+void EraseBuilding( INT32 iMapIndex );
+void RebuildRoof( INT32 iMapIndex, UINT16 usRoofType );
void RebuildRoofUsingFloorInfo( INT32 iMapIndex, UINT16 usRoofType );
void AddCave( INT32 iMapIndex, UINT16 usIndex );
diff --git a/Editor/popupmenu.cpp b/Editor/popupmenu.cpp
index 50b39173..33ae1de6 100644
--- a/Editor/popupmenu.cpp
+++ b/Editor/popupmenu.cpp
@@ -231,9 +231,7 @@ void InitPopupMenu( INT32 iButtonID, UINT8 ubPopupMenuID, UINT8 ubDirection )
gPopup.usBottom = usY + usMenuHeight + 1;
break;
}
- MSYS_DefineRegion( &popupRegion, 0, 0, 640, 480, MSYS_PRIORITY_HIGHEST,
- CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
-
+ MSYS_DefineRegion(&popupRegion, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGHEST, CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK);//dnl ch34 090909
RenderPopupMenu();
}
diff --git a/Editor/selectwin.cpp b/Editor/selectwin.cpp
index 56b4d836..c4f6d0cb 100644
--- a/Editor/selectwin.cpp
+++ b/Editor/selectwin.cpp
@@ -1211,7 +1211,7 @@ INT32 GetRandomSelection( void )
if ( fDontUseRandom )
{
- fDontUseRandom = FALSE;
+ //fDontUseRandom = FALSE;//dnl ch8 210909 this was old way when random was almost always selected, new way is enable/disable through switching with key 'R'
return( iCurBank );
}
diff --git a/Editor/smooth.cpp b/Editor/smooth.cpp
index 537ed5dc..623bc3e3 100644
--- a/Editor/smooth.cpp
+++ b/Editor/smooth.cpp
@@ -96,13 +96,13 @@ INT16 gbSmoothWaterStruct[] =
-1
};
-BOOLEAN HigherLevel( INT32 gridno, UINT8 NewLevel );
-BOOLEAN ContainsWater( INT32 gridno );
+BOOLEAN HigherLevel( INT32 GridNo, UINT8 NewLevel );
+BOOLEAN ContainsWater( INT32 GridNo );
-void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSmooth )
+void SmoothTerrain(INT32 GridNo, INT32 origType, UINT16 *piNewTile, BOOLEAN fForceSmooth )
{
- int temp=0;
- int FullTile = FALSE;
+ INT32 temp=0,type=0;
+ INT32 FullTile = FALSE;
UINT16 usOldIndex;
UINT16 usTempIndex;
UINT32 cnt;
@@ -118,13 +118,13 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
// SmoothWaterTerrain rather than the proceeding method
if( origType==REGWATERTEXTURE)
{
- SmoothWaterTerrain( gridno, origType, piNewTile, TRUE);
+ SmoothWaterTerrain( GridNo, origType, piNewTile, TRUE);
return;
}
pSmoothStruct = gbSmoothStruct;
// Get land index value for given level and adjust according to type
- if ( TypeExistsInLandLayer( gridno, origType, &usTileIndex ) )
+ if ( TypeExistsInLandLayer( GridNo, origType, &usTileIndex ) )
{
GetTypeSubIndexFromTileIndex( origType, usTileIndex, &usOldIndex );
}
@@ -147,9 +147,9 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
}
// is land height one tile above not the same type?
- if ( (gridno- WORLD_COLS ) >= 0 )
+ if ( (GridNo - WORLD_COLS ) >= 0 )
{
- if ( !TypeExistsInLandLayer( gridno - WORLD_COLS, origType, &usTempIndex ) )
+ if ( !TypeExistsInLandLayer( GridNo - WORLD_COLS, origType, &usTempIndex ) )
{
// no it's not
temp+=3;
@@ -157,9 +157,9 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
}
// is land height one tile to the right not the same type?
// (make sure there IS a tile to the right, i.e. check for border)
- if ((gridno+1)% WORLD_COLS !=0)
+ if ((GridNo+1)% WORLD_COLS !=0)
{
- if ( !TypeExistsInLandLayer( gridno+1, origType, &usTempIndex ) )
+ if ( !TypeExistsInLandLayer( GridNo+1, origType, &usTempIndex ) )
{
// no it's not
temp+=5;
@@ -167,9 +167,9 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
}
// is land height one tile down not the same type?
- if ( (gridno + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
+ if ( (GridNo + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
{
- if ( !TypeExistsInLandLayer( gridno + WORLD_COLS, origType, &usTempIndex ) )
+ if ( !TypeExistsInLandLayer( GridNo + WORLD_COLS, origType, &usTempIndex ) )
{
// no it's not
temp+=7;
@@ -177,9 +177,9 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
}
// is land height one tile to left not the same type?
- if (gridno % WORLD_COLS!=0)
+ if (GridNo % WORLD_COLS!=0)
{
- if ( !TypeExistsInLandLayer( gridno-1, origType, &usTempIndex ) )
+ if ( !TypeExistsInLandLayer( GridNo-1, origType, &usTempIndex ) )
{
// no it's not
temp+=11;
@@ -193,7 +193,7 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
cnt = 0;
fFound = FALSE;
- GetLandHeadType( gridno, &uiTopType );
+ GetLandHeadType( GridNo, &uiTopType );
while( pSmoothStruct[ cnt ] != -1 )
{
@@ -245,7 +245,7 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
*piNewTile = usTileIndex;
}
-void SmoothExitGridRadius( INT16 sMapIndex, UINT8 ubRadius )
+void SmoothExitGridRadius( INT32 sMapIndex, UINT8 ubRadius )
{
LEVELNODE* pShadow;
INT16 x, y;
@@ -275,10 +275,10 @@ void SmoothExitGridRadius( INT16 sMapIndex, UINT8 ubRadius )
}
}
-void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
+void SmoothExitGrid(INT32 GridNo, UINT16 *piNewTile, BOOLEAN fForceSmooth )
{
- int temp=0;
- int FullTile = FALSE;
+ INT32 temp=0,type=0;
+ INT32 FullTile = FALSE;
UINT16 usOldIndex;
UINT16 usTempIndex;
UINT32 cnt;
@@ -293,7 +293,7 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
pSmoothStruct = gbSmoothStruct;
// Get Object index value for given level and adjust according to type
- if ( TypeExistsInShadowLayer( gridno, EXITTEXTURE, &usTileIndex ) )
+ if ( TypeExistsInShadowLayer( GridNo, EXITTEXTURE, &usTileIndex ) )
{
GetTypeSubIndexFromTileIndex( EXITTEXTURE, usTileIndex, &usOldIndex );
}
@@ -316,9 +316,9 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
}
// is Object height one tile above not the same type?
- if ( (gridno- WORLD_COLS ) >= 0 )
+ if ( (GridNo - WORLD_COLS ) >= 0 )
{
- if ( !TypeExistsInShadowLayer( gridno - WORLD_COLS, EXITTEXTURE, &usTempIndex ) )
+ if ( !TypeExistsInShadowLayer( GridNo - WORLD_COLS, EXITTEXTURE, &usTempIndex ) )
{
// no it's not
temp+=3;
@@ -326,9 +326,9 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
}
// is Object height one tile to the right not the same type?
// (make sure there IS a tile to the right, i.e. check for border)
- if ((gridno+1)% WORLD_COLS !=0)
+ if ((GridNo+1)% WORLD_COLS !=0)
{
- if ( !TypeExistsInShadowLayer( gridno+1, EXITTEXTURE, &usTempIndex ) )
+ if ( !TypeExistsInShadowLayer( GridNo+1, EXITTEXTURE, &usTempIndex ) )
{
// no it's not
temp+=5;
@@ -336,9 +336,9 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
}
// is Object height one tile down not the same type?
- if ( (gridno + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
+ if ( (GridNo + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
{
- if ( !TypeExistsInShadowLayer( gridno + WORLD_COLS, EXITTEXTURE, &usTempIndex ) )
+ if ( !TypeExistsInShadowLayer( GridNo + WORLD_COLS, EXITTEXTURE, &usTempIndex ) )
{
// no it's not
temp+=7;
@@ -346,9 +346,9 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
}
// is Object height one tile to left not the same type?
- if (gridno % WORLD_COLS!=0)
+ if (GridNo % WORLD_COLS!=0)
{
- if ( !TypeExistsInShadowLayer( gridno-1, EXITTEXTURE, &usTempIndex ) )
+ if ( !TypeExistsInShadowLayer( GridNo-1, EXITTEXTURE, &usTempIndex ) )
{
// no it's not
temp+=11;
@@ -414,7 +414,7 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
void SmoothTerrainWorld( UINT32 uiCheckType )
{
- int cnt;
+ INT32 cnt;
UINT16 usIndex;
UINT16 NewTile;
// Smooth out entire world surrounding tiles
@@ -436,7 +436,7 @@ void SmoothTerrainWorld( UINT32 uiCheckType )
void SmoothAllTerrainWorld( void )
{
- int cnt;
+ INT32 cnt;
UINT16 usIndex;
UINT16 NewTile;
UINT32 uiCheckType;
@@ -459,7 +459,7 @@ void SmoothAllTerrainWorld( void )
}
}
-void SmoothTerrainRadius( UINT32 iMapIndex, UINT32 uiCheckType, UINT8 ubRadius, BOOLEAN fForceSmooth )
+void SmoothTerrainRadius( INT32 iMapIndex, UINT32 uiCheckType, UINT8 ubRadius, BOOLEAN fForceSmooth )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
@@ -501,7 +501,7 @@ void SmoothTerrainRadius( UINT32 iMapIndex, UINT32 uiCheckType, UINT8 ubRadius,
}
}
-void SmoothAllTerrainTypeRadius( UINT32 iMapIndex, UINT8 ubRadius, BOOLEAN fForceSmooth )
+void SmoothAllTerrainTypeRadius( INT32 iMapIndex, UINT8 ubRadius, BOOLEAN fForceSmooth )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
@@ -541,13 +541,13 @@ void SmoothAllTerrainTypeRadius( UINT32 iMapIndex, UINT8 ubRadius, BOOLEAN fForc
}
}
-void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSmooth )
+void SmoothWaterTerrain( INT32 GridNo, INT32 origType, UINT16 *piNewTile, BOOLEAN fForceSmooth )
{
// This procedure will calculate the approriate smooth texture for a water texture
// based on the surrounding water textures. This is done via masking bits within
// a temp variable, then searching for the right texture and inserting it
- int temp=0;
- int FullTile = FALSE;
+ INT32 temp=0,type=0;
+ INT32 FullTile = FALSE;
UINT16 usOldIndex;
UINT16 usTempIndex;
UINT32 cnt;
@@ -561,7 +561,7 @@ void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fF
pSmoothStruct = gbSmoothWaterStruct;
// Get land index value for given level and adjust according to type
- if ( TypeExistsInLandLayer( gridno, origType, &usTileIndex ) )
+ if ( TypeExistsInLandLayer( GridNo, origType, &usTileIndex ) )
{
GetTypeSubIndexFromTileIndex( origType, usTileIndex, &usOldIndex );
}
@@ -582,9 +582,9 @@ void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fF
}
}
// Mask approriate bits in temp for the lookup in the SmoothWaterStruct list
- if ( (gridno- WORLD_COLS ) >= 0 )
+ if ( (GridNo - WORLD_COLS ) >= 0 )
{
- if ( TypeRangeExistsInLandLayer( gridno - WORLD_COLS, origType, origType, &usTempIndex ) )
+ if ( TypeRangeExistsInLandLayer( GridNo - WORLD_COLS, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=4;
@@ -592,79 +592,79 @@ void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fF
}
// is land height one tile to the right not the same type?
// (make sure there IS a tile to the right, i.e. check for border)
- if ((gridno+1)% WORLD_COLS !=0)
+ if ((GridNo+1)% WORLD_COLS !=0)
{
- if ( TypeRangeExistsInLandLayer( gridno + 1, origType, origType, &usTempIndex ) )
+ if ( TypeRangeExistsInLandLayer( GridNo + 1, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=64;
}
}
// is land height one tile down not the same type?
- if ( (gridno + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
+ if ( (GridNo + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
{
- if ( TypeRangeExistsInLandLayer( gridno + WORLD_COLS, origType, origType, &usTempIndex ) )
+ if ( TypeRangeExistsInLandLayer( GridNo + WORLD_COLS, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=256;
}
}
// is land height one tile to left not the same type?
- if (gridno % WORLD_COLS!=0)
+ if (GridNo % WORLD_COLS!=0)
{
- if ( TypeRangeExistsInLandLayer( gridno - 1, origType, origType, &usTempIndex ) )
+ if ( TypeRangeExistsInLandLayer( GridNo - 1, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=16;
}
}
- if ((gridno+1)% WORLD_COLS !=0)
+ if ((GridNo+1)% WORLD_COLS !=0)
{
- if ( (gridno- WORLD_COLS ) >= 0 )
+ if ( (GridNo - WORLD_COLS ) >= 0 )
{
- if ( TypeRangeExistsInLandLayer( gridno - WORLD_COLS + 1, origType, origType, &usTempIndex ) )
+ if ( TypeRangeExistsInLandLayer( GridNo - WORLD_COLS + 1, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=8;
}
}
}
- if (gridno % WORLD_COLS!=0)
+ if (GridNo % WORLD_COLS!=0)
{
- if ( (gridno- WORLD_COLS ) >= 0 )
+ if ( (GridNo- WORLD_COLS ) >= 0 )
{
- if ( TypeRangeExistsInLandLayer( gridno - WORLD_COLS - 1, origType, origType, &usTempIndex ) )
+ if ( TypeRangeExistsInLandLayer( GridNo - WORLD_COLS - 1, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=2;
}
}
}
- if ((gridno+1)% WORLD_COLS !=0)
+ if ((GridNo+1)% WORLD_COLS !=0)
{
- if ( (gridno + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
+ if ( (GridNo + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
{
- if ( TypeRangeExistsInLandLayer( gridno + WORLD_COLS + 1, origType, origType, &usTempIndex ) )
+ if ( TypeRangeExistsInLandLayer( GridNo + WORLD_COLS + 1, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=512;
}
}
}
- if (gridno % WORLD_COLS!=0)
+ if (GridNo % WORLD_COLS!=0)
{
- if ( (gridno + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
+ if ( (GridNo + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
{
- if ( TypeRangeExistsInLandLayer( gridno + WORLD_COLS - 1, origType, origType, &usTempIndex ) )
+ if ( TypeRangeExistsInLandLayer( GridNo + WORLD_COLS - 1, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=128;
}
}
}
- if ( TypeRangeExistsInLandLayer( gridno, origType, origType, &usTempIndex ) )
+ if ( TypeRangeExistsInLandLayer( GridNo, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=32;
@@ -672,7 +672,7 @@ void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fF
// Loop through smooth struct
cnt = 0;
fFound = FALSE;
- GetLandHeadType( gridno, &uiTopType );
+ GetLandHeadType( GridNo, &uiTopType );
// Speed up of this while loop using double/quick search will result
// in an incorrect solution due to multiple instances of bitvalues in the list of
// smoothed water textures
diff --git a/Editor/smooth.h b/Editor/smooth.h
index 151255d8..4637d179 100644
--- a/Editor/smooth.h
+++ b/Editor/smooth.h
@@ -14,15 +14,15 @@
void SmoothAllTerrainWorld( void );
-void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSmooth );
+void SmoothTerrain(INT32 GridNo, INT32 origType, UINT16 *piNewTile, BOOLEAN fForceSmooth );
-void SmoothTerrainRadius( UINT32 iMapIndex, UINT32 uiCheckType, UINT8 ubRadius, BOOLEAN fForceSmooth );
+void SmoothTerrainRadius( INT32 iMapIndex, UINT32 uiCheckType, UINT8 ubRadius, BOOLEAN fForceSmooth );
void SmoothTerrainWorld( UINT32 uiCheckType );
-void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSmooth );
-void SmoothAllTerrainTypeRadius( UINT32 iMapIndex, UINT8 ubRadius, BOOLEAN fForceSmooth );
+void SmoothWaterTerrain( INT32 GridNo, INT32 origType, UINT16 *piNewTile, BOOLEAN fForceSmooth );
+void SmoothAllTerrainTypeRadius( INT32 iMapIndex, UINT8 ubRadius, BOOLEAN fForceSmooth );
-void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth );
-void SmoothExitGridRadius( INT16 sMapIndex, UINT8 ubRadius );
+void SmoothExitGrid(INT32 GridNo, UINT16 *piNewTile, BOOLEAN fForceSmooth );
+void SmoothExitGridRadius( INT32 sMapIndex, UINT8 ubRadius );
#endif
#endif
diff --git a/GameInitOptionsScreen.cpp b/GameInitOptionsScreen.cpp
index 2ffe2d53..5dacb4c4 100644
--- a/GameInitOptionsScreen.cpp
+++ b/GameInitOptionsScreen.cpp
@@ -1469,6 +1469,7 @@ void DoneFadeOutForExitGameInitOptionScreen( void )
gGameOptions.fTurnTimeLimit = TRUE;
else
gGameOptions.fTurnTimeLimit = FALSE;
+
// JA2Gold: iron man
gGameOptions.fIronManMode = GetCurrentGameSaveButtonSetting();
diff --git a/GameSettings.cpp b/GameSettings.cpp
index a5a4dc46..6e3a9177 100644
--- a/GameSettings.cpp
+++ b/GameSettings.cpp
@@ -103,7 +103,7 @@ BOOLEAN IsNIVModeValid(bool checkRes)
return( TRUE );
#else
// Check if the Profile with the NAME = "v1.13" is found in the specificed vfs_config.*.ini
- if(GetVFS()->GetProfileStack()->GetProfile(L"v1.13") != NULL)
+ if(getVFS()->getProfileStack()->getProfile(L"v1.13") != NULL)
{
return TRUE;
}
@@ -369,19 +369,19 @@ BOOLEAN SaveGameSettings()
fprintf_s (file_pointer , settings.str().c_str());
fclose( file_pointer );
#else
- vfs::UInt32 written;
try
{
vfs::COpenWriteFile wfile(GAME_SETTINGS_FILE,true,true);
- wfile.file().Write(settings.str().c_str(), settings.str().length(),written);
+ wfile.file().write(settings.str().c_str(), settings.str().length());
}
catch(CBasicException& ex)
{
- vfs::CFile wfile(GAME_SETTINGS_FILE);
- if(wfile.OpenWrite(true,true))
+ logException(ex);
+ vfs::CFile file(GAME_SETTINGS_FILE);
+ if(file.openWrite(true,true))
{
- wfile.Write(settings.str().c_str(), settings.str().length(),written);
- wfile.Close();
+ vfs::COpenWriteFile wfile( vfs::tWritableFile::cast(&file));
+ TRYCATCH_RETHROW(file.write(settings.str().c_str(), settings.str().length()),L"");
}
}
#endif
@@ -743,15 +743,14 @@ void LoadGameExternalOptions()
gGameExternalOptions.fQuietRealTimeSneak = iniReader.ReadBoolean("JA2 Tactical Settings","QUIET_REAL_TIME_SNEAK", FALSE);
// CPT: Cover System Settings
- gGameExternalOptions.ubStealthTraitCoverValue = iniReader.ReadInteger("JA2 Tactical Settings", "STEALTH_TRAIT_COVER_VALUE", 15, 0, 100);
- gGameExternalOptions.ubStealthEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "STEALTH_EFFECTIVENESS", 50, 0, 100);
- gGameExternalOptions.ubTreeCoverEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "TREE_COVER_EFFECTIVENESS", 50, 0, 100);
- gGameExternalOptions.ubCamouflageEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "CAMOUFLAGE_EFFECTIVENESS", 50, 0, 100);
+ gGameExternalOptions.ubStealthTraitCoverValue = iniReader.ReadInteger("JA2 Tactical Settings","STEALTH_TRAIT_COVER_VALUE", 15, 0, 100);
+ gGameExternalOptions.ubStealthEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "STEALTH_EFFECTIVENESS", 50, 0, 100);
+ gGameExternalOptions.ubTreeCoverEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings","TREE_COVER_EFFECTIVENESS", 50, 0, 100);
+ gGameExternalOptions.ubCamouflageEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "CAMOUFLAGE_EFFECTIVENESS", 50, 0, 100);
gGameExternalOptions.ubStanceEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "STANCE_EFFECTIVENESS", 10, 0, 100);
gGameExternalOptions.ubLBEEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "LBE_EFFECTIVENESS", 50, 0, 100);
gGameExternalOptions.ubMovementEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "MOVEMENT_EFFECTIVENESS", 50, 0, 100);
- gGameExternalOptions.ubCoverDisplayUpdateWait = iniReader.ReadInteger("JA2 Tactical Settings", "COVER_DISPLAY_UPDATE_WAIT", 500, -1, 10000);
-
+ gGameExternalOptions.ubCoverDisplayUpdateWait = iniReader.ReadInteger("JA2 Tactical Settings", "COVER_DISPLAY_UPDATE_WAIT", 500, -1, 10000);
//################# Rain Settings ##################
@@ -1127,7 +1126,7 @@ void LoadGameExternalOptions()
gGameExternalOptions.usMaxShooterCoweringPenalty = iniReader.ReadInteger("JA2 HAM Settings","MAX_SHOOTER_COWERING_PENALTY", 0, 0, 250 );
gGameExternalOptions.usMaxTargetCoweringPenalty = iniReader.ReadInteger("JA2 HAM Settings","MAX_TARGET_COWERING_PENALTY", 0, 0, 250 );
- // HEADROCK HAM B2.8: At "1", Militia will drop their equipment similar to enemies, IF killed by non-player character. At "2" they drop whenever killed.
+ // HEADROCK HAM B2.8: If this is turned on, Militia will drop their equipment similar to enemies, IF killed by non-player character.
gGameExternalOptions.ubMilitiaDropEquipment = iniReader.ReadInteger("JA2 HAM Settings","MILITIA_DROP_EQUIPMENT", 0, 0, 2 );
// HEADROCK HAM B2.8: New Trainer Relations: 2 = Trainees will go to sleep when their trainer goes to sleep. 3 = Trainer will go to sleep if all trainees are asleep. 1 = Both. 0 = Neither.
@@ -1316,6 +1315,14 @@ void LoadGameExternalOptions()
// HEADROCK HAM 3.6: If activated, the game does not switch focus to a merc who spots an enemy in real-time mode. This fixes issues with Real-Time Sneak.
gGameExternalOptions.fNoAutoFocusChangeInRealtimeSneak = iniReader.ReadBoolean("JA2 HAM Settings","NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK", FALSE);
+
+ // WANNE: This is just a debug setting. Only in debug version we should check if propert is set in the ja2_options.ini,
+ // In Release version this should always be set to FALSE
+ //dnl ch51 081009 JA2 Debug Settings
+#ifdef _DEBUG
+ gGameExternalOptions.fEnableInventoryPoolQ = iniReader.ReadBoolean("JA2 Debug Settings", "ENABLE_INVENTORY_POOL_Q", FALSE);
+#endif
+ gGameExternalOptions.fEnableInventoryPoolQ = FALSE;
}
INT16 DynamicAdjustAPConstants(INT16 iniReadValue, INT16 iniDefaultValue, BOOLEAN reverse)
@@ -1844,10 +1851,10 @@ void DisplayGameSettings( )
if (!is_networked)
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[58], CurrentPlayerProgressPercentage(), HighestPlayerProgressPercentage() );
-#ifdef _DEBUG
- // WDS - Add debug output here
- ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[58], CurrentPlayerProgressPercentage(), HighestPlayerProgressPercentage() );
-#endif
+//#ifdef _DEBUG
+// // WDS - Add debug output here
+// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[58], CurrentPlayerProgressPercentage(), HighestPlayerProgressPercentage() );
+//#endif
////if( CHEATER_CHEAT_LEVEL() )
//{
diff --git a/GameSettings.h b/GameSettings.h
index c85ac188..79d88d3c 100644
--- a/GameSettings.h
+++ b/GameSettings.h
@@ -54,9 +54,9 @@ enum
TOPTION_SILENT_SKYRIDER,
TOPTION_LOW_CPU_USAGE,
TOPTION_ENHANCED_DESC_BOX,
-
+
// arynn
- TOPTION_TOGGLE_TURN_MODE,
+ TOPTION_TOGGLE_TURN_MODE,
// HEADROCK HAM 3.6:
TOPTION_STAT_PROGRESS_BARS,
@@ -85,6 +85,7 @@ enum
TOPTION_HIDE_BULLETS,
TOPTION_TRACKING_MODE,
+
NUM_ALL_GAME_OPTIONS,
};
@@ -807,6 +808,9 @@ BOOLEAN gbBulletTracer;
// Suport disabling/silencing real time sneaking via external .ini file
BOOLEAN fAllowRealTimeSneak;
BOOLEAN fQuietRealTimeSneak;
+
+//dnl ch51 081009 JA2 Debug Settings
+ BOOLEAN fEnableInventoryPoolQ;
} GAME_EXTERNAL_OPTIONS;
//This structure will contain general Ja2 settings NOT individual game settings.
diff --git a/GameVersion.cpp b/GameVersion.cpp
index 1ff4c020..c70289b3 100644
--- a/GameVersion.cpp
+++ b/GameVersion.cpp
@@ -13,12 +13,12 @@
#ifdef JA2EDITOR
//MAP EDITOR BUILD VERSION
-CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.3329" };
+CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.3340" };
#elif defined JA2BETAVERSION
//BETA/TEST BUILD VERSION
-CHAR16 zVersionLabel[256] = { L"Debug v1.13.3329" };
+CHAR16 zVersionLabel[256] = { L"Debug v1.13.3340" };
#elif defined CRIPPLED_VERSION
@@ -28,11 +28,11 @@ CHAR16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
- CHAR16 zVersionLabel[256] = { L"Release v1.13.3329" };
+ CHAR16 zVersionLabel[256] = { L"Release v1.13.3340" };
#endif
-CHAR8 czVersionNumber[16] = { "Build 10.02.21" }; //YY.MM.DD
+CHAR8 czVersionNumber[16] = { "Build 10.02.28" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
diff --git a/GameVersion.h b/GameVersion.h
index 10a9cb68..36a74c70 100644
--- a/GameVersion.h
+++ b/GameVersion.h
@@ -20,15 +20,13 @@ extern CHAR16 zTrackingNumber[16];
//
// Keeps track of the saved game version. Increment the saved game version whenever
// you will invalidate the saved game file
-#define SAVE_GAME_VERSION 106 //104 //103 //102 //101 //100 // 99
+#define SAVE_GAME_VERSION 107 //106 //105 //104 //103 //102 //101 //100 // 99
-
-//these I don't so much need here
-#define CURRENT_SAVEGAME_DATATYPE_VERSION 106
+#define CURRENT_SAVEGAME_DATATYPE_VERSION 107
+#define BIG_MAPS_PROJECT_SAVEGAME_DATATYPE_CHANGE 107 // Before this, we did not had big maps project
#define AIRPORT_SAVEGAME_DATATYPE_CHANGE 106 // Before this, we did not have airport externalized
#define AP100_SAVEGAME_DATATYPE_CHANGE 105 // Before this, we didn't have the 100AP structure changes
#define NIV_SAVEGAME_DATATYPE_CHANGE 102 // Before this, we used the old structure system
-//#define SECOND_SAVEGAME_DATATYPE_CHANGE 999, #define CURRENT_SAVEGAME_DATATYPE_VERSION 999
//#define RUSSIANGOLD
diff --git a/Init.cpp b/Init.cpp
index d2c4dfb1..effbde29 100644
--- a/Init.cpp
+++ b/Init.cpp
@@ -61,6 +61,7 @@
#include "Multilingual Text Code Generator.h"
#include "editscreen.h"
#endif
+#include "MPXmlTeams.hpp"
#include "Sector Summary.h"
extern INT16 APBPConstants[TOTAL_APBP_VALUES] = {0};
@@ -575,6 +576,11 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
THROWIFFALSE(ReadInUniforms(fileName), UNIFORMCOLORSFILENAME);
+ strcpy(fileName, directoryName);
+ strcat(fileName, MULTIPLAYERTEAMSFILENAME);
+ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
+ mpTeams.ReadInMPTeams(fileName);
+
return TRUE;
}
@@ -603,9 +609,9 @@ UINT32 InitializeJA2(void)
// Init JA2 sounds
InitJA2Sound( );
- gsRenderCenterX = 805;
- gsRenderCenterY = 805;
-
+ //dnl ch54 111009
+ //gsRenderCenterX = 805;
+ //gsRenderCenterY = 805;
// Init data
InitializeSystemVideoObjects( );
@@ -702,12 +708,15 @@ UINT32 InitializeJA2(void)
#endif
#ifdef JA2BETAVERSION
+#ifdef JA2EDITOR
// CHECK COMMANDLINE FOR SPECIAL UTILITY
if ( strcmp( gzCommandLine, "-DOMAPS" ) == 0 )
{
+ GenerateAllMapsInit();//dnl ch49 061009
return( MAPUTILITY_SCREEN );
}
#endif
+#endif
#ifdef JA2BETAVERSION
//This allows the QuickSave Slots to be autoincremented, ie everytime the user saves, there will be a new quick save file
diff --git a/JA2.dep b/JA2.dep
deleted file mode 100644
index 2ec6688d..00000000
--- a/JA2.dep
+++ /dev/null
@@ -1,4179 +0,0 @@
-# Microsoft Developer Studio Generated Dependency File, included by JA2.mak
-
-.\Utils\_Ja25GermanText.cpp : \
- ".\builddefines.h"\
- ".\Editor\LoadScreen.h"\
- ".\fade screen.h"\
- ".\gameloop.h"\
- ".\gamescreen.h"\
- ".\GameSettings.h"\
- ".\jascreens.h"\
- ".\Language Defines.h"\
- ".\Laptop\email.h"\
- ".\Laptop\files.h"\
- ".\local.h"\
- ".\screenids.h"\
- ".\SCREENS.H"\
- ".\standard gaming platform\button sound control.h"\
- ".\Standard Gaming Platform\Button System.h"\
- ".\standard gaming platform\compression.h"\
- ".\Standard Gaming Platform\container.h"\
- ".\Standard Gaming Platform\Cursor Control.h"\
- ".\Standard Gaming Platform\DbMan.h"\
- ".\Standard Gaming Platform\Debug.h"\
- ".\Standard Gaming Platform\DirectDraw Calls.h"\
- ".\Standard Gaming Platform\DirectX Common.h"\
- ".\Standard Gaming Platform\english.h"\
- ".\Standard Gaming Platform\FileMan.h"\
- ".\Standard Gaming Platform\font.h"\
- ".\Standard Gaming Platform\himage.h"\
- ".\Standard Gaming Platform\imgfmt.h"\
- ".\Standard Gaming Platform\impTGA.h"\
- ".\Standard Gaming Platform\Input.h"\
- ".\Standard Gaming Platform\line.h"\
- ".\Standard Gaming Platform\MemMan.h"\
- ".\Standard Gaming Platform\mousesystem.h"\
- ".\Standard Gaming Platform\mousesystem_macros.h"\
- ".\standard gaming platform\mss.h"\
- ".\Standard Gaming Platform\Mutex Manager.h"\
- ".\Standard Gaming Platform\pcx.h"\
- ".\Standard Gaming Platform\random.h"\
- ".\Standard Gaming Platform\sgp.h"\
- ".\Standard Gaming Platform\shading.h"\
- ".\Standard Gaming Platform\soundman.h"\
- ".\Standard Gaming Platform\timer.h"\
- ".\Standard Gaming Platform\TopicIDs.h"\
- ".\Standard Gaming Platform\TopicOps.h"\
- ".\Standard Gaming Platform\Video.h"\
- ".\Standard Gaming Platform\vobject.h"\
- ".\Standard Gaming Platform\vobject_blitters.h"\
- ".\Standard Gaming Platform\vsurface.h"\
- ".\Standard Gaming Platform\vsurface_private.h"\
- ".\Standard Gaming Platform\WCheck.h"\
- ".\Strategic\Creature Spreading.h"\
- ".\Strategic\Map Screen Interface Bottom.h"\
- ".\Strategic\strategicmap.h"\
- ".\Sys Globals.h"\
- ".\Tactical\animation cache.h"\
- ".\Tactical\Animation Control.h"\
- ".\Tactical\Animation Data.h"\
- ".\tactical\dialogue control.h"\
- ".\tactical\faces.h"\
- ".\Tactical\Handle Items.h"\
- ".\Tactical\Handle UI.h"\
- ".\Tactical\Interface.h"\
- ".\Tactical\Item Types.h"\
- ".\Tactical\Items.h"\
- ".\Tactical\Map Information.h"\
- ".\Tactical\opplist.h"\
- ".\Tactical\overhead types.h"\
- ".\Tactical\Overhead.h"\
- ".\tactical\rotting corpses.h"\
- ".\Tactical\Soldier Control.h"\
- ".\tactical\soldier find.h"\
- ".\Tactical\soldier profile type.h"\
- ".\Tactical\Tactical Save.h"\
- ".\Tactical\weapons.h"\
- ".\Tactical\World Items.h"\
- ".\TileEngine\Isometric Utils.h"\
- ".\tileengine\overhead map.h"\
- ".\tileengine\phys math.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
- ".\TileEngine\renderworld.h"\
- ".\TileEngine\Structure Internals.h"\
- ".\TileEngine\structure.h"\
- ".\TileEngine\sysutil.h"\
- ".\TileEngine\Tile Animation.h"\
- ".\TileEngine\TileDat.h"\
- ".\TileEngine\tiledef.h"\
- ".\tileengine\world tileset enums.h"\
- ".\TileEngine\WorldDat.h"\
- ".\TileEngine\worlddef.h"\
- ".\utils\_ja25englishtext.h"\
- ".\Utils\Animated ProgressBar.h"\
- ".\Utils\cursors.h"\
- ".\Utils\Debug Control.h"\
- ".\utils\encrypted file.h"\
- ".\Utils\Event Manager.h"\
- ".\Utils\Event Pump.h"\
- ".\Utils\Font Control.h"\
- ".\utils\maputility.h"\
- ".\utils\merctextbox.h"\
- ".\Utils\message.h"\
- ".\Utils\Multi Language Graphic Utils.h"\
- ".\Utils\Music Control.h"\
- ".\utils\popupbox.h"\
- ".\utils\slider.h"\
- ".\Utils\Sound Control.h"\
- ".\utils\sticonvert.h"\
- ".\Utils\Text Input.h"\
- ".\Utils\Text.h"\
- ".\Utils\Timer Control.h"\
- ".\Utils\utilities.h"\
- ".\Utils\Utils All.h"\
- ".\utils\wordwrap.h"\
-
-
-.\aniviewscreen.cpp : \
- ".\builddefines.h"\
- ".\Editor\editscreen.h"\
- ".\Editor\Summary Info.h"\
- ".\fade screen.h"\
- ".\GameInitOptionsScreen.h"\
- ".\gameloop.h"\
- ".\gamescreen.h"\
- ".\GameSettings.h"\
- ".\gameversion.h"\
- ".\init.h"\
- ".\JA2 All.h"\
- ".\ja2 splash.h"\
- ".\jascreens.h"\
- ".\Language Defines.h"\
- ".\Laptop\email.h"\
- ".\Laptop\files.h"\
- ".\Laptop\finances.h"\
- ".\Laptop\history.h"\
- ".\Laptop\laptop.h"\
- ".\Laptop\LaptopSave.h"\
- ".\Laptop\Store Inventory.h"\
- ".\local.h"\
- ".\mainmenuscreen.h"\
- ".\MessageBoxScreen.h"\
- ".\Options Screen.h"\
- ".\SaveLoadGame.h"\
- ".\SaveLoadScreen.h"\
- ".\screenids.h"\
- ".\SCREENS.H"\
- ".\standard gaming platform\button sound control.h"\
- ".\Standard Gaming Platform\Button System.h"\
- ".\Standard Gaming Platform\container.h"\
- ".\Standard Gaming Platform\Cursor Control.h"\
- ".\Standard Gaming Platform\DbMan.h"\
- ".\Standard Gaming Platform\Debug.h"\
- ".\Standard Gaming Platform\DirectDraw Calls.h"\
- ".\Standard Gaming Platform\DirectX Common.h"\
- ".\Standard Gaming Platform\english.h"\
- ".\Standard Gaming Platform\FileMan.h"\
- ".\Standard Gaming Platform\font.h"\
- ".\Standard Gaming Platform\himage.h"\
- ".\Standard Gaming Platform\imgfmt.h"\
- ".\Standard Gaming Platform\Input.h"\
- ".\standard gaming platform\ja2 libs.h"\
- ".\Standard Gaming Platform\LibraryDataBase.h"\
- ".\Standard Gaming Platform\line.h"\
- ".\Standard Gaming Platform\MemMan.h"\
- ".\Standard Gaming Platform\mousesystem.h"\
- ".\Standard Gaming Platform\mousesystem_macros.h"\
- ".\standard gaming platform\mss.h"\
- ".\Standard Gaming Platform\Mutex Manager.h"\
- ".\Standard Gaming Platform\pcx.h"\
- ".\Standard Gaming Platform\random.h"\
- ".\Standard Gaming Platform\sgp.h"\
- ".\Standard Gaming Platform\shading.h"\
- ".\Standard Gaming Platform\soundman.h"\
- ".\Standard Gaming Platform\timer.h"\
- ".\Standard Gaming Platform\TopicIDs.h"\
- ".\Standard Gaming Platform\TopicOps.h"\
- ".\Standard Gaming Platform\Video.h"\
- ".\Standard Gaming Platform\vobject.h"\
- ".\Standard Gaming Platform\vobject_blitters.h"\
- ".\Standard Gaming Platform\vobject_private.h"\
- ".\Standard Gaming Platform\vsurface.h"\
- ".\Standard Gaming Platform\WCheck.h"\
- ".\Strategic\Assignments.h"\
- ".\Strategic\Campaign Types.h"\
- ".\Strategic\Creature Spreading.h"\
- ".\Strategic\Game Clock.h"\
- ".\Strategic\Game Event Hook.h"\
- ".\Strategic\Game Events.h"\
- ".\Strategic\Game Init.h"\
- ".\Strategic\Map Screen Helicopter.h"\
- ".\Strategic\Map Screen Interface Border.h"\
- ".\Strategic\Map Screen Interface Bottom.h"\
- ".\Strategic\Map Screen Interface Map.h"\
- ".\Strategic\Map Screen Interface.h"\
- ".\Strategic\mapscreen.h"\
- ".\strategic\meanwhile.h"\
- ".\Strategic\Merc Contract.h"\
- ".\Strategic\Queen Command.h"\
- ".\Strategic\Quests.h"\
- ".\Strategic\Scheduling.h"\
- ".\Strategic\Strategic AI.h"\
- ".\Strategic\Strategic Mines.h"\
- ".\Strategic\Strategic Movement.h"\
- ".\Strategic\Strategic Pathing.h"\
- ".\Strategic\Strategic Status.h"\
- ".\Strategic\Strategic Town Loyalty.h"\
- ".\strategic\strategic turns.h"\
- ".\Strategic\strategic.h"\
- ".\Strategic\strategicmap.h"\
- ".\Sys Globals.h"\
- ".\tactical\air raid.h"\
- ".\Tactical\animation cache.h"\
- ".\Tactical\Animation Control.h"\
- ".\Tactical\Animation Data.h"\
- ".\Tactical\Arms Dealer Init.h"\
- ".\tactical\auto bandage.h"\
- ".\Tactical\Boxing.h"\
- ".\tactical\bullets.h"\
- ".\tactical\dialogue control.h"\
- ".\tactical\faces.h"\
- ".\tactical\gap.h"\
- ".\Tactical\Handle Items.h"\
- ".\Tactical\Handle UI.h"\
- ".\tactical\interface control.h"\
- ".\tactical\interface dialogue.h"\
- ".\Tactical\Interface Items.h"\
- ".\Tactical\interface panels.h"\
- ".\Tactical\Interface.h"\
- ".\Tactical\Item Types.h"\
- ".\Tactical\Items.h"\
- ".\Tactical\Keys.h"\
- ".\Tactical\los.h"\
- ".\Tactical\Map Information.h"\
- ".\tactical\merc entering.h"\
- ".\Tactical\Merc Hiring.h"\
- ".\Tactical\opplist.h"\
- ".\Tactical\overhead types.h"\
- ".\Tactical\Overhead.h"\
- ".\tactical\rotting corpses.h"\
- ".\Tactical\soldier ani.h"\
- ".\Tactical\Soldier Control.h"\
- ".\Tactical\Soldier Create.h"\
- ".\tactical\soldier find.h"\
- ".\Tactical\Soldier Init List.h"\
- ".\Tactical\Soldier macros.h"\
- ".\Tactical\soldier profile type.h"\
- ".\Tactical\Soldier Profile.h"\
- ".\Tactical\Squads.h"\
- ".\Tactical\Strategic Exit GUI.h"\
- ".\Tactical\Tactical Save.h"\
- ".\Tactical\TeamTurns.h"\
- ".\Tactical\Vehicles.h"\
- ".\Tactical\weapons.h"\
- ".\Tactical\World Items.h"\
- ".\TacticalAI\ai.h"\
- ".\TacticalAI\NPC.h"\
- ".\TileEngine\Ambient Control.h"\
- ".\TileEngine\Ambient Types.h"\
- ".\TileEngine\environment.h"\
- ".\TileEngine\Exit Grids.h"\
- ".\tileengine\explosion control.h"\
- ".\TileEngine\Isometric Utils.h"\
- ".\tileengine\lighteffects.h"\
- ".\TileEngine\lighting.h"\
- ".\tileengine\overhead map.h"\
- ".\tileengine\phys math.h"\
- ".\tileengine\physics.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
- ".\TileEngine\renderworld.h"\
- ".\TileEngine\Shade Table Util.h"\
- ".\tileengine\smokeeffects.h"\
- ".\TileEngine\Structure Internals.h"\
- ".\TileEngine\structure.h"\
- ".\TileEngine\sysutil.h"\
- ".\tileengine\tactical placement gui.h"\
- ".\TileEngine\Tile Animation.h"\
- ".\tileengine\tile cache.h"\
- ".\TileEngine\TileDat.h"\
- ".\TileEngine\tiledef.h"\
- ".\tileengine\world tileset enums.h"\
- ".\TileEngine\WorldDat.h"\
- ".\TileEngine\worlddef.h"\
- ".\utils\_ja25englishtext.h"\
- ".\Utils\cursors.h"\
- ".\Utils\Event Manager.h"\
- ".\Utils\Event Pump.h"\
- ".\Utils\Font Control.h"\
- ".\utils\maputility.h"\
- ".\utils\merctextbox.h"\
- ".\Utils\message.h"\
- ".\Utils\Multi Language Graphic Utils.h"\
- ".\Utils\Music Control.h"\
- ".\utils\slider.h"\
- ".\Utils\Sound Control.h"\
- ".\Utils\Text Input.h"\
- ".\Utils\Text.h"\
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- ".\Utils\utilities.h"\
- ".\utils\wordwrap.h"\
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- ".\gameloop.h"\
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- ".\Laptop\finances.h"\
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- ".\Laptop\Store Inventory.h"\
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- ".\TacticalAI\ai.h"\
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- ".\TileEngine\Exit Grids.h"\
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- ".\utils\maputility.h"\
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- ".\Utils\Multi Language Graphic Utils.h"\
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- ".\Editor\LoadScreen.h"\
- ".\fade screen.h"\
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- ".\Standard Gaming Platform\vobject_blitters.h"\
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- ".\Tactical\weapons.h"\
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- ".\tileengine\phys math.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
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- ".\TileEngine\Structure Internals.h"\
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- ".\utils\encrypted file.h"\
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- ".\Utils\utilities.h"\
- ".\Utils\Utils All.h"\
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- ".\GameInitOptionsScreen.h"\
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- ".\gameversion.h"\
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- ".\Laptop\laptop.h"\
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- ".\Tactical\Soldier Create.h"\
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- ".\Tactical\Squads.h"\
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- ".\Tactical\Tactical Save.h"\
- ".\Tactical\TeamTurns.h"\
- ".\Tactical\Vehicles.h"\
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- ".\Tactical\World Items.h"\
- ".\TacticalAI\ai.h"\
- ".\TacticalAI\NPC.h"\
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- ".\TileEngine\Ambient Types.h"\
- ".\TileEngine\environment.h"\
- ".\TileEngine\Exit Grids.h"\
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- ".\tileengine\physics.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
- ".\TileEngine\renderworld.h"\
- ".\TileEngine\Shade Table Util.h"\
- ".\tileengine\smokeeffects.h"\
- ".\TileEngine\Structure Internals.h"\
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- ".\tileengine\tactical placement gui.h"\
- ".\TileEngine\Tile Animation.h"\
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- ".\tileengine\world tileset enums.h"\
- ".\TileEngine\WorldDat.h"\
- ".\TileEngine\worlddef.h"\
- ".\utils\_ja25englishtext.h"\
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- ".\utils\maputility.h"\
- ".\utils\merctextbox.h"\
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- ".\Utils\Sound Control.h"\
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- ".\Utils\Text.h"\
- ".\Utils\Timer Control.h"\
- ".\Utils\utilities.h"\
- ".\utils\wordwrap.h"\
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- ".\Editor\Summary Info.h"\
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- ".\GameInitOptionsScreen.h"\
- ".\gameloop.h"\
- ".\gamescreen.h"\
- ".\GameSettings.h"\
- ".\gameversion.h"\
- ".\init.h"\
- ".\intro.h"\
- ".\JA2 All.h"\
- ".\ja2 splash.h"\
- ".\jascreens.h"\
- ".\Language Defines.h"\
- ".\Laptop\email.h"\
- ".\Laptop\files.h"\
- ".\Laptop\finances.h"\
- ".\Laptop\history.h"\
- ".\Laptop\laptop.h"\
- ".\Laptop\LaptopSave.h"\
- ".\Laptop\Store Inventory.h"\
- ".\local.h"\
- ".\mainmenuscreen.h"\
- ".\MessageBoxScreen.h"\
- ".\Options Screen.h"\
- ".\SaveLoadGame.h"\
- ".\SaveLoadScreen.h"\
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- ".\standard gaming platform\button sound control.h"\
- ".\Standard Gaming Platform\Button System.h"\
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- ".\Standard Gaming Platform\DbMan.h"\
- ".\Standard Gaming Platform\Debug.h"\
- ".\Standard Gaming Platform\DirectDraw Calls.h"\
- ".\Standard Gaming Platform\DirectX Common.h"\
- ".\Standard Gaming Platform\english.h"\
- ".\Standard Gaming Platform\FileMan.h"\
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- ".\standard gaming platform\ja2 libs.h"\
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- ".\standard gaming platform\mss.h"\
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- ".\Standard Gaming Platform\soundman.h"\
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- ".\Standard Gaming Platform\TopicIDs.h"\
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- ".\Standard Gaming Platform\vobject.h"\
- ".\Standard Gaming Platform\vobject_blitters.h"\
- ".\Standard Gaming Platform\vobject_private.h"\
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- ".\Standard Gaming Platform\WCheck.h"\
- ".\Strategic\Assignments.h"\
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- ".\Strategic\mapscreen.h"\
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- ".\Strategic\Strategic Movement.h"\
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- ".\Strategic\Strategic Status.h"\
- ".\Strategic\Strategic Town Loyalty.h"\
- ".\strategic\strategic turns.h"\
- ".\Strategic\strategic.h"\
- ".\Strategic\strategicmap.h"\
- ".\Sys Globals.h"\
- ".\tactical\air raid.h"\
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- ".\Tactical\Animation Control.h"\
- ".\Tactical\Animation Data.h"\
- ".\Tactical\Arms Dealer Init.h"\
- ".\tactical\auto bandage.h"\
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- ".\Laptop\finances.h"\
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- ".\Laptop\laptop.h"\
- ".\Laptop\LaptopSave.h"\
- ".\Laptop\Store Inventory.h"\
- ".\local.h"\
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- ".\Standard Gaming Platform\DirectDraw Calls.h"\
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- ".\TileEngine\Ambient Control.h"\
- ".\TileEngine\Ambient Types.h"\
- ".\TileEngine\environment.h"\
- ".\TileEngine\Exit Grids.h"\
- ".\tileengine\explosion control.h"\
- ".\TileEngine\Isometric Utils.h"\
- ".\tileengine\lighteffects.h"\
- ".\TileEngine\lighting.h"\
- ".\tileengine\overhead map.h"\
- ".\tileengine\phys math.h"\
- ".\tileengine\physics.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
- ".\TileEngine\renderworld.h"\
- ".\TileEngine\Shade Table Util.h"\
- ".\tileengine\smokeeffects.h"\
- ".\TileEngine\Structure Internals.h"\
- ".\TileEngine\structure.h"\
- ".\TileEngine\sysutil.h"\
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- ".\TileEngine\Tile Animation.h"\
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- ".\TileEngine\TileDat.h"\
- ".\TileEngine\tiledef.h"\
- ".\tileengine\world tileset enums.h"\
- ".\TileEngine\WorldDat.h"\
- ".\TileEngine\worlddef.h"\
- ".\utils\_ja25englishtext.h"\
- ".\Utils\cursors.h"\
- ".\Utils\Event Manager.h"\
- ".\Utils\Event Pump.h"\
- ".\Utils\Font Control.h"\
- ".\utils\maputility.h"\
- ".\utils\merctextbox.h"\
- ".\Utils\message.h"\
- ".\Utils\Multi Language Graphic Utils.h"\
- ".\Utils\Music Control.h"\
- ".\utils\slider.h"\
- ".\Utils\Sound Control.h"\
- ".\Utils\Text Input.h"\
- ".\Utils\Text.h"\
- ".\Utils\Timer Control.h"\
- ".\Utils\utilities.h"\
- ".\utils\wordwrap.h"\
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-.\GameVersion.cpp : \
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- ".\Editor\Summary Info.h"\
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- ".\gameloop.h"\
- ".\gamescreen.h"\
- ".\GameSettings.h"\
- ".\gameversion.h"\
- ".\init.h"\
- ".\JA2 All.h"\
- ".\ja2 splash.h"\
- ".\jascreens.h"\
- ".\Language Defines.h"\
- ".\Laptop\email.h"\
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- ".\Laptop\finances.h"\
- ".\Laptop\history.h"\
- ".\Laptop\laptop.h"\
- ".\Laptop\LaptopSave.h"\
- ".\Laptop\Store Inventory.h"\
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- ".\SaveLoadGame.h"\
- ".\SaveLoadScreen.h"\
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- ".\standard gaming platform\button sound control.h"\
- ".\Standard Gaming Platform\Button System.h"\
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- ".\Standard Gaming Platform\DbMan.h"\
- ".\Standard Gaming Platform\Debug.h"\
- ".\Standard Gaming Platform\DirectDraw Calls.h"\
- ".\Standard Gaming Platform\DirectX Common.h"\
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- ".\Standard Gaming Platform\FileMan.h"\
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- ".\standard gaming platform\mss.h"\
- ".\Standard Gaming Platform\Mutex Manager.h"\
- ".\Standard Gaming Platform\pcx.h"\
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- ".\Standard Gaming Platform\sgp.h"\
- ".\Standard Gaming Platform\shading.h"\
- ".\Standard Gaming Platform\soundman.h"\
- ".\Standard Gaming Platform\timer.h"\
- ".\Standard Gaming Platform\TopicIDs.h"\
- ".\Standard Gaming Platform\TopicOps.h"\
- ".\Standard Gaming Platform\Video.h"\
- ".\Standard Gaming Platform\vobject.h"\
- ".\Standard Gaming Platform\vobject_blitters.h"\
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- ".\Standard Gaming Platform\WCheck.h"\
- ".\Strategic\Assignments.h"\
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- ".\Strategic\Game Events.h"\
- ".\Strategic\Game Init.h"\
- ".\Strategic\Map Screen Helicopter.h"\
- ".\Strategic\Map Screen Interface Border.h"\
- ".\Strategic\Map Screen Interface Bottom.h"\
- ".\Strategic\Map Screen Interface Map.h"\
- ".\Strategic\Map Screen Interface.h"\
- ".\Strategic\mapscreen.h"\
- ".\strategic\meanwhile.h"\
- ".\Strategic\Merc Contract.h"\
- ".\Strategic\Queen Command.h"\
- ".\Strategic\Quests.h"\
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- ".\Strategic\Strategic Mines.h"\
- ".\Strategic\Strategic Movement.h"\
- ".\Strategic\Strategic Pathing.h"\
- ".\Strategic\Strategic Status.h"\
- ".\Strategic\Strategic Town Loyalty.h"\
- ".\strategic\strategic turns.h"\
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- ".\Sys Globals.h"\
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- ".\Tactical\Animation Data.h"\
- ".\Tactical\Arms Dealer Init.h"\
- ".\tactical\auto bandage.h"\
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- ".\Tactical\Keys.h"\
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- ".\Tactical\Soldier Control.h"\
- ".\Tactical\Soldier Create.h"\
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- ".\Tactical\Soldier Init List.h"\
- ".\Tactical\Soldier macros.h"\
- ".\Tactical\soldier profile type.h"\
- ".\Tactical\Soldier Profile.h"\
- ".\Tactical\Squads.h"\
- ".\Tactical\Strategic Exit GUI.h"\
- ".\Tactical\Tactical Save.h"\
- ".\Tactical\TeamTurns.h"\
- ".\Tactical\Vehicles.h"\
- ".\Tactical\weapons.h"\
- ".\Tactical\World Items.h"\
- ".\TacticalAI\ai.h"\
- ".\TacticalAI\NPC.h"\
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- ".\TileEngine\Ambient Types.h"\
- ".\TileEngine\environment.h"\
- ".\TileEngine\Exit Grids.h"\
- ".\tileengine\explosion control.h"\
- ".\TileEngine\Isometric Utils.h"\
- ".\tileengine\lighteffects.h"\
- ".\TileEngine\lighting.h"\
- ".\tileengine\overhead map.h"\
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- ".\tileengine\physics.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
- ".\TileEngine\renderworld.h"\
- ".\TileEngine\Shade Table Util.h"\
- ".\tileengine\smokeeffects.h"\
- ".\TileEngine\Structure Internals.h"\
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- ".\TileEngine\sysutil.h"\
- ".\tileengine\tactical placement gui.h"\
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- ".\TileEngine\tiledef.h"\
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- ".\utils\_ja25englishtext.h"\
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- ".\utils\maputility.h"\
- ".\utils\merctextbox.h"\
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- ".\Utils\Sound Control.h"\
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- ".\Utils\Text.h"\
- ".\Utils\Timer Control.h"\
- ".\Utils\utilities.h"\
- ".\utils\wordwrap.h"\
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-.\HelpScreen.cpp : \
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- ".\Editor\Summary Info.h"\
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- ".\GameInitOptionsScreen.h"\
- ".\gameloop.h"\
- ".\gamescreen.h"\
- ".\GameSettings.h"\
- ".\gameversion.h"\
- ".\helpscreen.h"\
- ".\helpscreentext.h"\
- ".\init.h"\
- ".\JA2 All.h"\
- ".\ja2 splash.h"\
- ".\jascreens.h"\
- ".\Language Defines.h"\
- ".\Laptop\email.h"\
- ".\Laptop\files.h"\
- ".\Laptop\finances.h"\
- ".\Laptop\history.h"\
- ".\Laptop\laptop.h"\
- ".\Laptop\LaptopSave.h"\
- ".\Laptop\Store Inventory.h"\
- ".\local.h"\
- ".\mainmenuscreen.h"\
- ".\MessageBoxScreen.h"\
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- ".\SaveLoadGame.h"\
- ".\SaveLoadScreen.h"\
- ".\screenids.h"\
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- ".\standard gaming platform\button sound control.h"\
- ".\Standard Gaming Platform\Button System.h"\
- ".\Standard Gaming Platform\container.h"\
- ".\Standard Gaming Platform\Cursor Control.h"\
- ".\Standard Gaming Platform\DbMan.h"\
- ".\Standard Gaming Platform\Debug.h"\
- ".\Standard Gaming Platform\DirectDraw Calls.h"\
- ".\Standard Gaming Platform\DirectX Common.h"\
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- ".\standard gaming platform\ja2 libs.h"\
- ".\Standard Gaming Platform\LibraryDataBase.h"\
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- ".\Standard Gaming Platform\mousesystem_macros.h"\
- ".\standard gaming platform\mss.h"\
- ".\Standard Gaming Platform\Mutex Manager.h"\
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- ".\Standard Gaming Platform\random.h"\
- ".\Standard Gaming Platform\sgp.h"\
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- ".\Standard Gaming Platform\soundman.h"\
- ".\Standard Gaming Platform\timer.h"\
- ".\Standard Gaming Platform\TopicIDs.h"\
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- ".\Standard Gaming Platform\Video.h"\
- ".\Standard Gaming Platform\vobject.h"\
- ".\Standard Gaming Platform\vobject_blitters.h"\
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- ".\Standard Gaming Platform\WCheck.h"\
- ".\Strategic\Assignments.h"\
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- ".\Strategic\Strategic Town Loyalty.h"\
- ".\strategic\strategic turns.h"\
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- ".\Tactical\Arms Dealer Init.h"\
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- ".\Tactical\los.h"\
- ".\Tactical\Map Information.h"\
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- ".\Tactical\Merc Hiring.h"\
- ".\Tactical\opplist.h"\
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- ".\tactical\rotting corpses.h"\
- ".\Tactical\soldier ani.h"\
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- ".\Tactical\Soldier Create.h"\
- ".\tactical\soldier find.h"\
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- ".\Tactical\Soldier macros.h"\
- ".\Tactical\soldier profile type.h"\
- ".\Tactical\Soldier Profile.h"\
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- ".\Tactical\Tactical Save.h"\
- ".\Tactical\TeamTurns.h"\
- ".\Tactical\Vehicles.h"\
- ".\Tactical\weapons.h"\
- ".\Tactical\World Items.h"\
- ".\TacticalAI\ai.h"\
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- ".\TileEngine\Ambient Types.h"\
- ".\TileEngine\environment.h"\
- ".\TileEngine\Exit Grids.h"\
- ".\tileengine\explosion control.h"\
- ".\TileEngine\Isometric Utils.h"\
- ".\tileengine\lighteffects.h"\
- ".\TileEngine\lighting.h"\
- ".\tileengine\overhead map.h"\
- ".\tileengine\phys math.h"\
- ".\tileengine\physics.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
- ".\TileEngine\renderworld.h"\
- ".\TileEngine\Shade Table Util.h"\
- ".\tileengine\smokeeffects.h"\
- ".\TileEngine\Structure Internals.h"\
- ".\TileEngine\structure.h"\
- ".\TileEngine\sysutil.h"\
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- ".\TileEngine\Tile Animation.h"\
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- ".\TileEngine\TileDat.h"\
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- ".\tileengine\world tileset enums.h"\
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- ".\utils\_ja25englishtext.h"\
- ".\Utils\cursors.h"\
- ".\utils\encrypted file.h"\
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- ".\Utils\Font Control.h"\
- ".\utils\maputility.h"\
- ".\utils\merctextbox.h"\
- ".\Utils\message.h"\
- ".\Utils\Multi Language Graphic Utils.h"\
- ".\Utils\Music Control.h"\
- ".\utils\slider.h"\
- ".\Utils\Sound Control.h"\
- ".\Utils\Text Input.h"\
- ".\Utils\Text.h"\
- ".\Utils\Timer Control.h"\
- ".\Utils\utilities.h"\
- ".\utils\wordwrap.h"\
-
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-.\Init.cpp : \
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- ".\Editor\editscreen.h"\
- ".\Editor\Summary Info.h"\
- ".\fade screen.h"\
- ".\GameInitOptionsScreen.h"\
- ".\gameloop.h"\
- ".\gamescreen.h"\
- ".\GameSettings.h"\
- ".\gameversion.h"\
- ".\helpscreen.h"\
- ".\init.h"\
- ".\JA2 All.h"\
- ".\ja2 splash.h"\
- ".\jascreens.h"\
- ".\Language Defines.h"\
- ".\Laptop\email.h"\
- ".\Laptop\files.h"\
- ".\Laptop\finances.h"\
- ".\Laptop\history.h"\
- ".\Laptop\laptop.h"\
- ".\Laptop\LaptopSave.h"\
- ".\Laptop\Store Inventory.h"\
- ".\local.h"\
- ".\mainmenuscreen.h"\
- ".\MessageBoxScreen.h"\
- ".\Options Screen.h"\
- ".\SaveLoadGame.h"\
- ".\SaveLoadScreen.h"\
- ".\screenids.h"\
- ".\SCREENS.H"\
- ".\standard gaming platform\button sound control.h"\
- ".\Standard Gaming Platform\Button System.h"\
- ".\Standard Gaming Platform\container.h"\
- ".\Standard Gaming Platform\Cursor Control.h"\
- ".\Standard Gaming Platform\DbMan.h"\
- ".\Standard Gaming Platform\Debug.h"\
- ".\Standard Gaming Platform\DirectDraw Calls.h"\
- ".\Standard Gaming Platform\DirectX Common.h"\
- ".\Standard Gaming Platform\english.h"\
- ".\Standard Gaming Platform\FileMan.h"\
- ".\Standard Gaming Platform\font.h"\
- ".\Standard Gaming Platform\himage.h"\
- ".\Standard Gaming Platform\imgfmt.h"\
- ".\Standard Gaming Platform\Input.h"\
- ".\standard gaming platform\ja2 libs.h"\
- ".\Standard Gaming Platform\LibraryDataBase.h"\
- ".\Standard Gaming Platform\line.h"\
- ".\Standard Gaming Platform\MemMan.h"\
- ".\Standard Gaming Platform\mousesystem.h"\
- ".\Standard Gaming Platform\mousesystem_macros.h"\
- ".\standard gaming platform\mss.h"\
- ".\Standard Gaming Platform\Mutex Manager.h"\
- ".\Standard Gaming Platform\pcx.h"\
- ".\Standard Gaming Platform\random.h"\
- ".\Standard Gaming Platform\sgp.h"\
- ".\Standard Gaming Platform\shading.h"\
- ".\Standard Gaming Platform\soundman.h"\
- ".\Standard Gaming Platform\timer.h"\
- ".\Standard Gaming Platform\TopicIDs.h"\
- ".\Standard Gaming Platform\TopicOps.h"\
- ".\Standard Gaming Platform\Video.h"\
- ".\Standard Gaming Platform\vobject.h"\
- ".\Standard Gaming Platform\vobject_blitters.h"\
- ".\Standard Gaming Platform\vobject_private.h"\
- ".\Standard Gaming Platform\vsurface.h"\
- ".\Standard Gaming Platform\WCheck.h"\
- ".\Strategic\Assignments.h"\
- ".\Strategic\Campaign Types.h"\
- ".\Strategic\Creature Spreading.h"\
- ".\Strategic\Game Clock.h"\
- ".\Strategic\Game Event Hook.h"\
- ".\Strategic\Game Events.h"\
- ".\Strategic\Game Init.h"\
- ".\Strategic\Map Screen Helicopter.h"\
- ".\Strategic\Map Screen Interface Border.h"\
- ".\Strategic\Map Screen Interface Bottom.h"\
- ".\Strategic\Map Screen Interface Map.h"\
- ".\Strategic\Map Screen Interface.h"\
- ".\Strategic\mapscreen.h"\
- ".\strategic\meanwhile.h"\
- ".\Strategic\Merc Contract.h"\
- ".\Strategic\Queen Command.h"\
- ".\Strategic\Quests.h"\
- ".\Strategic\Scheduling.h"\
- ".\Strategic\Strategic AI.h"\
- ".\Strategic\Strategic Mines.h"\
- ".\Strategic\Strategic Movement.h"\
- ".\Strategic\Strategic Pathing.h"\
- ".\Strategic\Strategic Status.h"\
- ".\Strategic\Strategic Town Loyalty.h"\
- ".\strategic\strategic turns.h"\
- ".\Strategic\strategic.h"\
- ".\Strategic\strategicmap.h"\
- ".\Sys Globals.h"\
- ".\tactical\air raid.h"\
- ".\Tactical\animation cache.h"\
- ".\Tactical\Animation Control.h"\
- ".\Tactical\Animation Data.h"\
- ".\Tactical\Arms Dealer Init.h"\
- ".\tactical\auto bandage.h"\
- ".\Tactical\Boxing.h"\
- ".\tactical\bullets.h"\
- ".\tactical\dialogue control.h"\
- ".\tactical\faces.h"\
- ".\tactical\gap.h"\
- ".\Tactical\Handle Items.h"\
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- ".\Tactical\Items.h"\
- ".\Tactical\Keys.h"\
- ".\Tactical\los.h"\
- ".\Tactical\Map Information.h"\
- ".\tactical\merc entering.h"\
- ".\Tactical\Merc Hiring.h"\
- ".\Tactical\opplist.h"\
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- ".\Tactical\Overhead.h"\
- ".\tactical\rotting corpses.h"\
- ".\Tactical\soldier ani.h"\
- ".\Tactical\Soldier Control.h"\
- ".\Tactical\Soldier Create.h"\
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- ".\Tactical\Soldier Init List.h"\
- ".\Tactical\Soldier macros.h"\
- ".\Tactical\soldier profile type.h"\
- ".\Tactical\Soldier Profile.h"\
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- ".\Tactical\Strategic Exit GUI.h"\
- ".\Tactical\Tactical Save.h"\
- ".\Tactical\TeamTurns.h"\
- ".\Tactical\Vehicles.h"\
- ".\Tactical\weapons.h"\
- ".\Tactical\World Items.h"\
- ".\TacticalAI\ai.h"\
- ".\TacticalAI\NPC.h"\
- ".\TileEngine\Ambient Control.h"\
- ".\TileEngine\Ambient Types.h"\
- ".\TileEngine\environment.h"\
- ".\TileEngine\Exit Grids.h"\
- ".\tileengine\explosion control.h"\
- ".\TileEngine\Isometric Utils.h"\
- ".\tileengine\lighteffects.h"\
- ".\TileEngine\lighting.h"\
- ".\tileengine\overhead map.h"\
- ".\tileengine\phys math.h"\
- ".\tileengine\physics.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
- ".\TileEngine\renderworld.h"\
- ".\TileEngine\Shade Table Util.h"\
- ".\tileengine\smokeeffects.h"\
- ".\TileEngine\Structure Internals.h"\
- ".\TileEngine\structure.h"\
- ".\TileEngine\sysutil.h"\
- ".\tileengine\tactical placement gui.h"\
- ".\TileEngine\Tile Animation.h"\
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- ".\TileEngine\TileDat.h"\
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- ".\utils\_ja25englishtext.h"\
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- ".\Utils\Font Control.h"\
- ".\utils\maputility.h"\
- ".\utils\merctextbox.h"\
- ".\Utils\message.h"\
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- ".\Utils\Multilingual Text Code Generator.h"\
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- ".\Utils\Timer Control.h"\
- ".\Utils\utilities.h"\
- ".\utils\wordwrap.h"\
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- ".\TacticalAI\NPC.h"\
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- ".\TileEngine\Exit Grids.h"\
- ".\tileengine\explosion control.h"\
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- ".\tileengine\overhead map.h"\
- ".\tileengine\phys math.h"\
- ".\tileengine\physics.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
- ".\TileEngine\renderworld.h"\
- ".\TileEngine\Shade Table Util.h"\
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- ".\utils\maputility.h"\
- ".\utils\merctextbox.h"\
- ".\Utils\message.h"\
- ".\Utils\Multi Language Graphic Utils.h"\
- ".\Utils\Music Control.h"\
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- ".\Utils\Sound Control.h"\
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- ".\utils\wordwrap.h"\
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- ".\Editor\Summary Info.h"\
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- ".\GameInitOptionsScreen.h"\
- ".\gameloop.h"\
- ".\gamescreen.h"\
- ".\GameSettings.h"\
- ".\gameversion.h"\
- ".\init.h"\
- ".\JA2 All.h"\
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- ".\Language Defines.h"\
- ".\Laptop\email.h"\
- ".\Laptop\files.h"\
- ".\Laptop\finances.h"\
- ".\Laptop\history.h"\
- ".\Laptop\laptop.h"\
- ".\Laptop\LaptopSave.h"\
- ".\Laptop\Store Inventory.h"\
- ".\local.h"\
- ".\mainmenuscreen.h"\
- ".\MessageBoxScreen.h"\
- ".\Options Screen.h"\
- ".\SaveLoadGame.h"\
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- ".\standard gaming platform\button sound control.h"\
- ".\Standard Gaming Platform\Button System.h"\
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- ".\Standard Gaming Platform\DbMan.h"\
- ".\Standard Gaming Platform\Debug.h"\
- ".\Standard Gaming Platform\DirectDraw Calls.h"\
- ".\Standard Gaming Platform\DirectX Common.h"\
- ".\Standard Gaming Platform\english.h"\
- ".\Standard Gaming Platform\FileMan.h"\
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- ".\standard gaming platform\mss.h"\
- ".\Standard Gaming Platform\Mutex Manager.h"\
- ".\Standard Gaming Platform\pcx.h"\
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- ".\Standard Gaming Platform\sgp.h"\
- ".\Standard Gaming Platform\shading.h"\
- ".\Standard Gaming Platform\soundman.h"\
- ".\Standard Gaming Platform\timer.h"\
- ".\Standard Gaming Platform\TopicIDs.h"\
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- ".\Standard Gaming Platform\Video.h"\
- ".\Standard Gaming Platform\vobject.h"\
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- ".\utils\wordwrap.h"\
-
-
-.\Res\ja2.rc : \
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- ".\standard gaming platform\button sound control.h"\
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- ".\Standard Gaming Platform\DirectX Common.h"\
- ".\Standard Gaming Platform\english.h"\
- ".\Standard Gaming Platform\FileMan.h"\
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- ".\standard gaming platform\ja2 libs.h"\
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- ".\Utils\Sound Control.h"\
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- ".\Utils\Timer Control.h"\
- ".\Utils\utilities.h"\
- ".\utils\wordwrap.h"\
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- ".\Editor\Summary Info.h"\
- ".\fade screen.h"\
- ".\GameInitOptionsScreen.h"\
- ".\gameloop.h"\
- ".\gamescreen.h"\
- ".\GameSettings.h"\
- ".\gameversion.h"\
- ".\init.h"\
- ".\JA2 All.h"\
- ".\ja2 splash.h"\
- ".\jascreens.h"\
- ".\Language Defines.h"\
- ".\Laptop\email.h"\
- ".\Laptop\files.h"\
- ".\Laptop\finances.h"\
- ".\Laptop\history.h"\
- ".\Laptop\laptop.h"\
- ".\Laptop\LaptopSave.h"\
- ".\Laptop\Store Inventory.h"\
- ".\Loading Screen.h"\
- ".\local.h"\
- ".\mainmenuscreen.h"\
- ".\MessageBoxScreen.h"\
- ".\Options Screen.h"\
- ".\SaveLoadGame.h"\
- ".\SaveLoadScreen.h"\
- ".\screenids.h"\
- ".\SCREENS.H"\
- ".\standard gaming platform\button sound control.h"\
- ".\Standard Gaming Platform\Button System.h"\
- ".\Standard Gaming Platform\container.h"\
- ".\Standard Gaming Platform\Cursor Control.h"\
- ".\Standard Gaming Platform\DbMan.h"\
- ".\Standard Gaming Platform\Debug.h"\
- ".\Standard Gaming Platform\DirectDraw Calls.h"\
- ".\Standard Gaming Platform\DirectX Common.h"\
- ".\Standard Gaming Platform\english.h"\
- ".\Standard Gaming Platform\FileMan.h"\
- ".\Standard Gaming Platform\font.h"\
- ".\Standard Gaming Platform\himage.h"\
- ".\Standard Gaming Platform\imgfmt.h"\
- ".\Standard Gaming Platform\Input.h"\
- ".\standard gaming platform\ja2 libs.h"\
- ".\Standard Gaming Platform\LibraryDataBase.h"\
- ".\Standard Gaming Platform\line.h"\
- ".\Standard Gaming Platform\MemMan.h"\
- ".\Standard Gaming Platform\mousesystem.h"\
- ".\Standard Gaming Platform\mousesystem_macros.h"\
- ".\standard gaming platform\mss.h"\
- ".\Standard Gaming Platform\Mutex Manager.h"\
- ".\Standard Gaming Platform\pcx.h"\
- ".\Standard Gaming Platform\random.h"\
- ".\Standard Gaming Platform\sgp.h"\
- ".\Standard Gaming Platform\shading.h"\
- ".\Standard Gaming Platform\soundman.h"\
- ".\Standard Gaming Platform\timer.h"\
- ".\Standard Gaming Platform\TopicIDs.h"\
- ".\Standard Gaming Platform\TopicOps.h"\
- ".\Standard Gaming Platform\Video.h"\
- ".\Standard Gaming Platform\vobject.h"\
- ".\Standard Gaming Platform\vobject_blitters.h"\
- ".\Standard Gaming Platform\vobject_private.h"\
- ".\Standard Gaming Platform\vsurface.h"\
- ".\Standard Gaming Platform\WCheck.h"\
- ".\Strategic\Assignments.h"\
- ".\Strategic\Campaign Types.h"\
- ".\Strategic\Creature Spreading.h"\
- ".\Strategic\Game Clock.h"\
- ".\Strategic\Game Event Hook.h"\
- ".\Strategic\Game Events.h"\
- ".\Strategic\Game Init.h"\
- ".\Strategic\Map Screen Helicopter.h"\
- ".\Strategic\Map Screen Interface Border.h"\
- ".\Strategic\Map Screen Interface Bottom.h"\
- ".\Strategic\Map Screen Interface Map.h"\
- ".\Strategic\Map Screen Interface.h"\
- ".\Strategic\mapscreen.h"\
- ".\strategic\meanwhile.h"\
- ".\Strategic\Merc Contract.h"\
- ".\Strategic\Queen Command.h"\
- ".\Strategic\Quests.h"\
- ".\Strategic\Scheduling.h"\
- ".\Strategic\Strategic AI.h"\
- ".\Strategic\Strategic Mines.h"\
- ".\Strategic\Strategic Movement.h"\
- ".\Strategic\Strategic Pathing.h"\
- ".\Strategic\Strategic Status.h"\
- ".\Strategic\Strategic Town Loyalty.h"\
- ".\strategic\strategic turns.h"\
- ".\Strategic\strategic.h"\
- ".\Strategic\strategicmap.h"\
- ".\Sys Globals.h"\
- ".\tactical\air raid.h"\
- ".\Tactical\animation cache.h"\
- ".\Tactical\Animation Control.h"\
- ".\Tactical\Animation Data.h"\
- ".\Tactical\Arms Dealer Init.h"\
- ".\tactical\auto bandage.h"\
- ".\Tactical\Boxing.h"\
- ".\tactical\bullets.h"\
- ".\tactical\dialogue control.h"\
- ".\tactical\faces.h"\
- ".\tactical\gap.h"\
- ".\Tactical\Handle Items.h"\
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- ".\tactical\interface dialogue.h"\
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- ".\Tactical\interface panels.h"\
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- ".\Tactical\Item Types.h"\
- ".\Tactical\Items.h"\
- ".\Tactical\Keys.h"\
- ".\Tactical\los.h"\
- ".\Tactical\Map Information.h"\
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- ".\Tactical\Merc Hiring.h"\
- ".\Tactical\opplist.h"\
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- ".\Tactical\Overhead.h"\
- ".\tactical\rotting corpses.h"\
- ".\Tactical\soldier ani.h"\
- ".\Tactical\Soldier Control.h"\
- ".\Tactical\Soldier Create.h"\
- ".\tactical\soldier find.h"\
- ".\Tactical\Soldier Init List.h"\
- ".\Tactical\Soldier macros.h"\
- ".\Tactical\soldier profile type.h"\
- ".\Tactical\Soldier Profile.h"\
- ".\Tactical\Squads.h"\
- ".\Tactical\Strategic Exit GUI.h"\
- ".\Tactical\Tactical Save.h"\
- ".\Tactical\TeamTurns.h"\
- ".\Tactical\Vehicles.h"\
- ".\Tactical\weapons.h"\
- ".\Tactical\World Items.h"\
- ".\TacticalAI\ai.h"\
- ".\TacticalAI\NPC.h"\
- ".\TileEngine\Ambient Control.h"\
- ".\TileEngine\Ambient Types.h"\
- ".\TileEngine\environment.h"\
- ".\TileEngine\Exit Grids.h"\
- ".\tileengine\explosion control.h"\
- ".\TileEngine\Isometric Utils.h"\
- ".\tileengine\lighteffects.h"\
- ".\TileEngine\lighting.h"\
- ".\tileengine\overhead map.h"\
- ".\tileengine\phys math.h"\
- ".\tileengine\physics.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
- ".\TileEngine\renderworld.h"\
- ".\TileEngine\Shade Table Util.h"\
- ".\tileengine\smokeeffects.h"\
- ".\TileEngine\Structure Internals.h"\
- ".\TileEngine\structure.h"\
- ".\TileEngine\sysutil.h"\
- ".\tileengine\tactical placement gui.h"\
- ".\TileEngine\Tile Animation.h"\
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- ".\TileEngine\TileDat.h"\
- ".\TileEngine\tiledef.h"\
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- ".\TileEngine\WorldDat.h"\
- ".\TileEngine\worlddef.h"\
- ".\utils\_ja25englishtext.h"\
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- ".\Utils\Event Manager.h"\
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- ".\Utils\Font Control.h"\
- ".\utils\maputility.h"\
- ".\utils\merctextbox.h"\
- ".\Utils\message.h"\
- ".\Utils\Multi Language Graphic Utils.h"\
- ".\Utils\Music Control.h"\
- ".\utils\slider.h"\
- ".\Utils\Sound Control.h"\
- ".\Utils\Text Input.h"\
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- ".\Utils\Timer Control.h"\
- ".\Utils\utilities.h"\
- ".\utils\wordwrap.h"\
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- ".\Editor\Summary Info.h"\
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- ".\gameloop.h"\
- ".\gamescreen.h"\
- ".\GameSettings.h"\
- ".\gameversion.h"\
- ".\init.h"\
- ".\JA2 All.h"\
- ".\ja2 splash.h"\
- ".\jascreens.h"\
- ".\Language Defines.h"\
- ".\Laptop\email.h"\
- ".\Laptop\files.h"\
- ".\Laptop\finances.h"\
- ".\Laptop\history.h"\
- ".\Laptop\laptop.h"\
- ".\Laptop\LaptopSave.h"\
- ".\Laptop\Store Inventory.h"\
- ".\local.h"\
- ".\mainmenuscreen.h"\
- ".\MessageBoxScreen.h"\
- ".\Options Screen.h"\
- ".\SaveLoadGame.h"\
- ".\SaveLoadScreen.h"\
- ".\screenids.h"\
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- ".\standard gaming platform\button sound control.h"\
- ".\Standard Gaming Platform\Button System.h"\
- ".\Standard Gaming Platform\container.h"\
- ".\Standard Gaming Platform\Cursor Control.h"\
- ".\Standard Gaming Platform\DbMan.h"\
- ".\Standard Gaming Platform\Debug.h"\
- ".\Standard Gaming Platform\DirectDraw Calls.h"\
- ".\Standard Gaming Platform\DirectX Common.h"\
- ".\Standard Gaming Platform\english.h"\
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- ".\Standard Gaming Platform\line.h"\
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- ".\Standard Gaming Platform\mousesystem_macros.h"\
- ".\standard gaming platform\mss.h"\
- ".\Standard Gaming Platform\Mutex Manager.h"\
- ".\Standard Gaming Platform\pcx.h"\
- ".\Standard Gaming Platform\random.h"\
- ".\Standard Gaming Platform\sgp.h"\
- ".\Standard Gaming Platform\shading.h"\
- ".\Standard Gaming Platform\soundman.h"\
- ".\Standard Gaming Platform\timer.h"\
- ".\Standard Gaming Platform\TopicIDs.h"\
- ".\Standard Gaming Platform\TopicOps.h"\
- ".\Standard Gaming Platform\Video.h"\
- ".\Standard Gaming Platform\vobject.h"\
- ".\Standard Gaming Platform\vobject_blitters.h"\
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- ".\Standard Gaming Platform\WCheck.h"\
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- ".\Strategic\Map Screen Helicopter.h"\
- ".\Strategic\Map Screen Interface Border.h"\
- ".\Strategic\Map Screen Interface Bottom.h"\
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- ".\Strategic\Map Screen Interface.h"\
- ".\Strategic\mapscreen.h"\
- ".\strategic\meanwhile.h"\
- ".\Strategic\Merc Contract.h"\
- ".\Strategic\Queen Command.h"\
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- ".\Strategic\Strategic Mines.h"\
- ".\Strategic\Strategic Movement.h"\
- ".\Strategic\Strategic Pathing.h"\
- ".\Strategic\Strategic Status.h"\
- ".\Strategic\Strategic Town Loyalty.h"\
- ".\strategic\strategic turns.h"\
- ".\Strategic\strategic.h"\
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- ".\Sys Globals.h"\
- ".\tactical\air raid.h"\
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- ".\Tactical\TeamTurns.h"\
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- ".\TacticalAI\ai.h"\
- ".\TacticalAI\NPC.h"\
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- ".\TileEngine\Ambient Types.h"\
- ".\TileEngine\environment.h"\
- ".\TileEngine\Exit Grids.h"\
- ".\tileengine\explosion control.h"\
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- ".\tileengine\physics.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
- ".\TileEngine\renderworld.h"\
- ".\TileEngine\Shade Table Util.h"\
- ".\tileengine\smokeeffects.h"\
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- ".\Utils\Sound Control.h"\
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- ".\Utils\Text.h"\
- ".\Utils\Timer Control.h"\
- ".\Utils\utilities.h"\
- ".\utils\wordwrap.h"\
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- ".\Editor\Summary Info.h"\
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- ".\gameloop.h"\
- ".\gamescreen.h"\
- ".\GameSettings.h"\
- ".\gameversion.h"\
- ".\init.h"\
- ".\JA2 All.h"\
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- ".\jascreens.h"\
- ".\Language Defines.h"\
- ".\Laptop\email.h"\
- ".\Laptop\files.h"\
- ".\Laptop\finances.h"\
- ".\Laptop\history.h"\
- ".\Laptop\laptop.h"\
- ".\Laptop\LaptopSave.h"\
- ".\Laptop\Store Inventory.h"\
- ".\local.h"\
- ".\mainmenuscreen.h"\
- ".\MessageBoxScreen.h"\
- ".\Options Screen.h"\
- ".\SaveLoadGame.h"\
- ".\SaveLoadScreen.h"\
- ".\screenids.h"\
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- ".\standard gaming platform\button sound control.h"\
- ".\Standard Gaming Platform\Button System.h"\
- ".\Standard Gaming Platform\container.h"\
- ".\Standard Gaming Platform\Cursor Control.h"\
- ".\Standard Gaming Platform\DbMan.h"\
- ".\Standard Gaming Platform\Debug.h"\
- ".\Standard Gaming Platform\DirectDraw Calls.h"\
- ".\Standard Gaming Platform\DirectX Common.h"\
- ".\Standard Gaming Platform\english.h"\
- ".\Standard Gaming Platform\FileMan.h"\
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- ".\Standard Gaming Platform\himage.h"\
- ".\Standard Gaming Platform\imgfmt.h"\
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- ".\standard gaming platform\ja2 libs.h"\
- ".\Standard Gaming Platform\LibraryDataBase.h"\
- ".\Standard Gaming Platform\line.h"\
- ".\Standard Gaming Platform\MemMan.h"\
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- ".\Standard Gaming Platform\mousesystem_macros.h"\
- ".\standard gaming platform\mss.h"\
- ".\Standard Gaming Platform\Mutex Manager.h"\
- ".\Standard Gaming Platform\pcx.h"\
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- ".\Standard Gaming Platform\sgp.h"\
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- ".\Standard Gaming Platform\soundman.h"\
- ".\Standard Gaming Platform\timer.h"\
- ".\Standard Gaming Platform\TopicIDs.h"\
- ".\Standard Gaming Platform\TopicOps.h"\
- ".\Standard Gaming Platform\Video.h"\
- ".\Standard Gaming Platform\vobject.h"\
- ".\Standard Gaming Platform\vobject_blitters.h"\
- ".\Standard Gaming Platform\vobject_private.h"\
- ".\Standard Gaming Platform\vsurface.h"\
- ".\Standard Gaming Platform\WCheck.h"\
- ".\Strategic\Assignments.h"\
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- ".\Strategic\Creature Spreading.h"\
- ".\Strategic\Game Clock.h"\
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- ".\Strategic\Game Init.h"\
- ".\Strategic\Map Screen Helicopter.h"\
- ".\Strategic\Map Screen Interface Border.h"\
- ".\Strategic\Map Screen Interface Bottom.h"\
- ".\Strategic\Map Screen Interface Map.h"\
- ".\Strategic\Map Screen Interface.h"\
- ".\Strategic\mapscreen.h"\
- ".\strategic\meanwhile.h"\
- ".\Strategic\Merc Contract.h"\
- ".\Strategic\Queen Command.h"\
- ".\Strategic\Quests.h"\
- ".\Strategic\Scheduling.h"\
- ".\Strategic\Strategic AI.h"\
- ".\Strategic\Strategic Mines.h"\
- ".\Strategic\Strategic Movement.h"\
- ".\Strategic\Strategic Pathing.h"\
- ".\Strategic\Strategic Status.h"\
- ".\Strategic\Strategic Town Loyalty.h"\
- ".\strategic\strategic turns.h"\
- ".\Strategic\strategic.h"\
- ".\Strategic\strategicmap.h"\
- ".\Sys Globals.h"\
- ".\tactical\air raid.h"\
- ".\Tactical\animation cache.h"\
- ".\Tactical\Animation Control.h"\
- ".\Tactical\Animation Data.h"\
- ".\Tactical\Arms Dealer Init.h"\
- ".\tactical\auto bandage.h"\
- ".\Tactical\Boxing.h"\
- ".\tactical\bullets.h"\
- ".\tactical\dialogue control.h"\
- ".\tactical\faces.h"\
- ".\tactical\gap.h"\
- ".\Tactical\Handle Items.h"\
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- ".\Tactical\interface panels.h"\
- ".\Tactical\Interface.h"\
- ".\Tactical\Item Types.h"\
- ".\Tactical\Items.h"\
- ".\Tactical\Keys.h"\
- ".\Tactical\los.h"\
- ".\Tactical\Map Information.h"\
- ".\tactical\merc entering.h"\
- ".\Tactical\Merc Hiring.h"\
- ".\Tactical\opplist.h"\
- ".\Tactical\overhead types.h"\
- ".\Tactical\Overhead.h"\
- ".\tactical\rotting corpses.h"\
- ".\Tactical\soldier ani.h"\
- ".\Tactical\Soldier Control.h"\
- ".\Tactical\Soldier Create.h"\
- ".\tactical\soldier find.h"\
- ".\Tactical\Soldier Init List.h"\
- ".\Tactical\Soldier macros.h"\
- ".\Tactical\soldier profile type.h"\
- ".\Tactical\Soldier Profile.h"\
- ".\Tactical\Squads.h"\
- ".\Tactical\Strategic Exit GUI.h"\
- ".\Tactical\Tactical Save.h"\
- ".\Tactical\TeamTurns.h"\
- ".\Tactical\Vehicles.h"\
- ".\Tactical\weapons.h"\
- ".\Tactical\World Items.h"\
- ".\TacticalAI\ai.h"\
- ".\TacticalAI\NPC.h"\
- ".\TileEngine\Ambient Control.h"\
- ".\TileEngine\Ambient Types.h"\
- ".\TileEngine\environment.h"\
- ".\TileEngine\Exit Grids.h"\
- ".\tileengine\explosion control.h"\
- ".\TileEngine\Isometric Utils.h"\
- ".\tileengine\lighteffects.h"\
- ".\TileEngine\lighting.h"\
- ".\tileengine\overhead map.h"\
- ".\tileengine\phys math.h"\
- ".\tileengine\physics.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
- ".\TileEngine\renderworld.h"\
- ".\TileEngine\Shade Table Util.h"\
- ".\tileengine\smokeeffects.h"\
- ".\TileEngine\Structure Internals.h"\
- ".\TileEngine\structure.h"\
- ".\TileEngine\sysutil.h"\
- ".\tileengine\tactical placement gui.h"\
- ".\TileEngine\Tile Animation.h"\
- ".\tileengine\tile cache.h"\
- ".\TileEngine\TileDat.h"\
- ".\TileEngine\tiledef.h"\
- ".\tileengine\world tileset enums.h"\
- ".\TileEngine\WorldDat.h"\
- ".\TileEngine\worlddef.h"\
- ".\utils\_ja25englishtext.h"\
- ".\Utils\cursors.h"\
- ".\Utils\Event Manager.h"\
- ".\Utils\Event Pump.h"\
- ".\Utils\Font Control.h"\
- ".\utils\maputility.h"\
- ".\utils\merctextbox.h"\
- ".\Utils\message.h"\
- ".\Utils\Multi Language Graphic Utils.h"\
- ".\Utils\Music Control.h"\
- ".\utils\slider.h"\
- ".\Utils\Sound Control.h"\
- ".\Utils\Text Input.h"\
- ".\Utils\Text.h"\
- ".\Utils\Timer Control.h"\
- ".\Utils\utilities.h"\
- ".\utils\wordwrap.h"\
-
-
-".\Options Screen.cpp" : \
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- ".\Editor\editscreen.h"\
- ".\Editor\Summary Info.h"\
- ".\fade screen.h"\
- ".\GameInitOptionsScreen.h"\
- ".\gameloop.h"\
- ".\gamescreen.h"\
- ".\GameSettings.h"\
- ".\gameversion.h"\
- ".\init.h"\
- ".\JA2 All.h"\
- ".\ja2 splash.h"\
- ".\jascreens.h"\
- ".\Language Defines.h"\
- ".\Laptop\email.h"\
- ".\Laptop\files.h"\
- ".\Laptop\finances.h"\
- ".\Laptop\history.h"\
- ".\Laptop\laptop.h"\
- ".\Laptop\LaptopSave.h"\
- ".\Laptop\Store Inventory.h"\
- ".\local.h"\
- ".\mainmenuscreen.h"\
- ".\MessageBoxScreen.h"\
- ".\Options Screen.h"\
- ".\SaveLoadGame.h"\
- ".\SaveLoadScreen.h"\
- ".\screenids.h"\
- ".\SCREENS.H"\
- ".\standard gaming platform\button sound control.h"\
- ".\Standard Gaming Platform\Button System.h"\
- ".\Standard Gaming Platform\container.h"\
- ".\Standard Gaming Platform\Cursor Control.h"\
- ".\Standard Gaming Platform\DbMan.h"\
- ".\Standard Gaming Platform\Debug.h"\
- ".\Standard Gaming Platform\DirectDraw Calls.h"\
- ".\Standard Gaming Platform\DirectX Common.h"\
- ".\Standard Gaming Platform\english.h"\
- ".\Standard Gaming Platform\FileMan.h"\
- ".\Standard Gaming Platform\font.h"\
- ".\Standard Gaming Platform\himage.h"\
- ".\Standard Gaming Platform\imgfmt.h"\
- ".\Standard Gaming Platform\Input.h"\
- ".\standard gaming platform\ja2 libs.h"\
- ".\Standard Gaming Platform\LibraryDataBase.h"\
- ".\Standard Gaming Platform\line.h"\
- ".\Standard Gaming Platform\MemMan.h"\
- ".\Standard Gaming Platform\mousesystem.h"\
- ".\Standard Gaming Platform\mousesystem_macros.h"\
- ".\standard gaming platform\mss.h"\
- ".\Standard Gaming Platform\Mutex Manager.h"\
- ".\Standard Gaming Platform\pcx.h"\
- ".\Standard Gaming Platform\random.h"\
- ".\Standard Gaming Platform\sgp.h"\
- ".\Standard Gaming Platform\shading.h"\
- ".\Standard Gaming Platform\soundman.h"\
- ".\Standard Gaming Platform\timer.h"\
- ".\Standard Gaming Platform\TopicIDs.h"\
- ".\Standard Gaming Platform\TopicOps.h"\
- ".\Standard Gaming Platform\Video.h"\
- ".\Standard Gaming Platform\vobject.h"\
- ".\Standard Gaming Platform\vobject_blitters.h"\
- ".\Standard Gaming Platform\vobject_private.h"\
- ".\Standard Gaming Platform\vsurface.h"\
- ".\Standard Gaming Platform\WCheck.h"\
- ".\Strategic\Assignments.h"\
- ".\Strategic\Campaign Types.h"\
- ".\Strategic\Creature Spreading.h"\
- ".\Strategic\Game Clock.h"\
- ".\Strategic\Game Event Hook.h"\
- ".\Strategic\Game Events.h"\
- ".\Strategic\Game Init.h"\
- ".\Strategic\Map Screen Helicopter.h"\
- ".\Strategic\Map Screen Interface Border.h"\
- ".\Strategic\Map Screen Interface Bottom.h"\
- ".\Strategic\Map Screen Interface Map.h"\
- ".\Strategic\Map Screen Interface.h"\
- ".\Strategic\mapscreen.h"\
- ".\strategic\meanwhile.h"\
- ".\Strategic\Merc Contract.h"\
- ".\Strategic\Queen Command.h"\
- ".\Strategic\Quests.h"\
- ".\Strategic\Scheduling.h"\
- ".\Strategic\Strategic AI.h"\
- ".\Strategic\Strategic Mines.h"\
- ".\Strategic\Strategic Movement.h"\
- ".\Strategic\Strategic Pathing.h"\
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- ".\Strategic\Strategic Town Loyalty.h"\
- ".\strategic\strategic turns.h"\
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- ".\Tactical\Animation Control.h"\
- ".\Tactical\Animation Data.h"\
- ".\Tactical\Arms Dealer Init.h"\
- ".\tactical\auto bandage.h"\
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- ".\tactical\bullets.h"\
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- ".\Tactical\los.h"\
- ".\Tactical\Map Information.h"\
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- ".\Tactical\Soldier Create.h"\
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- ".\Tactical\Soldier Profile.h"\
- ".\Tactical\Squads.h"\
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- ".\Tactical\Tactical Save.h"\
- ".\Tactical\TeamTurns.h"\
- ".\Tactical\Vehicles.h"\
- ".\Tactical\weapons.h"\
- ".\Tactical\World Items.h"\
- ".\TacticalAI\ai.h"\
- ".\TacticalAI\NPC.h"\
- ".\TileEngine\Ambient Control.h"\
- ".\TileEngine\Ambient Types.h"\
- ".\TileEngine\environment.h"\
- ".\TileEngine\Exit Grids.h"\
- ".\tileengine\explosion control.h"\
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- ".\TileEngine\lighting.h"\
- ".\tileengine\overhead map.h"\
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- ".\tileengine\physics.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
- ".\TileEngine\renderworld.h"\
- ".\TileEngine\Shade Table Util.h"\
- ".\tileengine\smokeeffects.h"\
- ".\TileEngine\Structure Internals.h"\
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- ".\TileEngine\sysutil.h"\
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- ".\TileEngine\worlddef.h"\
- ".\TileEngine\worldman.h"\
- ".\utils\_ja25englishtext.h"\
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- ".\Utils\Font Control.h"\
- ".\utils\maputility.h"\
- ".\utils\merctextbox.h"\
- ".\Utils\message.h"\
- ".\Utils\Multi Language Graphic Utils.h"\
- ".\Utils\Music Control.h"\
- ".\utils\slider.h"\
- ".\Utils\Sound Control.h"\
- ".\Utils\Text Input.h"\
- ".\Utils\Text.h"\
- ".\Utils\Timer Control.h"\
- ".\Utils\utilities.h"\
- ".\utils\wordwrap.h"\
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- ".\cheats.h"\
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- ".\Editor\Summary Info.h"\
- ".\fade screen.h"\
- ".\GameInitOptionsScreen.h"\
- ".\gameloop.h"\
- ".\gamescreen.h"\
- ".\GameSettings.h"\
- ".\gameversion.h"\
- ".\helpscreen.h"\
- ".\init.h"\
- ".\JA2 All.h"\
- ".\ja2 splash.h"\
- ".\jascreens.h"\
- ".\Language Defines.h"\
- ".\laptop\bobbyr.h"\
- ".\Laptop\BobbyRMailOrder.h"\
- ".\Laptop\email.h"\
- ".\Laptop\files.h"\
- ".\Laptop\finances.h"\
- ".\Laptop\history.h"\
- ".\Laptop\IMP Confirm.h"\
- ".\Laptop\IMP Portraits.h"\
- ".\Laptop\laptop.h"\
- ".\Laptop\LaptopSave.h"\
- ".\Laptop\mercs.h"\
- ".\Laptop\Store Inventory.h"\
- ".\Loading Screen.h"\
- ".\local.h"\
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- ".\MessageBoxScreen.h"\
- ".\Options Screen.h"\
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- ".\screenids.h"\
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- ".\standard gaming platform\button sound control.h"\
- ".\Standard Gaming Platform\Button System.h"\
- ".\Standard Gaming Platform\container.h"\
- ".\Standard Gaming Platform\Cursor Control.h"\
- ".\Standard Gaming Platform\DbMan.h"\
- ".\Standard Gaming Platform\Debug.h"\
- ".\Standard Gaming Platform\DirectDraw Calls.h"\
- ".\Standard Gaming Platform\DirectX Common.h"\
- ".\Standard Gaming Platform\english.h"\
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- ".\standard gaming platform\ja2 libs.h"\
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- ".\Standard Gaming Platform\mousesystem.h"\
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- ".\Standard Gaming Platform\Mutex Manager.h"\
- ".\Standard Gaming Platform\pcx.h"\
- ".\Standard Gaming Platform\random.h"\
- ".\Standard Gaming Platform\sgp.h"\
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- ".\Standard Gaming Platform\soundman.h"\
- ".\Standard Gaming Platform\timer.h"\
- ".\Standard Gaming Platform\TopicIDs.h"\
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- ".\Standard Gaming Platform\Video.h"\
- ".\Standard Gaming Platform\vobject.h"\
- ".\Standard Gaming Platform\vobject_blitters.h"\
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- ".\Standard Gaming Platform\WCheck.h"\
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- ".\Strategic\Campaign Types.h"\
- ".\Strategic\Creature Spreading.h"\
- ".\Strategic\Game Clock.h"\
- ".\Strategic\Game Event Hook.h"\
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- ".\Strategic\Map Screen Interface Map.h"\
- ".\Strategic\Map Screen Interface.h"\
- ".\Strategic\mapscreen.h"\
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- ".\Strategic\Merc Contract.h"\
- ".\Strategic\PreBattle Interface.h"\
- ".\Strategic\Queen Command.h"\
- ".\Strategic\Quests.h"\
- ".\Strategic\Scheduling.h"\
- ".\Strategic\Strategic AI.h"\
- ".\Strategic\Strategic Event Handler.h"\
- ".\Strategic\Strategic Mines.h"\
- ".\Strategic\Strategic Movement.h"\
- ".\Strategic\Strategic Pathing.h"\
- ".\Strategic\Strategic Status.h"\
- ".\Strategic\Strategic Town Loyalty.h"\
- ".\strategic\strategic turns.h"\
- ".\Strategic\strategic.h"\
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- ".\Tactical\Animation Control.h"\
- ".\Tactical\Animation Data.h"\
- ".\Tactical\Arms Dealer Init.h"\
- ".\tactical\auto bandage.h"\
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- ".\tactical\civ quotes.h"\
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- ".\Tactical\Enemy Soldier Save.h"\
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- ".\Tactical\los.h"\
- ".\Tactical\Map Information.h"\
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- ".\Tactical\Militia Control.h"\
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- ".\tactical\rotting corpses.h"\
- ".\Tactical\soldier ani.h"\
- ".\Tactical\Soldier Control.h"\
- ".\Tactical\Soldier Create.h"\
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- ".\Tactical\Soldier Init List.h"\
- ".\Tactical\Soldier macros.h"\
- ".\Tactical\soldier profile type.h"\
- ".\Tactical\Soldier Profile.h"\
- ".\Tactical\Squads.h"\
- ".\Tactical\Strategic Exit GUI.h"\
- ".\Tactical\Tactical Save.h"\
- ".\Tactical\TeamTurns.h"\
- ".\Tactical\Vehicles.h"\
- ".\Tactical\weapons.h"\
- ".\Tactical\World Items.h"\
- ".\TacticalAI\ai.h"\
- ".\TacticalAI\NPC.h"\
- ".\TileEngine\Ambient Control.h"\
- ".\TileEngine\Ambient Types.h"\
- ".\TileEngine\environment.h"\
- ".\TileEngine\Exit Grids.h"\
- ".\tileengine\explosion control.h"\
- ".\TileEngine\Isometric Utils.h"\
- ".\tileengine\lighteffects.h"\
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- ".\tileengine\overhead map.h"\
- ".\tileengine\phys math.h"\
- ".\tileengine\physics.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
- ".\TileEngine\renderworld.h"\
- ".\TileEngine\Shade Table Util.h"\
- ".\tileengine\smokeeffects.h"\
- ".\TileEngine\Structure Internals.h"\
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- ".\tileengine\world tileset enums.h"\
- ".\TileEngine\WorldDat.h"\
- ".\TileEngine\worlddef.h"\
- ".\utils\_ja25englishtext.h"\
- ".\Utils\Animated ProgressBar.h"\
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- ".\Utils\Event Manager.h"\
- ".\Utils\Event Pump.h"\
- ".\Utils\Font Control.h"\
- ".\utils\maputility.h"\
- ".\utils\merctextbox.h"\
- ".\Utils\message.h"\
- ".\Utils\Multi Language Graphic Utils.h"\
- ".\Utils\Music Control.h"\
- ".\utils\slider.h"\
- ".\Utils\Sound Control.h"\
- ".\Utils\Text Input.h"\
- ".\Utils\Text.h"\
- ".\Utils\Timer Control.h"\
- ".\Utils\utilities.h"\
- ".\utils\wordwrap.h"\
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-
-.\SaveLoadScreen.cpp : \
- ".\builddefines.h"\
- ".\Editor\editscreen.h"\
- ".\Editor\Summary Info.h"\
- ".\fade screen.h"\
- ".\GameInitOptionsScreen.h"\
- ".\gameloop.h"\
- ".\gamescreen.h"\
- ".\GameSettings.h"\
- ".\gameversion.h"\
- ".\init.h"\
- ".\JA2 All.h"\
- ".\ja2 splash.h"\
- ".\jascreens.h"\
- ".\Language Defines.h"\
- ".\Laptop\email.h"\
- ".\Laptop\files.h"\
- ".\Laptop\finances.h"\
- ".\Laptop\history.h"\
- ".\Laptop\laptop.h"\
- ".\Laptop\LaptopSave.h"\
- ".\Laptop\Store Inventory.h"\
- ".\local.h"\
- ".\mainmenuscreen.h"\
- ".\MessageBoxScreen.h"\
- ".\Options Screen.h"\
- ".\SaveLoadGame.h"\
- ".\SaveLoadScreen.h"\
- ".\screenids.h"\
- ".\SCREENS.H"\
- ".\standard gaming platform\button sound control.h"\
- ".\Standard Gaming Platform\Button System.h"\
- ".\Standard Gaming Platform\container.h"\
- ".\Standard Gaming Platform\Cursor Control.h"\
- ".\Standard Gaming Platform\DbMan.h"\
- ".\Standard Gaming Platform\Debug.h"\
- ".\Standard Gaming Platform\DirectDraw Calls.h"\
- ".\Standard Gaming Platform\DirectX Common.h"\
- ".\Standard Gaming Platform\english.h"\
- ".\Standard Gaming Platform\FileMan.h"\
- ".\Standard Gaming Platform\font.h"\
- ".\Standard Gaming Platform\himage.h"\
- ".\Standard Gaming Platform\imgfmt.h"\
- ".\Standard Gaming Platform\Input.h"\
- ".\standard gaming platform\ja2 libs.h"\
- ".\Standard Gaming Platform\LibraryDataBase.h"\
- ".\Standard Gaming Platform\line.h"\
- ".\Standard Gaming Platform\MemMan.h"\
- ".\Standard Gaming Platform\mousesystem.h"\
- ".\Standard Gaming Platform\mousesystem_macros.h"\
- ".\standard gaming platform\mss.h"\
- ".\Standard Gaming Platform\Mutex Manager.h"\
- ".\Standard Gaming Platform\pcx.h"\
- ".\Standard Gaming Platform\random.h"\
- ".\Standard Gaming Platform\sgp.h"\
- ".\Standard Gaming Platform\shading.h"\
- ".\Standard Gaming Platform\soundman.h"\
- ".\Standard Gaming Platform\timer.h"\
- ".\Standard Gaming Platform\TopicIDs.h"\
- ".\Standard Gaming Platform\TopicOps.h"\
- ".\Standard Gaming Platform\Video.h"\
- ".\Standard Gaming Platform\vobject.h"\
- ".\Standard Gaming Platform\vobject_blitters.h"\
- ".\Standard Gaming Platform\vobject_private.h"\
- ".\Standard Gaming Platform\vsurface.h"\
- ".\Standard Gaming Platform\WCheck.h"\
- ".\Strategic\Assignments.h"\
- ".\Strategic\Campaign Init.h"\
- ".\Strategic\Campaign Types.h"\
- ".\Strategic\Creature Spreading.h"\
- ".\Strategic\Game Clock.h"\
- ".\Strategic\Game Event Hook.h"\
- ".\Strategic\Game Events.h"\
- ".\Strategic\Game Init.h"\
- ".\Strategic\Map Screen Helicopter.h"\
- ".\Strategic\Map Screen Interface Border.h"\
- ".\Strategic\Map Screen Interface Bottom.h"\
- ".\Strategic\Map Screen Interface Map.h"\
- ".\Strategic\Map Screen Interface.h"\
- ".\Strategic\mapscreen.h"\
- ".\strategic\meanwhile.h"\
- ".\Strategic\Merc Contract.h"\
- ".\Strategic\Queen Command.h"\
- ".\Strategic\Quests.h"\
- ".\Strategic\Scheduling.h"\
- ".\Strategic\Strategic AI.h"\
- ".\Strategic\Strategic Mines.h"\
- ".\Strategic\Strategic Movement.h"\
- ".\Strategic\Strategic Pathing.h"\
- ".\Strategic\Strategic Status.h"\
- ".\Strategic\Strategic Town Loyalty.h"\
- ".\strategic\strategic turns.h"\
- ".\Strategic\strategic.h"\
- ".\Strategic\strategicmap.h"\
- ".\Sys Globals.h"\
- ".\tactical\air raid.h"\
- ".\Tactical\animation cache.h"\
- ".\Tactical\Animation Control.h"\
- ".\Tactical\Animation Data.h"\
- ".\Tactical\Arms Dealer Init.h"\
- ".\tactical\auto bandage.h"\
- ".\Tactical\Boxing.h"\
- ".\tactical\bullets.h"\
- ".\tactical\dialogue control.h"\
- ".\tactical\faces.h"\
- ".\tactical\gap.h"\
- ".\Tactical\Handle Items.h"\
- ".\Tactical\Handle UI.h"\
- ".\tactical\interface control.h"\
- ".\tactical\interface dialogue.h"\
- ".\Tactical\Interface Items.h"\
- ".\Tactical\interface panels.h"\
- ".\Tactical\Interface.h"\
- ".\Tactical\Item Types.h"\
- ".\Tactical\Items.h"\
- ".\Tactical\Keys.h"\
- ".\Tactical\los.h"\
- ".\Tactical\Map Information.h"\
- ".\tactical\merc entering.h"\
- ".\Tactical\Merc Hiring.h"\
- ".\Tactical\opplist.h"\
- ".\Tactical\overhead types.h"\
- ".\Tactical\Overhead.h"\
- ".\tactical\rotting corpses.h"\
- ".\Tactical\soldier ani.h"\
- ".\Tactical\Soldier Control.h"\
- ".\Tactical\Soldier Create.h"\
- ".\tactical\soldier find.h"\
- ".\Tactical\Soldier Init List.h"\
- ".\Tactical\Soldier macros.h"\
- ".\Tactical\soldier profile type.h"\
- ".\Tactical\Soldier Profile.h"\
- ".\Tactical\Squads.h"\
- ".\Tactical\Strategic Exit GUI.h"\
- ".\Tactical\Tactical Save.h"\
- ".\Tactical\TeamTurns.h"\
- ".\Tactical\Vehicles.h"\
- ".\Tactical\weapons.h"\
- ".\Tactical\World Items.h"\
- ".\TacticalAI\ai.h"\
- ".\TacticalAI\NPC.h"\
- ".\TileEngine\Ambient Control.h"\
- ".\TileEngine\Ambient Types.h"\
- ".\TileEngine\environment.h"\
- ".\TileEngine\Exit Grids.h"\
- ".\tileengine\explosion control.h"\
- ".\TileEngine\Isometric Utils.h"\
- ".\tileengine\lighteffects.h"\
- ".\TileEngine\lighting.h"\
- ".\tileengine\overhead map.h"\
- ".\tileengine\phys math.h"\
- ".\tileengine\physics.h"\
- ".\TileEngine\Radar Screen.h"\
- ".\TileEngine\render dirty.h"\
- ".\TileEngine\renderworld.h"\
- ".\TileEngine\Shade Table Util.h"\
- ".\tileengine\smokeeffects.h"\
- ".\TileEngine\Structure Internals.h"\
- ".\TileEngine\structure.h"\
- ".\TileEngine\sysutil.h"\
- ".\tileengine\tactical placement gui.h"\
- ".\TileEngine\Tile Animation.h"\
- ".\tileengine\tile cache.h"\
- ".\TileEngine\TileDat.h"\
- ".\TileEngine\tiledef.h"\
- ".\tileengine\world tileset enums.h"\
- ".\TileEngine\WorldDat.h"\
- ".\TileEngine\worlddef.h"\
- ".\utils\_ja25englishtext.h"\
- ".\Utils\cursors.h"\
- ".\Utils\Event Manager.h"\
- ".\Utils\Event Pump.h"\
- ".\Utils\Font Control.h"\
- ".\utils\maputility.h"\
- ".\utils\merctextbox.h"\
- ".\Utils\message.h"\
- ".\Utils\Multi Language Graphic Utils.h"\
- ".\Utils\Music Control.h"\
- ".\utils\slider.h"\
- ".\Utils\Sound Control.h"\
- ".\Utils\Text Input.h"\
- ".\Utils\Text.h"\
- ".\Utils\Timer Control.h"\
- ".\Utils\utilities.h"\
- ".\utils\wordwrap.h"\
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- ".\Editor\editscreen.h"\
- ".\Editor\Summary Info.h"\
- ".\fade screen.h"\
- ".\GameInitOptionsScreen.h"\
- ".\gameloop.h"\
- ".\gamescreen.h"\
- ".\GameSettings.h"\
- ".\gameversion.h"\
- ".\init.h"\
- ".\JA2 All.h"\
- ".\ja2 splash.h"\
- ".\jascreens.h"\
- ".\Language Defines.h"\
- ".\Laptop\email.h"\
- ".\Laptop\files.h"\
- ".\Laptop\finances.h"\
- ".\Laptop\history.h"\
- ".\Laptop\laptop.h"\
- ".\Laptop\LaptopSave.h"\
- ".\Laptop\Store Inventory.h"\
- ".\local.h"\
- ".\mainmenuscreen.h"\
- ".\MessageBoxScreen.h"\
- ".\Options Screen.h"\
- ".\SaveLoadGame.h"\
- ".\SaveLoadScreen.h"\
- ".\screenids.h"\
- ".\SCREENS.H"\
- ".\standard gaming platform\button sound control.h"\
- ".\Standard Gaming Platform\Button System.h"\
- ".\Standard Gaming Platform\container.h"\
- ".\Standard Gaming Platform\Cursor Control.h"\
- ".\Standard Gaming Platform\DbMan.h"\
- ".\Standard Gaming Platform\Debug.h"\
- ".\Standard Gaming Platform\DirectDraw Calls.h"\
- ".\Standard Gaming Platform\DirectX Common.h"\
- ".\Standard Gaming Platform\english.h"\
- ".\Standard Gaming Platform\FileMan.h"\
- ".\Standard Gaming Platform\font.h"\
- ".\Standard Gaming Platform\himage.h"\
- ".\Standard Gaming Platform\imgfmt.h"\
- ".\Standard Gaming Platform\Input.h"\
- ".\standard gaming platform\ja2 libs.h"\
- ".\Standard Gaming Platform\LibraryDataBase.h"\
- ".\Standard Gaming Platform\line.h"\
- ".\Standard Gaming Platform\MemMan.h"\
- ".\Standard Gaming Platform\mousesystem.h"\
- ".\Standard Gaming Platform\mousesystem_macros.h"\
- ".\standard gaming platform\mss.h"\
- ".\Standard Gaming Platform\Mutex Manager.h"\
- ".\Standard Gaming Platform\pcx.h"\
- ".\Standard Gaming Platform\random.h"\
- ".\Standard Gaming Platform\sgp.h"\
- ".\Standard Gaming Platform\shading.h"\
- ".\Standard Gaming Platform\soundman.h"\
- ".\Standard Gaming Platform\timer.h"\
- ".\Standard Gaming Platform\TopicIDs.h"\
- ".\Standard Gaming Platform\TopicOps.h"\
- ".\Standard Gaming Platform\Video.h"\
- ".\Standard Gaming Platform\vobject.h"\
- ".\Standard Gaming Platform\vobject_blitters.h"\
- ".\Standard Gaming Platform\vobject_private.h"\
- ".\Standard Gaming Platform\vsurface.h"\
- ".\Standard Gaming Platform\WCheck.h"\
- ".\Strategic\Assignments.h"\
- ".\Strategic\Campaign Types.h"\
- ".\Strategic\Creature Spreading.h"\
- ".\Strategic\Game Clock.h"\
- ".\Strategic\Game Event Hook.h"\
- ".\Strategic\Game Events.h"\
- ".\Strategic\Game Init.h"\
- ".\Strategic\Map Screen Helicopter.h"\
- ".\Strategic\Map Screen Interface Border.h"\
- ".\Strategic\Map Screen Interface Bottom.h"\
- ".\Strategic\Map Screen Interface Map.h"\
- ".\Strategic\Map Screen Interface.h"\
- ".\Strategic\mapscreen.h"\
- ".\strategic\meanwhile.h"\
- ".\Strategic\Merc Contract.h"\
- ".\Strategic\Queen Command.h"\
- ".\Strategic\Quests.h"\
- ".\Strategic\Scheduling.h"\
- ".\Strategic\Strategic AI.h"\
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diff --git a/JA2.dsp b/JA2.dsp
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index d217f5a2..00000000
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diff --git a/JA2.dsw b/JA2.dsw
deleted file mode 100644
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diff --git a/JA2.opt b/JA2.opt
deleted file mode 100644
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Binary files a/JA2.opt and /dev/null differ
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deleted file mode 100644
index 062f4720..00000000
--- a/JA2.plg
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-Build Log
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---------------------Configuration: TileEngine - Win32 Release--------------------
-
-Command Lines
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP10.tmp" with contents
-[
-/nologo /MT /W3 /GX /O2 /I "..\Standard Gaming Platform" /I "..\\" /I "..\Tactical" /I "..\Utils" /I "..\tacticalai" /I "..\Editor" /I "..\strategic" /I "..\Laptop" /I ".\\" /D "CALLBACKTIMER" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR"Release/" /Fp"Release/TileEngine.pch" /YX"TileEngine All.h" /Fo"Release/" /Fd"Release/" /FD /O2b2 /c
-"C:\JA2\Build\TileEngine\Ambient Control.cpp"
-"C:\JA2\Build\TileEngine\Buildings.cpp"
-"C:\JA2\Build\TileEngine\environment.cpp"
-"C:\JA2\Build\TileEngine\Exit Grids.cpp"
-"C:\JA2\Build\TileEngine\Explosion Control.cpp"
-"C:\JA2\Build\TileEngine\Fog Of War.cpp"
-"C:\JA2\Build\TileEngine\Interactive Tiles.cpp"
-"C:\JA2\Build\TileEngine\Isometric Utils.cpp"
-"C:\JA2\Build\TileEngine\LightEffects.cpp"
-"C:\JA2\Build\TileEngine\lighting.cpp"
-"C:\JA2\Build\TileEngine\Map Edgepoints.cpp"
-"C:\JA2\Build\TileEngine\overhead map.cpp"
-"C:\JA2\Build\TileEngine\phys math.cpp"
-"C:\JA2\Build\TileEngine\physics.cpp"
-"C:\JA2\Build\TileEngine\pits.cpp"
-"C:\JA2\Build\TileEngine\Radar Screen.cpp"
-"C:\JA2\Build\TileEngine\Render Dirty.cpp"
-"C:\JA2\Build\TileEngine\Render Fun.cpp"
-"C:\JA2\Build\TileEngine\renderworld.cpp"
-"C:\JA2\Build\TileEngine\SaveLoadMap.cpp"
-"C:\JA2\Build\TileEngine\Shade Table Util.cpp"
-"C:\JA2\Build\TileEngine\Simple Render Utils.cpp"
-"C:\JA2\Build\TileEngine\Smell.cpp"
-"C:\JA2\Build\TileEngine\SmokeEffects.cpp"
-"C:\JA2\Build\TileEngine\structure.cpp"
-"C:\JA2\Build\TileEngine\sysutil.cpp"
-"C:\JA2\Build\TileEngine\Tactical Placement GUI.cpp"
-"C:\JA2\Build\TileEngine\Tile Animation.cpp"
-"C:\JA2\Build\TileEngine\Tile Cache.cpp"
-"C:\JA2\Build\TileEngine\Tile Surface.cpp"
-"C:\JA2\Build\TileEngine\TileDat.cpp"
-"C:\JA2\Build\TileEngine\tiledef.cpp"
-"C:\JA2\Build\TileEngine\WorldDat.cpp"
-"C:\JA2\Build\TileEngine\worlddef.cpp"
-"C:\JA2\Build\TileEngine\worldman.cpp"
-"C:\JA2\Build\TileEngine\XML_ExplosionData.cpp"
-]
-Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP10.tmp"
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP11.tmp" with contents
-[
-/nologo /out:"Release\TileEngine.lib"
-".\Release\Ambient Control.obj"
-.\Release\Buildings.obj
-.\Release\environment.obj
-".\Release\Exit Grids.obj"
-".\Release\Explosion Control.obj"
-".\Release\Fog Of War.obj"
-".\Release\Interactive Tiles.obj"
-".\Release\Isometric Utils.obj"
-.\Release\LightEffects.obj
-.\Release\lighting.obj
-".\Release\Map Edgepoints.obj"
-".\Release\overhead map.obj"
-".\Release\phys math.obj"
-.\Release\physics.obj
-.\Release\pits.obj
-".\Release\Radar Screen.obj"
-".\Release\Render Dirty.obj"
-".\Release\Render Fun.obj"
-.\Release\renderworld.obj
-.\Release\SaveLoadMap.obj
-".\Release\Shade Table Util.obj"
-".\Release\Simple Render Utils.obj"
-.\Release\Smell.obj
-.\Release\SmokeEffects.obj
-.\Release\structure.obj
-.\Release\sysutil.obj
-".\Release\Tactical Placement GUI.obj"
-".\Release\Tile Animation.obj"
-".\Release\Tile Cache.obj"
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-.\Release\tiledef.obj
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-.\Release\worlddef.obj
-.\Release\worldman.obj
-.\Release\XML_ExplosionData.obj
-]
-Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP11.tmp"
-Output Window
-Compiling...
-Ambient Control.cpp
-GENERATED PCH FOR TILEENGINE PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Buildings.cpp
-environment.cpp
-Exit Grids.cpp
-Explosion Control.cpp
-Fog Of War.cpp
-Interactive Tiles.cpp
-Isometric Utils.cpp
-LightEffects.cpp
-lighting.cpp
-Map Edgepoints.cpp
-overhead map.cpp
-phys math.cpp
-physics.cpp
-pits.cpp
-Radar Screen.cpp
-Render Dirty.cpp
-Render Fun.cpp
-renderworld.cpp
-SaveLoadMap.cpp
-Shade Table Util.cpp
-Simple Render Utils.cpp
-Smell.cpp
-SmokeEffects.cpp
-structure.cpp
-sysutil.cpp
-Tactical Placement GUI.cpp
-Tile Animation.cpp
-Tile Cache.cpp
-Tile Surface.cpp
-TileDat.cpp
-tiledef.cpp
-WorldDat.cpp
-worlddef.cpp
-worldman.cpp
-XML_ExplosionData.cpp
-Creating library...
-
---------------------Configuration: Standard Gaming Platform - Win32 Release--------------------
-
-Command Lines
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP12.tmp" with contents
-[
-/nologo /MT /W3 /GX /O2 /I "..\\" /I "..\TileEngine" /I "..\Tactical" /I "..\Utils" /I "..\strategic" /I ".\\" /D "NO_ZLIB" /D "JA2_PRECOMPILED_HEADERS" /D "NO_ZLIB_COMPRESSION" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR".\Release/" /Fp".\Release/Standard Gaming Platform.pch" /YX"JA2 SGP ALL.H" /Fo".\Release/" /Fd".\Release/" /FD /c
-"C:\JA2\Build\Standard Gaming Platform\Button Sound Control.cpp"
-"C:\JA2\Build\Standard Gaming Platform\Button System.cpp"
-"C:\JA2\Build\Standard Gaming Platform\Container.cpp"
-"C:\JA2\Build\Standard Gaming Platform\Cursor Control.cpp"
-"C:\JA2\Build\Standard Gaming Platform\DbMan.cpp"
-"C:\JA2\Build\Standard Gaming Platform\DirectDraw Calls.cpp"
-"C:\JA2\Build\Standard Gaming Platform\DirectX Common.cpp"
-"C:\JA2\Build\Standard Gaming Platform\English.cpp"
-"C:\JA2\Build\Standard Gaming Platform\ExceptionHandling.cpp"
-"C:\JA2\Build\Standard Gaming Platform\FileCat.cpp"
-"C:\JA2\Build\Standard Gaming Platform\FileMan.cpp"
-"C:\JA2\Build\Standard Gaming Platform\Font.cpp"
-"C:\JA2\Build\Standard Gaming Platform\himage.cpp"
-"C:\JA2\Build\Standard Gaming Platform\impTGA.cpp"
-"C:\JA2\Build\Standard Gaming Platform\input.cpp"
-"C:\JA2\Build\Standard Gaming Platform\Install.cpp"
-"C:\JA2\Build\Standard Gaming Platform\LibraryDataBase.cpp"
-"C:\JA2\Build\Standard Gaming Platform\line.cpp"
-"C:\JA2\Build\Standard Gaming Platform\MemMan.cpp"
-"C:\JA2\Build\Standard Gaming Platform\mousesystem.cpp"
-"C:\JA2\Build\Standard Gaming Platform\Mutex Manager.cpp"
-"C:\JA2\Build\Standard Gaming Platform\PCX.cpp"
-"C:\JA2\Build\Standard Gaming Platform\Random.cpp"
-"C:\JA2\Build\Standard Gaming Platform\readdir.cpp"
-"C:\JA2\Build\Standard Gaming Platform\RegInst.cpp"
-"C:\JA2\Build\Standard Gaming Platform\sgp.cpp"
-"C:\JA2\Build\Standard Gaming Platform\shading.cpp"
-"C:\JA2\Build\Standard Gaming Platform\soundman.cpp"
-"C:\JA2\Build\Standard Gaming Platform\STCI.cpp"
-"C:\JA2\Build\Standard Gaming Platform\stringicmp.cpp"
-"C:\JA2\Build\Standard Gaming Platform\timer.cpp"
-"C:\JA2\Build\Standard Gaming Platform\video.cpp"
-"C:\JA2\Build\Standard Gaming Platform\vobject.cpp"
-"C:\JA2\Build\Standard Gaming Platform\vobject_blitters.cpp"
-"C:\JA2\Build\Standard Gaming Platform\vsurface.cpp"
-"C:\JA2\Build\Standard Gaming Platform\WinFont.cpp"
-]
-Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP12.tmp"
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP13.tmp" with contents
-[
-/nologo /MT /W3 /GX /O2 /I "..\\" /I "..\TileEngine" /I "..\Tactical" /I "..\Utils" /I "..\strategic" /I ".\\" /D "NO_ZLIB" /D "JA2_PRECOMPILED_HEADERS" /D "NO_ZLIB_COMPRESSION" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /D "_DEBUG" /FR".\Release/" /Fp".\Release/Standard Gaming Platform.pch" /YX"JA2 SGP ALL.H" /Fo".\Release/" /Fd".\Release/" /FD /c
-"C:\JA2\Build\Standard Gaming Platform\DEBUG.cpp"
-]
-Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP13.tmp"
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP14.tmp" with contents
-[
-/nologo /out:".\Release\Standard Gaming Platform.lib"
-".\Release\Button Sound Control.obj"
-".\Release\Button System.obj"
-".\Release\Container.obj"
-".\Release\Cursor Control.obj"
-".\Release\DbMan.obj"
-".\Release\DEBUG.obj"
-".\Release\DirectDraw Calls.obj"
-".\Release\DirectX Common.obj"
-".\Release\English.obj"
-".\Release\ExceptionHandling.obj"
-".\Release\FileCat.obj"
-".\Release\FileMan.obj"
-".\Release\Font.obj"
-".\Release\himage.obj"
-".\Release\impTGA.obj"
-".\Release\input.obj"
-".\Release\Install.obj"
-".\Release\LibraryDataBase.obj"
-".\Release\line.obj"
-".\Release\MemMan.obj"
-".\Release\mousesystem.obj"
-".\Release\Mutex Manager.obj"
-".\Release\PCX.obj"
-".\Release\Random.obj"
-".\Release\readdir.obj"
-".\Release\RegInst.obj"
-".\Release\sgp.obj"
-".\Release\shading.obj"
-".\Release\soundman.obj"
-".\Release\STCI.obj"
-".\Release\stringicmp.obj"
-".\Release\timer.obj"
-".\Release\video.obj"
-".\Release\vobject.obj"
-".\Release\vobject_blitters.obj"
-".\Release\vsurface.obj"
-".\Release\WinFont.obj"
-".\ddraw.lib"
-]
-Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP14.tmp"
-Output Window
-Compiling...
-Button Sound Control.cpp
-GENERATED PCH FOR JA2 SGP PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Button System.cpp
-Container.cpp
-Cursor Control.cpp
-DbMan.cpp
-DirectDraw Calls.cpp
-DirectX Common.cpp
- (Language set to ENGLISH, You'll need english CDs)
-GENERATED PCH FOR JA2 SGP PROJECT.
-English.cpp
-GENERATED PCH FOR JA2 SGP PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-ExceptionHandling.cpp
-FileCat.cpp
-FileMan.cpp
-GENERATED PCH FOR JA2 SGP PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Font.cpp
-himage.cpp
-impTGA.cpp
-input.cpp
-Install.cpp
-LibraryDataBase.cpp
-line.cpp
-MemMan.cpp
- (Language set to ENGLISH, You'll need english CDs)
-mousesystem.cpp
-GENERATED PCH FOR JA2 SGP PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Mutex Manager.cpp
-PCX.cpp
-Random.cpp
-readdir.cpp
-RegInst.cpp
-GENERATED PCH FOR JA2 SGP PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-sgp.cpp
-shading.cpp
-soundman.cpp
-STCI.cpp
-stringicmp.cpp
-timer.cpp
-GENERATED PCH FOR JA2 SGP PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-video.cpp
-vobject.cpp
-vobject_blitters.cpp
-vsurface.cpp
-WinFont.cpp
- (Language set to ENGLISH, You'll need english CDs)
-Compiling...
-DEBUG.cpp
-GENERATED PCH FOR JA2 SGP PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Creating library...
-
---------------------Configuration: Tactical - Win32 Release--------------------
-
-Command Lines
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP15.tmp" with contents
-[
-/nologo /MT /W3 /GX /O2 /I "..\Standard Gaming Platform" /I "..\TileEngine" /I "..\\" /I "..\Utils" /I "..\tacticalai" /I "..\Editor" /I "..\strategic" /I "..\Laptop" /I ".\\" /D "CALLBACKTIMER" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /FR"Release/" /Fp"Release/Tactical.pch" /YX"Tactical All.h" /Fo"Release/" /Fd"Release/" /FD /c
-"C:\JA2\Build\Tactical\Air Raid.cpp"
-"C:\JA2\Build\Tactical\Animation Cache.cpp"
-"C:\JA2\Build\Tactical\Animation Control.cpp"
-"C:\JA2\Build\Tactical\Animation Data.cpp"
-"C:\JA2\Build\Tactical\Arms Dealer Init.cpp"
-"C:\JA2\Build\Tactical\ArmsDealerInvInit.cpp"
-"C:\JA2\Build\Tactical\Auto Bandage.cpp"
-"C:\JA2\Build\Tactical\Boxing.cpp"
-"C:\JA2\Build\Tactical\bullets.cpp"
-"C:\JA2\Build\Tactical\Campaign.cpp"
-"C:\JA2\Build\Tactical\Civ Quotes.cpp"
-"C:\JA2\Build\Tactical\Dialogue Control.cpp"
-"C:\JA2\Build\Tactical\DisplayCover.cpp"
-"C:\JA2\Build\Tactical\Drugs And Alcohol.cpp"
-"C:\JA2\Build\Tactical\End Game.cpp"
-"C:\JA2\Build\Tactical\Enemy Soldier Save.cpp"
-"C:\JA2\Build\Tactical\EnemyItemDrops.cpp"
-"C:\JA2\Build\Tactical\Faces.cpp"
-"C:\JA2\Build\Tactical\fov.cpp"
-"C:\JA2\Build\Tactical\GAP.cpp"
-"C:\JA2\Build\Tactical\Handle Doors.cpp"
-"C:\JA2\Build\Tactical\Handle Items.cpp"
-"C:\JA2\Build\Tactical\Handle UI Plan.cpp"
-"C:\JA2\Build\Tactical\Handle UI.cpp"
-"C:\JA2\Build\Tactical\Interface Control.cpp"
-"C:\JA2\Build\Tactical\Interface Cursors.cpp"
-"C:\JA2\Build\Tactical\Interface Dialogue.cpp"
-"C:\JA2\Build\Tactical\Interface Items.cpp"
-"C:\JA2\Build\Tactical\Interface Panels.cpp"
-"C:\JA2\Build\Tactical\Interface Utils.cpp"
-"C:\JA2\Build\Tactical\Interface.cpp"
-"C:\JA2\Build\Tactical\Inventory Choosing.cpp"
-"C:\JA2\Build\Tactical\Items.cpp"
-"C:\JA2\Build\Tactical\Keys.cpp"
-"C:\JA2\Build\Tactical\Map Information.cpp"
-"C:\JA2\Build\Tactical\Merc Entering.cpp"
-"C:\JA2\Build\Tactical\Merc Hiring.cpp"
-"C:\JA2\Build\Tactical\Militia Control.cpp"
-"C:\JA2\Build\Tactical\Morale.cpp"
-"C:\JA2\Build\Tactical\opplist.cpp"
-"C:\JA2\Build\Tactical\Overhead.cpp"
-"C:\JA2\Build\Tactical\PATHAI.cpp"
-"C:\JA2\Build\Tactical\Points.cpp"
-"C:\JA2\Build\Tactical\QARRAY.cpp"
-"C:\JA2\Build\Tactical\Rain.cpp"
-"C:\JA2\Build\Tactical\Real Time Input.cpp"
-"C:\JA2\Build\Tactical\Rotting Corpses.cpp"
-"C:\JA2\Build\Tactical\ShopKeeper Interface.cpp"
-"C:\JA2\Build\Tactical\SkillCheck.cpp"
-"C:\JA2\Build\Tactical\Soldier Add.cpp"
-"C:\JA2\Build\Tactical\Soldier Ani.cpp"
-"C:\JA2\Build\Tactical\Soldier Control.cpp"
-"C:\JA2\Build\Tactical\Soldier Create.cpp"
-"C:\JA2\Build\Tactical\Soldier Find.cpp"
-"C:\JA2\Build\Tactical\Soldier Init List.cpp"
-"C:\JA2\Build\Tactical\Soldier Profile.cpp"
-"C:\JA2\Build\Tactical\Soldier Tile.cpp"
-"C:\JA2\Build\Tactical\SoldierTooltips.cpp"
-"C:\JA2\Build\Tactical\Spread Burst.cpp"
-"C:\JA2\Build\Tactical\Squads.cpp"
-"C:\JA2\Build\Tactical\Strategic Exit GUI.cpp"
-"C:\JA2\Build\Tactical\Structure Wrap.cpp"
-"C:\JA2\Build\Tactical\Tactical Save.cpp"
-"C:\JA2\Build\Tactical\Tactical Turns.cpp"
-"C:\JA2\Build\Tactical\TeamTurns.cpp"
-"C:\JA2\Build\Tactical\Turn Based Input.cpp"
-"C:\JA2\Build\Tactical\UI Cursors.cpp"
-"C:\JA2\Build\Tactical\Vehicles.cpp"
-"C:\JA2\Build\Tactical\Weapons.cpp"
-"C:\JA2\Build\Tactical\World Items.cpp"
-"C:\JA2\Build\Tactical\XML_AmmoStrings.cpp"
-"C:\JA2\Build\Tactical\XML_AmmoTypes.cpp"
-"C:\JA2\Build\Tactical\XML_Armour.cpp"
-"C:\JA2\Build\Tactical\XML_AttachmentInfo.cpp"
-"C:\JA2\Build\Tactical\XML_Attachments.cpp"
-"C:\JA2\Build\Tactical\XML_BurstSounds.cpp"
-"C:\JA2\Build\Tactical\XML_ComboMergeInfo.cpp"
-"C:\JA2\Build\Tactical\XML_CompatibleFaceItems.cpp"
-"C:\JA2\Build\Tactical\XML_EnemyAmmoDrops.cpp"
-"C:\JA2\Build\Tactical\XML_EnemyArmourDrops.cpp"
-"C:\JA2\Build\Tactical\XML_EnemyExplosiveDrops.cpp"
-"C:\JA2\Build\Tactical\XML_EnemyItemChoice.cpp"
-"C:\JA2\Build\Tactical\XML_EnemyMiscDrops.cpp"
-"C:\JA2\Build\Tactical\XML_EnemyWeaponChoice.cpp"
-"C:\JA2\Build\Tactical\XML_EnemyWeaponDrops.cpp"
-"C:\JA2\Build\Tactical\XML_Explosive.cpp"
-"C:\JA2\Build\Tactical\XML_IMPItemChoices.cpp"
-"C:\JA2\Build\Tactical\XML_IncompatibleAttachments.cpp"
-"C:\JA2\Build\Tactical\XML_Launchable.cpp"
-"C:\JA2\Build\Tactical\XML_Magazine.cpp"
-"C:\JA2\Build\Tactical\XML_Merge.cpp"
-"C:\JA2\Build\Tactical\XML_Sounds.cpp"
-"C:\JA2\Build\Tactical\XML_TonyInventory.cpp"
-]
-Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP15.tmp"
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP16.tmp" with contents
-[
-/nologo /MT /W3 /GX /Od /I "..\Standard Gaming Platform" /I "..\TileEngine" /I "..\\" /I "..\Utils" /I "..\tacticalai" /I "..\Editor" /I "..\strategic" /I "..\Laptop" /I ".\\" /D "CALLBACKTIMER" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /FR"Release/" /Fp"Release/Tactical.pch" /YX"Tactical All.h" /Fo"Release/" /Fd"Release/" /FD /c
-"C:\JA2\Build\Tactical\LOS.cpp"
-]
-Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP16.tmp"
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP17.tmp" with contents
-[
-/nologo /out:"Release\Tactical.lib"
-".\Release\Air Raid.obj"
-".\Release\Animation Cache.obj"
-".\Release\Animation Control.obj"
-".\Release\Animation Data.obj"
-".\Release\Arms Dealer Init.obj"
-.\Release\ArmsDealerInvInit.obj
-".\Release\Auto Bandage.obj"
-.\Release\Boxing.obj
-.\Release\bullets.obj
-.\Release\Campaign.obj
-".\Release\Civ Quotes.obj"
-".\Release\Dialogue Control.obj"
-.\Release\DisplayCover.obj
-".\Release\Drugs And Alcohol.obj"
-".\Release\End Game.obj"
-".\Release\Enemy Soldier Save.obj"
-.\Release\EnemyItemDrops.obj
-.\Release\Faces.obj
-.\Release\fov.obj
-.\Release\GAP.obj
-".\Release\Handle Doors.obj"
-".\Release\Handle Items.obj"
-".\Release\Handle UI Plan.obj"
-".\Release\Handle UI.obj"
-".\Release\Interface Control.obj"
-".\Release\Interface Cursors.obj"
-".\Release\Interface Dialogue.obj"
-".\Release\Interface Items.obj"
-".\Release\Interface Panels.obj"
-".\Release\Interface Utils.obj"
-.\Release\Interface.obj
-".\Release\Inventory Choosing.obj"
-.\Release\Items.obj
-.\Release\Keys.obj
-.\Release\LOS.obj
-".\Release\Map Information.obj"
-".\Release\Merc Entering.obj"
-".\Release\Merc Hiring.obj"
-".\Release\Militia Control.obj"
-.\Release\Morale.obj
-.\Release\opplist.obj
-.\Release\Overhead.obj
-.\Release\PATHAI.obj
-.\Release\Points.obj
-.\Release\QARRAY.obj
-.\Release\Rain.obj
-".\Release\Real Time Input.obj"
-".\Release\Rotting Corpses.obj"
-".\Release\ShopKeeper Interface.obj"
-.\Release\SkillCheck.obj
-".\Release\Soldier Add.obj"
-".\Release\Soldier Ani.obj"
-".\Release\Soldier Control.obj"
-".\Release\Soldier Create.obj"
-".\Release\Soldier Find.obj"
-".\Release\Soldier Init List.obj"
-".\Release\Soldier Profile.obj"
-".\Release\Soldier Tile.obj"
-.\Release\SoldierTooltips.obj
-".\Release\Spread Burst.obj"
-.\Release\Squads.obj
-".\Release\Strategic Exit GUI.obj"
-".\Release\Structure Wrap.obj"
-".\Release\Tactical Save.obj"
-".\Release\Tactical Turns.obj"
-.\Release\TeamTurns.obj
-".\Release\Turn Based Input.obj"
-".\Release\UI Cursors.obj"
-.\Release\Vehicles.obj
-.\Release\Weapons.obj
-".\Release\World Items.obj"
-.\Release\XML_AmmoStrings.obj
-.\Release\XML_AmmoTypes.obj
-.\Release\XML_Armour.obj
-.\Release\XML_AttachmentInfo.obj
-.\Release\XML_Attachments.obj
-.\Release\XML_BurstSounds.obj
-.\Release\XML_ComboMergeInfo.obj
-.\Release\XML_CompatibleFaceItems.obj
-.\Release\XML_EnemyAmmoDrops.obj
-.\Release\XML_EnemyArmourDrops.obj
-.\Release\XML_EnemyExplosiveDrops.obj
-.\Release\XML_EnemyItemChoice.obj
-.\Release\XML_EnemyMiscDrops.obj
-.\Release\XML_EnemyWeaponChoice.obj
-.\Release\XML_EnemyWeaponDrops.obj
-.\Release\XML_Explosive.obj
-.\Release\XML_IMPItemChoices.obj
-.\Release\XML_IncompatibleAttachments.obj
-.\Release\XML_Launchable.obj
-.\Release\XML_Magazine.obj
-.\Release\XML_Merge.obj
-.\Release\XML_Sounds.obj
-.\Release\XML_TonyInventory.obj
-]
-Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP17.tmp"
-Output Window
-Compiling...
-Air Raid.cpp
-GENERATED PCH FOR TACTICAL PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Animation Cache.cpp
-Animation Control.cpp
-Animation Data.cpp
-Arms Dealer Init.cpp
-ArmsDealerInvInit.cpp
-Auto Bandage.cpp
-Boxing.cpp
-bullets.cpp
-Campaign.cpp
-Civ Quotes.cpp
-Dialogue Control.cpp
-DisplayCover.cpp
-GENERATED PCH FOR TACTICAL AI PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Drugs And Alcohol.cpp
-GENERATED PCH FOR TACTICAL PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-End Game.cpp
-Enemy Soldier Save.cpp
-EnemyItemDrops.cpp
-Faces.cpp
-fov.cpp
-GAP.cpp
-Handle Doors.cpp
-Handle Items.cpp
-Handle UI Plan.cpp
-Handle UI.cpp
-Interface Control.cpp
-Interface Cursors.cpp
-Interface Dialogue.cpp
-Interface Items.cpp
-Interface Panels.cpp
-Interface Utils.cpp
-Interface.cpp
-Inventory Choosing.cpp
-Items.cpp
-Keys.cpp
-Map Information.cpp
-Merc Entering.cpp
-Merc Hiring.cpp
-Militia Control.cpp
-Morale.cpp
-opplist.cpp
-Overhead.cpp
-PATHAI.cpp
-Points.cpp
-QARRAY.cpp
-Rain.cpp
-Real Time Input.cpp
-Rotting Corpses.cpp
-ShopKeeper Interface.cpp
-SkillCheck.cpp
-Soldier Add.cpp
-Soldier Ani.cpp
-Soldier Control.cpp
-Soldier Create.cpp
-Soldier Find.cpp
-Soldier Init List.cpp
-Soldier Profile.cpp
-Soldier Tile.cpp
-SoldierTooltips.cpp
-GENERATED PCH FOR TACTICAL PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Spread Burst.cpp
-GENERATED PCH FOR TACTICAL PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Squads.cpp
-Strategic Exit GUI.cpp
-Structure Wrap.cpp
-Tactical Save.cpp
-Tactical Turns.cpp
-TeamTurns.cpp
-Turn Based Input.cpp
-UI Cursors.cpp
-Vehicles.cpp
-Weapons.cpp
-World Items.cpp
-XML_AmmoStrings.cpp
-XML_AmmoTypes.cpp
-XML_Armour.cpp
-XML_AttachmentInfo.cpp
-XML_Attachments.cpp
-XML_BurstSounds.cpp
-XML_ComboMergeInfo.cpp
-XML_CompatibleFaceItems.cpp
-XML_EnemyAmmoDrops.cpp
-XML_EnemyArmourDrops.cpp
-XML_EnemyExplosiveDrops.cpp
-XML_EnemyItemChoice.cpp
-XML_EnemyMiscDrops.cpp
-XML_EnemyWeaponChoice.cpp
-XML_EnemyWeaponDrops.cpp
-XML_Explosive.cpp
-XML_IMPItemChoices.cpp
-XML_IncompatibleAttachments.cpp
-XML_Launchable.cpp
-XML_Magazine.cpp
-XML_Merge.cpp
-XML_Sounds.cpp
-XML_TonyInventory.cpp
-Compiling...
-LOS.cpp
-GENERATED PCH FOR TACTICAL PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Creating library...
-
---------------------Configuration: Utils - Win32 Release--------------------
-
-Command Lines
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP18.tmp" with contents
-[
-/nologo /MT /W3 /GX /O2 /I "..\Standard Gaming Platform" /I "..\TileEngine" /I "..\\" /I "..\Tactical" /I "..\tacticalai" /I "..\Editor" /I "..\strategic" /I "..\Laptop" /I ".\\" /D "CALLBACKTIMER" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR"Release/" /Fp"Release/Utils.pch" /YX"Utils All.h" /Fo"Release/" /Fd"Release/" /FD /c
-"C:\JA2\Build\Utils\_DutchText.cpp"
-"C:\JA2\Build\Utils\_EnglishText.cpp"
-"C:\JA2\Build\Utils\_FrenchText.cpp"
-"C:\JA2\Build\Utils\_GermanText.cpp"
-"C:\JA2\Build\Utils\_ItalianText.cpp"
-"C:\JA2\Build\Utils\_Ja25EnglishText.cpp"
-"C:\JA2\Build\Utils\_Ja25GermanText.cpp"
-"C:\JA2\Build\Utils\_PolishText.cpp"
-"C:\JA2\Build\Utils\_RussianText.cpp"
-"C:\JA2\Build\Utils\Animated ProgressBar.cpp"
-"C:\JA2\Build\Utils\Cinematics.cpp"
-"C:\JA2\Build\Utils\Cursors.cpp"
-"C:\JA2\Build\Utils\Debug Control.cpp"
-"C:\JA2\Build\Utils\dsutil.cpp"
-"C:\JA2\Build\Utils\Encrypted File.cpp"
-"C:\JA2\Build\Utils\Event Manager.cpp"
-"C:\JA2\Build\Utils\Event Pump.cpp"
-"C:\JA2\Build\Utils\Font Control.cpp"
-"C:\JA2\Build\Utils\INIReader.cpp"
-"C:\JA2\Build\Utils\MapUtility.cpp"
-"C:\JA2\Build\Utils\MercTextBox.cpp"
-"C:\JA2\Build\Utils\message.cpp"
-"C:\JA2\Build\Utils\Multi Language Graphic Utils.cpp"
-"C:\JA2\Build\Utils\Multilingual Text Code Generator.cpp"
-"C:\JA2\Build\Utils\Music Control.cpp"
-"C:\JA2\Build\Utils\PopUpBox.cpp"
-"C:\JA2\Build\Utils\Quantize Wrap.cpp"
-"C:\JA2\Build\Utils\Quantize.cpp"
-"C:\JA2\Build\Utils\Slider.cpp"
-"C:\JA2\Build\Utils\Sound Control.cpp"
-"C:\JA2\Build\Utils\STIConvert.cpp"
-"C:\JA2\Build\Utils\Text Input.cpp"
-"C:\JA2\Build\Utils\Text Utils.cpp"
-"C:\JA2\Build\Utils\Timer Control.cpp"
-"C:\JA2\Build\Utils\Utilities.cpp"
-"C:\JA2\Build\Utils\WordWrap.cpp"
-"C:\JA2\Build\Utils\XML_Items.cpp"
-"C:\JA2\Build\Utils\XML_Strings.cpp"
-"C:\JA2\Build\Utils\XML_Strings2.cpp"
-]
-Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP18.tmp"
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP19.tmp" with contents
-[
-/nologo /out:"Release\Utils.lib"
-.\Release\_DutchText.obj
-.\Release\_EnglishText.obj
-.\Release\_FrenchText.obj
-.\Release\_GermanText.obj
-.\Release\_ItalianText.obj
-.\Release\_Ja25EnglishText.obj
-.\Release\_Ja25GermanText.obj
-.\Release\_PolishText.obj
-.\Release\_RussianText.obj
-".\Release\Animated ProgressBar.obj"
-.\Release\Cinematics.obj
-.\Release\Cursors.obj
-".\Release\Debug Control.obj"
-.\Release\dsutil.obj
-".\Release\Encrypted File.obj"
-".\Release\Event Manager.obj"
-".\Release\Event Pump.obj"
-".\Release\Font Control.obj"
-.\Release\INIReader.obj
-.\Release\MapUtility.obj
-.\Release\MercTextBox.obj
-.\Release\message.obj
-".\Release\Multi Language Graphic Utils.obj"
-".\Release\Multilingual Text Code Generator.obj"
-".\Release\Music Control.obj"
-.\Release\PopUpBox.obj
-".\Release\Quantize Wrap.obj"
-.\Release\Quantize.obj
-.\Release\Slider.obj
-".\Release\Sound Control.obj"
-.\Release\STIConvert.obj
-".\Release\Text Input.obj"
-".\Release\Text Utils.obj"
-".\Release\Timer Control.obj"
-.\Release\Utilities.obj
-.\Release\WordWrap.obj
-.\Release\XML_Items.obj
-.\Release\XML_Strings.obj
-.\Release\XML_Strings2.obj
-]
-Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP19.tmp"
-Output Window
-Compiling...
-_DutchText.cpp
-GENERATED PCH FOR UTILS PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-_EnglishText.cpp
-GENERATED PCH FOR UTILS PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-_FrenchText.cpp
-_GermanText.cpp
-_ItalianText.cpp
-GENERATED PCH FOR UTILS PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-_Ja25EnglishText.cpp
-GENERATED PCH FOR UTILS PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-_Ja25GermanText.cpp
-_PolishText.cpp
-GENERATED PCH FOR UTILS PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-_RussianText.cpp
-Animated ProgressBar.cpp
-GENERATED PCH FOR UTILS PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Cinematics.cpp
- (Language set to ENGLISH, You'll need english CDs)
-Cursors.cpp
-GENERATED PCH FOR UTILS PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Debug Control.cpp
-dsutil.cpp
-Encrypted File.cpp
-Event Manager.cpp
-Event Pump.cpp
-Font Control.cpp
-INIReader.cpp
- (Language set to ENGLISH, You'll need english CDs)
-MapUtility.cpp
-GENERATED PCH FOR UTILS PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-MercTextBox.cpp
-message.cpp
-Multi Language Graphic Utils.cpp
-GENERATED PCH FOR UTILS PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Multilingual Text Code Generator.cpp
-Music Control.cpp
-GENERATED PCH FOR UTILS PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-PopUpBox.cpp
-Quantize Wrap.cpp
- (Language set to ENGLISH, You'll need english CDs)
-Quantize.cpp
- (Language set to ENGLISH, You'll need english CDs)
-Slider.cpp
-GENERATED PCH FOR UTILS PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Sound Control.cpp
-STIConvert.cpp
-Text Input.cpp
-Text Utils.cpp
-Timer Control.cpp
-Utilities.cpp
-WordWrap.cpp
-XML_Items.cpp
-GENERATED PCH FOR TACTICAL PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-XML_Strings.cpp
-XML_Strings2.cpp
-Creating library...
-
---------------------Configuration: TacticalAI - Win32 Release--------------------
-
-Command Lines
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP1A.tmp" with contents
-[
-/nologo /MT /W3 /GX /O2 /I "..\Standard Gaming Platform" /I "..\TileEngine" /I "..\\" /I "..\Tactical" /I "..\Utils" /I "..\Editor" /I "..\strategic" /I "..\Laptop" /I ".\\" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR"Release/" /Fp"Release/TacticalAI.pch" /YX"AI All.h" /Fo"Release/" /Fd"Release/" /FD /c
-"C:\JA2\Build\TacticalAI\AIList.cpp"
-"C:\JA2\Build\TacticalAI\AIMain.cpp"
-"C:\JA2\Build\TacticalAI\AIUtils.cpp"
-"C:\JA2\Build\TacticalAI\Attacks.cpp"
-"C:\JA2\Build\TacticalAI\CreatureDecideAction.cpp"
-"C:\JA2\Build\TacticalAI\DecideAction.cpp"
-"C:\JA2\Build\TacticalAI\FindLocations.cpp"
-"C:\JA2\Build\TacticalAI\Knowledge.cpp"
-"C:\JA2\Build\TacticalAI\Medical.cpp"
-"C:\JA2\Build\TacticalAI\Movement.cpp"
-"C:\JA2\Build\TacticalAI\NPC.cpp"
-"C:\JA2\Build\TacticalAI\PanicButtons.cpp"
-"C:\JA2\Build\TacticalAI\QuestDebug.cpp"
-"C:\JA2\Build\TacticalAI\Realtime.cpp"
-]
-Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP1A.tmp"
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP1B.tmp" with contents
-[
-/nologo /out:"Release\TacticalAI.lib"
-.\Release\AIList.obj
-.\Release\AIMain.obj
-.\Release\AIUtils.obj
-.\Release\Attacks.obj
-.\Release\CreatureDecideAction.obj
-.\Release\DecideAction.obj
-.\Release\FindLocations.obj
-.\Release\Knowledge.obj
-.\Release\Medical.obj
-.\Release\Movement.obj
-.\Release\NPC.obj
-.\Release\PanicButtons.obj
-.\Release\QuestDebug.obj
-.\Release\Realtime.obj
-]
-Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP1B.tmp"
-Output Window
-Compiling...
-AIList.cpp
-GENERATED PCH FOR TACTICAL AI PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-AIMain.cpp
-AIUtils.cpp
-Attacks.cpp
-CreatureDecideAction.cpp
-DecideAction.cpp
-FindLocations.cpp
-Knowledge.cpp
-Medical.cpp
-Movement.cpp
-NPC.cpp
-PanicButtons.cpp
-QuestDebug.cpp
-Realtime.cpp
-Creating library...
-
---------------------Configuration: Editor - Win32 Release--------------------
-
-Command Lines
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP1C.tmp" with contents
-[
-/nologo /MT /W3 /GX /O2 /Ob2 /I "..\Standard Gaming Platform" /I "..\TileEngine" /I "..\\" /I "..\Tactical" /I "..\Utils" /I "..\tacticalai" /I "..\strategic" /I "..\Laptop" /I ".\\" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR"Release/" /Fp"Release/Editor.pch" /YX"Editor All.h" /Fo"Release/" /Fd"Release/" /FD /c
-"C:\JA2\Build\Editor\Cursor Modes.cpp"
-"C:\JA2\Build\Editor\edit_sys.cpp"
-"C:\JA2\Build\Editor\Editor Callbacks.cpp"
-"C:\JA2\Build\Editor\Editor Modes.cpp"
-"C:\JA2\Build\Editor\Editor Taskbar Creation.cpp"
-"C:\JA2\Build\Editor\Editor Taskbar Utils.cpp"
-"C:\JA2\Build\Editor\Editor Undo.cpp"
-"C:\JA2\Build\Editor\EditorBuildings.cpp"
-"C:\JA2\Build\Editor\EditorItems.cpp"
-"C:\JA2\Build\Editor\EditorMapInfo.cpp"
-"C:\JA2\Build\Editor\EditorMercs.cpp"
-"C:\JA2\Build\Editor\EditorTerrain.cpp"
-"C:\JA2\Build\Editor\editscreen.cpp"
-"C:\JA2\Build\Editor\Item Statistics.cpp"
-"C:\JA2\Build\Editor\LoadScreen.cpp"
-"C:\JA2\Build\Editor\messagebox.cpp"
-"C:\JA2\Build\Editor\newsmooth.cpp"
-"C:\JA2\Build\Editor\popupmenu.cpp"
-"C:\JA2\Build\Editor\Road Smoothing.cpp"
-"C:\JA2\Build\Editor\Sector Summary.cpp"
-"C:\JA2\Build\Editor\selectwin.cpp"
-"C:\JA2\Build\Editor\SmartMethod.cpp"
-"C:\JA2\Build\Editor\smooth.cpp"
-"C:\JA2\Build\Editor\Smoothing Utils.cpp"
-]
-Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP1C.tmp"
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP1D.tmp" with contents
-[
-/nologo /out:"Release\Editor.lib"
-".\Release\Cursor Modes.obj"
-.\Release\edit_sys.obj
-".\Release\Editor Callbacks.obj"
-".\Release\Editor Modes.obj"
-".\Release\Editor Taskbar Creation.obj"
-".\Release\Editor Taskbar Utils.obj"
-".\Release\Editor Undo.obj"
-.\Release\EditorBuildings.obj
-.\Release\EditorItems.obj
-.\Release\EditorMapInfo.obj
-.\Release\EditorMercs.obj
-.\Release\EditorTerrain.obj
-.\Release\editscreen.obj
-".\Release\Item Statistics.obj"
-.\Release\LoadScreen.obj
-.\Release\messagebox.obj
-.\Release\newsmooth.obj
-.\Release\popupmenu.obj
-".\Release\Road Smoothing.obj"
-".\Release\Sector Summary.obj"
-.\Release\selectwin.obj
-.\Release\SmartMethod.obj
-.\Release\smooth.obj
-".\Release\Smoothing Utils.obj"
-]
-Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP1D.tmp"
-Output Window
-Compiling...
-Cursor Modes.cpp
- (Language set to ENGLISH, You'll need english CDs)
-edit_sys.cpp
-Editor Callbacks.cpp
-Editor Modes.cpp
-Editor Taskbar Creation.cpp
-Editor Taskbar Utils.cpp
-Editor Undo.cpp
-EditorBuildings.cpp
-EditorItems.cpp
-EditorMapInfo.cpp
-EditorMercs.cpp
-EditorTerrain.cpp
-editscreen.cpp
-Item Statistics.cpp
-LoadScreen.cpp
-messagebox.cpp
-newsmooth.cpp
-popupmenu.cpp
-Road Smoothing.cpp
-Sector Summary.cpp
-selectwin.cpp
-SmartMethod.cpp
-smooth.cpp
-Smoothing Utils.cpp
-Creating library...
-
---------------------Configuration: Laptop - Win32 Release--------------------
-
-Command Lines
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP1E.tmp" with contents
-[
-/nologo /MT /W3 /GX /O2 /I "..\Standard Gaming Platform" /I "..\TileEngine" /I "..\\" /I "..\Tactical" /I "..\Utils" /I "..\tacticalai" /I "..\Editor" /I "..\strategic" /I ".\\" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR"Release/" /Fp"Release/Laptop.pch" /YX"Laptop All.h" /Fo"Release/" /Fd"Release/" /FD /c
-"C:\JA2\Build\Laptop\aim.cpp"
-"C:\JA2\Build\Laptop\AimArchives.cpp"
-"C:\JA2\Build\Laptop\AimFacialIndex.cpp"
-"C:\JA2\Build\Laptop\AimHistory.cpp"
-"C:\JA2\Build\Laptop\AimLinks.cpp"
-"C:\JA2\Build\Laptop\AimMembers.cpp"
-"C:\JA2\Build\Laptop\AimPolicies.cpp"
-"C:\JA2\Build\Laptop\AimSort.cpp"
-"C:\JA2\Build\Laptop\BobbyR.cpp"
-"C:\JA2\Build\Laptop\BobbyRAmmo.cpp"
-"C:\JA2\Build\Laptop\BobbyRArmour.cpp"
-"C:\JA2\Build\Laptop\BobbyRGuns.cpp"
-"C:\JA2\Build\Laptop\BobbyRMailOrder.cpp"
-"C:\JA2\Build\Laptop\BobbyRMisc.cpp"
-"C:\JA2\Build\Laptop\BobbyRShipments.cpp"
-"C:\JA2\Build\Laptop\BobbyRUsed.cpp"
-"C:\JA2\Build\Laptop\BrokenLink.cpp"
-"C:\JA2\Build\Laptop\CharProfile.cpp"
-"C:\JA2\Build\Laptop\email.cpp"
-"C:\JA2\Build\Laptop\files.cpp"
-"C:\JA2\Build\Laptop\finances.cpp"
-"C:\JA2\Build\Laptop\florist Cards.cpp"
-"C:\JA2\Build\Laptop\florist Gallery.cpp"
-"C:\JA2\Build\Laptop\florist Order Form.cpp"
-"C:\JA2\Build\Laptop\florist.cpp"
-"C:\JA2\Build\Laptop\funeral.cpp"
-"C:\JA2\Build\Laptop\history.cpp"
-"C:\JA2\Build\Laptop\IMP AboutUs.cpp"
-"C:\JA2\Build\Laptop\IMP Attribute Entrance.cpp"
-"C:\JA2\Build\Laptop\IMP Attribute Finish.cpp"
-"C:\JA2\Build\Laptop\IMP Attribute Selection.cpp"
-"C:\JA2\Build\Laptop\IMP Begin Screen.cpp"
-"C:\JA2\Build\Laptop\IMP Compile Character.cpp"
-"C:\JA2\Build\Laptop\IMP Confirm.cpp"
-"C:\JA2\Build\Laptop\IMP Finish.cpp"
-"C:\JA2\Build\Laptop\IMP HomePage.cpp"
-"C:\JA2\Build\Laptop\IMP MainPage.cpp"
-"C:\JA2\Build\Laptop\IMP Personality Entrance.cpp"
-"C:\JA2\Build\Laptop\IMP Personality Finish.cpp"
-"C:\JA2\Build\Laptop\IMP Personality Quiz.cpp"
-"C:\JA2\Build\Laptop\IMP Portraits.cpp"
-"C:\JA2\Build\Laptop\IMP Skill Trait.cpp"
-"C:\JA2\Build\Laptop\IMP Text System.cpp"
-"C:\JA2\Build\Laptop\IMP Voices.cpp"
-"C:\JA2\Build\Laptop\IMPVideoObjects.cpp"
-"C:\JA2\Build\Laptop\insurance Comments.cpp"
-"C:\JA2\Build\Laptop\insurance Contract.cpp"
-"C:\JA2\Build\Laptop\insurance Info.cpp"
-"C:\JA2\Build\Laptop\insurance.cpp"
-"C:\JA2\Build\Laptop\laptop.cpp"
-"C:\JA2\Build\Laptop\mercs Account.cpp"
-"C:\JA2\Build\Laptop\mercs Files.cpp"
-"C:\JA2\Build\Laptop\mercs No Account.cpp"
-"C:\JA2\Build\Laptop\mercs.cpp"
-"C:\JA2\Build\Laptop\personnel.cpp"
-"C:\JA2\Build\Laptop\sirtech.cpp"
-"C:\JA2\Build\Laptop\Store Inventory.cpp"
-]
-Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP1E.tmp"
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP1F.tmp" with contents
-[
-/nologo /out:"Release\Laptop.lib"
-.\Release\aim.obj
-.\Release\AimArchives.obj
-.\Release\AimFacialIndex.obj
-.\Release\AimHistory.obj
-.\Release\AimLinks.obj
-.\Release\AimMembers.obj
-.\Release\AimPolicies.obj
-.\Release\AimSort.obj
-.\Release\BobbyR.obj
-.\Release\BobbyRAmmo.obj
-.\Release\BobbyRArmour.obj
-.\Release\BobbyRGuns.obj
-.\Release\BobbyRMailOrder.obj
-.\Release\BobbyRMisc.obj
-.\Release\BobbyRShipments.obj
-.\Release\BobbyRUsed.obj
-.\Release\BrokenLink.obj
-.\Release\CharProfile.obj
-.\Release\email.obj
-.\Release\files.obj
-.\Release\finances.obj
-".\Release\florist Cards.obj"
-".\Release\florist Gallery.obj"
-".\Release\florist Order Form.obj"
-.\Release\florist.obj
-.\Release\funeral.obj
-.\Release\history.obj
-".\Release\IMP AboutUs.obj"
-".\Release\IMP Attribute Entrance.obj"
-".\Release\IMP Attribute Finish.obj"
-".\Release\IMP Attribute Selection.obj"
-".\Release\IMP Begin Screen.obj"
-".\Release\IMP Compile Character.obj"
-".\Release\IMP Confirm.obj"
-".\Release\IMP Finish.obj"
-".\Release\IMP HomePage.obj"
-".\Release\IMP MainPage.obj"
-".\Release\IMP Personality Entrance.obj"
-".\Release\IMP Personality Finish.obj"
-".\Release\IMP Personality Quiz.obj"
-".\Release\IMP Portraits.obj"
-".\Release\IMP Skill Trait.obj"
-".\Release\IMP Text System.obj"
-".\Release\IMP Voices.obj"
-.\Release\IMPVideoObjects.obj
-".\Release\insurance Comments.obj"
-".\Release\insurance Contract.obj"
-".\Release\insurance Info.obj"
-.\Release\insurance.obj
-.\Release\laptop.obj
-".\Release\mercs Account.obj"
-".\Release\mercs Files.obj"
-".\Release\mercs No Account.obj"
-.\Release\mercs.obj
-.\Release\personnel.obj
-.\Release\sirtech.obj
-".\Release\Store Inventory.obj"
-]
-Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP1F.tmp"
-Output Window
-Compiling...
-aim.cpp
-GENERATED PCH FOR LAPTOP PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-AimArchives.cpp
-AimFacialIndex.cpp
-AimHistory.cpp
-AimLinks.cpp
-AimMembers.cpp
-AimPolicies.cpp
-AimSort.cpp
-BobbyR.cpp
-BobbyRAmmo.cpp
-BobbyRArmour.cpp
-BobbyRGuns.cpp
-BobbyRMailOrder.cpp
-BobbyRMisc.cpp
-BobbyRShipments.cpp
-BobbyRUsed.cpp
-BrokenLink.cpp
-CharProfile.cpp
-email.cpp
-files.cpp
-finances.cpp
-florist Cards.cpp
-florist Gallery.cpp
-florist Order Form.cpp
-florist.cpp
-funeral.cpp
-history.cpp
-IMP AboutUs.cpp
-IMP Attribute Entrance.cpp
-IMP Attribute Finish.cpp
-IMP Attribute Selection.cpp
-IMP Begin Screen.cpp
-IMP Compile Character.cpp
-IMP Confirm.cpp
-IMP Finish.cpp
-IMP HomePage.cpp
-IMP MainPage.cpp
-IMP Personality Entrance.cpp
-IMP Personality Finish.cpp
-IMP Personality Quiz.cpp
-IMP Portraits.cpp
-IMP Skill Trait.cpp
-IMP Text System.cpp
-IMP Voices.cpp
-IMPVideoObjects.cpp
-insurance Comments.cpp
-insurance Contract.cpp
-insurance Info.cpp
-insurance.cpp
-laptop.cpp
-mercs Account.cpp
-mercs Files.cpp
-mercs No Account.cpp
-mercs.cpp
-personnel.cpp
-sirtech.cpp
-Store Inventory.cpp
-Creating library...
-
---------------------Configuration: Strategic - Win32 Release--------------------
-
-Command Lines
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP20.tmp" with contents
-[
-/nologo /MT /W3 /GX /O2 /I "..\Standard Gaming Platform" /I "..\TileEngine" /I "..\\" /I "..\Tactical" /I "..\Utils" /I "..\tacticalai" /I "..\Editor" /I "..\Laptop" /I ".\\" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR"Release/" /Fp"Release/Strategic.pch" /YX"Strategic All.h" /Fo"Release/" /Fd"Release/" /FD /c
-"C:\JA2\Build\Strategic\AI Viewer.cpp"
-"C:\JA2\Build\Strategic\Assignments.cpp"
-"C:\JA2\Build\Strategic\Auto Resolve.cpp"
-"C:\JA2\Build\Strategic\Campaign Init.cpp"
-"C:\JA2\Build\Strategic\Creature Spreading.cpp"
-"C:\JA2\Build\Strategic\Game Clock.cpp"
-"C:\JA2\Build\Strategic\Game Event Hook.cpp"
-"C:\JA2\Build\Strategic\Game Events.cpp"
-"C:\JA2\Build\Strategic\Game Init.cpp"
-"C:\JA2\Build\Strategic\Hourly Update.cpp"
-"C:\JA2\Build\Strategic\Map Screen Helicopter.cpp"
-"C:\JA2\Build\Strategic\Map Screen Interface Border.cpp"
-"C:\JA2\Build\Strategic\Map Screen Interface Bottom.cpp"
-"C:\JA2\Build\Strategic\Map Screen Interface Map Inventory.cpp"
-"C:\JA2\Build\Strategic\Map Screen Interface Map.cpp"
-"C:\JA2\Build\Strategic\Map Screen Interface TownMine Info.cpp"
-"C:\JA2\Build\Strategic\Map Screen Interface.cpp"
-"C:\JA2\Build\Strategic\mapscreen.cpp"
-"C:\JA2\Build\Strategic\Meanwhile.cpp"
-"C:\JA2\Build\Strategic\Merc Contract.cpp"
-"C:\JA2\Build\Strategic\MilitiaSquads.cpp"
-"C:\JA2\Build\Strategic\Player Command.cpp"
-"C:\JA2\Build\Strategic\PreBattle Interface.cpp"
-"C:\JA2\Build\Strategic\Queen Command.cpp"
-"C:\JA2\Build\Strategic\Quest Debug System.cpp"
-"C:\JA2\Build\Strategic\Quests.cpp"
-"C:\JA2\Build\Strategic\QuestText.cpp"
-"C:\JA2\Build\Strategic\Reinforcement.cpp"
-"C:\JA2\Build\Strategic\Scheduling.cpp"
-"C:\JA2\Build\Strategic\Strategic AI.cpp"
-"C:\JA2\Build\Strategic\Strategic Event Handler.cpp"
-"C:\JA2\Build\Strategic\Strategic Merc Handler.cpp"
-"C:\JA2\Build\Strategic\Strategic Mines.cpp"
-"C:\JA2\Build\Strategic\Strategic Movement Costs.cpp"
-"C:\JA2\Build\Strategic\Strategic Movement.cpp"
-"C:\JA2\Build\Strategic\Strategic Pathing.cpp"
-"C:\JA2\Build\Strategic\Strategic Status.cpp"
-"C:\JA2\Build\Strategic\Strategic Town Loyalty.cpp"
-"C:\JA2\Build\Strategic\strategic town reputation.cpp"
-"C:\JA2\Build\Strategic\Strategic Turns.cpp"
-"C:\JA2\Build\Strategic\strategic.cpp"
-"C:\JA2\Build\Strategic\strategicmap.cpp"
-"C:\JA2\Build\Strategic\Town Militia.cpp"
-"C:\JA2\Build\Strategic\XML_Army.cpp"
-"C:\JA2\Build\Strategic\XML_Roaming.cpp"
-]
-Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP20.tmp"
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP21.tmp" with contents
-[
-/nologo /out:"Release\Strategic.lib"
-".\Release\AI Viewer.obj"
-.\Release\Assignments.obj
-".\Release\Auto Resolve.obj"
-".\Release\Campaign Init.obj"
-".\Release\Creature Spreading.obj"
-".\Release\Game Clock.obj"
-".\Release\Game Event Hook.obj"
-".\Release\Game Events.obj"
-".\Release\Game Init.obj"
-".\Release\Hourly Update.obj"
-".\Release\Map Screen Helicopter.obj"
-".\Release\Map Screen Interface Border.obj"
-".\Release\Map Screen Interface Bottom.obj"
-".\Release\Map Screen Interface Map Inventory.obj"
-".\Release\Map Screen Interface Map.obj"
-".\Release\Map Screen Interface TownMine Info.obj"
-".\Release\Map Screen Interface.obj"
-.\Release\mapscreen.obj
-.\Release\Meanwhile.obj
-".\Release\Merc Contract.obj"
-.\Release\MilitiaSquads.obj
-".\Release\Player Command.obj"
-".\Release\PreBattle Interface.obj"
-".\Release\Queen Command.obj"
-".\Release\Quest Debug System.obj"
-.\Release\Quests.obj
-.\Release\QuestText.obj
-.\Release\Reinforcement.obj
-.\Release\Scheduling.obj
-".\Release\Strategic AI.obj"
-".\Release\Strategic Event Handler.obj"
-".\Release\Strategic Merc Handler.obj"
-".\Release\Strategic Mines.obj"
-".\Release\Strategic Movement Costs.obj"
-".\Release\Strategic Movement.obj"
-".\Release\Strategic Pathing.obj"
-".\Release\Strategic Status.obj"
-".\Release\Strategic Town Loyalty.obj"
-".\Release\strategic town reputation.obj"
-".\Release\Strategic Turns.obj"
-.\Release\strategic.obj
-.\Release\strategicmap.obj
-".\Release\Town Militia.obj"
-.\Release\XML_Army.obj
-.\Release\XML_Roaming.obj
-]
-Creating command line "link.exe -lib @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP21.tmp"
-Output Window
-Compiling...
-AI Viewer.cpp
-GENERATED PCH FOR STRATEGIC PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Assignments.cpp
-Auto Resolve.cpp
-Campaign Init.cpp
-Creature Spreading.cpp
-Game Clock.cpp
-Game Event Hook.cpp
-Game Events.cpp
-Game Init.cpp
-Hourly Update.cpp
-Map Screen Helicopter.cpp
-Map Screen Interface Border.cpp
-Map Screen Interface Bottom.cpp
-Map Screen Interface Map Inventory.cpp
-Map Screen Interface Map.cpp
-Map Screen Interface TownMine Info.cpp
-Map Screen Interface.cpp
-mapscreen.cpp
-Meanwhile.cpp
-Merc Contract.cpp
-MilitiaSquads.cpp
-Player Command.cpp
-PreBattle Interface.cpp
-Queen Command.cpp
-Quest Debug System.cpp
-Quests.cpp
-QuestText.cpp
-Reinforcement.cpp
-Scheduling.cpp
-Strategic AI.cpp
-Strategic Event Handler.cpp
-Strategic Merc Handler.cpp
-Strategic Mines.cpp
-Strategic Movement Costs.cpp
-Strategic Movement.cpp
-Strategic Pathing.cpp
-Strategic Status.cpp
-Strategic Town Loyalty.cpp
-strategic town reputation.cpp
-Strategic Turns.cpp
-strategic.cpp
-strategicmap.cpp
-Town Militia.cpp
-XML_Army.cpp
-XML_Roaming.cpp
-Creating library...
-
---------------------Configuration: ja2 - Win32 Release--------------------
-
-Command Lines
-Creating command line "rc.exe /l 0x409 /fo"Release/ja2.res" /i "Res" /i ".\Res" /d "NDEBUG" "C:\JA2\Build\Res\ja2.rc""
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP22.tmp" with contents
-[
-/nologo /G5 /MT /W3 /GX /Zi /O2 /Ob2 /I ".\Standard Gaming Platform" /I ".\TileEngine" /I ".\Tactical" /I ".\Utils" /I ".\TacticalAI" /I ".\Editor" /I ".\Strategic" /I ".\laptop" /I ".\\" /D "CALLBACKTIMER" /D "PRECOMPILEDHEADERS" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "XML_STATIC" /D "CINTERFACE" /FR"Release/" /Fp"Release/JA2.pch" /YX"JA2 All.h" /Fo"Release/" /Fd"Release/" /FD /O2b2 /c
-"C:\JA2\Build\Utils\_Ja25GermanText.cpp"
-"C:\JA2\Build\aniviewscreen.cpp"
-"C:\JA2\Build\Credits.cpp"
-"C:\JA2\Build\Utils\Cursors.cpp"
-"C:\JA2\Build\Fade Screen.cpp"
-"C:\JA2\Build\GameInitOptionsScreen.cpp"
-"C:\JA2\Build\gameloop.cpp"
-"C:\JA2\Build\gamescreen.cpp"
-"C:\JA2\Build\GameSettings.cpp"
-"C:\JA2\Build\GameVersion.cpp"
-"C:\JA2\Build\HelpScreen.cpp"
-"C:\JA2\Build\Init.cpp"
-"C:\JA2\Build\Intro.cpp"
-"C:\JA2\Build\JA2 Splash.cpp"
-"C:\JA2\Build\jascreens.cpp"
-"C:\JA2\Build\Loading Screen.cpp"
-"C:\JA2\Build\MainMenuScreen.cpp"
-"C:\JA2\Build\MessageBoxScreen.cpp"
-"C:\JA2\Build\Options Screen.cpp"
-"C:\JA2\Build\SaveLoadGame.cpp"
-"C:\JA2\Build\SaveLoadScreen.cpp"
-"C:\JA2\Build\SCREENS.cpp"
-"C:\JA2\Build\Sys Globals.cpp"
-]
-Creating command line "cl.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP22.tmp"
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP23.tmp" with contents
-[
-libexpatMT.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib winmm.lib smackw32.lib mss32.lib /nologo /subsystem:windows /profile /map:"Release/ja2_cvs.map" /machine:I386 /out:"..\ja2_cvs.exe"
-.\Release\_Ja25GermanText.obj
-.\Release\aniviewscreen.obj
-.\Release\Credits.obj
-.\Release\Cursors.obj
-".\Release\Fade Screen.obj"
-.\Release\GameInitOptionsScreen.obj
-.\Release\gameloop.obj
-.\Release\gamescreen.obj
-.\Release\GameSettings.obj
-.\Release\GameVersion.obj
-.\Release\HelpScreen.obj
-.\Release\Init.obj
-.\Release\Intro.obj
-".\Release\JA2 Splash.obj"
-.\Release\jascreens.obj
-".\Release\Loading Screen.obj"
-.\Release\MainMenuScreen.obj
-.\Release\MessageBoxScreen.obj
-".\Release\Options Screen.obj"
-.\Release\SaveLoadGame.obj
-.\Release\SaveLoadScreen.obj
-.\Release\SCREENS.obj
-".\Release\Sys Globals.obj"
-.\Release\ja2.res
-.\fmodvc.lib
-.\TileEngine\Release\TileEngine.lib
-".\Standard Gaming Platform\Release\Standard Gaming Platform.lib"
-.\Tactical\Release\Tactical.lib
-.\Utils\Release\Utils.lib
-.\TacticalAI\Release\TacticalAI.lib
-.\Editor\Release\Editor.lib
-.\Laptop\Release\Laptop.lib
-.\Strategic\Release\Strategic.lib
-]
-Creating command line "link.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP23.tmp"
-Output Window
-Compiling resources...
-Compiling...
-_Ja25GermanText.cpp
-GENERATED PCH FOR UTILS PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-aniviewscreen.cpp
-GENERATED PCH FOR JA2 PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Credits.cpp
-Cursors.cpp
-GENERATED PCH FOR UTILS PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-Fade Screen.cpp
-GENERATED PCH FOR JA2 PROJECT.
- (Language set to ENGLISH, You'll need english CDs)
-GameInitOptionsScreen.cpp
-gameloop.cpp
-gamescreen.cpp
-GameSettings.cpp
-GameVersion.cpp
-HelpScreen.cpp
-Init.cpp
-Intro.cpp
-JA2 Splash.cpp
-jascreens.cpp
-Loading Screen.cpp
-MainMenuScreen.cpp
-MessageBoxScreen.cpp
-Options Screen.cpp
-SaveLoadGame.cpp
-SaveLoadScreen.cpp
-SCREENS.cpp
-Sys Globals.cpp
-Linking...
-LINK : warning LNK4089: all references to "ADVAPI32.dll" discarded by /OPT:REF
-Creating temporary file "C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP25.tmp" with contents
-[
-/nologo /o"Release/JA2.bsc"
-.\Release\_Ja25GermanText.sbr
-.\Release\aniviewscreen.sbr
-.\Release\Credits.sbr
-.\Release\Cursors.sbr
-".\Release\Fade Screen.sbr"
-.\Release\GameInitOptionsScreen.sbr
-.\Release\gameloop.sbr
-.\Release\gamescreen.sbr
-.\Release\GameSettings.sbr
-.\Release\GameVersion.sbr
-.\Release\HelpScreen.sbr
-.\Release\Init.sbr
-.\Release\Intro.sbr
-".\Release\JA2 Splash.sbr"
-.\Release\jascreens.sbr
-".\Release\Loading Screen.sbr"
-.\Release\MainMenuScreen.sbr
-.\Release\MessageBoxScreen.sbr
-".\Release\Options Screen.sbr"
-.\Release\SaveLoadGame.sbr
-.\Release\SaveLoadScreen.sbr
-.\Release\SCREENS.sbr
-".\Release\Sys Globals.sbr"]
-Creating command line "bscmake.exe @C:\DOCUME~1\Owner\LOCALS~1\Temp\RSP25.tmp"
-Creating browse info file...
-Output Window
-
-
-
-Results
-ja2_cvs.exe - 0 error(s), 1 warning(s)
-
-
-
diff --git a/JA2.sln b/JA2.sln
deleted file mode 100644
index a3723512..00000000
--- a/JA2.sln
+++ /dev/null
@@ -1,111 +0,0 @@
-Microsoft Visual Studio Solution File, Format Version 8.00
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- ProjectSection(ProjectDependencies) = postProject
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- ProjectSection(ProjectDependencies) = postProject
- EndProjectSection
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- ProjectSection(ProjectDependencies) = postProject
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- ProjectSection(ProjectDependencies) = postProject
- EndProjectSection
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- ProjectSection(ProjectDependencies) = postProject
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- ProjectSection(ProjectDependencies) = postProject
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- ProjectSection(ProjectDependencies) = postProject
- EndProjectSection
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- ProjectSection(ProjectDependencies) = postProject
- EndProjectSection
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-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ja2", "JA2.vcproj", "{32A550A8-FEBD-4F8D-8D62-6F97C63F83DA}"
- ProjectSection(ProjectDependencies) = postProject
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- {E0E16C88-C352-4C37-AC27-BFF3FDF18E82} = {E0E16C88-C352-4C37-AC27-BFF3FDF18E82}
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- EndProjectSection
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-Global
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- GlobalSection(ProjectConfiguration) = postSolution
- {33CD085A-A03E-4D2C-970A-D69CD5466806}.Debug.ActiveCfg = Debug|Win32
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diff --git a/JA2.vcproj b/JA2.vcproj
deleted file mode 100644
index ef60cbc2..00000000
--- a/JA2.vcproj
+++ /dev/null
@@ -1,2456 +0,0 @@
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diff --git a/Laptop/AimMembers.cpp b/Laptop/AimMembers.cpp
index 09d57faf..265d6d06 100644
--- a/Laptop/AimMembers.cpp
+++ b/Laptop/AimMembers.cpp
@@ -50,7 +50,7 @@
#include "connect.h"
#include "fresh_header.h"
#include "Encrypted File.h"
-
+#include "InterfaceItemImages.h"
#include
//
@@ -1254,9 +1254,10 @@ BOOLEAN DisplayMercsInventory(UINT8 ubMercID)
pItem = &Item[ usItem ];
GetVideoObject( &hVObject, GetInterfaceGraphicForItem( pItem ) );
- if(pItem->ubGraphicNum < hVObject->usNumberOfObjects)
+ UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : pItem->ubGraphicNum;
+ if(usGraphicNum < hVObject->usNumberOfObjects)
{
- pTrav = &(hVObject->pETRLEObject[ pItem->ubGraphicNum ] );
+ pTrav = &(hVObject->pETRLEObject[ usGraphicNum ] );
}
else
{
@@ -1273,9 +1274,9 @@ BOOLEAN DisplayMercsInventory(UINT8 ubMercID)
sCenY = PosY + ( abs( WEAPONBOX_SIZE_Y - usHeight ) / 2 ) - pTrav->sOffsetY;
//blt the shadow of the item
- if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX-2, sCenY+2);
+ if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX-2, sCenY+2);
//blt the item
- BltVideoObjectOutlineFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX, sCenY, 0, FALSE );
+ BltVideoObjectOutlineFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX, sCenY, 0, FALSE );
//if there are more then 1 piece of equipment in the current slot, display how many there are
diff --git a/Laptop/IMP Confirm.cpp b/Laptop/IMP Confirm.cpp
index cfe0a227..81e508fa 100644
--- a/Laptop/IMP Confirm.cpp
+++ b/Laptop/IMP Confirm.cpp
@@ -1117,7 +1117,8 @@ INT32 AnyFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, INVNODE *tInv)
return(-1);
}
-
+#include "VFS/vfs.h"
+#include "VFS/vfs_settings.h"
void WriteOutCurrentImpCharacter( INT32 iProfileId )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("WriteOutCurrentImpCharacter: IMP.dat"));
@@ -1131,6 +1132,7 @@ void WriteOutCurrentImpCharacter( INT32 iProfileId )
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("WriteOutCurrentImpCharacter: Nickname.dat"));
+#ifndef USE_VFS
char zFileName[13];
char temp;
@@ -1139,6 +1141,17 @@ void WriteOutCurrentImpCharacter( INT32 iProfileId )
temp = (char) gMercProfiles[iProfileId].zNickname[i];
zFileName[i] = temp;
}
+#else
+ char zFileName[32];
+ if(vfs::Settings::getUseUnicode())
+ {
+ strncpy(zFileName, utf8string::as_utf8(gMercProfiles[iProfileId].zNickname,10).c_str(), 32);
+ }
+ else
+ {
+ utf8string::narrow(gMercProfiles[iProfileId].zNickname, 10, zFileName, 32);
+ }
+#endif
// Changed by ADB, rev 1513
//strcat(zFileName,IMP_FILENAME_SUFFIX);
diff --git a/Laptop/Laptop.dep b/Laptop/Laptop.dep
deleted file mode 100644
index 16c0cec1..00000000
--- a/Laptop/Laptop.dep
+++ /dev/null
@@ -1,9978 +0,0 @@
-# Microsoft Developer Studio Generated Dependency File, included by Laptop.mak
-
-.\aim.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\ShopKeeper Interface.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\Soldier Control.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\AimArchives.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\ShopKeeper Interface.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\Soldier Control.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\AimFacialIndex.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\ShopKeeper Interface.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\Soldier Control.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\AimHistory.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
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- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
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- "..\Strategic\Game Init.h"\
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- "..\Strategic\Map Screen Interface.h"\
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- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
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- "..\Tactical\Soldier Profile.h"\
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- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
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- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
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- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
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- ".\aimhistory.h"\
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- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\AimLinks.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
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- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
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- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
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- "..\Tactical\Handle UI.h"\
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- "..\Tactical\Overhead.h"\
- "..\Tactical\ShopKeeper Interface.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\Soldier Control.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
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- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
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- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\AimMembers.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\Strategic Town Loyalty.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
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- "..\Tactical\Interface.h"\
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- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\ShopKeeper Interface.h"\
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- "..\Tactical\Soldier Control.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\AimPolicies.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
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- "..\TileEngine\render dirty.h"\
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- "..\TileEngine\Structure Internals.h"\
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- "..\TileEngine\worlddef.h"\
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- "..\utils\merctextbox.h"\
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- ".\BobbyRArmour.h"\
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- ".\IMP AboutUs.h"\
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- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
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-.\AimSort.cpp : \
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- "..\gameloop.h"\
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- ".\BobbyRArmour.h"\
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- ".\florist Gallery.h"\
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- ".\IMP AboutUs.h"\
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- ".\IMP Compile Character.h"\
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- ".\IMP Personality Entrance.h"\
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- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\BobbyR.cpp : \
- "..\builddefines.h"\
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- "..\gameloop.h"\
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- "..\GameSettings.h"\
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- "..\Strategic\Strategic Status.h"\
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- "..\Tactical\Soldier Profile.h"\
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- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
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- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
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- "..\Utils\message.h"\
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- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
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- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
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- ".\Laptop All.h"\
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- ".\LaptopSave.h"\
- ".\mercs account.h"\
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- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\BobbyRAmmo.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
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- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
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- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
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- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
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- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
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- "..\Tactical\Handle UI.h"\
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- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
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- "..\TileEngine\worlddef.h"\
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- "..\utils\encrypted file.h"\
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- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
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- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
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- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
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- ".\aimfacialindex.h"\
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- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\BobbyRArmour.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\ShopKeeper Interface.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\Soldier Control.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\BobbyRGuns.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\ShopKeeper Interface.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\Soldier Control.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\BobbyRMailOrder.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\ShopKeeper Interface.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\Soldier Control.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\BobbyRMisc.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\ShopKeeper Interface.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\Soldier Control.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
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-.\BobbyRUsed.cpp : \
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-.\BrokenLink.cpp : \
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- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
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- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
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- "..\Tactical\Animation Data.h"\
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- "..\tactical\armsdealerinvinit.h"\
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- "..\Tactical\Handle UI.h"\
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- "..\Tactical\Overhead.h"\
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- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
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- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
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- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
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- ".\Laptop All.h"\
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- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
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- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\email.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
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- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
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- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
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- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
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- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
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- "..\tactical\armsdealerinvinit.h"\
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- "..\Tactical\Handle UI.h"\
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- "..\Tactical\Overhead.h"\
- "..\Tactical\ShopKeeper Interface.h"\
- "..\Tactical\Soldier Add.h"\
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- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
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- "..\Utils\Timer Control.h"\
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- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\files.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
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- "..\Tactical\Overhead.h"\
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- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
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- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
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- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
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- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\finances.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
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- "..\Tactical\Overhead.h"\
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- "..\Tactical\Soldier Add.h"\
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- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\florist Cards.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
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- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
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- "..\Strategic\Merc Contract.h"\
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- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
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- "..\tactical\armsdealerinvinit.h"\
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- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
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- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
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- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
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- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
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- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\florist Gallery.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
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- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
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- "..\Tactical\Handle UI.h"\
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- "..\Tactical\Overhead.h"\
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- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\florist Order Form.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\strategic\meanwhile.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
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- "..\Tactical\Handle UI.h"\
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- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
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- "..\utils\encrypted file.h"\
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- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
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- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\florist.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
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- "..\Strategic\mapscreen.h"\
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-.\history.cpp : \
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- ".\speck quotes.h"\
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-
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- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\IMP Attribute Entrance.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
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- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
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- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
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- "..\Standard Gaming Platform\mousesystem.h"\
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- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
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- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
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- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
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- "..\Tactical\Soldier Profile.h"\
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- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
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- "..\utils\merctextbox.h"\
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- "..\Utils\Multi Language Graphic Utils.h"\
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- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
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- ".\BobbyRUsed.h"\
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- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
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- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
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- ".\IMP Begin Screen.h"\
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- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
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- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
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- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\IMP Attribute Finish.cpp" : \
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- "..\cheats.h"\
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- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
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- "..\strategic\questtext.h"\
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- "..\Strategic\Strategic Status.h"\
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- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
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- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
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- "..\Utils\Event Manager.h"\
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- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
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- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\IMP Attribute Selection.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
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- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
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- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
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- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
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- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
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- "..\Utils\Text Input.h"\
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- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\IMP Begin Screen.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\overhead types.h"\
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- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
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- "..\Standard Gaming Platform\FileMan.h"\
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- "..\standard gaming platform\ja2 libs.h"\
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- "..\TileEngine\render dirty.h"\
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- "..\TileEngine\Structure Internals.h"\
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- ".\BobbyRArmour.h"\
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- ".\insurance Comments.h"\
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- ".\mercs account.h"\
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- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\IMP Confirm.cpp" : \
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- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
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- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
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- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
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- "..\Standard Gaming Platform\MemMan.h"\
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- "..\Standard Gaming Platform\mousesystem_macros.h"\
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- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
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- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
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- "..\Standard Gaming Platform\TopicOps.h"\
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- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
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- "..\Strategic\Campaign Types.h"\
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- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
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- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
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- "..\TileEngine\Structure Internals.h"\
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- ".\BobbyRArmour.h"\
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- ".\BobbyRMailOrder.h"\
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- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
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- ".\IMP AboutUs.h"\
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- ".\IMP Compile Character.h"\
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- ".\IMP Personality Entrance.h"\
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- ".\insurance Comments.h"\
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- ".\mercs account.h"\
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- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\IMP Finish.cpp" : \
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- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
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- "..\screenids.h"\
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- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
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- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
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- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
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- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
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- "..\Strategic\Merc Contract.h"\
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- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
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- "..\Strategic\Strategic Status.h"\
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- "..\tactical\dialogue control.h"\
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- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
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- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
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- ".\history.h"\
- ".\IMP AboutUs.h"\
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- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
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- ".\IMP Personality Entrance.h"\
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- ".\IMP Text System.h"\
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- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
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- ".\mercs account.h"\
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- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\IMP HomePage.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
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- "..\standard gaming platform\ja2 libs.h"\
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- "..\Standard Gaming Platform\soundman.h"\
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- "..\TileEngine\render dirty.h"\
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- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
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- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
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-".\IMP MainPage.cpp" : \
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- "..\local.h"\
- "..\MessageBoxScreen.h"\
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- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
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- "..\Standard Gaming Platform\himage.h"\
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- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
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- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
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- "..\Standard Gaming Platform\TopicOps.h"\
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- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
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- "..\Tactical\Soldier Profile.h"\
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- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
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- "..\utils\merctextbox.h"\
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- ".\aimfacialindex.h"\
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- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
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- ".\CharProfile.h"\
- ".\email.h"\
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- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
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- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
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- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
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- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\IMP Personality Entrance.cpp" : \
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- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
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- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
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- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
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- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
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- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
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- "..\strategic\questtext.h"\
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- "..\TileEngine\environment.h"\
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- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
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- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
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- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
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- ".\IMP Finish.h"\
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- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
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- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
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- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\IMP Personality Finish.cpp" : \
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- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
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- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
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- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
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- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
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- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
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-".\IMP Personality Quiz.cpp" : \
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-
-
-".\IMP Portraits.cpp" : \
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- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
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- "..\Standard Gaming Platform\FileMan.h"\
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- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
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- "..\TileEngine\render dirty.h"\
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- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
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- ".\insurance Comments.h"\
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- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\IMP Text System.cpp" : \
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- "..\Standard Gaming Platform\container.h"\
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- "..\Standard Gaming Platform\DbMan.h"\
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- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
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- "..\standard gaming platform\ja2 libs.h"\
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- "..\Standard Gaming Platform\TopicOps.h"\
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- "..\Standard Gaming Platform\vsurface.h"\
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- "..\Strategic\Map Screen Interface Bottom.h"\
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- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
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- ".\BobbyRMailOrder.h"\
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- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
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- ".\IMP Confirm.h"\
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- ".\IMP Personality Entrance.h"\
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- ".\insurance Comments.h"\
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- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\IMP Voices.cpp" : \
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- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
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- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
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-
-
-".\insurance Comments.cpp" : \
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- ".\speck quotes.h"\
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-
-
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- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\insurance Info.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
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- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
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- "..\Standard Gaming Platform\vobject.h"\
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- "..\Standard Gaming Platform\vsurface.h"\
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- "..\strategic\questtext.h"\
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- "..\Tactical\Soldier Profile.h"\
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- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
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- "..\utils\encrypted file.h"\
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- "..\Utils\Event Pump.h"\
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- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
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- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
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- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
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- ".\aimsort.h"\
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- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
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- ".\IMP Finish.h"\
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- ".\IMP MainPage.h"\
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- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
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- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\insurance.cpp : \
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- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
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- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
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- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
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- "..\utils\encrypted file.h"\
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- "..\utils\merctextbox.h"\
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- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
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- "..\Utils\Timer Control.h"\
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- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
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- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\laptop.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\helpscreen.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\Interface.h"\
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- "..\Tactical\Overhead.h"\
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- "..\Tactical\Soldier Add.h"\
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- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\cursors.h"\
- "..\utils\encrypted file.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRShipments.h"\
- ".\BobbyRUsed.h"\
- ".\BrokenLink.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\mercs Account.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
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- "..\Tactical\Overhead.h"\
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- "..\Tactical\Soldier Profile.h"\
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- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
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- "..\utils\encrypted file.h"\
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- "..\Utils\Event Pump.h"\
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- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
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- "..\Utils\Sound Control.h"\
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- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
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- ".\aimlinks.h"\
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- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
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- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
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- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
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- ".\insurance Comments.h"\
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- ".\insurance Info.h"\
- ".\Insurance Text.h"\
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- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\mercs Files.cpp" : \
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- "..\cheats.h"\
- "..\gameloop.h"\
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- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
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- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
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- "..\Standard Gaming Platform\himage.h"\
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- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
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- "..\Standard Gaming Platform\MemMan.h"\
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- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
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- "..\Standard Gaming Platform\TopicOps.h"\
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- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
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- "..\strategic\questtext.h"\
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- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
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- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
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- "..\Utils\Event Pump.h"\
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- "..\utils\merctextbox.h"\
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- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
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- "..\Utils\Timer Control.h"\
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- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
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- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
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- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\mercs No Account.cpp" : \
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- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
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- "..\Strategic\Merc Contract.h"\
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- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
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- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
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- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
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- "..\Tactical\Handle UI.h"\
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- "..\Tactical\Overhead.h"\
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- "..\Tactical\Soldier Add.h"\
- "..\Tactical\Soldier Control.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
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- "..\TileEngine\worlddef.h"\
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- "..\Utils\Event Manager.h"\
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- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
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- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
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- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
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- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\mercs.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\SaveLoadGame.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\standard gaming platform\ja2 libs.h"\
- "..\Standard Gaming Platform\LibraryDataBase.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Strategic\Assignments.h"\
- "..\Strategic\Campaign Types.h"\
- "..\Strategic\Game Clock.h"\
- "..\Strategic\Game Event Hook.h"\
- "..\Strategic\Game Init.h"\
- "..\Strategic\Map Screen Interface Bottom.h"\
- "..\Strategic\Map Screen Interface Map.h"\
- "..\Strategic\Map Screen Interface.h"\
- "..\Strategic\mapscreen.h"\
- "..\Strategic\Merc Contract.h"\
- "..\Strategic\Quests.h"\
- "..\strategic\questtext.h"\
- "..\Strategic\Strategic Merc Handler.h"\
- "..\Strategic\Strategic Mines.h"\
- "..\Strategic\Strategic Movement.h"\
- "..\Strategic\Strategic Status.h"\
- "..\Strategic\strategic.h"\
- "..\Strategic\strategicmap.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
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- "..\Tactical\Interface.h"\
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- "..\Tactical\Items.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
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- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
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- "..\utils\encrypted file.h"\
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- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\aim.h"\
- ".\aimarchives.h"\
- ".\aimfacialindex.h"\
- ".\aimhistory.h"\
- ".\aimlinks.h"\
- ".\AimMembers.h"\
- ".\aimpolicies.h"\
- ".\aimsort.h"\
- ".\bobbyr.h"\
- ".\BobbyRAmmo.h"\
- ".\BobbyRArmour.h"\
- ".\BobbyRGuns.h"\
- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
- ".\email.h"\
- ".\files.h"\
- ".\finances.h"\
- ".\florist Cards.h"\
- ".\florist Gallery.h"\
- ".\florist Order Form.h"\
- ".\florist.h"\
- ".\funeral.h"\
- ".\history.h"\
- ".\IMP AboutUs.h"\
- ".\IMP Attribute Entrance.h"\
- ".\IMP Attribute Finish.h"\
- ".\IMP Attribute Selection.h"\
- ".\IMP Begin Screen.h"\
- ".\IMP Compile Character.h"\
- ".\IMP Confirm.h"\
- ".\IMP Finish.h"\
- ".\IMP HomePage.h"\
- ".\IMP MainPage.h"\
- ".\IMP Personality Entrance.h"\
- ".\IMP Personality Finish.h"\
- ".\IMP Personality Quiz.h"\
- ".\IMP Portraits.h"\
- ".\IMP Text System.h"\
- ".\IMP Voices.h"\
- ".\IMPVideoObjects.h"\
- ".\insurance Comments.h"\
- ".\insurance Contract.h"\
- ".\insurance Info.h"\
- ".\Insurance Text.h"\
- ".\insurance.h"\
- ".\Laptop All.h"\
- ".\laptop.h"\
- ".\LaptopSave.h"\
- ".\mercs account.h"\
- ".\mercs files.h"\
- ".\mercs no account.h"\
- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-.\personnel.cpp : \
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- ".\insurance Contract.h"\
- ".\insurance Info.h"\
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- ".\Laptop All.h"\
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- ".\mercs no account.h"\
- ".\mercs.h"\
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- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
-
-
-".\Store Inventory.cpp" : \
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- "..\cheats.h"\
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- "..\TileEngine\render dirty.h"\
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- ".\BobbyRArmour.h"\
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- ".\BobbyRMailOrder.h"\
- ".\BobbyRMisc.h"\
- ".\BobbyRUsed.h"\
- ".\CharProfile.h"\
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- ".\files.h"\
- ".\finances.h"\
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- ".\florist Gallery.h"\
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- ".\IMP Personality Entrance.h"\
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- ".\insurance Comments.h"\
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- ".\mercs.h"\
- ".\personnel.h"\
- ".\sirtech.h"\
- ".\speck quotes.h"\
- ".\Store Inventory.h"\
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diff --git a/Laptop/Laptop.dsp b/Laptop/Laptop.dsp
deleted file mode 100644
index 21cd0586..00000000
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+++ /dev/null
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diff --git a/Laptop/Laptop.mak b/Laptop/Laptop.mak
deleted file mode 100644
index 9c821a58..00000000
--- a/Laptop/Laptop.mak
+++ /dev/null
@@ -1,2540 +0,0 @@
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-!IF "$(CFG)" == ""
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-!MESSAGE No configuration specified. Defaulting to Laptop - Win32 Demo Bounds Checker.
-!ENDIF
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-!IF "$(CFG)" != "Laptop - Win32 Release" && "$(CFG)" != "Laptop - Win32 Debug" && "$(CFG)" != "Laptop - Win32 Release with Debug Info" && "$(CFG)" != "Laptop - Win32 Bounds Checker" && "$(CFG)" != "Laptop - Win32 Debug Demo" && "$(CFG)" != "Laptop - Win32 Release Demo" && "$(CFG)" != "Laptop - Win32 Demo Release with Debug Info" && "$(CFG)" != "Laptop - Win32 Demo Bounds Checker"
-!MESSAGE Invalid configuration "$(CFG)" specified.
-!MESSAGE You can specify a configuration when running NMAKE
-!MESSAGE by defining the macro CFG on the command line. For example:
-!MESSAGE
-!MESSAGE NMAKE /f "Laptop.mak" CFG="Laptop - Win32 Demo Bounds Checker"
-!MESSAGE
-!MESSAGE Possible choices for configuration are:
-!MESSAGE
-!MESSAGE "Laptop - Win32 Release" (based on "Win32 (x86) Static Library")
-!MESSAGE "Laptop - Win32 Debug" (based on "Win32 (x86) Static Library")
-!MESSAGE "Laptop - Win32 Release with Debug Info" (based on "Win32 (x86) Static Library")
-!MESSAGE "Laptop - Win32 Bounds Checker" (based on "Win32 (x86) Static Library")
-!MESSAGE "Laptop - Win32 Debug Demo" (based on "Win32 (x86) Static Library")
-!MESSAGE "Laptop - Win32 Release Demo" (based on "Win32 (x86) Static Library")
-!MESSAGE "Laptop - Win32 Demo Release with Debug Info" (based on "Win32 (x86) Static Library")
-!MESSAGE "Laptop - Win32 Demo Bounds Checker" (based on "Win32 (x86) Static Library")
-!MESSAGE
-!ERROR An invalid configuration is specified.
-!ENDIF
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-!IF "$(OS)" == "Windows_NT"
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-NULL=nul
-!ENDIF
-
-CPP=cl.exe
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diff --git a/Laptop/Laptop.vcproj b/Laptop/Laptop.vcproj
deleted file mode 100644
index fae00d20..00000000
--- a/Laptop/Laptop.vcproj
+++ /dev/null
@@ -1,4805 +0,0 @@
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diff --git a/Laptop/Laptop_2005Express.vcproj b/Laptop/Laptop_2005Express.vcproj
index dd23eeaf..db989d7d 100644
--- a/Laptop/Laptop_2005Express.vcproj
+++ b/Laptop/Laptop_2005Express.vcproj
@@ -267,6 +267,68 @@
Name="VCPostBuildEventTool"
/>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Laptop/Laptop_VS2008.vcproj b/Laptop/Laptop_VS2008.vcproj
index 21a5e84a..7451ae38 100644
--- a/Laptop/Laptop_VS2008.vcproj
+++ b/Laptop/Laptop_VS2008.vcproj
@@ -268,6 +268,70 @@
Name="VCPostBuildEventTool"
/>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Laptop/PostalService.cpp b/Laptop/PostalService.cpp
index 0303185f..c6952b8a 100644
--- a/Laptop/PostalService.cpp
+++ b/Laptop/PostalService.cpp
@@ -241,7 +241,7 @@ BOOLEAN CPostalService::DeliverShipment(UINT16 usShipmentID)
static UINT8 ubShipmentsSinceNoBribes = 0;
BOOLEAN fPablosStoleLastItem = FALSE;
UINT32 uiStolenCount = 0;
- INT16 sMapPos;
+ UINT32 sMapPos;
BOOLEAN fPablosStoleSomething = FALSE;
if( usShipmentID > _UsedShipmentIDList.size() ||
@@ -878,7 +878,7 @@ BOOLEAN CPostalService::SaveShipmentListToSaveGameFile(HWFILE hFile)
return TRUE;
}
-UINT16 CPostalService::AddDestination(UINT32 uiIndex, UINT8 ubMapX, UINT8 ubMapY, UINT8 ubMapZ, INT16 sGridNo, STR16 pszName)
+UINT16 CPostalService::AddDestination(UINT32 uiIndex, UINT8 ubMapX, UINT8 ubMapY, UINT8 ubMapZ, UINT32 sGridNo, STR16 pszName)
{
UINT16 usNewID=1;
// We need to find an ID first
diff --git a/Laptop/PostalService.h b/Laptop/PostalService.h
index 5e09dc28..7ada5bdd 100644
--- a/Laptop/PostalService.h
+++ b/Laptop/PostalService.h
@@ -35,8 +35,8 @@ typedef struct
UINT32 uiIndex; // uiIndex is used as an ID number in external game data
UINT8 ubMapY;
UINT8 ubMapX;
- UINT8 ubMapZ;
- INT16 sGridNo;
+ UINT8 ubMapZ;
+ UINT32 sGridNo;
wstring wstrName;
} DestinationStruct;
@@ -218,11 +218,11 @@ public:
// Destination management
- UINT16 AddDestination(UINT32 uiIndex, UINT8 ubMapX, UINT8 ubMapY, UINT8 ubMapZ, INT16 sGridNo, STR16 pszName );
+ UINT16 AddDestination(UINT32 uiIndex, UINT8 ubMapX, UINT8 ubMapY, UINT8 ubMapZ, UINT32 sGridNo, STR16 pszName );
UINT16 RemoveDestination(UINT16 usDestinationID);
RefToDestinationStruct GetDestination(UINT16 usDestinationID) const;
RefToDestinationList LookupDestinationList(void) const;
-
+
// WANNE:
BOOLEAN IsSectorAShipmentSector(UINT8 ubMapX, UINT8 ubMapY, UINT8 ubMapZ);
diff --git a/Laptop/XML_ShippingDestinations.cpp b/Laptop/XML_ShippingDestinations.cpp
index 2cfafafd..70b4294a 100644
--- a/Laptop/XML_ShippingDestinations.cpp
+++ b/Laptop/XML_ShippingDestinations.cpp
@@ -19,7 +19,7 @@ typedef struct
UINT8 ubMapX;
UINT8 ubMapZ;
UINT32 uiIndex;
- INT16 sGridNo;
+ UINT32 sGridNo;
CHAR16 szName[MAX_DEST_NAME_LENGTH+1];
} DestinationReadInStruct;
diff --git a/Laptop/laptop.cpp b/Laptop/laptop.cpp
index 28a94d7c..a376e84b 100644
--- a/Laptop/laptop.cpp
+++ b/Laptop/laptop.cpp
@@ -84,6 +84,8 @@
#include "Arms Dealer Init.h"
#endif
+#include "connect.h"
+
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
@@ -996,7 +998,10 @@ INT32 EnterLaptop()
gfShowBookmarks=FALSE;
LoadBookmark( );
- SetBookMark(AIM_BOOKMARK);
+
+ if (!is_networked)
+ SetBookMark(AIM_BOOKMARK);
+
LoadLoadPending( );
DrawDeskTopBackground( );
diff --git a/Laptop/personnel.cpp b/Laptop/personnel.cpp
index 7b4554f1..bf00e112 100644
--- a/Laptop/personnel.cpp
+++ b/Laptop/personnel.cpp
@@ -34,6 +34,7 @@
#endif
#include "Soldier Macros.h"
+#include "InterfaceItemImages.h"
// WDS - make number of mercenaries, etc. be configurable
#define MAX_MERCS_ON_SCREEN 20
@@ -2190,7 +2191,8 @@ void RenderInventoryForCharacter( INT32 iId, INT32 iSlot )
pItem = &Item[ sIndex ];
GetVideoObject( &hHandle, GetInterfaceGraphicForItem( pItem ) );
- pTrav = &(hHandle->pETRLEObject[ pItem->ubGraphicNum ] );
+ UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : pItem->ubGraphicNum;
+ pTrav = &(hHandle->pETRLEObject[ usGraphicNum ] );
usHeight = (UINT32)pTrav->usHeight;
usWidth = (UINT32)pTrav->usWidth;
@@ -2199,10 +2201,10 @@ void RenderInventoryForCharacter( INT32 iId, INT32 iSlot )
sCenY = PosY + ( abs( 22 - usHeight ) / 2 ) - pTrav->sOffsetY;
// shadow
- if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX-2, sCenY+2);
+ if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX-2, sCenY+2);
//blt the item
- BltVideoObjectOutlineFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX, sCenY, 0, FALSE );
+ BltVideoObjectOutlineFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX, sCenY, 0, FALSE );
SetFont( FONT10ARIAL );
SetFontForeground( FONT_WHITE );
diff --git a/MPConnectScreen.cpp b/MPConnectScreen.cpp
index 93960113..f344ba71 100644
--- a/MPConnectScreen.cpp
+++ b/MPConnectScreen.cpp
@@ -244,6 +244,7 @@ BOOLEAN EnterMPCScreen()
{
FilenameForBPP("INTERFACE\\MPConnect_1024x768.sti",VObjectDesc.ImageFile);
}
+
CHECKF(AddVideoObject(&VObjectDesc, &guiMPCMainBackGroundImage ));
diff --git a/MPHostScreen.cpp b/MPHostScreen.cpp
index 1b23c1f7..19b4d8d1 100644
--- a/MPHostScreen.cpp
+++ b/MPHostScreen.cpp
@@ -33,7 +33,7 @@
#include "VFS/vfs.h"
#include "VFS/vfs_init.h"
#include "VFS/PropertyContainer.h"
-#include "VFS/iteratedir.h"
+#include "VFS/os_functions.h"
#include "MPJoinScreen.h"
#include "MainMenuScreen.h"
#include "Init.h"
@@ -407,70 +407,70 @@ void SaveMPSettings()
WritePrivateProfileStringW( L"Ja2_mp Settings",L"DIFFICULT_LEVEL", tmpDiffStr, L"..\\Ja2_mp.ini" );
#else
CPropertyContainer props;
- props.InitFromIniFile("Ja2_mp.ini");
+ props.initFromIniFile("Ja2_mp.ini");
- props.SetStringProperty(L"Ja2_mp Settings",L"SERVER_NAME", gzServerNameField);
- props.SetStringProperty(L"Ja2_mp Settings",L"MAX_CLIENTS", gzMaxPlayersField);
- props.SetStringProperty(L"Ja2_mp Settings",L"MAX_MERCS", gzSquadSizeField);
- props.SetStringProperty(L"Ja2_mp Settings",L"STARTING_BALANCE", gzStartingBalanceField);
- props.SetStringProperty(L"Ja2_mp Settings",L"DAMAGE_MULTIPLIER", gzDmgMultiplierField);
- props.SetStringProperty(L"Ja2_mp Settings",L"TIMED_TURN_SECS_PER_TICK", gzTimerField);
- props.SetStringProperty(L"Ja2_mp Settings",L"FILE_TRANSFER_DIRECTORY", gzFileTransferDirectory);
- props.SetStringProperty(L"Ja2_mp Settings",L"KIT_BAG", gzKitBag);
+ props.setStringProperty(L"Ja2_mp Settings",L"SERVER_NAME", gzServerNameField);
+ props.setStringProperty(L"Ja2_mp Settings",L"MAX_CLIENTS", gzMaxPlayersField);
+ props.setStringProperty(L"Ja2_mp Settings",L"MAX_MERCS", gzSquadSizeField);
+ props.setStringProperty(L"Ja2_mp Settings",L"STARTING_BALANCE", gzStartingBalanceField);
+ props.setStringProperty(L"Ja2_mp Settings",L"DAMAGE_MULTIPLIER", gzDmgMultiplierField);
+ props.setStringProperty(L"Ja2_mp Settings",L"TIMED_TURN_SECS_PER_TICK", gzTimerField);
+ props.setStringProperty(L"Ja2_mp Settings",L"FILE_TRANSFER_DIRECTORY", gzFileTransferDirectory);
+ props.setStringProperty(L"Ja2_mp Settings",L"KIT_BAG", gzKitBag);
guiMPHGameType = GetMPHGameTypeButtonSetting();
CHAR16 tmpGTStr[2];
_itow(guiMPHGameType,tmpGTStr,10);
- props.SetStringProperty(L"Ja2_mp Settings",L"GAME_MODE", tmpGTStr);
+ props.setStringProperty(L"Ja2_mp Settings",L"GAME_MODE", tmpGTStr);
CHAR16 tmpTimeStr[6];
swprintf(tmpTimeStr,L"%i.%i",giMPHTimeHours,giMPHTimeMins);
- props.SetStringProperty(L"Ja2_mp Settings",L"TIME", tmpTimeStr);
+ props.setStringProperty(L"Ja2_mp Settings",L"TIME", tmpTimeStr);
CHAR16 tmpVal[2];
giMPHOverrideMaxAI = ( ButtonList[ guiMPHOverrideMaxAIToggle ]->uiFlags & BUTTON_CLICKED_ON ? 1 : 0 );
_itow(giMPHOverrideMaxAI,tmpVal,10);
- props.SetStringProperty(L"Ja2_mp Settings",L"OVERRIDE_MAX_AI", tmpVal);
+ props.setStringProperty(L"Ja2_mp Settings",L"OVERRIDE_MAX_AI", tmpVal);
giMPHRandomMercs = ( ButtonList[ guiMPHRandomMercsToggle ]->uiFlags & BUTTON_CLICKED_ON ? 1 : 0 );
_itow(giMPHRandomMercs,tmpVal,10);
- props.SetStringProperty(L"Ja2_mp Settings",L"RANDOM_MERCS", tmpVal);
+ props.setStringProperty(L"Ja2_mp Settings",L"RANDOM_MERCS", tmpVal);
giMPHSameMercs = ( ButtonList[ guiMPHSameMercToggle ]->uiFlags & BUTTON_CLICKED_ON ? 1 : 0 );
_itow(giMPHSameMercs,tmpVal,10);
- props.SetStringProperty(L"Ja2_mp Settings",L"SAME_MERC", tmpVal);
+ props.setStringProperty(L"Ja2_mp Settings",L"SAME_MERC", tmpVal);
giMPHBobbyRays = ( ButtonList[ guiMPHBobbyRayToggle ]->uiFlags & BUTTON_CLICKED_ON ? 0 : 1 ); // This setting is reversed
_itow(giMPHBobbyRays,tmpVal,10);
- props.SetStringProperty(L"Ja2_mp Settings",L"DISABLE_BOBBY_RAYS", tmpVal);
+ props.setStringProperty(L"Ja2_mp Settings",L"DISABLE_BOBBY_RAYS", tmpVal);
giMPHReportMercs = ( ButtonList[ guiMPHReportMercToggle ]->uiFlags & BUTTON_CLICKED_ON ? 1 : 0 );
_itow(giMPHReportMercs,tmpVal,10);
- props.SetStringProperty(L"Ja2_mp Settings",L"REPORT_NAME", tmpVal);
+ props.setStringProperty(L"Ja2_mp Settings",L"REPORT_NAME", tmpVal);
giMPHRandomSpawn = ( ButtonList[ guiMPHRandomSpawnToggle ]->uiFlags & BUTTON_CLICKED_ON ? 1 : 0 );
_itow(giMPHRandomSpawn,tmpVal,10);
- props.SetStringProperty(L"Ja2_mp Settings",L"RANDOM_EDGES", tmpVal);
+ props.setStringProperty(L"Ja2_mp Settings",L"RANDOM_EDGES", tmpVal);
giMPHEnableCivilians = ( ButtonList[ guiMPHCivsToggle ]->uiFlags & BUTTON_CLICKED_ON ? 1 : 0 );
_itow(giMPHEnableCivilians,tmpVal,10);
- props.SetStringProperty(L"Ja2_mp Settings",L"CIV_ENABLED", tmpVal);
+ props.setStringProperty(L"Ja2_mp Settings",L"CIV_ENABLED", tmpVal);
giMPHUseNIV = ( ButtonList[ guiMPHUseNIVToggle ]->uiFlags & BUTTON_CLICKED_ON ? 1 : 0 );
_itow(giMPHUseNIV,tmpVal,10);
- props.SetStringProperty(L"Ja2_mp Settings",L"ALLOW_CUSTOM_NIV", tmpVal);
+ props.setStringProperty(L"Ja2_mp Settings",L"ALLOW_CUSTOM_NIV", tmpVal);
giMPHSendFiles = ( ButtonList[ guiMPHSendFiles ]->uiFlags & BUTTON_CLICKED_ON ? 1 : 0 );
_itow(giMPHSendFiles,tmpVal,10);
- props.SetStringProperty(L"Ja2_mp Settings",L"SYNC_CLIENTS_MP_DIR", tmpVal);
+ props.setStringProperty(L"Ja2_mp Settings",L"SYNC_CLIENTS_MP_DIR", tmpVal);
guiMPHDifficultLevel = GetMPHCurrentDifficultyButtonSetting();
CHAR16 tmpDiffStr[2];
_itow(guiMPHDifficultLevel,tmpDiffStr,10);
- props.SetStringProperty(L"Ja2_mp Settings",L"DIFFICULT_LEVEL", tmpDiffStr);
- props.WriteToIniFile(L"Ja2_mp.ini",true); // This writes to the Profiles/UserProfile/ja2_mp.ini
+ props.setStringProperty(L"Ja2_mp Settings",L"DIFFICULT_LEVEL", tmpDiffStr);
+ props.writeToIniFile(L"Ja2_mp.ini",true); // This writes to the Profiles/UserProfile/ja2_mp.ini
#endif
@@ -499,7 +499,7 @@ bool ValidateMPSettings()
// Verify the Squad Size
Get16BitStringFromField( 2, gzSquadSizeField, 2 );
UINT8 squadSize = _wtoi(gzSquadSizeField);
- if (squadSize < 1 || squadSize > 5)
+ if (squadSize < 1 || squadSize > 6)
{
DoMPHMessageBox( MSG_BOX_BASIC_STYLE, gzMPHScreenText[MPH_SQUADSIZE_INVALID], MP_HOST_SCREEN, MSG_BOX_FLAG_OK, NULL );
return false;
@@ -602,7 +602,7 @@ bool ValidateMPSettings()
Get16BitStringFromField( 6, gzTimerField, 6 );
UINT32 iTimer = _wtoi(gzTimerField);
- if (iTimer < 1 || iTimer > 200)
+ if (iTimer < 0 || iTimer > 200)
{
DoMPHMessageBox( MSG_BOX_BASIC_STYLE, gzMPHScreenText[MPH_TIMER_INVALID], MP_HOST_SCREEN, MSG_BOX_FLAG_OK, NULL );
return false;
@@ -618,7 +618,7 @@ bool ValidateMPSettings()
#ifdef USE_VFS
vfs::Path sUserDir(gzFileTransferDirectory);
- if(!os::CreateRealDirecory(sUserDir,true))
+ if(!os::createRealDirectory(sUserDir,true))
{
DoMPHMessageBox( MSG_BOX_BASIC_STYLE, gzMPHScreenText[MPH_FILE_TRANSFER_DIR_NOT_EXIST], MP_HOST_SCREEN, MSG_BOX_FLAG_OK, NULL );
return false;
@@ -677,28 +677,28 @@ UINT32 MPHostScreenInit( void )
#else
// read settings from JA2_mp.ini
CPropertyContainer props;
- props.InitFromIniFile("Ja2_mp.ini");
- props.GetStringProperty( L"Ja2_mp Settings", L"SERVER_NAME", gzServerNameField, 30, L"Server Name");
- props.GetStringProperty( L"Ja2_mp Settings", L"MAX_CLIENTS", gzMaxPlayersField, 4, L"4");
- props.GetStringProperty( L"Ja2_mp Settings", L"MAX_MERCS", gzSquadSizeField, 5, L"5");
- props.GetStringProperty( L"Ja2_mp Settings", L"STARTING_BALANCE", gzStartingBalanceField, 10, L"25000");
- props.GetStringProperty( L"Ja2_mp Settings", L"DAMAGE_MULTIPLIER", gzDmgMultiplierField, 5, L"0.7");
- props.GetStringProperty( L"Ja2_mp Settings", L"TIMED_TURN_SECS_PER_TICK", gzTimerField, 5, L"25");
- props.GetStringProperty( L"Ja2_mp Settings", L"FILE_TRANSFER_DIRECTORY", gzFileTransferDirectory, 100, L"MULTIPLAYER/Servers/My Server");
- props.GetStringProperty( L"Ja2_mp Settings", L"KIT_BAG", gzKitBag, 100, L"[201,214,243]");
- props.GetStringProperty(L"Ja2_mp Settings", L"TIME", &szTime[0], 6, L"13.50");
+ props.initFromIniFile("Ja2_mp.ini");
+ props.getStringProperty( L"Ja2_mp Settings", L"SERVER_NAME", gzServerNameField, 30, L"Server Name");
+ props.getStringProperty( L"Ja2_mp Settings", L"MAX_CLIENTS", gzMaxPlayersField, 4, L"4");
+ props.getStringProperty( L"Ja2_mp Settings", L"MAX_MERCS", gzSquadSizeField, 5, L"5");
+ props.getStringProperty( L"Ja2_mp Settings", L"STARTING_BALANCE", gzStartingBalanceField, 10, L"25000");
+ props.getStringProperty( L"Ja2_mp Settings", L"DAMAGE_MULTIPLIER", gzDmgMultiplierField, 5, L"0.7");
+ props.getStringProperty( L"Ja2_mp Settings", L"TIMED_TURN_SECS_PER_TICK", gzTimerField, 5, L"25");
+ props.getStringProperty( L"Ja2_mp Settings", L"FILE_TRANSFER_DIRECTORY", gzFileTransferDirectory, 100, L"MULTIPLAYER/Servers/My Server");
+ props.getStringProperty( L"Ja2_mp Settings", L"KIT_BAG", gzKitBag, 100, L"[201,214,243]");
+ props.getStringProperty(L"Ja2_mp Settings", L"TIME", &szTime[0], 6, L"13.50");
- giMPHOverrideMaxAI = props.GetIntProperty( L"Ja2_mp Settings",L"OVERRIDE_MAX_AI", 0);
- giMPHRandomMercs = props.GetIntProperty( L"Ja2_mp Settings",L"RANDOM_MERCS", 0);
- giMPHSameMercs = props.GetIntProperty( L"Ja2_mp Settings",L"SAME_MERC", 1);
- giMPHReportMercs = props.GetIntProperty( L"Ja2_mp Settings",L"REPORT_NAME", 1);
- giMPHBobbyRays = props.GetIntProperty( L"Ja2_mp Settings",L"DISABLE_BOBBY_RAYS", 0);
- giMPHRandomSpawn = props.GetIntProperty( L"Ja2_mp Settings",L"RANDOM_EDGES", 0);
- giMPHEnableCivilians = props.GetIntProperty( L"Ja2_mp Settings",L"CIV_ENABLED", 0);
- giMPHUseNIV = props.GetIntProperty( L"Ja2_mp Settings",L"ALLOW_CUSTOM_NIV", 0);
- giMPHSendFiles = props.GetIntProperty( L"Ja2_mp Settings",L"SYNC_CLIENTS_MP_DIR", 1);
- guiMPHGameType = (UINT8)props.GetIntProperty( L"Ja2_mp Settings",L"GAME_MODE", MP_TYPE_DEATHMATCH);
- guiMPHDifficultLevel = (UINT8)props.GetIntProperty( L"Ja2_mp Settings",L"DIFFICULT_LEVEL", 3); // Expert
+ giMPHOverrideMaxAI = (INT32)props.getIntProperty( L"Ja2_mp Settings",L"OVERRIDE_MAX_AI", 0);
+ giMPHRandomMercs = (INT32)props.getIntProperty( L"Ja2_mp Settings",L"RANDOM_MERCS", 0);
+ giMPHSameMercs = (INT32)props.getIntProperty( L"Ja2_mp Settings",L"SAME_MERC", 1);
+ giMPHReportMercs = (INT32)props.getIntProperty( L"Ja2_mp Settings",L"REPORT_NAME", 1);
+ giMPHBobbyRays = (INT32)props.getIntProperty( L"Ja2_mp Settings",L"DISABLE_BOBBY_RAYS", 0);
+ giMPHRandomSpawn = (INT32)props.getIntProperty( L"Ja2_mp Settings",L"RANDOM_EDGES", 0);
+ giMPHEnableCivilians = (INT32)props.getIntProperty( L"Ja2_mp Settings",L"CIV_ENABLED", 0);
+ giMPHUseNIV = (INT32)props.getIntProperty( L"Ja2_mp Settings",L"ALLOW_CUSTOM_NIV", 0);
+ giMPHSendFiles = (INT32)props.getIntProperty( L"Ja2_mp Settings",L"SYNC_CLIENTS_MP_DIR", 1);
+ guiMPHGameType = (UINT8)props.getIntProperty( L"Ja2_mp Settings",L"GAME_MODE", MP_TYPE_DEATHMATCH);
+ guiMPHDifficultLevel = (UINT8)props.getIntProperty( L"Ja2_mp Settings",L"DIFFICULT_LEVEL", 3); // Expert
#endif
wchar_t* tok;
@@ -1330,21 +1330,21 @@ void GetMPHScreenUserInput()
SaveMPSettings(); // Update Profiles/UserProfile/ja2_mp.ini
#ifdef USE_VFS
// "gzFileTransferDirectory" is the new multiplayer profile root
- vfs::CProfileStack *PS = GetVFS()->GetProfileStack();
+ vfs::CProfileStack *PS = getVFS()->getProfileStack();
// remove Multiplayer profile if it exists
- vfs::CVirtualProfile *pProf = PS->GetProfile("_MULTIPLAYER");
- if( pProf && (pProf == PS->TopProfile()) )
+ vfs::CVirtualProfile *pProf = PS->getProfile("_MULTIPLAYER");
+ if( pProf && (pProf == PS->topProfile()) )
{
- THROWIFFALSE(PS->PopProfile(), "Could not remove old \"_MULTIPLAYER\" profile");
+ THROWIFFALSE(PS->popProfile(), "Could not remove old \"_MULTIPLAYER\" profile");
// careful, pProf is not valid anymore
}
// create and initialize a new Multiplayer profile
pProf = new vfs::CVirtualProfile("_MULTIPLAYER",true);
- PS->PushProfile(pProf);
- if(!InitWriteProfile(*pProf, vfs::Path(gzFileTransferDirectory)))
+ PS->pushProfile(pProf);
+ if(!initWriteProfile(*pProf, vfs::Path(gzFileTransferDirectory)))
{
- THROWIFFALSE(PS->PopProfile(), L"Could not remove \"_MULTIPLAYER\" profile");
+ THROWIFFALSE(PS->popProfile(), L"Could not remove \"_MULTIPLAYER\" profile");
THROWEXCEPTION(L"Directory exists, but Multiplayer profile could not be iniitalized");
}
#endif
@@ -1376,21 +1376,21 @@ void BtnMPHStartCallback(GUI_BUTTON *btn,INT32 reason)
SaveMPSettings(); // Update the Profiles/UserProfile/ja2_mp.ini
#ifdef USE_VFS
// "gzFileTransferDirectory" is the new multiplayer profile root
- vfs::CProfileStack *PS = GetVFS()->GetProfileStack();
+ vfs::CProfileStack *PS = getVFS()->getProfileStack();
// remove Multiplayer profile if it exists
- vfs::CVirtualProfile *pProf = PS->GetProfile("_MULTIPLAYER");
- if( pProf && (pProf == PS->TopProfile()) )
+ vfs::CVirtualProfile *pProf = PS->getProfile("_MULTIPLAYER");
+ if( pProf && (pProf == PS->topProfile()) )
{
- THROWIFFALSE(PS->PopProfile(), "Could not remove old \"_MULTIPLAYER\" profile");
+ THROWIFFALSE(PS->popProfile(), "Could not remove old \"_MULTIPLAYER\" profile");
// careful, pProf is not valid anymore
}
// create and initialize a new Multiplayer profile
pProf = new vfs::CVirtualProfile("_MULTIPLAYER",true);
- PS->PushProfile(pProf);
- if(!InitWriteProfile(*pProf, vfs::Path(gzFileTransferDirectory)))
+ PS->pushProfile(pProf);
+ if(!initWriteProfile(*pProf, vfs::Path(gzFileTransferDirectory)))
{
- THROWIFFALSE(PS->PopProfile(), L"Could not remove \"_MULTIPLAYER\" profile");
+ THROWIFFALSE(PS->popProfile(), L"Could not remove \"_MULTIPLAYER\" profile");
THROWEXCEPTION(L"Directory exists, but Multiplayer profile could not be iniitalized");
}
#endif
diff --git a/MPJoinScreen.cpp b/MPJoinScreen.cpp
index 1149f349..b0c3e859 100644
--- a/MPJoinScreen.cpp
+++ b/MPJoinScreen.cpp
@@ -34,7 +34,7 @@
#include "VFS/vfs.h"
#include "VFS/vfs_init.h"
#include "VFS/PropertyContainer.h"
-#include "VFS/iteratedir.h"
+#include "VFS/os_functions.h"
#include "Random.h"
@@ -128,39 +128,45 @@ CHAR16 gzServerPortField[ 5+1 ] = {0} ;
extern CHAR16 gzFileTransferDirectory[100];
#ifdef USE_VFS
-utf8string const& CUniqueServerId::GetServerId(vfs::Path dir, CPropertyContainer* props)
+
+void CUniqueServerId::uniqueRandomString(utf8string& str)
+{
+ std::vector _rand(30,0);
+ int pos = 0;
+ for(int block = 0; block < 5; ++block)
+ {
+ for(int i=0; i<5; ++i)
+ {
+ int r = Random(36);
+ if(r < 10)
+ {
+ r += L'0';
+ }
+ else
+ {
+ r += L'A' - 10;
+ }
+ _rand[pos++] = r;
+ }
+ _rand[pos++] = L'-';
+ }
+ str.r_wcs().assign(&_rand[0],29);
+}
+
+utf8string const& CUniqueServerId::getServerId(vfs::Path dir, CPropertyContainer* props)
{
if(!props)
{
return _id;
}
- utf8string key = L"\"" + dir().c_wcs() + L"\"";
- utf8string id = props->GetStringProperty(L"SERVER",key);
+ utf8string key = L"\"" + dir.c_wcs() + L"\"";
+ utf8string id = props->getStringProperty(L"SERVER",key);
if(id.empty())
{
- std::vector _rand(30,0);
- int pos = 0;
- for(int block = 0; block < 5; ++block)
- {
- for(int i=0; i<5; ++i)
- {
- int r = Random(36);
- if(r < 10)
- {
- r += L'0';
- }
- else
- {
- r += L'A' - 10;
- }
- _rand[pos++] = r;
- }
- _rand[pos++] = L'-';
- }
- id.r_wcs().assign(&_rand[0],29);
+ uniqueRandomString(id);
}
_id = id;
- props->SetStringProperty(L"SERVER",key,_id);
+ props->setStringProperty(L"SERVER",key,_id);
return _id;
}
@@ -221,10 +227,10 @@ UINT32 MPJoinScreenInit( void )
GetPrivateProfileStringW( L"Ja2_mp Settings",L"CLIENT_NAME", L"Player Name", gzPlayerHandleField, 12 , L"..\\Ja2_mp.ini" );
#else
CPropertyContainer props;
- props.InitFromIniFile( L"Ja2_mp.ini");
- props.GetStringProperty( L"Ja2_mp Settings", L"SERVER_IP", gzServerIPField, 16, "127.0.0.1");
- props.GetStringProperty( L"Ja2_mp Settings", L"SERVER_PORT", gzServerPortField, 6, "60005");
- props.GetStringProperty( L"Ja2_mp Settings", L"CLIENT_NAME", gzPlayerHandleField, 12, L"Player Name");
+ props.initFromIniFile( L"Ja2_mp.ini");
+ props.getStringProperty( L"Ja2_mp Settings", L"SERVER_IP", gzServerIPField, 16, "127.0.0.1");
+ props.getStringProperty( L"Ja2_mp Settings", L"SERVER_PORT", gzServerPortField, 6, "60005");
+ props.getStringProperty( L"Ja2_mp Settings", L"CLIENT_NAME", gzPlayerHandleField, 12, L"Player Name");
#endif
return( 1 );
}
@@ -245,15 +251,15 @@ void SaveJoinSettings(bool ReSaving)
WritePrivateProfileStringW( L"Ja2_mp Settings",L"CLIENT_NAME", gzPlayerHandleField , L"..\\Ja2_mp.ini" );
#else
CPropertyContainer props;
- props.InitFromIniFile("Ja2_mp.ini");
+ props.initFromIniFile("Ja2_mp.ini");
- props.SetStringProperty(L"Ja2_mp Settings",L"SERVER_IP", gzServerIPField);
- props.SetStringProperty(L"Ja2_mp Settings",L"SERVER_PORT", gzServerPortField);
- props.SetStringProperty(L"Ja2_mp Settings",L"CLIENT_NAME", gzPlayerHandleField);
+ props.setStringProperty(L"Ja2_mp Settings",L"SERVER_IP", gzServerIPField);
+ props.setStringProperty(L"Ja2_mp Settings",L"SERVER_PORT", gzServerPortField);
+ props.setStringProperty(L"Ja2_mp Settings",L"CLIENT_NAME", gzPlayerHandleField);
- s_ServerId.GetServerId(vfs::Path(gzFileTransferDirectory), &props);
+ s_ServerId.getServerId(vfs::Path(gzFileTransferDirectory), &props);
- props.WriteToIniFile(L"ja2_mp.ini",true);
+ props.writeToIniFile(L"ja2_mp.ini",true);
#endif
}
@@ -339,9 +345,9 @@ bool ValidateJoinSettings(bool bSkipServerAddress, bool bSkipSyncDir)
CreateDirectoryA(syncDir, NULL);
}
#else
- if(os::CreateRealDirecory(vfs::Path(L"Multiplayer")))
+ if(os::createRealDirectory(vfs::Path(L"Multiplayer")))
{
- os::CreateRealDirecory(vfs::Path(L"Multiplayer/Servers"));
+ os::createRealDirectory(vfs::Path(L"Multiplayer/Servers"));
}
#endif
}
diff --git a/MPJoinScreen.h b/MPJoinScreen.h
index 6d656e0c..ff829119 100644
--- a/MPJoinScreen.h
+++ b/MPJoinScreen.h
@@ -10,7 +10,9 @@ class CPropertyContainer;
class CUniqueServerId
{
public:
- utf8string const& GetServerId(vfs::Path dir, CPropertyContainer* props = NULL);
+ utf8string const& getServerId(vfs::Path dir, CPropertyContainer* props = NULL);
+
+ static void uniqueRandomString(utf8string& str);
private:
utf8string _id;
};
diff --git a/MPXmlTeams.cpp b/MPXmlTeams.cpp
new file mode 100644
index 00000000..ddd184ff
--- /dev/null
+++ b/MPXmlTeams.cpp
@@ -0,0 +1,251 @@
+#include "MPXmlTeams.hpp"
+#include "sgp.h"
+#include "FileMan.h"
+#include "expat.h"
+#include "XML.h"
+#include "random.h"
+#include
+
+MultiplayerTeams mpTeams = MultiplayerTeams();
+
+// fallback data
+const int MultiplayerTeams::random_merc_teams[NUM_RANDOM_MERC_TEAMS][RANDOM_MERC_TEAM_SIZE] = {
+ { 16, 10, 19, 25, 4 , 11, 39 }, // Gus , Shadow, Spider , Raven , Vicki , Red , Meltdown
+ { 29, 36, 28, 2 , 22, 8 , 32 }, // Magic , Scope, Danny , Lynx , Hitman , Steroid , Malice
+ { 12, 5 , 20, 23, 48, 34, 17 }, // Reaper , Trevor, Cliff , Buzz , Cougar , Nails , Buns
+ { 31, 7 , 33, 35, 27, 37, 1 }, // Scully , Ivan , Dr Q , Thor , Len , Wolf , Blood
+};
+
+void MultiplayerTeams::SerializeProfiles(int* dest)
+{
+ int id;
+ int r = Random(teams.size());
+
+ // if team is already used, choose next
+ while (teamsTaken.at(r))
+ {
+ r++;
+ if (r == teams.size())
+ r = 0;
+ }
+
+ teamsTaken.at(r) = true;
+ id = r;
+
+ this->SerializeProfiles(dest, id);
+}
+
+void MultiplayerTeams::SerializeProfiles(int* dest, int teamID)
+{
+ teamID = teamID % this->teams.size();
+ for (int i = 0; i < RANDOM_MERC_TEAM_SIZE; i++)
+ {
+ // poor man's memcpy
+ *dest = teams.at(teamID).members.at(i);
+ dest++;
+ }
+ return;
+}
+
+void MultiplayerTeams::HandleServerStarted()
+{
+ // reset
+ teamsTaken = std::vector(teams.size(), false);
+}
+
+void MultiplayerTeams::UseFallbackDataIfNecessary()
+{
+ for (size_t team = 0; team < max(NUM_RANDOM_MERC_TEAMS, teams.size()); team++)
+ {
+ if (teams.size() <= team)
+ {
+ // create teams 1-4
+ teams.push_back(MPTeam());
+ }
+
+ // fill any empty merc slots
+ for (int merc = teams.at(team).members.size(); merc < RANDOM_MERC_TEAM_SIZE; merc++)
+ {
+ teams.at(team).members.push_back(MultiplayerTeams::random_merc_teams[team%NUM_RANDOM_MERC_TEAMS][merc]);
+ }
+ }
+}
+
+
+BOOLEAN MultiplayerTeams::ReadInMPTeams(STR fileName)
+{
+ BOOLEAN result = this->ReadXMLFile(fileName);
+ this->UseFallbackDataIfNecessary();
+ return result;
+}
+
+BOOLEAN MultiplayerTeams::ReadXMLFile(STR fileName)
+{
+
+ HWFILE hFile;
+ UINT32 uiBytesRead;
+ UINT32 uiFSize;
+ CHAR8 *lpcBuffer;
+
+
+ CHAR8 msg[128];
+ sprintf(msg, "Loading %s", fileName);
+ DebugMsg(TOPIC_JA2, DBG_LEVEL_3, msg);
+
+ if(!FileExists(fileName))
+ {
+ return FALSE;
+ }
+
+ // open file
+ hFile = FileOpen(fileName, FILE_ACCESS_READ, FALSE);
+ if (!hFile)
+ {
+ // this might issue an error in the caller
+ // but we can proceed, actually
+ return FALSE;
+ }
+
+ uiFSize = FileGetSize(hFile);
+ lpcBuffer = (CHAR*) MemAlloc(uiFSize);
+
+ // read in block
+ if (!FileRead(hFile, lpcBuffer, uiFSize, &uiBytesRead))
+ {
+ MemFree(lpcBuffer);
+ return FALSE;
+ }
+
+ FileClose(hFile);
+
+ XML_Parser parser = XML_ParserCreate(NULL);
+ struct teamsParseData parseData = { };
+ parseData.mpTeams = this;
+
+ XML_SetElementHandler(parser, &MultiplayerTeams::teamsStartElementHandler, &MultiplayerTeams::teamsEndElementHandler);
+ XML_SetCharacterDataHandler(parser, this->teamsCharacterDataHandler);
+ XML_SetUserData(parser, &parseData);
+
+
+ if (this->initialized)
+ this->TrashTeams();
+
+ if (!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
+ {
+ // Cannot load, but that's okay. There is fallback data.
+ MemFree(lpcBuffer);
+ XML_ParserFree(parser);
+ return FALSE;
+ }
+ else
+ this->initialized = true;
+
+
+ MemFree(lpcBuffer);
+
+ XML_ParserFree(parser);
+
+ return TRUE;
+}
+
+MultiplayerTeams::MultiplayerTeams()
+{
+ this->initialized = false;
+}
+
+MultiplayerTeams::~MultiplayerTeams()
+{
+}
+
+void MultiplayerTeams::TrashTeams()
+{
+ this->teams.clear();
+ this->initialized = false;
+}
+
+void XMLCALL MultiplayerTeams::teamsStartElementHandler(void *userData, const XML_Char *name, const XML_Char **atts)
+{
+ struct teamsParseData * pData = (struct teamsParseData *)userData;
+
+ if (pData->currentDepth <= pData->maxReadDepth)
+ {
+ if (!strcmp(name, "mp_teams") && pData->curElement == ELEMENT_NONE)
+ {
+ // root element
+ pData->curElement = ELEMENT_LIST;
+ pData->maxReadDepth++;
+ }
+ else if (!strcmp(name, "team") && pData->curElement == ELEMENT_LIST)
+ {
+ pData->curElement = ELEMENT;
+ MPTeam team = MPTeam();
+
+ if (atts[0] && !strcmp(atts[0], "name"))
+ {
+ team.name = std::string(atts[1]);
+ }
+ else
+ {
+ team.name = std::string("unnamed team");
+ }
+
+ pData->mpTeams->teams.push_back(team);
+
+ pData->maxReadDepth++;
+ }
+ else if (!strcmp(name, "id"))
+ {
+ pData->curElement = ELEMENT_PROPERTY;
+ pData->maxReadDepth++;
+ }
+
+ pData->szCharData[0] = '\0';
+ }
+
+ pData->currentDepth++;
+
+ return;
+}
+
+void XMLCALL MultiplayerTeams::teamsEndElementHandler(void *userData, const XML_Char *name)
+{
+ struct teamsParseData *pData = (struct teamsParseData *)userData;
+
+ if (pData->currentDepth <= pData->maxReadDepth)
+ {
+ if (!strcmp(name, "mp_teams"))
+ {
+ pData->curElement = ELEMENT_NONE;
+ }
+ else if (!strcmp(name, "team"))
+ {
+ pData->curElement = ELEMENT_LIST;
+ }
+ else if(!strcmp(name, "id"))
+ {
+ pData->curElement = ELEMENT;
+
+ INT8 id = atoi(pData->szCharData);
+ pData->mpTeams->teams.back().members.push_back(id);
+ }
+
+ pData->maxReadDepth--;
+ }
+
+ pData->currentDepth--;
+
+ return;
+}
+
+void XMLCALL MultiplayerTeams::teamsCharacterDataHandler(void *userData, const XML_Char *s, int len)
+{
+ struct teamsParseData *pData = (struct teamsParseData *)userData;
+
+ if ((pData->currentDepth <= pData->maxReadDepth)
+ && (strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH))
+ {
+ strncat(pData->szCharData, s, __min((unsigned int)len, MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData)));
+ }
+
+ return;
+}
diff --git a/MPXmlTeams.hpp b/MPXmlTeams.hpp
new file mode 100644
index 00000000..6255ae6a
--- /dev/null
+++ b/MPXmlTeams.hpp
@@ -0,0 +1,81 @@
+#ifndef MPXMLTEAMS_HPP
+#define MPXMLTEAMS_HPP
+
+#include "types.h"
+#include "XML.h"
+#include "expat.h"
+#include
+
+
+#define NUM_RANDOM_MERC_TEAMS 4
+#define RANDOM_MERC_TEAM_SIZE 7
+
+/* MPTeams.xml structure:
+
+ - name attribute is optional and not used anywhere yet
+
+
+
+ 42
+ 23
+ ...
+
+
+ 97
+ ...
+
+ ...
+
+*/
+
+class MultiplayerTeams
+{
+private:
+ struct MPTeam
+ {
+ std::string name;
+ std::vector members;
+ };
+
+public:
+ BOOLEAN ReadInMPTeams(STR fileName);
+ void HandleServerStarted();
+
+ MultiplayerTeams();
+ ~MultiplayerTeams();
+
+ void SerializeProfiles(int* dest);
+ void SerializeProfiles(int* dest, int teamID);
+
+
+private:
+ std::vector< MPTeam > teams;
+ std::vector teamsTaken;
+ bool initialized;
+
+ BOOLEAN ReadXMLFile(STR fileName);
+ void UseFallbackDataIfNecessary();
+ void TrashTeams();
+
+ static void XMLCALL teamsStartElementHandler(void *userData, const XML_Char *name, const XML_Char **atts);
+ static void XMLCALL teamsEndElementHandler(void *userData, const XML_Char *name);
+ static void XMLCALL teamsCharacterDataHandler(void *userData, const XML_Char *s, int len);
+
+ struct teamsParseData
+ {
+ PARSE_STAGE curElement;
+ CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1];
+
+ UINT32 currentDepth;
+ UINT32 maxReadDepth;
+
+ MultiplayerTeams *mpTeams;
+ };
+
+ static const int random_merc_teams[NUM_RANDOM_MERC_TEAMS][RANDOM_MERC_TEAM_SIZE];
+};
+
+// make global
+extern MultiplayerTeams mpTeams;
+
+#endif
diff --git a/MainMenuScreen.cpp b/MainMenuScreen.cpp
index 49c35781..e65e03fe 100644
--- a/MainMenuScreen.cpp
+++ b/MainMenuScreen.cpp
@@ -290,11 +290,11 @@ BOOLEAN InitMainMenu( )
is_networked = FALSE;
#ifdef USE_VFS
// remove Multiplayer profile if it exists
- vfs::CProfileStack *PS = GetVFS()->GetProfileStack();
- vfs::CVirtualProfile *pProf = PS->GetProfile("_MULTIPLAYER");
- if( pProf && (pProf == PS->TopProfile()) )
+ vfs::CProfileStack *PS = getVFS()->getProfileStack();
+ vfs::CVirtualProfile *pProf = PS->getProfile("_MULTIPLAYER");
+ if( pProf && (pProf == PS->topProfile()) )
{
- THROWIFFALSE(PS->PopProfile(), "Leaving Multiplayer mode : Could not remove \"_MULTIPLAYER\" profile");
+ THROWIFFALSE(PS->popProfile(), "Leaving Multiplayer mode : Could not remove \"_MULTIPLAYER\" profile");
}
#endif
@@ -443,49 +443,52 @@ void MenuButtonCallback(GUI_BUTTON *btn,INT32 reason)
if( gbHandledMainMenu == NEW_GAME )
{
- if(is_networked)
- {
- is_networked = FALSE;
- giMAXIMUM_NUMBER_OF_PLAYER_SLOTS = CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS;
- // Snap: UN-Init MP save game directory
+ giMAXIMUM_NUMBER_OF_PLAYER_SLOTS = CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS;
+ if(is_networked)
+ {
+ is_networked = FALSE;
+ // Snap: UN-Init MP save game directory
if ( !InitSaveDir() )
{
//if something didnt work, dont even know how to make error code...//hayden
}
- }
- ;
+ };
SetMainMenuExitScreen( GAME_INIT_OPTIONS_SCREEN );
}
else if (gbHandledMainMenu == NEW_MP_GAME)
{
is_networked = TRUE;
+
+ // WANNE - MP: Only reset this here, because otherwise after a MP game ends and a new starts, we would receive the files again.
+ fClientReceivedAllFiles = FALSE;
+
giMAXIMUM_NUMBER_OF_PLAYER_SLOTS = 7;
- // Snap: Re-Init MP save game directory
- if ( !InitSaveDir() )
- {
+ // Snap: Re-Init MP save game directory
+ if ( !InitSaveDir() )
+ {
- //if something didnt work, dont even know how to make error code...//hayden
- }
+ //if something didnt work, dont even know how to make error code...//hayden
+ }
SetMainMenuExitScreen( MP_JOIN_SCREEN ); // OJW - 20081129
//SetMainMenuExitScreen( GAME_INIT_OPTIONS_SCREEN );
}
else if( gbHandledMainMenu == LOAD_GAME )
{
- if(is_networked)
- {
- is_networked = FALSE;
- // Snap: UN-Init MP save game directory
+ giMAXIMUM_NUMBER_OF_PLAYER_SLOTS = CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS;
+ if(is_networked)
+ {
+ is_networked = FALSE;
+ // Snap: UN-Init MP save game directory
if ( !InitSaveDir() )
{
//if something didnt work, dont even know how to make error code...//hayden
}
- }
-
+ }
if( gfKeyState[ ALT ] )
gfLoadGameUponEntry = TRUE;
diff --git a/Multiplayer/client.cpp b/Multiplayer/client.cpp
index 52c44716..5460dbfd 100644
--- a/Multiplayer/client.cpp
+++ b/Multiplayer/client.cpp
@@ -68,6 +68,9 @@
#include "TeamTurns.h"
#include "gameloop.h"
#include "Options Screen.h"
+#include "physics.h"
+#include "Explosion Control.h"
+#include "SmokeEffects.h"
#include "MPChatScreen.h"
#endif
@@ -99,6 +102,7 @@
#include "tactical placement gui.h"
#include "prebattle interface.h"
+#include "mapscreen.h"
#include "MessageBoxScreen.h"
@@ -106,7 +110,7 @@
#include "VFS/vfs_init.h"
#include "VFS/vfs_profile.h"
#include "VFS/vfs_file_raii.h"
-#include "VFS/iteratedir.h"
+#include "VFS/os_functions.h"
#include "VFS/File/vfs_file.h"
#include "VFS/Tools/ParserTools.h"
@@ -138,7 +142,7 @@
extern CHAR16 gzFileTransferDirectory[100];
// WANNE: FILE TRANSFER
-BOOLEAN fClientReceivedAllFiles = FALSE;
+BOOLEAN fClientReceivedAllFiles;
STRING512 client_executableDir;
STRING512 client_fileTransferDirectoryPath; // the clients file transfer directory absolut path
STRING512 server_fileTransferDirectoryPath; // the server file transfer directory absolut path
@@ -153,6 +157,7 @@ STRING512 gCurrentTransferFilename;
INT32 gCurrentTransferBytes = 0;
INT32 gTotalTransferBytes = 0;
+extern BOOLEAN gfTemporaryDisablingOfLoadPendingFlag;
extern INT8 SquadMovementGroups[ ];
RakPeerInterface *client;
@@ -248,14 +253,14 @@ class ClientTransferCB : public FileListTransferCBInterface
if(!transferRules)
{
transferRules = new CTransferRules();
- transferRules->InitFromTxtFile("transfer_rules.txt");
+ transferRules->initFromTxtFile("transfer_rules.txt");
}
// Get the directory path of the file and output it to the user!
char* targetFileName = ExtractFilename(onFileStruct->fileName);
//ScreenMsg( FONT_BCOLOR_ORANGE, MSG_CHAT, MPClientMessage[58], targetFileName);
vfs::Path fileName(onFileStruct->fileName);
- utf8string::str_t const& valid_str = fileName().c_wcs();
+ utf8string::str_t const& valid_str = fileName.c_wcs();
utf8string::size_t pos = valid_str.find(L":");
if(pos != utf8string::str_t::npos)
{
@@ -269,7 +274,7 @@ class ClientTransferCB : public FileListTransferCBInterface
// potentialy malicious server -> output error
return false;
}
- if(transferRules && (transferRules->ApplyRule(valid_str) == CTransferRules::DENY))
+ if(transferRules && (transferRules->applyRule(valid_str) == CTransferRules::DENY))
{
// sent file was on our ignore list
// it may be OK that the server's list and the clients' lists diverge
@@ -282,11 +287,11 @@ class ClientTransferCB : public FileListTransferCBInterface
try
{
vfs::COpenWriteFile wfile(fileName,true,true);
- vfs::UInt32 written=0;
- wfile.file().Write(onFileStruct->fileData,onFileStruct->finalDataLength,written);
+ wfile.file().write(onFileStruct->fileData,onFileStruct->finalDataLength);
}
catch(CBasicException& ex)
{
+ logException(ex);
ScreenMsg( FONT_BCOLOR_BLUE, MSG_CHAT, L"Could not write received file '%S'", targetFileName);
//RETHROWEXCEPTION(L"Could not write received file",ex);
}
@@ -326,18 +331,21 @@ class ClientTransferCB : public FileListTransferCBInterface
// update all clients of our file transfer progress
INT8 currentProgress = (INT8)(100.0f * (float)((float)gCurrentTransferBytes/(float)gTotalTransferBytes));
- client_progress[CLIENT_NUM-1] = currentProgress;
- client_downloading[CLIENT_NUM-1] = 1;
- fDrawCharacterList = true;
-
- progress_struct prog;
- prog.client_num = CLIENT_NUM;
- prog.downloading = 1;
- prog.progress = currentProgress;
-
SetConnectScreenSubMessageA(gCurrentTransferFilename); // setting this also causes connect screen to refresh
- client->RPC("sendDOWNLOADSTATUS",(const char*)&prog, (int)sizeof(progress_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+ if (recieved_settings && CLIENT_NUM > 0 && CLIENT_NUM <= 4)
+ {
+ client_progress[CLIENT_NUM-1] = currentProgress;
+ client_downloading[CLIENT_NUM-1] = 1;
+ fDrawCharacterList = true;
+
+ progress_struct prog;
+ prog.client_num = CLIENT_NUM;
+ prog.downloading = 1;
+ prog.progress = currentProgress;
+
+ client->RPC("sendDOWNLOADSTATUS",(const char*)&prog, (int)sizeof(progress_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+ }
}
/*INT16 currentProgress = 100 * partCount/partTotal;
@@ -376,17 +384,6 @@ class ClientTransferCB : public FileListTransferCBInterface
SetConnectScreenSubMessageW(MPClientMessage[60]); // setting this also causes connect screen to refresh
//fileTransferProgress = 0;
-
- // notify ourselves
- client_progress[CLIENT_NUM-1] = 0;
- client_downloading[CLIENT_NUM-1] = 0;
- // notify others
- progress_struct prog;
- prog.client_num = CLIENT_NUM;
- prog.downloading = 0; // notify clients we have finished
- prog.progress = 0;
-
- fDrawCharacterList = true;
#ifdef USE_VFS
if(transferRules)
{
@@ -394,7 +391,22 @@ class ClientTransferCB : public FileListTransferCBInterface
transferRules = NULL;
}
#endif
- client->RPC("sendDOWNLOADSTATUS",(const char*)&prog, (int)sizeof(progress_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+
+ if (recieved_settings && CLIENT_NUM > 0 && CLIENT_NUM <= 4)
+ {
+ // notify ourselves
+ client_progress[CLIENT_NUM-1] = 0;
+ client_downloading[CLIENT_NUM-1] = 0;
+ // notify others
+ progress_struct prog;
+ prog.client_num = CLIENT_NUM;
+ prog.downloading = 0; // notify clients we have finished
+ prog.progress = 0;
+
+ fDrawCharacterList = true;
+
+ client->RPC("sendDOWNLOADSTATUS",(const char*)&prog, (int)sizeof(progress_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+ }
}
// Set a flag that we have received all the files. This is used that when another client connects we do not want to receive the files again!
@@ -442,6 +454,12 @@ typedef struct
} send_hire_struct;
+typedef struct
+{
+ UINT8 ubProfileID;
+
+} send_dismiss_struct;
+
typedef struct
{
UINT8 usSoldierID;
@@ -516,12 +534,102 @@ typedef struct
CHAR16 msg[512];
} chat_msg;
+// OJW - 20091002 - explosions
+typedef struct
+{
+ float dLifeSpan;
+ float dX;
+ float dY;
+ float dZ;
+ float dForceX;
+ float dForceY;
+ float dForceZ;
+ UINT32 sTargetGridNo;
+ UINT8 ubID;
+ UINT8 ubActionCode;
+ UINT32 uiActionData;
+ UINT16 usItem;
+ INT32 RealObjectID; // the local ID on the initiating client
+ bool IsThrownGrenade; // could be mortar
+ UINT32 uiPreRandomIndex;
+} physics_object;
+
+typedef struct
+{
+ float dX;
+ float dY;
+ float dZ;
+ INT32 sGridNo;
+ bool bWasDud;
+ UINT8 ubOwnerID;
+ INT32 RealObjectID; // the local ID on the initiating client
+ UINT32 uiPreRandomIndex; // send out our current pre-random index
+} grenade_result;
+
+typedef struct
+{
+ UINT32 sGridNo;
+ UINT8 ubID;
+ UINT16 usItem;
+ UINT8 ubItemStatus;
+ UINT32 uiWorldIndex; // the local World Index of this bomb on its creators client
+ UINT16 usFlags;
+ UINT8 ubLevel;
+ INT8 bDetonatorType;
+ INT8 bDelayFreq;
+} explosive_obj;
+
+typedef struct
+{
+ UINT8 ubID;
+ UINT32 uiWorldItemIndex;
+ UINT8 ubMPTeamIndex;
+ UINT32 uiPreRandomIndex; // send out our current pre-random index
+} detonate_struct;
+
+typedef struct
+{
+ UINT32 uiWorldItemIndex;
+ UINT8 ubMPTeamIndex;
+ UINT8 ubID;
+ UINT32 sGridNo;
+ UINT32 uiPreRandomIndex; // send out our current pre-random index
+} disarm_struct;
+
+typedef struct
+{
+ INT32 sGridNo;
+ UINT8 ubRadius;
+ UINT16 usItem;
+ UINT8 ubOwner;
+ BOOLEAN fSubsequent;
+ INT8 bLevel;
+ INT32 iSmokeEffectID;
+ UINT32 uiPreRandomIndex;
+} spreadeffect_struct;
+
+typedef struct
+{
+ UINT8 ubDamageFunc; // 1 - gas damage , 2 - explosive damage
+ UINT8 ubSoldierID;
+ UINT16 usExplosiveClassID;
+ INT16 sSubsequent;
+ BOOL fRecompileMovementCosts;
+ INT16 sWoundAmt;
+ INT16 sBreathAmt;
+ UINT8 ubAttackerID;
+ UINT16 usItem;
+ INT32 sBombGridNo;
+ UINT32 uiDist;
+ UINT32 uiPreRandomIndex;
+} explosiondamage_struct;
+
bullets_table bTable[11][50];
char client_names[4][30];
// OJW - 20081204
int client_ready[4];
-int client_edges[4];
+int client_edges[5];
int client_teams[4];
int random_mercs[7];
// OJW - 20090305
@@ -584,7 +692,6 @@ char ckbag[100];
int INVENTORY_MODE;
int REPORT_NAME;
int WEAPON_READIED_BONUS;
- int ALLOW_CUSTOM_NIV;
int DISABLE_SPEC_MODE;
int ENEMY_ENABLED;
@@ -613,7 +720,7 @@ FLOAT DAMAGE_MULTIPLIER;
//int INTERRUPTS;
int MAX_CLIENTS;
-UINT16 crate_usMapPos;
+UINT32 crate_usMapPos;
INT16 crate_sGridX, crate_sGridY;
@@ -631,6 +738,8 @@ bool is_game_over = false;
UINT32 iScoreScreenTime = 0;
int iTeamsWiped = 0; // counts how many teams have wiped
+bool isOwnTeamWipedOut = false;
+
//OJW - 20090210
int iDisconnectedScreen = 0;
@@ -708,6 +817,8 @@ bool are_clients_downloading()
return bDownloading;
}
+
+
void HireRandomMercs()
{
MERC_HIRE_STRUCT HireMercStruct;
@@ -740,7 +851,7 @@ void HireRandomMercs()
//RPC sends and recieves:
//********************
-void send_path ( SOLDIERTYPE *pSoldier, UINT16 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim )
+void send_path ( SOLDIERTYPE *pSoldier, INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim )
{
if(pSoldier->ubID < 120)
{
@@ -903,7 +1014,7 @@ void recieveDIR(RPCParameters *rpcParameters)
//********* implemented using event pump system ... :)
}
-void send_fire( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo )
+void send_fire( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
{
if(pSoldier->ubID < 120)
{
@@ -976,18 +1087,18 @@ void recieveHIT(RPCParameters *rpcParameters)
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"recieveHIT" );
SOLDIERTYPE *pSoldier = MercPtrs[ SWeaponHit->usSoldierID ];
- UINT16 usSoldierID;
- UINT8 ubAttackerID;
+ UINT16 usSoldierID;
+ UINT8 ubAttackerID;
- if((SWeaponHit->usSoldierID >= ubID_prefix) && (SWeaponHit->usSoldierID < (ubID_prefix+7))) // within our netbTeam range...
- usSoldierID = (SWeaponHit->usSoldierID - ubID_prefix);
- else
- usSoldierID = SWeaponHit->usSoldierID;
+ if((SWeaponHit->usSoldierID >= ubID_prefix) && (SWeaponHit->usSoldierID < (ubID_prefix+6))) // within our netbTeam range...
+ usSoldierID = (SWeaponHit->usSoldierID - ubID_prefix);
+ else
+ usSoldierID = SWeaponHit->usSoldierID;
- if((SWeaponHit->ubAttackerID >= ubID_prefix) && (SWeaponHit->ubAttackerID < (ubID_prefix+7)))
- ubAttackerID = (SWeaponHit->ubAttackerID - ubID_prefix);
- else
- ubAttackerID = SWeaponHit->ubAttackerID;
+ if((SWeaponHit->ubAttackerID >= ubID_prefix) && (SWeaponHit->ubAttackerID < (ubID_prefix+6)))
+ ubAttackerID = (SWeaponHit->ubAttackerID - ubID_prefix);
+ else
+ ubAttackerID = SWeaponHit->ubAttackerID;
@@ -1008,12 +1119,19 @@ void recieveHIT(RPCParameters *rpcParameters)
}
+void send_dismiss(UINT8 ubCurrentSoldierID)
+{
+ send_dismiss_struct sDismissMerc;
+
+ sDismissMerc.ubProfileID = ubCurrentSoldierID + ubID_prefix;
+
+ client->RPC("sendDISMISS",(const char*)&sDismissMerc, (int)sizeof(send_dismiss_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver)
{
{
-
send_hire_struct sHireMerc;
sHireMerc.ubProfileID=ubCurrentSoldier;
@@ -1025,8 +1143,15 @@ void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLen
sHireMerc.bTeam=netbTeam;
SOLDIERTYPE *pSoldier = MercPtrs[ iNewIndex ];
- pSoldier->ubStrategicInsertionCode=(atoi(SECT_EDGE)); // this sets the param read from the ini for your starting sector edge...
+
+ UINT8 sectorEdge = atoi(SECT_EDGE);
+ // WANNE - MP: Center
+ if (sectorEdge == MP_EDGE_CENTER)
+ sectorEdge = INSERTION_CODE_CENTER;
+
+ pSoldier->ubStrategicInsertionCode = sectorEdge;
+
if(ubCurrentSoldier==64)//slay
{
pSoldier->ubBodyType = REGMALE;
@@ -1035,12 +1160,12 @@ void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLen
}
-
+
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[44], pSoldier->name);
AddCharacterToAnySquad( pSoldier );
- AddSoldierToSector( pSoldier->ubID ); //add g\hired merc to sector so can access sector inv.
+ //AddSoldierToSector( pSoldier->ubID ); //add g\hired merc to sector so can access sector inv.
//add recruited flag
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED;
@@ -1079,6 +1204,16 @@ void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLen
}
}
+void recieveDISMISS(RPCParameters *rpcParameters)
+{
+ send_dismiss_struct* sDismissMerc = (send_dismiss_struct*)rpcParameters->input;
+
+ // Get soldier we should dismiss
+ SOLDIERTYPE * pSoldier=MercPtrs[ sDismissMerc->ubProfileID ];
+
+ TacticalRemoveSoldier( pSoldier->ubID );
+}
+
void recieveHIRE(RPCParameters *rpcParameters)
{
@@ -1096,7 +1231,11 @@ void recieveHIRE(RPCParameters *rpcParameters)
- memset( &MercCreateStruct, 0, sizeof( MercCreateStruct ) );
+ // WANNE - MP: Fix by Realist (avoid CTDs)
+ //memset( &MercCreateStruct, 0, sizeof( MercCreateStruct ) );
+ //MercCreateStruct = SOLDIERCREATE_STRUCT();
+
+
MercCreateStruct.ubProfile = sHireMerc->ubProfileID;
MercCreateStruct.fPlayerMerc = 0;
MercCreateStruct.sSectorX = gsMercArriveSectorX;
@@ -1186,7 +1325,7 @@ void recieveguiPOS(RPCParameters *rpcParameters)
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"guiPOS: %f , %f", gnPOS->dNewXPos,gnPOS->dNewYPos);
- INT16 sNewGridNo;
+ INT32 sNewGridNo;
sNewGridNo = GETWORLDINDEXFROMWORLDCOORDS(gnPOS->dNewXPos, gnPOS->dNewYPos );
pSoldier->usStrategicInsertionData=sNewGridNo;
@@ -1396,7 +1535,7 @@ void recieveAI (RPCParameters *rpcParameters)
new_standard_data.pExistingSoldier = send_inv->standard_data.pExistingSoldier;
new_standard_data.sInsertionGridNo = send_inv->standard_data.sInsertionGridNo;
memcpy( new_standard_data.SkinPal , send_inv->standard_data.SkinPal, sizeof( PaletteRepID ));
- memcpy( new_standard_data.sPatrolGrid, send_inv->standard_data.sPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS );
+ memcpy( new_standard_data.sPatrolGrid, send_inv->standard_data.sPatrolGrid, sizeof( INT32 ) * MAXPATROLGRIDS );//dnl ch27 230909
new_standard_data.sSectorX = send_inv->standard_data.sSectorX;
new_standard_data.sSectorY = send_inv->standard_data.sSectorY;
new_standard_data.ubCivilianGroup = send_inv->standard_data.ubCivilianGroup;
@@ -1732,6 +1871,10 @@ void start_battle ( void )
}
else if(!allowlaptop && is_server)
{
+ bool numPlayersValid = TRUE;
+ bool clientsFinishedDownloading = TRUE;
+ bool teamsValid = TRUE;
+
// check that another player is actually connected
int iPlayersConnected = 0;
for (int i=0; i< 4; i++)
@@ -1741,20 +1884,48 @@ void start_battle ( void )
if (iPlayersConnected <= 1)
{
+ numPlayersValid = FALSE;
+
// notify the server that at least one other player must be connected
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[51] );
}
else if (are_clients_downloading())
{
+ clientsFinishedDownloading = FALSE;
+
// notify the server that some of the clients are still downloading
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[63] );
}
- else
+ // WANNE - MP: If choosen team deathmatch, there must be at least 2 different teams
+ else if (PLAYER_BSIDE == MP_TYPE_TEAMDEATMATCH)
+ {
+ bool areTeamsValid = FALSE;
+ int clientTeam = client_teams[0];
+
+ for (int i = 1; i < iPlayersConnected; i++)
+ {
+ if (clientTeam != client_teams[i])
+ {
+ areTeamsValid = TRUE;
+ break;
+ }
+ }
+
+ if (!areTeamsValid)
+ {
+ teamsValid = FALSE;
+
+ // notify the server that the teams are not different for the choosen team-deathmatch
+ ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[68] );
+ }
+ }
+
+ // Go to "ready" state!
+ if (numPlayersValid && clientsFinishedDownloading && teamsValid)
{
SGPRect CenterRect = { 100, 100, SCREEN_WIDTH - 100, 300 };
DoMessageBox( MSG_BOX_BASIC_STYLE, MPClientMessage[35], guiCurrentScreen, MSG_BOX_FLAG_YESNO | MSG_BOX_FLAG_USE_CENTERING_RECT, allowlaptop_callback, &CenterRect );
}
-
}
else if(allowlaptop)
{
@@ -1774,7 +1945,19 @@ void start_battle ( void )
status=0;//reset
numready=0;
- SOLDIERTYPE *pSoldier = MercPtrs[ 0 ];
+
+ // Find first active soldier. This is needed, because if the soldier is dismissed it does not belong to any group
+ SOLDIERTYPE *pSoldier;
+ for (int i = 0; i <= 19; i++)
+ {
+ if (MercPtrs[ i ]->bActive)
+ {
+ pSoldier = MercPtrs[i];
+ break;
+ }
+ }
+
+ //SOLDIERTYPE *pSoldier = MercPtrs[ 0 ];
UINT8 ubGroupID = pSoldier->ubGroupID;
GROUP *pGroup;
@@ -2024,7 +2207,7 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
for(int i=0; i <= INT->gubOutOfTurnPersons; i++)
{
- if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+5)))
+ if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+6)))
{
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
@@ -2035,7 +2218,7 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
// AI has interrupted
if (INT->bTeam == 1)
{
- AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
+ //AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
}
else
{
@@ -2055,7 +2238,9 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
fInterfacePanelDirty = DIRTYLEVEL2;
- AddTopMessage( COMPUTER_TURN_MESSAGE, TeamTurnString[ INT->bTeam ] );
+
+ //if (is_server)
+ // AddTopMessage( COMPUTER_TURN_MESSAGE, TeamTurnString[ INT->bTeam ] );
gTacticalStatus.fInterruptOccurred = TRUE;
}
@@ -2089,7 +2274,7 @@ void intAI (SOLDIERTYPE *pSoldier )
//FreezeInterfaceForEnemyTurn();
//InitEnemyUIBar( 0, 0 );
//fInterfacePanelDirty = DIRTYLEVEL2;
- AddTopMessage( COMPUTER_TURN_MESSAGE, TeamTurnString[ pSoldier->bTeam ] );
+ AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ pSoldier->bTeam ] );
gTacticalStatus.fInterruptOccurred = TRUE;
}
@@ -2141,7 +2326,7 @@ void resume_turn(RPCParameters *rpcParameters)
for(int i=0; i <= INT->gubOutOfTurnPersons; i++)
{
- if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+5)))
+ if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+6)))
{
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
@@ -2167,7 +2352,7 @@ void resume_turn(RPCParameters *rpcParameters)
void grid_display ( void ) //print mouse coordinates, helpfull for crate placement.
{
INT16 sGridX, sGridY;
- UINT16 usMapPos;
+ UINT32 usMapPos;
GetMouseXY( &sGridX, &sGridY );
usMapPos = MAPROWCOLTOPOS( sGridY, sGridX );
@@ -2392,7 +2577,7 @@ void recieveDOWNLOADSTATUS(RPCParameters *rpcParameters)
{
progress_struct* prog = (progress_struct*)rpcParameters->input;
int i = prog->client_num - 1;
-
+
if (client_downloading[i] != prog->downloading)
{
if (prog->downloading == 0)
@@ -2411,7 +2596,7 @@ void recieveDOWNLOADSTATUS(RPCParameters *rpcParameters)
// WANNE: FILE TRANSFER: Get executable Directory from Server. This is used to get corret file location on client side
void recieveFILE_TRANSFER_SETTINGS (RPCParameters *rpcParameters)
{
- if (!is_server)
+ if (!is_server && recieved_transfer_settings == 0)
{
filetransfersettings_struct* fts = (filetransfersettings_struct*)rpcParameters->input;
#ifndef USE_VFS
@@ -2456,30 +2641,30 @@ void recieveFILE_TRANSFER_SETTINGS (RPCParameters *rpcParameters)
vfs::Path profileRoot = vfs::Path(gzFileTransferDirectory) + vfs::Path(server_fileTransferDirectoryPath);
/////////////////////////////////////////////////////////////////////
- vfs::CProfileStack *PS = GetVFS()->GetProfileStack();
+ vfs::CProfileStack *PS = getVFS()->getProfileStack();
// remove Multiplayer profile if it exists
- vfs::CVirtualProfile *pProf = PS->GetProfile("_MULTIPLAYER");
- if( pProf && (pProf == PS->TopProfile()) )
+ vfs::CVirtualProfile *pProf = PS->getProfile("_MULTIPLAYER");
+ if( pProf && (pProf == PS->topProfile()) )
{
- THROWIFFALSE(PS->PopProfile(), L"Could not remove old \"_MULTIPLAYER\" profile");
+ THROWIFFALSE(PS->popProfile(), L"Could not remove old \"_MULTIPLAYER\" profile");
// careful, pProf is not valid anymore
}
// create and initialize a new Multiplayer profile
pProf = new vfs::CVirtualProfile("_MULTIPLAYER",true);
- PS->PushProfile(pProf);
- if(!InitWriteProfile(*pProf,profileRoot))
+ PS->pushProfile(pProf);
+ if(!initWriteProfile(*pProf,profileRoot))
{
// OK, directory did not exist, probably a new server
- if(!os::CreateRealDirecory(profileRoot))
+ if(!os::createRealDirectory(profileRoot))
{
- THROWIFFALSE(PS->PopProfile(), L"Could not remove \"_MULTIPLAYER\" profile");
+ THROWIFFALSE(PS->popProfile(), L"Could not remove \"_MULTIPLAYER\" profile");
THROWEXCEPTION(L"could not create client directory");
}
// OK, try again
- if(!InitWriteProfile(*pProf,profileRoot))
+ if(!initWriteProfile(*pProf,profileRoot))
{
- THROWIFFALSE(PS->PopProfile(), L"Could not remove \"_MULTIPLAYER\" profile");
+ THROWIFFALSE(PS->popProfile(), L"Could not remove \"_MULTIPLAYER\" profile");
THROWEXCEPTION(L"Could not initialize client profile");
}
}
@@ -2500,6 +2685,7 @@ void recieveFILE_TRANSFER_SETTINGS (RPCParameters *rpcParameters)
void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from server
{
+ int startingEdge = MP_EDGE_NORTH;
settings_struct* cl_lan = (settings_struct*)rpcParameters->input;
@@ -2508,7 +2694,7 @@ void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from serve
// OJW - 20081204
// get complete client data from the server
- memcpy( client_edges, cl_lan->client_edges , sizeof(int) * 4);
+ memcpy( client_edges, cl_lan->client_edges , sizeof(int) * 5);
memcpy( client_teams, cl_lan->client_teams , sizeof(int) * 4);
if(!recieved_settings && strcmp(cl_lan->client_name, CLIENT_NAME)==0)
@@ -2521,7 +2707,6 @@ void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from serve
CLIENT_NUM=cl_lan->client_num;//assign client number from server
-
netbTeam = (CLIENT_NUM)+5;
ubID_prefix = gTacticalStatus.Team[ netbTeam ].bFirstID;//over here now
@@ -2534,11 +2719,8 @@ void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from serve
RANDOM_MERCS = cl_lan->RANDOM_MERCS;
RANDOM_SPAWN = cl_lan->RANDOM_SPAWN;
- if (RANDOM_SPAWN)
- {
- // store sector edge
- _itoa(cl_lan->cl_edge,SECT_EDGE,10);
- }
+ // Set the starting edge
+ _itoa(cl_lan->cl_edge,SECT_EDGE,10);
if(RANDOM_MERCS)
{
@@ -2601,14 +2783,29 @@ void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from serve
gsMercArriveSectorX=cl_lan->gsMercArriveSectorX;
gsMercArriveSectorY=cl_lan->gsMercArriveSectorY;
+ // WANNE - BMP: We have to initialize the map size here!!
+ InitializeWorldSize(gsMercArriveSectorX, gsMercArriveSectorY, 0);
+
PLAYER_BSIDE=cl_lan->gsPLAYER_BSIDE;
DISABLE_MORALE=cl_lan->emorale;
ChangeSelectedMapSector( gsMercArriveSectorX, gsMercArriveSectorY, 0 );
CHAR16 str[128];
GetSectorIDString( gsMercArriveSectorX, gsMercArriveSectorY, 0, str, TRUE );
- //new ---------
- gGameOptions.fTurnTimeLimit=cl_lan->sofTurnTimeLimit;
- INT32 secs_per_tick=cl_lan->secs_per_tick;
+
+ // WANNE - MP: If time set to 0, then no time turns
+ INT32 secs_per_tick;
+ if (cl_lan->secs_per_tick == 0)
+ {
+ gGameOptions.fTurnTimeLimit=FALSE;
+ secs_per_tick=1;
+ }
+ else
+ {
+ gGameOptions.fTurnTimeLimit=cl_lan->sofTurnTimeLimit;
+ secs_per_tick=cl_lan->secs_per_tick;
+ }
+
+
PLAYER_TEAM_TIMER_SEC_PER_TICKS=secs_per_tick;
INT32 clstarting_balance=cl_lan->starting_balance;//set starting balance
@@ -2630,8 +2827,19 @@ void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from serve
gGameOptions.ubBobbyRay=cl_lan->soubBobbyRay;
+ // Set Bobby Ray "Under Construction"?
+ if(!cl_lan->soDis_Bobby)
+ {
+ SetBookMark( BOBBYR_BOOKMARK );
+ LaptopSaveInfo.fBobbyRSiteCanBeAccessed = TRUE;
+ }
- if(!cl_lan->soDis_Bobby)LaptopSaveInfo.fBobbyRSiteCanBeAccessed = TRUE;
+ // Enable "AIM" and "MERC" only if random merc is false!
+ if (!cl_lan->RANDOM_MERCS)
+ {
+ SetBookMark( AIM_BOOKMARK );
+ SetBookMark( MERC_BOOKMARK );
+ }
if(!cl_lan->soDis_Equip)
ALLOW_EQUIP=TRUE;
@@ -2677,14 +2885,10 @@ void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from serve
InitNewGameClock( );
WEAPON_READIED_BONUS=cl_lan->WEAPON_READIED_BONUS;
- ALLOW_CUSTOM_NIV=cl_lan->ALLOW_CUSTOM_NIV;
DISABLE_SPEC_MODE=cl_lan->DISABLE_SPEC_MODE;
// We have to take the selected inventory mode from the server
- if(ALLOW_CUSTOM_NIV==0)
- {
- gGameOptions.ubInventorySystem=cl_lan->sofNewInv;
- }
+ gGameOptions.ubInventorySystem=cl_lan->sofNewInv;
// WANNE - MP: We have to re-initialize the correct interface
if((UsingNewInventorySystem() == true) && IsNIVModeValid(true))
@@ -2709,8 +2913,11 @@ void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from serve
fDrawCharacterList = true; // set the character list to be redrawn
- strcpy(client_names[cl_lan->client_num-1],szDefault);
+ strcpy(client_names[cl_lan->client_num-1],szDefault);
+ // OJW - 20091024 - extract random table
+ if (!is_server)
+ memcpy(guiPreRandomNums,cl_lan->random_table,sizeof(UINT32)*MAX_PREGENERATED_NUMS);
}
else
{
@@ -2738,12 +2945,8 @@ void reapplySETTINGS()
gGameExternalOptions.fEnableSlayForever =1;
LaptopSaveInfo.gubPlayersMercAccountStatus = 4;
- extern BOOLEAN gfTemporaryDisablingOfLoadPendingFlag;
+ // Set fast loading of WWW sites
gfTemporaryDisablingOfLoadPendingFlag = TRUE;
- SetBookMark( AIM_BOOKMARK );
- SetBookMark( BOBBYR_BOOKMARK );
- //SetBookMark( IMP_BOOKMARK );
- SetBookMark( MERC_BOOKMARK );
gMercProfiles[ 57 ].sSalary = 2000;
gMercProfiles[ 58 ].sSalary = 1500;
@@ -2763,9 +2966,21 @@ void reapplySETTINGS()
ChangeSelectedMapSector( gsMercArriveSectorX, gsMercArriveSectorY, 0 );
CHAR16 str[128];
GetSectorIDString( gsMercArriveSectorX, gsMercArriveSectorY, 0, str, TRUE );
- //new ---------
- gGameOptions.fTurnTimeLimit=gMPServerSettings.sofTurnTimeLimit;
- INT32 secs_per_tick=gMPServerSettings.secs_per_tick;
+
+ // WANNE - MP: If time set to 0, then no time turns
+ INT32 secs_per_tick;
+ if (gMPServerSettings.secs_per_tick == 0)
+ {
+ gGameOptions.fTurnTimeLimit=FALSE;
+ secs_per_tick=1;
+ }
+ else
+ {
+ gGameOptions.fTurnTimeLimit=gMPServerSettings.sofTurnTimeLimit;
+ secs_per_tick=gMPServerSettings.secs_per_tick;
+ }
+
+
PLAYER_TEAM_TIMER_SEC_PER_TICKS=secs_per_tick;
INT32 clstarting_balance=gMPServerSettings.starting_balance;//set starting balance
@@ -2786,9 +3001,19 @@ void reapplySETTINGS()
gGameOptions.fIronManMode=gMPServerSettings.sofIronManMode;
gGameOptions.ubBobbyRay=gMPServerSettings.soubBobbyRay;
-
+ // Set Bobby Ray "Under Construction"?
+ if(!gMPServerSettings.soDis_Bobby)
+ {
+ SetBookMark( BOBBYR_BOOKMARK );
+ LaptopSaveInfo.fBobbyRSiteCanBeAccessed = TRUE;
+ }
- if(!gMPServerSettings.soDis_Bobby)LaptopSaveInfo.fBobbyRSiteCanBeAccessed = TRUE;
+ // Enable "AIM" and "MERC" only if random merc is false!
+ if (!gMPServerSettings.RANDOM_MERCS)
+ {
+ SetBookMark( AIM_BOOKMARK );
+ SetBookMark( MERC_BOOKMARK );
+ }
if(!gMPServerSettings.soDis_Equip)
ALLOW_EQUIP=TRUE;
@@ -2831,14 +3056,10 @@ void reapplySETTINGS()
InitNewGameClock( );
WEAPON_READIED_BONUS=gMPServerSettings.WEAPON_READIED_BONUS;
- ALLOW_CUSTOM_NIV=gMPServerSettings.ALLOW_CUSTOM_NIV;
DISABLE_SPEC_MODE=gMPServerSettings.DISABLE_SPEC_MODE;
// We have to take the selected inventory mode from the server
- if(ALLOW_CUSTOM_NIV==0)
- {
- gGameOptions.ubInventorySystem=gMPServerSettings.sofNewInv;
- }
+ gGameOptions.ubInventorySystem=gMPServerSettings.sofNewInv;
// WANNE - MP: We have to re-initialize the correct interface
if((UsingNewInventorySystem() == true) && IsNIVModeValid(true))
@@ -2923,9 +3144,11 @@ void recieveMAPCHANGE( RPCParameters *rpcParameters )
gsMercArriveSectorX=cl_lan->gsMercArriveSectorX;
gsMercArriveSectorY=cl_lan->gsMercArriveSectorY;
-
ChangeSelectedMapSector( gsMercArriveSectorX, gsMercArriveSectorY, 0 );
+ // WANNE - BMP:
+ InitializeWorldSize( gsMercArriveSectorX, gsMercArriveSectorY, 0 );
+
gGameExternalOptions.iGameStartingTime= NUM_SEC_IN_DAY + int(cl_lan->TIME*3600);
CHAR16 str[128];
@@ -2936,6 +3159,770 @@ void recieveMAPCHANGE( RPCParameters *rpcParameters )
}
}
+// 20091002 - OJW - Explosives
+void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID , bool bIsThrownGrenade)
+{
+ ubOwner = MPEncodeSoldierID(ubOwner); // translate our soldier to the "network" version
+
+ SOLDIERTYPE* pSoldier = MercPtrs[ubOwner];
+ if (pSoldier != NULL)
+ {
+ if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
+ {
+ physics_object gren;
+ gren.dForceX = xForce;
+ gren.dForceY = yForce;
+ gren.dForceZ = zForce;
+ gren.dX = xPos;
+ gren.dY = yPos;
+ gren.dZ = zPos;
+ gren.dLifeSpan = dLifeLength;
+ gren.ubActionCode = ubActionCode;
+ gren.uiActionData = uiActionData;
+ gren.ubID = ubOwner;
+ gren.usItem = pGameObj->usItem;
+ gren.sTargetGridNo = sTargetGridNo;
+ gren.ubID = ubOwner;
+ gren.RealObjectID = iRealObjectID;
+ gren.IsThrownGrenade = bIsThrownGrenade;
+ gren.uiPreRandomIndex = guiPreRandomIndex;
+
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - send_grenade ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gren.usItem, gren.sTargetGridNo , gren.ubID , guiPreRandomIndex );
+ MPDebugMsg(tmpMPDbgString);
+ gfMPDebugOutputRandoms = true;
+#endif
+
+ client->RPC("sendGRENADE",(const char*)&gren, (int)sizeof(physics_object)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+ }
+ }
+}
+
+void recieveGRENADE (RPCParameters *rpcParameters)
+{
+ physics_object* gren = (physics_object*)rpcParameters->input;
+
+ gren->ubID = MPDecodeSoldierID(gren->ubID);
+
+ SOLDIERTYPE* pThrower = MercPtrs[ gren->ubID ];
+ if (pThrower != NULL)
+ {
+ guiPreRandomIndex = gren->uiPreRandomIndex;
+
+ // grenade wasnt thrown by one of our guys, so we should do it on the client
+ if (!IsOurSoldier(pThrower) && (pThrower->bTeam != 1 || !is_server))
+ {
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - recieveGRENADE ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gren->usItem, gren->sTargetGridNo , gren->ubID , guiPreRandomIndex );
+ MPDebugMsg(tmpMPDbgString);
+ gfMPDebugOutputRandoms = true;
+#endif
+
+ // this is a bit of a hack until we do the inventory sync
+ OBJECTTYPE* newObj = new OBJECTTYPE();
+ CreateItem( gren->usItem, 99, newObj );
+ OBJECTTYPE::CopyToOrCreateAt(&pThrower->pTempObject, newObj);
+ // this will create a grenade and launch it
+ INT32 i = CreatePhysicalObject( pThrower->pTempObject , gren->dLifeSpan , gren->dX , gren->dY , gren->dZ , gren->dForceX , gren->dForceY , gren->dForceZ , pThrower->ubID , gren->ubActionCode , gren->uiActionData, false);
+ // save extra state info so we can check and feed it result later
+ ObjectSlots[ i ].mpRealObjectID = gren->RealObjectID;
+ ObjectSlots[ i ].mpTeam = pThrower->bTeam;
+ ObjectSlots[ i ].mpIsFromRemoteClient = true;
+ ObjectSlots[ i ].mpHaveClientResult = false;
+ ObjectSlots[ i ].mpWasDud = false;
+
+ // Do grenade animation (todo fix this for mortars)
+ if (gren->IsThrownGrenade)
+ HandleSoldierThrowItem( pThrower, gren->sTargetGridNo );
+ }
+ }
+ else
+ {
+#ifdef JA2BETAVERSION
+ char tmpMsg[128];
+ sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveGRENADE()",gren->ubID);
+ //ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
+ MPDebugMsg(tmpMsg);
+#endif
+ }
+}
+
+// we send a grenade result out to the clients as it may have been a fizzer
+void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud)
+{
+ ubOwnerID = MPEncodeSoldierID(ubOwnerID); // translate our soldier to the "network" version
+
+ SOLDIERTYPE* pSoldier = MercPtrs[ubOwnerID];
+ if (pSoldier != NULL)
+ {
+ if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
+ {
+ grenade_result gres;
+ gres.dX = xPos;
+ gres.dY = yPos;
+ gres.dZ = zPos;
+ gres.sGridNo = sGridNo;
+ gres.ubOwnerID = ubOwnerID;
+ gres.RealObjectID = iRealObjectID;
+ gres.bWasDud = bIsDud;
+ gres.uiPreRandomIndex = guiPreRandomIndex;
+
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - send_grenade_result ( RealObjectID : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gres.RealObjectID, gres.sGridNo , gres.ubOwnerID , guiPreRandomIndex );
+ MPDebugMsg(tmpMPDbgString);
+ gfMPDebugOutputRandoms = true;
+#endif
+
+ client->RPC("sendGRENADERESULT",(const char*)&gres, (int)sizeof(grenade_result)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+ }
+ }
+}
+
+void recieveGRENADERESULT (RPCParameters *rpcParameters)
+{
+ grenade_result* gres = (grenade_result*)rpcParameters->input;
+
+ gres->ubOwnerID = MPDecodeSoldierID(gres->ubOwnerID);
+
+ SOLDIERTYPE* pThrower = MercPtrs[ gres->ubOwnerID ];
+ if (pThrower != NULL)
+ {
+
+ // grenade wasnt thrown by one of our guys, so we should do it on the client
+ if (!IsOurSoldier(pThrower) && (pThrower->bTeam != 1 || !is_server))
+ {
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - recieveGRENADERESULT ( RealObjectID : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gres->RealObjectID, gres->sGridNo , gres->ubOwnerID , gres->uiPreRandomIndex );
+ MPDebugMsg(tmpMPDbgString);
+ gfMPDebugOutputRandoms = true;
+#endif
+
+ bool bFound = false;
+ INT32 usCnt;
+ // loop through and find the local object we assigned for the remote grenade
+ for( usCnt=0; usCntbTeam && ObjectSlots[ usCnt ].mpRealObjectID == gres->RealObjectID)
+ {
+ bFound = true;
+ break;
+ }
+ }
+
+ if (bFound)
+ {
+ // override the local predictions with the ones from the client that threw it
+ ObjectSlots[ usCnt ].mpHaveClientResult = true;
+ ObjectSlots[ usCnt ].mpWasDud = gres->bWasDud;
+ ObjectSlots[ usCnt ].Position.x = gres->dX;
+ ObjectSlots[ usCnt ].Position.y = gres->dY;
+ ObjectSlots[ usCnt ].Position.z = gres->dZ;
+ ObjectSlots[ usCnt ].sGridNo = gres->sGridNo;
+
+ HandleArmedObjectImpact( &ObjectSlots[ usCnt ] );
+
+ guiPreRandomIndex = gres->uiPreRandomIndex; // do this here because it should be in the same sequence as the sending computer which sends the grenade result at the end of HandleArmedObjectImpact()
+ }
+ else
+ {
+#ifdef JA2BETAVERSION
+ char tmpMsg1[128];
+ sprintf(tmpMsg1,"ERROR! - Couldnt find a local PhysicsObject for the RealObjectID %i sent remotely from Team %i in recievePLANTEXPLOSIVE()",gres->RealObjectID, pThrower->bTeam );
+ //ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
+ MPDebugMsg(tmpMsg1);
+#endif
+ }
+ }
+ }
+ else
+ {
+#ifdef JA2BETAVERSION
+ char tmpMsg[128];
+ sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveGRENADERESULT()",gres->ubOwnerID);
+ //ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
+ MPDebugMsg(tmpMsg);
+#endif
+ }
+}
+
+void send_plant_explosive (UINT8 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldItemIndex)
+{
+ explosive_obj exp;
+
+ exp.sGridNo = sGridNo;
+ exp.ubID = MPEncodeSoldierID(ubID);
+ exp.usItem = usItem;
+ exp.ubItemStatus = ubItemStatus;
+ exp.usFlags = usFlags;
+ exp.uiWorldIndex = uiWorldItemIndex;
+ exp.ubLevel = ubLevel;
+ exp.bDetonatorType = gWorldItems[ uiWorldItemIndex ].object[0]->data.misc.bDetonatorType;
+ if (exp.bDetonatorType == BOMB_REMOTE)
+ exp.bDelayFreq = gWorldItems[ uiWorldItemIndex ].object[0]->data.misc.bFrequency;
+ else
+ exp.bDelayFreq = gWorldItems[ uiWorldItemIndex ].object[0]->data.misc.bDelay;
+
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - send_plant_explosive ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i , uiWorldItemIndex : %i )\n",exp.usItem, exp.sGridNo , exp.ubID , guiPreRandomIndex , uiWorldItemIndex );
+ MPDebugMsg(tmpMPDbgString);
+#endif
+
+ client->RPC("sendPLANTEXPLOSIVE",(const char*)&exp, (int)sizeof(explosive_obj)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
+
+void recievePLANTEXPLOSIVE (RPCParameters *rpcParameters)
+{
+ explosive_obj* exp = (explosive_obj*)rpcParameters->input;
+
+ exp->ubID = MPDecodeSoldierID( exp->ubID );
+
+ SOLDIERTYPE* pSoldier = MercPtrs[ exp->ubID ];
+ if (pSoldier != NULL)
+ {
+ // explosive wasnt planted on our client, so we should do it on the client
+ if (!IsOurSoldier(pSoldier) && (pSoldier->bTeam != 1 || !is_server))
+ {
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - recievePLANTEXPLOSIVE ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",exp->usItem, exp->sGridNo , exp->ubID , guiPreRandomIndex );
+ MPDebugMsg(tmpMPDbgString);
+#endif
+
+ // this is a bit of a hack until we do the inventory sync
+ OBJECTTYPE* newObj = new OBJECTTYPE();
+ CreateItem( exp->usItem, exp->ubItemStatus, newObj );
+ INT32 iNewItemIndex;
+ OBJECTTYPE* pObj = AddItemToPoolAndGetIndex( exp->sGridNo, newObj, VISIBLE, exp->ubLevel, exp->usFlags,0, exp->ubID ,&iNewItemIndex);
+ // need to save Item Type metadata agaist the world item
+ (*pObj)[0]->data.misc.ubBombOwner = exp->ubID + 2; // this is a hack the designers put into the game, storing the side as well (which isnt relevant in MP, but still have to do it)
+ (*pObj)[0]->data.misc.usBombItem = exp->usItem;
+ (*pObj)[0]->data.misc.bDetonatorType = exp->bDetonatorType;
+ if (exp->bDetonatorType == BOMB_REMOTE)
+ (*pObj)[0]->data.misc.bFrequency = exp->bDelayFreq;
+ else
+ (*pObj)[0]->data.misc.bDelay = exp->bDelayFreq;
+
+ // save old clients WorldID if we can
+ // loop through world bombs and find the one linked to the item we just created
+ UINT32 uiCount;
+ bool bFound = false;
+ for(uiCount=0; uiCount < guiNumWorldBombs; uiCount++)
+ {
+ if ( gWorldBombs[ uiCount ].fExists == TRUE && gWorldBombs[ uiCount ].iItemIndex == iNewItemIndex)
+ {
+ bFound = true;
+ gWorldBombs[uiCount].iMPWorldItemIndex = exp->uiWorldIndex;
+ gWorldBombs[uiCount].ubMPTeamIndex = pSoldier->bTeam;
+ gWorldBombs[uiCount].bIsFromRemotePlayer = true;
+ break;
+ }
+ }
+
+ if (!bFound)
+ {
+#ifdef JA2BETAVERSION
+ // this is a local failure really and will probably NEVER happen
+ char tmpMsg1[128];
+ sprintf(tmpMsg1,"ERROR! - Couldnt link our local WorldBomb to the ID sent remotely from Team %i in recievePLANTEXPLOSIVE()", pSoldier->bTeam );
+ //ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
+ MPDebugMsg(tmpMsg1);
+#endif
+ }
+ }
+ }
+ else
+ {
+#ifdef JA2BETAVERSION
+ char tmpMsg[128];
+ sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recievePLANTEXPLOSIVE()",exp->ubID);
+ //ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
+ MPDebugMsg(tmpMsg);
+#endif
+ }
+}
+
+void send_detonate_explosive (UINT32 uiWorldIndex, UINT8 ubID)
+{
+ ubID = MPEncodeSoldierID(ubID);
+
+ SOLDIERTYPE* pSoldier = MercPtrs[ubID];
+ if (pSoldier != NULL)
+ {
+ // explosive detonated on this client, notify the other clients
+ if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
+ {
+ // find the appropriate world bomb for the world item
+ UINT8 uiBombIndex = -1;
+ UINT32 uiCount;
+ for(uiCount=0; uiCount < guiNumWorldBombs; uiCount++)
+ {
+ if (gWorldBombs[uiCount].iItemIndex == uiWorldIndex)
+ {
+ uiBombIndex = uiCount;
+ break;
+ }
+ }
+
+ if (uiBombIndex > -1)
+ {
+ detonate_struct det;
+ det.ubID = ubID;
+
+ if ( gWorldBombs[ uiBombIndex ].bIsFromRemotePlayer )
+ {
+ // it is possible for players from other teams to set off a bomb that does not belong to them if they fail disarming it
+ // but we must send the ID for the world item of the bomb that all the other clients recognise
+ det.ubMPTeamIndex = gWorldBombs[ uiBombIndex ].ubMPTeamIndex;
+ det.uiWorldItemIndex = gWorldBombs[ uiBombIndex ].iMPWorldItemIndex;
+ }
+ else
+ {
+ // it is a bomb that originated on our client
+ det.uiWorldItemIndex = uiWorldIndex;
+ det.ubMPTeamIndex = pSoldier->bTeam;
+ }
+ det.uiPreRandomIndex = guiPreRandomIndex;
+
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - send_detonate_explosive ( MPTeam : %i , uiWorldIndex : %i , uiPreRandomIndex : %i )\n",det.ubMPTeamIndex, det.uiWorldItemIndex , det.uiPreRandomIndex );
+ MPDebugMsg(tmpMPDbgString);
+ gfMPDebugOutputRandoms = true;
+#endif
+
+ client->RPC("sendDETONATEEXPLOSIVE",(const char*)&det, (int)sizeof(detonate_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+ }
+ else
+ {
+ char tmpMsg1[128];
+ sprintf(tmpMsg1,"ERROR! - Cant find a local WorldBomb for WorldIndex (locally) %i in send_detonate_explosive()",uiWorldIndex);
+ //ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
+ MPDebugMsg(tmpMsg1);
+ }
+ }
+ }
+}
+
+void recieveDETONATEEXPLOSIVE (RPCParameters *rpcParameters)
+{
+ detonate_struct* det = (detonate_struct*)rpcParameters->input;
+
+ det->ubID = MPDecodeSoldierID(det->ubID);
+
+ SOLDIERTYPE* pSoldier = MercPtrs[det->ubID];
+ if (pSoldier != NULL)
+ {
+ // if explosive detonation didnt originate from this client then its need to be performed here
+ if (pSoldier->bTeam != netbTeam && (pSoldier->bTeam != 1 || !is_server))
+ {
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - recieveDETONATEEXPLOSIVE ( MPTeam : %i , uiWorldIndex : %i , uiPreRandomIndex : %i , ubID : %i )\n",det->ubMPTeamIndex, det->uiWorldItemIndex , det->uiPreRandomIndex , det->ubID );
+ MPDebugMsg(tmpMPDbgString);
+ gfMPDebugOutputRandoms = true;
+#endif
+
+ guiPreRandomIndex = det->uiPreRandomIndex; // syncronise random number generator
+
+ UINT32 uiCount;
+ UINT32 ubWorldIndexToCheck = -1;
+ bool bFound = false;
+ for(uiCount=0; uiCount < guiNumWorldBombs; uiCount++)
+ {
+ // we could be recieving a message that a player from another team has detonated our bomb (while disarming), in this case we would check the local ids
+ // otherwise we check MPCreatorID's like normal
+ ubWorldIndexToCheck = (det->ubMPTeamIndex == netbTeam ? gWorldBombs[ uiCount ].iItemIndex : gWorldBombs[ uiCount ].iMPWorldItemIndex);
+ if ( gWorldBombs[ uiCount ].fExists == TRUE &&
+ ubWorldIndexToCheck == det->uiWorldItemIndex &&
+ (gWorldBombs[ uiCount ].ubMPTeamIndex == det->ubMPTeamIndex || det->ubMPTeamIndex == netbTeam) )
+ {
+ bFound = true;
+ AddBombToQueue(uiCount, guiBaseJA2Clock, TRUE); // blow up now :)
+ break;
+ }
+ }
+
+ if (!bFound)
+ {
+#ifdef JA2BETAVERSION
+ char tmpMsg1[128];
+ sprintf(tmpMsg1,"ERROR! - Cant find a local WorldBomb for remote WorldIndex %i from Team %i in recieveDETONATEEXPLOSIVE()",det->uiWorldItemIndex,det->ubMPTeamIndex );
+ //ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
+ MPDebugMsg(tmpMsg1);
+#endif
+ }
+ }
+ }
+}
+
+void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldItem, UINT8 ubID)
+{
+ ubID = MPEncodeSoldierID(ubID);
+
+ SOLDIERTYPE* pSoldier = MercPtrs[ubID];
+ if (pSoldier != NULL)
+ {
+ // explosive disarmed on this client, notify the other clients
+ if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
+ {
+ // find the appropriate world bomb for the world item
+ UINT8 uiBombIndex = -1;
+ UINT32 uiCount;
+ for(uiCount=0; uiCount < guiNumWorldBombs; uiCount++)
+ {
+ if (gWorldBombs[uiCount].iItemIndex == uiWorldItem)
+ {
+ uiBombIndex = uiCount;
+ break;
+ }
+ }
+
+ if (uiBombIndex > -1)
+ {
+ disarm_struct disarm;
+ disarm.ubID = ubID;
+ if ( gWorldBombs[ uiBombIndex ].bIsFromRemotePlayer )
+ {
+ // it is possible for players from other teams to defuse a bomb in the world
+ // but we must send the ID for the world item of the bomb that all the other clients recognise
+ disarm.ubMPTeamIndex = gWorldBombs[ uiBombIndex ].ubMPTeamIndex;
+ disarm.uiWorldItemIndex = gWorldBombs[ uiBombIndex ].iMPWorldItemIndex;
+ }
+ else
+ {
+ disarm.ubMPTeamIndex = pSoldier->bTeam;
+ disarm.uiWorldItemIndex = uiWorldItem;
+ }
+ disarm.sGridNo = sGridNo;
+ disarm.uiPreRandomIndex = guiPreRandomIndex;
+
+ #ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - send_disarm_explosive ( MPTeam : %i , uiWorldIndex : %i , uiPreRandomIndex : %i , sGridNo : %i )\n",disarm.ubMPTeamIndex, disarm.uiWorldItemIndex , disarm.uiPreRandomIndex );
+ MPDebugMsg(tmpMPDbgString);
+ gfMPDebugOutputRandoms = true;
+ #endif
+
+ client->RPC("sendDISARMEXPLOSIVE",(const char*)&disarm, (int)sizeof(disarm_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+ }
+ else
+ {
+ char tmpMsg1[128];
+ sprintf(tmpMsg1,"ERROR! - Cant find a local WorldBomb for WorldIndex (locally) %i in send_disarm_explosive()",uiWorldItem);
+ //ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
+ MPDebugMsg(tmpMsg1);
+ }
+ }
+ }
+}
+
+void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
+{
+ disarm_struct* disarm = (disarm_struct*)rpcParameters->input;
+
+ disarm->ubID = MPDecodeSoldierID(disarm->ubID);
+
+ SOLDIERTYPE* pSoldier = MercPtrs[disarm->ubID];
+ if (pSoldier != NULL)
+ {
+ // if explosive disarm didnt originate from this client then its need to be performed here
+ if (pSoldier->bTeam != netbTeam && (pSoldier->bTeam != 1 || !is_server))
+ {
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - recieveDISARMEXPLOSIVE ( MPTeam : %i , uiWorldItemIndex : %i , uiPreRandomIndex : %i , ubID : %i , sGridNo : %i )\n",disarm->ubMPTeamIndex, disarm->uiWorldItemIndex , disarm->uiPreRandomIndex , disarm->ubID , disarm->sGridNo );
+ MPDebugMsg(tmpMPDbgString);
+ gfMPDebugOutputRandoms = true;
+#endif
+
+ guiPreRandomIndex = disarm->uiPreRandomIndex; // syncronise random number generator
+
+ UINT32 uiCount;
+ UINT32 ubWorldIndexToCheck = -1;
+ bool bFound = false;
+ for(uiCount=0; uiCount < guiNumWorldBombs; uiCount++)
+ {
+ ubWorldIndexToCheck = (disarm->ubMPTeamIndex == netbTeam ? gWorldBombs[ uiCount ].iItemIndex : gWorldBombs[ uiCount ].iMPWorldItemIndex);
+ if ( gWorldBombs[ uiCount ].fExists == TRUE &&
+ disarm->uiWorldItemIndex == ubWorldIndexToCheck &&
+ (gWorldBombs[ uiCount ].ubMPTeamIndex == disarm->ubMPTeamIndex || disarm->ubMPTeamIndex == netbTeam) )
+ {
+ bFound = true;
+ // print out a screen message if it was our bomb
+ if (disarm->ubMPTeamIndex == netbTeam)
+ {
+ SOLDIERTYPE * pBombOwner = MercPtrs[gWorldItems[ gWorldBombs[ uiCount ].iItemIndex ].soldierID];
+ if (pBombOwner != NULL)
+ {
+ ScreenMsg( FONT_LTBLUE , MSG_MPSYSTEM , L"%s's bomb was disarmed by %s", pBombOwner->name, pSoldier->name);
+ }
+ }
+
+ // removing from the item pool will remove world item and world bomb
+ UINT8 ubLevel = gWorldItems[ gWorldBombs[ uiCount ].iItemIndex ].ubLevel;
+ RemoveItemFromPool( disarm->sGridNo , gWorldBombs[ uiCount ].iItemIndex, ubLevel );
+ break;
+ }
+ }
+
+ if (!bFound)
+ {
+#ifdef JA2BETAVERSION
+ char tmpMsg1[128];
+ sprintf(tmpMsg1,"ERROR! - Cant find a local WorldBomb for remote WorldIndex %i from Team %i in recieveDISARMEXPLOSIVE()",disarm->uiWorldItemIndex,disarm->ubMPTeamIndex );
+ //ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
+ MPDebugMsg(tmpMsg1);
+#endif
+ }
+ }
+ }
+}
+
+void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID )
+{
+ spreadeffect_struct sef;
+
+ sef.sGridNo = sGridNo;
+ sef.ubRadius = ubRadius;
+ sef.usItem = usItem;
+ sef.ubOwner = MPEncodeSoldierID(ubOwner);
+ sef.fSubsequent = fSubsequent;
+ sef.bLevel = bLevel;
+ sef.iSmokeEffectID = iSmokeEffectID;
+ sef.uiPreRandomIndex = guiPreRandomIndex;
+
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - send_spreadeffect ( sGridNo : %i , ubRadius : %i , usItem : %i , ubOwner : %i , fSubsequent : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef.sGridNo, sef.ubRadius ,sef.usItem, sef.ubOwner, sef.fSubsequent, sef.bLevel, sef.iSmokeEffectID, sef.uiPreRandomIndex );
+ MPDebugMsg(tmpMPDbgString);
+#endif
+
+ client->RPC("sendSPREADEFFECT",(const char*)&sef, (int)sizeof(spreadeffect_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
+
+void recieveSPREADEFFECT (RPCParameters *rpcParameters)
+{
+ spreadeffect_struct* sef = (spreadeffect_struct*)rpcParameters->input;
+
+ sef->ubOwner = MPDecodeSoldierID(sef->ubOwner);
+
+ SOLDIERTYPE* pSoldier = MercPtrs[sef->ubOwner];
+ if (pSoldier != NULL)
+ {
+
+ // spread effect didnt originate from us
+ if (!IsOurSoldier(pSoldier) && (pSoldier->bTeam != 1 || !is_server))
+ {
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - recieveSPREADEFFECT ( sGridNo : %i , ubRadius : %i , usItem : %i , ubOwner : %i , fSubsequent : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef->sGridNo, sef->ubRadius ,sef->usItem, sef->ubOwner, sef->fSubsequent, sef->bLevel, sef->iSmokeEffectID, sef->uiPreRandomIndex );
+ MPDebugMsg(tmpMPDbgString);
+#endif
+
+ guiPreRandomIndex = sef->uiPreRandomIndex; // syncronise random number generator
+
+ // translate SmokeEffectID
+ if (sef->iSmokeEffectID >= 0)
+ {
+ UINT32 uiCount;
+ bool bFound = false;
+ for(uiCount=0; uiCount < guiNumSmokeEffects; uiCount++)
+ {
+ if ( gSmokeEffectData[ uiCount ].fAllocated == TRUE && gSmokeEffectData[ uiCount ].iMPTeamIndex == pSoldier->bTeam && gSmokeEffectData[ uiCount ].iMPSmokeEffectID == sef->iSmokeEffectID)
+ {
+ bFound = true;
+ SpreadEffect( sef->sGridNo , sef->ubRadius , sef->usItem , sef->ubOwner , sef->fSubsequent , sef->bLevel , uiCount , TRUE);
+ break;
+ }
+ }
+
+ if (!bFound)
+ {
+#ifdef JA2BETAVERSION
+ char tmpMsg1[128];
+ sprintf(tmpMsg1,"ERROR! - Cant find a local SmokeEffectID for remote ID %i from team %i in recieveSPREADEFFECT()",sef->iSmokeEffectID, pSoldier->bTeam);
+ //ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
+ MPDebugMsg(tmpMsg1);
+#endif
+ }
+ }
+ else
+ {
+ SpreadEffect( sef->sGridNo , sef->ubRadius , sef->usItem , sef->ubOwner , sef->fSubsequent , sef->bLevel , sef->iSmokeEffectID , TRUE);
+ }
+
+ }
+ }
+ else
+ {
+#ifdef JA2BETAVERSION
+ char tmpMsg2[128];
+ sprintf(tmpMsg2,"ERROR! - Invalid Soldier pointer from ubID %i in recieveSPREADEFFECT()",sef->ubOwner);
+ //ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
+ MPDebugMsg(tmpMsg2);
+#endif
+ }
+}
+
+void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, INT32 iSmokeEffectID)
+{
+ // i'm reusing this struct, the parameters are essentially the same
+ spreadeffect_struct sef;
+
+ sef.sGridNo = sGridNo;
+ sef.usItem = usItem;
+ sef.ubOwner = MPEncodeSoldierID(ubOwner);
+ sef.bLevel = bLevel;
+ sef.iSmokeEffectID = iSmokeEffectID;
+ sef.uiPreRandomIndex = guiPreRandomIndex;
+
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - send_newsmokeeffect ( sGridNo : %i , usItem : %i , ubOwner : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef.sGridNo, sef.usItem, sef.ubOwner, sef.bLevel, sef.iSmokeEffectID, sef.uiPreRandomIndex );
+ MPDebugMsg(tmpMPDbgString);
+#endif
+
+ client->RPC("sendNEWSMOKEEFFECT",(const char*)&sef, (int)sizeof(spreadeffect_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
+
+void recieveNEWSMOKEEFFECT (RPCParameters *rpcParameters)
+{
+ spreadeffect_struct* sef = (spreadeffect_struct*)rpcParameters->input;
+
+ // translate any of our soldier ids back to the correct local copy
+ sef->ubOwner = MPDecodeSoldierID(sef->ubOwner);
+
+ SOLDIERTYPE* pSoldier = MercPtrs[sef->ubOwner];
+ if (pSoldier != NULL)
+ {
+ // new smoke effect didnt originate from us
+ if (!IsOurSoldier(pSoldier) && (pSoldier->bTeam != 1 || !is_server))
+ {
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - recieveNEWSMOKEEFFECT ( sGridNo : %i , usItem : %i , ubOwner : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef->sGridNo, sef->usItem, sef->ubOwner, sef->bLevel, sef->iSmokeEffectID, sef->uiPreRandomIndex );
+ MPDebugMsg(tmpMPDbgString);
+#endif
+
+ guiPreRandomIndex = sef->uiPreRandomIndex;
+
+ // start new smoke effect
+ INT32 iNewSmokeIndex = NewSmokeEffect( sef->sGridNo , sef->usItem , sef->bLevel , sef->ubOwner , TRUE );
+
+ // attach remote id to local smoke effect
+ gSmokeEffectData[iNewSmokeIndex].iMPTeamIndex = pSoldier->bTeam;
+ gSmokeEffectData[iNewSmokeIndex].iMPSmokeEffectID = sef->iSmokeEffectID;
+ }
+ }
+ else
+ {
+#ifdef JA2BETAVERSION
+ char tmpMsg[128];
+ sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveNEWSMOKEEFFECT()",sef->ubOwner);
+ //ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
+ MPDebugMsg(tmpMsg);
+#endif
+ }
+}
+
+void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner )
+{
+ explosiondamage_struct exp;
+ exp.ubDamageFunc = 1;
+ exp.ubSoldierID = MPEncodeSoldierID(pSoldier->ubID);
+ exp.usExplosiveClassID = usExplosiveClassID;
+ exp.sSubsequent = sSubsequent;
+ exp.fRecompileMovementCosts = fRecompileMovementCosts;
+ exp.sWoundAmt = sWoundAmt;
+ exp.sBreathAmt = sBreathAmt;
+ exp.ubAttackerID = MPEncodeSoldierID(ubOwner);
+ exp.uiPreRandomIndex = guiPreRandomIndex;
+
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - send_gasdamage ( ubSoldierID : %i , usExplosiveClassID : %i , sSubsequent : %i , recompileMoveCosts : %i , sWoundAmt : %i , sBreathAmt : %i , ubOwner : %i )\n", exp.ubSoldierID , usExplosiveClassID , sSubsequent , fRecompileMovementCosts , sWoundAmt , sBreathAmt , exp.ubAttackerID );
+ MPDebugMsg(tmpMPDbgString);
+#endif
+
+ client->RPC("sendEXPLOSIONDAMAGE",(const char*)&exp, (int)sizeof(explosiondamage_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
+
+void send_explosivedamage( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent )
+{
+ explosiondamage_struct exp;
+ exp.ubDamageFunc = 2;
+ exp.ubSoldierID = MPEncodeSoldierID(ubPerson);
+ exp.usItem = usItem;
+ exp.uiDist = uiDist;
+ exp.sSubsequent = sSubsequent;
+ exp.sBombGridNo = sBombGridNo;
+ exp.sWoundAmt = sWoundAmt;
+ exp.sBreathAmt = sBreathAmt;
+ exp.ubAttackerID = MPEncodeSoldierID(ubOwner);
+ exp.uiPreRandomIndex = guiPreRandomIndex;
+
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - send_explosivedamage ( ubPerson : %i , ubOwner : %i , sBombGridNo : %i , sWoundAmt : %i , sBreathAmt : %i , uiDist : %i , usItem : %i , sSubs : %i )\n",ubPerson, ubOwner , sBombGridNo , sWoundAmt , sBreathAmt , uiDist , usItem , sSubsequent );
+ MPDebugMsg(tmpMPDbgString);
+#endif
+
+ client->RPC("sendEXPLOSIONDAMAGE",(const char*)&exp, (int)sizeof(explosiondamage_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
+
+void recieveEXPLOSIONDAMAGE (RPCParameters *rpcParameters)
+{
+ explosiondamage_struct* exp = (explosiondamage_struct*)rpcParameters->input;
+
+ exp->ubSoldierID = MPDecodeSoldierID(exp->ubSoldierID);
+ exp->ubAttackerID = MPDecodeSoldierID(exp->ubAttackerID);
+
+
+ SOLDIERTYPE* pSoldier = MercPtrs[exp->ubSoldierID];
+ if (pSoldier != NULL)
+ {
+
+ // damage isnt for our merc (or we wouldve handled it locally) or it is for an AI but we are NOT the server
+ if (!IsOurSoldier(pSoldier) && (pSoldier->bTeam != 1 || !is_server))
+ {
+#ifdef JA2BETAVERSION
+ CHAR tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MP - recieveEXPLOSIONDAMAGE ( ubDamageFunc : %i , ubSoldierID : %i , ubAttackerID : %i , usItem : %i , usExplosiveClassID : %i , sWoundAmt : %i , sBreathAmt : %i , uiDist : %i , sSubs : %i , sBombGridNo : %i , uiPreRandomIndex : %i )\n", exp->ubDamageFunc , exp->ubSoldierID , exp->ubAttackerID , exp->usItem , exp->usExplosiveClassID , exp->sWoundAmt , exp->sBreathAmt , exp->uiDist , exp->sSubsequent , exp->sBombGridNo , exp->uiPreRandomIndex );
+ MPDebugMsg(tmpMPDbgString);
+#endif
+
+ guiPreRandomIndex = exp->uiPreRandomIndex;
+
+ if (exp->ubDamageFunc == 1)
+ {
+ //EXPLOSIVETYPE* pExplosive = &(Explosive[ exp->usExplosiveClassID ] );
+ //DishOutGasDamage(pSoldier, pExplosive, exp->sSubsequent , exp->fRecompileMovementCosts , exp->sWoundAmt , exp->sBreathAmt , exp->ubAttackerID , TRUE );
+
+ // can use DishOutGasDamage() as it is dependant on the local state of the gas cloud which is not always in sync
+ // but we have the definite results of damage on a merc, so :
+ pSoldier->SoldierTakeDamage( ANIM_STAND, exp->sWoundAmt, exp->sBreathAmt, TAKE_DAMAGE_GAS, NOBODY, NOWHERE, 0, TRUE );
+ }
+ else if (exp->ubDamageFunc == 2)
+ {
+ DamageSoldierFromBlast( exp->ubSoldierID , exp->ubAttackerID , exp->sBombGridNo , exp->sWoundAmt , exp->sBreathAmt , exp->uiDist , exp->usItem , exp->sSubsequent , TRUE);
+ }
+ }
+ }
+ else
+ {
+#ifdef JA2BETAVERSION
+ char tmpMsg[128];
+ sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveEXPLOSIONDAMAGE()",exp->ubAttackerID);
+ //ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
+ MPDebugMsg(tmpMsg);
+#endif
+ }
+}
void send_bullet( BULLET * pBullet,UINT16 usHandItem )
@@ -3164,7 +4151,7 @@ void recieveDEATH (RPCParameters *rpcParameters)
SOLDIERTYPE * pSoldier=MercPtrs[ nDeath->soldier_id ];
UINT16 ubAttackerID;
- if((nDeath->attacker_id >= ubID_prefix) && (nDeath->attacker_id < (ubID_prefix+5)))
+ if((nDeath->attacker_id >= ubID_prefix) && (nDeath->attacker_id < (ubID_prefix+6)))
ubAttackerID = (nDeath->attacker_id - ubID_prefix);
else
ubAttackerID = nDeath->attacker_id;
@@ -3367,9 +4354,11 @@ BOOLEAN check_status (void)// any 'enemies' and clients left to fight ??
gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;//hayden
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, MPClientMessage[41] );
}
- else ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, L"spectator mode disabled");
+ else
+ ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, L"spectator mode disabled");
teamwiped();
+
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[42] );
}
@@ -3608,7 +4597,7 @@ void recieve_fireweapon (RPCParameters *rpcParameters)
}
-void send_door ( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations )
+void send_door ( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fNoAnimations )
{
if((is_server && pSoldier->ubID<120) || (!is_server && is_client && pSoldier->ubID<20) || (!is_server && !is_client) )
{
@@ -3859,6 +4848,7 @@ void startCombat(UINT8 ubStartingTeam)
void teamwiped ( void )
{
+ isOwnTeamWipedOut = true;
sc_struct data;
data.ubStartingTeam=netbTeam;
@@ -3871,6 +4861,7 @@ void teamwiped ( void )
if (PLAYER_BSIDE==MP_TYPE_COOP)
{
iTeamsWiped++;
+
if (iTeamsWiped >= MAX_CLIENTS)
game_over();
}
@@ -3914,7 +4905,7 @@ void recieve_heal (RPCParameters *rpcParameters)
UINT16 healed;
- if((data->ubID >= ubID_prefix) && (data->ubID < (ubID_prefix+5)))
+ if((data->ubID >= ubID_prefix) && (data->ubID < (ubID_prefix+6)))
healed = (data->ubID - ubID_prefix);
else
healed = data->ubID;
@@ -3953,6 +4944,10 @@ void awardINT (RPCParameters *rpcParameters)
void game_over()
{
// wait 3 seconds then notify all clients
+
+ // reset
+ isOwnTeamWipedOut = false;
+
is_game_over = true;
iScoreScreenTime = guiBaseJA2NoPauseClock + 5000;
}
@@ -4013,6 +5008,7 @@ void connect_client ( void )
REGISTER_STATIC_RPC(client, recieveFIRE);
REGISTER_STATIC_RPC(client, recieveHIT);
REGISTER_STATIC_RPC(client, recieveHIRE);
+ REGISTER_STATIC_RPC(client, recieveDISMISS);
REGISTER_STATIC_RPC(client, recieveguiPOS);
REGISTER_STATIC_RPC(client, recieveguiDIR);
REGISTER_STATIC_RPC(client, recieveEndTurn);
@@ -4028,6 +5024,14 @@ void connect_client ( void )
REGISTER_STATIC_RPC(client, recieveEDGECHANGE);
REGISTER_STATIC_RPC(client, recieveMAPCHANGE);
REGISTER_STATIC_RPC(client, recieveBULLET);
+ REGISTER_STATIC_RPC(client, recieveGRENADE);
+ REGISTER_STATIC_RPC(client, recieveGRENADERESULT);
+ REGISTER_STATIC_RPC(client, recievePLANTEXPLOSIVE);
+ REGISTER_STATIC_RPC(client, recieveDETONATEEXPLOSIVE);
+ REGISTER_STATIC_RPC(client, recieveDISARMEXPLOSIVE);
+ REGISTER_STATIC_RPC(client, recieveSPREADEFFECT);
+ REGISTER_STATIC_RPC(client, recieveNEWSMOKEEFFECT);
+ REGISTER_STATIC_RPC(client, recieveEXPLOSIONDAMAGE);
REGISTER_STATIC_RPC(client, recieveSTATE);
REGISTER_STATIC_RPC(client, recieveDEATH);
REGISTER_STATIC_RPC(client, recievehitSTRUCT);
@@ -4088,7 +5092,7 @@ void connect_client ( void )
memset ( &client_ready,0,sizeof(int)*4);
memset ( &client_teams,0,sizeof(int)*4);
if (!RANDOM_SPAWN)
- memset ( &client_edges,0,sizeof(int)*4);
+ memset ( &client_edges,0,sizeof(int)*5);
if (RANDOM_MERCS)
memset (random_mercs,0,sizeof(int)*7);
memset( gMPPlayerStats,0,sizeof(player_stats)*5);
@@ -4102,6 +5106,8 @@ void connect_client ( void )
char port[30];
// char client_number[30];
char sector_edge[30];
+
+ isOwnTeamWipedOut = false;
wiped=0;
//disable cheating
@@ -4210,12 +5216,8 @@ void connect_client ( void )
gGameExternalOptions.fEnableSlayForever =1;
LaptopSaveInfo.gubPlayersMercAccountStatus = 4;
- extern BOOLEAN gfTemporaryDisablingOfLoadPendingFlag;
+ // Set fast loading of WWW sites
gfTemporaryDisablingOfLoadPendingFlag = TRUE;
- SetBookMark( AIM_BOOKMARK );
- SetBookMark( BOBBYR_BOOKMARK );
- //SetBookMark( IMP_BOOKMARK );
- SetBookMark( MERC_BOOKMARK );
gMercProfiles[ 57 ].sSalary = 2000;
gMercProfiles[ 58 ].sSalary = 1500;
@@ -4237,7 +5239,7 @@ void connect_client ( void )
strcat(client_fileTransferDirectoryPath, FILE_TRANSFER_DIRECTORY_CLIENT);
// WANNE: FILE TRANSFER
- fClientReceivedAllFiles = FALSE;
+ //fClientReceivedAllFiles = FALSE;
client->AttachPlugin(&fltClient);
client->SetSplitMessageProgressInterval(1);
@@ -4438,10 +5440,13 @@ void client_disconnect (void)
allowlaptop=false;
+ // Reset fast loading of WWW pages
+ gfTemporaryDisablingOfLoadPendingFlag = FALSE;
+
// clear local client cache
memset(client_names,0,sizeof(char)*4*30);
- memset(client_edges,0,sizeof(int)*4);
+ memset(client_edges,0,sizeof(int)*5);
memset(client_ready,0,sizeof(int)*4);
memset(client_teams,0,sizeof(int)*4);
memset(gMPPlayerStats,0,sizeof(player_stats)*5);
@@ -4527,7 +5532,12 @@ void send_teamchange(int newteam)
bool can_teamchange()
{
- return (is_game_started != 1 && client_ready[CLIENT_NUM-1] == 0 && !allowlaptop);
+ bool isGeneralTeamchangeValid = (is_game_started != 1 && client_ready[CLIENT_NUM-1] == 0 && !allowlaptop);
+
+ if (isGeneralTeamchangeValid && PLAYER_BSIDE == MP_TYPE_TEAMDEATMATCH)
+ return TRUE;
+ else
+ return FALSE;
}
// 20081222 - OJW
diff --git a/Multiplayer/connect.h b/Multiplayer/connect.h
index 5d21a60c..73fda315 100644
--- a/Multiplayer/connect.h
+++ b/Multiplayer/connect.h
@@ -5,6 +5,8 @@
#include "Merc Hiring.h"
#include "event pump.h"
+extern bool isOwnTeamWipedOut;
+
extern bool is_connected;
extern bool is_connecting;
extern bool is_client;
@@ -52,7 +54,7 @@ extern STRING512 gCurrentTransferFilename;
extern INT32 gCurrentTransferBytes;
extern INT32 gTotalTransferBytes;
-extern UINT16 crate_usMapPos;
+extern UINT32 crate_usMapPos;
//extern int INTERRUPTS;
@@ -90,13 +92,14 @@ void client_disconnect (void);
void DialogRemoved( UINT8 ubResult );
void manual_overide(void);
-void send_path ( SOLDIERTYPE *pSoldier, UINT16 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim );
+void send_path ( SOLDIERTYPE *pSoldier, INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim );
void send_stance ( SOLDIERTYPE *pSoldier, UINT8 ubDesiredStance );
void send_dir ( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection );
-void send_fire( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo );
+void send_fire( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
void send_hit( EV_S_WEAPONHIT *SWeaponHit );
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
+void send_dismiss( UINT8 ubCurrentSoldier);
void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos);
void send_gui_dir(SOLDIERTYPE *pSoldier, UINT16 usNewDirection);
@@ -109,6 +112,17 @@ void send_stop (EV_S_STOP_MERC *SStopMerc);
void send_interrupt(SOLDIERTYPE *pSoldier);
+// OJW - 20091002 - explosives
+void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID , bool bIsThrownGrenade);
+void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud);
+void send_plant_explosive (UINT8 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
+void send_detonate_explosive (UINT32 uiWorldIndex, UINT8 ubID);
+void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
+void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, INT32 iSmokeEffectID);
+void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID , INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner );
+void send_explosivedamage( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent );
+void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldIndex, UINT8 ubID);
+
void OpenChatMsgBox(void);
void reapplySETTINGS();
@@ -122,7 +136,7 @@ extern char client_names[4][30];
// changes to the codebase without talking to the other devs
extern int client_ready[4];
extern int client_teams[4];
-extern int client_edges[4];
+extern int client_edges[5];
extern int client_downloading[4];
extern int client_progress[4];
@@ -171,4 +185,36 @@ extern BOOLEAN fClientReceivedAllFiles;
// OJW - 20090507
// Add basic version checking, will only work from now on
// note: this cannot be longer than char[30]
-#define MPVERSION "1.13MP-v1.2"
\ No newline at end of file
+#define MPVERSION "1.13MP-v1.5"
+
+// OJW - 2009128 - inline funcs for working with soldiers and teams
+// sick of confusing myself :)
+
+// this one should be called before passing an ID off the client
+inline UINT8 MPEncodeSoldierID( UINT8 ubID )
+{
+ if ( ubID < 20 )
+ return ubID + ubID_prefix; // soldier is ours
+ else
+ return ubID; // soldier is another teams, dont touch its ID
+}
+
+// this one can be called anywhere, even if the ID was not "encoded"
+inline UINT8 MPDecodeSoldierID( UINT8 ubID )
+{
+ if ( ubID >= ubID_prefix && ubID < (ubID_prefix + 7) )
+ return ubID - ubID_prefix; // soldier is ours
+ else
+ return ubID; // soldier is another teams, dont touch its ID
+}
+
+inline bool IsOurSoldier (SOLDIERTYPE* pSoldier)
+{
+ return pSoldier->bTeam == netbTeam || pSoldier->bTeam == 0;
+}
+
+inline bool IsOurSoldier (UINT8 ubID)
+{
+ return (ubID >= ubID_prefix && ubID < (ubID_prefix + 7)) || ubID < 20;
+}
+
diff --git a/Multiplayer/fresh_header.h b/Multiplayer/fresh_header.h
index ecdbde14..e60fc41f 100644
--- a/Multiplayer/fresh_header.h
+++ b/Multiplayer/fresh_header.h
@@ -17,7 +17,7 @@ typedef struct
typedef struct
{
UINT16 ubID;
- INT16 sGridNo;
+ INT32 sGridNo;
BOOLEAN fNoAnimations;
}doors;
@@ -36,7 +36,7 @@ typedef struct
}AIint;
BOOLEAN DisplayMercsInventory(UINT8 ubMercID);
-void send_door ( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations );
+void send_door ( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fNoAnimations );
void send_changestate (EV_S_CHANGESTATE * SChangeState);
diff --git a/Multiplayer/network.h b/Multiplayer/network.h
index 088e5a1f..955160e3 100644
--- a/Multiplayer/network.h
+++ b/Multiplayer/network.h
@@ -1,5 +1,7 @@
#pragma once
+#include "random.h"
+
//this one just for structs, variables and functions used between the client and server scripts...
extern char CLIENT_NAME[30];
@@ -11,6 +13,8 @@ extern unsigned int setID;
//extern char *fileToSendCopy;
+
+
typedef struct
{
UINT8 client_num;
@@ -48,7 +52,7 @@ typedef struct
char client_name[30];
char client_names[4][30];
// OJW - added 20081204
- int client_edges[4];
+ int client_edges[5];
int client_teams[4];
char server_name[30];
//int cl_ops[4];
@@ -67,6 +71,8 @@ typedef struct
int RANDOM_MERCS;
int random_mercs[7];
char server_version[30];
+ // OJW - added 20091024
+ UINT32 random_table[MAX_PREGENERATED_NUMS];
} settings_struct;
// WANNE: FILE TRANSFER
diff --git a/Multiplayer/server.cpp b/Multiplayer/server.cpp
index 844f8ddf..ebb8e42e 100644
--- a/Multiplayer/server.cpp
+++ b/Multiplayer/server.cpp
@@ -46,6 +46,8 @@
#include "fresh_header.h"
#include "Debug Control.h"
+#include "MPXmlTeams.hpp"
+
extern CHAR16 gzFileTransferDirectory[100];
// WANNE: FILE TRANSFER
@@ -151,6 +153,8 @@ client_data client_d[4];
// OJW - 20081223
// Random Merc teams
// First attempt at "balanced" teams
+// moved to mpxmlteams.cpp
+/*
int random_merc_teams[4][7] =
{
{ 16, 10, 19, 25, 4 , 11, 39 } , // Gus , Shadow, Spider , Raven , Vicki , Red , Meltdown
@@ -158,6 +162,7 @@ int random_merc_teams[4][7] =
{ 12, 5 , 20, 23, 48, 34, 17 } , // Reaper , Trevor, Cliff , Buzz , Cougar , Nails , Buns
{ 31, 7 , 33, 35, 27, 37, 1 } // Scully , Ivan , Dr Q , Thor , Len , Wolf , Blood
};
+*/
int client_mercteam[4] = { 0 , 1 , 2 , 3 }; // random index of random_merc_teams per player
@@ -276,6 +281,11 @@ void sendHIT(RPCParameters *rpcParameters)
server->RPC("recieveHIT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
+void sendDISMISS(RPCParameters *rpcParameters)
+{
+ server->RPC("recieveDISMISS",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
+
void sendHIRE(RPCParameters *rpcParameters)
{
server->RPC("recieveHIRE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
@@ -324,10 +334,51 @@ void sendBULLET(RPCParameters *rpcParameters)
server->RPC("recieveBULLET",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
+void sendGRENADE(RPCParameters *rpcParameters)
+{
+ server->RPC("recieveGRENADE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
+
+void sendGRENADERESULT(RPCParameters *rpcParameters)
+{
+ server->RPC("recieveGRENADERESULT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
+
+void sendPLANTEXPLOSIVE(RPCParameters *rpcParameters)
+{
+ server->RPC("recievePLANTEXPLOSIVE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
+
+void sendDETONATEEXPLOSIVE(RPCParameters *rpcParameters)
+{
+ server->RPC("recieveDETONATEEXPLOSIVE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
+
+void sendDISARMEXPLOSIVE(RPCParameters *rpcParameters)
+{
+ server->RPC("recieveDISARMEXPLOSIVE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
+
+void sendSPREADEFFECT(RPCParameters *rpcParameters)
+{
+ server->RPC("recieveSPREADEFFECT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
+
+void sendNEWSMOKEEFFECT(RPCParameters *rpcParameters)
+{
+ server->RPC("recieveNEWSMOKEEFFECT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
+
+void sendEXPLOSIONDAMAGE(RPCParameters *rpcParameters)
+{
+ server->RPC("recieveEXPLOSIONDAMAGE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
+}
+
void sendSTATE(RPCParameters *rpcParameters)
{
server->RPC("recieveSTATE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
+
void sendDEATH(RPCParameters *rpcParameters)
{
// the master copy of the scoreboard is kept on the server
@@ -654,11 +705,12 @@ void requestFILE_TRANSFER_SETTINGS(RPCParameters *rpcParameters)
filetransfersettings_struct fts;
fts.syncClientsDirectory = gsSYNC_CLIENTS_MP_DIR;
- strcpy(fts.fileTransferDirectory, s_ServerId.GetServerId(vfs::Path(gzFileTransferDirectory)).utf8().c_str());
+ strcpy(fts.fileTransferDirectory, s_ServerId.getServerId(vfs::Path(gzFileTransferDirectory)).utf8().c_str());
strcpy(fts.serverName, SERVER_NAME);
fts.totalTransferBytes = fileListTotalBytes;
#endif
- server->RPC("recieveFILE_TRANSFER_SETTINGS",(const char*)&fts, (int)sizeof(filetransfersettings_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
+ // OJW - 200907819 - Only send to the client that asked for it
+ server->RPC("recieveFILE_TRANSFER_SETTINGS",(const char*)&fts, (int)sizeof(filetransfersettings_struct)*8, HIGH_PRIORITY, RELIABLE, 0, sender, false, 0, UNASSIGNED_NETWORK_ID,0);
}
@@ -764,14 +816,33 @@ void requestSETTINGS(RPCParameters *rpcParameters )
// OJW - 20081218
if (RANDOM_SPAWN)
+ {
+ // Get the edge from the randomized "client_edges"
lan.cl_edge = client_edges[lan.client_num-1];
+ }
else
- lan.cl_edge=clinf->cl_edge;
+ {
+ // WANNE: on DM, each client should get a unique starting edge per default
+ if (gsPLAYER_BSIDE == MP_TYPE_DEATHMATCH || gsPLAYER_BSIDE == MP_TYPE_TEAMDEATMATCH)
+ {
+ client_edges[0] = MP_EDGE_NORTH; // client 1
+ client_edges[1] = MP_EDGE_SOUTH; // client 2
+ client_edges[2] = MP_EDGE_EAST; // client 3
+ client_edges[3] = MP_EDGE_WEST; // client 4
+
+ lan.cl_edge = client_edges[lan.client_num-1];
+ }
+ else
+ {
+ lan.cl_edge=clinf->cl_edge;
+ }
+ }
// OJW - 20081223
if (RANDOM_MERCS)
{
- memcpy(lan.random_mercs, random_merc_teams[client_mercteam[lan.client_num - 1]], sizeof(int) * 7);
+ //memcpy(lan.random_mercs, random_merc_teams[client_mercteam[lan.client_num - 1]], sizeof(int) * 7);
+ mpTeams.SerializeProfiles(lan.random_mercs);
}
lan.TIME=TIME;
@@ -781,9 +852,12 @@ void requestSETTINGS(RPCParameters *rpcParameters )
// OJW - 20081204
strcpy(lan.server_name , SERVER_NAME);
- memcpy(lan.client_edges,client_edges,sizeof(int)*4);
+ memcpy(lan.client_edges,client_edges,sizeof(int)*5);
memcpy(lan.client_teams,client_teams,sizeof(int)*4);
+ // OJW - 20091024 - send servers random table
+ memcpy(lan.random_table,guiPreRandomNums,sizeof(UINT32)*MAX_PREGENERATED_NUMS);
+
// OJW - 20090507
// send server version to client
strcpy(lan.server_version,MPVERSION);
@@ -884,40 +958,39 @@ void AddFilesToSendList()
#else
// we cannot just iterate over "*/*" as we would get ALL files and we don't want to send all files
// instead we only iterate over the files in the "_MULTIPLAYER" profile
- vfs::CProfileStack *PS = GetVFS()->GetProfileStack();
- vfs::CVirtualProfile *prof = PS->GetProfile("_MULTIPLAYER");
- if(prof != PS->TopProfile())
+ vfs::CProfileStack *PS = getVFS()->getProfileStack();
+ vfs::CVirtualProfile *prof = PS->getProfile("_MULTIPLAYER");
+ if(prof != PS->topProfile())
{
// there is not supposed to be another profile?
// output error message
return;
}
CTransferRules transferRules;
- transferRules.InitFromTxtFile("transfer_rules.txt");
- vfs::IBaseLocation* loc = prof->GetLocation("");
+ transferRules.initFromTxtFile("transfer_rules.txt");
+ vfs::IBaseLocation* loc = prof->getLocation("");
THROWIFFALSE(loc != NULL, "MP profile was successfully created, but the root directory is not included");
vfs::IBaseLocation::Iterator it = loc->begin();
int i=0;
for(; !it.end(); it.next(), i++)
{
- vfs::Path const& valid_path = it.value()->GetFullPath();
- if(transferRules.ApplyRule(valid_path()) == CTransferRules::ACCEPT)
+ vfs::Path const& valid_path = it.value()->getPath();
+ if(transferRules.applyRule(valid_path()) == CTransferRules::ACCEPT)
{
// transfer only those files that are not on the ignore list
- vfs::tReadableFile* rfile = vfs::tReadableFile::Cast(it.value());
+ vfs::tReadableFile* rfile = vfs::tReadableFile::cast(it.value());
if(!rfile)
{
continue;
}
- vfs::UInt32 fsize = rfile->GetFileSize();
+ vfs::size_t fsize = rfile->getSize();
fileListTotalBytes += (long)fsize;
- if( (fsize>0) && rfile->OpenRead())
+ if( (fsize>0) && rfile->openRead())
{
std::vector data(fsize,0);
- vfs::UInt32 has_read=0;
- rfile->Read(&data[0], fsize, has_read);
- rfile->Close();
- fileList.AddFile(valid_path().utf8().c_str(),&data[0], fsize,fsize,FileListNodeContext(0,0), false);
+ rfile->read(&data[0], fsize);
+ rfile->close();
+ fileList.AddFile(utf8string::as_utf8(valid_path()).c_str(),&data[0], fsize,fsize,FileListNodeContext(0,0), false);
}
}
}
@@ -947,13 +1020,13 @@ void start_server (void)
char SERVER_PORT[30];
//char MAX_CLIENTS[30] ;
#ifndef USE_VFS
- // GetPrivateProfileString( "Ja2_mp Settings","MAX_CLIENTS", "", maxclients, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","SERVER_PORT", "", port, MAX_PATH, "..\\Ja2_mp.ini" );
+ // GetPrivateProfileString( "Ja2_mp Settings","MAX_CLIENTS", "4", maxclients, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","SERVER_PORT", "60005", port, MAX_PATH, "..\\Ja2_mp.ini" );
// strcpy( MAX_CLIENTS , maxclients );
strcpy( SERVER_PORT, port );
#else
// GetPrivateProfileString( "Ja2_mp Settings","MAX_CLIENTS", "", maxclients, MAX_PATH, "..\\Ja2_mp.ini" );
- strcpy(port, iniReader.ReadString("Ja2_mp Settings","SERVER_PORT", ""));
+ strcpy(port, iniReader.ReadString("Ja2_mp Settings","SERVER_PORT", "60005"));
// strcpy( MAX_CLIENTS , maxclients );
strcpy( SERVER_PORT, port );
#endif
@@ -979,62 +1052,62 @@ void start_server (void)
// OJW - 20081204
#ifndef USE_VFS
- GetPrivateProfileString( "Ja2_mp Settings","SERVER_NAME", "", SERVER_NAME, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","SERVER_NAME", "Server Name", SERVER_NAME, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","SAME_MERC", "", hire_same_merc, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","DISABLE_MORALE", "", mor, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","MAX_CLIENTS", "", maxclients, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","DAMAGE_MULTIPLIER", "", net_div, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","RANDOM_MERCS", "", sRandomMercs, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","RANDOM_EDGES", "", sRandomEdges, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","SAME_MERC", "1", hire_same_merc, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","DISABLE_MORALE", "0", mor, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","MAX_CLIENTS", "4", maxclients, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","DAMAGE_MULTIPLIER", "0.7", net_div, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","RANDOM_MERCS", "0", sRandomMercs, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","RANDOM_EDGES", "0", sRandomEdges, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","ENEMY_ENABLED", "", bteam1_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
- //GetPrivateProfileString( "Ja2_mp Settings","CREATURE_ENABLED", "", bteam2_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","MILITIA_ENABLED", "", bteam3_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","CIV_ENABLED", "", bteam4_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","ENEMY_ENABLED", "0", bteam1_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
+ //GetPrivateProfileString( "Ja2_mp Settings","CREATURE_ENABLED", "0", bteam2_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","MILITIA_ENABLED", "0", bteam3_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","CIV_ENABLED", "0", bteam4_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","GAME_MODE", "", player_bside, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","DIFFICULT_LEVEL", "", difficult_level, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","GAME_MODE", "0", player_bside, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","DIFFICULT_LEVEL", "3", difficult_level, MAX_PATH, "..\\Ja2_mp.ini" );
// OJW - 20090304 - override max number of ai's in co-op
char sOverrideMaxAI[30];
OVERRIDE_MAX_AI = 0;
- GetPrivateProfileString( "Ja2_mp Settings","OVERRIDE_MAX_AI", "", sOverrideMaxAI, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","OVERRIDE_MAX_AI", "0", sOverrideMaxAI, MAX_PATH, "..\\Ja2_mp.ini" );
// WANNE: FILE TRANSFER
GetPrivateProfileString( "Ja2_mp Settings", "FILE_TRANSFER_DIRECTORY", "Data-MP", gsFILE_TRANSFER_DIRECTORY_SERVER, MAX_PATH, "..\\Ja2_mp.ini" );
char sendFiles[30];
- GetPrivateProfileString( "Ja2_mp Settings", "SYNC_CLIENTS_MP_DIR", "", sendFiles, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings", "SYNC_CLIENTS_MP_DIR", "1", sendFiles, MAX_PATH, "..\\Ja2_mp.ini" );
gsSYNC_CLIENTS_MP_DIR = atoi(sendFiles);
#else
- strncpy(SERVER_NAME, iniReader.ReadString("Ja2_mp Settings","SERVER_NAME", ""), 30);
+ strncpy(SERVER_NAME, iniReader.ReadString("Ja2_mp Settings","SERVER_NAME", "Server Name"), 30);
- strncpy(hire_same_merc, iniReader.ReadString("Ja2_mp Settings","SAME_MERC", ""), 30);
- strncpy(mor, iniReader.ReadString("Ja2_mp Settings","DISABLE_MORALE", ""), 30);
- strncpy(maxclients, iniReader.ReadString("Ja2_mp Settings","MAX_CLIENTS", ""), 30);
- strncpy(net_div, iniReader.ReadString("Ja2_mp Settings","DAMAGE_MULTIPLIER", ""), 30);
- strncpy(sRandomMercs, iniReader.ReadString("Ja2_mp Settings","RANDOM_MERCS", ""), 30);
- strncpy(sRandomEdges, iniReader.ReadString("Ja2_mp Settings","RANDOM_EDGES", ""), 30);
+ strncpy(hire_same_merc, iniReader.ReadString("Ja2_mp Settings","SAME_MERC", "1"), 30);
+ strncpy(mor, iniReader.ReadString("Ja2_mp Settings","DISABLE_MORALE", "0"), 30);
+ strncpy(maxclients, iniReader.ReadString("Ja2_mp Settings","MAX_CLIENTS", "4"), 30);
+ strncpy(net_div, iniReader.ReadString("Ja2_mp Settings","DAMAGE_MULTIPLIER", "0.7"), 30);
+ strncpy(sRandomMercs, iniReader.ReadString("Ja2_mp Settings","RANDOM_MERCS", "0"), 30);
+ strncpy(sRandomEdges, iniReader.ReadString("Ja2_mp Settings","RANDOM_EDGES", "0"), 30);
- strncpy(bteam1_enabled, iniReader.ReadString("Ja2_mp Settings","ENEMY_ENABLED", ""), 30);
+ strncpy(bteam1_enabled, iniReader.ReadString("Ja2_mp Settings","ENEMY_ENABLED", "0"), 30);
//GetPrivateProfileString( "Ja2_mp Settings","CREATURE_ENABLED", "", bteam2_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
- strncpy(bteam3_enabled, iniReader.ReadString("Ja2_mp Settings","MILITIA_ENABLED", ""), 30);
- strncpy(bteam4_enabled, iniReader.ReadString("Ja2_mp Settings","CIV_ENABLED", ""), 30);
+ strncpy(bteam3_enabled, iniReader.ReadString("Ja2_mp Settings","MILITIA_ENABLED", "0"), 30);
+ strncpy(bteam4_enabled, iniReader.ReadString("Ja2_mp Settings","CIV_ENABLED", "0"), 30);
- strncpy(player_bside, iniReader.ReadString( "Ja2_mp Settings","GAME_MODE", ""), 30);
- strncpy(difficult_level, iniReader.ReadString( "Ja2_mp Settings", "DIFFICULT_LEVEL", ""), 30);
+ strncpy(player_bside, iniReader.ReadString( "Ja2_mp Settings","GAME_MODE", "0"), 30);
+ strncpy(difficult_level, iniReader.ReadString( "Ja2_mp Settings", "DIFFICULT_LEVEL", "3"), 30);
// OJW - 20090304 - override max number of ai's in co-op
char sOverrideMaxAI[30];
OVERRIDE_MAX_AI = 0;
- strncpy(sOverrideMaxAI, iniReader.ReadString("Ja2_mp Settings","OVERRIDE_MAX_AI", ""), 30);
+ strncpy(sOverrideMaxAI, iniReader.ReadString("Ja2_mp Settings","OVERRIDE_MAX_AI", "0"), 30);
// WANNE: FILE TRANSFER
strncpy(gsFILE_TRANSFER_DIRECTORY_SERVER, iniReader.ReadString("Ja2_mp Settings", "FILE_TRANSFER_DIRECTORY", "Data-MP"), 100 );
char sendFiles[30];
- strncpy(sendFiles, iniReader.ReadString( "Ja2_mp Settings", "SYNC_CLIENTS_MP_DIR", ""), 30 );
+ strncpy(sendFiles, iniReader.ReadString( "Ja2_mp Settings", "SYNC_CLIENTS_MP_DIR", "1"), 30 );
gsSYNC_CLIENTS_MP_DIR = atoi(sendFiles);
#endif
@@ -1045,14 +1118,14 @@ void start_server (void)
if(atoi(mor)==1)gsMORALE=1;
#ifndef USE_VFS
- GetPrivateProfileString( "Ja2_mp Settings","KIT_BAG", "", kbag, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","KIT_BAG", "[201,214,243]", kbag, MAX_PATH, "..\\Ja2_mp.ini" );
char rpn[30];
- GetPrivateProfileString( "Ja2_mp Settings","REPORT_NAME", "", rpn, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","REPORT_NAME", "1", rpn, MAX_PATH, "..\\Ja2_mp.ini" );
gsREPORT_NAME=atoi(rpn);
- GetPrivateProfileString( "Ja2_mp Settings","STARTING_BALANCE", "", sBalance, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","TIMED_TURN_SECS_PER_TICK", "", time_div, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","STARTING_BALANCE", "25000", sBalance, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","TIMED_TURN_SECS_PER_TICK", "13.50", time_div, MAX_PATH, "..\\Ja2_mp.ini" );
char dis_bob[30];
char dis_equip[30];
@@ -1060,28 +1133,28 @@ void start_server (void)
char test[30];
GetPrivateProfileString( "Ja2_mp Settings","DISABLE_BOBBY_RAYS", "", dis_bob, MAX_PATH, "..\\Ja2_mp.ini" );
GetPrivateProfileString( "Ja2_mp Settings","DISABLE_AIM_AND_MERC_EQUIP", "", dis_equip, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","MAX_MERCS", "", max_merc, MAX_PATH, "..\\Ja2_mp.ini" );
- GetPrivateProfileString( "Ja2_mp Settings","TESTING", "", test, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","MAX_MERCS", "5", max_merc, MAX_PATH, "..\\Ja2_mp.ini" );
+ GetPrivateProfileString( "Ja2_mp Settings","TESTING", "0", test, MAX_PATH, "..\\Ja2_mp.ini" );
gsDis_Bobby=false;
gsDis_Equip=false;
#else
- strncpy(kbag, iniReader.ReadString("Ja2_mp Settings","KIT_BAG", ""), 100);
+ strncpy(kbag, iniReader.ReadString("Ja2_mp Settings","KIT_BAG", "[201,214,243]"), 100);
char rpn[30];
- strncpy(rpn, iniReader.ReadString("Ja2_mp Settings","REPORT_NAME", ""), 30);
+ strncpy(rpn, iniReader.ReadString("Ja2_mp Settings","REPORT_NAME", "1"), 30);
gsREPORT_NAME=atoi(rpn);
- strncpy(sBalance, iniReader.ReadString("Ja2_mp Settings","STARTING_BALANCE", ""), 30);
- strncpy(time_div, iniReader.ReadString("Ja2_mp Settings","TIMED_TURN_SECS_PER_TICK", ""), 30);
+ strncpy(sBalance, iniReader.ReadString("Ja2_mp Settings","STARTING_BALANCE", "25000"), 30);
+ strncpy(time_div, iniReader.ReadString("Ja2_mp Settings","TIMED_TURN_SECS_PER_TICK", "25"), 30);
char dis_bob[30];
char dis_equip[30];
char max_merc[30];
char test[30];
- strncpy(dis_bob, iniReader.ReadString("Ja2_mp Settings","DISABLE_BOBBY_RAYS", ""), 30);
- strncpy(dis_equip, iniReader.ReadString("Ja2_mp Settings","DISABLE_AIM_AND_MERC_EQUIP", ""), 30);
- strncpy(max_merc, iniReader.ReadString("Ja2_mp Settings","MAX_MERCS", ""), 30);
- strncpy(test, iniReader.ReadString("Ja2_mp Settings","TESTING", ""), 30);
+ strncpy(dis_bob, iniReader.ReadString("Ja2_mp Settings","DISABLE_BOBBY_RAYS", "0"), 30);
+ strncpy(dis_equip, iniReader.ReadString("Ja2_mp Settings","DISABLE_AIM_AND_MERC_EQUIP", "0"), 30);
+ strncpy(max_merc, iniReader.ReadString("Ja2_mp Settings","MAX_MERCS", "5"), 30);
+ strncpy(test, iniReader.ReadString("Ja2_mp Settings","TESTING", "0"), 30);
gsDis_Bobby=false;
gsDis_Equip=false;
#endif
@@ -1106,9 +1179,11 @@ void start_server (void)
if (RANDOM_SPAWN)
{
// create random starting edges
- int spawns[4] = { 0 , 1 , 2 , 3 };
- rSortArray(spawns,4);
- memcpy(client_edges,spawns,sizeof(int)*4);
+ int spawns[5] = { 0 , 1 , 2 , 3, 9 };
+
+ // Randomize spawns
+ rSortArray(spawns,5);
+ memcpy(client_edges,spawns,sizeof(int)*5);
}
if (RANDOM_MERCS)
@@ -1116,6 +1191,7 @@ void start_server (void)
// randomly sort team indexes to give client
// one of four random merc teams
rSortArray(client_mercteam,4);
+ mpTeams.HandleServerStarted();
}
if(gsPLAYER_BSIDE==2)//only enable ai during coop
@@ -1128,7 +1204,8 @@ void start_server (void)
OVERRIDE_MAX_AI = 1;
}
- gsSAME_MERC = atoi(hire_same_merc);
+ // random_mercs implies same_merc
+ gsSAME_MERC = RANDOM_MERCS ? 1 : atoi(hire_same_merc);
gsDAMAGE_MULTIPLIER =(FLOAT)atof(net_div);
gsINTERRUPTS = atoi(ints);
gsMAX_CLIENTS = atoi(maxclients);
@@ -1153,19 +1230,19 @@ void start_server (void)
sDISABLE_SPEC_MODE=atoi(dspec);
#else
char time[30];
- strncpy(time, iniReader.ReadString("Ja2_mp Settings","TIME", ""), 30);
+ strncpy(time, iniReader.ReadString("Ja2_mp Settings","TIME", "0"), 30);
TIME=(FLOAT)atof(time);
char wpr[30];
- strncpy(wpr, iniReader.ReadString("Ja2_mp Settings","WEAPON_READIED_BONUS", ""), 30);
+ strncpy(wpr, iniReader.ReadString("Ja2_mp Settings","WEAPON_READIED_BONUS", "0"), 30);
sWEAPON_READIED_BONUS=atoi(wpr);
char acniv[30];
- strncpy(acniv, iniReader.ReadString("Ja2_mp Settings","ALLOW_CUSTOM_NIV", ""), 30);
+ strncpy(acniv, iniReader.ReadString("Ja2_mp Settings","ALLOW_CUSTOM_NIV", "0"), 30);
sALLOW_CUSTOM_NIV=atoi(acniv);
char dspec[30];
- strncpy(dspec, iniReader.ReadString("Ja2_mp Settings","DISABLE_SPEC_MODE", ""), 30);
+ strncpy(dspec, iniReader.ReadString("Ja2_mp Settings","DISABLE_SPEC_MODE", "0"), 30);
sDISABLE_SPEC_MODE=atoi(dspec);
#endif
//**********************
@@ -1185,6 +1262,7 @@ void start_server (void)
REGISTER_STATIC_RPC(server, sendFIRE);
REGISTER_STATIC_RPC(server, sendHIT);
REGISTER_STATIC_RPC(server, sendHIRE);
+ REGISTER_STATIC_RPC(server, sendDISMISS);
REGISTER_STATIC_RPC(server, sendguiPOS);
REGISTER_STATIC_RPC(server, sendguiDIR);
REGISTER_STATIC_RPC(server, sendEndTurn);
@@ -1194,6 +1272,14 @@ void start_server (void)
REGISTER_STATIC_RPC(server, sendREADY);
REGISTER_STATIC_RPC(server, sendGUI);
REGISTER_STATIC_RPC(server, sendBULLET);
+ REGISTER_STATIC_RPC(server, sendGRENADE);
+ REGISTER_STATIC_RPC(server, sendGRENADERESULT);
+ REGISTER_STATIC_RPC(server, sendPLANTEXPLOSIVE);
+ REGISTER_STATIC_RPC(server, sendDETONATEEXPLOSIVE);
+ REGISTER_STATIC_RPC(server, sendDISARMEXPLOSIVE);
+ REGISTER_STATIC_RPC(server, sendSPREADEFFECT);
+ REGISTER_STATIC_RPC(server, sendNEWSMOKEEFFECT);
+ REGISTER_STATIC_RPC(server, sendEXPLOSIONDAMAGE);
REGISTER_STATIC_RPC(server, requestSETTINGS);
REGISTER_STATIC_RPC(server, requestFILE_TRANSFER_SETTINGS);
REGISTER_STATIC_RPC(server, sendSTATE);
diff --git a/SaveLoadGame.cpp b/SaveLoadGame.cpp
index 888ae749..c340b234 100644
--- a/SaveLoadGame.cpp
+++ b/SaveLoadGame.cpp
@@ -126,12 +126,12 @@
#include "INIReader.h"
#include "VFS/vfs.h"
-
//rain
#include "Rain.h"
//end rain
#include "connect.h"
+#include "Map Screen Interface Map Inventory.h"//dnl ch51 081009
/////////////////////////////////////////////////////
//
@@ -148,6 +148,7 @@ extern void ResetJA2ClockGlobalTimers( void );
extern void BeginLoadScreen( void );
extern void EndLoadScreen();
+
extern CPostalService gPostalService;
//Global variable used
@@ -291,7 +292,7 @@ typedef struct
BOOLEAN fDisableMapInterfaceDueToBattle;
- INT16 sBoxerGridNo[ NUM_BOXERS ];
+ INT32 sBoxerGridNo[ NUM_BOXERS ];
UINT8 ubBoxerID[ NUM_BOXERS ];
BOOLEAN fBoxerFought[ NUM_BOXERS ];
@@ -1004,46 +1005,53 @@ BOOLEAN ITEM_CURSOR_SAVE_INFO::Save(HWFILE hFile)
return TRUE;
}
-
-BOOLEAN SOLDIERCREATE_STRUCT::Save(HWFILE hFile, bool fSavingMap)
+//dnl ch42 250909
+BOOLEAN SOLDIERCREATE_STRUCT::Save(HWFILE hFile, bool fSavingMap, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion)
{
- UINT32 uiNumBytesWritten;
- if ( !FileWrite( hFile, this, SIZEOF_SOLDIERCREATE_STRUCT_POD, &uiNumBytesWritten ) )
+ PTR pData = this;
+ UINT32 uiBytesToWrite = SIZEOF_SOLDIERCREATE_STRUCT_POD;
+ OLD_SOLDIERCREATE_STRUCT_101 OldSoldierCreateStruct;
+ if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION)
{
- return FALSE;
+ OldSoldierCreateStruct = *this;
+ pData = &OldSoldierCreateStruct;
+ uiBytesToWrite = SIZEOF_OLD_SOLDIERCREATE_STRUCT_101_POD;
}
- if ( !this->Inv.Save(hFile, fSavingMap) )
+ UINT32 uiBytesWritten = 0;
+ FileWrite(hFile, pData, uiBytesToWrite, &uiBytesWritten);
+ if(uiBytesToWrite == uiBytesWritten)
{
- return FALSE;
+ if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION)
+ return(TRUE);
+ if(Inv.Save(hFile, fSavingMap))
+ return(TRUE);
}
-
- //ADB screw checksums, they suck, also, checksums aren't always saved
- /*
- if (fSavingMap == false) {
- UINT16 usCheckSum = GetChecksum();
- if ( !FileWrite( hFile, &usCheckSum, 2, &uiNumBytesWritten ) )
- {
- return FALSE;
- }
- }
- */
- return TRUE;
+ return(FALSE);
}
-BOOLEAN SOLDIERCREATE_STRUCT::Load(INT8 **hBuffer, float dMajorMapVersion, UINT8 ubMinorMapVersion)
+BOOLEAN SOLDIERCREATE_STRUCT::Load(INT8 **hBuffer, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion)
{
- if (dMajorMapVersion >= 6.0 && ubMinorMapVersion > 26 ) {
- LOADDATA( this, *hBuffer, SIZEOF_SOLDIERCREATE_STRUCT_POD );
+ if(dMajorMapVersion >= 6.0 && ubMinorMapVersion > 26)
+ {
+ if(dMajorMapVersion < 7.0)
+ {
+ _OLD_SOLDIERCREATE_STRUCT OldSoldierCreateStruct;
+ LOADDATA(&OldSoldierCreateStruct, *hBuffer, _OLD_SIZEOF_SOLDIERCREATE_STRUCT_POD);
+ *this = OldSoldierCreateStruct;
+ }
+ else
+ LOADDATA(this, *hBuffer, SIZEOF_SOLDIERCREATE_STRUCT_POD);
this->Inv.Load(hBuffer, dMajorMapVersion, ubMinorMapVersion);
}
- else {
+ else
+ {
//ADB checksum was not saved under these circumstances!
OLD_SOLDIERCREATE_STRUCT_101 OldSavedSoldierInfo101;
- LOADDATA( &OldSavedSoldierInfo101, *hBuffer, SIZEOF_OLD_SOLDIERCREATE_STRUCT_101_POD );
+ LOADDATA(&OldSavedSoldierInfo101, *hBuffer, SIZEOF_OLD_SOLDIERCREATE_STRUCT_101_POD);
OldSavedSoldierInfo101.CopyOldInventoryToNew();
*this = OldSavedSoldierInfo101;
}
- return TRUE;
+ return(TRUE);
}
BOOLEAN SOLDIERCREATE_STRUCT::Load(HWFILE hFile, int versionToLoad, bool loadChecksum)
@@ -1145,6 +1153,7 @@ BOOLEAN SOLDIERCREATE_STRUCT::Load(HWFILE hFile, int versionToLoad, bool loadChe
return TRUE;
}
+// WANNE - BMP: DONE!
// Changed by ADB, rev 1513
//BOOLEAN MERCPROFILESTRUCT::Load(HWFILE hFile, bool forceLoadOldVersion)
BOOLEAN MERCPROFILESTRUCT::Load(HWFILE hFile, bool forceLoadOldVersion, bool forceLoadOldEncryption, bool wasSavedWithEncryption)
@@ -1155,6 +1164,7 @@ BOOLEAN MERCPROFILESTRUCT::Load(HWFILE hFile, bool forceLoadOldVersion, bool for
//if we are at the most current version, then fine
if ( guiCurrentSaveGameVersion >= NIV_SAVEGAME_DATATYPE_CHANGE && forceLoadOldVersion == false)
{
+ // WANNE - BMP: DONE!
if ( !FileRead( hFile, this, SIZEOF_MERCPROFILESTRUCT_POD, &uiNumBytesRead ) )
{
return(FALSE);
@@ -1379,15 +1389,16 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
return(FALSE);
}
+ // WANNE - BMP: TODO! Struktur prüfen
//load some structs, atm just POD but could change
//Load STRUCT_AIData
numBytesRead = 0;
numBytesRead = ReadFieldByField(hFile, &this->aiData.bOppList, sizeof(aiData.bOppList), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bLastAction, sizeof(aiData.bLastAction), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bAction, sizeof(aiData.bAction), sizeof(INT8), numBytesRead);
- numBytesRead = ReadFieldByField(hFile, &this->aiData.usActionData, sizeof(aiData.usActionData), sizeof(UINT16), numBytesRead);
+ numBytesRead = ReadFieldByField(hFile, &this->aiData.usActionData, sizeof(aiData.usActionData), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bNextAction, sizeof(aiData.bNextAction), sizeof(INT8), numBytesRead);
- numBytesRead = ReadFieldByField(hFile, &this->aiData.usNextActionData, sizeof(aiData.usNextActionData), sizeof(UINT16), numBytesRead);
+ numBytesRead = ReadFieldByField(hFile, &this->aiData.usNextActionData, sizeof(aiData.usNextActionData), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bActionInProgress, sizeof(aiData.bActionInProgress), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bAlertStatus, sizeof(aiData.bAlertStatus), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bOppCnt, sizeof(aiData.bOppCnt), sizeof(INT8), numBytesRead);
@@ -1404,8 +1415,8 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->aiData.bDominantDir, sizeof(aiData.bDominantDir), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bPatrolCnt, sizeof(aiData.bPatrolCnt), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bNextPatrolPnt, sizeof(aiData.bNextPatrolPnt), sizeof(INT8), numBytesRead);
- numBytesRead = ReadFieldByField(hFile, &this->aiData.sPatrolGrid, sizeof(aiData.sPatrolGrid), sizeof(INT16), numBytesRead);
- numBytesRead = ReadFieldByField(hFile, &this->aiData.sNoiseGridno, sizeof(aiData.sNoiseGridno), sizeof(INT16), numBytesRead);
+ numBytesRead = ReadFieldByField(hFile, &this->aiData.sPatrolGrid, sizeof(aiData.sPatrolGrid), sizeof(INT32), numBytesRead);
+ numBytesRead = ReadFieldByField(hFile, &this->aiData.sNoiseGridno, sizeof(aiData.sNoiseGridno), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.ubNoiseVolume, sizeof(aiData.ubNoiseVolume), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bLastAttackHit, sizeof(aiData.bLastAttackHit), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.ubXRayedBy, sizeof(aiData.ubXRayedBy), sizeof(UINT8), numBytesRead);
@@ -1418,7 +1429,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->aiData.ubPendingAction, sizeof(aiData.ubPendingAction), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.ubPendingActionAnimCount, sizeof(aiData.ubPendingActionAnimCount), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.uiPendingActionData1, sizeof(aiData.uiPendingActionData1), sizeof(UINT32), numBytesRead);
- numBytesRead = ReadFieldByField(hFile, &this->aiData.sPendingActionData2, sizeof(aiData.sPendingActionData2), sizeof(INT16), numBytesRead);
+ numBytesRead = ReadFieldByField(hFile, &this->aiData.sPendingActionData2, sizeof(aiData.sPendingActionData2), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bPendingActionData3, sizeof(aiData.bPendingActionData3), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.ubDoorHandleCode, sizeof(aiData.ubDoorHandleCode), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.uiPendingActionData4, sizeof(aiData.uiPendingActionData4), sizeof(UINT32), numBytesRead);
@@ -1432,7 +1443,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->aiData.bHunting, sizeof(aiData.bHunting), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.ubLastCall, sizeof(aiData.ubLastCall), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.ubCaller, sizeof(aiData.ubCaller), sizeof(UINT8), numBytesRead);
- numBytesRead = ReadFieldByField(hFile, &this->aiData.sCallerGridNo, sizeof(aiData.sCallerGridNo), sizeof(INT16), numBytesRead);
+ numBytesRead = ReadFieldByField(hFile, &this->aiData.sCallerGridNo, sizeof(aiData.sCallerGridNo), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bCallPriority, sizeof(aiData.bCallPriority), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bCallActedUpon, sizeof(aiData.bCallActedUpon), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bFrenzied, sizeof(aiData.bFrenzied), sizeof(INT8), numBytesRead);
@@ -1560,25 +1571,30 @@ BOOLEAN WORLDITEM::Save(HWFILE hFile, bool fSavingMap)
return TRUE;
}
-BOOLEAN WORLDITEM::Load(INT8** hBuffer, float dMajorMapVersion, UINT8 ubMinorMapVersion)
+// WANNE - BMP: DONE!
+BOOLEAN WORLDITEM::Load(INT8** hBuffer, float dMajorMapVersion, UINT8 ubMinorMapVersion)//dnl ch42 271009
{
- //if we are at the most current MAP version, 5.0 and 27, then fine
- if (dMajorMapVersion >= 6.0 && ubMinorMapVersion > 26 )
+ if(dMajorMapVersion >= 6.0 && ubMinorMapVersion > 26)
{
- //load the POD
- LOADDATA( this, *hBuffer, SIZEOF_WORLDITEM_POD );
-
- //now load the OO OBJECTTYPE
+ if(dMajorMapVersion < 7.0)
+ {
+ _OLD_WORLDITEM oldWorldItem;
+ LOADDATA(&oldWorldItem, *hBuffer, _OLD_SIZEOF_WORLDITEM_POD);
+ *this = oldWorldItem;
+ }
+ else
+ LOADDATA(this, *hBuffer, SIZEOF_WORLDITEM_POD);
+ // Load the OO OBJECTTYPE
this->object.Load(hBuffer, dMajorMapVersion, ubMinorMapVersion);
}
- //if we need to load an older save
- else {
- //load the old data into a suitable structure, it's just POD
+ else
+ {
+ // Load the old data into a suitable structure, it's just POD
OLD_WORLDITEM_101 oldWorldItem;
- LOADDATA( &oldWorldItem, *hBuffer, sizeof( OLD_WORLDITEM_101 ) );
+ LOADDATA(&oldWorldItem, *hBuffer, sizeof(OLD_WORLDITEM_101));
*this = oldWorldItem;
}
- return TRUE;
+ return(TRUE);
}
BOOLEAN WORLDITEM::Load(HWFILE hFile)
@@ -2186,6 +2202,10 @@ BOOLEAN SaveGame( int ubSaveGameID, STR16 pGameDesc )
}
}
+ if(gGameExternalOptions.fEnableInventoryPoolQ)//dnl ch51 081009
+ if(!SaveInventoryPoolQ(ubSaveGameID))
+ return(FALSE);
+
// create the save game file
hFile = FileOpen( zSaveGameName, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
if( !hFile )
@@ -4407,6 +4427,7 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
UpdateMercMercContractInfo();
}
+
if ( guiCurrentSaveGameVersion <= 89 )
{
// ARM: A change was made in version 89 where refuel site availability now also depends on whether the player has
@@ -4472,6 +4493,10 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
//we must reset the values
HandlePlayerTogglingLightEffects( FALSE );
+ if(gGameExternalOptions.fEnableInventoryPoolQ)//dnl ch51 081009
+ if(!LoadInventoryPoolQ(ubSavedGameID))
+ return(FALSE);
+
//now change the savegame format so that temp files are saved and loaded correctly
guiCurrentSaveGameVersion = SAVE_GAME_VERSION;
return( TRUE );
@@ -4716,6 +4741,7 @@ BOOLEAN LoadSoldierStructure( HWFILE hFile )
if( ubOne )
{
+ // WANNE - BMP: Check -> We get an assert here!
// Now Load the ....
FileRead( hFile, Menptr[ cnt ].pKeyRing, NUM_KEYS * sizeof( KEY_ON_RING ), &uiNumBytesRead );
if( uiNumBytesRead != NUM_KEYS * sizeof( KEY_ON_RING ) )
@@ -4891,16 +4917,26 @@ BOOLEAN SaveFilesToSavedGame( STR pSrcFileName, HWFILE hFile )
{
UINT32 uiFileSize;
UINT32 uiNumBytesWritten=0;
- HWFILE hSrcFile;
- UINT8 *pData;
+ HWFILE hSrcFile=NULL;
+ UINT8 *pData;
UINT32 uiNumBytesRead;
- //open the file
- hSrcFile = FileOpen( pSrcFileName, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE );
+ if(FileExists(pSrcFileName))
+ {
+ //open the file
+ hSrcFile = FileOpen( pSrcFileName, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE );
+ }
if( !hSrcFile )
{
- return( FALSE );
+ // Write the the size of the file to the saved game file
+ uiFileSize = 0;
+ FileWrite( hFile, &uiFileSize, sizeof( UINT32 ), &uiNumBytesWritten );
+ if( uiNumBytesWritten != sizeof( UINT32 ) )
+ {
+ return(FALSE);
+ }
+ return( TRUE );
}
#ifdef JA2BETAVERSION
@@ -5330,49 +5366,54 @@ BOOLEAN LoadTacticalStatusFromSavedGame( HWFILE hFile )
// WDS - make number of mercenaries, etc. be configurable
// Check that the team lists match what we expect given the .ini settings
- int cntFromFile = gTacticalStatus.Team[ OUR_TEAM ].bLastID - gTacticalStatus.Team[ OUR_TEAM ].bFirstID + 1;
- int cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfPlayerMercs + gGameExternalOptions.ubGameMaximumNumberOfPlayerVehicles;
- if (cntFromFile != cntFromIni) {
- CHAR16 errorMessage[512];
- swprintf(errorMessage, L"Internal error in reading mercenary/vehicle slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
- DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
- return FALSE;
- }
- cntFromFile = gTacticalStatus.Team[ ENEMY_TEAM ].bLastID - gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID + 1;
- cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfEnemies;
- if (cntFromFile != cntFromIni) {
- CHAR16 errorMessage[512];
- swprintf(errorMessage, L"Internal error in reading enemy slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
- DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
- return FALSE;
- }
+ // WANNE: In a MP game the merc counts are different than in a SP game, so disable check in a MP game
+ if (!is_networked)
+ {
+ int cntFromFile = gTacticalStatus.Team[ OUR_TEAM ].bLastID - gTacticalStatus.Team[ OUR_TEAM ].bFirstID + 1;
+ int cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfPlayerMercs + gGameExternalOptions.ubGameMaximumNumberOfPlayerVehicles;
+ if (cntFromFile != cntFromIni) {
+ CHAR16 errorMessage[512];
+ swprintf(errorMessage, L"Internal error in reading mercenary/vehicle slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
+ DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
+ return FALSE;
+ }
- cntFromFile = gTacticalStatus.Team[ CREATURE_TEAM ].bLastID - gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID + 1;
- cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfCreatures;
- if (cntFromFile != cntFromIni) {
- CHAR16 errorMessage[512];
- swprintf(errorMessage, L"Internal error in reading creature slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
- DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
- return FALSE;
- }
+ cntFromFile = gTacticalStatus.Team[ ENEMY_TEAM ].bLastID - gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID + 1;
+ cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfEnemies;
+ if (cntFromFile != cntFromIni) {
+ CHAR16 errorMessage[512];
+ swprintf(errorMessage, L"Internal error in reading enemy slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
+ DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
+ return FALSE;
+ }
- cntFromFile = gTacticalStatus.Team[ MILITIA_TEAM ].bLastID - gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID + 1;
- cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfRebels;
- if (cntFromFile != cntFromIni) {
- CHAR16 errorMessage[512];
- swprintf(errorMessage, L"Internal error in reading militia slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
- DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
- return FALSE;
- }
+ cntFromFile = gTacticalStatus.Team[ CREATURE_TEAM ].bLastID - gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID + 1;
+ cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfCreatures;
+ if (cntFromFile != cntFromIni) {
+ CHAR16 errorMessage[512];
+ swprintf(errorMessage, L"Internal error in reading creature slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
+ DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
+ return FALSE;
+ }
- cntFromFile = gTacticalStatus.Team[ CIV_TEAM ].bLastID - gTacticalStatus.Team[ CIV_TEAM ].bFirstID + 1;
- cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfCivilians;
- if (cntFromFile != cntFromIni) {
- CHAR16 errorMessage[512];
- swprintf(errorMessage, L"Internal error in reading civilian slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
- DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
- return FALSE;
+ cntFromFile = gTacticalStatus.Team[ MILITIA_TEAM ].bLastID - gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID + 1;
+ cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfRebels;
+ if (cntFromFile != cntFromIni) {
+ CHAR16 errorMessage[512];
+ swprintf(errorMessage, L"Internal error in reading militia slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
+ DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
+ return FALSE;
+ }
+
+ cntFromFile = gTacticalStatus.Team[ CIV_TEAM ].bLastID - gTacticalStatus.Team[ CIV_TEAM ].bFirstID + 1;
+ cntFromIni = gGameExternalOptions.ubGameMaximumNumberOfCivilians;
+ if (cntFromFile != cntFromIni) {
+ CHAR16 errorMessage[512];
+ swprintf(errorMessage, L"Internal error in reading civilian slots from save file: number of slots in save file (%d) differs from number of slots in .ini (%d)", cntFromFile, cntFromIni);
+ DoScreenIndependantMessageBox(errorMessage, MSG_BOX_FLAG_OK, FailedLoadingGameCallBack );
+ return FALSE;
+ }
}
//
@@ -5424,8 +5465,7 @@ BOOLEAN SetMercsInsertionGridNo( )
//if the soldier is active
if( Menptr[ cnt ].bActive )
{
-
- if( Menptr[ cnt ].sGridNo != NOWHERE )
+ if( !TileIsOutOfBounds(Menptr[ cnt ].sGridNo))
{
//set the insertion type to gridno
Menptr[ cnt ].ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
@@ -5511,7 +5551,7 @@ BOOLEAN SaveOppListInfoToSavedGame( HWFILE hFile )
// Save the Public Last Noise Gridno
uiSaveSize = MAXTEAMS;
- FileWrite( hFile, gsPublicNoiseGridno, uiSaveSize, &uiNumBytesWritten );
+ FileWrite( hFile, gsPublicNoiseGridNo, uiSaveSize, &uiNumBytesWritten );
if( uiNumBytesWritten != uiSaveSize )
{
return( FALSE );
@@ -5590,7 +5630,7 @@ BOOLEAN LoadOppListInfoFromSavedGame( HWFILE hFile )
// Load the Public Last Noise Gridno
uiLoadSize = MAXTEAMS;
- FileRead( hFile, gsPublicNoiseGridno, uiLoadSize, &uiNumBytesRead );
+ FileRead( hFile, gsPublicNoiseGridNo, uiLoadSize, &uiNumBytesRead );
if( uiNumBytesRead != uiLoadSize )
{
return( FALSE );
@@ -6023,14 +6063,13 @@ BOOLEAN SaveGeneralInfo( HWFILE hFile )
sGeneralInfo.sContractRehireSoldierID = -1;
memcpy( &sGeneralInfo.GameOptions, &gGameOptions, sizeof( GAME_OPTIONS ) );
-
-
+#ifndef BMP_RANDOM//dnl ch55 111009
#ifdef JA2BETAVERSION
//Everytime we save get, and set a seed value, when reload, seed again
sGeneralInfo.uiSeedNumber = GetJA2Clock();
srand( sGeneralInfo.uiSeedNumber );
#endif
-
+#endif
//Save the Ja2Clock()
sGeneralInfo.uiBaseJA2Clock = guiBaseJA2Clock;
@@ -6051,7 +6090,7 @@ BOOLEAN SaveGeneralInfo( HWFILE hFile )
sGeneralInfo.fDisableMapInterfaceDueToBattle = fDisableMapInterfaceDueToBattle;
// Save boxing info
- memcpy( &sGeneralInfo.sBoxerGridNo, &gsBoxerGridNo, NUM_BOXERS * sizeof( INT16 ) );
+ memcpy( &sGeneralInfo.sBoxerGridNo, &gsBoxerGridNo, NUM_BOXERS * sizeof( INT32 ) );
memcpy( &sGeneralInfo.ubBoxerID, &gubBoxerID, NUM_BOXERS * sizeof( INT8 ) );
memcpy( &sGeneralInfo.fBoxerFought, &gfBoxerFought, NUM_BOXERS * sizeof( BOOLEAN ) );
@@ -6189,8 +6228,7 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
GENERAL_SAVE_INFO sGeneralInfo;
memset( &sGeneralInfo, 0, sizeof( GENERAL_SAVE_INFO ) );
- // HEADROCK HAM 3.6: Hi. If you can see this comment, please delete the next line. Sorry! :)
- INT32 blah = sizeof( GENERAL_SAVE_INFO );
+
//Load the current music mode
FileRead( hFile, &sGeneralInfo, sizeof( GENERAL_SAVE_INFO ), &uiNumBytesRead );
@@ -6287,12 +6325,12 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
pContractReHireSoldier = &Menptr[ sGeneralInfo.sContractRehireSoldierID ];
memcpy( &gGameOptions, &sGeneralInfo.GameOptions, sizeof( GAME_OPTIONS ) );
-
+#ifndef BMP_RANDOM//dnl ch55 111009
#ifdef JA2BETAVERSION
//Reset the random 'seed' number
srand( sGeneralInfo.uiSeedNumber );
#endif
-
+#endif
//Restore the JA2 Clock
guiBaseJA2Clock = sGeneralInfo.uiBaseJA2Clock;
@@ -6331,7 +6369,7 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
fDisableDueToBattleRoster = sGeneralInfo.fDisableDueToBattleRoster;
fDisableMapInterfaceDueToBattle = sGeneralInfo.fDisableMapInterfaceDueToBattle;
- memcpy( &gsBoxerGridNo, &sGeneralInfo.sBoxerGridNo, NUM_BOXERS * sizeof( INT16 ) );
+ memcpy( &gsBoxerGridNo, &sGeneralInfo.sBoxerGridNo, NUM_BOXERS * sizeof( INT32 ) );
memcpy( &gubBoxerID, &sGeneralInfo.ubBoxerID, NUM_BOXERS * sizeof( INT8 ) );
memcpy( &gfBoxerFought, &sGeneralInfo.fBoxerFought, NUM_BOXERS * sizeof( BOOLEAN ) );
@@ -6465,7 +6503,7 @@ BOOLEAN SavePreRandomNumbersToSaveGameFile( HWFILE hFile )
{
return( FALSE );
}
-
+#ifndef BMP_RANDOM//dnl ch55 111009
//Save the Prerandom number index
for (std::vector::iterator iter = guiPreRandomNums.begin();
iter != guiPreRandomNums.end(); ++iter) {
@@ -6475,12 +6513,13 @@ BOOLEAN SavePreRandomNumbersToSaveGameFile( HWFILE hFile )
return( FALSE );
}
}
- //FileWrite( hFile, guiPreRandomNums, sizeof( UINT32 ) * MAX_PREGENERATED_NUMS, &uiNumBytesWritten );
- //if( uiNumBytesWritten != sizeof( UINT32 ) * MAX_PREGENERATED_NUMS )
- //{
- // return( FALSE );
- //}
-
+#else
+ FileWrite( hFile, guiPreRandomNums, sizeof( UINT32 ) * MAX_PREGENERATED_NUMS, &uiNumBytesWritten );
+ if( uiNumBytesWritten != sizeof( UINT32 ) * MAX_PREGENERATED_NUMS )
+ {
+ return( FALSE );
+ }
+#endif
return( TRUE );
}
@@ -6494,7 +6533,7 @@ BOOLEAN LoadPreRandomNumbersFromSaveGameFile( HWFILE hFile )
{
return( FALSE );
}
-
+#ifndef BMP_RANDOM//dnl ch55 111009
//Load the Prerandom number index
for (std::vector::iterator iter = guiPreRandomNums.begin();
iter != guiPreRandomNums.end(); ++iter) {
@@ -6504,12 +6543,13 @@ BOOLEAN LoadPreRandomNumbersFromSaveGameFile( HWFILE hFile )
return( FALSE );
}
}
-// FileRead( hFile, guiPreRandomNums, sizeof( UINT32 ) * MAX_PREGENERATED_NUMS, &uiNumBytesRead );
-// if( uiNumBytesRead != sizeof( UINT32 ) * MAX_PREGENERATED_NUMS )
-// {
-// return( FALSE );
-// }
-
+#else
+ FileRead( hFile, guiPreRandomNums, sizeof( UINT32 ) * MAX_PREGENERATED_NUMS, &uiNumBytesRead );
+ if( uiNumBytesRead != sizeof( UINT32 ) * MAX_PREGENERATED_NUMS )
+ {
+ return( FALSE );
+ }
+#endif
return( TRUE );
}
diff --git a/Standard Gaming Platform/FileMan.cpp b/Standard Gaming Platform/FileMan.cpp
index 8f1857be..0cef6310 100644
--- a/Standard Gaming Platform/FileMan.cpp
+++ b/Standard Gaming Platform/FileMan.cpp
@@ -51,6 +51,8 @@
using namespace std;
#include "VFS/vfs.h"
+#include "VFS/os_functions.h"
+#include "VFS/vfs_settings.h"
#ifdef USE_VFS
@@ -256,7 +258,7 @@ void FileDebug( BOOLEAN f )
BOOLEAN FileExists( STR strFilename )
{
#ifdef USE_VFS
- return GetVFS()->FileExists(vfs::Path(strFilename));
+ return getVFS()->fileExists(vfs::Path(strFilename));
#else
// First check to see if it's in a library (most files should be there)
if ( gFileDataBase.fInitialized &&
@@ -302,7 +304,7 @@ BOOLEAN FileExists( STR strFilename )
extern BOOLEAN FileExistsNoDB( STR strFilename )
{
#ifdef USE_VFS
- return GetVFS()->FileExists(vfs::Path(strFilename));
+ return getVFS()->fileExists(vfs::Path(strFilename));
#else
// First check if it's in the custom Data directory
if ( gCustomDataCat.FindFile(strFilename) ) return TRUE;
@@ -342,7 +344,7 @@ extern BOOLEAN FileExistsNoDB( STR strFilename )
BOOLEAN FileDelete( STR strFilename )
{
#ifdef USE_VFS
- return GetVFS()->RemoveFileFromFS(vfs::Path(strFilename));
+ return getVFS()->removeFileFromFS(vfs::Path(strFilename));
#else
// Snap: delete the file from the default Data catalogue (if it is there)
// Since the path can be either relative or absolute, try both methods
@@ -388,9 +390,9 @@ HWFILE FileOpen( STR strFilename, UINT32 uiOptions, BOOLEAN fDeleteOnClose )
if(uiOptions & FILE_ACCESS_WRITE)
{
// 'vfs::CVirtualFile::SF_TOP' should be enough, but if for some strange reason
- // file creation fails, we will stop at a writeable profile
+ // file creation fails, we will stop at a writable profile
// and won't unintentionally mess up a file from another profile
- vfs::COpenWriteFile open_w( path, true, false, vfs::CVirtualFile::SF_STOP_ON_WRITEABLE_PROFILE);
+ vfs::COpenWriteFile open_w( path, true, false, vfs::CVirtualFile::SF_STOP_ON_WRITABLE_PROFILE);
pFile = &open_w.file();
open_w.release();
s_mapFiles[pFile].op = SOperation::WRITE;
@@ -408,10 +410,10 @@ HWFILE FileOpen( STR strFilename, UINT32 uiOptions, BOOLEAN fDeleteOnClose )
// sometimes a file is supposed to opened that does not exist (not tested with FileExists())
// this operation can fail with an exception that the calling code doesn't catch
// instead we catch it (any exception, not just CBasicException) here and return 0
- catch(CBasicException& ex) { LogException(ex); }
+ catch(CBasicException& ex) { logException(ex); }
catch(...)
{
- LogException( CBasicException("Caught undefined exception", _FUNCTION_FORMAT_, __LINE__, __FILE__) );
+ logException( CBasicException("Caught undefined exception", _FUNCTION_FORMAT_, __LINE__, __FILE__) );
}
return 0;
#else
@@ -584,7 +586,7 @@ void FileClose( HWFILE hFile )
vfs::IBaseFile *pFile = (vfs::IBaseFile*)hFile;
if(pFile)
{
- pFile->Close();
+ pFile->close();
s_mapFiles.erase(pFile);
}
#else
@@ -650,24 +652,45 @@ void FileClose( HWFILE hFile )
extern UINT32 uiTotalFileReadTime;
extern UINT32 uiTotalFileReadCalls;
#include "Timer Control.h"
-#endif
+class TimeCounter
+{
+public:
+ TimeCounter() : start_time(GetJA2Clock()) {}
+ ~TimeCounter()
+ {
+ uiTotalFileReadTime += GetJA2Clock() - start_time;
+ uiTotalFileReadCalls++;
+ }
+private:
+ UINT32 start_time;
+};
+
+#endif
BOOLEAN FileRead( HWFILE hFile, PTR pDest, UINT32 uiBytesToRead, UINT32 *puiBytesRead )
{
#ifdef USE_VFS
#ifdef JA2TESTVERSION
- UINT32 uiStartTime = GetJA2Clock();
+ TimeCounter timer;
#endif
- bool bSuccess = false;
vfs::IBaseFile *pFile = (vfs::IBaseFile*)hFile;
if(pFile && (s_mapFiles[pFile].op == SOperation::READ))
{
- vfs::tReadableFile *pRF = vfs::tReadableFile::Cast(pFile);
+ vfs::tReadableFile *pRF = vfs::tReadableFile::cast(pFile);
if(pRF)
{
UINT32 uiBytesRead;
- bSuccess = pRF->Read((vfs::Byte*)pDest, uiBytesToRead, uiBytesRead);
+ try
+ {
+ uiBytesRead = pRF->read((vfs::Byte*)pDest, uiBytesToRead);
+ }
+ catch(CBasicException& ex)
+ {
+ pRF->close();
+ RETHROWEXCEPTION(L"", &ex);
+ }
+
if(uiBytesToRead != uiBytesRead)
{
return FALSE;
@@ -676,14 +699,10 @@ BOOLEAN FileRead( HWFILE hFile, PTR pDest, UINT32 uiBytesToRead, UINT32 *puiByte
{
*puiBytesRead = uiBytesRead;
}
+ return TRUE;
}
}
-#ifdef JA2TESTVERSION
- //Add the time that we spent in this function to the total.
- uiTotalFileReadTime += GetJA2Clock() - uiStartTime;
- uiTotalFileReadCalls++;
-#endif
- return bSuccess;
+ return FALSE;
#else
HANDLE hRealFile;
DWORD dwNumBytesToRead, dwNumBytesRead;
@@ -785,14 +804,27 @@ BOOLEAN FileRead( HWFILE hFile, PTR pDest, UINT32 uiBytesToRead, UINT32 *puiByte
BOOLEAN FileWrite( HWFILE hFile, PTR pDest, UINT32 uiBytesToWrite, UINT32 *puiBytesWritten )
{
#ifdef USE_VFS
+ if(uiBytesToWrite == 0)//dnl ch38 110909
+ {
+ *puiBytesWritten = 0;
+ return(TRUE);
+ }
vfs::IBaseFile *pFile = (vfs::IBaseFile*)hFile;
if(pFile && (s_mapFiles[pFile].op == SOperation::WRITE))
{
- vfs::tWriteableFile *pWF = vfs::tWriteableFile::Cast(pFile);
+ vfs::tWritableFile *pWF = vfs::tWritableFile::cast(pFile);
if(pWF)
{
UINT32 uiBytesWritten;
- bool bSuccess = pWF->Write((vfs::Byte*)pDest, uiBytesToWrite, uiBytesWritten);
+ try
+ {
+ uiBytesWritten = pWF->write((vfs::Byte*)pDest, uiBytesToWrite);
+ }
+ catch(CBasicException& ex)
+ {
+ pWF->close();
+ RETHROWEXCEPTION(L"", &ex);
+ }
if (uiBytesToWrite != uiBytesWritten)
{
@@ -802,7 +834,7 @@ BOOLEAN FileWrite( HWFILE hFile, PTR pDest, UINT32 uiBytesToWrite, UINT32 *puiBy
{
*puiBytesWritten = uiBytesWritten;
}
- return bSuccess;
+ return TRUE;
}
}
return FALSE;
@@ -868,12 +900,12 @@ BOOLEAN FileWrite( HWFILE hFile, PTR pDest, UINT32 uiBytesToWrite, UINT32 *puiBy
BOOLEAN FileLoad( STR strFilename, PTR pDest, UINT32 uiBytesToRead, UINT32 *puiBytesRead )
{
#ifdef USE_VFS
- vfs::tReadableFile *pFile = GetVFS()->GetRFile(vfs::Path(strFilename));
+ vfs::tReadableFile *pFile = getVFS()->getReadFile(vfs::Path(strFilename));
+ vfs::COpenReadFile rfile(pFile);
if(pFile)
{
- UINT32 uiNumBytesRead;
- bool bSuccess = pFile->Read((vfs::Byte*)pDest,uiBytesToRead, uiNumBytesRead);
- pFile->Close();
+ UINT32 uiNumBytesRead;
+ TRYCATCH_RETHROW(uiNumBytesRead = pFile->read((vfs::Byte*)pDest,uiBytesToRead), L"");
if (uiBytesToRead != uiNumBytesRead)
{
@@ -884,7 +916,7 @@ BOOLEAN FileLoad( STR strFilename, PTR pDest, UINT32 uiBytesToRead, UINT32 *puiB
*puiBytesRead = uiNumBytesRead;
}
CHECKF( uiNumBytesRead == uiBytesToRead );
- return bSuccess;
+ return TRUE;
}
return FALSE;
#else
@@ -1038,18 +1070,20 @@ BOOLEAN FileSeek( HWFILE hFile, UINT32 uiDistance, UINT8 uiHow )
if(s_mapFiles[pFile].op == SOperation::WRITE)
{
- vfs::tWriteableFile *pWF = vfs::tWriteableFile::Cast(pFile);
+ vfs::tWritableFile *pWF = vfs::tWritableFile::cast(pFile);
if(pWF)
{
- return pWF->SetWriteLocation(iDistance, eSD);
+ TRYCATCH_RETHROW(pWF->setWritePosition(iDistance, eSD), L"");
+ return TRUE;
}
}
else if(s_mapFiles[pFile].op == SOperation::READ)
{
- vfs::tReadableFile *pRF = vfs::tReadableFile::Cast(pFile);
+ vfs::tReadableFile *pRF = vfs::tReadableFile::cast(pFile);
if(pRF)
{
- return pRF->SetReadLocation(iDistance, eSD);
+ TRYCATCH_RETHROW(pRF->setReadPosition(iDistance, eSD), L"");
+ return TRUE;
}
}
else
@@ -1131,23 +1165,20 @@ INT32 FileGetPos( HWFILE hFile )
{
#ifdef USE_VFS
vfs::IBaseFile *pFile = (vfs::IBaseFile*)hFile;
- if(pFile)
+ if(pFile && (s_mapFiles[pFile].op == SOperation::WRITE))
{
- if(pFile->IsWriteable())
+ vfs::tWritableFile *pWF = vfs::tWritableFile::cast(pFile);
+ if(pWF)
{
- vfs::tWriteableFile *pWF = vfs::tWriteableFile::Cast(pFile);
- if(pWF)
- {
- return pWF->GetWriteLocation();
- }
+ return pWF->getWritePosition();
}
- else if(pFile->IsReadable())
+ }
+ else if(pFile && (s_mapFiles[pFile].op == SOperation::READ))
+ {
+ vfs::tReadableFile *pRF = vfs::tReadableFile::cast(pFile);
+ if(pRF)
{
- vfs::tReadableFile *pRF = vfs::tReadableFile::Cast(pFile);
- if(pRF)
- {
- return pRF->GetReadLocation();
- }
+ return pRF->getReadPosition();
}
}
@@ -1221,7 +1252,7 @@ UINT32 FileGetSize( HWFILE hFile )
vfs::IBaseFile *pFile = (vfs::IBaseFile*)hFile;
if(pFile)
{
- return pFile->GetFileSize();
+ return pFile->getSize();
}
return 0;
#else
@@ -1568,17 +1599,45 @@ INT32 GetFilesInDirectory( HCONTAINER hStack, CHAR *pcDir, HANDLE hFile, WIN32_F
BOOLEAN SetFileManCurrentDirectory( STR pcDirectory )
{
+#ifndef USE_VFS
return( SetCurrentDirectory( pcDirectory ) );
+#else
+ try
+ {
+ os::setCurrectDirectory(pcDirectory);
+ }
+ catch(CBasicException& ex)
+ {
+ logException(ex);
+ return FALSE;
+ }
+ return TRUE;
+#endif
}
BOOLEAN GetFileManCurrentDirectory( STRING512 pcDirectory )
{
+#ifndef USE_VFS
if (GetCurrentDirectory( 512, pcDirectory ) == 0)
{
return( FALSE );
}
return( TRUE );
+#else
+ try
+ {
+ vfs::Path sDir;
+ os::getCurrentDirectory(sDir);
+ strncpy(pcDirectory, sDir.to_string().c_str(), 512);
+ }
+ catch(CBasicException& ex)
+ {
+ logException(ex);
+ return FALSE;
+ }
+ return TRUE;
+#endif
}
@@ -1631,7 +1690,7 @@ BOOLEAN RemoveFileManDirectory( STRING512 pcDirectory, BOOLEAN fRecursive )
{
#ifdef USE_VFS
// ignore 'recursive' flag, just delete every file in that subtree (but leave the directories)
- return GetVFS()->RemoveDirectoryFromFS(pcDirectory);
+ return getVFS()->removeDirectoryFromFS(pcDirectory);
#else
WIN32_FIND_DATA sFindData;
HANDLE SearchHandle;
@@ -1721,7 +1780,7 @@ BOOLEAN EraseDirectory( STRING512 pcDirectory)
{
#ifdef USE_VFS
// ignore 'recursive' flag, just delete every file in that subtree (but leave the directories)
- return GetVFS()->RemoveDirectoryFromFS(pcDirectory);
+ return getVFS()->removeDirectoryFromFS(pcDirectory);
#else
WIN32_FIND_DATA sFindData;
HANDLE SearchHandle;
@@ -1780,6 +1839,12 @@ BOOLEAN EraseDirectory( STRING512 pcDirectory)
BOOLEAN GetExecutableDirectory( STRING512 pcDirectory )
{
+#ifdef USE_VFS
+ vfs::Path exe_dir, exe_file;
+ os::getExecutablePath(exe_dir, exe_file);
+ strncpy(pcDirectory, exe_dir.to_string().c_str(), 512);
+ return true;
+#else
SGPFILENAME ModuleFilename;
UINT32 cnt;
@@ -1799,7 +1864,7 @@ BOOLEAN GetExecutableDirectory( STRING512 pcDirectory )
break;
}
}
-
+#endif
return( TRUE );
}
@@ -1812,20 +1877,19 @@ BOOLEAN GetFileFirst( CHAR8 * pSpec, GETFILESTRUCT *pGFStruct )
CHECKF( pSpec != NULL );
CHECKF( pGFStruct != NULL );
- file_iter = GetVFS()->begin(pSpec);
+ file_iter = getVFS()->begin(pSpec);
if(!file_iter.end())
{
- //vfs::Path const& path = file_iter.value()->GetFullPath();
- vfs::Path const& path = file_iter.value()->GetFileName();
- std::string s = path().utf8();
- utf8string::size_t size = s.length();
- size = std::min(size,260-1);
+ vfs::Path const& path = file_iter.value()->getName();
+ std::string s = path.to_string();
+ ::size_t size = s.length();
+ size = std::min< ::size_t>(size,260-1);
sprintf( pGFStruct->zFileName, s.c_str());
pGFStruct->zFileName[size] = 0;
pGFStruct->iFindHandle = 0;
- pGFStruct->uiFileSize = file_iter.value()->GetFileSize();
- pGFStruct->uiFileAttribs = ( file_iter.value()->IsWriteable() ? FILE_IS_NORMAL : FILE_IS_READONLY );
+ pGFStruct->uiFileSize = file_iter.value()->getSize();
+ pGFStruct->uiFileAttribs = ( file_iter.value()->implementsWritable() ? FILE_IS_NORMAL : FILE_IS_READONLY );
return TRUE;
}
@@ -1873,17 +1937,16 @@ BOOLEAN GetFileNext( GETFILESTRUCT *pGFStruct )
}
if(!file_iter.end())
{
- //vfs::Path const& path = file_iter.value()->GetFullPath();
- vfs::Path const& path = file_iter.value()->GetFileName();
- std::string s = path().utf8();
- utf8string::size_t size = s.length();
- size = std::min(size,260-1);
+ vfs::Path const& path = file_iter.value()->getName();
+ std::string s = path.to_string();
+ ::size_t size = s.length();
+ size = std::min< ::size_t>(size,260-1);
sprintf( pGFStruct->zFileName, s.c_str());
pGFStruct->zFileName[size] = 0;
pGFStruct->iFindHandle = 0;
- pGFStruct->uiFileSize = file_iter.value()->GetFileSize();
- pGFStruct->uiFileAttribs = ( file_iter.value()->IsWriteable() ? FILE_IS_NORMAL : FILE_IS_READONLY );
+ pGFStruct->uiFileSize = file_iter.value()->getSize();
+ pGFStruct->uiFileAttribs = ( file_iter.value()->implementsWritable() ? FILE_IS_NORMAL : FILE_IS_READONLY );
return TRUE;
}
@@ -2142,29 +2205,27 @@ BOOLEAN FileClearAttributes( STR strFilename )
BOOLEAN FileCheckEndOfFile( HWFILE hFile )
{
#ifdef USE_VFS
- UINT32 uiCurrentLocation, uiMaxLocation;
+ vfs::size_t current_position, max_position;
vfs::IBaseFile *pFile = (vfs::IBaseFile*)hFile;
- if(pFile)
+
+ if(pFile && (s_mapFiles[pFile].op == SOperation::WRITE))
{
- if(pFile->IsWriteable())
+ vfs::tWritableFile *pWF = vfs::tWritableFile::cast(pFile);
+ if(pWF)
{
- vfs::tWriteableFile *pWF = vfs::tWriteableFile::Cast(pFile);
- if(pWF)
- {
- uiCurrentLocation = pWF->GetWriteLocation();
- uiMaxLocation = pWF->GetFileSize();
- return uiCurrentLocation < uiMaxLocation;
- }
+ current_position = pWF->getWritePosition();
+ max_position = pWF->getSize();
+ return current_position < max_position;
}
- else if(pFile->IsReadable())
+ }
+ else if(pFile && (s_mapFiles[pFile].op == SOperation::READ))
+ {
+ vfs::tReadableFile *pRF = vfs::tReadableFile::cast(pFile);
+ if(pRF)
{
- vfs::tReadableFile *pRF = vfs::tReadableFile::Cast(pFile);
- if(pRF)
- {
- uiCurrentLocation = pRF->GetReadLocation();
- uiMaxLocation = pRF->GetFileSize();
- return uiCurrentLocation < uiMaxLocation;
- }
+ current_position = pRF->getReadPosition();
+ max_position = pRF->getSize();
+ return current_position < max_position;
}
}
return FALSE;
@@ -2306,10 +2367,10 @@ INT32 CompareSGPFileTimes( SGP_FILETIME *pFirstFileTime, SGP_FILETIME *pSecondFi
UINT32 FileSize(STR strFilename)
{
#ifdef USE_VFS
- vfs::IBaseFile *pFile = GetVFS()->GetFile(vfs::Path(strFilename));
+ vfs::IBaseFile *pFile = getVFS()->getFile(vfs::Path(strFilename));
if(pFile)
{
- return pFile->GetFileSize();
+ return pFile->getSize();
}
return 0;
#else
diff --git a/Standard Gaming Platform/MemMan.cpp b/Standard Gaming Platform/MemMan.cpp
index 84caec11..5d6f0d74 100644
--- a/Standard Gaming Platform/MemMan.cpp
+++ b/Standard Gaming Platform/MemMan.cpp
@@ -232,15 +232,15 @@ void ShutdownMemoryManager( void )
fclose( fp );
#else
CLog memLeak( L"MemLeakInfo.txt", true);
- memLeak.Endl().Endl();
- memLeak << ">>>>> MEMORY LEAK DETECTED!!! <<<<<" << CLog::endl;
- memLeak << " " << guiMemAlloced << " bytes memory total was allocated" << CLog::endl;
- memLeak << "- " << guiMemFreed << " bytes memory total was freed" << CLog::endl;
- memLeak << "_______________________________________________" << CLog::endl;
- memLeak << guiMemTotal << " bytes memory total STILL allocated" << CLog::endl;
- memLeak << MemDebugCounter << " memory blocks still allocated" << CLog::endl;
- memLeak << "guiScreenExitedFrom = " << gzJA2ScreenNames[ gMsgBox.uiExitScreen ] << CLog::endl;
- memLeak.Endl().Endl();
+ memLeak.endl().endl();
+ memLeak << ">>>>> MEMORY LEAK DETECTED!!! <<<<<" << CLog::ENDL;
+ memLeak << " " << guiMemAlloced << " bytes memory total was allocated" << CLog::ENDL;
+ memLeak << "- " << guiMemFreed << " bytes memory total was freed" << CLog::ENDL;
+ memLeak << "_______________________________________________" << CLog::ENDL;
+ memLeak << guiMemTotal << " bytes memory total STILL allocated" << CLog::ENDL;
+ memLeak << MemDebugCounter << " memory blocks still allocated" << CLog::ENDL;
+ memLeak << "guiScreenExitedFrom = " << gzJA2ScreenNames[ gMsgBox.uiExitScreen ] << CLog::ENDL;
+ memLeak.endl().endl();
#endif
}
#endif
diff --git a/Standard Gaming Platform/PngLoader.cpp b/Standard Gaming Platform/PngLoader.cpp
index 27af1469..56faefe7 100644
--- a/Standard Gaming Platform/PngLoader.cpp
+++ b/Standard Gaming Platform/PngLoader.cpp
@@ -26,8 +26,8 @@ void LoadPalettedPNGImage(HIMAGE hImage, png::png_bytepp rows, png::png_infop in
void user_read_data(png::png_structp png_ptr, png::png_bytep data, png::png_size_t length)
{
- vfs::UInt32 read;
- THROWIFFALSE( static_cast(png_ptr->io_ptr)->Read((vfs::Byte*)data,length, read),"error during png file reading");
+ TRYCATCH_RETHROW( static_cast(png_ptr->io_ptr)->read((vfs::Byte*)data,length),
+ L"error during png file reading");
}
/*******************************************************************************/
@@ -39,22 +39,22 @@ public:
IndexedSTIImage();
~IndexedSTIImage();
- bool SetPalette(SGPPaletteEntry *pPal, int iSize);
- bool SetPalette(png::png_colorp pPal, int iSize);
- bool AddImage(UINT8 *data, UINT32 data_size, UINT32 image_width, UINT32 image_height, INT32 image_offset_x, INT32 image_offset_y, UINT8 *original_compressed=NULL, UINT32 original_compressed_size=0);
+ bool setPalette(SGPPaletteEntry *pPal, int iSize);
+ bool setPalette(png::png_colorp pPal, int iSize);
+ bool addImage(UINT8 *data, UINT32 data_size, UINT32 image_width, UINT32 image_height, INT32 image_offset_x, INT32 image_offset_y, UINT8 *original_compressed=NULL, UINT32 original_compressed_size=0);
- bool AddCompressedImage(UINT8 *data, UINT32 data_size, UINT32 image_width, UINT32 image_height, INT32 image_offset_x, INT32 image_offset_y);
+ bool addCompressedImage(UINT8 *data, UINT32 data_size, UINT32 image_width, UINT32 image_height, INT32 image_offset_x, INT32 image_offset_y);
- bool ReadAppDataFromXMLFile(HIMAGE hImage, vfs::tReadableFile* pFile);
+ bool readAppDataFromXMLFile(HIMAGE hImage, vfs::tReadableFile* pFile);
- bool WriteImage(vfs::tWriteableFile* pFile);
- bool WriteToHIMAGE(HIMAGE pImage);
+ bool writeImage(vfs::tWritableFile* pFile);
+ bool writeToHIMAGE(HIMAGE pImage);
private:
- STCIHeader _header;
- STCIPaletteElement *_palette;
- int _pal_size;
- std::vector _images;
- std::vector > _compressed_images;
+ STCIHeader _header;
+ STCIPaletteElement* _palette;
+ int _pal_size;
+ std::vector _images;
+ std::vector > _compressed_images;
};
IndexedSTIImage::IndexedSTIImage()
@@ -75,7 +75,7 @@ IndexedSTIImage::~IndexedSTIImage()
}
}
-bool IndexedSTIImage::SetPalette(SGPPaletteEntry *pPal, int iSize)
+bool IndexedSTIImage::setPalette(SGPPaletteEntry *pPal, int iSize)
{
if(iSize < 0 ||iSize > 1024)
{
@@ -92,7 +92,7 @@ bool IndexedSTIImage::SetPalette(SGPPaletteEntry *pPal, int iSize)
return true;
}
-bool IndexedSTIImage::SetPalette(png::png_colorp pPal, int iSize)
+bool IndexedSTIImage::setPalette(png::png_colorp pPal, int iSize)
{
if(iSize < 0 ||iSize > 1024)
{
@@ -109,7 +109,7 @@ bool IndexedSTIImage::SetPalette(png::png_colorp pPal, int iSize)
return true;
}
-bool IndexedSTIImage::AddCompressedImage(UINT8 *data, UINT32 data_size, UINT32 image_width, UINT32 image_height, INT32 image_offset_x, INT32 image_offset_y)
+bool IndexedSTIImage::addCompressedImage(UINT8 *data, UINT32 data_size, UINT32 image_width, UINT32 image_height, INT32 image_offset_x, INT32 image_offset_y)
{
if(!data || (data_size < 0) )
{
@@ -135,7 +135,7 @@ bool IndexedSTIImage::AddCompressedImage(UINT8 *data, UINT32 data_size, UINT32 i
}
-bool IndexedSTIImage::AddImage(UINT8 *data, UINT32 data_size, UINT32 image_width, UINT32 image_height, INT32 image_offset_x, INT32 image_offset_y, UINT8 *original_compressed, UINT32 original_compressed_size)
+bool IndexedSTIImage::addImage(UINT8 *data, UINT32 data_size, UINT32 image_width, UINT32 image_height, INT32 image_offset_x, INT32 image_offset_y, UINT8 *original_compressed, UINT32 original_compressed_size)
{
if(!data || (data_size != image_width*image_height) )
{
@@ -236,7 +236,7 @@ bool IndexedSTIImage::AddImage(UINT8 *data, UINT32 data_size, UINT32 image_width
-inline void SetFlag(UINT8 &flags, char const* sFlag)
+static inline void setFlag(UINT8 &flags, char const* sFlag)
{
/*0x01*/ if (strcmp(sFlag, "AUX_FULL_TILE") == 0) flags |= AUX_FULL_TILE;
/*0x02*/ else if(strcmp(sFlag, "AUX_ANIMATED_TILE") == 0) flags |= AUX_ANIMATED_TILE;
@@ -274,11 +274,11 @@ public:
}
virtual ~CAppDataParser() {};
- virtual void OnStartElement(const XML_Char* name, const XML_Char** atts);
- virtual void OnEndElement(const XML_Char* name);
- virtual void OnTextElement(const XML_Char *str, int len);
+ virtual void onStartElement(const XML_Char* name, const XML_Char** atts);
+ virtual void onEndElement(const XML_Char* name);
+ virtual void onTextElement(const XML_Char *str, int len);
- void SetImage(HIMAGE hImage)
+ void setImage(HIMAGE hImage)
{
m_hImage = hImage;
if(m_hImage)
@@ -307,7 +307,7 @@ private:
int m_iCurrentIndex;
};
-void CAppDataParser::OnStartElement(const XML_Char* name, const XML_Char** atts)
+void CAppDataParser::onStartElement(const XML_Char* name, const XML_Char** atts)
{
if( current_state == DO_ELEMENT_NONE && strcmp(name, this->ElementName) == 0 )
{
@@ -316,7 +316,7 @@ void CAppDataParser::OnStartElement(const XML_Char* name, const XML_Char** atts)
else if(current_state == DO_ELEMENT_ImageData && strcmp(name, "SubImage") == 0)
{
int index = -1;
- THROWIFFALSE(GetAttributeAsInt("index",atts,index), L"could not read attribute \"index\"");
+ THROWIFFALSE(getAttributeAsInt("index",atts,index), L"could not read attribute \"index\"");
m_iCurrentIndex = index;
if(index >= (int)m_vAppData.size())
{
@@ -327,12 +327,12 @@ void CAppDataParser::OnStartElement(const XML_Char* name, const XML_Char** atts)
else if(current_state == DO_ELEMENT_SubImage && strcmp(name, "offset") == 0)
{
int offset_x = 0, offset_y = 0;
- if(GetAttributeAsInt("x",atts,offset_x))
+ if(getAttributeAsInt("x",atts,offset_x))
{
m_vAppData[m_iCurrentIndex].offset.x = offset_x;
m_vAppData[m_iCurrentIndex].offset._override = true;
}
- if(GetAttributeAsInt("y",atts,offset_y))
+ if(getAttributeAsInt("y",atts,offset_y))
{
m_vAppData[m_iCurrentIndex].offset.y = offset_y;
m_vAppData[m_iCurrentIndex].offset._override = true;
@@ -349,7 +349,7 @@ void CAppDataParser::OnStartElement(const XML_Char* name, const XML_Char** atts)
}
else if(current_state == DO_ELEMENT_flags)
{
- SetFlag(m_vAppData[m_iCurrentIndex].aux.fFlags, name);
+ setFlag(m_vAppData[m_iCurrentIndex].aux.fFlags, name);
}
else if(current_state == DO_ELEMENT_AuxData &&
( strcmp(name, "ubCurrentFrame") == 0 ||
@@ -363,7 +363,7 @@ void CAppDataParser::OnStartElement(const XML_Char* name, const XML_Char** atts)
}
sCharData = "";
}
-void CAppDataParser::OnEndElement(const XML_Char* name)
+void CAppDataParser::onEndElement(const XML_Char* name)
{
char *p;
if( strcmp(name, "usTileLocIndex") == 0 && current_state == DO_ELEMENT_properties)
@@ -434,7 +434,7 @@ void CAppDataParser::OnEndElement(const XML_Char* name)
current_state = DO_ELEMENT_NONE;
}
}
-void CAppDataParser::OnTextElement(const XML_Char *str, int len)
+void CAppDataParser::onTextElement(const XML_Char *str, int len)
{
// handle only this special case; everything else does not matter for now
if(current_state == DO_ELEMENT_properties)
@@ -445,26 +445,34 @@ void CAppDataParser::OnTextElement(const XML_Char *str, int len)
}
-bool IndexedSTIImage::ReadAppDataFromXMLFile(HIMAGE hImage, vfs::tReadableFile* pFile)
+bool IndexedSTIImage::readAppDataFromXMLFile(HIMAGE hImage, vfs::tReadableFile* pFile)
{
if(!pFile)
{
return false;
}
- vfs::COpenReadFile oFile(pFile);
- UINT32 uiSize = oFile.file().GetFileSize();
- std::vector vBuffer(uiSize+1);
+ std::vector vBuffer;
+ UINT32 uiSize = 0;
+ try
+ {
+ vfs::COpenReadFile oFile(pFile);
+ uiSize = oFile.file().getSize();
+ vBuffer.resize(uiSize+1);
+
+ THROWIFFALSE(uiSize == oFile.file().read(&vBuffer[0],uiSize), L"Could not read XML file");
+ vBuffer[uiSize] = 0;
+ oFile.file().close();
+ }
+ catch(CBasicException& ex)
+ {
+ RETHROWEXCEPTION(L"", &ex);
+ }
- UINT32 uiHasRead;
- THROWIFFALSE( oFile.file().Read(&vBuffer[0],uiSize,uiHasRead) || (uiSize != uiHasRead), L"Could not read XML file");
- vBuffer[uiSize] = 0;
- oFile.file().Close();
-
XML_Parser parser = XML_ParserCreate(NULL);
CAppDataParser adp(parser);
- adp.GrabParser();
- adp.SetImage(hImage);
+ adp.grabParser();
+ adp.setImage(hImage);
try
{
@@ -472,7 +480,7 @@ bool IndexedSTIImage::ReadAppDataFromXMLFile(HIMAGE hImage, vfs::tReadableFile*
{
std::wstringstream wss;
wss << L"XML Parser Error in Groups.xml: "
- << utf8string(XML_ErrorString(XML_GetErrorCode(parser))).c_wcs().c_str()
+ << utf8string(XML_ErrorString(XML_GetErrorCode(parser))).c_wcs()
<< L" at line "
<< XML_GetCurrentLineNumber(parser);
THROWEXCEPTION(wss.str().c_str());
@@ -486,7 +494,7 @@ bool IndexedSTIImage::ReadAppDataFromXMLFile(HIMAGE hImage, vfs::tReadableFile*
}
-bool IndexedSTIImage::WriteToHIMAGE(HIMAGE pImage)
+bool IndexedSTIImage::writeToHIMAGE(HIMAGE pImage)
{
if(!pImage)
{
@@ -617,7 +625,7 @@ public:
{
if(_file)
{
- _file->Close();
+ _file->close();
}
if(_struct && _info)
{
@@ -686,36 +694,21 @@ bool LoadPNGFileToImage(HIMAGE hImage, UINT16 fContents)
bool LoadJPCFileToImage(HIMAGE hImage, UINT16 fContents)
{
- if(!GetVFS()->FileExists(hImage->ImageFile))
+ if(!getVFS()->fileExists(hImage->ImageFile))
{
return false;
}
- vfs::COpenReadFile oFile(hImage->ImageFile);
-
vfs::CMemoryFile oBuffer("");
- THROWIFFALSE( oBuffer.CopyToBuffer(oFile.file()), L"Could not copy file to buffer");
- //UINT32 uiSize = oFile.file().GetFileSize();
- //std::vector vBuffer(uiSize);
-
- //UINT uiHasRead, uiHasWritten;
- //if( !oFile.file().Read(&vBuffer[0],uiSize,&uiHasRead) || uiHasRead != uiSize)
- //{
- // THROWEXCEPTION(L"could not load file content to buffer");
- //}
-
- //oBuffer.OpenWrite();
- //if( !oBuffer.Write(&vBuffer[0],uiSize,&uiHasWritten) || uiSize != uiHasWritten)
- //{
- // THROWEXCEPTION(L"cound not write buffer content into memory file");
- //}
- oBuffer.Close();
+ vfs::COpenReadFile oFile(hImage->ImageFile);
+ TRYCATCH_RETHROW(oBuffer.copyToBuffer(oFile.file()), L"Could not copy file to buffer");
+ oBuffer.close();
//vfs::CUncompressed7zLibrary oLib(&oFile.file(),"");
ObjBlockAllocator allocator(128);
- vfs::CUncompressed7zLibrary oLib(vfs::tReadableFile::Cast(&oBuffer),"",false, &allocator);
+ vfs::CUncompressed7zLibrary oLib(vfs::tReadableFile::cast(&oBuffer),"",false, &allocator);
- if(!oLib.Init())
+ if(!oLib.init())
{
return false;
}
@@ -735,7 +728,7 @@ bool LoadJPCFileToImage(HIMAGE hImage, UINT16 fContents)
for(; !it.end(); it.next())
{
// check extension
- utf8string::str_t const& fname = it.value()->GetFileName()().c_wcs();
+ utf8string::str_t const& fname = it.value()->getName().c_wcs();
utf8string::size_t dot = fname.find_last_of(vfs::Const::DOT());
if(dot != utf8string::str_t::npos)
{
@@ -756,7 +749,7 @@ bool LoadJPCFileToImage(HIMAGE hImage, UINT16 fContents)
}
else if (StrCmp::Equal(fname.substr(dot,fname.length()-dot), CONST_DOTXML) )
{
- appdata_file = vfs::tReadableFile::Cast(it.value());
+ appdata_file = vfs::tReadableFile::cast(it.value());
}
}
}
@@ -767,7 +760,7 @@ bool LoadJPCFileToImage(HIMAGE hImage, UINT16 fContents)
{
try
{
- LoadPngFile lpng( vfs::tReadableFile::Cast(vFiles[0]) );
+ LoadPngFile lpng( vfs::tReadableFile::cast(vFiles[0]) );
bool bLoadS = lpng.Load();
@@ -799,7 +792,7 @@ bool LoadJPCFileToImage(HIMAGE hImage, UINT16 fContents)
{
std::wstringstream wss;
wss << L"Loading PNG image from file '"
- << oFile.file().GetFullPath()().c_wcs()
+ << oFile.file().getPath().c_wcs()
<< L"' failed";
RETHROWEXCEPTION(wss.str().c_str(),&ex);
}
@@ -817,10 +810,10 @@ bool LoadJPCFileToImage(HIMAGE hImage, UINT16 fContents)
try
{
vfs::CMemoryFile oTempFile("");
- oTempFile.CopyToBuffer( *vfs::tReadableFile::Cast(*fit) );
+ oTempFile.copyToBuffer( *vfs::tReadableFile::cast(*fit) );
-// LoadPngFile lpng( vfs::tReadableFile::Cast(*fit) );
- LoadPngFile lpng( vfs::tReadableFile::Cast(&oTempFile) );
+// LoadPngFile lpng( vfs::tReadableFile::cast(*fit) );
+ LoadPngFile lpng( vfs::tReadableFile::cast(&oTempFile) );
bool bLoadS = lpng.Load();
if(bLoadS)
@@ -830,7 +823,7 @@ bool LoadJPCFileToImage(HIMAGE hImage, UINT16 fContents)
if(!bHasPalette)
{
THROWIFFALSE(lpng.Info()->num_palette == 256, L"size of palette is not 256");
- image.SetPalette(lpng.Info()->palette, lpng.Info()->num_palette);
+ image.setPalette(lpng.Info()->palette, lpng.Info()->num_palette);
bHasPalette = true;
}
UINT32 SIZE = lpng.Info()->height * lpng.Info()->width;
@@ -839,12 +832,12 @@ bool LoadJPCFileToImage(HIMAGE hImage, UINT16 fContents)
{
memcpy(&data[i*lpng.Info()->width],lpng.Rows()[i],lpng.Info()->width);
}
- image.AddImage(&data[0], SIZE, lpng.Info()->width, lpng.Info()->height, lpng.Info()->x_offset, lpng.Info()->y_offset);
+ image.addImage(&data[0], SIZE, lpng.Info()->width, lpng.Info()->height, lpng.Info()->x_offset, lpng.Info()->y_offset);
}
else
{
std::wstringstream wss;
- wss << L"PNG file '" << (*fit)->GetFileName()() << L" @ " << oFile.file().GetFullPath()() << L"' is not a paletted image";
+ wss << L"PNG file '" << (*fit)->getName()() << L" @ " << oFile.file().getPath()() << L"' is not a paletted image";
THROWEXCEPTION(wss.str().c_str());
}
}
@@ -852,15 +845,15 @@ bool LoadJPCFileToImage(HIMAGE hImage, UINT16 fContents)
catch(CBasicException& ex)
{
std::wstringstream wss;
- wss << L"Loading PNG image [" << findex << L"] from file '" << oFile.file().GetFullPath()().c_wcs() << L"' failed";
+ wss << L"Loading PNG image [" << findex << L"] from file '" << oFile.file().getPath().c_wcs() << L"' failed";
RETHROWEXCEPTION(wss.str().c_str(),&ex);
}
}
}
- bool success = image.WriteToHIMAGE(hImage);
+ bool success = image.writeToHIMAGE(hImage);
if(appdata_file)
{
- success &= image.ReadAppDataFromXMLFile(hImage, appdata_file);
+ success &= image.readAppDataFromXMLFile(hImage, appdata_file);
}
return success;
}
diff --git a/Standard Gaming Platform/Random.cpp b/Standard Gaming Platform/Random.cpp
index 10948833..d36a65a3 100644
--- a/Standard Gaming Platform/Random.cpp
+++ b/Standard Gaming Platform/Random.cpp
@@ -1,5 +1,80 @@
#include "Random.h"
#include
+#include "debug control.h"
+
+extern bool is_client;
+extern bool is_server;
+extern bool is_networked;
+
+bool gfMPDebugOutputRandoms = false;
+
+// OJW - 091024 - MP random syncing
+// need to syncronise the randomness of events in a multiplayer game on all clients
+UINT32 MPPreRandom( UINT32 uiRange )
+{
+ UINT32 uiNum;
+ if( uiRange == 0 )
+ return 0;
+ //Extract the current pregenerated number
+ uiNum = guiPreRandomNums[ guiPreRandomIndex ] * uiRange / RAND_MAX % uiRange;
+
+ if (gfMPDebugOutputRandoms)
+ {
+ char tmpMPDbgString[512];
+ sprintf(tmpMPDbgString,"MPPreRandom ( uiRange : %i , uiPreRandomIndex : %i , uiResult : %i )\n",uiRange, guiPreRandomIndex , uiNum );
+ MPDebugMsg(tmpMPDbgString);
+ }
+
+ //Go to the next index.
+ guiPreRandomIndex++;
+
+ if (guiPreRandomIndex >= MAX_PREGENERATED_NUMS)
+ guiPreRandomIndex = 0;
+
+ return uiNum;
+}
+
+#ifdef BMP_RANDOM//dnl ch55 111009
+
+#include
+
+UINT32 guiPreRandomIndex;
+UINT32 guiPreRandomNums[MAX_PREGENERATED_NUMS];
+
+UINT32 GetRndNum(UINT32 maxnum)
+{
+ if (is_networked && is_client)
+ return MPPreRandom(maxnum);
+
+ static UINT32 rnd=0, cnt=0;
+ POINT pt;
+
+ if(!(cnt++%RAND_MAX))
+ {
+ GetCursorPos(&pt);// Get cursor location
+ srand(maxnum ^ rnd ^ pt.x ^ pt.y ^ GetTickCount());
+//SendFmtMsg("Random Number Generator Reinitialized.");
+//for(int l=0;l<100;l++)SendFmtMsg("%2d", Random(100));
+ }
+ if(maxnum == 0)
+ return(0);
+ rnd = rand();
+ rnd <<= 11;
+ rnd ^= rand();
+ rnd <<= 7;
+ rnd ^= rand();
+ return(rnd % maxnum);
+}
+
+void InitializeRandom(void)
+{
+ // Pregenerate all of the random numbers.
+ for(guiPreRandomIndex = 0; guiPreRandomIndex guiPreRandomNums(MAX_PREGENERATED_NUMS, 0);
@@ -17,3 +92,5 @@ void InitializeRandom()
}
guiPreRandomIndex = 0;
}
+
+#endif
\ No newline at end of file
diff --git a/Standard Gaming Platform/SGP_2005Express.vcproj b/Standard Gaming Platform/SGP_2005Express.vcproj
index a8a7ce16..626ac205 100644
--- a/Standard Gaming Platform/SGP_2005Express.vcproj
+++ b/Standard Gaming Platform/SGP_2005Express.vcproj
@@ -41,7 +41,7 @@
Name="VCCLCompilerTool"
AdditionalOptions="/D "_CRT_SECURE_NO_DEPRECATE""
Optimization="0"
- AdditionalIncludeDirectories="..\Multiplayer;..\ext\libpng;..\ext\utf8\source;..\VFS"
+ AdditionalIncludeDirectories="..\Multiplayer;..\ext\libpng;..\ext\utf8\source;..\ext\7z"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;NO_ZLIB_COMPRESSION"
MinimalRebuild="true"
BasicRuntimeChecks="3"
@@ -105,7 +105,7 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Standard Gaming Platform/SGP_VS2008.vcproj b/Standard Gaming Platform/SGP_VS2008.vcproj
index c624a0a6..1ad1521d 100644
--- a/Standard Gaming Platform/SGP_VS2008.vcproj
+++ b/Standard Gaming Platform/SGP_VS2008.vcproj
@@ -268,6 +268,70 @@
Name="VCPostBuildEventTool"
/>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Standard Gaming Platform/Standard Gaming Platform.dep b/Standard Gaming Platform/Standard Gaming Platform.dep
deleted file mode 100644
index 5287b2f1..00000000
--- a/Standard Gaming Platform/Standard Gaming Platform.dep
+++ /dev/null
@@ -1,2682 +0,0 @@
-# Microsoft Developer Studio Generated Dependency File, included by Standard Gaming Platform.mak
-
-".\Button Sound Control.cpp" : \
- "..\builddefines.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\local.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\Sys Globals.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\Font Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\button sound control.h"\
- ".\Button System.h"\
- ".\container.h"\
- ".\Cursor Control.h"\
- ".\DbMan.h"\
- ".\ddraw.h"\
- ".\Debug.h"\
- ".\DirectDraw Calls.h"\
- ".\DirectX Common.h"\
- ".\english.h"\
- ".\FileMan.h"\
- ".\font.h"\
- ".\himage.h"\
- ".\imgfmt.h"\
- ".\impTGA.h"\
- ".\Input.h"\
- ".\Install.h"\
- ".\ja2 libs.h"\
- ".\JA2 SGP ALL.H"\
- ".\LibraryDataBase.h"\
- ".\line.h"\
- ".\MemMan.h"\
- ".\mousesystem.h"\
- ".\mousesystem_macros.h"\
- ".\mss.h"\
- ".\Mutex Manager.h"\
- ".\pcx.h"\
- ".\random.h"\
- ".\RegInst.h"\
- ".\sgp.h"\
- ".\shading.h"\
- ".\soundman.h"\
- ".\STCI.h"\
- ".\timer.h"\
- ".\TopicIDs.h"\
- ".\TopicOps.h"\
- ".\Types.h"\
- ".\Video.h"\
- ".\video_private.h"\
- ".\vobject.h"\
- ".\vobject_blitters.h"\
- ".\vobject_private.h"\
- ".\vsurface.h"\
- ".\vsurface_private.h"\
- ".\WCheck.h"\
- ".\WizShare.h"\
- "c:\program files\microsoft visual studio\vc98\include\basetsd.h"\
-
-
-".\Button System.cpp" : \
- "..\builddefines.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\local.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\Sys Globals.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\Font Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\button sound control.h"\
- ".\Button System.h"\
- ".\container.h"\
- ".\Cursor Control.h"\
- ".\DbMan.h"\
- ".\ddraw.h"\
- ".\Debug.h"\
- ".\DirectDraw Calls.h"\
- ".\DirectX Common.h"\
- ".\english.h"\
- ".\FileMan.h"\
- ".\font.h"\
- ".\himage.h"\
- ".\imgfmt.h"\
- ".\impTGA.h"\
- ".\Input.h"\
- ".\Install.h"\
- ".\ja2 libs.h"\
- ".\JA2 SGP ALL.H"\
- ".\LibraryDataBase.h"\
- ".\line.h"\
- ".\MemMan.h"\
- ".\mousesystem.h"\
- ".\mousesystem_macros.h"\
- ".\mss.h"\
- ".\Mutex Manager.h"\
- ".\pcx.h"\
- ".\random.h"\
- ".\RegInst.h"\
- ".\sgp.h"\
- ".\shading.h"\
- ".\soundman.h"\
- ".\STCI.h"\
- ".\timer.h"\
- ".\TopicIDs.h"\
- ".\TopicOps.h"\
- ".\Types.h"\
- ".\Video.h"\
- ".\video_private.h"\
- ".\vobject.h"\
- ".\vobject_blitters.h"\
- ".\vobject_private.h"\
- ".\vsurface.h"\
- ".\vsurface_private.h"\
- ".\WCheck.h"\
- ".\WizShare.h"\
- "c:\program files\microsoft visual studio\vc98\include\basetsd.h"\
-
-
-".\Container.cpp" : \
- "..\builddefines.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\local.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\Sys Globals.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\Font Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\button sound control.h"\
- ".\Button System.h"\
- ".\container.h"\
- ".\Cursor Control.h"\
- ".\DbMan.h"\
- ".\ddraw.h"\
- ".\Debug.h"\
- ".\DirectDraw Calls.h"\
- ".\DirectX Common.h"\
- ".\english.h"\
- ".\FileMan.h"\
- ".\font.h"\
- ".\himage.h"\
- ".\imgfmt.h"\
- ".\impTGA.h"\
- ".\Input.h"\
- ".\Install.h"\
- ".\ja2 libs.h"\
- ".\JA2 SGP ALL.H"\
- ".\LibraryDataBase.h"\
- ".\line.h"\
- ".\MemMan.h"\
- ".\mousesystem.h"\
- ".\mousesystem_macros.h"\
- ".\mss.h"\
- ".\Mutex Manager.h"\
- ".\pcx.h"\
- ".\random.h"\
- ".\RegInst.h"\
- ".\sgp.h"\
- ".\shading.h"\
- ".\soundman.h"\
- ".\STCI.h"\
- ".\timer.h"\
- ".\TopicIDs.h"\
- ".\TopicOps.h"\
- ".\Types.h"\
- ".\Video.h"\
- ".\video_private.h"\
- ".\vobject.h"\
- ".\vobject_blitters.h"\
- ".\vobject_private.h"\
- ".\vsurface.h"\
- ".\vsurface_private.h"\
- ".\WCheck.h"\
- ".\WizShare.h"\
- "c:\program files\microsoft visual studio\vc98\include\basetsd.h"\
-
-
-".\Cursor Control.cpp" : \
- "..\builddefines.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\local.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\Sys Globals.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\Font Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\button sound control.h"\
- ".\Button System.h"\
- ".\container.h"\
- ".\Cursor Control.h"\
- ".\DbMan.h"\
- ".\ddraw.h"\
- ".\Debug.h"\
- ".\DirectDraw Calls.h"\
- ".\DirectX Common.h"\
- ".\english.h"\
- ".\FileMan.h"\
- ".\font.h"\
- ".\himage.h"\
- ".\imgfmt.h"\
- ".\impTGA.h"\
- ".\Input.h"\
- ".\Install.h"\
- ".\ja2 libs.h"\
- ".\JA2 SGP ALL.H"\
- ".\LibraryDataBase.h"\
- ".\line.h"\
- ".\MemMan.h"\
- ".\mousesystem.h"\
- ".\mousesystem_macros.h"\
- ".\mss.h"\
- ".\Mutex Manager.h"\
- ".\pcx.h"\
- ".\random.h"\
- ".\RegInst.h"\
- ".\sgp.h"\
- ".\shading.h"\
- ".\soundman.h"\
- ".\STCI.h"\
- ".\timer.h"\
- ".\TopicIDs.h"\
- ".\TopicOps.h"\
- ".\Types.h"\
- ".\Video.h"\
- ".\video_private.h"\
- ".\vobject.h"\
- ".\vobject_blitters.h"\
- ".\vobject_private.h"\
- ".\vsurface.h"\
- ".\vsurface_private.h"\
- ".\WCheck.h"\
- ".\WizShare.h"\
- "c:\program files\microsoft visual studio\vc98\include\basetsd.h"\
-
-
-".\DbMan.cpp" : \
- "..\builddefines.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\GameSettings.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\local.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\Sys Globals.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\World Items.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\TileEngine\worlddef.h"\
- "..\Utils\Font Control.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\button sound control.h"\
- ".\Button System.h"\
- ".\container.h"\
- ".\Cursor Control.h"\
- ".\DbMan.h"\
- ".\ddraw.h"\
- ".\Debug.h"\
- ".\DirectDraw Calls.h"\
- ".\DirectX Common.h"\
- ".\english.h"\
- ".\FileMan.h"\
- ".\font.h"\
- ".\himage.h"\
- ".\imgfmt.h"\
- ".\impTGA.h"\
- ".\Input.h"\
- ".\Install.h"\
- ".\ja2 libs.h"\
- ".\JA2 SGP ALL.H"\
- ".\LibraryDataBase.h"\
- ".\line.h"\
- ".\MemMan.h"\
- ".\mousesystem.h"\
- ".\mousesystem_macros.h"\
- ".\mss.h"\
- ".\Mutex Manager.h"\
- ".\pcx.h"\
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-"$(INTDIR)\timer.obj" "$(INTDIR)\timer.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Debug"
-
-
-"$(INTDIR)\timer.obj" "$(INTDIR)\timer.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Release with Debug Info"
-
-
-"$(INTDIR)\timer.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Bounds Checker"
-
-
-"$(INTDIR)\timer.obj" "$(INTDIR)\timer.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Debug Demo"
-
-
-"$(INTDIR)\timer.obj" "$(INTDIR)\timer.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Release Demo"
-
-
-"$(INTDIR)\timer.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Demo Release with Debug Info"
-
-
-"$(INTDIR)\timer.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ENDIF
-
-SOURCE=".\video.cpp"
-
-!IF "$(CFG)" == "Standard Gaming Platform - Win32 Release"
-
-
-"$(INTDIR)\video.obj" "$(INTDIR)\video.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Debug"
-
-
-"$(INTDIR)\video.obj" "$(INTDIR)\video.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Release with Debug Info"
-
-
-"$(INTDIR)\video.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Bounds Checker"
-
-
-"$(INTDIR)\video.obj" "$(INTDIR)\video.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Debug Demo"
-
-
-"$(INTDIR)\video.obj" "$(INTDIR)\video.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Release Demo"
-
-
-"$(INTDIR)\video.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Demo Release with Debug Info"
-
-
-"$(INTDIR)\video.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ENDIF
-
-SOURCE=".\vobject.cpp"
-
-!IF "$(CFG)" == "Standard Gaming Platform - Win32 Release"
-
-
-"$(INTDIR)\vobject.obj" "$(INTDIR)\vobject.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Debug"
-
-
-"$(INTDIR)\vobject.obj" "$(INTDIR)\vobject.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Release with Debug Info"
-
-
-"$(INTDIR)\vobject.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Bounds Checker"
-
-
-"$(INTDIR)\vobject.obj" "$(INTDIR)\vobject.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Debug Demo"
-
-
-"$(INTDIR)\vobject.obj" "$(INTDIR)\vobject.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Release Demo"
-
-
-"$(INTDIR)\vobject.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Demo Release with Debug Info"
-
-
-"$(INTDIR)\vobject.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ENDIF
-
-SOURCE=".\vobject_blitters.cpp"
-
-!IF "$(CFG)" == "Standard Gaming Platform - Win32 Release"
-
-
-"$(INTDIR)\vobject_blitters.obj" "$(INTDIR)\vobject_blitters.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Debug"
-
-
-"$(INTDIR)\vobject_blitters.obj" "$(INTDIR)\vobject_blitters.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Release with Debug Info"
-
-
-"$(INTDIR)\vobject_blitters.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Bounds Checker"
-
-
-"$(INTDIR)\vobject_blitters.obj" "$(INTDIR)\vobject_blitters.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Debug Demo"
-
-
-"$(INTDIR)\vobject_blitters.obj" "$(INTDIR)\vobject_blitters.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Release Demo"
-
-
-"$(INTDIR)\vobject_blitters.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Demo Release with Debug Info"
-
-
-"$(INTDIR)\vobject_blitters.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ENDIF
-
-SOURCE=".\vsurface.cpp"
-
-!IF "$(CFG)" == "Standard Gaming Platform - Win32 Release"
-
-
-"$(INTDIR)\vsurface.obj" "$(INTDIR)\vsurface.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Debug"
-
-
-"$(INTDIR)\vsurface.obj" "$(INTDIR)\vsurface.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Release with Debug Info"
-
-
-"$(INTDIR)\vsurface.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Bounds Checker"
-
-
-"$(INTDIR)\vsurface.obj" "$(INTDIR)\vsurface.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Debug Demo"
-
-
-"$(INTDIR)\vsurface.obj" "$(INTDIR)\vsurface.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Release Demo"
-
-
-"$(INTDIR)\vsurface.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Demo Release with Debug Info"
-
-
-"$(INTDIR)\vsurface.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ENDIF
-
-SOURCE=.\WinFont.cpp
-
-!IF "$(CFG)" == "Standard Gaming Platform - Win32 Release"
-
-
-"$(INTDIR)\WinFont.obj" "$(INTDIR)\WinFont.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Debug"
-
-
-"$(INTDIR)\WinFont.obj" "$(INTDIR)\WinFont.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Release with Debug Info"
-
-
-"$(INTDIR)\WinFont.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Bounds Checker"
-
-
-"$(INTDIR)\WinFont.obj" "$(INTDIR)\WinFont.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Debug Demo"
-
-
-"$(INTDIR)\WinFont.obj" "$(INTDIR)\WinFont.sbr" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Release Demo"
-
-
-"$(INTDIR)\WinFont.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ELSEIF "$(CFG)" == "Standard Gaming Platform - Win32 Demo Release with Debug Info"
-
-
-"$(INTDIR)\WinFont.obj" : $(SOURCE) "$(INTDIR)"
-
-
-!ENDIF
-
-
-!ENDIF
-
diff --git a/Standard Gaming Platform/Standard Gaming Platform.vcproj b/Standard Gaming Platform/Standard Gaming Platform.vcproj
deleted file mode 100644
index 67d2a6a9..00000000
--- a/Standard Gaming Platform/Standard Gaming Platform.vcproj
+++ /dev/null
@@ -1,2902 +0,0 @@
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diff --git a/Standard Gaming Platform/Types.h b/Standard Gaming Platform/Types.h
index 49e0d92c..ad4b1861 100644
--- a/Standard Gaming Platform/Types.h
+++ b/Standard Gaming Platform/Types.h
@@ -33,6 +33,7 @@
#if defined( JA2 ) || defined( UTILS )
typedef unsigned int UINT32;
+typedef __int64 INT64; // WANNE - BMP: Used for Big Maps
typedef signed int INT32;
#else
typedef unsigned int UINT32;
diff --git a/Standard Gaming Platform/himage.cpp b/Standard Gaming Platform/himage.cpp
index 6d6d3315..b91dfe8e 100644
--- a/Standard Gaming Platform/himage.cpp
+++ b/Standard Gaming Platform/himage.cpp
@@ -95,11 +95,11 @@ HIMAGE CreateImage( SGPFILENAME ImageFile, UINT16 fContents )
{
#ifdef USE_VFS
// see if there is a .jpc file first and when that fails, try .sti
- utf8string str(ImageFile);
+ vfs::Path str(ImageFile);
utf8string::str_t const& findext = str.c_wcs();
utf8string::size_t dot = findext.find_last_of(vfs::Const::DOT());
utf8string fname = findext.substr(0,dot).append(CONST_DOTJPC);
- if(GetVFS()->FileExists(fname))
+ if(getVFS()->fileExists(fname))
{
iFileLoader = JPC_FILE_READER;
strncpy(ImageFile, fname.utf8().c_str(), fname.length());
diff --git a/Standard Gaming Platform/mousesystem.cpp b/Standard Gaming Platform/mousesystem.cpp
index e4b90f60..2a75b271 100644
--- a/Standard Gaming Platform/mousesystem.cpp
+++ b/Standard Gaming Platform/mousesystem.cpp
@@ -1296,8 +1296,6 @@ INT16 GetNumberOfLinesInHeight( const STR16 pStringA )
{
STR16 pToken;
INT16 sCounter = 0;
- // HEADROCK HAM 3.6: This is a serious limitation... Increasing size
- //CHAR16 pString[ 512 ];
CHAR16 pString[ 4096 ];
wcscpy( pString, pStringA );
@@ -1307,14 +1305,16 @@ INT16 GetNumberOfLinesInHeight( const STR16 pStringA )
while( pToken != NULL )
{
- // HEADROCK HAM 3.6: Make sure that all lines can appear on screen. If impossible, reduce number of lines
- // artificially.
+ // WANNE: Fix by Headrock
if ( (sCounter+1) * (GetFontHeight(FONT10ARIAL)+1) > (SCREEN_HEIGHT - 10) )
- {
- break;
- }
- pToken = wcstok( NULL, L"\n" );
- sCounter++;
+ {
+ break;
+ }
+ pToken = wcstok( NULL, L"\n" );
+ sCounter++;
+
+ /*pToken = wcstok( NULL, L"\n" );
+ sCounter++;*/
}
return( sCounter );
@@ -1387,8 +1387,6 @@ void DisplayFastHelp( MOUSE_REGION *region )
INT16 GetWidthOfString( const STR16 pStringA )
{
- // HEADROCK HAM 3.6: This is a serious limitation... Increasing size.
- //CHAR16 pString[ 512 ];
CHAR16 pString[ 4096 ];
STR16 pToken;
INT16 sWidth = 0;
@@ -1416,8 +1414,6 @@ void DisplayHelpTokenizedString( const STR16 pStringA, INT16 sX, INT16 sY )
STR16 pToken;
INT32 iCounter = 0, i;
UINT32 uiCursorXPos;
- // HEADROCK HAM 3.6: This is a serious limitation... Increasing size
- //CHAR16 pString[ 512 ];
CHAR16 pString[ 4096 ];
INT32 iLength;
@@ -1428,14 +1424,15 @@ void DisplayHelpTokenizedString( const STR16 pStringA, INT16 sX, INT16 sY )
while( pToken != NULL )
{
- // HEADROCK HAM 3.6: If height of screen exceeds screen height, replace the last VISIBLE line with "..."
- // and break the cycle.
+ // WANNE: Fix by Headrock
if ( (iCounter+2) * (GetFontHeight(FONT10ARIAL)+1) > (SCREEN_HEIGHT - 10) )
- {
- mprintf( sX, sY + iCounter * (GetFontHeight(FONT10ARIAL)+1), L"..." );
- break;
- }
- iLength = (INT32)wcslen( pToken );
+ {
+ mprintf( sX, sY + iCounter * (GetFontHeight(FONT10ARIAL)+1), L"..." );
+ break;
+ }
+ iLength = (INT32)wcslen( pToken );
+
+ //iLength = (INT32)wcslen( pToken );
for( i = 0; i < iLength; i++ )
{
uiCursorXPos = StringPixLengthArgFastHelp( FONT10ARIAL, FONT10ARIALBOLD, i, pToken );
diff --git a/Standard Gaming Platform/random.h b/Standard Gaming Platform/random.h
index 81e462c6..7da2a523 100644
--- a/Standard Gaming Platform/random.h
+++ b/Standard Gaming Platform/random.h
@@ -1,13 +1,51 @@
#ifndef __RANDOM_
#define __RANDOM_
+#define BMP_RANDOM
+
#include "Types.h"
#include "Debug.h"
-#include
-//IMPORTANT: Changing this define will invalidate the JA2 save. If this
-// is necessary, please ifdef your own value.
-#define MAX_PREGENERATED_NUMS 256
+//IMPORTANT: Changing this define will invalidate the JA2 save. If this is necessary, please ifdef your own value.
+#define MAX_PREGENERATED_NUMS 256
+
+
+#ifdef BMP_RANDOM//dnl ch55 111009 !!!Do not undefine this if plan play Big maps, old random generator not work properly and return only 2^15 different values although seems that should return all posible INT32 values
+
+extern UINT32 guiPreRandomIndex;
+extern UINT32 guiPreRandomNums[MAX_PREGENERATED_NUMS];
+extern void InitializeRandom(void);
+extern UINT32 GetRndNum(UINT32 maxnum);
+extern bool gfMPDebugOutputRandoms;
+
+inline UINT32 Random(UINT32 uiRange)
+{
+ return(GetRndNum(uiRange));
+}
+
+inline INT32 iRandom(UINT32 uiRange)
+{
+ return(GetRndNum(uiRange));
+}
+
+inline BOOLEAN Chance( UINT32 uiChance )
+{
+ return((BOOLEAN)(Random(100) < uiChance));
+}
+
+inline UINT32 PreRandom(UINT32 uiRange)
+{
+ return(GetRndNum(uiRange));
+}
+
+inline BOOLEAN PreChance( UINT32 uiChance )
+{
+ return((BOOLEAN)(PreRandom(100) < uiChance));
+}
+
+#else
+
+#include
extern UINT32 guiPreRandomIndex;
extern std::vector guiPreRandomNums;
@@ -91,5 +129,6 @@ inline BOOLEAN PreChance( UINT32 uiChance )
return (BOOLEAN)(PreRandom( 100 ) < uiChance);
}
+#endif
-#endif
\ No newline at end of file
+#endif
diff --git a/Standard Gaming Platform/sgp.cpp b/Standard Gaming Platform/sgp.cpp
index 0872b436..5f7b3e3a 100644
--- a/Standard Gaming Platform/sgp.cpp
+++ b/Standard Gaming Platform/sgp.cpp
@@ -44,6 +44,8 @@
#include "VFS/Tools/Log.h"
#include "VFS/Tools/ParserTools.h"
#include "Text.h"
+#include "VFS/os_functions.h"
+#include "VFS/vfs_settings.h"
#define USE_CONSOLE 0
@@ -83,7 +85,7 @@ void SHOWEXCEPTION(CBasicException& ex)
_ExceptionMessage(ex);
}
catch(CBasicException &ex2) {
- LogException(ex2);
+ logException(ex2);
exit(0);
}
}
@@ -599,7 +601,7 @@ BOOLEAN InitializeStandardGamingPlatform(HINSTANCE hInstance, int sCommandShow)
}
catch(CBasicException& ex)
{
- LogException(ex);
+ logException(ex);
// nothing is set up, no vfs, no video manager
// regular error processing wouldn't work here
// set default values and continue as if nothing has happened
@@ -696,20 +698,20 @@ BOOLEAN InitializeStandardGamingPlatform(HINSTANCE hInstance, int sCommandShow)
//InitializeJA2TimerID();
#ifdef USE_VFS
- STRING512 sExecutableDir;
- GetExecutableDirectory( sExecutableDir );
+ vfs::Path exe_dir, exe_file;
+ os::getExecutablePath(exe_dir, exe_file);
// set current directory to exe's directory
- SetCurrentDirectory(sExecutableDir);
+ os::setCurrectDirectory(exe_dir);
- THROWIFFALSE( InitVirtualFileSystem( vfs_config_ini ), L"Initializing Virtual File System failed");
+ THROWIFFALSE( initVirtualFileSystem( vfs_config_ini ), L"Initializing Virtual File System failed");
s_VfsIsInitialized = true;
- GetVFS()->GetVirtualLocation(vfs::Path("Temp"),true)->SetIsExclusive(true);
- GetVFS()->GetVirtualLocation(vfs::Path("ShadeTables"),true)->SetIsExclusive(true);
- GetVFS()->GetVirtualLocation(vfs::Path(pMessageStrings[MSG_SAVEDIRECTORY]+3),true)->SetIsExclusive(true);
- GetVFS()->GetVirtualLocation(vfs::Path(pMessageStrings[MSG_MPSAVEDIRECTORY]+3),true)->SetIsExclusive(true);
+ getVFS()->getVirtualLocation(vfs::Path("Temp"),true)->setIsExclusive(true);
+ getVFS()->getVirtualLocation(vfs::Path("ShadeTables"),true)->setIsExclusive(true);
+ getVFS()->getVirtualLocation(vfs::Path(pMessageStrings[MSG_SAVEDIRECTORY]+3),true)->setIsExclusive(true);
+ getVFS()->getVirtualLocation(vfs::Path(pMessageStrings[MSG_MPSAVEDIRECTORY]+3),true)->setIsExclusive(true);
#ifdef USE_CODE_PAGE
charSet::InitializeCharSets();
@@ -797,10 +799,6 @@ BOOLEAN InitializeStandardGamingPlatform(HINSTANCE hInstance, int sCommandShow)
}
#endif
- FastDebugMsg("Initializing Random");
- // Initialize random number generator
- InitializeRandom(); // no Shutdown
-
FastDebugMsg("Initializing Game Manager");
// Initialize the Game
if (InitializeGame() == FALSE)
@@ -895,11 +893,26 @@ void ShutdownStandardGamingPlatform(void)
ShutdownDebugManager();
- CLog::FlushFinally();
- vfs::CVirtualFileSystem::ShutdownVFS();
- CFileAllocator::Clear();
+ CLog::flushFinally();
+ vfs::CVirtualFileSystem::shutdownVFS();
+ CFileAllocator::clear();
}
+#ifdef USE_VFS
+#include "MPJoinScreen.h"
+
+utf8string getGameID()
+{
+ static utf8string _id;
+ static bool has_id = false;
+ if(!has_id)
+ {
+ CUniqueServerId::uniqueRandomString(_id);
+ has_id = true;
+ }
+ return _id;
+}
+#endif
int PASCAL WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCommandLine, int sCommandShow)
{
@@ -950,6 +963,14 @@ int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pC
return( 0 );
}
+ FastDebugMsg("Initializing Random");
+ // Initialize random number generator
+ InitializeRandom(); // no Shutdown
+
+#ifdef USE_VFS
+ CLog::setSharedString( getGameID() );
+#endif
+
//rain
//NSLoadSettings();
//NSSaveSettings();
@@ -1008,6 +1029,10 @@ int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pC
// ShowCursor(FALSE);
#ifdef USE_VFS
+ vfs::Path exe_dir, exe_file;
+ os::getExecutablePath(exe_dir, exe_file);
+ os::setCurrectDirectory(exe_dir);
+#else
STRING512 sExecutableDir;
GetExecutableDirectory( sExecutableDir );
SetCurrentDirectory(sExecutableDir);
@@ -1026,10 +1051,10 @@ int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pC
if(!s_VfsIsInitialized)
{
vfs::CFile* fonts = new vfs::CFile("Data/Fonts.slf");
- vfs::CSLFLibrary* slfLib = new vfs::CSLFLibrary(vfs::tReadableFile::Cast(fonts),"");
- if(slfLib->Init())
+ vfs::CSLFLibrary* slfLib = new vfs::CSLFLibrary(vfs::tReadableFile::cast(fonts),"");
+ if(slfLib->init())
{
- GetVFS()->AddLocation(slfLib,"doesn't matter");
+ getVFS()->addLocation(slfLib,"doesn't matter");
}
// fonts not initialized
FontTranslationTable *pFontTable = CreateEnglishTransTable( );
@@ -1056,28 +1081,28 @@ int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pC
}
}
gfProgramIsRunning = 1;
- LogException(ex);
+ logException(ex);
SHOWEXCEPTION(ex);
}
catch(std::exception &ex)
{
gfProgramIsRunning = 1;
CBasicException nex(ex.what(),_FUNCTION_FORMAT_,__LINE__,__FILE__);
- LogException(nex);
+ logException(nex);
SHOWEXCEPTION(nex);
}
catch(const char* msg)
{
gfProgramIsRunning = 1;
CBasicException ex(msg,_FUNCTION_FORMAT_,__LINE__,__FILE__);
- LogException(ex);
+ logException(ex);
SHOWEXCEPTION(ex);
}
catch(...)
{
gfProgramIsRunning = 1;
CBasicException ex("Caught undefined exception", _FUNCTION_FORMAT_, __LINE__, __FILE__);
- LogException( ex );
+ logException( ex );
SHOWEXCEPTION(ex);
}
@@ -1123,25 +1148,25 @@ int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pC
}
catch(CBasicException &ex)
{
- LogException(ex);
+ logException(ex);
SHOWEXCEPTION(ex);
}
catch(std::exception &ex)
{
CBasicException nex(ex.what(),_FUNCTION_FORMAT_,__LINE__,__FILE__);
- LogException(nex);
+ logException(nex);
SHOWEXCEPTION(nex);
}
catch(const char* msg)
{
CBasicException ex(msg,_FUNCTION_FORMAT_,__LINE__,__FILE__);
- LogException(ex);
+ logException(ex);
SHOWEXCEPTION(ex);
}
catch(...)
{
CBasicException ex("Caught undefined exception", _FUNCTION_FORMAT_, __LINE__, __FILE__);
- LogException( ex );
+ logException( ex );
SHOWEXCEPTION(ex);
}
@@ -1225,7 +1250,6 @@ void SGPExit(void)
}
-extern bool g_VFS_NO_UNICODE;
void GetRuntimeSettings( )
{
#ifndef USE_VFS
@@ -1239,7 +1263,7 @@ void GetRuntimeSettings( )
strcat(INIFile, "\\Ja2.ini");
#else
CPropertyContainer oProps;
- oProps.InitFromIniFile("Ja2.ini");
+ oProps.initFromIniFile("Ja2.ini");
#endif
iResolution = -1;
#ifndef USE_VFS
@@ -1248,12 +1272,30 @@ void GetRuntimeSettings( )
iResolution = atoi(zScreenResolution);
}
#else
- iResolution = oProps.GetIntProperty(L"Ja2 Settings", L"SCREEN_RESOLUTION", -1);
+ utf8string loc = oProps.getStringProperty("Ja2 Settings", L"LOCALE");
+ if(!loc.empty())
+ {
+ THROWIFFALSE( setlocale(LC_ALL, loc.utf8().c_str()), BuildString().add(L"invalid locale : ").add(loc).get());
+ }
- g_VFS_NO_UNICODE = oProps.GetBoolProperty(L"Ja2 Settings", L"VFS_NO_UNICODE", false);
+ iResolution = (int)oProps.getIntProperty(L"Ja2 Settings", L"SCREEN_RESOLUTION", -1);
+
+ vfs::Settings::setUseUnicode( !oProps.getBoolProperty(L"Ja2 Settings", L"VFS_NO_UNICODE", false) );
std::list ini_list;
- if(oProps.GetStringListProperty(L"Ja2 Settings", L"VFS_CONFIG_INI", ini_list, L""))
+
+ utf8string vfs_config_file;
+ if(oProps.getStringProperty(L"Ja2 Settings", L"VFS_CONFIG", vfs_config_file))
+ {
+ CPropertyContainer temp_cont;
+ temp_cont.initFromIniFile(vfs_config_file);
+ utf8string temp_str;
+ if(temp_cont.getStringProperty(L"vfs_config", L"VFS_CONFIG_INI", temp_str))
+ {
+ oProps.setStringProperty(L"Ja2 Settings", L"VFS_CONFIG_INI", temp_str);
+ }
+ }
+ if(oProps.getStringListProperty(L"Ja2 Settings", L"VFS_CONFIG_INI", ini_list, L""))
{
vfs_config_ini.clear();
for(std::list::iterator it = ini_list.begin(); it != ini_list.end(); ++it)
@@ -1269,15 +1311,19 @@ void GetRuntimeSettings( )
#ifdef JA2EDITOR
#ifndef USE_VFS
- if (GetPrivateProfileString( "Ja2 Settings","EDITOR_SCREEN_RESOLUTION", "", zScreenResolution, 50, INIFile ))
- {
- iResolution = atoi(zScreenResolution);
- }
+ if (GetPrivateProfileString( "Ja2 Settings","EDITOR_SCREEN_RESOLUTION", "", zScreenResolution, 50, INIFile ))
+ {
+ iResolution = atoi(zScreenResolution);
+ }
#else
- iResolution = oProps.GetIntProperty("Ja2 Settings","EDITOR_SCREEN_RESOLUTION", -1);
+ iResolution = (int)oProps.getIntProperty("Ja2 Settings","EDITOR_SCREEN_RESOLUTION", -1);
#endif
#endif
+#ifdef USE_VFS
+ extern bool g_bUsePngItemImages;
+ g_bUsePngItemImages = oProps.getBoolProperty(L"Ja2 Settings", "USE_PNG_ITEM_IMAGES", false);
+#endif
int iResX;
int iResY;
@@ -1318,10 +1364,10 @@ void GetRuntimeSettings( )
// WANNE: Should we play the intro?
iPlayIntro = (int) GetPrivateProfileInt( "Ja2 Settings","PLAY_INTRO", iPlayIntro, INIFile );
#else
- gbPixelDepth = (UINT8)oProps.GetIntProperty(L"SGP", L"PIXEL_DEPTH", PIXEL_DEPTH);
+ gbPixelDepth = (UINT8)oProps.getIntProperty(L"SGP", L"PIXEL_DEPTH", PIXEL_DEPTH);
- SCREEN_WIDTH = (UINT16)oProps.GetIntProperty(L"SGP", L"WIDTH", iResX);
- SCREEN_HEIGHT = (UINT16)oProps.GetIntProperty(L"SGP", L"HEIGHT", iResY);
+ SCREEN_WIDTH = (UINT16)oProps.getIntProperty(L"SGP", L"WIDTH", iResX);
+ SCREEN_HEIGHT = (UINT16)oProps.getIntProperty(L"SGP", L"HEIGHT", iResY);
iScreenWidthOffset = (SCREEN_WIDTH - 640) / 2;
iScreenHeightOffset = (SCREEN_HEIGHT - 480) / 2;
@@ -1330,15 +1376,15 @@ void GetRuntimeSettings( )
/* 1 for Windowed, 0 for Fullscreen */
if( !bScreenModeCmdLine )
{
- iScreenMode = oProps.GetIntProperty("Ja2 Settings","SCREEN_MODE_WINDOWED", iScreenMode);
+ iScreenMode = (int)oProps.getIntProperty("Ja2 Settings","SCREEN_MODE_WINDOWED", iScreenMode);
}
// WANNE: Should we play the intro?
- iPlayIntro = oProps.GetIntProperty("Ja2 Settings","PLAY_INTRO", iPlayIntro);
+ iPlayIntro = (int)oProps.getIntProperty("Ja2 Settings","PLAY_INTRO", iPlayIntro);
#ifdef USE_CODE_PAGE
- s_DebugKeyboardInput = oProps.GetBoolProperty(L"Ja2 Settings", L"DEBUG_KEYS", false);
- s_CodePage = oProps.GetStringProperty(L"Ja2 Settings", L"CODE_PAGE");
+ s_DebugKeyboardInput = oProps.getBoolProperty(L"Ja2 Settings", L"DEBUG_KEYS", false);
+ s_CodePage = oProps.getStringProperty(L"Ja2 Settings", L"CODE_PAGE");
#endif // USE_CODE_PAGE
#endif
}
diff --git a/Standard Gaming Platform/soundman.cpp b/Standard Gaming Platform/soundman.cpp
index 735b4a61..43209612 100644
--- a/Standard Gaming Platform/soundman.cpp
+++ b/Standard Gaming Platform/soundman.cpp
@@ -1807,7 +1807,7 @@ UINT32 uiCount;
// Lesh modifications
// Sound debug
#ifdef USE_VFS
-static CLog& s_SoundLog = *CLog::Create(SndDebugFileName,true);
+static CLog& s_SoundLog = *CLog::create(SndDebugFileName,true);
#endif
//*****************************************************************************************
// SoundLog
@@ -1826,7 +1826,7 @@ void SoundLog(CHAR8 *strMessage)
fclose(SndDebug);
}
#else
- s_SoundLog << strMessage << CLog::endl;
+ s_SoundLog << strMessage << CLog::ENDL;
#endif
}
diff --git a/Standard Gaming Platform/video.cpp b/Standard Gaming Platform/video.cpp
index 31ef4331..51e15aa7 100644
--- a/Standard Gaming Platform/video.cpp
+++ b/Standard Gaming Platform/video.cpp
@@ -1993,8 +1993,7 @@ void RefreshScreen(void *DummyVariable)
{
vfs::COpenWriteFile wfile(FileName,true,true);
char head[] = {0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, LOBYTE(SCREEN_WIDTH), HIBYTE(SCREEN_WIDTH), LOBYTE(SCREEN_HEIGHT), HIBYTE(SCREEN_HEIGHT), 0x10, 0};
- vfs::UInt32 io;
- wfile.file().Write(head,18,io);
+ TRYCATCH_RETHROW(wfile.file().write(head,18), L"");
#endif
//
@@ -2035,7 +2034,7 @@ void RefreshScreen(void *DummyVariable)
#ifndef USE_VFS
fwrite( p16BPPData, SCREEN_WIDTH * 2, 1, OutputFile);
#else
- wfile.file().Write((vfs::Byte*)p16BPPData, SCREEN_WIDTH * 2, io);
+ TRYCATCH_RETHROW(wfile.file().write((vfs::Byte*)p16BPPData, SCREEN_WIDTH * 2), L"");
#endif
}
else
@@ -2043,7 +2042,7 @@ void RefreshScreen(void *DummyVariable)
#ifndef USE_VFS
fwrite((void *)(((UINT8 *)SurfaceDescription.lpSurface) + (iIndex * SCREEN_WIDTH * 2)), SCREEN_WIDTH * 2, 1, OutputFile);
#else
- wfile.file().Write((vfs::Byte*)(((UINT8 *)SurfaceDescription.lpSurface) + (iIndex * SCREEN_WIDTH * 2)), SCREEN_WIDTH * 2, io);
+ TRYCATCH_RETHROW(wfile.file().write((vfs::Byte*)(((UINT8 *)SurfaceDescription.lpSurface) + (iIndex * SCREEN_WIDTH * 2)), SCREEN_WIDTH * 2), L"");
#endif
}
}
@@ -3384,8 +3383,7 @@ void RefreshMovieCache( )
#ifndef USE_VFS
fwrite(&Header, sizeof(TARGA_HEADER), 1, disk);
#else
- vfs::UInt32 io;
- wfile.file().Write((vfs::Byte*)&Header, sizeof(TARGA_HEADER), io);
+ TRYCATCH_RETHROW(wfile.file().write((vfs::Byte*)&Header, sizeof(TARGA_HEADER)), L"");
#endif
pDest = gpFrameData[ cnt ];
@@ -3396,7 +3394,7 @@ void RefreshMovieCache( )
#ifndef USE_VFS
fwrite( ( pDest + ( iCountY * SCREEN_WIDTH ) + iCountX ), sizeof(UINT16), 1, disk);
#else
- wfile.file().Write( (vfs::Byte*)( pDest + ( iCountY * SCREEN_WIDTH ) + iCountX ), sizeof(UINT16), io);
+ TRYCATCH_RETHROW(wfile.file().write( (vfs::Byte*)( pDest + ( iCountY * SCREEN_WIDTH ) + iCountX ), sizeof(UINT16)), L"");
#endif
}
@@ -3418,7 +3416,7 @@ void RefreshMovieCache( )
}
catch(CBasicException& ex)
{
- LogException(ex);
+ logException(ex);
}
#endif
}
diff --git a/Standard Gaming Platform/vobject_blitters.cpp b/Standard Gaming Platform/vobject_blitters.cpp
index 8fc98b89..188f4018 100644
--- a/Standard Gaming Platform/vobject_blitters.cpp
+++ b/Standard Gaming Platform/vobject_blitters.cpp
@@ -7020,7 +7020,7 @@ UINT32 uiLineSkipDest, uiLineSkipSrc;
}
catch(CBasicException& ex)
{
- LogException(ex);
+ logException(ex);
return false;
}
diff --git a/Strategic/Assignments.cpp b/Strategic/Assignments.cpp
index 793a5d09..8f5baf2c 100644
--- a/Strategic/Assignments.cpp
+++ b/Strategic/Assignments.cpp
@@ -166,6 +166,7 @@ MOUSE_REGION gContractMenuRegion[ MAX_CONTRACT_MENU_STRING_COUNT ];
MOUSE_REGION gRemoveMercAssignRegion[ MAX_REMOVE_MERC_COUNT ];
MOUSE_REGION gEpcMenuRegion[ MAX_EPC_MENU_STRING_COUNT ];
MOUSE_REGION gRepairMenuRegion[ 20 ];
+
// mouse region for vehicle menu
MOUSE_REGION gVehicleMenuRegion[ 20 ];
// HEADROCK HAM 3.6: Facility Menu
@@ -512,7 +513,6 @@ BOOLEAN IsSoldierCloseEnoughToADoctor( SOLDIERTYPE *pPatient );
*/
#ifdef JA2BETAVERSION
-// HEADROCK HAM 3.6: Added argument for separation of Mobile/Town Militia
void VerifyTownTrainingIsPaidFor( void );
#endif
@@ -1067,8 +1067,7 @@ BOOLEAN CanCharacterPatient( SOLDIERTYPE *pSoldier )
}
-// This function tests whether this sector EVER allows Militia Training, and whether the character is at all capable
-// of taking an assignment.
+
BOOLEAN BasicCanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
{
/////////////////////////////////////////////////////
@@ -1081,17 +1080,16 @@ BOOLEAN BasicCanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
return( FALSE );
}
- // Is character dead or unconscious?
+ // make sure character is alive and conscious
if( pSoldier->stats.bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
- // Is character underground?
+ // underground training is not allowed (code doesn't support and it's a reasonable enough limitation)
if( pSoldier->bSectorZ != 0 )
{
- // underground training is not allowed (code doesn't support and it's a reasonable enough limitation)
return( FALSE );
}
@@ -1120,7 +1118,7 @@ BOOLEAN BasicCanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
return( FALSE );
}
- // IS character inside a helicopter over a hostile sector?
+ // check in helicopter in hostile sector
if( pSoldier->bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier->iVehicleId == iHelicopterVehicleId ) )
@@ -1183,7 +1181,6 @@ BOOLEAN BasicCanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
return ( TRUE );
}
-
// Determines whether the character has the required condition to train Militia at this time.
// The conditions tested in this function might change WHILE THE CHARACTER IS ALREADY TRAINING MILITIA, which is
// how this function is normally different from "BasicCan...".
@@ -2193,7 +2190,6 @@ void VerifyTownTrainingIsPaidFor( void )
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ];
- // HEADROCK HAM 3.6: New argument controls testing for Mobiles/Garrisons separately.
if( pSoldier->bActive && ( pSoldier->bAssignment == TRAIN_TOWN ) )
{
// make sure that sector is paid up!
@@ -4530,32 +4526,31 @@ BOOLEAN TrainTownInSector( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY, INT1
// increase town's training completed percentage
- // HEADROCK HAM 3.6: New town data for training Mobile Militia.
if (pTrainer->bAssignment == TRAIN_TOWN)
{
- pSectorInfo->ubMilitiaTrainingPercentDone += (sTrainingPts / 100);
- pSectorInfo->ubMilitiaTrainingHundredths += (sTrainingPts % 100);
+ pSectorInfo->ubMilitiaTrainingPercentDone += (sTrainingPts / 100);
+ pSectorInfo->ubMilitiaTrainingHundredths += (sTrainingPts % 100);
- if (pSectorInfo->ubMilitiaTrainingHundredths >= 100)
- {
- pSectorInfo->ubMilitiaTrainingPercentDone++;
- pSectorInfo->ubMilitiaTrainingHundredths -= 100;
- }
+ if (pSectorInfo->ubMilitiaTrainingHundredths >= 100)
+ {
+ pSectorInfo->ubMilitiaTrainingPercentDone++;
+ pSectorInfo->ubMilitiaTrainingHundredths -= 100;
+ }
- // NOTE: Leave this at 100, change TOWN_TRAINING_RATE if necessary. This value gets reported to player as a %age!
- if( pSectorInfo->ubMilitiaTrainingPercentDone >= 100 )
- {
- // zero out training completion - there's no carryover to the next training session
- pSectorInfo->ubMilitiaTrainingPercentDone = 0;
- pSectorInfo->ubMilitiaTrainingHundredths = 0;
+ // NOTE: Leave this at 100, change TOWN_TRAINING_RATE if necessary. This value gets reported to player as a %age!
+ if( pSectorInfo->ubMilitiaTrainingPercentDone >= 100 )
+ {
+ // zero out training completion - there's no carryover to the next training session
+ pSectorInfo->ubMilitiaTrainingPercentDone = 0;
+ pSectorInfo->ubMilitiaTrainingHundredths = 0;
- // make the player pay again next time he wants to train here
- pSectorInfo->fMilitiaTrainingPaid = FALSE;
+ // make the player pay again next time he wants to train here
+ pSectorInfo->fMilitiaTrainingPaid = FALSE;
- TownMilitiaTrainingCompleted( pTrainer, sMapX, sMapY );
+ TownMilitiaTrainingCompleted( pTrainer, sMapX, sMapY );
- // training done
- return( TRUE );
+ // training done
+ return( TRUE );
}
}
else if (pTrainer->bAssignment == TRAIN_MOBILE)
@@ -4637,7 +4632,6 @@ INT16 GetTownTrainPtsForCharacter( SOLDIERTYPE *pTrainer, UINT16 *pusMaxPts )
}
}
}
-
// adjust for teaching bonus (a percentage)
sTotalTrainingPts += ( ( sTrainingBonus * sTotalTrainingPts ) / 100 );
// teach bonus is considered "normal" - it's always there
@@ -6163,7 +6157,6 @@ void HandleShadingOfLinesForAssignmentMenus( void )
// shade vehicle line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_VEHICLE );
}
-
if (BasicCanCharacterFacility( pSoldier ))
{
// unshade facility line
@@ -6190,7 +6183,6 @@ void HandleShadingOfLinesForAssignmentMenus( void )
// training attributes submenu
HandleShadingOfLinesForAttributeMenus( );
-
// HEADROCK HAM 3.6: Facility Menu
HandleShadingOfLinesForFacilityMenu( );
@@ -6442,8 +6434,8 @@ void DetermineWhichAssignmentMenusCanBeShown( void )
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
- CreateDestroyMouseRegionForVehicleMenu( );
+ CreateDestroyMouseRegionForVehicleMenu( );
// HEADROCK HAM 3.6: FACILITY menu
if( fShowFacilityMenu == TRUE )
{
@@ -6542,11 +6534,6 @@ void AssignmentScreenMaskBtnCallback(MOUSE_REGION * pRegion, INT32 iReason )
fShowContractMenu = FALSE;
- // HEADROCK HAM 3.6: Facility Menu.
- //fShowFacilityMenu = FALSE;
- // And facility Submenu
- //fShowFacilityAssignmentMenu = FALSE;
-
// stop showing town mine info
fShowTownInfo = FALSE;
@@ -7530,10 +7517,10 @@ void MercDismissConfirmCallBack( UINT8 bExitValue )
{
if ( bExitValue == MSG_BOX_RETURN_YES )
{
- // Setup history code
- gpDismissSoldier->ubLeaveHistoryCode = HISTORY_MERC_FIRED;
+ // Setup history code
+ gpDismissSoldier->ubLeaveHistoryCode = HISTORY_MERC_FIRED;
- BeginRemoveMercFromContract( gpDismissSoldier );
+ BeginRemoveMercFromContract( gpDismissSoldier );
}
}
@@ -7920,7 +7907,6 @@ void TrainingMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
DetermineBoxPositions( );
break;
- // HEADROCK HAM 3.6: This is revamped for separating Mobile and Garrison training.
case( TRAIN_MENU_TOWN):
// Full test of Character and Sector to see if this training is possible at the moment.
@@ -7939,42 +7925,42 @@ void TrainingMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
break;
}
- // PASSED BOTH TESTS - ALLOW SOLDIER TO TRAIN MILITIA HERE
+ // PASSED ALL THE TESTS - ALLOW SOLDIER TO TRAIN MILITIA HERE
- pSoldier->bOldAssignment = pSoldier->bAssignment;
+ pSoldier->bOldAssignment = pSoldier->bAssignment;
- if( ( pSoldier->bAssignment != TRAIN_TOWN ) )
- {
- SetTimeOfAssignmentChangeForMerc( pSoldier );
- }
+ if( ( pSoldier->bAssignment != TRAIN_TOWN ) )
+ {
+ SetTimeOfAssignmentChangeForMerc( pSoldier );
+ }
- MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
+ MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
- // stop showing menu
+ // stop showing menu
fShowAssignmentMenu = FALSE;
- giAssignHighLine = -1;
+ giAssignHighLine = -1;
- // remove from squad
+ // remove from squad
- if( pSoldier->bOldAssignment == VEHICLE )
- {
- TakeSoldierOutOfVehicle( pSoldier );
- }
- RemoveCharacterFromSquads( pSoldier );
+ if( pSoldier->bOldAssignment == VEHICLE )
+ {
+ TakeSoldierOutOfVehicle( pSoldier );
+ }
+ RemoveCharacterFromSquads( pSoldier );
- ChangeSoldiersAssignment( pSoldier, TRAIN_TOWN );
+ ChangeSoldiersAssignment( pSoldier, TRAIN_TOWN );
- // assign to a movement group
- AssignMercToAMovementGroup( pSoldier );
- if( SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ].fMilitiaTrainingPaid == FALSE )
- {
- // show a message to confirm player wants to charge cost
- HandleInterfaceMessageForCostOfTrainingMilitia( pSoldier );
- }
- else
- {
- SetAssignmentForList( TRAIN_TOWN, 0 );
- }
+ // assign to a movement group
+ AssignMercToAMovementGroup( pSoldier );
+ if( SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ].fMilitiaTrainingPaid == FALSE )
+ {
+ // show a message to confirm player wants to charge cost
+ HandleInterfaceMessageForCostOfTrainingMilitia( pSoldier );
+ }
+ else
+ {
+ SetAssignmentForList( TRAIN_TOWN, 0 );
+ }
gfRenderPBInterface = TRUE;
break;
@@ -8035,7 +8021,6 @@ void TrainingMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
}
gfRenderPBInterface = TRUE;
break;
-
case( TRAIN_MENU_TEAMMATES):
if( CanCharacterTrainTeammates( pSoldier ) == TRUE )
@@ -9373,15 +9358,6 @@ void DetermineBoxPositions( void )
}
}
- /*// HEADROCK HAM 3.6: Facility Menu
- if( ( fShowFacilityMenu == TRUE ) && ( ghFacilityBox != -1 ) )
- {
- CreateDestroyMouseRegionForFacilityMenu( );
- pNewPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_FACILITY );
-
- SetBoxPosition( ghFacilityBox, pNewPoint );
- }*/
-
// HEADROCK HAM 3.6: Facility Sub-menu
if( ( fShowFacilityMenu == TRUE ) && ( ghFacilityBox != -1 ) )
{
@@ -9406,7 +9382,6 @@ void DetermineBoxPositions( void )
SetBoxPosition( ghFacilityAssignmentBox, pNewPoint );
}
}
-
return;
}
@@ -9630,7 +9605,6 @@ void CheckAndUpdateTacticalAssignmentPopUpPositions( void )
SetBoxPosition( ghTrainingBox, pPoint );
}
-
// HEADROCK HAM 3.6: Facility Sub-menu
else if( fShowFacilityAssignmentMenu == TRUE )
{
@@ -9696,7 +9670,6 @@ void CheckAndUpdateTacticalAssignmentPopUpPositions( void )
SetBoxPosition( ghFacilityBox, pPoint );
}
-
else
{
// just the assignment box
@@ -9812,7 +9785,6 @@ void HandleRestFatigueAndSleepStatus( void )
}
}
-
// CHECK FOR MERCS GOING TO SLEEP
// if awake
@@ -11738,7 +11710,6 @@ void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
fItWorked = TRUE;
}
break;
- // HEADROCK HAM 3.6: Mobile Militia Training.
case( TRAIN_MOBILE ):
if( CanCharacterTrainMobileMilitia( pSoldier ) )
{
@@ -12082,7 +12053,6 @@ BOOLEAN CharacterIsTakingItEasy( SOLDIERTYPE *pSoldier )
{
// on duty, but able to catch naps (either not traveling, or not the driver of the vehicle)
// The actual checks for this are in the "can he sleep" check above
-
if ( ( pSoldier->bAssignment < ON_DUTY ) || ( pSoldier->bAssignment == VEHICLE ) )
{
return( TRUE );
@@ -12152,7 +12122,6 @@ UINT8 CalcSoldierNeedForSleep( SOLDIERTYPE *pSoldier )
{
ubNeedForSleep = 6;
}
-
// HEADROCK HAM 3.5: WTF! This calculation is NOT correct!
//ubPercentHealth = pSoldier->stats.bLife / pSoldier->stats.bLifeMax;
ubPercentHealth = (pSoldier->stats.bLife*100) / pSoldier->stats.bLifeMax;
@@ -12839,7 +12808,6 @@ BOOLEAN FindAnyAwakeTrainees( SOLDIERTYPE *pTrainer )
return(!fAllTraineesAsleep);
}
-
// HEADROCK HAM 3.6: A new set of functions (this & next) to determine whether a character can train Mobile Militia.
// This function tests character statistics.
@@ -15357,4 +15325,4 @@ void HandleShadingOfLinesForFacilityAssignmentMenu( void )
}
}
return;
-}
\ No newline at end of file
+}
diff --git a/Strategic/Assignments.h b/Strategic/Assignments.h
index 66a15049..984ef17e 100644
--- a/Strategic/Assignments.h
+++ b/Strategic/Assignments.h
@@ -26,7 +26,7 @@
#define VEHICLE_REPAIR_POINTS_DIVISOR 10
-// HEADROCK HAM 3.6: Added separate Mobile Militia training assignment.
+
// Assignments Defines
enum{
SQUAD_1 =0,
@@ -86,16 +86,6 @@ enum{
// NOTE: Wisdom isn't trainable!
};
-// HEADROCK HAM 3.2: Set bitwise flags for locating facilities in current sector (for training/otherwise)
-// facilities flags
-// HEADROCK HAM 3.4: Removed due to facility externalization.
-/*#define AT_HOSPITAL 0x00000001
-#define AT_INDUSTRY 0x00000002
-#define AT_PRISON 0x00000004
-#define AT_MILITARY 0x00000008
-#define AT_AIRPORT 0x00000010
-#define AT_GUN_RANGE 0x00000020*/
-
typedef struct TOWN_TRAINER_TYPE
{
@@ -129,8 +119,6 @@ BOOLEAN CanCharacterPractise( SOLDIERTYPE *pCharacter );
// can this character train others?
BOOLEAN CanCharacterTrainTeammates( SOLDIERTYPE *pSoldier );
-
-// HEADROCK HAM 3.6: Can character use a specific facility?
BOOLEAN CanCharacterFacility( SOLDIERTYPE *pSoldier, UINT8 ubFacilityType, UINT8 ubAssignmentType );
// put character on duty?
@@ -284,7 +272,6 @@ void VehicleMenuBtnCallback(MOUSE_REGION * pRegion, INT32 iReason );
void CreateDestroyMouseRegionForRepairMenu( void );
void RepairMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason );
void RepairMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason );
-
// HEADROCK HAM 3.6: Facility Menu
void CreateDestroyMouseRegionForFacilityMenu( void );
void FacilityMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason );
diff --git a/Strategic/Campaign Init.cpp b/Strategic/Campaign Init.cpp
index 05c07f48..64894ef6 100644
--- a/Strategic/Campaign Init.cpp
+++ b/Strategic/Campaign Init.cpp
@@ -228,20 +228,20 @@ BOOLEAN WriteInAltSectors(STR fileName)
fclose(outfile);
#else
XMLWriter xmlw;
- xmlw.OpenNode(L"ALT_SECTORS_LIST");
+ xmlw.openNode(L"ALT_SECTORS_LIST");
UINT32 x, y;
for(y = 1;y <= 16;y++)
{
- xmlw.AddAttributeToNextValue(L"y",(char)(y+0x40));
+ xmlw.addAttributeToNextValue(L"y",(char)(y+0x40));
std::stringstream ss;
for(x = 1;x <= 16; x++)
{
ss << " " << RandomSector[ ((y - 1) * 16) + (x - 1) ];
}
- xmlw.AddValue(L"ROW", ss.str());
+ xmlw.addValue(L"ROW", ss.str());
}
- xmlw.CloseNode();
- xmlw.WriteToFile(fileName);
+ xmlw.closeNode();
+ xmlw.writeToFile(fileName);
#endif
return (TRUE);
}
@@ -599,10 +599,14 @@ void InitWorld()
for (sSectorCounter = 0; sSectorCounter < 256; sSectorCounter++)
{
- if ( RandomSector[ sSectorCounter ] )
+ // WANNE - MP: Disable "random sectors" in a multiplayer game
+ if (!is_networked)
{
- if ( Random(100) >= 50 )
- SectorInfo[ sSectorCounter ].uiFlags |= SF_USE_ALTERNATE_MAP;
+ if ( RandomSector[ sSectorCounter ] )
+ {
+ if ( Random(100) >= 50 )
+ SectorInfo[ sSectorCounter ].uiFlags |= SF_USE_ALTERNATE_MAP;
+ }
}
}
}
diff --git a/Strategic/Campaign Types.h b/Strategic/Campaign Types.h
index 3d8491d1..8783dd56 100644
--- a/Strategic/Campaign Types.h
+++ b/Strategic/Campaign Types.h
@@ -422,8 +422,8 @@ typedef struct SECTORINFO
//throught the sector without entering it.
INT8 bNameId;
INT8 bUSUSED;
- INT8 bBloodCats; // Actual number of bloodcats existing on this map.
- INT8 bBloodCatPlacements; // "Maximum" potential bloodcats that can appear on this map.
+ INT8 bBloodCats;
+ INT8 bBloodCatPlacements;
INT8 UNUSEDbSAMCondition;
UINT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
diff --git a/Strategic/Creature Spreading.cpp b/Strategic/Creature Spreading.cpp
index 5acc122a..19d76ae7 100644
--- a/Strategic/Creature Spreading.cpp
+++ b/Strategic/Creature Spreading.cpp
@@ -134,7 +134,7 @@ INT32 giDestroyedLairID = 0;
//various information required for keeping track of the battle sector involved for
//prebattle interface, autoresolve, etc.
INT16 gsCreatureInsertionCode = 0;
-INT16 gsCreatureInsertionGridNo = 0;
+INT32 gsCreatureInsertionGridNo = 0;
UINT8 gubNumCreaturesAttackingTown = 0;
UINT8 gubYoungMalesAttackingTown = 0;
UINT8 gubYoungFemalesAttackingTown = 0;
@@ -1580,7 +1580,7 @@ BOOLEAN PlayerGroupIsInACreatureInfestedMine()
}
//Returns TRUE if valid and creature quest over, FALSE if creature quest active or not yet started
-BOOLEAN GetWarpOutOfMineCodes( INT16 *psSectorX, INT16 *psSectorY, INT8 *pbSectorZ, INT16 *psInsertionGridNo )
+BOOLEAN GetWarpOutOfMineCodes( INT16 *psSectorX, INT16 *psSectorY, INT8 *pbSectorZ, INT32 *psInsertionGridNo )
{
INT32 iSwitchValue;
@@ -1621,7 +1621,7 @@ BOOLEAN GetWarpOutOfMineCodes( INT16 *psSectorX, INT16 *psSectorY, INT8 *pbSecto
*psSectorX = 13;
*psSectorY = 4;
*pbSectorZ = 0;
- *psInsertionGridNo = 20700;
+ *psInsertionGridNo = 20700;//dnl!!!
return TRUE;
}
break;
@@ -1636,7 +1636,7 @@ BOOLEAN GetWarpOutOfMineCodes( INT16 *psSectorX, INT16 *psSectorY, INT8 *pbSecto
*psSectorX = 8;
*psSectorY = 8;
*pbSectorZ = 0;
- *psInsertionGridNo = 13002;
+ *psInsertionGridNo = 13002;//dnl!!!
return TRUE;
}
break;
@@ -1651,7 +1651,7 @@ BOOLEAN GetWarpOutOfMineCodes( INT16 *psSectorX, INT16 *psSectorY, INT8 *pbSecto
*psSectorX = 14;
*psSectorY = 9;
*pbSectorZ = 0;
- *psInsertionGridNo = 9085;
+ *psInsertionGridNo = 9085;//dnl!!!
return TRUE;
}
break;
@@ -1667,7 +1667,7 @@ BOOLEAN GetWarpOutOfMineCodes( INT16 *psSectorX, INT16 *psSectorY, INT8 *pbSecto
*psSectorX = 3;
*psSectorY = 8;
*pbSectorZ = 0;
- *psInsertionGridNo = 9822;
+ *psInsertionGridNo = 9822;//dnl!!!
return TRUE;
}
break;
diff --git a/Strategic/Creature Spreading.h b/Strategic/Creature Spreading.h
index 650c7aca..e6532901 100644
--- a/Strategic/Creature Spreading.h
+++ b/Strategic/Creature Spreading.h
@@ -25,10 +25,10 @@ extern BOOLEAN gfUseCreatureMusic;
BOOLEAN MineClearOfMonsters( UINT8 ubMineIndex );
//Returns TRUE if valid and creature quest over, FALSE if creature quest active or not yet started
-BOOLEAN GetWarpOutOfMineCodes( INT16 *psSectorX, INT16 *psSectorY, INT8 *pbSectorZ, INT16 *psInsertionGridNo );
+BOOLEAN GetWarpOutOfMineCodes( INT16 *psSectorX, INT16 *psSectorY, INT8 *pbSectorZ, INT32 *psInsertionGridNo );
extern INT16 gsCreatureInsertionCode;
-extern INT16 gsCreatureInsertionGridNo;
+extern INT32 gsCreatureInsertionGridNo;
extern UINT8 gubNumCreaturesAttackingTown;
extern UINT8 gubYoungMalesAttackingTown;
extern UINT8 gubYoungFemalesAttackingTown;
diff --git a/Strategic/Game Init.cpp b/Strategic/Game Init.cpp
index 2a928edc..90996dfc 100644
--- a/Strategic/Game Init.cpp
+++ b/Strategic/Game Init.cpp
@@ -63,6 +63,7 @@
#include "Interface Panels.h"
// HEADROCK HAM 3.6: Include for adding facility debt reset
#include "Facilities.h"
+ #include "Map Screen Interface Map Inventory.h"//dnl ch51 081009
#endif
#include "Vehicles.h"
@@ -89,88 +90,120 @@ void InitNPCs( void )
// add the pilot at a random location!
pProfile = &(gMercProfiles[ SKYRIDER ]);
- switch( Random( 4 ) )
+
+ if (!is_networked)
{
- case 0:
- pProfile->sSectorX = 15;
- pProfile->sSectorY = MAP_ROW_B;
- pProfile->bSectorZ = 0;
- break;
- case 1:
- pProfile->sSectorX = 14;
- pProfile->sSectorY = MAP_ROW_E;
- pProfile->bSectorZ = 0;
- break;
- case 2:
- pProfile->sSectorX = 12;
- pProfile->sSectorY = MAP_ROW_D;
- pProfile->bSectorZ = 0;
- break;
- case 3:
- pProfile->sSectorX = 16;
- pProfile->sSectorY = MAP_ROW_C;
- pProfile->bSectorZ = 0;
- break;
- default:
- AssertMsg(false, "Skyrider was not set up properly");
+ switch( Random( 4 ) )
+ {
+ case 0:
+ pProfile->sSectorX = 15;
+ pProfile->sSectorY = MAP_ROW_B;
+ pProfile->bSectorZ = 0;
+ break;
+ case 1:
+ pProfile->sSectorX = 14;
+ pProfile->sSectorY = MAP_ROW_E;
+ pProfile->bSectorZ = 0;
+ break;
+ case 2:
+ pProfile->sSectorX = 12;
+ pProfile->sSectorY = MAP_ROW_D;
+ pProfile->bSectorZ = 0;
+ break;
+ case 3:
+ pProfile->sSectorX = 16;
+ pProfile->sSectorY = MAP_ROW_C;
+ pProfile->bSectorZ = 0;
+ break;
+ default:
+ AssertMsg(false, "Skyrider was not set up properly");
+ }
}
+ // WANNE - MP: Set Skyrider in a MP game hardcoded to 15/B
+ else
+ {
+ pProfile->sSectorX = 15;
+ pProfile->sSectorY = MAP_ROW_B;
+ pProfile->bSectorZ = 0;
+ }
+
#ifdef JA2TESTVERSION
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Skyrider in %c %d", 'A' + pProfile->sSectorY - 1, pProfile->sSectorX );
#endif
+
// use alternate map, with Skyrider's shack, in this sector
SectorInfo[ SECTOR( pProfile->sSectorX, pProfile->sSectorY ) ].uiFlags |= SF_USE_ALTERNATE_MAP;
// set up Madlab's secret lab (he'll be added when the meanwhile scene occurs)
- switch( Random( 4 ) )
+ if (!is_networked)
{
- case 0:
- // use alternate map in this sector
- SectorInfo[ SECTOR( 7, MAP_ROW_H ) ].uiFlags |= SF_USE_ALTERNATE_MAP;
- break;
- case 1:
- SectorInfo[ SECTOR( 16, MAP_ROW_H ) ].uiFlags |= SF_USE_ALTERNATE_MAP;
- break;
- case 2:
- SectorInfo[ SECTOR( 11, MAP_ROW_I ) ].uiFlags |= SF_USE_ALTERNATE_MAP;
- break;
- case 3:
- SectorInfo[ SECTOR( 4, MAP_ROW_E ) ].uiFlags |= SF_USE_ALTERNATE_MAP;
- break;
+ switch( Random( 4 ) )
+ {
+ case 0:
+ // use alternate map in this sector
+ SectorInfo[ SECTOR( 7, MAP_ROW_H ) ].uiFlags |= SF_USE_ALTERNATE_MAP;
+ break;
+ case 1:
+ SectorInfo[ SECTOR( 16, MAP_ROW_H ) ].uiFlags |= SF_USE_ALTERNATE_MAP;
+ break;
+ case 2:
+ SectorInfo[ SECTOR( 11, MAP_ROW_I ) ].uiFlags |= SF_USE_ALTERNATE_MAP;
+ break;
+ case 3:
+ SectorInfo[ SECTOR( 4, MAP_ROW_E ) ].uiFlags |= SF_USE_ALTERNATE_MAP;
+ break;
+ }
+ }
+ // WANNE - MP: Set Madlab in a MP game hardcoded to 7/H
+ else
+ {
+ SectorInfo[ SECTOR( 7, MAP_ROW_H ) ].uiFlags |= SF_USE_ALTERNATE_MAP;
}
// add Micky in random location
pProfile = &(gMercProfiles[MICKY]);
- switch( Random( 5 ) )
+
+ if (!is_networked)
{
- case 0:
- pProfile->sSectorX = 9;
- pProfile->sSectorY = MAP_ROW_G;
- pProfile->bSectorZ = 0;
- break;
- case 1:
- pProfile->sSectorX = 13;
- pProfile->sSectorY = MAP_ROW_D;
- pProfile->bSectorZ = 0;
- break;
- case 2:
- pProfile->sSectorX = 5;
- pProfile->sSectorY = MAP_ROW_C;
- pProfile->bSectorZ = 0;
- break;
- case 3:
- pProfile->sSectorX = 2;
- pProfile->sSectorY = MAP_ROW_H;
- pProfile->bSectorZ = 0;
- break;
- case 4:
- pProfile->sSectorX = 6;
- pProfile->sSectorY = MAP_ROW_C;
- pProfile->bSectorZ = 0;
- break;
+ switch( Random( 5 ) )
+ {
+ case 0:
+ pProfile->sSectorX = 9;
+ pProfile->sSectorY = MAP_ROW_G;
+ pProfile->bSectorZ = 0;
+ break;
+ case 1:
+ pProfile->sSectorX = 13;
+ pProfile->sSectorY = MAP_ROW_D;
+ pProfile->bSectorZ = 0;
+ break;
+ case 2:
+ pProfile->sSectorX = 5;
+ pProfile->sSectorY = MAP_ROW_C;
+ pProfile->bSectorZ = 0;
+ break;
+ case 3:
+ pProfile->sSectorX = 2;
+ pProfile->sSectorY = MAP_ROW_H;
+ pProfile->bSectorZ = 0;
+ break;
+ case 4:
+ pProfile->sSectorX = 6;
+ pProfile->sSectorY = MAP_ROW_C;
+ pProfile->bSectorZ = 0;
+ break;
+ }
+ }
+ // WANNE - MP: Set Micky in a MP game hardcoded to 9/G
+ else
+ {
+ pProfile->sSectorX = 9;
+ pProfile->sSectorY = MAP_ROW_G;
+ pProfile->bSectorZ = 0;
}
#ifdef JA2TESTVERSION
@@ -463,6 +496,9 @@ BOOLEAN InitNewGame( BOOLEAN fReset )
}
}
+ if(gGameExternalOptions.fEnableInventoryPoolQ)//dnl ch51 081009
+ MemFreeInventoryPoolQ();
+
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitNewGame: loading merc profiles");
if( gubScreenCount == 0 )
{
@@ -586,7 +622,6 @@ BOOLEAN InitNewGame( BOOLEAN fReset )
{
SetLaptopExitScreen( MAP_SCREEN ); //hayden
SetPendingNewScreen( MAP_SCREEN );
-
// WANNE: No more used
/*
ScreenMsg( MSG_FONT_WHITE, MSG_MPSYSTEM, L"------------------------------------------------------");
@@ -769,7 +804,7 @@ void QuickSetupOfMercProfileItems( UINT32 uiCount, UINT8 ubProfileIndex )
// TEMP!
// make carman's opinion of us high!
if (OKToCheckOpinion(ubProfileIndex))
- gMercProfiles[ 78 ].bMercOpinion[ ubProfileIndex ] = 25;
+ gMercProfiles[ 78 ].bMercOpinion[ ubProfileIndex ] = 25;
}
else if ( uiCount == 1 )
diff --git a/Strategic/Map Screen Helicopter.cpp b/Strategic/Map Screen Helicopter.cpp
index 36027d92..6c5e43dc 100644
--- a/Strategic/Map Screen Helicopter.cpp
+++ b/Strategic/Map Screen Helicopter.cpp
@@ -117,7 +117,7 @@ UINT8 ubRefuelList[ NUMBER_OF_REFUEL_SITES ][ 2 ] =
};
-INT16 sRefuelStartGridNo[ NUMBER_OF_REFUEL_SITES ] ={
+INT32 sRefuelStartGridNo[ NUMBER_OF_REFUEL_SITES ] ={
9001, // drassen
13067, // estoni
};
@@ -1924,7 +1924,7 @@ BOOLEAN CanHelicopterTakeOff( void )
return( FALSE );
}
-void AddHeliPeice( INT16 sGridNo, UINT16 sOStruct )
+void AddHeliPeice( INT32 sGridNo, UINT16 sOStruct )
{
UINT16 usDummy;
@@ -1939,7 +1939,7 @@ void AddHeliPeice( INT16 sGridNo, UINT16 sOStruct )
void AddHelicopterToMaps( BOOLEAN fAdd, UINT8 ubSite )
{
- INT16 sGridNo = sRefuelStartGridNo[ ubSite ];
+ INT32 sGridNo = sRefuelStartGridNo[ ubSite ];
INT16 sOStruct = 0;
INT16 sGridX, sGridY;
INT16 sCentreGridX, sCentreGridY;
@@ -1962,10 +1962,10 @@ void AddHelicopterToMaps( BOOLEAN fAdd, UINT8 ubSite )
{
AddHeliPeice( sGridNo, sOStruct );
AddHeliPeice( sGridNo, ( UINT16 )( sOStruct + 1));
- AddHeliPeice( (INT16)( sGridNo - 800 ), ( UINT16 )( sOStruct + 2 ));
+ AddHeliPeice( ( sGridNo - 800 ), ( UINT16 )( sOStruct + 2 ));
AddHeliPeice( sGridNo, ( UINT16 )(sOStruct + 3 ));
AddHeliPeice( sGridNo, ( UINT16 )(sOStruct + 4));
- AddHeliPeice( (INT16)( sGridNo - 800 ), ( UINT16 )(sOStruct + 5));
+ AddHeliPeice( ( sGridNo - 800 ), ( UINT16 )(sOStruct + 5));
InvalidateWorldRedundency();
SetRenderFlags( RENDER_FLAG_FULL );
@@ -1979,7 +1979,7 @@ void AddHelicopterToMaps( BOOLEAN fAdd, UINT8 ubSite )
{
sGridNo = MAPROWCOLTOPOS( sGridY, sGridX );
- BumpAnyExistingMerc( sGridNo );
+ BumpAnyExistingMerc( sGridNo );
}
}
}
diff --git a/Strategic/Map Screen Interface Bottom.cpp b/Strategic/Map Screen Interface Bottom.cpp
index 40141b99..88a23172 100644
--- a/Strategic/Map Screen Interface Bottom.cpp
+++ b/Strategic/Map Screen Interface Bottom.cpp
@@ -361,7 +361,7 @@ void RenderMapScreenInterfaceBottom( BOOLEAN fForceMapscreenFullRender )
// display slider on the scroll bar
DisplayScrollBarSlider( );
-
+
// handle auto scroll
//CheckForAndHandleAutoMessageScroll( );
diff --git a/Strategic/Map Screen Interface Map Inventory.cpp b/Strategic/Map Screen Interface Map Inventory.cpp
index f7c07439..eb534299 100644
--- a/Strategic/Map Screen Interface Map Inventory.cpp
+++ b/Strategic/Map Screen Interface Map Inventory.cpp
@@ -37,12 +37,19 @@
#include "ShopKeeper Interface.h"
#include "ArmsDealerInvInit.h"
#include
-
+#include "InterfaceItemImages.h"
+#include "SaveLoadGame.h"//dnl ch51 081009
+#include "Map Information.h"//dnl ch51 091009
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
+//dnl ch51 081009
+UINT8 gInventoryPoolIndex = '0';
+std::vector pInventoryPoolListQ[INVPOOLLISTNUM];
+INT32 iCurrentInventoryPoolPageQ[INVPOOLLISTNUM]={ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
+INT32 iLastInventoryPoolPageQ[INVPOOLLISTNUM]={ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
extern BOOLEAN SaveWorldItemsToTempItemFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ, UINT32 uiNumberOfItems, WORLDITEM* pData );
#define MAP_INV_X_OFFSET (((SCREEN_WIDTH - 261) - 380) / 2)
@@ -122,7 +129,7 @@ std::vector pInventoryPoolList;
INT32 iCurrentInventoryPoolPage = 0;
INT32 iLastInventoryPoolPage = 0;
-INT16 sObjectSourceGridNo = 0;
+INT32 sObjectSourceGridNo = 0;
INT8 sObjectSourseSoldierID = -1;
// number of unseen items in sector
@@ -350,7 +357,8 @@ BOOLEAN RenderItemInPoolSlot( INT32 iCurrentSlot, INT32 iFirstSlotOnPage )
GetVideoObject( &hHandle, GetInterfaceGraphicForItem( &(Item[ pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object.usItem ] ) ) );
- pTrav = &( hHandle->pETRLEObject[ Item[pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object.usItem ].ubGraphicNum] );
+ UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : Item[pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object.usItem ].ubGraphicNum;
+ pTrav = &( hHandle->pETRLEObject[ usGraphicNum ] );
usHeight = (UINT16)pTrav->usHeight;
usWidth = (UINT16)pTrav->usWidth;
@@ -552,6 +560,8 @@ void CreateDestroyMapInventoryPoolButtons( BOOLEAN fExitFromMapScreen )
}
else if( ( fShowMapInventoryPool == FALSE ) && ( fCreated == TRUE ) )
{
+ if(gGameExternalOptions.fEnableInventoryPoolQ)//dnl ch51 081009
+ SwitchToInventoryPoolQ(0);
// check fi we are in fact leaving mapscreen
if( fExitFromMapScreen == FALSE )
@@ -1001,6 +1011,13 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
// Else, try to place here
if ( PlaceObjectInInventoryStash( &( pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].object ), gpItemPointer ) )
{
+ if(gGameExternalOptions.fEnableInventoryPoolQ)//dnl ch51 091009
+ {
+ pInventoryPoolList[(iCurrentInventoryPoolPage*MAP_INVENTORY_POOL_SLOT_COUNT)+iCounter].bVisible = TRUE;
+ pInventoryPoolList[(iCurrentInventoryPoolPage*MAP_INVENTORY_POOL_SLOT_COUNT)+iCounter].fExists = TRUE;
+ if(!GridNoOnVisibleWorldTile(sObjectSourceGridNo))
+ sObjectSourceGridNo = gMapInformation.sCenterGridNo;
+ }
// set as reachable and set gridno
pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].usFlags |= WORLD_ITEM_REACHABLE;
@@ -1011,7 +1028,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
// nothing here before, then place here
if( iOldNumberOfObjects == 0 )
{
- if( sObjectSourceGridNo == NOWHERE )
+ if(TileIsOutOfBounds(sObjectSourceGridNo))
{
pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].usFlags |= WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT;
pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].sGridNo = sObjectSourceGridNo;
@@ -1035,7 +1052,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
// update ptr
// now set the cursor
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
- gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
+ gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
fMapInventoryItem = TRUE;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
@@ -1473,6 +1490,8 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
{
for( UINT32 iNumber = 0 ; iNumber < pInventoryPoolList.size() ; ++iNumber)
{
+ // WANNE: Fix by Headrock
+ //if ( pInventoryPoolList[ iNumber ].object.usItem == gItemPointer.usItem )
if ( pInventoryPoolList[ iNumber ].object.usItem == gItemPointer.usItem && pInventoryPoolList[ iNumber ].usFlags & WORLD_ITEM_REACHABLE)
{
iPrice += SellItem( pInventoryPoolList[ iNumber ].object );
@@ -1505,7 +1524,7 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
// now set the cursor
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
- gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
+ gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
fMapInventoryItem = TRUE;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
@@ -1544,7 +1563,7 @@ BOOLEAN PlaceObjectInInventoryStash( OBJECTTYPE *pInventorySlot, OBJECTTYPE *pIt
}
-BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT16 sGridNo )
+BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo )
{
OBJECTTYPE *pInventorySlot;
INT32 cnt = 0;
@@ -1932,6 +1951,9 @@ void DrawTextOnSectorInventory( void )
// parse the string
swprintf( sString, zMarksMapScreenText[ 11 ] );
+ if(gGameExternalOptions.fEnableInventoryPoolQ && gInventoryPoolIndex != '0')//dnl ch51 081009
+ swprintf(sString, L"Inventory Pool %c", gInventoryPoolIndex);
+
SetFontDestBuffer( guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
//FindFontCenterCoordinates( MAP_INV_X_OFFSET + MAP_INVENTORY_POOL_SLOT_START_X, MAP_INVENTORY_POOL_SLOT_START_Y - 20, 630 - MAP_INVENTORY_POOL_SLOT_START_X, GetFontHeight( FONT14ARIAL ), sString, FONT14ARIAL, &sX, &sY );
@@ -2145,7 +2167,7 @@ void CheckGridNoOfItemsInMapScreenMapInventory()
for( iCnt=0; iCntobject.usItem == 0)
+ return(1);
+ else if(pSecond->object.usItem == 0)
+ return(-1);
+ }
+*/
usItem1Index = pFirst->object.usItem;
usItem2Index = pSecond->object.usItem;
@@ -2290,6 +2320,271 @@ BOOLEAN CanPlayerUseSectorInventory( SOLDIERTYPE *pSelectedSoldier )
return( TRUE );
}
+//dnl ch51 081009 start
+BOOLEAN LoadInventoryPoolQ (UINT8 ubSaveGameID)
+{
+ BOOLEAN ret;
+ INT32 i, j, iTotNumSlots;
+ CHAR8 tmpbuf[1024];
+ UINT32 uiNumBytesRead;
+ HWFILE hFile;
+
+ if(MAP_INVENTORY_POOL_SLOT_COUNT <= 0)
+ {
+ switch(iResolution)
+ {
+ case 0:
+ MAP_INVENTORY_POOL_SLOT_COUNT = 40;
+ break;
+ case 1:
+ MAP_INVENTORY_POOL_SLOT_COUNT = 77;
+ break;
+ case 2:
+ MAP_INVENTORY_POOL_SLOT_COUNT = 170;//MAP_INVENTORY_POOL_MAX_SLOTS;
+ break;
+ default:
+ Assert(0);
+ break;
+ }
+ }
+ ret = FALSE;
+ CreateSavedGameFileNameFromNumber(ubSaveGameID, tmpbuf);
+ strcat(tmpbuf, ".IPQ");
+ hFile = FileOpen(tmpbuf, FILE_ACCESS_READ|FILE_OPEN_EXISTING, FALSE);
+ if(hFile == 0)
+ return(TRUE);
+ MemFreeInventoryPoolQ();
+ FileRead(hFile, iCurrentInventoryPoolPageQ+1, (INVPOOLLISTNUM-1)*sizeof(INT32), &uiNumBytesRead);
+ if(uiNumBytesRead != (INVPOOLLISTNUM-1)*sizeof(INT32))
+ goto ERR;
+ FileRead(hFile, iLastInventoryPoolPageQ+1, (INVPOOLLISTNUM-1)*sizeof(INT32), &uiNumBytesRead);
+ if(uiNumBytesRead != (INVPOOLLISTNUM-1)*sizeof(INT32))
+ goto ERR;
+ for(i=1; i 0)
+ {
+ for(INT32 iSlotCounter=0; iSlotCounter<(INT32)pInventoryPoolList.size(); iSlotCounter++)
+ if(pInventoryPoolList[iSlotCounter].object.usItem == NOTHING && pInventoryPoolList[iSlotCounter].object.exists() == false)
+ {
+ pInventoryPoolList[iSlotCounter].fExists = FALSE;
+ pInventoryPoolList[iSlotCounter].bVisible = FALSE;
+ }
+ SortSectorInventory(pInventoryPoolList, pInventoryPoolList.size());
+ iLastInventoryPoolPage = (pInventoryPoolList.size() - 1) / MAP_INVENTORY_POOL_SLOT_COUNT;
+ if(iCurrentInventoryPoolPage > iLastInventoryPoolPage)
+ iCurrentInventoryPoolPage = iLastInventoryPoolPage;
+ }
+ fMapPanelDirty = TRUE;
+ return(TRUE);
+}
+
+BOOLEAN SwitchToInventoryPoolQ(UINT8 newidx)
+{
+ UINT8 curidx;
+
+ curidx = gInventoryPoolIndex & 0x0F;
+ pInventoryPoolListQ[curidx] = pInventoryPoolList;
+ iCurrentInventoryPoolPageQ[curidx] = iCurrentInventoryPoolPage;
+ iLastInventoryPoolPageQ[curidx] = iLastInventoryPoolPage;
+
+ newidx &= 0x0F;
+ if (pInventoryPoolListQ[newidx].empty() == true)
+ pInventoryPoolListQ[newidx].resize(MAP_INVENTORY_POOL_SLOT_COUNT);
+ pInventoryPoolList = pInventoryPoolListQ[newidx];
+ iCurrentInventoryPoolPage = iCurrentInventoryPoolPageQ[newidx];
+ iLastInventoryPoolPage = iLastInventoryPoolPageQ[newidx];
+
+ gInventoryPoolIndex = newidx | 0x30;
+ fMapPanelDirty = TRUE;
+
+ return(TRUE);
+}
+
+BOOLEAN CopySectorInventoryToInventoryPoolQ(UINT8 idx)
+{
+ INT32 iSlotCounter, iSlotCounterQ;
+
+ idx = gInventoryPoolIndex & 0x0F;
+ if(idx <= 0 || idx >= INVPOOLLISTNUM)
+ return(FALSE);
+ SwitchToInventoryPoolQ('0');
+ iSlotCounterQ = 0;
+ for(iSlotCounter=0; iSlotCounter<(INT32)pInventoryPoolList.size(); iSlotCounter++)
+ {
+ if(pInventoryPoolList[iSlotCounter].bVisible==1 && pInventoryPoolList[iSlotCounter].fExists && pInventoryPoolList[iSlotCounter].usFlags&WORLD_ITEM_REACHABLE && pInventoryPoolList[iSlotCounter].object.usItem != NOTHING)
+ {
+ while(1)
+ {
+ if(iSlotCounterQ >= (INT32)pInventoryPoolListQ[idx].size())
+ {
+ pInventoryPoolListQ[idx].resize(pInventoryPoolListQ[idx].size() + MAP_INVENTORY_POOL_SLOT_COUNT);
+ iLastInventoryPoolPageQ[idx] = (pInventoryPoolListQ[idx].size() - 1) / MAP_INVENTORY_POOL_SLOT_COUNT;
+ }
+ if(pInventoryPoolListQ[idx][iSlotCounterQ].object.usItem == NOTHING)
+ {
+ pInventoryPoolListQ[idx][iSlotCounterQ] = pInventoryPoolList[iSlotCounter];
+ DeleteObj(&pInventoryPoolList[iSlotCounter].object);
+ iSlotCounterQ++;
+ break;
+ }
+ iSlotCounterQ++;
+ }
+ }
+ }
+ SwitchToInventoryPoolQ(idx|'0');
+ return(TRUE);
+}
+
+BOOLEAN CopySectorInventoryToInventoryPoolQs(UINT8 idx)
+{
+ UINT8 defaultidx;
+ INT32 iSlotCounter, iSlotCounterQ[INVPOOLLISTNUM];
+
+ idx = gInventoryPoolIndex & 0x0F;
+ if(!(idx == 0 || idx == 8 || idx == 9))// Only from these inventories items could be separate to 1-7
+ return(FALSE);
+ defaultidx = idx;
+ memset(iSlotCounterQ, 0, sizeof(iSlotCounterQ));
+ for(iSlotCounter=0; iSlotCounter<(INT32)pInventoryPoolList.size(); iSlotCounter++)
+ {
+ if(pInventoryPoolList[iSlotCounter].bVisible==1 && pInventoryPoolList[iSlotCounter].fExists && pInventoryPoolList[iSlotCounter].usFlags&WORLD_ITEM_REACHABLE && pInventoryPoolList[iSlotCounter].object.usItem != NOTHING)
+ {
+ UINT32 usItemClass = Item[pInventoryPoolList[iSlotCounter].object.usItem].usItemClass;
+ if(usItemClass == IC_GUN || usItemClass == IC_LAUNCHER)
+ idx = 1;
+ else if(usItemClass == IC_AMMO || usItemClass == IC_BELTCLIP)
+ idx = 2;
+ else if(usItemClass == IC_BOMB || usItemClass == IC_GRENADE)
+ idx = 3;
+ else if(usItemClass == IC_BLADE || usItemClass == IC_THROWING_KNIFE || usItemClass == IC_THROWN || usItemClass == IC_PUNCH)
+ idx = 4;
+ else if(usItemClass == IC_ARMOUR || usItemClass == IC_LBEGEAR)
+ idx = 5;
+ else if(usItemClass == IC_MEDKIT || usItemClass == IC_KIT || usItemClass == IC_APPLIABLE)
+ idx = 6;
+ else if(usItemClass == IC_NONE || usItemClass == IC_FACE || usItemClass == IC_KEY || usItemClass == IC_MISC || usItemClass == IC_MONEY || usItemClass == IC_TENTACLES)
+ idx = 7;
+ else
+ idx = defaultidx;
+ while(1)
+ {
+ if(iSlotCounterQ[idx] >= (INT32)pInventoryPoolListQ[idx].size())
+ {
+ pInventoryPoolListQ[idx].resize(pInventoryPoolListQ[idx].size() + MAP_INVENTORY_POOL_SLOT_COUNT);
+ iLastInventoryPoolPageQ[idx] = (pInventoryPoolListQ[idx].size() - 1) / MAP_INVENTORY_POOL_SLOT_COUNT;
+ }
+ if(pInventoryPoolListQ[idx][iSlotCounterQ[idx]].object.usItem == NOTHING)
+ {
+ pInventoryPoolListQ[idx][iSlotCounterQ[idx]] = pInventoryPoolList[iSlotCounter];
+ DeleteObj(&pInventoryPoolList[iSlotCounter].object);
+ pInventoryPoolList[iSlotCounter].fExists = FALSE;
+ pInventoryPoolList[iSlotCounter].bVisible = FALSE;
+ iSlotCounterQ[idx]++;
+ break;
+ }
+ iSlotCounterQ[idx]++;
+ }
+ }
+ }
+ fMapPanelDirty = TRUE;
+ return(TRUE);
+}
+//dnl ch51 081009 finish
+
void DeleteAllItemsInInventoryPool()
{
pInventoryPoolList.clear();
diff --git a/Strategic/Map Screen Interface Map Inventory.h b/Strategic/Map Screen Interface Map Inventory.h
index fd9918d2..2d407c64 100644
--- a/Strategic/Map Screen Interface Map Inventory.h
+++ b/Strategic/Map Screen Interface Map Inventory.h
@@ -43,12 +43,12 @@ void HandleFlashForHighLightedItem( void );
extern std::vector pInventoryPoolList;
// autoplace down object
-BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT16 sGridNo=0 );
+BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo=0 );
// the current inventory item
extern INT32 iCurrentlyHighLightedItem;
extern BOOLEAN fFlashHighLightInventoryItemOnradarMap;
-extern INT16 sObjectSourceGridNo;
+extern INT32 sObjectSourceGridNo;
extern INT32 iCurrentInventoryPoolPage;
extern BOOLEAN fMapInventoryItemCompatable[ ];
extern INT32 MAP_INVENTORY_POOL_SLOT_COUNT;
@@ -56,5 +56,15 @@ extern INT32 MAP_INVENTORY_POOL_SLOT_COUNT;
BOOLEAN IsMapScreenWorldItemInvisibleInMapInventory( WORLDITEM *pWorldItem );
BOOLEAN IsMapScreenWorldItemVisibleInMapInventory( WORLDITEM *pWorldItem );
+//dnl ch51 081009
+#define INVPOOLLISTNUM 10
+BOOLEAN CopySectorInventoryToInventoryPoolQ(UINT8 idx);
+BOOLEAN CopySectorInventoryToInventoryPoolQs(UINT8 idx);
+BOOLEAN DisplaySectorItemsInfo(void);
+BOOLEAN LoadInventoryPoolQ(UINT8 ubSaveGameID);
+BOOLEAN MemFreeInventoryPoolQ(void);
+BOOLEAN SaveInventoryPoolQ(UINT8 ubSaveGameID);
+BOOLEAN SortInventoryPoolQ(void);
+BOOLEAN SwitchToInventoryPoolQ(UINT8 newidx);
#endif
\ No newline at end of file
diff --git a/Strategic/Map Screen Interface Map.cpp b/Strategic/Map Screen Interface Map.cpp
index 4c3a8dd9..4538c7cb 100644
--- a/Strategic/Map Screen Interface Map.cpp
+++ b/Strategic/Map Screen Interface Map.cpp
@@ -7229,4 +7229,4 @@ void MilitiaDisbandYesNoBoxCallback( UINT8 bExitValue )
}
return;
-}
\ No newline at end of file
+}
diff --git a/Strategic/Map Screen Interface.cpp b/Strategic/Map Screen Interface.cpp
index aee50c25..818441ce 100644
--- a/Strategic/Map Screen Interface.cpp
+++ b/Strategic/Map Screen Interface.cpp
@@ -926,7 +926,6 @@ void RestoreBackgroundForAssignmentGlowRegionList( void )
// restore background
RestoreExternBackgroundRect( 66, Y_START - 1, 118 + 1 - 67, yHeight );
-
// ARM: not good enough! must reblit the whole panel to erase glow chunk restored by help text disappearing!!!
fTeamPanelDirty = TRUE;
@@ -1581,39 +1580,39 @@ void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId )
{
// just drop the stuff in the current sector
//INT32 iCounter = 0;
- INT16 sGridNo, sTempGridNo;
+ INT32 sGridNo, sTempGridNo;
if( Menptr[ uiMercId ].sSectorX != gWorldSectorX || Menptr[ uiMercId ].sSectorY != gWorldSectorY || Menptr[ uiMercId ].bSectorZ != gbWorldSectorZ )
{
- // ATE: Use insertion gridno if not nowhere and insertion is gridno
- if ( Menptr[ uiMercId ].ubStrategicInsertionCode == INSERTION_CODE_GRIDNO && Menptr[ uiMercId ].usStrategicInsertionData != NOWHERE )
- {
- sGridNo = Menptr[ uiMercId ].usStrategicInsertionData;
- }
- else
- {
- // Set flag for item...
- sGridNo = RandomGridNo();
- }
- }
- else
- {
- // ATE: Mercs can have a gridno of NOWHERE.....
- sGridNo = Menptr[ uiMercId ].sGridNo;
-
- if ( sGridNo == NOWHERE )
- {
- sGridNo = RandomGridNo();
-
- sTempGridNo = FindNearestAvailableGridNoForItem( sGridNo, 5 );
- if( sTempGridNo == NOWHERE )
- sTempGridNo = FindNearestAvailableGridNoForItem( sGridNo, 15 );
-
- if ( sTempGridNo != NOWHERE )
+ // ATE: Use insertion gridno if not nowhere and insertion is gridno
+ if ( Menptr[ uiMercId ].ubStrategicInsertionCode == INSERTION_CODE_GRIDNO && !TileIsOutOfBounds(Menptr[ uiMercId ].usStrategicInsertionData) )
{
- sGridNo = sTempGridNo;
+ sGridNo = Menptr[ uiMercId ].usStrategicInsertionData;
+ }
+ else
+ {
+ // Set flag for item...
+ sGridNo = RandomGridNo();
}
}
+ else
+ {
+ // ATE: Mercs can have a gridno of NOWHERE.....
+ sGridNo = Menptr[ uiMercId ].sGridNo;
+
+ if (TileIsOutOfBounds(sGridNo))
+ {
+ sGridNo = RandomGridNo();
+
+ sTempGridNo = FindNearestAvailableGridNoForItem( sGridNo, 5 );
+
+ if(TileIsOutOfBounds(sTempGridNo))
+ sTempGridNo = FindNearestAvailableGridNoForItem( sGridNo, 15 );
+ else
+ {
+ sGridNo = sTempGridNo;
+ }
+ }
}
for( UINT32 iCounter = 0; iCounter < Menptr[ uiMercId ].inv.size(); iCounter++ )
@@ -1622,11 +1621,11 @@ void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId )
// check if actual item
if( Menptr[ uiMercId ].inv[ iCounter ].exists() == true )
{
- if( Menptr[ uiMercId ].sSectorX != gWorldSectorX || Menptr[ uiMercId ].sSectorY != gWorldSectorY || Menptr[ uiMercId ].bSectorZ != gbWorldSectorZ )
- {
- // Set flag for item...
+ if( Menptr[ uiMercId ].sSectorX != gWorldSectorX || Menptr[ uiMercId ].sSectorY != gWorldSectorY || Menptr[ uiMercId ].bSectorZ != gbWorldSectorZ )
+ {
+ // Set flag for item...
AddItemsToUnLoadedSector( Menptr[ uiMercId ].sSectorX, Menptr[ uiMercId ].sSectorY, Menptr[ uiMercId ].bSectorZ , sGridNo, 1, &( Menptr[ uiMercId ].inv[ iCounter ]) , Menptr[ uiMercId ].pathing.bLevel, WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE, 0, 1, FALSE );
- }
+ }
else
{
AddItemToPool( sGridNo, &( Menptr[ uiMercId ].inv[ iCounter ] ) , 1, Menptr[ uiMercId ].pathing.bLevel, WORLD_ITEM_REACHABLE, 0 );
diff --git a/Strategic/Map Screen Interface.h b/Strategic/Map Screen Interface.h
index 13cdf9cb..d6386a8d 100644
--- a/Strategic/Map Screen Interface.h
+++ b/Strategic/Map Screen Interface.h
@@ -118,7 +118,7 @@ enum {
MAX_ASSIGN_STRING_COUNT,
};
-// HEADROCK HAM 3.6: Added new option to train Mobile Militia separately.
+
// training assignment menu defines
enum {
TRAIN_MENU_SELF,
diff --git a/Strategic/Meanwhile.cpp b/Strategic/Meanwhile.cpp
index b1f4f6a8..e2f2a8b1 100644
--- a/Strategic/Meanwhile.cpp
+++ b/Strategic/Meanwhile.cpp
@@ -63,7 +63,7 @@ INT8 gzMeanwhileStr[][30] =
// the snap to grid nos for meanwhile scenes
-INT16 gsMeanWhileGridNo[]=
+INT32 gusMeanWhileGridNo[]=
{
12248,
12248,
@@ -91,7 +91,7 @@ typedef struct
INT16 sX;
INT16 sY;
INT16 sZ;
- INT16 sGridNo;
+ INT32 sGridNo;
} NPC_SAVE_INFO;
@@ -145,7 +145,7 @@ UINT32 uiMeanWhileFlags = 0;
#define INTERROGATION_FLAG 0x00008000
#define BALIME_LIBERATED_FLAG 0x00010000
-extern void InternalLocateGridNo( INT16 sGridNo, BOOLEAN fForce );
+extern void InternalLocateGridNo( INT32 sGridNo, BOOLEAN fForce );
void ProcessImplicationsOfMeanwhile( void );
@@ -916,10 +916,10 @@ void DoneFadeInMeanwhileOnceDone( )
void LocateMeanWhileGrid( void )
{
- INT16 sGridNo = 0;
+ INT32 sGridNo = 0;
// go to the approp. gridno
- sGridNo = gsMeanWhileGridNo[ ubCurrentMeanWhileId ];
+ sGridNo = gusMeanWhileGridNo[ ubCurrentMeanWhileId ];
InternalLocateGridNo( sGridNo, TRUE );
diff --git a/Strategic/Merc Contract.cpp b/Strategic/Merc Contract.cpp
index 7c9b08f7..987cbb49 100644
--- a/Strategic/Merc Contract.cpp
+++ b/Strategic/Merc Contract.cpp
@@ -865,7 +865,14 @@ BOOLEAN BeginStrategicRemoveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fAddRehireButto
}
else
{
- NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( pSoldier, fAddRehireButton );
+ if (!is_networked)
+ NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( pSoldier, fAddRehireButton );
+ else
+ {
+ // WANNE - MP: Skip all the dialog boxes that appear. Just dismiss the merc
+ StrategicRemoveMerc( pSoldier );
+ pLeaveSoldier = NULL;
+ }
}
return( TRUE );
@@ -1004,6 +1011,10 @@ BOOLEAN StrategicRemoveMerc( SOLDIERTYPE *pSoldier )
UnLockPauseState();
UnPauseGame();
+
+ if (is_client)
+ send_dismiss(pSoldier->ubID);
+
return( TRUE );
}
@@ -1486,17 +1497,20 @@ void ExtendMercInsuranceContractCallBack( UINT8 bExitValue )
void HandleUniqueEventWhenPlayerLeavesTeam( SOLDIERTYPE *pSoldier )
{
- switch( pSoldier->ubProfile )
+ if (!is_networked)
{
- //When iggy leaves the players team,
- case IGGY:
- //if he is owed money ( ie the player didnt pay him )
- if( gMercProfiles[ pSoldier->ubProfile ].iBalance < 0 )
- {
- //iggy is now available to be handled by the enemy
- gubFact[ FACT_IGGY_AVAILABLE_TO_ARMY ] = TRUE;
- }
- break;
+ switch( pSoldier->ubProfile )
+ {
+ //When iggy leaves the players team,
+ case IGGY:
+ //if he is owed money ( ie the player didnt pay him )
+ if( gMercProfiles[ pSoldier->ubProfile ].iBalance < 0 )
+ {
+ //iggy is now available to be handled by the enemy
+ gubFact[ FACT_IGGY_AVAILABLE_TO_ARMY ] = TRUE;
+ }
+ break;
+ }
}
}
diff --git a/Strategic/MilitiaSquads.cpp b/Strategic/MilitiaSquads.cpp
index d61de835..eafdc9ff 100644
--- a/Strategic/MilitiaSquads.cpp
+++ b/Strategic/MilitiaSquads.cpp
@@ -64,7 +64,6 @@
#define DIR_SOUTH 2
#define DIR_WEST 3
-
INT32 iRestrictedSectorArraySize;
UINT32 gRestrictMilitia[256];
// HEADROCK HAM B1: Alternate array keeps track of dynamically unrestricted sectors
@@ -145,7 +144,6 @@ UINT8 CountMilitia(SECTORINFO *pSectorInfo)
pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA];
}
-
// Creates militia at destination sector. The type and amount of militia depends on current sector's miltia type and amount
// HEADROCK HAM 3.4: Added Leadership argument.
void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, UINT8 ubBestLeadership )
diff --git a/Strategic/Queen Command.cpp b/Strategic/Queen Command.cpp
index 5686044f..792c6911 100644
--- a/Strategic/Queen Command.cpp
+++ b/Strategic/Queen Command.cpp
@@ -73,7 +73,7 @@ extern INT32 giGarrisonArraySize;
extern BOOLEAN gfOverrideSector;
#endif
-INT16 gsInterrogationGridNo[3] = { 7756, 7757, 7758 };
+INT32 gsInterrogationGridNo[3] = { 7756, 7757, 7758 };
extern void Ensure_RepairedGarrisonGroup( GARRISON_GROUP **ppGarrison, INT32 *pGarraySize );
@@ -210,15 +210,15 @@ UINT8 NumEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
GROUP *pGroup;
UINT8 ubNumTroops;
- // HEADROCK HAM 3.5: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
- // probably isn't. But I need this bit to work.
- if (sSectorX < MINIMUM_VALID_X_COORDINATE ||
- sSectorX > MAXIMUM_VALID_X_COORDINATE ||
- sSectorY < MINIMUM_VALID_Y_COORDINATE ||
- sSectorY > MAXIMUM_VALID_Y_COORDINATE)
- {
- return (0);
- }
+ // HEADROCK: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
+ // probably isn't. But I need this bit to work.
+ if (sSectorX < MINIMUM_VALID_X_COORDINATE ||
+ sSectorX > MAXIMUM_VALID_X_COORDINATE ||
+ sSectorY < MINIMUM_VALID_Y_COORDINATE ||
+ sSectorY > MAXIMUM_VALID_Y_COORDINATE)
+ {
+ return (0);
+ }
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
@@ -587,35 +587,35 @@ BOOLEAN PrepareEnemyForSectorBattle()
else
{
- if( pSector->uiFlags & SF_USE_MAP_SETTINGS )
- { //count the number of enemy placements in a map and use those
- SOLDIERINITNODE *curr = gSoldierInitHead;
- ubTotalAdmins = ubTotalTroops = ubTotalElites = 0;
- while( curr )
- {
- if( curr->pBasicPlacement->bTeam == ENEMY_TEAM )
- {
- switch( curr->pBasicPlacement->ubSoldierClass )
- {
- case SOLDIER_CLASS_ADMINISTRATOR: ubTotalAdmins++; break;
- case SOLDIER_CLASS_ARMY: ubTotalTroops++; break;
- case SOLDIER_CLASS_ELITE: ubTotalElites++; break;
- }
- }
- curr = curr->next;
- }
- pSector->ubNumAdmins = ubTotalAdmins;
- pSector->ubNumTroops = ubTotalTroops;
- pSector->ubNumElites = ubTotalElites;
- pSector->ubAdminsInBattle = 0;
- pSector->ubTroopsInBattle = 0;
- pSector->ubElitesInBattle = 0;
- }
- else
+ if( pSector->uiFlags & SF_USE_MAP_SETTINGS )
+ { //count the number of enemy placements in a map and use those
+ SOLDIERINITNODE *curr = gSoldierInitHead;
+ ubTotalAdmins = ubTotalTroops = ubTotalElites = 0;
+ while( curr )
{
- ubTotalAdmins = pSector->ubNumAdmins - pSector->ubAdminsInBattle;
- ubTotalTroops = pSector->ubNumTroops - pSector->ubTroopsInBattle;
- ubTotalElites = pSector->ubNumElites - pSector->ubElitesInBattle;
+ if( curr->pBasicPlacement->bTeam == ENEMY_TEAM )
+ {
+ switch( curr->pBasicPlacement->ubSoldierClass )
+ {
+ case SOLDIER_CLASS_ADMINISTRATOR: ubTotalAdmins++; break;
+ case SOLDIER_CLASS_ARMY: ubTotalTroops++; break;
+ case SOLDIER_CLASS_ELITE: ubTotalElites++; break;
+ }
+ }
+ curr = curr->next;
+ }
+ pSector->ubNumAdmins = ubTotalAdmins;
+ pSector->ubNumTroops = ubTotalTroops;
+ pSector->ubNumElites = ubTotalElites;
+ pSector->ubAdminsInBattle = 0;
+ pSector->ubTroopsInBattle = 0;
+ pSector->ubElitesInBattle = 0;
+ }
+ else
+ {
+ ubTotalAdmins = pSector->ubNumAdmins - pSector->ubAdminsInBattle;
+ ubTotalTroops = pSector->ubNumTroops - pSector->ubTroopsInBattle;
+ ubTotalElites = pSector->ubNumElites - pSector->ubElitesInBattle;
}
}
@@ -787,6 +787,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
continue;
}
+ // At this point we should not have added more soldiers than are in slots
AssertGT( sNumSlots, 0 );
switch( pSoldier->ubSoldierClass )
@@ -1289,8 +1290,8 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
//identical, though it is highly likely that they will all be successfully added on the first call.
void AddPossiblePendingEnemiesToBattle()
{
- // check if no world is loaded
- if ( !gWorldSectorX && !gWorldSectorY && (gbWorldSectorZ == -1) )
+ // Check if no world is loaded, and is not underground level
+ if(!(gWorldSectorX > 0 && gWorldSectorY > 0 && gbWorldSectorZ == 0))//dnl ch57 161009
return;
UINT8 ubSlots, ubNumAvailable;
@@ -1392,7 +1393,6 @@ void AddPossiblePendingEnemiesToBattle()
if( ubStrategicInsertionCode == 255 )
{
- // HEADROCK HAM 3.5: This runs into assertion errors along the map's edge! Should be fixed!
if( NumEnemiesInSector( gWorldSectorX + 1, gWorldSectorY ) )
ubStrategicInsertionCode = INSERTION_CODE_EAST;
else if( NumEnemiesInSector( gWorldSectorX - 1, gWorldSectorY ) )
@@ -1905,10 +1905,11 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
INT32 iNumEnemiesInSector;
- static INT16 sAlmaCaptureGridNos[] = { 9208, 9688, 9215 };
- static INT16 sAlmaCaptureItemsGridNo[] = { 12246, 12406, 13046 };
+// TODO.WANNE: Hardcoded grid number
+ static INT32 sAlmaCaptureGridNos[] = { 9208, 9688, 9215 };
+ static INT32 sAlmaCaptureItemsGridNo[] = { 12246, 12406, 13046 };
- static INT16 sInterrogationItemGridNo[] = { 12089, 12089, 12089 };
+ static INT32 sInterrogationItemGridNo[] = { 12089, 12089, 12089 };
AssertNotNIL(pSoldier);
diff --git a/Strategic/Queen Command.h b/Strategic/Queen Command.h
index 77114271..f8607311 100644
--- a/Strategic/Queen Command.h
+++ b/Strategic/Queen Command.h
@@ -54,7 +54,7 @@ BOOLEAN PlayerSectorDefended( UINT8 ubSectorID );
BOOLEAN OnlyHostileCivsInSector();
-extern INT16 gsInterrogationGridNo[3];
+extern INT32 gsInterrogationGridNo[3];
BOOLEAN CheckPendingEnemies();
diff --git a/Strategic/Quest Debug System.cpp b/Strategic/Quest Debug System.cpp
index 1cc6a5d0..adc2bbb9 100644
--- a/Strategic/Quest Debug System.cpp
+++ b/Strategic/Quest Debug System.cpp
@@ -477,7 +477,7 @@ SCROLL_BOX gItemListBox; // The Npc Scroll box
SCROLL_BOX *gpActiveListBox; // Only 1 scroll box is active at a time, this is set to it.
-INT16 gsQdsEnteringGridNo =0;
+INT32 gsQdsEnteringGridNo =0;
UINT8 gubTextEntryAction = QD_DROP_DOWN_NO_ACTION;
@@ -3008,7 +3008,7 @@ void AddNPCToGridNo( INT32 iGridNo )
MercCreateStruct.sSectorX = sSectorX;
MercCreateStruct.sSectorY = sSectorY;
MercCreateStruct.bSectorZ = gbWorldSectorZ;
- MercCreateStruct.sInsertionGridNo = (INT16) iGridNo;
+ MercCreateStruct.sInsertionGridNo = iGridNo;
// RandomizeNewSoldierStats( &MercCreateStruct );
@@ -3023,14 +3023,14 @@ void AddNPCToGridNo( INT32 iGridNo )
//Add all the npc in the current sectory the npc array
AddNPCsInSectorToArray();
- gsQdsEnteringGridNo = (INT16)iGridNo;
+ gsQdsEnteringGridNo = iGridNo;
}
void AddItemToGridNo( INT32 iGridNo )
{
- gsQdsEnteringGridNo = (INT16)iGridNo;
+ gsQdsEnteringGridNo = iGridNo;
if( Item[ gItemListBox.sCurSelectedItem ].usItemClass == IC_KEY )
diff --git a/Strategic/Quest Debug System.h b/Strategic/Quest Debug System.h
index 99f782c1..46cf6a5c 100644
--- a/Strategic/Quest Debug System.h
+++ b/Strategic/Quest Debug System.h
@@ -6,7 +6,7 @@
extern BOOLEAN gfNpcLogButton;
-extern INT16 gsQdsEnteringGridNo;
+extern INT32 gsQdsEnteringGridNo;
void NpcRecordLoggingInit( UINT8 ubNpcID, UINT8 ubMercID, UINT8 ubQuoteNum, UINT8 ubApproach );
diff --git a/Strategic/Quests.cpp b/Strategic/Quests.cpp
index 44a6b42b..fa3a9b97 100644
--- a/Strategic/Quests.cpp
+++ b/Strategic/Quests.cpp
@@ -185,7 +185,7 @@ BOOLEAN CheckGuyVisible( UINT8 ubNPC, UINT8 ubGuy )
}
}
-BOOLEAN CheckNPCAt( UINT8 ubNPC, INT16 sGridNo )
+BOOLEAN CheckNPCAt( UINT8 ubNPC, INT32 sGridNo )
{
SOLDIERTYPE * pNPC;
@@ -227,7 +227,7 @@ BOOLEAN CheckNPCIsEnemy( UINT8 ubProfileID )
BOOLEAN CheckIfMercIsNearNPC( SOLDIERTYPE *pMerc, UINT8 ubProfileId )
{
SOLDIERTYPE * pNPC;
- INT16 sGridNo;
+ INT32 sGridNo;
// no merc nearby?
if ( pMerc == NULL )
@@ -258,7 +258,7 @@ INT8 NumWoundedMercsNearby( UINT8 ubProfileID )
UINT32 uiLoop;
SOLDIERTYPE * pNPC;
SOLDIERTYPE * pSoldier;
- INT16 sGridNo;
+ INT32 sGridNo;
pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
if (!pNPC)
@@ -289,7 +289,7 @@ INT8 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist )
UINT32 uiLoop;
SOLDIERTYPE * pNPC;
SOLDIERTYPE * pSoldier;
- INT16 sGridNo;
+ INT32 sGridNo;
pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
if (!pNPC)
@@ -436,7 +436,7 @@ INT8 NumMalesPresent( UINT8 ubProfileID )
UINT32 uiLoop;
SOLDIERTYPE * pNPC;
SOLDIERTYPE * pSoldier;
- INT16 sGridNo;
+ INT32 sGridNo;
pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
if (!pNPC)
@@ -470,7 +470,7 @@ BOOLEAN FemalePresent( UINT8 ubProfileID )
UINT32 uiLoop;
SOLDIERTYPE * pNPC;
SOLDIERTYPE * pSoldier;
- INT16 sGridNo;
+ INT32 sGridNo;
pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
if (!pNPC)
@@ -547,7 +547,7 @@ BOOLEAN CheckNPCSector( UINT8 ubProfileID, INT16 sSectorX, INT16 sSectorY, INT8
}
-BOOLEAN AIMMercWithin( INT16 sGridNo, INT16 sDistance )
+BOOLEAN AIMMercWithin( INT32 sGridNo, INT16 sDistance )
{
UINT32 uiLoop;
SOLDIERTYPE * pSoldier;
@@ -1250,11 +1250,11 @@ void InternalStartQuest( UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY, BOOLEAN
{
gubQuest[ubQuest] = QUESTINPROGRESS;
- if ( fUpdateHistory )
- {
+ if ( fUpdateHistory )
+ {
if (!is_networked)
- SetHistoryFact( HISTORY_QUEST_STARTED, ubQuest, GetWorldTotalMin(), sSectorX, sSectorY );
- }
+ SetHistoryFact( HISTORY_QUEST_STARTED, ubQuest, GetWorldTotalMin(), sSectorX, sSectorY );
+ }
}
else
{
@@ -1333,12 +1333,11 @@ void CheckForQuests( UINT32 uiDay )
// already started
if (gubQuest[QUEST_DELIVER_LETTER] == QUESTNOTSTARTED)
{
-
StartQuest( QUEST_DELIVER_LETTER, -1, -1 );
#ifdef TESTQUESTS
if (!is_networked)
- ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Started DELIVER LETTER quest");
+ ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Started DELIVER LETTER quest");
#endif
}
diff --git a/Strategic/Reinforcement.cpp b/Strategic/Reinforcement.cpp
index 38f603ad..f92f2fe4 100644
--- a/Strategic/Reinforcement.cpp
+++ b/Strategic/Reinforcement.cpp
@@ -373,12 +373,15 @@ UINT8 DoReinforcementAsPendingMilitia( INT16 sMapX, INT16 sMapY, UINT8 *pubRank
void AddPossiblePendingMilitiaToBattle()
{
-
UINT8 ubSlots;
UINT8 ubNumElites, ubNumRegulars, ubNumGreens;
static UINT8 ubPredefinedInsertionCode = 255;
static UINT8 ubPredefinedRank = 255;
+ // Check if no world is loaded, and is not underground level
+ if(!(gWorldSectorX > 0 && gWorldSectorY > 0 && gbWorldSectorZ == 0))//dnl ch57 161009
+ return;
+
// Haydent
if (is_networked)
{
diff --git a/Strategic/Scheduling.cpp b/Strategic/Scheduling.cpp
index a87dc92f..2f903b44 100644
--- a/Strategic/Scheduling.cpp
+++ b/Strategic/Scheduling.cpp
@@ -363,47 +363,6 @@ void PrepareSchedulesForEditorExit()
PostSchedules();
}
-void LoadSchedules( INT8 **hBuffer )
-{
- SCHEDULENODE *pSchedule = NULL;
- SCHEDULENODE temp;
- UINT8 ubNum;
-
- // delete all the schedules we might have loaded (though we shouldn't have any loaded!!)
- if ( gpScheduleList )
- {
- DestroyAllSchedules();
- }
-
- LOADDATA( &ubNum, *hBuffer, sizeof( UINT8 ) );
- gubScheduleID = 1;
- while( ubNum )
- {
- LOADDATA( &temp, *hBuffer, sizeof( SCHEDULENODE ) );
-
- if( gpScheduleList )
- {
- pSchedule->next = (SCHEDULENODE*)MemAlloc( sizeof( SCHEDULENODE ) );
- Assert( pSchedule->next );
- pSchedule = pSchedule->next;
- memcpy( pSchedule, &temp, sizeof( SCHEDULENODE ) );
- }
- else
- {
- gpScheduleList = (SCHEDULENODE*)MemAlloc( sizeof( SCHEDULENODE ) );
- Assert( gpScheduleList );
- memcpy( gpScheduleList, &temp, sizeof( SCHEDULENODE ) );
- pSchedule = gpScheduleList;
- }
- pSchedule->ubScheduleID = gubScheduleID;
- pSchedule->ubSoldierID = NOBODY;
- pSchedule->next = NULL;
- gubScheduleID++;
- ubNum--;
- }
- //Schedules are posted when the soldier is added...
-}
-
extern BOOLEAN gfSchedulesHosed;
BOOLEAN LoadSchedulesFromSave( HWFILE hFile )
{
@@ -517,55 +476,137 @@ void ClearAllSchedules()
}
}
-BOOLEAN SaveSchedules( HWFILE hFile )
+//dnl ch42 260909
+SCHEDULENODE& SCHEDULENODE::operator=(const _OLD_SCHEDULENODE& src)
{
- SCHEDULENODE *curr;
- UINT32 uiBytesWritten;
- UINT8 ubNum, ubNumFucker;
- INT32 iNum;
- //Now, count the number of schedules in the list
- iNum = 0;
- curr = gpScheduleList;
- while( curr )
+ if((void*)this != (void*)&src)
{
- // skip all default schedules
- if ( !(curr->usFlags & SCHEDULE_FLAGS_TEMPORARY) )
+ next = NULL;
+ TranslateArrayFields(usTime, src.usTime, OLD_MAX_SCHEDULE_ACTIONS, UINT16_UINT16);
+ TranslateArrayFields(usData1, src.usData1, OLD_MAX_SCHEDULE_ACTIONS, INT16_INT32);
+ TranslateArrayFields(usData2, src.usData2, OLD_MAX_SCHEDULE_ACTIONS, INT16_INT32);
+ TranslateArrayFields(ubAction, src.ubAction, OLD_MAX_SCHEDULE_ACTIONS, UINT8_UINT8);
+ ubScheduleID = src.ubScheduleID;
+ ubSoldierID = src.ubSoldierID;
+ usFlags = src.usFlags;
+ }
+ return(*this);
+}
+
+BOOLEAN SCHEDULENODE::Load(INT8** hBuffer, FLOAT dMajorMapVersion)
+{
+ if(dMajorMapVersion < 7.0)
+ {
+ _OLD_SCHEDULENODE OldScheduleNode;
+ LOADDATA(&OldScheduleNode, *hBuffer, sizeof(_OLD_SCHEDULENODE));
+ *this = OldScheduleNode;
+ }
+ else
+ LOADDATA(this, *hBuffer, sizeof(SCHEDULENODE));
+ return(TRUE);
+}
+
+BOOLEAN SCHEDULENODE::Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion)
+{
+ PTR pData = this;
+ UINT32 uiBytesToWrite = sizeof(SCHEDULENODE);
+ _OLD_SCHEDULENODE OldScheduleNode;
+ if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION)
+ {
+ OldScheduleNode.next = NULL;
+ TranslateArrayFields(OldScheduleNode.usTime, usTime, OLD_MAX_SCHEDULE_ACTIONS, UINT16_UINT16);
+ TranslateArrayFields(OldScheduleNode.usData1, usData1, OLD_MAX_SCHEDULE_ACTIONS, INT32_INT16);
+ TranslateArrayFields(OldScheduleNode.usData2, usData2, OLD_MAX_SCHEDULE_ACTIONS, INT32_INT16);
+ TranslateArrayFields(OldScheduleNode.ubAction, ubAction, OLD_MAX_SCHEDULE_ACTIONS, UINT8_UINT8);
+ OldScheduleNode.ubScheduleID = ubScheduleID;
+ OldScheduleNode.ubSoldierID = ubSoldierID;
+ OldScheduleNode.usFlags = usFlags;
+ pData = &OldScheduleNode;
+ uiBytesToWrite = sizeof(_OLD_SCHEDULENODE);
+ }
+ UINT32 uiBytesWritten = 0;
+ FileWrite(hFile, pData, uiBytesToWrite, &uiBytesWritten);
+ if(uiBytesToWrite == uiBytesWritten)
+ return(TRUE);
+ return(FALSE);
+}
+
+void LoadSchedules(INT8** hBuffer, FLOAT dMajorMapVersion)
+{
+ SCHEDULENODE* pSchedule = NULL;
+ SCHEDULENODE temp;
+
+ // Delete all the schedules we might have loaded (though we shouldn't have any loaded!!)
+ if(gpScheduleList)
+ DestroyAllSchedules();
+ UINT8 ubNum;
+ LOADDATA(&ubNum, *hBuffer, sizeof(ubNum));
+ gubScheduleID = 1;
+ while(ubNum)
+ {
+ temp.Load(hBuffer, dMajorMapVersion);
+ for(int i=0; inext = (SCHEDULENODE*)MemAlloc(sizeof(SCHEDULENODE));
+ Assert(pSchedule->next);
+ pSchedule = pSchedule->next;
+ memcpy(pSchedule, &temp, sizeof(SCHEDULENODE));
+ }
+ else
+ {
+ gpScheduleList = (SCHEDULENODE*)MemAlloc(sizeof(SCHEDULENODE));
+ Assert(gpScheduleList);
+ memcpy(gpScheduleList, &temp, sizeof(SCHEDULENODE));
+ pSchedule = gpScheduleList;
+ }
+ pSchedule->ubScheduleID = gubScheduleID;
+ pSchedule->ubSoldierID = NOBODY;
+ pSchedule->next = NULL;
+ gubScheduleID++;
+ ubNum--;
+ }
+ // Schedules are posted when the soldier is added...
+}
+
+BOOLEAN SaveSchedules(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion)
+{
+ // Now, count the number of schedules in the list
+ INT32 iNum = 0;
+ SCHEDULENODE* curr = gpScheduleList;
+ while(curr)
+ {
+ // Skip all default schedules
+ if(!(curr->usFlags & SCHEDULE_FLAGS_TEMPORARY))
iNum++;
- }
curr = curr->next;
}
- ubNum = (UINT8)(( iNum >= 32 ) ? 32 : iNum);
-
- FileWrite( hFile, &ubNum, sizeof( UINT8 ), &uiBytesWritten );
- if ( uiBytesWritten != sizeof( UINT8 ) )
- {
- return( FALSE );
- }
- //Now, save each schedule
+ UINT8 ubNum = (UINT8)((iNum >= 32) ? 32 : iNum);
+ UINT32 uiBytesWritten;
+ FileWrite(hFile, &ubNum, sizeof(ubNum), &uiBytesWritten);
+ if(uiBytesWritten != sizeof(ubNum))
+ return(FALSE);
+ // Now, save each schedule
curr = gpScheduleList;
- ubNumFucker = 0;
- while( curr )
+ UINT8 ubNumFucker = 0;
+ while(curr)
{
- // skip all default schedules
- if ( !(curr->usFlags & SCHEDULE_FLAGS_TEMPORARY) )
+ // Skip all default schedules
+ if(!(curr->usFlags & SCHEDULE_FLAGS_TEMPORARY))
{
-
ubNumFucker++;
- if( ubNumFucker > ubNum )
- {
- return( TRUE );
- }
- FileWrite( hFile, curr, sizeof( SCHEDULENODE ), &uiBytesWritten );
- if ( uiBytesWritten != sizeof( SCHEDULENODE ) )
- {
- return( FALSE );
- }
-
+ if(ubNumFucker > ubNum)
+ return(TRUE);
+ if(!curr->Save(hFile, dMajorMapVersion, ubMinorMapVersion))
+ return(FALSE);
}
curr = curr->next;
}
- return( TRUE );
+ return(TRUE);
}
//Each schedule has upto four parts to it, so sort them chronologically.
@@ -614,11 +655,11 @@ BOOLEAN SortSchedule( SCHEDULENODE *pSchedule )
return fSorted;
}
-BOOLEAN BumpAnyExistingMerc( INT16 sGridNo )
+BOOLEAN BumpAnyExistingMerc( INT32 sGridNo )
{
UINT8 ubID;
SOLDIERTYPE * pSoldier; // NB this is the person already in the location,
- INT16 sNewGridNo;
+ INT32 sNewGridNo;
UINT8 ubDir;
INT16 sCellX, sCellY;
@@ -644,7 +685,7 @@ BOOLEAN BumpAnyExistingMerc( INT16 sGridNo )
sNewGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, STANDING, 5, &ubDir, 1, pSoldier );
//sNewGridNo = FindGridNoFromSweetSpotExcludingSweetSpot( pSoldier, sGridNo, 10, &ubDir );
- if ( sNewGridNo == NOWHERE )
+ if (TileIsOutOfBounds(sNewGridNo))
{
return( FALSE );
}
@@ -657,7 +698,8 @@ BOOLEAN BumpAnyExistingMerc( INT16 sGridNo )
void AutoProcessSchedule( SCHEDULENODE *pSchedule, INT32 index )
{
- INT16 sCellX, sCellY, sGridNo;
+ INT16 sCellX, sCellY;
+ INT32 sGridNo;
INT8 bDirection;
SOLDIERTYPE * pSoldier;
@@ -711,7 +753,7 @@ void AutoProcessSchedule( SCHEDULENODE *pSchedule, INT32 index )
case SCHEDULE_ACTION_UNLOCKDOOR:
case SCHEDULE_ACTION_OPENDOOR:
case SCHEDULE_ACTION_CLOSEDOOR:
- PerformActionOnDoorAdjacentToGridNo( pSchedule->ubAction[ index ], (INT16)pSchedule->usData1[ index ] );
+ PerformActionOnDoorAdjacentToGridNo( pSchedule->ubAction[ index ], pSchedule->usData1[ index ] );
BumpAnyExistingMerc( pSchedule->usData2[ index ] );
ConvertGridNoToCellXY( pSchedule->usData2[ index ], &sCellX, &sCellY );
@@ -987,8 +1029,8 @@ void PostDefaultSchedule( SOLDIERTYPE *pSoldier )
for( i = 0; i < MAX_SCHEDULE_ACTIONS; i++ )
{
gpScheduleList->usTime[i] = 0xffff;
- gpScheduleList->usData1[i] = 0xffff;
- gpScheduleList->usData2[i] = 0xffff;
+ gpScheduleList->usData1[i] = 0xffffffff;
+ gpScheduleList->usData2[i] = 0xffffffff;
}
//Have the default schedule enter between 7AM and 8AM
gpScheduleList->ubAction[0] = SCHEDULE_ACTION_ENTERSECTOR;
@@ -1055,13 +1097,13 @@ void PostSchedules()
}
}
-void PerformActionOnDoorAdjacentToGridNo( UINT8 ubScheduleAction, INT16 sGridNo )
+void PerformActionOnDoorAdjacentToGridNo( UINT8 ubScheduleAction, INT32 usGridNo )
{
- INT16 sDoorGridNo;
+ INT32 sDoorGridNo;
DOOR * pDoor;
- sDoorGridNo = FindDoorAtGridNoOrAdjacent( (INT16) sGridNo );
- if (sDoorGridNo != NOWHERE)
+ sDoorGridNo = FindDoorAtGridNoOrAdjacent( usGridNo );
+ if (!TileIsOutOfBounds(sDoorGridNo))
{
switch( ubScheduleAction )
{
@@ -1306,7 +1348,7 @@ void ReconnectSchedules( void )
}
*/
-UINT16 FindSleepSpot( SCHEDULENODE * pSchedule )
+UINT32 FindSleepSpot( SCHEDULENODE * pSchedule )
{
INT8 bLoop;
@@ -1336,10 +1378,10 @@ void ReplaceSleepSpot( SCHEDULENODE * pSchedule, UINT16 usNewSpot )
}
-void SecureSleepSpot( SOLDIERTYPE * pSoldier, UINT16 usSleepSpot )
+void SecureSleepSpot( SOLDIERTYPE * pSoldier, UINT32 usSleepSpot )
{
SOLDIERTYPE * pSoldier2;
- UINT16 usSleepSpot2, usNewSleepSpot;
+ UINT32 usSleepSpot2, usNewSleepSpot;
UINT32 uiLoop;
SCHEDULENODE * pSchedule;
UINT8 ubDirection;
@@ -1359,7 +1401,7 @@ void SecureSleepSpot( SOLDIERTYPE * pSoldier, UINT16 usSleepSpot )
// conflict!
//usNewSleepSpot = (INT16) FindGridNoFromSweetSpotWithStructData( pSoldier2, pSoldier2->usAnimState, usSleepSpot2, 3, &ubDirection, FALSE );
usNewSleepSpot = FindGridNoFromSweetSpotExcludingSweetSpot( pSoldier2, usSleepSpot2, 3, &ubDirection );
- if ( usNewSleepSpot != NOWHERE )
+ if (!TileIsOutOfBounds(usNewSleepSpot))
{
ReplaceSleepSpot( pSchedule, usNewSleepSpot );
}
@@ -1389,7 +1431,7 @@ void SecureSleepSpots( void )
if ( pSchedule )
{
usSleepSpot = FindSleepSpot( pSchedule );
- if ( usSleepSpot != NOWHERE )
+ if (!TileIsOutOfBounds(usSleepSpot))
{
SecureSleepSpot( pSoldier, usSleepSpot );
}
diff --git a/Strategic/Scheduling.h b/Strategic/Scheduling.h
index b23b281c..aa80f5fb 100644
--- a/Strategic/Scheduling.h
+++ b/Strategic/Scheduling.h
@@ -38,19 +38,38 @@ enum
// combo flag for turning active flags off
#define SCHEDULE_FLAGS_ACTIVE_ALL 0x00F0
-#define MAX_SCHEDULE_ACTIONS 4
-
-typedef struct SCHEDULENODE
+//dnl ch42 260909
+#define MAX_SCHEDULE_ACTIONS 4//dnl Now is possible to extend beyond 4 and old maps should be correctly load, but didn't test behaviour in game
+#define OLD_MAX_SCHEDULE_ACTIONS 4
+// WANNE - BMP: DONE!
+typedef struct _OLD_SCHEDULENODE
{
- struct SCHEDULENODE *next;
- UINT16 usTime[MAX_SCHEDULE_ACTIONS]; //converted to minutes 12:30PM would be 12*60 + 30 = 750
- UINT16 usData1[MAX_SCHEDULE_ACTIONS]; //typically the gridno, but depends on the action
- UINT16 usData2[MAX_SCHEDULE_ACTIONS]; //secondary information, not used by most actions
+ struct _OLD_SCHEDULENODE *next;
+ UINT16 usTime[OLD_MAX_SCHEDULE_ACTIONS]; //converted to minutes 12:30PM would be 12*60 + 30 = 750
+ UINT16 usData1[OLD_MAX_SCHEDULE_ACTIONS]; //typically the gridno, but depends on the action
+ UINT16 usData2[OLD_MAX_SCHEDULE_ACTIONS]; //secondary information, not used by most actions
+ UINT8 ubAction[OLD_MAX_SCHEDULE_ACTIONS];
+ UINT8 ubScheduleID;
+ UINT8 ubSoldierID;
+ UINT16 usFlags;
+}_OLD_SCHEDULENODE;
+
+class SCHEDULENODE
+{
+public:
+ SCHEDULENODE *next;
+ UINT16 usTime[MAX_SCHEDULE_ACTIONS]; // Converted to minutes 12:30PM would be 12*60 + 30 = 750
+ UINT32 usData1[MAX_SCHEDULE_ACTIONS]; // Typically the gridno, but depends on the action
+ UINT32 usData2[MAX_SCHEDULE_ACTIONS]; // Secondary information, not used by most actions
UINT8 ubAction[MAX_SCHEDULE_ACTIONS];
UINT8 ubScheduleID;
UINT8 ubSoldierID;
UINT16 usFlags;
-}SCHEDULENODE;
+public:
+ SCHEDULENODE& operator=(const _OLD_SCHEDULENODE& src);
+ BOOLEAN Load(INT8** hBuffer, FLOAT dMajorMapVersion);
+ BOOLEAN Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);
+};
extern UINT8 gubScheduleID;
extern SCHEDULENODE *gpScheduleList;
@@ -67,9 +86,9 @@ void ProcessTacticalSchedule( UINT8 ubScheduleID );
void DeleteSchedule( UINT8 ubScheduleID );
-void LoadSchedules( INT8 **hBuffer );
+void LoadSchedules( INT8 **hBuffer, FLOAT dMajorMapVersion );
BOOLEAN LoadSchedulesFromSave( HWFILE hFile );
-BOOLEAN SaveSchedules( HWFILE hFile );
+BOOLEAN SaveSchedules(HWFILE hFile, FLOAT dMajorMapVersion=MAJOR_MAP_VERSION, UINT8 ubMinorMapVersion=MINOR_MAP_VERSION);//dnl ch33 240909
void PostSchedule( SOLDIERTYPE *pSoldier );
void PostDefaultSchedule( SOLDIERTYPE *pSoldier );
@@ -91,16 +110,16 @@ void PrepareSchedulesForEditorExit();
//before saving the map, as this forces the IDs to align with the SOLDIERINITNODE->ubScheduleID's.
void OptimizeSchedules();
-void PerformActionOnDoorAdjacentToGridNo( UINT8 ubScheduleAction, INT16 sMapIndex );
+void PerformActionOnDoorAdjacentToGridNo( UINT8 ubScheduleAction, INT32 usMapIndex );
BOOLEAN ExtractScheduleEntryAndExitInfo( SOLDIERTYPE * pSoldier, UINT32 * puiEntryTime, UINT32 * puiExitTime );
BOOLEAN ExtractScheduleDoorLockAndUnlockInfo( SOLDIERTYPE * pSoldier, UINT32 * puiOpeningTime, UINT32 * puiClosingTime );
void ReconnectSchedules( void );
-void SecureSleepSpot( SOLDIERTYPE * pSoldier, UINT16 usSleepSpot );
+void SecureSleepSpot( SOLDIERTYPE * pSoldier, UINT32 usSleepSpot );
-BOOLEAN BumpAnyExistingMerc( INT16 sGridNo );
+BOOLEAN BumpAnyExistingMerc( INT32 sGridNo );
#endif
diff --git a/Strategic/Strategic AI.cpp b/Strategic/Strategic AI.cpp
index 01978667..9f715ef5 100644
--- a/Strategic/Strategic AI.cpp
+++ b/Strategic/Strategic AI.cpp
@@ -249,7 +249,7 @@ void ValidateWeights( INT32 iID );
void ValidateGroup( GROUP *pGroup );
void ValidateLargeGroup( GROUP *pGroup );
-extern BOOLEAN TeleportSoldier( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fForce );
+extern BOOLEAN TeleportSoldier( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fForce );
//The army composition defines attributes for the various garrisons. The priority reflects how important the sector is
@@ -900,7 +900,7 @@ void ValidatePlayersAreInOneGroupOnly()
pSoldier = MercPtrs[ i ];
- if( !pSoldier->bActive || !pSoldier->stats.bLife || !pSoldier->ubGroupID )
+ if( !pSoldier || !pSoldier->bActive || !pSoldier->stats.bLife || !pSoldier->ubGroupID )
{ //non-existant, dead, or in no group (don't care, skip to next merc)
continue;
}
@@ -4570,7 +4570,7 @@ void HourlyCheckStrategicAI()
#include "VFS/vfs.h"
#include "VFS/Tools/Log.h"
-static CLog& s_stratD = *CLog::Create(L"Strategic Decisions.txt", true);
+static CLog& s_stratD = *CLog::create(L"Strategic Decisions.txt", true);
void LogStrategicMsg( STR8 str, ... )
{
@@ -4590,7 +4590,7 @@ void LogStrategicMsg( STR8 str, ... )
#ifndef USE_VFS
fprintf( fp, "%s\n", string );
#else
- s_stratD << string << CLog::endl;
+ s_stratD << string << CLog::ENDL;
#endif
if( gfDisplayStrategicAILogs )
@@ -4626,7 +4626,7 @@ void LogStrategicEvent( STR8 str, ... )
fprintf( fp, "\n%S:\n", WORLDTIMESTR );
fprintf( fp, "%s\n", string );
#else
- s_stratD.Endl() << WORLDTIMESTR << ":" << CLog::endl << string << CLog::endl;
+ s_stratD.endl() << WORLDTIMESTR << ":" << CLog::ENDL << string << CLog::ENDL;
#endif
if( gfDisplayStrategicAILogs )
{
@@ -4653,7 +4653,7 @@ void ClearStrategicLog()
fclose( fp );
#else
- s_stratD.Flush();
+ s_stratD.flush();
#endif
}
#endif
diff --git a/Strategic/Strategic AI.h b/Strategic/Strategic AI.h
index 854ce776..de12e970 100644
--- a/Strategic/Strategic AI.h
+++ b/Strategic/Strategic AI.h
@@ -147,7 +147,7 @@ typedef struct GARRISON_GROUP
INT8 bPadding[10];
}GARRISON_GROUP;
-#define MAX_GARRISON_GROUPS 100
+#define MAX_GARRISON_GROUPS 256 // WANNE - MP: Changed from 100 to 256
#define MAX_PATROL_GROUPS 50
#define MAX_ARMY_COMPOSITIONS 60
diff --git a/Strategic/Strategic Event Handler.cpp b/Strategic/Strategic Event Handler.cpp
index f1b9c0ba..009f6cf0 100644
--- a/Strategic/Strategic Event Handler.cpp
+++ b/Strategic/Strategic Event Handler.cpp
@@ -46,7 +46,7 @@ class SOLDIERTYPE;
#define MEDUNA_ITEM_DROP_OFF_SECTOR_Z 0
-extern INT16 gsRobotGridNo;
+extern INT32 gsRobotGridNo;
UINT32 guiPabloExtraDaysBribed = 0;
@@ -417,7 +417,7 @@ void HandleDelayedItemsArrival( UINT32 uiReason )
{
// This function moves all the items that Pablos has stolen
// (or items that were delayed) to the arrival location for new shipments,
- INT16 sStartGridNo;
+ INT32 sStartGridNo;
UINT32 uiNumWorldItems, uiLoop;
BOOLEAN fOk;
WORLDITEM * pTemp = 0;
diff --git a/Strategic/Strategic Movement.cpp b/Strategic/Strategic Movement.cpp
index ca4a1cb4..8876e324 100644
--- a/Strategic/Strategic Movement.cpp
+++ b/Strategic/Strategic Movement.cpp
@@ -1554,10 +1554,6 @@ void AwardExperienceForTravelling( GROUP * pGroup )
void AddCorpsesToBloodcatLair( INT16 sSectorX, INT16 sSectorY )
{
- // HEADROCK HAM 3.6: Note, lair location externalized, but may cause issues because the GridNos here are
- // hardcoded... Maybe there will be a better way to solve this in the future, with externalized GridNos.
- // At the moment, no changes.
-
ROTTING_CORPSE_DEFINITION Corpse;
INT16 sXPos, sYPos;
@@ -4716,9 +4712,6 @@ void RandomizePatrolGroupLocation( GROUP *pGroup )
//roll the dice to see if this will become an ambush random encounter.
BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
{
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // HEADROCK HAM 3.6: Ambush locations, min/max strength and chance of ambush have all been externalized to XML.
-
SECTORINFO *pSector;
INT32 iHoursElapsed;
UINT8 ubSectorID;
diff --git a/Strategic/Strategic.dep b/Strategic/Strategic.dep
deleted file mode 100644
index 8ec698e8..00000000
--- a/Strategic/Strategic.dep
+++ /dev/null
@@ -1,8621 +0,0 @@
-# Microsoft Developer Studio Generated Dependency File, included by Strategic.mak
-
-".\AI Viewer.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-.\Assignments.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Auto Resolve.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
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- "..\screenids.h"\
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- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
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- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
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- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
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- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
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- "..\Tactical\soldier ani.h"\
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- "..\Tactical\TeamTurns.h"\
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- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
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- "..\TacticalAI\NPC.h"\
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- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
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- "..\tileengine\tactical placement gui.h"\
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- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
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- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Campaign Init.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
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- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
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- "..\Standard Gaming Platform\Cursor Control.h"\
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- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
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- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
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- "..\tactical\interface dialogue.h"\
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- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
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- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
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- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
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- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Creature Spreading.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
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- "..\tactical\interface utils.h"\
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- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
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- "..\Utils\Event Pump.h"\
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- "..\utils\merctextbox.h"\
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- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Game Clock.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
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- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
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- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
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- "..\Tactical\Boxing.h"\
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- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
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- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
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- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
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- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Game Event Hook.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Game Events.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Game Init.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\helpscreen.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
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- "..\Tactical\Arms Dealer Init.h"\
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- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
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- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
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- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
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- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Hourly Update.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Map Screen Helicopter.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
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- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
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- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Map Screen Interface Border.cpp" : \
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- "..\Editor\Editor Taskbar Utils.h"\
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- "..\gameloop.h"\
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- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
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- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
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- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
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- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
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- "..\Tactical\animation cache.h"\
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- "..\tactical\faces.h"\
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- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
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- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
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- "..\Tactical\soldier ani.h"\
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- "..\Tactical\Soldier Init List.h"\
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- "..\Tactical\TeamTurns.h"\
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- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
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- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
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- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
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- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
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- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Map Screen Interface Bottom.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
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- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
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- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
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- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Map Screen Interface Map Inventory.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\tactical\armsdealerinvinit.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
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- "..\tactical\interface dialogue.h"\
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- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
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- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\ShopKeeper Interface.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
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- "..\tileengine\world tileset enums.h"\
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- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
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- ".\Campaign Types.h"\
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- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
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- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
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- ".\questtext.h"\
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- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
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-".\Map Screen Interface Map.cpp" : \
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- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
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- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
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- "..\Laptop\mercs.h"\
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- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
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- "..\SCREENS.H"\
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- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
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- "..\Standard Gaming Platform\imgfmt.h"\
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- "..\Standard Gaming Platform\line.h"\
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- "..\Standard Gaming Platform\soundman.h"\
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- "..\Standard Gaming Platform\vobject.h"\
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- "..\Standard Gaming Platform\vsurface.h"\
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- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
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- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
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- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
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- "..\Tactical\Soldier Control.h"\
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- "..\Tactical\TeamTurns.h"\
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- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
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- "..\TileEngine\structure.h"\
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- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
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- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
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- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
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- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Map Screen Interface TownMine Info.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
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- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\helpscreen.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
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- "..\tactical\interface dialogue.h"\
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- "..\Tactical\interface panels.h"\
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- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
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- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Map Screen Interface.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
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- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
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- "..\utils\merctextbox.h"\
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- "..\Utils\Multi Language Graphic Utils.h"\
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- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-.\mapscreen.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\helpscreen.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
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- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
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- "..\Tactical\Animation Control.h"\
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- "..\Tactical\Items.h"\
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- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
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- "..\tactical\rotting corpses.h"\
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- "..\Tactical\Soldier Profile.h"\
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- "..\Tactical\TeamTurns.h"\
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- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
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- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
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- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
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- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
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- "..\utils\popupbox.h"\
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- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-.\Meanwhile.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
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- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
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- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Merc Contract.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
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- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
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- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
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- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
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- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Player Command.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
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- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
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- "..\Standard Gaming Platform\DbMan.h"\
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- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
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- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
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- "..\tactical\faces.h"\
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- "..\Tactical\Items.h"\
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- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
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- "..\Tactical\Soldier macros.h"\
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- "..\Tactical\Soldier Profile.h"\
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- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
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- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\PreBattle Interface.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
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- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Queen Command.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
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- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
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- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
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- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
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- "..\utils\merctextbox.h"\
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- ".\Campaign Types.h"\
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- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
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- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
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- "..\Editor\Editor Taskbar Utils.h"\
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- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
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- "..\Laptop\mercs.h"\
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- "..\Laptop\Store Inventory.h"\
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- "..\Standard Gaming Platform\line.h"\
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- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
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- "..\Standard Gaming Platform\vobject.h"\
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- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
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- "..\Tactical\soldier ani.h"\
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- "..\Tactical\Soldier Profile.h"\
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- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
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- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
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- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-.\Quests.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\BobbyRMailOrder.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-.\QuestText.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
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- "..\Tactical\Soldier Profile.h"\
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- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
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- "..\Tactical\World Items.h"\
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- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
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- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
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- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-.\Scheduling.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
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- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Strategic AI.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Strategic Event Handler.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\BobbyRMailOrder.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Strategic Merc Handler.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
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- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
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- "..\tactical\interface utils.h"\
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- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Strategic Mines.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Strategic Movement Costs.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
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- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
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- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Strategic Movement.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
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- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
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- "..\tactical\bullets.h"\
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- "..\tactical\faces.h"\
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- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
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- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
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- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Strategic Pathing.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Strategic Status.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Strategic Town Loyalty.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\strategic town reputation.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Strategic Turns.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-.\strategic.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-.\strategicmap.cpp : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\Loading Screen.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadGame.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
- "..\Standard Gaming Platform\mousesystem.h"\
- "..\Standard Gaming Platform\mousesystem_macros.h"\
- "..\standard gaming platform\mss.h"\
- "..\Standard Gaming Platform\Mutex Manager.h"\
- "..\Standard Gaming Platform\pcx.h"\
- "..\Standard Gaming Platform\random.h"\
- "..\Standard Gaming Platform\sgp.h"\
- "..\Standard Gaming Platform\shading.h"\
- "..\Standard Gaming Platform\soundman.h"\
- "..\Standard Gaming Platform\timer.h"\
- "..\Standard Gaming Platform\TopicIDs.h"\
- "..\Standard Gaming Platform\TopicOps.h"\
- "..\Standard Gaming Platform\Video.h"\
- "..\Standard Gaming Platform\vobject.h"\
- "..\Standard Gaming Platform\vobject_blitters.h"\
- "..\Standard Gaming Platform\vsurface.h"\
- "..\Standard Gaming Platform\WCheck.h"\
- "..\Sys Globals.h"\
- "..\tactical\air raid.h"\
- "..\Tactical\animation cache.h"\
- "..\Tactical\Animation Control.h"\
- "..\Tactical\Animation Data.h"\
- "..\Tactical\Arms Dealer Init.h"\
- "..\Tactical\Boxing.h"\
- "..\tactical\bullets.h"\
- "..\Tactical\Campaign.h"\
- "..\tactical\dialogue control.h"\
- "..\Tactical\Enemy Soldier Save.h"\
- "..\tactical\faces.h"\
- "..\Tactical\Handle Items.h"\
- "..\Tactical\Handle UI.h"\
- "..\tactical\interface control.h"\
- "..\Tactical\Interface Cursors.h"\
- "..\tactical\interface dialogue.h"\
- "..\Tactical\Interface Items.h"\
- "..\Tactical\interface panels.h"\
- "..\tactical\interface utils.h"\
- "..\Tactical\Interface.h"\
- "..\Tactical\Inventory Choosing.h"\
- "..\Tactical\Item Types.h"\
- "..\Tactical\Items.h"\
- "..\Tactical\Keys.h"\
- "..\Tactical\los.h"\
- "..\Tactical\Map Information.h"\
- "..\tactical\merc entering.h"\
- "..\Tactical\Merc Hiring.h"\
- "..\Tactical\Militia Control.h"\
- "..\Tactical\Morale.h"\
- "..\Tactical\opplist.h"\
- "..\Tactical\overhead types.h"\
- "..\Tactical\Overhead.h"\
- "..\Tactical\PATHAI.H"\
- "..\Tactical\points.h"\
- "..\tactical\rotting corpses.h"\
- "..\tactical\rt time defines.h"\
- "..\Tactical\SkillCheck.h"\
- "..\Tactical\Soldier Add.h"\
- "..\Tactical\soldier ani.h"\
- "..\Tactical\Soldier Control.h"\
- "..\Tactical\Soldier Create.h"\
- "..\tactical\soldier find.h"\
- "..\Tactical\Soldier Init List.h"\
- "..\Tactical\Soldier macros.h"\
- "..\Tactical\soldier profile type.h"\
- "..\Tactical\Soldier Profile.h"\
- "..\Tactical\Squads.h"\
- "..\tactical\structure wrap.h"\
- "..\Tactical\Tactical Save.h"\
- "..\tactical\tactical turns.h"\
- "..\Tactical\TeamTurns.h"\
- "..\Tactical\Vehicles.h"\
- "..\Tactical\weapons.h"\
- "..\Tactical\World Items.h"\
- "..\TacticalAI\ai.h"\
- "..\TacticalAI\NPC.h"\
- "..\TileEngine\Ambient Control.h"\
- "..\TileEngine\Ambient Types.h"\
- "..\TileEngine\environment.h"\
- "..\TileEngine\Exit Grids.h"\
- "..\tileengine\explosion control.h"\
- "..\TileEngine\Isometric Utils.h"\
- "..\TileEngine\lighting.h"\
- "..\TileEngine\Map Edgepoints.h"\
- "..\tileengine\phys math.h"\
- "..\tileengine\physics.h"\
- "..\TileEngine\Radar Screen.h"\
- "..\TileEngine\render dirty.h"\
- "..\TileEngine\Render Fun.h"\
- "..\TileEngine\renderworld.h"\
- "..\TileEngine\SaveLoadMap.h"\
- "..\TileEngine\Shade Table Util.h"\
- "..\TileEngine\Simple Render Utils.h"\
- "..\TileEngine\Structure Internals.h"\
- "..\TileEngine\structure.h"\
- "..\TileEngine\sysutil.h"\
- "..\tileengine\tactical placement gui.h"\
- "..\TileEngine\Tile Animation.h"\
- "..\TileEngine\TileDat.h"\
- "..\TileEngine\tiledef.h"\
- "..\tileengine\world tileset enums.h"\
- "..\TileEngine\WorldDat.h"\
- "..\TileEngine\worlddef.h"\
- "..\TileEngine\worldman.h"\
- "..\utils\_ja25englishtext.h"\
- "..\Utils\Animated ProgressBar.h"\
- "..\Utils\cursors.h"\
- "..\Utils\Debug Control.h"\
- "..\Utils\Event Manager.h"\
- "..\Utils\Event Pump.h"\
- "..\Utils\Font Control.h"\
- "..\utils\merctextbox.h"\
- "..\Utils\message.h"\
- "..\Utils\Multi Language Graphic Utils.h"\
- "..\Utils\Music Control.h"\
- "..\utils\popupbox.h"\
- "..\Utils\Sound Control.h"\
- "..\Utils\Text Input.h"\
- "..\Utils\Text.h"\
- "..\Utils\Timer Control.h"\
- "..\Utils\utilities.h"\
- "..\utils\wordwrap.h"\
- ".\Assignments.h"\
- ".\Auto Resolve.h"\
- ".\Campaign Init.h"\
- ".\Campaign Types.h"\
- ".\Creature Spreading.h"\
- ".\Game Clock.h"\
- ".\Game Event Hook.h"\
- ".\Game Events.h"\
- ".\Game Init.h"\
- ".\Map Screen Helicopter.h"\
- ".\Map Screen Interface Border.h"\
- ".\Map Screen Interface Bottom.h"\
- ".\Map Screen Interface Map Inventory.h"\
- ".\Map Screen Interface Map.h"\
- ".\Map Screen Interface TownMine Info.h"\
- ".\Map Screen Interface.h"\
- ".\mapscreen.h"\
- ".\meanwhile.h"\
- ".\Merc Contract.h"\
- ".\Player Command.h"\
- ".\PreBattle Interface.h"\
- ".\Queen Command.h"\
- ".\quest debug system.h"\
- ".\Quests.h"\
- ".\questtext.h"\
- ".\Scheduling.h"\
- ".\Strategic AI.h"\
- ".\Strategic All.h"\
- ".\Strategic Event Handler.h"\
- ".\Strategic Merc Handler.h"\
- ".\Strategic Mines.h"\
- ".\Strategic Movement.h"\
- ".\Strategic Pathing.h"\
- ".\Strategic Status.h"\
- ".\Strategic Town Loyalty.h"\
- ".\strategic town reputation.h"\
- ".\strategic turns.h"\
- ".\strategic.h"\
- ".\strategicmap.h"\
- ".\Town Militia.h"\
-
-
-".\Town Militia.cpp" : \
- "..\builddefines.h"\
- "..\cheats.h"\
- "..\Editor\Editor Taskbar Utils.h"\
- "..\fade screen.h"\
- "..\gameloop.h"\
- "..\gamescreen.h"\
- "..\GameSettings.h"\
- "..\gameversion.h"\
- "..\jascreens.h"\
- "..\Language Defines.h"\
- "..\Laptop\aim.h"\
- "..\Laptop\AimMembers.h"\
- "..\laptop\bobbyr.h"\
- "..\Laptop\BobbyRGuns.h"\
- "..\Laptop\email.h"\
- "..\Laptop\files.h"\
- "..\Laptop\finances.h"\
- "..\Laptop\history.h"\
- "..\Laptop\insurance Contract.h"\
- "..\Laptop\laptop.h"\
- "..\Laptop\LaptopSave.h"\
- "..\Laptop\mercs.h"\
- "..\Laptop\personnel.h"\
- "..\Laptop\Store Inventory.h"\
- "..\local.h"\
- "..\MessageBoxScreen.h"\
- "..\Options Screen.h"\
- "..\SaveLoadScreen.h"\
- "..\screenids.h"\
- "..\SCREENS.H"\
- "..\standard gaming platform\button sound control.h"\
- "..\Standard Gaming Platform\Button System.h"\
- "..\Standard Gaming Platform\container.h"\
- "..\Standard Gaming Platform\Cursor Control.h"\
- "..\Standard Gaming Platform\DbMan.h"\
- "..\Standard Gaming Platform\Debug.h"\
- "..\Standard Gaming Platform\DirectDraw Calls.h"\
- "..\Standard Gaming Platform\DirectX Common.h"\
- "..\Standard Gaming Platform\english.h"\
- "..\standard gaming platform\expat.h"\
- "..\Standard Gaming Platform\FileMan.h"\
- "..\Standard Gaming Platform\font.h"\
- "..\Standard Gaming Platform\himage.h"\
- "..\Standard Gaming Platform\imgfmt.h"\
- "..\Standard Gaming Platform\Input.h"\
- "..\Standard Gaming Platform\line.h"\
- "..\Standard Gaming Platform\MemMan.h"\
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diff --git a/Strategic/Strategic.dsp b/Strategic/Strategic.dsp
deleted file mode 100644
index 5751a81a..00000000
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diff --git a/Strategic/Strategic.vcproj b/Strategic/Strategic.vcproj
deleted file mode 100644
index 14d7f864..00000000
--- a/Strategic/Strategic.vcproj
+++ /dev/null
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diff --git a/Strategic/Strategic_2005Express.vcproj b/Strategic/Strategic_2005Express.vcproj
index 7b119c7f..f4630d34 100644
--- a/Strategic/Strategic_2005Express.vcproj
+++ b/Strategic/Strategic_2005Express.vcproj
@@ -267,6 +267,68 @@
Name="VCPostBuildEventTool"
/>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Strategic/Strategic_VS2008.vcproj b/Strategic/Strategic_VS2008.vcproj
index c7d8f2e5..5ed7befa 100644
--- a/Strategic/Strategic_VS2008.vcproj
+++ b/Strategic/Strategic_VS2008.vcproj
@@ -268,6 +268,70 @@
Name="VCPostBuildEventTool"
/>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Strategic/Town Militia.cpp b/Strategic/Town Militia.cpp
index bb19438b..db0a8daf 100644
--- a/Strategic/Town Militia.cpp
+++ b/Strategic/Town Militia.cpp
@@ -330,10 +330,10 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
}
- // the trainer announces to player that he's finished his assignment. Make his sector flash!
- AssignmentDone( pTrainer, TRUE, FALSE );
+ // the trainer announces to player that he's finished his assignment. Make his sector flash!
+ AssignmentDone( pTrainer, TRUE, FALSE );
- // handle completion of town by training group
+ // handle completion of town by training group
HandleCompletionOfTownTrainingByGroupWithTrainer( pTrainer, TOWN_MILITIA );
}
}
@@ -673,7 +673,6 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia2");
ubMilitiaType = MOBILE_MILITIA;
else
return;
-
// grab total number of sectors
iNumberOfSectors = GetNumberOfUnpaidTrainableSectors( ubMilitiaType );
Assert( iNumberOfSectors > 0 );
@@ -687,25 +686,24 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia2");
{
// If Regulars are maxed, and Elites are allowed, calculate cost to upgrade Regular->Elite
if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, REGULAR_MILITIA )
- && (gGameExternalOptions.gfTrainVeteranMilitia)
- && (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
- {
- giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iVeteranCostModifier) * iNumberOfSectors;
- Assert( giTotalCostOfTraining > 0 );
- gfAreWePromotingRegular = TRUE;
- }
- // If Greens are maxed, calculate cost to upgrade Green->Regular
- else if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, GREEN_MILITIA ))
- {
- giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iRegularCostModifier) * iNumberOfSectors;
- Assert( giTotalCostOfTraining > 0 );
- gfAreWePromotingGreen = TRUE;
- }
+ && (gGameExternalOptions.gfTrainVeteranMilitia)
+ && (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
+ {
+ giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iVeteranCostModifier) * iNumberOfSectors;
+ Assert( giTotalCostOfTraining > 0 );
+ gfAreWePromotingRegular = TRUE;
+ }
+ else if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, GREEN_MILITIA ))
+ {
+ giTotalCostOfTraining = (iMilitiaTrainingCost*gGameExternalOptions.iRegularCostModifier) * iNumberOfSectors;
+ Assert( giTotalCostOfTraining > 0 );
+ gfAreWePromotingGreen = TRUE;
+ }
// Normal training.
- else
- {
- giTotalCostOfTraining = iMilitiaTrainingCost * iNumberOfSectors;
- Assert( giTotalCostOfTraining > 0 );
+ else
+ {
+ giTotalCostOfTraining = iMilitiaTrainingCost * iNumberOfSectors;
+ Assert( giTotalCostOfTraining > 0 );
}
}
@@ -1084,7 +1082,6 @@ void PayMilitiaTrainingYesNoBoxCallback( UINT8 bExitValue )
#ifdef JA2BETAVERSION
// put this BEFORE training gets handled to avoid detecting an error everytime a sector completes training
- // HEADROCK HAM 3.6: Checks both Mobiles and Garrisons.
VerifyTownTrainingIsPaidFor();
#endif
@@ -1518,9 +1515,9 @@ void HandleContinueOfTownTraining( void )
//If the militia view isn't currently active, then turn it on when prompting to continue training.
if ( !fShowMilitia )
- {
- ToggleShowMilitiaMode();
- }
+ {
+ ToggleShowMilitiaMode();
+ }
}
return;
@@ -1872,8 +1869,6 @@ void BuildMilitiaPromotionsString( STR16 str )
gbRegToElitePromotions = 0;
gbMilitiaPromotions = 0;
}
-
-
// HEADROCK HAM 3.3: This function finds the best Militia Trainer in the target sector. It may also take into account
// mercs' TEACHING skill, if told to. The function returns the calculated "Effective Leadership" of the selected
// trainer.
diff --git a/Strategic/XML_Roaming.cpp b/Strategic/XML_Roaming.cpp
index ee474f70..3485b26f 100644
--- a/Strategic/XML_Roaming.cpp
+++ b/Strategic/XML_Roaming.cpp
@@ -18,6 +18,7 @@
extern INT32 iRestrictedSectorArraySize;
extern UINT32 gRestrictMilitia[256];
+
typedef enum
{
ROAMING_ELEMENT_NONE = 0,
diff --git a/Strategic/mapscreen.cpp b/Strategic/mapscreen.cpp
index 89bf189c..beeadd70 100644
--- a/Strategic/mapscreen.cpp
+++ b/Strategic/mapscreen.cpp
@@ -117,6 +117,7 @@
#include "connect.h" //hayden
#include "fresh_header.h"
+#include "InterfaceItemImages.h"
// DEFINES
@@ -2864,7 +2865,6 @@ void DrawCharacterInfo(INT16 sCharNumber)
{
wcscpy(sString,pTownNames[GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY ) ] );
}
-
// repairing?
else if( pSoldier->bAssignment == REPAIR )
{
@@ -3989,10 +3989,9 @@ void DrawMPPlayerList ()
SetBackgroundRectFilled( iBack );
//DrawString( (STR16)szPlayerName , usX,usY, MAP_SCREEN_FONT);
- // check for gametype here
- //wcscpy(szTeam,L"N/A");
- if (PLAYER_BSIDE==MP_TYPE_DEATHMATCH)
- wcscpy(szTeam,L"N/A");
+ // WANNE: No team selection in DM or COOP
+ if (PLAYER_BSIDE == MP_TYPE_DEATHMATCH || PLAYER_BSIDE == MP_TYPE_COOP)
+ wcscpy(szTeam, gszMPTeamNames[4]);
else
wcscpy(szTeam,gszMPTeamNames[client_teams[i]]);
FindFontCenterCoordinates((short)MP_TEAM_X + 1, (short)(MP_ROWSTART_Y+(row*Y_SIZE)), (short)MP_TEAM_W, (short)Y_SIZE, szTeam, (long)MAP_SCREEN_FONT, &usX, &usY);
@@ -4342,7 +4341,6 @@ void CreateDestroyMouseRegionsForTeamBox()
if (!is_team_box_open)
{
-
// grab height of font
iFontHeight = GetLineSpace( ghMPTeamBox ) + GetFontHeight( GetBoxFont( ghMPTeamBox ) );
@@ -4362,7 +4360,7 @@ void CreateDestroyMouseRegionsForTeamBox()
SetCurrentBox( ghMPTeamBox );
// define regions
- for( iCounter = 0; iCounter < MAX_EDGES; iCounter++ )
+ for( iCounter = 0; iCounter < MAX_MP_TEAMS; iCounter++ )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gTeamMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghMPTeamBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghMPTeamBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
@@ -6425,7 +6423,10 @@ UINT32 HandleMapUI( )
// OJW - 20081201 - change this state away from allowlaptop to its own field
// or something more seperate from that concept
if (is_server && !allowlaptop)
+ {
+ InitializeWorldSize(sMapX, sMapY, 0);
send_mapchange();
+ }
}
}
else
@@ -6561,6 +6562,65 @@ UINT32 HandleMapUI( )
}
+// WANNE - BMP: This method is used only for multiplayer
+void InitializeWorldSize(INT16 sSectorX, INT16 sSectorY , INT8 bSectorZ)
+{
+ CHAR8 datFilename[ 50 ];
+ CHAR8 mapFilename[ 50 ];
+ UINT32 uiFileSize;
+ INT8 *pBuffer;
+ INT8 *pBufferHead;
+ UINT32 uiBytesRead;
+ UINT8 ubMinorMapVersion;
+ FLOAT dMajorMapVersion;
+ HWFILE hfile;
+
+ GetMapFileName( sSectorX, sSectorY, bSectorZ, datFilename, TRUE, TRUE );
+
+ //Load the placeholder map if the real map doesn't exist.
+ if( !MapExists((UINT8 *) datFilename ) )
+ {
+ AssertMsg( 0, "Failed to load map file." );
+ }
+
+ sprintf( mapFilename, "MAPS\\%s", datFilename );
+
+ // Open file
+ hfile = FileOpen( mapFilename, FILE_ACCESS_READ, FALSE );
+
+ if ( !hfile )
+ {
+ // Initialize with default "normal" map size
+ SetWorldSize(OLD_WORLD_ROWS, OLD_WORLD_COLS);
+ }
+ else
+ {
+ //Get the file size and alloc one huge buffer for it.
+ //We will use this buffer to transfer all of the data from.
+ uiFileSize = FileGetSize( hfile );
+ pBuffer = (INT8*)MemAlloc( uiFileSize );
+ pBufferHead = pBuffer;
+ FileRead( hfile, pBuffer, uiFileSize, &uiBytesRead );
+ FileClose( hfile );
+
+ // Read JA2 Version ID
+ LOADDATA( &dMajorMapVersion, pBuffer, sizeof( FLOAT ) );
+ LOADDATA( &ubMinorMapVersion, pBuffer, sizeof( UINT8 ) );
+
+ if(dMajorMapVersion < 7.00)
+ // old map - always 160x160
+ SetWorldSize(OLD_WORLD_ROWS, OLD_WORLD_COLS);
+ else
+ {
+ INT32 iRowSize = 0, iColSize = 0;
+ LOADDATA( &iRowSize, pBuffer, sizeof( INT32 ) );
+ LOADDATA( &iColSize, pBuffer, sizeof( INT32 ) );
+ SetWorldSize(iRowSize, iColSize);
+ }
+ }
+}
+
+
void GetMapKeyboardInput( UINT32 *puiNewEvent )
{
InputAtom InputEvent;
@@ -6844,7 +6904,8 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
case BACKSPACE:
StopAnyCurrentlyTalkingSpeech( );
break;
-
+
+ // multiplayer: Roman: Should be changed, because the keys are already bount to another feature
case F1:
// WANNE: No more needed
/*
@@ -7091,12 +7152,22 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
}*/
case '8':
case '9':
+ if(gGameExternalOptions.fEnableInventoryPoolQ && fShowMapInventoryPool == TRUE)//dnl ch51 081009
+ {
+ SwitchToInventoryPoolQ((UINT8)InputEvent.usParam);
+ break;
+ }
// multi-selects all characters in that squad. SHIFT key and 1-0 for squads 11-20
bSquadNumber = ( INT8 ) ( InputEvent.usParam - '1' ); // internal squad #s start at 0
SelectAllCharactersInSquad( bSquadNumber );
break;
case '0':
+ if(gGameExternalOptions.fEnableInventoryPoolQ && fShowMapInventoryPool == TRUE)//dnl ch51 081009
+ {
+ SwitchToInventoryPoolQ('0');
+ break;
+ }
SelectAllCharactersInSquad( 9 ); // internal squad #s start at 0
if(is_networked)test_func2();
break;
@@ -7202,6 +7273,11 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
break;
case 'c':
+ if(gGameExternalOptions.fEnableInventoryPoolQ && fShowMapInventoryPool == TRUE)//dnl ch51 081009
+ {
+ CopySectorInventoryToInventoryPoolQ(0);
+ break;
+ }
RequestContractMenu();
break;
@@ -7423,6 +7499,11 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
if (is_networked)
kick_player();
}
+ else if(gGameExternalOptions.fEnableInventoryPoolQ && fShowMapInventoryPool == TRUE)//dnl ch51 081009
+ {
+ CopySectorInventoryToInventoryPoolQs(0);
+ //break;
+ }
break;
case 'l':
@@ -7570,6 +7651,11 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
gfSaveGame = TRUE;
RequestTriggerExitFromMapscreen( MAP_EXIT_TO_SAVE );
}
+ else if(gGameExternalOptions.fEnableInventoryPoolQ && fShowMapInventoryPool == TRUE)//dnl ch51 081009
+ {
+ SortInventoryPoolQ();
+ //break;
+ }
break;
case 'S':
if( fCtrl )
@@ -9103,7 +9189,7 @@ void MAPInvClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
{
// Update mouse cursor
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
- gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
+ gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
MSYS_SetCurrentCursor( EXTERN_CURSOR );
@@ -9202,7 +9288,7 @@ void InternalMAPBeginItemPointer( SOLDIERTYPE *pSoldier )
// Set mouse
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
- gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
+ gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
MSYS_SetCurrentCursor( EXTERN_CURSOR );
@@ -9287,7 +9373,7 @@ void MAPBeginKeyRingItemPointer( SOLDIERTYPE *pSoldier, UINT8 uiKeySlot )
// Set mouse
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
- gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
+ gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
MSYS_SetCurrentCursor( EXTERN_CURSOR );
@@ -9806,10 +9892,12 @@ void MPReadyButtonCallback( GUI_BUTTON *btn, INT32 reason )
// warn the user that cannot change once buying has commenced
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, gszMPMapscreenText[4]);
}
+ /*
else if (RANDOM_SPAWN)
{
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, L"Cannot change edge, the game is set to random spawn");
}
+ */
}
else
{
@@ -11315,34 +11403,44 @@ void HandleShadingOfLinesForContractMenu( void )
{
pProfile = &( gMercProfiles[ pSoldier->ubProfile ] );
- // one day
- if( pProfile->sSalary > LaptopSaveInfo.iCurrentBalance )
+ if (is_networked)
{
+ // WANNE - MP: Shade all contract renewals, because it is not needed in a MP game
ShadeStringInBox( ghContractBox, CONTRACT_MENU_DAY );
- }
- else
- {
- UnShadeStringInBox( ghContractBox, CONTRACT_MENU_DAY );
- }
-
- // one week
- if( ( INT32 )( pProfile->uiWeeklySalary ) > LaptopSaveInfo.iCurrentBalance )
- {
ShadeStringInBox( ghContractBox, CONTRACT_MENU_WEEK );
- }
- else
- {
- UnShadeStringInBox( ghContractBox, CONTRACT_MENU_WEEK );
- }
-
- // two weeks
- if( ( INT32 )( pProfile->uiBiWeeklySalary ) > LaptopSaveInfo.iCurrentBalance )
- {
ShadeStringInBox( ghContractBox, CONTRACT_MENU_TWO_WEEKS );
}
else
{
- UnShadeStringInBox( ghContractBox, CONTRACT_MENU_TWO_WEEKS );
+ // one day
+ if( pProfile->sSalary > LaptopSaveInfo.iCurrentBalance )
+ {
+ ShadeStringInBox( ghContractBox, CONTRACT_MENU_DAY );
+ }
+ else
+ {
+ UnShadeStringInBox( ghContractBox, CONTRACT_MENU_DAY );
+ }
+
+ // one week
+ if( ( INT32 )( pProfile->uiWeeklySalary ) > LaptopSaveInfo.iCurrentBalance )
+ {
+ ShadeStringInBox( ghContractBox, CONTRACT_MENU_WEEK );
+ }
+ else
+ {
+ UnShadeStringInBox( ghContractBox, CONTRACT_MENU_WEEK );
+ }
+
+ // two weeks
+ if( ( INT32 )( pProfile->uiBiWeeklySalary ) > LaptopSaveInfo.iCurrentBalance )
+ {
+ ShadeStringInBox( ghContractBox, CONTRACT_MENU_TWO_WEEKS );
+ }
+ else
+ {
+ UnShadeStringInBox( ghContractBox, CONTRACT_MENU_TWO_WEEKS );
+ }
}
}
else
@@ -11362,6 +11460,12 @@ void HandleShadingOfLinesForContractMenu( void )
{
UnShadeStringInBox( ghContractBox, CONTRACT_MENU_TERMINATE );
}
+
+ // WANNE - MP: Disable "Dismiss" button when Random merc was selected, because we cannot hire any new merc
+ if (is_networked && RANDOM_MERCS)
+ {
+ ShadeStringInBox( ghContractBox, CONTRACT_MENU_TERMINATE );
+ }
}
@@ -15822,7 +15926,6 @@ void MapscreenMarkButtonsDirty()
}
}
}
-
// HEADROCK HAM 3.6: Get a total of all merc salaries. Used for the new Daily Expenses display.
INT32 GetTotalContractExpenses ( void )
{
@@ -15866,4 +15969,4 @@ INT32 GetTotalContractExpenses ( void )
ubCounter++;
}
return (iTotalCost);
-}
\ No newline at end of file
+}
diff --git a/Strategic/mapscreen.h b/Strategic/mapscreen.h
index 90cb97f8..ddb25e66 100644
--- a/Strategic/mapscreen.h
+++ b/Strategic/mapscreen.h
@@ -59,6 +59,8 @@ BOOLEAN SetInfoChar(UINT8 ubSolId);
void EndMapScreen( BOOLEAN fDuringFade );
void ReBuildCharactersList( void );
+// WANNE - BMP: Initialize world size for a multiplayer game
+void InitializeWorldSize( INT16 sSectorX, INT16 sSectorY , INT8 bSectorZ );
BOOLEAN HandlePreloadOfMapGraphics( void );
void HandleRemovalOfPreLoadedMapGraphics( void );
diff --git a/Strategic/strategicmap.cpp b/Strategic/strategicmap.cpp
index c0abd4b4..9ea03277 100644
--- a/Strategic/strategicmap.cpp
+++ b/Strategic/strategicmap.cpp
@@ -133,7 +133,7 @@ enum
};
BOOLEAN HandleDefiniteUnloadingOfWorld( UINT8 ubUnloadCode );
-extern INT16 gsRobotGridNo;
+extern INT32 gsRobotGridNo;
extern BOOLEAN gfUndergroundTacticalTraversal;
extern MINE_LOCATION_TYPE gMineLocation[MAX_NUMBER_OF_MINES];
@@ -154,8 +154,8 @@ GROUP *gpAdjacentGroup = NULL;
UINT8 gubAdjacentJumpCode;
UINT32 guiAdjacentTraverseTime;
UINT8 gubTacticalDirection;
-INT16 gsAdditionalData;
-INT16 gusDestExitGridNo;
+INT32 gsAdditionalData;//dnl ch56 151009
+INT32 gusDestExitGridNo;
BOOLEAN fUsingEdgePointsForStrategicEntry = FALSE;
BOOLEAN gfInvalidTraversal = FALSE;
@@ -188,8 +188,8 @@ BOOLEAN fSamSiteFoundOrig[ MAX_NUMBER_OF_SAMS ];
INT16 pSamList[ MAX_NUMBER_OF_SAMS ];
// girdno's of control terminal of sam site
-INT16 pSamGridNoAList[ MAX_NUMBER_OF_SAMS ];
-INT16 pSamGridNoBList[ MAX_NUMBER_OF_SAMS ];
+INT32 pSamGridNoAList[ MAX_NUMBER_OF_SAMS ];
+INT32 pSamGridNoBList[ MAX_NUMBER_OF_SAMS ];
// ATE: Update this w/ graphic used
// Use 3 if / orientation, 4 if \ orientation
@@ -304,8 +304,8 @@ BOOLEAN ReadInStrategicMapSectorTownNames(STR fileName, BOOLEAN localizedVersion
void DoneFadeOutAdjacentSector( void );
void DoneFadeOutExitGridSector( void );
-INT16 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection );
-INT16 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UINT32 *puiNumAttempts );
+INT32 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection );
+INT32 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UINT32 *puiNumAttempts );
void HandleQuestCodeOnSectorExit( INT16 sOldSectorX, INT16 sOldSectorY, INT8 bOldSectorZ );
void HandlePotentialMoraleHitForSkimmingSectors( GROUP *pGroup );
@@ -388,8 +388,8 @@ typedef struct
INT16 samSectorY;
BOOLEAN samHidden;
INT8 samOrientation;
- INT16 samGridNoA;
- INT16 samGridNoB;
+ INT32 samGridNoA;
+ INT32 samGridNoB;
} samInfo;
typedef struct
@@ -1460,36 +1460,36 @@ void EndLoadScreen( )
ScreenMsg( FONT_YELLOW, MSG_TESTVERSION, L"See JA2\\Data\\TimeResults.txt for more detailed timings." );
//Record all of the timings.
- timeResults << str << CLog::endl;
- timeResults << "EnterSector() supersets LoadWorld(). This includes other external sections." << CLog::endl;
+ timeResults << str << CLog::ENDL;
+ timeResults << "EnterSector() supersets LoadWorld(). This includes other external sections." << CLog::ENDL;
//FileRead()
- timeResults << CLog::endl << CLog::endl << "VARIOUS FUNCTION TIMINGS (exclusive of actual function timings in second heading)" << CLog::endl;
+ timeResults << CLog::ENDL << CLog::ENDL << "VARIOUS FUNCTION TIMINGS (exclusive of actual function timings in second heading)" << CLog::ENDL;
uiSeconds = uiTotalFileReadTime / 1000;
uiHundreths = (uiTotalFileReadTime / 10) % 100;
//fprintf( fp, "FileRead: %d.%02d (called %d times)\n", uiSeconds, uiHundreths, uiTotalFileReadCalls );
- timeResults << "FileRead: " <flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE)
{
- Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
+ //Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
+ Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds(MercPtrs[i]->sGridNo) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
}
}
@@ -1895,7 +1896,8 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
// This will result in an assertion error, so let's skip the assertion if the merc is assigned to a vehicle
if(!(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE)
{
- Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
+ //Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
+ Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds(MercPtrs[i]->sGridNo) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
}
}
@@ -2058,7 +2060,7 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
INT16 sWarpWorldX;
INT16 sWarpWorldY;
INT8 bWarpWorldZ;
- INT16 sWarpGridNo;
+ INT32 sWarpGridNo;
if ( GetWarpOutOfMineCodes( &sWarpWorldX, &sWarpWorldY, &bWarpWorldZ, &sWarpGridNo ) && gbWorldSectorZ >= 2 )
{
@@ -2691,7 +2693,7 @@ void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
else if( gfOverrideInsertionWithExitGrid )
{
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
- pSoldier->usStrategicInsertionData = gExitGrid.sGridNo;
+ pSoldier->usStrategicInsertionData = gExitGrid.usGridNo;
}
}
@@ -2829,7 +2831,38 @@ void UpdateMercInSector( SOLDIERTYPE *pSoldier, INT16 sSectorX, INT16 sSectorY,
break;
case INSERTION_CODE_PRIMARY_EDGEINDEX:
- pSoldier->sInsertionGridNo = SearchForClosestPrimaryMapEdgepoint( pSoldier->aiData.sPendingActionData2, (UINT8)pSoldier->usStrategicInsertionData );
+ //dnl ch48 041009 Risky translation, must never occur again on same element
+ gMapTrn.ResizeTrnCnt(pSoldier->aiData.sPendingActionData2);
+ if(fUsingEdgePointsForStrategicEntry)
+ {
+ INT32 sWorldX, sWorldY;
+ INT16 sScreenX, sScreenY, sX, sY;
+ // Determine 'mirror' gridno...
+ ConvertGridNoToXY(pSoldier->aiData.sPendingActionData2, &sX, &sY);
+ // Convert to absolute xy
+ GetWorldXYAbsoluteScreenXY(sX, sY, &sScreenX, &sScreenY);
+ // Get 'mirror', depending on what direction...
+ switch(gubTacticalDirection)
+ {
+ case NORTH:
+ sScreenY = MAPHEIGHT;
+ break;
+ case SOUTH:
+ sScreenY = 0;
+ break;
+ case EAST:
+ sScreenX = 0;
+ break;
+ case WEST:
+ sScreenX = MAPWIDTH;
+ break;
+ }
+ // Convert into a gridno again.....
+ GetFromAbsoluteScreenXYWorldXY(&sWorldX, &sWorldY, sScreenX, sScreenY);
+ // Save this gridNo....
+ pSoldier->aiData.sPendingActionData2 = GETWORLDINDEXFROMWORLDCOORDS(sWorldY, sWorldX);
+ }
+ pSoldier->sInsertionGridNo = SearchForClosestPrimaryMapEdgepoint(pSoldier->aiData.sPendingActionData2, (UINT8)pSoldier->usStrategicInsertionData);
#ifdef JA2BETAVERSION
{
CHAR8 str[256];
@@ -2837,8 +2870,8 @@ void UpdateMercInSector( SOLDIERTYPE *pSoldier, INT16 sSectorX, INT16 sSectorY,
pSoldier->name, pSoldier->sInsertionGridNo, pSoldier->aiData.sPendingActionData2, pSoldier->usStrategicInsertionData );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, str );
}
- #endif
- if( pSoldier->sInsertionGridNo == NOWHERE )
+ #endif
+ if( TileIsOutOfBounds(pSoldier->sInsertionGridNo))
{
ScreenMsg( FONT_RED, MSG_ERROR, L"Main edgepoint search failed for %s -- substituting entrypoint.", pSoldier->name );
pSoldier->ubStrategicInsertionCode = (UINT8)pSoldier->usStrategicInsertionData;
@@ -2854,8 +2887,8 @@ void UpdateMercInSector( SOLDIERTYPE *pSoldier, INT16 sSectorX, INT16 sSectorY,
pSoldier->name, pSoldier->sInsertionGridNo, pSoldier->aiData.sPendingActionData2, pSoldier->usStrategicInsertionData );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, str );
}
- #endif
- if( pSoldier->sInsertionGridNo == NOWHERE )
+ #endif
+ if(TileIsOutOfBounds(pSoldier->sInsertionGridNo))
{
ScreenMsg( FONT_RED, MSG_ERROR, L"Isolated edgepont search failed for %s -- substituting entrypoint.", pSoldier->name );
pSoldier->ubStrategicInsertionCode = (UINT8)pSoldier->usStrategicInsertionData;
@@ -2868,7 +2901,7 @@ void UpdateMercInSector( SOLDIERTYPE *pSoldier, INT16 sSectorX, INT16 sSectorY,
if ( sSectorX == gWorldSectorX && gWorldSectorX == 9 && sSectorY == gWorldSectorY && gWorldSectorY == 1 && bSectorZ == gbWorldSectorZ && gbWorldSectorZ == 0 )
{
// Try another location and walk into map
- pSoldier->sInsertionGridNo = 4379;
+ pSoldier->sInsertionGridNo = 4379;//dnl!!!
}
else
{
@@ -2884,7 +2917,7 @@ void UpdateMercInSector( SOLDIERTYPE *pSoldier, INT16 sSectorX, INT16 sSectorY,
return;
break;
default:
- pSoldier->sInsertionGridNo = 12880;
+ pSoldier->sInsertionGridNo = 12880;//dnl!!!
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper insertion code %d given to UpdateMercsInSector", pSoldier->ubStrategicInsertionCode ) );
break;
}
@@ -2894,7 +2927,7 @@ void UpdateMercInSector( SOLDIERTYPE *pSoldier, INT16 sSectorX, INT16 sSectorY,
//a missing part of the map or possible fault in strategic movement costs, traversal logic, etc.
CHAR16 szEntry[10];
CHAR16 szSector[10];
- INT16 sGridNo;
+ INT32 sGridNo;
GetLoadedSectorString( szSector );
if( gMapInformation.sNorthGridNo != -1 )
{
@@ -2924,7 +2957,7 @@ void UpdateMercInSector( SOLDIERTYPE *pSoldier, INT16 sSectorX, INT16 sSectorY,
else
{
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s has NO entrypoints -- using precise center of map for %s.", szSector, pSoldier->name );
- pSoldier->sInsertionGridNo = 12880;
+ pSoldier->sInsertionGridNo = 12880;//dnl!!!
AddSoldierToSector( pSoldier->ubID );
return;
}
@@ -2952,7 +2985,7 @@ void UpdateMercInSector( SOLDIERTYPE *pSoldier, INT16 sSectorX, INT16 sSectorY,
if ( pSoldier->sInsertionGridNo == -1 )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Insertion gridno for direction %d not added to map sector %d %d", pSoldier->ubStrategicInsertionCode, sSectorX, sSectorY ) );
- pSoldier->sInsertionGridNo = 12880;
+ pSoldier->sInsertionGridNo = 12880;//dnl!!!
}
AddSoldierToSector( pSoldier->ubID );
@@ -3088,111 +3121,111 @@ void GetSectorIDString( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ , STR16 zS
else
{
// Default JA2 Name selection
- if ( bTownNameID == BLANK_SECTOR )
+ if ( bTownNameID == BLANK_SECTOR )
+ {
+ // OK, build string id like J11
+ // are we dealing with the unfound towns?
+ switch( ubSectorID )
{
- // OK, build string id like J11
- // are we dealing with the unfound towns?
- switch( ubSectorID )
- {
- case SEC_D2: //Chitzena SAM
- if( !fSamSiteFound[ SAM_SITE_ONE ] )
- wcscat( zString, pLandTypeStrings[ TROPICS ] );
- else if( fDetailed )
- wcscat( zString, pLandTypeStrings[ TROPICS_SAM_SITE ] );
- else
- wcscat( zString, pLandTypeStrings[ SAM_SITE ] );
- break;
- case SEC_D15: //Drassen SAM
- if( !fSamSiteFound[ SAM_SITE_TWO ] )
- wcscat( zString, pLandTypeStrings[ SPARSE ] );
- else if( fDetailed )
- wcscat( zString, pLandTypeStrings[ SPARSE_SAM_SITE ] );
- else
- wcscat( zString, pLandTypeStrings[ SAM_SITE ] );
- break;
- case SEC_I8: //Cambria SAM
- if( !fSamSiteFound[ SAM_SITE_THREE ] )
- wcscat( zString, pLandTypeStrings[ SAND ] );
- else if( fDetailed )
- wcscat( zString, pLandTypeStrings[ SAND_SAM_SITE ] );
- else
- wcscat( zString, pLandTypeStrings[ SAM_SITE ] );
- break;
- default:
- wcscat( zString, pLandTypeStrings[ ubLandType ] );
- break;
- }
+ case SEC_D2: //Chitzena SAM
+ if( !fSamSiteFound[ SAM_SITE_ONE ] )
+ wcscat( zString, pLandTypeStrings[ TROPICS ] );
+ else if( fDetailed )
+ wcscat( zString, pLandTypeStrings[ TROPICS_SAM_SITE ] );
+ else
+ wcscat( zString, pLandTypeStrings[ SAM_SITE ] );
+ break;
+ case SEC_D15: //Drassen SAM
+ if( !fSamSiteFound[ SAM_SITE_TWO ] )
+ wcscat( zString, pLandTypeStrings[ SPARSE ] );
+ else if( fDetailed )
+ wcscat( zString, pLandTypeStrings[ SPARSE_SAM_SITE ] );
+ else
+ wcscat( zString, pLandTypeStrings[ SAM_SITE ] );
+ break;
+ case SEC_I8: //Cambria SAM
+ if( !fSamSiteFound[ SAM_SITE_THREE ] )
+ wcscat( zString, pLandTypeStrings[ SAND ] );
+ else if( fDetailed )
+ wcscat( zString, pLandTypeStrings[ SAND_SAM_SITE ] );
+ else
+ wcscat( zString, pLandTypeStrings[ SAM_SITE ] );
+ break;
+ default:
+ wcscat( zString, pLandTypeStrings[ ubLandType ] );
+ break;
}
- else
+ }
+ else
+ {
+ switch( ubSectorID )
{
- switch( ubSectorID )
- {
- case SEC_B13:
+ case SEC_B13:
+ if( fDetailed )
+ wcscat( zString, pLandTypeStrings[ DRASSEN_AIRPORT_SITE ] );
+ else
+ wcscat( zString, pTownNames[ DRASSEN ] );
+ break;
+ case SEC_F8:
+ if( fDetailed )
+ wcscat( zString, pLandTypeStrings[ CAMBRIA_HOSPITAL_SITE ] );
+ else
+ wcscat( zString, pTownNames[ CAMBRIA ] );
+ break;
+ case SEC_J9: //Tixa
+ if( !fFoundTixa )
+ wcscat( zString, pLandTypeStrings[ SAND ] );
+ else
+ wcscat( zString, pTownNames[ TIXA ] );
+ break;
+ case SEC_K4: //Orta
+ if( !fFoundOrta )
+ wcscat( zString, pLandTypeStrings[ SWAMP ] );
+ else
+ wcscat( zString, pTownNames[ ORTA ] );
+ break;
+ case SEC_N3:
+ if( fDetailed )
+ wcscat( zString, pLandTypeStrings[ MEDUNA_AIRPORT_SITE ] );
+ else
+ wcscat( zString, pTownNames[ MEDUNA ] );
+ break;
+ default:
+ if( ubSectorID == SEC_N4 && fSamSiteFound[ SAM_SITE_FOUR ] )
+ { //Meduna's SAM site
if( fDetailed )
- wcscat( zString, pLandTypeStrings[ DRASSEN_AIRPORT_SITE ] );
+ wcscat( zString, pLandTypeStrings[ MEDUNA_SAM_SITE ] );
else
- wcscat( zString, pTownNames[ DRASSEN ] );
- break;
- case SEC_F8:
+ wcscat( zString, pLandTypeStrings[ SAM_SITE ] );
+ }
+ else
+ { //All other towns that are known since beginning of the game.
+ wcscat( zString, pTownNames[ bTownNameID ] );
if( fDetailed )
- wcscat( zString, pLandTypeStrings[ CAMBRIA_HOSPITAL_SITE ] );
- else
- wcscat( zString, pTownNames[ CAMBRIA ] );
- break;
- case SEC_J9: //Tixa
- if( !fFoundTixa )
- wcscat( zString, pLandTypeStrings[ SAND ] );
- else
- wcscat( zString, pTownNames[ TIXA ] );
- break;
- case SEC_K4: //Orta
- if( !fFoundOrta )
- wcscat( zString, pLandTypeStrings[ SWAMP ] );
- else
- wcscat( zString, pTownNames[ ORTA ] );
- break;
- case SEC_N3:
- if( fDetailed )
- wcscat( zString, pLandTypeStrings[ MEDUNA_AIRPORT_SITE ] );
- else
- wcscat( zString, pTownNames[ MEDUNA ] );
- break;
- default:
- if( ubSectorID == SEC_N4 && fSamSiteFound[ SAM_SITE_FOUR ] )
- { //Meduna's SAM site
- if( fDetailed )
- wcscat( zString, pLandTypeStrings[ MEDUNA_SAM_SITE ] );
- else
- wcscat( zString, pLandTypeStrings[ SAM_SITE ] );
- }
- else
- { //All other towns that are known since beginning of the game.
- wcscat( zString, pTownNames[ bTownNameID ] );
- if( fDetailed )
- {
- switch( ubSectorID )
- { //Append the word, "mine" for town sectors containing a mine.
- case SEC_B2:
- case SEC_D4:
- case SEC_D13:
- case SEC_H3:
- case SEC_H8:
- case SEC_I14:
- wcscat( zString, L" " ); //space
- wcscat( zString, pwMineStrings[ 0 ] ); //then "Mine"
- break;
- }
+ {
+ switch( ubSectorID )
+ { //Append the word, "mine" for town sectors containing a mine.
+ case SEC_B2:
+ case SEC_D4:
+ case SEC_D13:
+ case SEC_H3:
+ case SEC_H8:
+ case SEC_I14:
+ wcscat( zString, L" " ); //space
+ wcscat( zString, pwMineStrings[ 0 ] ); //then "Mine"
+ break;
}
}
- break;
- }
+ }
+ break;
}
}
}
}
+}
-UINT8 SetInsertionDataFromAdjacentMoveDirection( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection, INT16 sAdditionalData )
+UINT8 SetInsertionDataFromAdjacentMoveDirection( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection, INT32 sAdditionalData )//dnl ch56 151009
{
UINT8 ubDirection;
EXITGRID ExitGrid;
@@ -3210,7 +3243,7 @@ UINT8 SetInsertionDataFromAdjacentMoveDirection( SOLDIERTYPE *pSoldier, UINT8 ub
}
ubDirection = 255;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
- pSoldier->usStrategicInsertionData = ExitGrid.sGridNo;
+ pSoldier->usStrategicInsertionData = ExitGrid.usGridNo;
pSoldier->bUseExitGridForReentryDirection = TRUE;
break;
@@ -3244,7 +3277,7 @@ UINT8 SetInsertionDataFromAdjacentMoveDirection( SOLDIERTYPE *pSoldier, UINT8 ub
}
-UINT8 GetInsertionDataFromAdjacentMoveDirection( UINT8 ubTacticalDirection, INT16 sAdditionalData )
+UINT8 GetInsertionDataFromAdjacentMoveDirection( UINT8 ubTacticalDirection, INT32 sAdditionalData )//dnl ch56 151009
{
UINT8 ubDirection;
@@ -3284,7 +3317,7 @@ UINT8 GetInsertionDataFromAdjacentMoveDirection( UINT8 ubTacticalDirection, INT1
}
-UINT8 GetStrategicInsertionDataFromAdjacentMoveDirection( UINT8 ubTacticalDirection, INT16 sAdditionalData )
+UINT8 GetStrategicInsertionDataFromAdjacentMoveDirection( UINT8 ubTacticalDirection, INT32 sAdditionalData )//dnl ch56 151009
{
UINT8 ubDirection;
@@ -3325,7 +3358,7 @@ UINT8 GetStrategicInsertionDataFromAdjacentMoveDirection( UINT8 ubTacticalDirect
}
-void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT16 sAdditionalData )
+void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT32 sAdditionalData )//dnl ch56 151009
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
@@ -3468,14 +3501,14 @@ void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT16
gsAdjacentSectorX = ExitGrid.ubGotoSectorX;
gsAdjacentSectorY = ExitGrid.ubGotoSectorY;
gbAdjacentSectorZ = ExitGrid.ubGotoSectorZ;
- gusDestExitGridNo = ExitGrid.sGridNo;
+ gusDestExitGridNo = ExitGrid.usGridNo;
}
// Give guy(s) orders to walk off sector...
if( pGroup->fPlayer )
{ //For player groups, update the soldier information
PLAYERGROUP *curr;
- INT16 sGridNo;
+ INT32 sGridNo;
UINT8 ubNum = 0;
curr = pGroup->pPlayerList;
@@ -3489,7 +3522,7 @@ void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT16
curr->pSoldier->sPreTraversalGridNo = curr->pSoldier->sGridNo;
- if ( sGridNo != NOWHERE )
+ if (!TileIsOutOfBounds(sGridNo))
{
// Save wait code - this will make buddy walk off screen into oblivion
curr->pSoldier->ubWaitActionToDo = 2;
@@ -3508,9 +3541,8 @@ void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT16
{
// Here, get closest location for exit grid....
sGridNo = FindGridNoFromSweetSpotCloseToExitGrid( curr->pSoldier, sAdditionalData, 10, &ubDirection );
-
- //curr->pSoldier->
- if ( sGridNo != NOWHERE )
+
+ if (!TileIsOutOfBounds(sGridNo))
{
// Save wait code - this will make buddy walk off screen into oblivion
// curr->pSoldier->ubWaitActionToDo = 2;
@@ -3698,204 +3730,10 @@ void AllMercsWalkedToExitGrid()
}
}
-/* BACKUP VERSION -- Before KM rewrote it
- The flaw with this version is that traversing multiple squads to an adjacent sector doesn't properly setup
- tactical traversal information for the first squads to traverse, only the last. The new version supports this
- feature.
-void AllMercsHaveWalkedOffSector( )
-{
- PLAYERGROUP *pPlayer;
- SOLDIERTYPE *pSoldier;
-
- HandleLoyaltyImplicationsOfMercRetreat( RETREAT_TACTICAL_TRAVERSAL, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
-
- // ATE: Added here: donot load another screen if we were told not to....
- if( ( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD || gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD ) )
- {
- //Case 1:
- //Move the group the conventionally strategic method
-
- // clear their strategic movement (mercpaths and waypoints)
- ClearMercPathsAndWaypointsForAllInGroup( gpAdjacentGroup );
-
- AddWaypointToPGroup( gpAdjacentGroup, (UINT8)gsAdjacentSectorX, (UINT8)gsAdjacentSectorY );
-
- pPlayer = gpAdjacentGroup->pPlayerList;
- while( pPlayer )
- {
- // NOTE: This line is different from case 2 and 3...
- RemoveSoldierFromTacticalSector( pPlayer->pSoldier, TRUE );
-
- // pass flag that this is a tactical traversal, the path built MUST go in the traversed direction even if longer!
- PlotPathForCharacter( pPlayer->pSoldier, gsAdjacentSectorX, gsAdjacentSectorY, TRUE );
- pPlayer = pPlayer->next;
- }
-
- SetDefaultSquadOnSectorEntry( TRUE );
- }
- else
- {
- // OK, Set insertion direction for all these guys....
- Assert( gpAdjacentGroup );
- pPlayer = gpAdjacentGroup->pPlayerList;
- while( pPlayer )
- {
- SetInsertionDataFromAdjacentMoveDirection( pPlayer->pSoldier, gubTacticalDirection, gsAdditionalData );
-
- pPlayer = pPlayer->next;
- }
- // OK, here we want to leave the screen
- // Two things can happen
- // 1 ) We are near a sector were there is a finite amount of time to traverse, so
- // we bring up mapscreen
- // 2 ) We can move right away so do it!
- if( guiAdjacentTraverseTime <= 5 )
- {
- INT16 sScreenX, sScreenY, sNewGridNo;
- UINT32 sWorldX, sWorldY;
-
- //Case 2:
- //Because tactical travel time between town sectors is inconsequential, just warp the group and
- //the time by 5 minutes.
-
- // Loop through each guy and:
- // Determine 'mirror' gridno to place him
- // set that gridno in data
- // change insertion code to use edgepoints....
- pPlayer = gpAdjacentGroup->pPlayerList;
- while( pPlayer )
- {
- pSoldier = pPlayer->pSoldier;
-
- // Determine 'mirror' gridno...
- // Convert to absolute xy
- GetWorldXYAbsoluteScreenXY( (INT16)(pSoldier->sX / CELL_X_SIZE ), (INT16)(pSoldier->sY / CELL_Y_SIZE ), &sScreenX, &sScreenY );
-
- // Get 'mirror', depending on what direction...
- switch( gubTacticalDirection )
- {
- case NORTH: sScreenY = 1520; break;
- case SOUTH: sScreenY = 0; break;
- case EAST: sScreenX = 0; break;
- case WEST: sScreenX = 3160; break;
- }
-
- // Convert into a gridno again.....
- GetFromAbsoluteScreenXYWorldXY( &sWorldX, &sWorldY, sScreenX, sScreenY );
- sNewGridNo = (INT16)GETWORLDINDEXFROMWORLDCOORDS( sWorldY, sWorldX );
-
- // Save this gridNo....
- pSoldier->aiData.sPendingActionData2 = sNewGridNo;
- // Copy CODe computed earlier into data
- pSoldier->usStrategicInsertionData = pSoldier->ubStrategicInsertionCode;
- // Now use NEW code....
-
- pSoldier->ubStrategicInsertionCode = CalcMapEdgepointClassInsertionCode( pSoldier->sPreTraversalGridNo );
-
- fUsingEdgePointsForStrategicEntry = TRUE;
-
- pPlayer = pPlayer->next;
- }
-
- gfTacticalTraversal = TRUE;
- gpTacticalTraversalGroup = gpAdjacentGroup;
-
- if( gbAdjacentSectorZ > 0 )
- { //Nasty strategic movement logic doesn't like underground sectors!
- gfUndergroundTacticalTraversal = TRUE;
- }
-
- // clear their strategic movement (mercpaths and waypoints)
- ClearMercPathsAndWaypointsForAllInGroup( gpAdjacentGroup );
-
- AddWaypointToPGroup( gpAdjacentGroup, (UINT8)gsAdjacentSectorX, (UINT8)gsAdjacentSectorY );
-
- pPlayer = gpAdjacentGroup->pPlayerList;
- while( pPlayer )
- {
- // pass flag that this is a tactical traversal, the path built MUST go in the traversed direction even if longer!
- PlotPathForCharacter( pPlayer->pSoldier, gsAdjacentSectorX, gsAdjacentSectorY, TRUE );
- pPlayer = pPlayer->next;
- }
-
- if( gbAdjacentSectorZ > 0 )
- { //Nasty strategic movement logic doesn't like underground sectors!
- gfUndergroundTacticalTraversal = FALSE;
- }
-
- //Warp the clock by 5 minutes, but ignore events until that 5 minutes is up.
- //...BUT only if we are above ground (if underground, traversal is always 1 minute.
- if( !gbAdjacentSectorZ )
- {
- UINT32 uiWarpTime;
- uiWarpTime = (GetWorldTotalMin() + 5) * 60 - GetWorldTotalSeconds();
- WarpGameTime( uiWarpTime, WARPTIME_PROCESS_TARGET_TIME_FIRST );
- //WarpGameTime( 300, WARPTIME_NO_PROCESSING_OF_EVENTS );
- //WarpGameTime( 1, WARPTIME_PROCESS_EVENTS_NORMALLY );
- }
- else if( gbAdjacentSectorZ > 0 )
- {
- UINT32 uiWarpTime;
- uiWarpTime = (GetWorldTotalMin() + 1) * 60 - GetWorldTotalSeconds();
- WarpGameTime( uiWarpTime, WARPTIME_PROCESS_TARGET_TIME_FIRST );
- //WarpGameTime( 60, WARPTIME_NO_PROCESSING_OF_EVENTS );
- //WarpGameTime( 1, WARPTIME_PROCESS_EVENTS_NORMALLY );
- }
-
- //Because we are actually loading the new map, and we are physically traversing, we don't want
- //to bring up the prebattle interface when we arrive if there are enemies there. This flag
- //ignores the initialization of the prebattle interface and clears the flag.
- gFadeOutDoneCallback = DoneFadeOutAdjacentSector;
- FadeOutGameScreen( );
- }
- else
- { //Case 3:
- BOOLEAN fWarpTime = FALSE;
-
- if( !gbAdjacentSectorZ && NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) )
- { //We are retreating from a sector with enemies in it and there are no mercs left so
- //warp the game time by 5 minutes to simulate the actual retreat. This restricts the
- //player from immediately coming back to the same sector they left to perhaps take advantage
- //of the tactical placement gui to get into better position. Additionally, if there are any
- //enemies in this sector that are part of a movement group, reset that movement group so that they
- //are "in" the sector rather than 75% of the way to the next sector if that is the case.
- fWarpTime = TRUE;
- ResetMovementForEnemyGroupsInLocation( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY );
- }
-
- //Lock game into mapscreen mode, but after the fade is done.
- gfEnteringMapScreen = TRUE;
-
- // ATE; Fade FAST....
- SetMusicFadeSpeed( 5 );
- SetMusicMode( MUSIC_TACTICAL_NOTHING );
- // clear their strategic movement (mercpaths and waypoints)
- ClearMercPathsAndWaypointsForAllInGroup( gpAdjacentGroup );
-
- AddWaypointToPGroup( gpAdjacentGroup, (UINT8)gsAdjacentSectorX, (UINT8)gsAdjacentSectorY );
-
- pPlayer = gpAdjacentGroup->pPlayerList;
- while( pPlayer )
- {
- // pass flag that this is a tactical traversal, the path built MUST go in the traversed direction even if longer!
- PlotPathForCharacter( pPlayer->pSoldier, gsAdjacentSectorX, gsAdjacentSectorY, TRUE );
- pPlayer = pPlayer->next;
- }
- if( fWarpTime )
- {
- WarpGameTime( 300, WARPTIME_NO_PROCESSING_OF_EVENTS );
- }
- }
- }
-}
-*/
-
void SetupTacticalTraversalInformation()
{
SOLDIERTYPE *pSoldier;
PLAYERGROUP *pPlayer;
- UINT32 sWorldX, sWorldY;
- INT16 sScreenX, sScreenY, sNewGridNo;
Assert( gpAdjacentGroup );
pPlayer = gpAdjacentGroup->pPlayerList;
@@ -3908,37 +3746,17 @@ void SetupTacticalTraversalInformation()
// pass flag that this is a tactical traversal, the path built MUST go in the traversed direction even if longer!
PlotPathForCharacter( pSoldier, gsAdjacentSectorX, gsAdjacentSectorY, TRUE );
- if( guiAdjacentTraverseTime <= 5 )
+ //dnl ch48 041009
+ if(guiAdjacentTraverseTime <= 5)
{
- // Determine 'mirror' gridno...
- // Convert to absolute xy
- GetWorldXYAbsoluteScreenXY( (INT16)(pSoldier->sX / CELL_X_SIZE ), (INT16)(pSoldier->sY / CELL_Y_SIZE ), &sScreenX, &sScreenY );
-
- // Get 'mirror', depending on what direction...
- switch( gubTacticalDirection )
- {
- case NORTH: sScreenY = 1520; break;
- case SOUTH: sScreenY = 0; break;
- case EAST: sScreenX = 0; break;
- case WEST: sScreenX = 3160; break;
- }
-
- // Convert into a gridno again.....
- GetFromAbsoluteScreenXYWorldXY( (INT32 *)&sWorldX, (INT32 *)&sWorldY, sScreenX, sScreenY );
- sNewGridNo = (INT16)GETWORLDINDEXFROMWORLDCOORDS( sWorldY, sWorldX );
-
// Save this gridNo....
- pSoldier->aiData.sPendingActionData2 = sNewGridNo;
+ pSoldier->aiData.sPendingActionData2 = GETWORLDINDEXFROMWORLDCOORDS(pSoldier->sY, pSoldier->sX);
// Copy CODe computed earlier into data
- pSoldier->usStrategicInsertionData = pSoldier->ubStrategicInsertionCode;
+ pSoldier->usStrategicInsertionData = pSoldier->ubStrategicInsertionCode;
// Now use NEW code....
-
- pSoldier->ubStrategicInsertionCode = CalcMapEdgepointClassInsertionCode( pSoldier->sPreTraversalGridNo );
-
- if( gubAdjacentJumpCode == JUMP_SINGLE_LOAD_NEW || gubAdjacentJumpCode == JUMP_ALL_LOAD_NEW )
- {
+ pSoldier->ubStrategicInsertionCode = CalcMapEdgepointClassInsertionCode(pSoldier->sPreTraversalGridNo);
+ if(gubAdjacentJumpCode == JUMP_SINGLE_LOAD_NEW || gubAdjacentJumpCode == JUMP_ALL_LOAD_NEW)
fUsingEdgePointsForStrategicEntry = TRUE;
- }
}
pPlayer = pPlayer->next;
@@ -4097,27 +3915,28 @@ void DoneFadeOutAdjacentSector( )
//For player groups, update the soldier information
PLAYERGROUP *curr;
UINT32 uiAttempts;
- INT16 sGridNo, sOldGridNo;
+ INT32 sGridNo, sOldGridNo;
UINT8 ubNum = 0;
INT16 sWorldX, sWorldY;
curr = gpAdjacentGroup->pPlayerList;
while( curr )
{
if( !(curr->pSoldier->flags.uiStatusFlags & SOLDIER_IS_TACTICALLY_VALID) )
- {
- if( curr->pSoldier->sGridNo != NOWHERE )
+ {
+ if(!TileIsOutOfBounds(curr->pSoldier->sGridNo))
{
sGridNo = PickGridNoToWalkIn( curr->pSoldier, ubDirection, &uiAttempts );
//If the search algorithm failed due to too many attempts, simply reset the
//the gridno as the destination is a reserved gridno and we will place the
//merc there without walking into the sector.
- if( sGridNo == NOWHERE && uiAttempts == MAX_ATTEMPTS )
+
+ if (TileIsOutOfBounds(sGridNo) && uiAttempts == MAX_ATTEMPTS )
{
sGridNo = curr->pSoldier->sGridNo;
}
- if( sGridNo != NOWHERE )
+ if(!TileIsOutOfBounds(sGridNo))
{
curr->pSoldier->ubWaitActionToDo = 1;
// OK, here we have been given a position, a gridno has been given to use as well....
@@ -4156,18 +3975,18 @@ void DoneFadeOutAdjacentSector( )
-BOOLEAN SoldierOKForSectorExit( SOLDIERTYPE * pSoldier, INT8 bExitDirection, UINT16 usAdditionalData )
+BOOLEAN SoldierOKForSectorExit( SOLDIERTYPE * pSoldier, INT8 bExitDirection, INT32 usAdditionalData )//dnl ch56 151009
{
INT16 sXMapPos;
INT16 sYMapPos;
INT16 sWorldX;
INT16 sWorldY;
UINT8 ubDirection;
- INT16 sGridNo;
+ INT32 sGridNo;
INT16 sAPs;
- // if the soldiers gridno is not NOWHERE
- if( pSoldier->sGridNo == NOWHERE )
+ // if the soldiers gridno is not NOWHERE
+ if(TileIsOutOfBounds(pSoldier->sGridNo))
return( FALSE );
// OK, anyone on roofs cannot!
@@ -4232,8 +4051,8 @@ BOOLEAN SoldierOKForSectorExit( SOLDIERTYPE * pSoldier, INT8 bExitDirection, UIN
}
sGridNo = FindGridNoFromSweetSpotCloseToExitGrid( pSoldier, usAdditionalData, 10, &ubDirection );
-
- if ( sGridNo == NOWHERE )
+
+ if (TileIsOutOfBounds(sGridNo))
{
return( FALSE );
}
@@ -4256,7 +4075,7 @@ BOOLEAN SoldierOKForSectorExit( SOLDIERTYPE * pSoldier, INT8 bExitDirection, UIN
}
//ATE: Returns FALSE if NOBODY is close enough, 1 if ONLY selected guy is and 2 if all on squad are...
-BOOLEAN OKForSectorExit( INT8 bExitDirection, UINT16 usAdditionalData, UINT32 *puiTraverseTimeInMinutes )
+BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *puiTraverseTimeInMinutes )//dnl ch56 151009
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
@@ -4723,7 +4542,6 @@ void UpdateAirspaceControl( void )
// ARM: airspace control now affects refueling site availability, so update that too with every change!
UpdateRefuelSiteAvailability( );
-
}
@@ -4878,9 +4696,9 @@ BOOLEAN LoadStrategicInfoFromSavedFile( HWFILE hFile )
}
-INT16 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection )
+INT32 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection )
{
- INT16 sGridNo, sStartGridNo, sOldGridNo;
+ INT32 sGridNo, sStartGridNo, sOldGridNo;
INT8 bOdd = 1, bOdd2 = 1;
UINT8 bAdjustedDist = 0;
UINT32 cnt;
@@ -4932,7 +4750,7 @@ INT16 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection )
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo - WORLD_COLS - 1);
+ sGridNo = (sGridNo - WORLD_COLS - 1);
}
}
else
@@ -4941,7 +4759,7 @@ INT16 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection )
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo + WORLD_COLS + 1);
+ sGridNo = (sGridNo + WORLD_COLS + 1);
}
}
@@ -4995,7 +4813,7 @@ INT16 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection )
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo - WORLD_COLS - 1);
+ sGridNo = (sGridNo - WORLD_COLS - 1);
}
}
else
@@ -5004,7 +4822,7 @@ INT16 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection )
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo + WORLD_COLS + 1);
+ sGridNo = (sGridNo + WORLD_COLS + 1);
}
}
@@ -5058,7 +4876,7 @@ INT16 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection )
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo + WORLD_COLS - 1);
+ sGridNo = (sGridNo + WORLD_COLS - 1);
}
}
else
@@ -5067,7 +4885,7 @@ INT16 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection )
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo - WORLD_COLS + 1);
+ sGridNo = (sGridNo - WORLD_COLS + 1);
}
}
@@ -5121,7 +4939,7 @@ INT16 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection )
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo + WORLD_COLS - 1);
+ sGridNo = (sGridNo + WORLD_COLS - 1);
}
}
else
@@ -5130,7 +4948,7 @@ INT16 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection )
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo - WORLD_COLS + 1);
+ sGridNo = (sGridNo - WORLD_COLS + 1);
}
}
@@ -5146,9 +4964,9 @@ INT16 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection )
}
-void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT16 sEndGridNo, UINT8 ubTacticalDirection )
+void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT32 sEndGridNo, UINT8 ubTacticalDirection )
{
- INT16 sNewGridNo, sTempGridNo;
+ INT32 sNewGridNo, sTempGridNo;
INT32 iLoop;
// will this path segment actually take us to our desired destination in the first place?
@@ -5181,7 +4999,7 @@ void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT16 sEndGridNo, UINT
{
case EAST:
- sNewGridNo = NewGridNo( (INT16)sEndGridNo, (UINT16)DirectionInc( (UINT8)NORTHEAST ) );
+ sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)NORTHEAST ) );
if ( OutOfBounds( sEndGridNo, sNewGridNo ) )
{
@@ -5193,7 +5011,7 @@ void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT16 sEndGridNo, UINT
pSoldier->pathing.sFinalDestination = sNewGridNo;
pSoldier->aiData.usActionData = sNewGridNo;
- sTempGridNo = NewGridNo( (INT16)sNewGridNo, (UINT16)DirectionInc( (UINT8)NORTHEAST ) );
+ sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)NORTHEAST ) );
if ( OutOfBounds( sNewGridNo, sTempGridNo ) )
{
@@ -5210,7 +5028,7 @@ void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT16 sEndGridNo, UINT
case WEST:
- sNewGridNo = NewGridNo( (INT16)sEndGridNo, (UINT16)DirectionInc( (UINT8)SOUTHWEST ) );
+ sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)SOUTHWEST ) );
if ( OutOfBounds( sEndGridNo, sNewGridNo ) )
{
@@ -5222,7 +5040,7 @@ void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT16 sEndGridNo, UINT
pSoldier->pathing.sFinalDestination = sNewGridNo;
pSoldier->aiData.usActionData = sNewGridNo;
- sTempGridNo = NewGridNo( (INT16)sNewGridNo, (UINT16)DirectionInc( (UINT8)SOUTHWEST ) );
+ sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)SOUTHWEST ) );
if ( OutOfBounds( sNewGridNo, sTempGridNo ) )
{
@@ -5238,7 +5056,7 @@ void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT16 sEndGridNo, UINT
case NORTH:
- sNewGridNo = NewGridNo( (INT16)sEndGridNo, (UINT16)DirectionInc( (UINT8)NORTHWEST ) );
+ sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)NORTHWEST ) );
if ( OutOfBounds( sEndGridNo, sNewGridNo ) )
{
@@ -5250,7 +5068,7 @@ void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT16 sEndGridNo, UINT
pSoldier->pathing.sFinalDestination = sNewGridNo;
pSoldier->aiData.usActionData = sNewGridNo;
- sTempGridNo = NewGridNo( (INT16)sNewGridNo, (UINT16)DirectionInc( (UINT8)NORTHWEST ) );
+ sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)NORTHWEST ) );
if ( OutOfBounds( sNewGridNo, sTempGridNo ) )
{
@@ -5267,7 +5085,7 @@ void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT16 sEndGridNo, UINT
case SOUTH:
- sNewGridNo = NewGridNo( (INT16)sEndGridNo, (UINT16)DirectionInc( (UINT8)SOUTHEAST ) );
+ sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)SOUTHEAST ) );
if ( OutOfBounds( sEndGridNo, sNewGridNo ) )
{
@@ -5279,7 +5097,7 @@ void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT16 sEndGridNo, UINT
pSoldier->pathing.sFinalDestination = sNewGridNo;
pSoldier->aiData.usActionData = sNewGridNo;
- sTempGridNo = NewGridNo( (INT16)sNewGridNo, (UINT16)DirectionInc( (UINT8)SOUTHEAST ) );
+ sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)SOUTHEAST ) );
if ( OutOfBounds( sNewGridNo, sTempGridNo ) )
{
@@ -5296,9 +5114,9 @@ void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT16 sEndGridNo, UINT
}
}
-INT16 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UINT32 *puiNumAttempts )
+INT32 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UINT32 *puiNumAttempts )
{
- INT16 sGridNo, sStartGridNo, sOldGridNo;
+ INT32 sGridNo, sStartGridNo, sOldGridNo;
INT8 bOdd = 1, bOdd2 = 1;
UINT8 bAdjustedDist = 0;
UINT32 cnt;
@@ -5311,9 +5129,9 @@ INT16 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UIN
// we find that is just on the start of visible map...
case INSERTION_CODE_WEST:
- sGridNo = (INT16)pSoldier->sGridNo;
- sStartGridNo = (INT16)pSoldier->sGridNo;
- sOldGridNo = (INT16)pSoldier->sGridNo;
+ sGridNo = pSoldier->sGridNo;
+ sStartGridNo = pSoldier->sGridNo;
+ sOldGridNo = pSoldier->sGridNo;
// Move directly to the left!
while( GridNoOnVisibleWorldTile( sGridNo ) )
@@ -5354,7 +5172,7 @@ INT16 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UIN
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo - WORLD_COLS - 1);
+ sGridNo = (sGridNo - WORLD_COLS - 1);
}
}
else
@@ -5363,7 +5181,7 @@ INT16 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UIN
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo + WORLD_COLS + 1);
+ sGridNo = (sGridNo + WORLD_COLS + 1);
}
}
@@ -5374,9 +5192,9 @@ INT16 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UIN
case INSERTION_CODE_EAST:
- sGridNo = (INT16)pSoldier->sGridNo;
- sStartGridNo = (INT16)pSoldier->sGridNo;
- sOldGridNo = (INT16)pSoldier->sGridNo;
+ sGridNo = pSoldier->sGridNo;
+ sStartGridNo = pSoldier->sGridNo;
+ sOldGridNo = pSoldier->sGridNo;
// Move directly to the right!
while( GridNoOnVisibleWorldTile( sGridNo ) )
@@ -5417,7 +5235,7 @@ INT16 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UIN
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo - WORLD_COLS - 1);
+ sGridNo = (sGridNo - WORLD_COLS - 1);
}
}
else
@@ -5426,7 +5244,7 @@ INT16 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UIN
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo + WORLD_COLS + 1);
+ sGridNo = (sGridNo + WORLD_COLS + 1);
}
}
@@ -5437,9 +5255,9 @@ INT16 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UIN
case INSERTION_CODE_NORTH:
- sGridNo = (INT16)pSoldier->sGridNo;
- sStartGridNo = (INT16)pSoldier->sGridNo;
- sOldGridNo = (INT16)pSoldier->sGridNo;
+ sGridNo = pSoldier->sGridNo;
+ sStartGridNo = pSoldier->sGridNo;
+ sOldGridNo = pSoldier->sGridNo;
// Move directly to the up!
while( GridNoOnVisibleWorldTile( sGridNo ) )
@@ -5480,7 +5298,7 @@ INT16 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UIN
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo - WORLD_COLS + 1);
+ sGridNo = (sGridNo - WORLD_COLS + 1);
}
}
else
@@ -5489,7 +5307,7 @@ INT16 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UIN
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo + WORLD_COLS - 1);
+ sGridNo = (sGridNo + WORLD_COLS - 1);
}
}
@@ -5500,9 +5318,9 @@ INT16 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UIN
case INSERTION_CODE_SOUTH:
- sGridNo = (INT16)pSoldier->sGridNo;
- sStartGridNo = (INT16)pSoldier->sGridNo;
- sOldGridNo = (INT16)pSoldier->sGridNo;
+ sGridNo = pSoldier->sGridNo;
+ sStartGridNo = pSoldier->sGridNo;
+ sOldGridNo = pSoldier->sGridNo;
// Move directly to the down!
while( GridNoOnVisibleWorldTile( sGridNo ) )
@@ -5543,7 +5361,7 @@ INT16 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UIN
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo - WORLD_COLS + 1);
+ sGridNo = (sGridNo - WORLD_COLS + 1);
}
}
else
@@ -5552,7 +5370,7 @@ INT16 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UIN
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
- sGridNo = (INT16)(sGridNo + WORLD_COLS - 1);
+ sGridNo = (sGridNo + WORLD_COLS - 1);
}
}
@@ -5941,8 +5759,8 @@ void SetupProfileInsertionDataForSoldier( SOLDIERTYPE *pSoldier )
if ( pSoldier->pathing.sFinalDestination == pSoldier->sGridNo )
{
gMercProfiles[ pSoldier->ubProfile ].usStrategicInsertionData = pSoldier->sGridNo;
- }
- else if ( pSoldier->sAbsoluteFinalDestination != NOWHERE )
+ }
+ else if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination))
{
gMercProfiles[ pSoldier->ubProfile ].usStrategicInsertionData = pSoldier->sAbsoluteFinalDestination;
}
diff --git a/Strategic/strategicmap.h b/Strategic/strategicmap.h
index 5c0e86ca..730d3ae2 100644
--- a/Strategic/strategicmap.h
+++ b/Strategic/strategicmap.h
@@ -33,8 +33,8 @@ extern UINT8 NUMBER_OF_SAMS;
#define MAX_NUMBER_OF_SAMS 50 //4 //50
extern INT16 pSamList[ MAX_NUMBER_OF_SAMS ];
-extern INT16 pSamGridNoAList[ MAX_NUMBER_OF_SAMS ];
-extern INT16 pSamGridNoBList[ MAX_NUMBER_OF_SAMS ];
+extern INT32 pSamGridNoAList[ MAX_NUMBER_OF_SAMS ];
+extern INT32 pSamGridNoBList[ MAX_NUMBER_OF_SAMS ];
extern BOOLEAN fFoundOrta;
extern BOOLEAN fSamSiteFound[ MAX_NUMBER_OF_SAMS ];
@@ -101,7 +101,7 @@ void GetSectorIDString( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ , STR16 zS
void GetMapFileName(INT16 sMapX,INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEAN fUsePlaceholder, BOOLEAN fAddAlternateMapLetter );
// Called from within tactical.....
-void JumpIntoAdjacentSector( UINT8 ubDirection, UINT8 ubJumpCode, INT16 sAdditionalData );
+void JumpIntoAdjacentSector( UINT8 ubDirection, UINT8 ubJumpCode, INT32 sAdditionalData );//dnl ch56 151009
@@ -126,8 +126,8 @@ BOOLEAN SectorIsPartOfTown( INT8 bTownId, INT16 sSectorX, INT16 sSectorY );
//BOOLEAN IsThereAnyOneInThisTown( UINT8 ubTownId );
-BOOLEAN SoldierOKForSectorExit( SOLDIERTYPE * pSoldier, INT8 bExitDirection, UINT16 usAdditionalData );
-BOOLEAN OKForSectorExit( INT8 bExitDirection, UINT16 usAdditionalData, UINT32 *puiTraverseTimeInMinutes );
+BOOLEAN SoldierOKForSectorExit( SOLDIERTYPE * pSoldier, INT8 bExitDirection, INT32 usAdditionalData );//dnl ch56 151009
+BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *puiTraverseTimeInMinutes );//dnl ch56 151009
void SetupNewStrategicGame( );
BOOLEAN LoadStrategicInfoFromSavedFile( HWFILE hFile );
@@ -135,7 +135,7 @@ BOOLEAN SaveStrategicInfoToSavedFile( HWFILE hFile );
void AllMercsHaveWalkedOffSector( );
-void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT16 sEndGridNo, UINT8 ubTacticalDirection );
+void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT32 sEndGridNo, UINT8 ubTacticalDirection );
void AllMercsWalkedToExitGrid();
UINT8 GetMilitiaCountAtLevelAnywhereInTown( UINT8 ubTownValue, UINT8 ubLevelValue );
@@ -170,6 +170,9 @@ void SetupProfileInsertionDataForSoldier( SOLDIERTYPE *pSoldier );
BOOLEAN HandlePotentialBringUpAutoresolveToFinishBattle( int pSectorX, int pSectorY, int pSectorZ );
+// WANNE - BMP;
+BOOLEAN MapExists( UINT8 * szFilename );
+
BOOLEAN EscapeDirectionIsValid( INT8 * pbDirection );
//Used for determining the type of error message that comes up when you can't traverse to
//an adjacent sector. THESE VALUES DO NOT NEED TO BE SAVED!
diff --git a/Tactical/Air Raid.cpp b/Tactical/Air Raid.cpp
index 98d01717..ff9f2d17 100644
--- a/Tactical/Air Raid.cpp
+++ b/Tactical/Air Raid.cpp
@@ -118,7 +118,7 @@ typedef struct
FLOAT dYPos;
INT16 sX;
INT16 sY;
- INT16 sGridNo;
+ INT32 sGridNo;
UINT8 ubFiller[ 32 ];
@@ -308,7 +308,7 @@ BOOLEAN BeginAirRaid( )
}
-INT16 PickLocationNearAnyMercInSector( )
+INT32 PickLocationNearAnyMercInSector( )
{
UINT8 ubMercsInSector[ 20 ] = { 0 };
UINT8 ubNumMercs = 0;
@@ -349,18 +349,18 @@ INT16 PickLocationNearAnyMercInSector( )
return( NOWHERE );
}
-INT16 PickRandomLocationAtMinSpacesAway( INT16 sGridNo, INT16 sMinValue, INT16 sRandomVar )
+INT32 PickRandomLocationAtMinSpacesAway( INT32 sGridNo, INT16 sMinValue, INT16 sRandomVar )
{
- INT16 sNewGridNo = NOWHERE;
+ INT32 sNewGridNo = NOWHERE;
INT16 sX, sY, sNewX, sNewY;
- INT16 cnt = 0;
+ INT32 cnt = 0;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"PickRandomLocationAtMinSpacesAway");
sX = CenterX( sGridNo );
sY = CenterY( sGridNo );
-
- while( sNewGridNo == NOWHERE )
+
+ while(TileIsOutOfBounds(sNewGridNo))
{
sNewX = sX + sMinValue + (INT16)Random( sRandomVar );
sNewY = sY + sMinValue + (INT16)Random( sRandomVar );
@@ -379,10 +379,8 @@ INT16 PickRandomLocationAtMinSpacesAway( INT16 sGridNo, INT16 sMinValue, INT16 s
sNewGridNo = GETWORLDINDEXFROMWORLDCOORDS( sNewY, sNewX );
// Check if visible on screen....
- if ( cnt < 50 && !GridNoOnVisibleWorldTile( sNewGridNo ) )
- {
+ if(!GridNoOnVisibleWorldTile(sNewGridNo))//dnl ch56 141009
sNewGridNo = NOWHERE;
- }
cnt++;
}
@@ -575,7 +573,7 @@ void AirRaidStartEnding( )
void BeginBombing( )
{
- INT16 sGridNo;
+ INT32 sGridNo;
UINT32 iSoundStartDelay;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("BeginBombing"));
@@ -590,9 +588,10 @@ void BeginBombing( )
// Pick location...
gsDiveTargetLocation = PickLocationNearAnyMercInSector( );
-
- if ( gsDiveTargetLocation == NOWHERE )
+
+ if (TileIsOutOfBounds(gsDiveTargetLocation))
{
+ // TODO.WANNE: Hardcoded grid number
gsDiveTargetLocation = 10234;
}
@@ -632,7 +631,7 @@ void BeginBombing( )
void BeginDive( )
{
- INT16 sGridNo;
+ INT32 sGridNo;
UINT32 iSoundStartDelay;
@@ -650,9 +649,10 @@ void BeginDive( )
// Pick location...
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("BeginDive: pick location"));
gsDiveTargetLocation = PickLocationNearAnyMercInSector( );
-
- if ( gsDiveTargetLocation == NOWHERE )
+
+ if (TileIsOutOfBounds(gsDiveTargetLocation))
{
+ // TODO.WANNE: Hardcoded grid number
gsDiveTargetLocation = 10234;
}
@@ -711,7 +711,7 @@ void MoveDiveAirplane( FLOAT dAngle )
void DoDive( )
{
INT16 sRange;
- INT16 sGridNo, sOldGridNo;
+ INT32 sGridNo, sOldGridNo;
INT16 sTargetX, sTargetY;
INT16 sStrafeX, sStrafeY;
@@ -810,7 +810,7 @@ void DoDive( )
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"DoDive: Fire bullets");
- if ( GridNoOnVisibleWorldTile( (INT16)( GETWORLDINDEXFROMWORLDCOORDS( sStrafeY, sStrafeX ) ) ) )
+ if ( GridNoOnVisibleWorldTile( GETWORLDINDEXFROMWORLDCOORDS( sStrafeY, sStrafeX ) ) )
{
//if ( gsNotLocatedYet && !( gTacticalStatus.uiFlags & INCOMBAT ) )
// {
@@ -851,7 +851,7 @@ void DoDive( )
// Find delta Movement for Y pos
sStrafeY = (INT16)( sY + dDeltaYPos );
- if ( GridNoOnVisibleWorldTile( (INT16)( GETWORLDINDEXFROMWORLDCOORDS( sStrafeY, sStrafeX ) ) ) )
+ if ( GridNoOnVisibleWorldTile( GETWORLDINDEXFROMWORLDCOORDS( sStrafeY, sStrafeX ) ) )
{
//if ( ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
@@ -888,7 +888,7 @@ void DoDive( )
void DoBombing( )
{
INT16 sRange;
- INT16 sGridNo, sOldGridNo, sBombGridNo;
+ INT32 sGridNo, sOldGridNo, sBombGridNo;
INT16 sTargetX, sTargetY;
UINT16 usItem;
@@ -975,7 +975,7 @@ void DoBombing( )
dDeltaYPos = BOMB_DIST * (FLOAT)cos( dAngle );
sStrafeY = (INT16)( gsDiveY + dDeltaYPos );
- if ( GridNoOnVisibleWorldTile( (INT16)( GETWORLDINDEXFROMWORLDCOORDS( sStrafeY, sStrafeX ) ) ) )
+ if ( GridNoOnVisibleWorldTile( GETWORLDINDEXFROMWORLDCOORDS( sStrafeY, sStrafeX ) ) )
{
//if ( gsNotLocatedYet && !( gTacticalStatus.uiFlags & INCOMBAT ) )
//{
@@ -994,7 +994,7 @@ void DoBombing( )
}
// Pick random gridno....
- sBombGridNo = PickRandomLocationAtMinSpacesAway( (INT16)( GETWORLDINDEXFROMWORLDCOORDS( sStrafeY, sStrafeX ) ) , 40, 40 );
+ sBombGridNo = PickRandomLocationAtMinSpacesAway( GETWORLDINDEXFROMWORLDCOORDS( sStrafeY, sStrafeX ), 40, 40 );
if ( ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
@@ -1006,7 +1006,7 @@ void DoBombing( )
}
// Drop bombs...
- InternalIgniteExplosion( NOBODY, CenterX( sBombGridNo ), CenterY( sBombGridNo ), 0, sBombGridNo, usItem, fLocate , (UINT8)IsRoofPresentAtGridno( sBombGridNo ) );
+ InternalIgniteExplosion( NOBODY, CenterX( sBombGridNo ), CenterY( sBombGridNo ), 0, sBombGridNo, usItem, fLocate , (UINT8)IsRoofPresentAtGridNo( sBombGridNo ) );
}
diff --git a/Tactical/Animation Control.cpp b/Tactical/Animation Control.cpp
index f0c21882..363981d5 100644
--- a/Tactical/Animation Control.cpp
+++ b/Tactical/Animation Control.cpp
@@ -3438,7 +3438,7 @@ UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimSta
// Assume a target gridno is here.... get direction...
// ATE: use +2 in gridno because here head is far from body
- bDir = (INT8)GetDirectionToGridNoFromGridNo( (INT16)( pSoldier->sGridNo + 2 ), pSoldier->sTargetGridNo );
+ bDir = (INT8)GetDirectionToGridNoFromGridNo( pSoldier->sGridNo + 2, pSoldier->sTargetGridNo );
return( gusQueenMonsterSpitAnimPerDir[ bDir ] );
}
diff --git a/Tactical/Arms Dealer Init.cpp b/Tactical/Arms Dealer Init.cpp
index 1272a0fe..bf9ce3cf 100644
--- a/Tactical/Arms Dealer Init.cpp
+++ b/Tactical/Arms Dealer Init.cpp
@@ -225,11 +225,12 @@ BOOLEAN SaveArmsDealerInventoryToSaveGameFile( HWFILE hFile )
//loop through all the dealers inventories
for( ubArmsDealer=0; ubArmsDealeraiData.bAlertStatus = STATUS_GREEN;
pSoldier->aiData.bUnderFire = 0;
+
// HEADROCK HAM 3.6: Make sure all boxers' APs have been reset to a reasonable number. Otherwise,
- // the AI combatant may fail several conditions in subsequent functions, and fail to leave the ring
- // as a result.
- if (pSoldier->bActionPoints < (APBPConstants[AP_MAXIMUM]*6)/10)
- {
- pSoldier->bActionPoints = (APBPConstants[AP_MAXIMUM]*6)/10;
- }
+ // the AI combatant may fail several conditions in subsequent functions, and fail to leave the ring
+ // as a result.
+ if (pSoldier->bActionPoints < (APBPConstants[AP_MAXIMUM]*6)/10)
+ {
+ pSoldier->bActionPoints = (APBPConstants[AP_MAXIMUM]*6)/10;
+ }
// if necessary, revive boxer so he can leave ring
if (pSoldier->stats.bLife > 0 && (pSoldier->stats.bLife < OKLIFE || pSoldier->bBreath < OKBREATH ) )
@@ -151,7 +152,6 @@ void BoxingPlayerDisqualified( SOLDIERTYPE * pOffender, INT8 bReason )
void TriggerEndOfBoxingRecord( SOLDIERTYPE * pSoldier )
{
- // This trigger runs once for each boxer, so only when the SECOND boxer gets out will this function run in its entirely.
// unlock UI
guiPendingOverrideEvent = LU_ENDUILOCK;
diff --git a/Tactical/Boxing.h b/Tactical/Boxing.h
index b4f0d387..89787494 100644
--- a/Tactical/Boxing.h
+++ b/Tactical/Boxing.h
@@ -19,7 +19,7 @@ enum DisqualificationReasons
BAD_ATTACK
} ;
-extern INT16 gsBoxerGridNo[ NUM_BOXERS ];
+extern INT32 gsBoxerGridNo[ NUM_BOXERS ];
extern UINT8 gubBoxerID[ NUM_BOXERS ];
extern BOOLEAN gfBoxerFought[ NUM_BOXERS ];
extern INT8 gbBoxingState;
diff --git a/Tactical/Bullets.h b/Tactical/Bullets.h
index f20238fe..4081db2b 100644
--- a/Tactical/Bullets.h
+++ b/Tactical/Bullets.h
@@ -31,7 +31,7 @@ typedef struct
UINT8 ubTargetID;
INT8 bStartCubesAboveLevelZ;
INT8 bEndCubesAboveLevelZ;
- UINT32 sGridNo;
+ INT32 sGridNo;
INT16 sUnused;
UINT16 usLastStructureHit;
FIXEDPT qCurrX;
@@ -57,7 +57,7 @@ typedef struct
UINT8 ubTilesPerUpdate;
UINT16 usClockTicksPerUpdate;
SOLDIERTYPE *pFirer;
- UINT32 sTargetGridNo;
+ INT32 sTargetGridNo;
INT16 sHitBy;
INT32 iImpact;
INT32 iImpactReduction;
diff --git a/Tactical/Campaign.cpp b/Tactical/Campaign.cpp
index 244690db..cddc2b60 100644
--- a/Tactical/Campaign.cpp
+++ b/Tactical/Campaign.cpp
@@ -1299,7 +1299,6 @@ UINT8 CurrentPlayerProgressPercentage(void)
{
UINT32 uiCurrentIncome;
UINT32 uiPossibleIncome;
- // HEADROCK HAM 3: Changed to UINT16 to avoid overflow
UINT16 usCurrentProgress;
UINT16 ubKillsPerPoint;
UINT16 usKillsProgress;
@@ -1458,7 +1457,6 @@ UINT8 CurrentPlayerProgressPercentage(void)
return((UINT8)usCurrentProgress);
}
-
UINT8 HighestPlayerProgressPercentage(void)
{
if( gfEditMode )
@@ -1467,6 +1465,7 @@ UINT8 HighestPlayerProgressPercentage(void)
return(gStrategicStatus.ubHighestProgress);
}
+
// monitors the highest level of progress that player has achieved so far (checking hourly),
// as opposed to his immediate situation (which may be worse if he's suffered a setback).
void HourlyProgressUpdate(void)
diff --git a/Tactical/Dialogue Control.cpp b/Tactical/Dialogue Control.cpp
index 733e0b13..a7499597 100644
--- a/Tactical/Dialogue Control.cpp
+++ b/Tactical/Dialogue Control.cpp
@@ -655,14 +655,14 @@ void HandleDialogue( )
if ( gfMikeShouldSayHi == TRUE )
{
SOLDIERTYPE * pMike;
- INT16 sPlayerGridNo;
+ INT32 sPlayerGridNo;
UINT8 ubPlayerID;
pMike = FindSoldierByProfileID( MIKE, FALSE );
if ( pMike )
{
- sPlayerGridNo = ClosestPC( pMike, NULL );
- if (sPlayerGridNo != NOWHERE )
+ sPlayerGridNo = ClosestPC( pMike, NULL );
+ if (!TileIsOutOfBounds(sPlayerGridNo))
{
ubPlayerID = WhoIsThere2( sPlayerGridNo, 0 );
if (ubPlayerID != NOBODY)
@@ -896,7 +896,7 @@ void HandleDialogue( )
gTacticalStatus.fLockItemLocators = FALSE;
// Slide to location!
- SlideToLocation( 0, (INT16)QItem->uiSpecialEventData );
+ SlideToLocation( 0, QItem->uiSpecialEventData );
gpCurrentTalkingFace = &gFacesData[ QItem->iFaceIndex ];
gubCurrentTalkingID = QItem->ubCharacterNum;
@@ -1086,7 +1086,7 @@ void HandleDialogue( )
{
if ( QItem->bUIHandlerID == DIALOGUE_NPC_UI )
{
- HandleNPCGotoGridNo( (UINT8)QItem->uiSpecialEventData, (INT16)QItem->uiSpecialEventData2, (UINT8)QItem->uiSpecialEventData3 );
+ HandleNPCGotoGridNo( (UINT8)QItem->uiSpecialEventData, (UINT16)QItem->uiSpecialEventData2, (UINT8)QItem->uiSpecialEventData3 );//dnl!!!
}
}
else if ( QItem->uiSpecialEventFlag & DIALOGUE_SPECIAL_EVENT_DO_ACTION )
@@ -2569,7 +2569,7 @@ void SayQuoteFromAnyBodyInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSect
}
}
-void SayQuoteFromNearbyMercInSector( INT16 sGridNo, INT8 bDistance, UINT16 usQuoteNum )
+void SayQuoteFromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuoteNum )
{
// WDS - make number of mercenaries, etc. be configurable
std::vector ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0 );
@@ -2614,7 +2614,7 @@ void SayQuoteFromNearbyMercInSector( INT16 sGridNo, INT8 bDistance, UINT16 usQuo
}
-void SayQuote58FromNearbyMercInSector( INT16 sGridNo, INT8 bDistance, UINT16 usQuoteNum, INT8 bSex )
+void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuoteNum, INT8 bSex )
{
// WDS - make number of mercenaries, etc. be configurable
std::vector ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
diff --git a/Tactical/Dialogue Control.h b/Tactical/Dialogue Control.h
index f2eb88e0..0c704032 100644
--- a/Tactical/Dialogue Control.h
+++ b/Tactical/Dialogue Control.h
@@ -298,8 +298,8 @@ void ShutdownStaticExternalNPCFaces( void );
void SayQuoteFromAnyBodyInSector( UINT16 usQuoteNum );
void SayQuoteFromAnyBodyInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usQuoteNum );
-void SayQuoteFromNearbyMercInSector( INT16 sGridNo, INT8 bDistance, UINT16 usQuoteNum );
-void SayQuote58FromNearbyMercInSector( INT16 sGridNo, INT8 bDistance, UINT16 usQuoteNum, INT8 bSex );
+void SayQuoteFromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuoteNum );
+void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuoteNum, INT8 bSex );
void ExecuteTacticalTextBox( INT16 sLeftPosition, STR16 pString );
diff --git a/Tactical/DisplayCover.cpp b/Tactical/DisplayCover.cpp
index c4d56780..7734241d 100644
--- a/Tactical/DisplayCover.cpp
+++ b/Tactical/DisplayCover.cpp
@@ -42,7 +42,7 @@ class SOLDIERTYPE;
struct CoverCell
{
- INT16 sGridNo;
+ INT32 sGridNo;
INT8 bCover;
BOOLEAN fInverseColor;
@@ -81,7 +81,11 @@ const UINT8 animArr[3] = {
INT16 gsMinCellX, gsMinCellY, gsMaxCellX, gsMaxCellY = -1;
-CoverCell gCoverViewArea[ COVER_X_CELLS ][ COVER_Y_CELLS ][ COVER_Z_CELLS ];
+// WANNE - BMP: COVER_X_CELLS, COVER_Y_CELLS, have to be constants,
+// so I set them to 2000 (for rows and cols). In normal map it is 160
+
+//CoverCell gCoverViewArea[ COVER_X_CELLS ][ COVER_Y_CELLS ][ COVER_Z_CELLS ];
+CoverCell gCoverViewArea[ 2000 ][ 2000 ][ COVER_Z_CELLS ];
DWORD guiCoverNextUpdateTime = 0;
@@ -93,22 +97,22 @@ CHAR16* GetTerrainName( const UINT8& ubTerrainType );
TileDefines GetTileCoverIndex( const INT8& bCover );
-void AddCoverObjectToWorld( const INT16& sGridNo, const UINT16& usGraphic, const BOOLEAN& fRoof );
-void RemoveCoverObjectFromWorld( const INT16 sGridNo, const UINT16& usGraphic, const BOOLEAN& fRoof );
+void AddCoverObjectToWorld( const INT32& sGridNo, const UINT16& usGraphic, const BOOLEAN& fRoof );
+void RemoveCoverObjectFromWorld( const INT32 sGridNo, const UINT16& usGraphic, const BOOLEAN& fRoof );
void AddCoverObjectsToViewArea();
void RemoveCoverObjectsFromViewArea();
void CalculateCover();
-void CalculateCoverForSoldier( SOLDIERTYPE* pForSoldier, const INT16& sTargetGridNo, const BOOLEAN& fRoof, INT8& bCover );
-void CalculateCoverFromSoldier( SOLDIERTYPE* pFromSoldier, const INT16& sTargetGridNo, const BOOLEAN& fRoof, INT8& bCover, SOLDIERTYPE* pToSoldier=NULL );
+void CalculateCoverForSoldier( SOLDIERTYPE* pForSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bCover );
+void CalculateCoverFromSoldier( SOLDIERTYPE* pFromSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bCover, SOLDIERTYPE* pToSoldier=NULL );
-void GetGridNoForViewPort( const UINT8& ubX, const UINT8& ubY, INT16& sGridNo );
+void GetGridNoForViewPort( const INT32& ubX, const INT32& ubY, INT32& sGridNo );
-BOOLEAN GridNoOnScreenAndAround( const INT16& sGridNo, const UINT8& ubRadius=2 );
+BOOLEAN GridNoOnScreenAndAround( const INT32& sGridNo, const UINT8& ubRadius=2 );
-BOOLEAN IsTheRoofVisible( const INT16& sGridNo );
-BOOLEAN HasAdjTile( const UINT8& ubX, const UINT8& ubY );
+BOOLEAN IsTheRoofVisible( const INT32& sGridNo );
+BOOLEAN HasAdjTile( const INT32& ubX, const INT32& ubY );
//******* Functions **************************************************
@@ -137,7 +141,7 @@ void SwitchCoverDrawMode()
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zDebugString );
}
-void GetGridNoForViewPort( const UINT8& ubX, const UINT8& ubY, INT16& sGridNo )
+void GetGridNoForViewPort( const INT32& ubX, const INT32& ubY, INT32& sGridNo )
{
sGridNo = MAPROWCOLTOPOS( ubY, ubX );
}
@@ -177,7 +181,7 @@ TileDefines GetTileCoverIndex( const INT8& bCover )
}
}
-void AddCoverObjectToWorld( const INT16& sGridNo, const UINT16& usGraphic, const BOOLEAN& fRoof )
+void AddCoverObjectToWorld( const INT32& sGridNo, const UINT16& usGraphic, const BOOLEAN& fRoof )
{
LEVELNODE *pNode;
@@ -201,7 +205,7 @@ void AddCoverObjectToWorld( const INT16& sGridNo, const UINT16& usGraphic, const
}
}
-void RemoveCoverObjectFromWorld( const INT16 sGridNo, const UINT16& usGraphic, const BOOLEAN& fRoof )
+void RemoveCoverObjectFromWorld( const INT32 sGridNo, const UINT16& usGraphic, const BOOLEAN& fRoof )
{
if( fRoof )
{
@@ -213,9 +217,9 @@ void RemoveCoverObjectFromWorld( const INT16 sGridNo, const UINT16& usGraphic, c
}
}
-BOOLEAN HasAdjTile( const UINT8& ubX, const UINT8& ubY, const UINT8& ubZ )
+BOOLEAN HasAdjTile( const INT32& ubX, const INT32& ubY, const INT32& ubZ )
{
- UINT8 ubTX, ubTY;
+ INT32 ubTX, ubTY;
for ( ubTX = ubX-1; ubTX <= ubX+1; ++ubTX )
{
@@ -249,17 +253,16 @@ void AddCoverObjectsToViewArea()
{
return;
}
-
- UINT8 ubX, ubY, ubZ;
+ INT32 ubX, ubY, ubZ;
BOOLEAN fChanged = FALSE;
- for ( ubX=(UINT8)gsMinCellX; ubX<=gsMaxCellX; ++ubX )
+ for ( ubX=gsMinCellX; ubX<=gsMaxCellX; ++ubX )
{
- for ( ubY=(UINT8)gsMinCellY; ubY<=gsMaxCellY; ++ubY )
+ for ( ubY=gsMinCellY; ubY<=gsMaxCellY; ++ubY )
{
for ( ubZ=0; ubZsGridNo;
+ const INT32& sSelectedSoldierGridNo = MercPtrs[ gusSelectedSoldier ]->sGridNo;
INT16 usTmp;
GetScreenXYWorldCell( gsVIEWPORT_START_X, gsVIEWPORT_START_Y, &gsMinCellX, &usTmp );
@@ -384,14 +386,13 @@ void CalculateCover()
GetScreenXYWorldCell( gsVIEWPORT_END_X, gsVIEWPORT_START_Y, &usTmp, &gsMinCellY );
GetScreenXYWorldCell( gsVIEWPORT_START_X, gsVIEWPORT_END_Y, &usTmp, &gsMaxCellY );
-
- for ( ubX=(UINT8)gsMinCellX; ubX<=gsMaxCellX; ++ubX )
+ for ( ubX=gsMinCellX; ubX<=gsMaxCellX; ++ubX )
{
- for ( ubY=(UINT8)gsMinCellY; ubY<=gsMaxCellY; ++ubY )
+ for ( ubY=gsMinCellY; ubY<=gsMaxCellY; ++ubY )
{
for ( ubZ=0; ubZGetMaxDistanceVisible(sTargetGridNo, (INT8)fRoof, CALC_FROM_WANTED_DIR);
@@ -497,7 +498,7 @@ void CalculateCoverFromSoldier( SOLDIERTYPE* pFromSoldier, const INT16& sTargetG
{
const UINT8& ubStance = animArr[i];
- UINT16 usAdjustedSight;
+ INT32 usAdjustedSight;
if (pToSoldier == NULL) {
usAdjustedSight = usSightLimit;
@@ -513,7 +514,7 @@ void CalculateCoverFromSoldier( SOLDIERTYPE* pFromSoldier, const INT16& sTargetG
}
}
-void DisplayRangeToTarget( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo )
+void DisplayRangeToTarget( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
{
UINT16 usRange=0;
CHAR16 zOutputString[512];
@@ -575,7 +576,7 @@ void DisplayRangeToTarget( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo )
//gJa25SaveStruct.uiDisplayGunRangeCounter++;
}
-BOOLEAN IsTheRoofVisible( const INT16& sGridNo )
+BOOLEAN IsTheRoofVisible( const INT32& sGridNo )
{
if( FlatRoofAboveGridNo( sGridNo ) )
{
diff --git a/Tactical/DisplayCover.h b/Tactical/DisplayCover.h
index a6d02ba5..c5bc22de 100644
--- a/Tactical/DisplayCover.h
+++ b/Tactical/DisplayCover.h
@@ -1,7 +1,7 @@
#ifndef _DISPLAY_COVER__H_
#define _DISPLAY_COVER__H_
-void DisplayRangeToTarget( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo );
+void DisplayRangeToTarget( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
void DisplayCover(const BOOLEAN& forceUpdate = FALSE);
void SwitchCoverDrawMode();
diff --git a/Tactical/End Game.cpp b/Tactical/End Game.cpp
index 2a38d8da..c13efeb9 100644
--- a/Tactical/End Game.cpp
+++ b/Tactical/End Game.cpp
@@ -49,15 +49,15 @@ class OBJECTTYPE;
class SOLDIERTYPE;
-INT16 sStatueGridNos[] = { 13829, 13830, 13669, 13670 };
+INT32 sStatueGridNos[] = { 13829, 13830, 13669, 13670 };
SOLDIERTYPE *gpKillerSoldier = NULL;
-INT16 gsGridNo;
+INT32 gsGridNo;
INT8 gbLevel;
// This function checks if our statue exists in the current sector at given gridno
-BOOLEAN DoesO3SectorStatueExistHere( INT16 sGridNo )
+BOOLEAN DoesO3SectorStatueExistHere( INT32 sGridNo )
{
INT32 cnt;
EXITGRID ExitGrid;
@@ -116,7 +116,7 @@ void ChangeO3SectorStatue( BOOLEAN fFromExplosion )
ExitGrid.ubGotoSectorX = 3;
ExitGrid.ubGotoSectorY = MAP_ROW_O;
ExitGrid.ubGotoSectorZ = 1;
- ExitGrid.sGridNo = 13037;
+ ExitGrid.usGridNo = 13037;
AddExitGridToWorld( 13669, &ExitGrid );
gpWorldLevelData[ 13669 ].uiFlags |= MAPELEMENT_REVEALED;
@@ -143,7 +143,7 @@ void DeidrannaTimerCallback( void )
}
-void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
+void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
{
gpKillerSoldier = pKillerSoldier;
gsGridNo = sGridNo;
@@ -160,7 +160,7 @@ void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8
}
-void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
+void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
@@ -251,7 +251,7 @@ void DoneFadeOutKilledQueen( void )
// Set gridno
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
- pSoldier->usStrategicInsertionData = 5687;
+ pSoldier->usStrategicInsertionData = 5687;//dnl!!!
// Set direction to face....
pSoldier->ubInsertionDirection = 100 + NORTHWEST;
}
@@ -403,7 +403,7 @@ void QueenBitchTimerCallback( void )
}
-void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
+void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
@@ -449,7 +449,7 @@ void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT
}
-void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
+void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
diff --git a/Tactical/End Game.h b/Tactical/End Game.h
index 5c358007..ca65e4c4 100644
--- a/Tactical/End Game.h
+++ b/Tactical/End Game.h
@@ -2,19 +2,19 @@
#define __ENDGAME_H
-BOOLEAN DoesO3SectorStatueExistHere( INT16 sGridNo );
+BOOLEAN DoesO3SectorStatueExistHere( INT32 sGridNo );
void ChangeO3SectorStatue( BOOLEAN fFromExplosion );
-void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel );
-void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel );
+void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel );
+void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel );
void HandleDoneLastKilledQueenQuote( );
void EndQueenDeathEndgameBeginEndCimenatic( );
void EndQueenDeathEndgame( );
-void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel );
-void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel );
+void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel );
+void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel );
void HandleDoneLastEndGameQuote( );
diff --git a/Tactical/Enemy Soldier Save.cpp b/Tactical/Enemy Soldier Save.cpp
index 754e1385..0695b69d 100644
--- a/Tactical/Enemy Soldier Save.cpp
+++ b/Tactical/Enemy Soldier Save.cpp
@@ -305,11 +305,11 @@ BOOLEAN LoadEnemySoldiersFromTempFile()
curr->pBasicPlacement->ubSoldierClass = curr->pDetailedPlacement->ubSoldierClass;
curr->pBasicPlacement->ubCivilianGroup = curr->pDetailedPlacement->ubCivilianGroup;
curr->pBasicPlacement->fHasKeys = curr->pDetailedPlacement->fHasKeys;
- curr->pBasicPlacement->sStartingGridNo = curr->pDetailedPlacement->sInsertionGridNo;
+ curr->pBasicPlacement->usStartingGridNo = curr->pDetailedPlacement->sInsertionGridNo;
curr->pBasicPlacement->bPatrolCnt = curr->pDetailedPlacement->bPatrolCnt;
memcpy( curr->pBasicPlacement->sPatrolGrid, curr->pDetailedPlacement->sPatrolGrid,
- sizeof( INT16 ) * curr->pBasicPlacement->bPatrolCnt );
+ sizeof( INT32 ) * curr->pBasicPlacement->bPatrolCnt );
if( curr->pBasicPlacement->bTeam == CIV_TEAM )
{
@@ -907,11 +907,11 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
curr->pBasicPlacement->ubSoldierClass = curr->pDetailedPlacement->ubSoldierClass;
curr->pBasicPlacement->ubCivilianGroup = curr->pDetailedPlacement->ubCivilianGroup;
curr->pBasicPlacement->fHasKeys = curr->pDetailedPlacement->fHasKeys;
- curr->pBasicPlacement->sStartingGridNo = curr->pDetailedPlacement->sInsertionGridNo;
+ curr->pBasicPlacement->usStartingGridNo = curr->pDetailedPlacement->sInsertionGridNo;
curr->pBasicPlacement->bPatrolCnt = curr->pDetailedPlacement->bPatrolCnt;
memcpy( curr->pBasicPlacement->sPatrolGrid, curr->pDetailedPlacement->sPatrolGrid,
- sizeof( INT16 ) * curr->pBasicPlacement->bPatrolCnt );
+ sizeof( INT32 ) * curr->pBasicPlacement->bPatrolCnt );
//Add preserved placements as long as they don't exceed the actual population.
@@ -1222,11 +1222,11 @@ BOOLEAN NewWayOfLoadingCiviliansFromTempFile()
curr->pBasicPlacement->ubSoldierClass = curr->pDetailedPlacement->ubSoldierClass;
curr->pBasicPlacement->ubCivilianGroup = curr->pDetailedPlacement->ubCivilianGroup;
curr->pBasicPlacement->fHasKeys = curr->pDetailedPlacement->fHasKeys;
- curr->pBasicPlacement->sStartingGridNo = curr->pDetailedPlacement->sInsertionGridNo;
+ curr->pBasicPlacement->usStartingGridNo = curr->pDetailedPlacement->sInsertionGridNo;
curr->pBasicPlacement->bPatrolCnt = curr->pDetailedPlacement->bPatrolCnt;
memcpy( curr->pBasicPlacement->sPatrolGrid, curr->pDetailedPlacement->sPatrolGrid,
- sizeof( INT16 ) * curr->pBasicPlacement->bPatrolCnt );
+ sizeof( INT32 ) * curr->pBasicPlacement->bPatrolCnt );
if( curr->pDetailedPlacement->bLife < curr->pDetailedPlacement->bLifeMax )
@@ -1391,7 +1391,7 @@ BOOLEAN NewWayOfSavingEnemyAndCivliansToTempFile( INT16 sSectorX, INT16 sSectorY
{
//use original position
curr->pDetailedPlacement->fOnRoof = curr->pBasicPlacement->fOnRoof;
- curr->pDetailedPlacement->sInsertionGridNo = curr->pBasicPlacement->sStartingGridNo;
+ curr->pDetailedPlacement->sInsertionGridNo = curr->pBasicPlacement->usStartingGridNo;
}
}
}
@@ -1785,7 +1785,7 @@ BOOLEAN CountNumberOfElitesRegularsAdminsAndCreaturesFromEnemySoldiersTempFile(
curr->pBasicPlacement->bPatrolCnt = curr->pDetailedPlacement->bPatrolCnt;
memcpy( curr->pBasicPlacement->sPatrolGrid, curr->pDetailedPlacement->sPatrolGrid,
- sizeof( INT16 ) * curr->pBasicPlacement->bPatrolCnt );
+ sizeof( INT32 ) * curr->pBasicPlacement->bPatrolCnt );
//Add preserved placements as long as they don't exceed the actual population.
diff --git a/Tactical/Faces.cpp b/Tactical/Faces.cpp
index 69b54437..f6e9397b 100644
--- a/Tactical/Faces.cpp
+++ b/Tactical/Faces.cpp
@@ -1493,7 +1493,6 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
case( TRAIN_BY_OTHER ):
sPtsAvailable = GetSoldierStudentPts( MercPtrs[ pFace->ubSoldierID ], MercPtrs[ pFace->ubSoldierID ]->bTrainStat, &usMaximumPts );
break;
- // HEADROCK HAM 3.6: New assignment. Works just like Town Training.
case( TRAIN_TOWN ):
case( TRAIN_MOBILE ):
sPtsAvailable = GetTownTrainPtsForCharacter( MercPtrs[ pFace->ubSoldierID ], &usMaximumPts );
@@ -1851,8 +1850,8 @@ void HandleAutoFaces( )
{
pFace->uiFlags &= ( ~FACE_SHOW_WHITE_HILIGHT );
}
-
- if ( pSoldier->sGridNo != pSoldier->pathing.sFinalDestination && pSoldier->sGridNo != NOWHERE )
+
+ if ( pSoldier->sGridNo != pSoldier->pathing.sFinalDestination && !TileIsOutOfBounds(pSoldier->sGridNo))
{
pFace->uiFlags |= FACE_SHOW_MOVING_HILIGHT;
}
diff --git a/Tactical/Handle Doors.cpp b/Tactical/Handle Doors.cpp
index 0d9ca4e0..d963c0de 100644
--- a/Tactical/Handle Doors.cpp
+++ b/Tactical/Handle Doors.cpp
@@ -42,9 +42,9 @@
BOOLEAN gfSetPerceivedDoorState = FALSE;
-BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations );
+BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations );
-void HandleDoorChangeFromGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations )
+void HandleDoorChangeFromGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fNoAnimations )
{
STRUCTURE * pStructure;
DOOR_STATUS * pDoorStatus;
@@ -452,7 +452,7 @@ void ProcessImplicationsOfPCMessingWithDoor( SOLDIERTYPE * pSoldier )
-BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *pStructure )
+BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *pStructure )
{
BOOLEAN fHandleDoor = FALSE;
INT16 sAPCost = 0, sBPCost = 0;
@@ -944,8 +944,30 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
{
if ( fDoor )
{
- HandleDoorChangeFromGridNo( pSoldier, sGridNo, FALSE );
- if(is_client)send_door( pSoldier, sGridNo, FALSE );
+ if (is_networked)
+ {
+ // If we are the server, always handle the doors
+ if (is_server)
+ HandleDoorChangeFromGridNo( pSoldier, sGridNo, FALSE );
+ // if we are the pure client, only handle doors for MERC (and not for enemies)!!
+ // The reason for this is, because the method "receive_door" (client.cpp) handles the "HandleDoorChangeFromGridNo()"
+ else
+ {
+ if (pSoldier->ubID <= 19)
+ HandleDoorChangeFromGridNo( pSoldier, sGridNo, FALSE );
+ }
+
+ // WANNE - MP: The "receive_door" method only gets called for the pure clients and not for the server!
+ // WANNE - MP: General Info!
+ // If pure client calls "send_door" also the method "receive_door" (client.cpp) gets called
+ // If server calls "send_door", the method "receive_door" on the server doest not get called.
+ if(is_client)
+ send_door( pSoldier, sGridNo, FALSE );
+ }
+ else
+ {
+ HandleDoorChangeFromGridNo( pSoldier, sGridNo, FALSE );
+ }
}
else
{
@@ -963,7 +985,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
}
-BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations )
+BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations )
{
LEVELNODE * pShadowNode;
LEVELNODE * pNode;
@@ -1303,7 +1325,7 @@ BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *
return( fDoAnimation );
}
-void SetDoorString( INT16 sGridNo )
+void SetDoorString( INT32 sGridNo )
{
DOOR *pDoor;
DOOR_STATUS * pDoorStatus;
diff --git a/Tactical/Handle Doors.h b/Tactical/Handle Doors.h
index ffbce6bb..95a68305 100644
--- a/Tactical/Handle Doors.h
+++ b/Tactical/Handle Doors.h
@@ -14,15 +14,15 @@
extern BOOLEAN gfSetPerceivedDoorState;
-BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *pStructure );
+BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *pStructure );
void InteractWithOpenableStruct( SOLDIERTYPE *pSoldier, STRUCTURE *pStructure, UINT8 ubDirection, BOOLEAN fDoor );
void InteractWithClosedDoor( SOLDIERTYPE *pSoldier, UINT8 ubHandleCode );
-void SetDoorString( INT16 sGridNo );
+void SetDoorString( INT32 sGridNo );
-void HandleDoorChangeFromGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations );
+void HandleDoorChangeFromGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fNoAnimations );
diff --git a/Tactical/Handle Items.cpp b/Tactical/Handle Items.cpp
index 79f5d1b7..7d2cd9db 100644
--- a/Tactical/Handle Items.cpp
+++ b/Tactical/Handle Items.cpp
@@ -72,11 +72,11 @@ ITEM_POOL_LOCATOR FlashItemSlots[ NUM_ITEM_FLASH_SLOTS ];
UINT32 guiNumFlashItemSlots = 0;
-LEVELNODE *AddItemGraphicToWorld( INVTYPE *pItem, INT16 sGridNo, UINT8 ubLevel );
+LEVELNODE *AddItemGraphicToWorld( INVTYPE *pItem, INT32 sGridNo, UINT8 ubLevel );
INT8 GetListMouseHotSpot( INT16 sLargestLineWidth, INT8 bNumItemsListed, INT16 sFontX, INT16 sFontY, INT8 bCurStart );
-void RemoveItemGraphicFromWorld( INVTYPE *pItem, INT16 sGridNo, UINT8 ubLevel, LEVELNODE *pLevelNode );
+void RemoveItemGraphicFromWorld( INVTYPE *pItem, INT32 sGridNo, UINT8 ubLevel, LEVELNODE *pLevelNode );
-ITEM_POOL * GetItemPoolForIndex( INT16 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
+ITEM_POOL * GetItemPoolForIndex( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
INT32 GetFreeFlashItemSlot(void);
void RecountFlashItemSlots(void);
@@ -85,7 +85,7 @@ BOOLEAN RemoveFlashItemSlot( ITEM_POOL *pItemPool );
// Disgusting hacks: have to keep track of these values for accesses in callbacks
static SOLDIERTYPE * gpTempSoldier;
-static INT16 gsTempGridno;
+static INT32 gsTempGridNo;
static INT8 bTempFrequency;
void BombMessageBoxCallBack( UINT8 ubExitValue );
@@ -100,7 +100,7 @@ void CheckForPickedOwnership( void );
void BoobyTrapInMapScreenMessageBoxCallBack( UINT8 ubExitValue );
-BOOLEAN ContinuePastBoobyTrap( SOLDIERTYPE * pSoldier, INT16 sGridNo, INT8 bLevel, INT32 iItemIndex, BOOLEAN fInStrategic, BOOLEAN *pfSaidQuote );
+BOOLEAN ContinuePastBoobyTrap( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel, INT32 iItemIndex, BOOLEAN fInStrategic, BOOLEAN *pfSaidQuote );
extern BOOLEAN ItemIsCool( OBJECTTYPE * pObj );
extern INT8 gbItemPointerSrcSlot;
extern void MAPEndItemPointer( );
@@ -110,16 +110,16 @@ BOOLEAN ItemPoolOKForPickup( SOLDIERTYPE * pSoldier, ITEM_POOL *pItemPool, INT8
SOLDIERTYPE * gpBoobyTrapSoldier;
ITEM_POOL * gpBoobyTrapItemPool;
-INT16 gsBoobyTrapGridNo;
+INT32 gsBoobyTrapGridNo;
INT8 gbBoobyTrapLevel;
BOOLEAN gfDisarmingBuriedBomb;
extern BOOLEAN gfDontChargeAPsToPickup;
INT8 gbTrapDifficulty;
BOOLEAN gfJustFoundBoobyTrap = FALSE;
-void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT16 sGridNo );
+void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo );
-BOOLEAN HandleCheckForBadChangeToGetThrough( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, INT16 sTargetGridNo , INT8 bLevel )
+BOOLEAN HandleCheckForBadChangeToGetThrough( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, INT32 sTargetGridNo , INT8 bLevel )
{
BOOLEAN fBadChangeToGetThrough = FALSE;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleCheckForBadChangeToGetThrough"));
@@ -183,15 +183,15 @@ BOOLEAN HandleCheckForBadChangeToGetThrough( SOLDIERTYPE *pSoldier, SOLDIERTYPE
-INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHandItem, BOOLEAN fFromUI )
+INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHandItem, BOOLEAN fFromUI )
{
SOLDIERTYPE *pTargetSoldier = NULL;
UINT16 usSoldierIndex;
- INT16 sTargetGridNo;
+ INT32 sTargetGridNo;
INT16 sAPCost;
- INT16 sActionGridNo;
+ INT32 sActionGridNo;
UINT8 ubDirection = 0;
- INT16 sAdjustedGridNo = 0;
+ INT32 sAdjustedGridNo;
BOOLEAN fDropBomb = FALSE;
BOOLEAN fAddingTurningCost = FALSE;
BOOLEAN fAddingRaiseGunCost = FALSE;
@@ -216,7 +216,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
if ( fFromUI )
{
- INT16 sInteractiveGridNo;
+ INT32 sInteractiveGridNo;
// ATE: Check if we are targeting an interactive tile, and adjust gridno accordingly...
pIntNode = GetCurInteractiveTileGridNoAndStructure( &sInteractiveGridNo, &pStructure );
@@ -653,9 +653,9 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
if ( Item[ usHandItem ].usItemClass == IC_PUNCH )
{
//INT16 sCnt;
- INT16 sSpot;
+ INT32 sSpot;
UINT8 ubGuyThere;
- INT16 sGotLocation = NOWHERE;
+ INT32 sGotLocation = NOWHERE;
BOOLEAN fGotAdjacent = FALSE;
for ( INT8 sCnt = 0; sCnt < NUM_WORLD_DIRECTIONS; sCnt++ )
@@ -681,8 +681,8 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
break;
}
}
-
- if ( sGotLocation == NOWHERE )
+
+ if (TileIsOutOfBounds(sGotLocation))
{
// See if we can get there to punch
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
@@ -695,8 +695,8 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
}
}
- // Did we get a loaction?
- if ( sGotLocation != NOWHERE )
+ // Did we get a loaction?
+ if (!TileIsOutOfBounds(sGotLocation))
{
pSoldier->sTargetGridNo = sGridNo;
@@ -736,16 +736,16 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
if ( Item[ usHandItem ].usItemClass == IC_MEDKIT )
{
// ATE: AI CANNOT GO THROUGH HERE!
- INT16 sMapPos;
+ INT32 usMapPos;
BOOLEAN fHadToUseCursorPos = FALSE;
if (gTacticalStatus.fAutoBandageMode)
{
- sMapPos = sGridNo;
+ usMapPos = sGridNo;
}
else
{
- GetMouseMapPos( &sMapPos );
+ GetMouseMapPos( &usMapPos );
}
// See if we can get there to stab
@@ -753,7 +753,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
if ( sActionGridNo == -1 )
{
// Try another location...
- sActionGridNo = FindAdjacentGridEx( pSoldier, sMapPos, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
+ sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == -1 )
{
@@ -783,7 +783,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
if ( fHadToUseCursorPos )
{
- pSoldier->aiData.sPendingActionData2 = sMapPos;
+ pSoldier->aiData.sPendingActionData2 = usMapPos;
}
else
{
@@ -875,17 +875,17 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
{
UINT8 ubMercID;
BOOLEAN fVehicle = FALSE;
- INT16 sVehicleGridNo=-1;
+ INT32 sVehicleGridNo=-1;
// For repair, check if we are over a vehicle, then get gridnot to edge of that vehicle!
if ( IsRepairableStructAtGridNo( sGridNo, &ubMercID ) == 2 )
{
- INT16 sNewGridNo;
+ INT32 sNewGridNo;
UINT8 ubDirection;
sNewGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 5, &ubDirection, 0, MercPtrs[ ubMercID ] );
-
- if ( sNewGridNo != NOWHERE )
+
+ if (!TileIsOutOfBounds(sNewGridNo))
{
sGridNo = sNewGridNo;
@@ -953,17 +953,17 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
if ( Item[usHandItem].gascan )
{
UINT8 ubMercID;
- INT16 sVehicleGridNo=-1;
+ INT32 sVehicleGridNo=-1;
// For repair, check if we are over a vehicle, then get gridnot to edge of that vehicle!
if ( IsRefuelableStructAtGridNo( sGridNo, &ubMercID ) )
{
- INT16 sNewGridNo;
+ INT32 sNewGridNo;
UINT8 ubDirection;
sNewGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 5, &ubDirection, 0, MercPtrs[ ubMercID ] );
-
- if ( sNewGridNo != NOWHERE )
+
+ if (!TileIsOutOfBounds(sNewGridNo))
{
sGridNo = sNewGridNo;
@@ -1080,7 +1080,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
LEVELNODE *pIntTile;
// Get structure info for in tile!
- pIntTile = GetCurInteractiveTileGridNoAndStructure( (INT16 *)&sGridNo, &pStructure );
+ pIntTile = GetCurInteractiveTileGridNoAndStructure( &sGridNo, &pStructure );
// We should not have null here if we are given this flag...
if ( pIntTile != NULL )
@@ -1312,7 +1312,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
// THIS IS IF WE WERE FROM THE UI
if ( Item[ usHandItem ].usItemClass == IC_GRENADE || Item[ usHandItem ].usItemClass == IC_LAUNCHER || Item[ usHandItem ].usItemClass == IC_THROWN )
{
- INT16 sCheckGridNo;
+ INT32 sCheckGridNo;
// Get gridno - either soldier's position or the gridno
if ( pTargetSoldier != NULL )
@@ -1332,7 +1332,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
ubDirection = (UINT8)GetDirectionFromGridNo( sTargetGridNo, pSoldier );
// Get new gridno!
- sCheckGridNo = NewGridNo( (INT16)pSoldier->sGridNo, (UINT16)DirectionInc( ubDirection ) );
+ sCheckGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)DirectionInc( ubDirection ) );
if ( !OKFallDirection( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, ubDirection , pSoldier->usAnimState ) )
{
@@ -1437,7 +1437,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
}
-void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT16 sGridNo )
+void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
// Does this have detonator that needs info?
if ( IsDetonatorAttached ( &(pSoldier->inv[ HANDPOS ] ) ) || IsRemoteDetonatorAttached( &(pSoldier->inv[ HANDPOS ] ) ) )
@@ -1484,7 +1484,7 @@ void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT16 sGridNo )
}
}
-void HandleSoldierUseRemote( SOLDIERTYPE *pSoldier, INT16 sGridNo )
+void HandleSoldierUseRemote( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
StartBombMessageBox( pSoldier, sGridNo );
}
@@ -1507,7 +1507,7 @@ void SoldierHandleDropItem( SOLDIERTYPE *pSoldier )
}
-void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT16 sGridNo )
+void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
// Determine what to do
UINT8 ubDirection;
@@ -1598,7 +1598,7 @@ void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT16 sGridNo )
void SoldierGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, OBJECTTYPE *pObject, INT8 bInvPos )
{
- INT16 sActionGridNo, sAdjustedGridNo;
+ INT32 sActionGridNo, sAdjustedGridNo;
UINT8 ubDirection;
// Remove any previous actions
@@ -1654,9 +1654,9 @@ BOOLEAN SoldierDropItem( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj )
return( TRUE );
}
-void SoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo, INT8 bZLevel )
+void SoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel )
{
- INT16 sActionGridNo;
+ INT32 sActionGridNo;
// Remove any previous actions
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
@@ -1697,13 +1697,13 @@ void SoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo,
else
{
// DO ANIMATION OF PICKUP NOW!
- PickPickupAnimation( pSoldier, pSoldier->aiData.uiPendingActionData1, (INT16)( pSoldier->aiData.uiPendingActionData4 ), pSoldier->aiData.bPendingActionData3 );
+ PickPickupAnimation( pSoldier, pSoldier->aiData.uiPendingActionData1, pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 );
}
}
-void HandleAutoPlaceFail( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo )
+void HandleAutoPlaceFail( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo )
{
if (pSoldier->bTeam == gbPlayerNum)
{
@@ -1726,7 +1726,7 @@ void HandleAutoPlaceFail( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo
}
}
-void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList )
+void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList )
{
ITEM_POOL * pItemPool;
ITEM_POOL * pItemPoolToDelete = NULL;
@@ -1948,12 +1948,12 @@ void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGr
}
gpTempSoldier = pSoldier;
- gsTempGridno = sGridNo;
+ gsTempGridNo = sGridNo;
SetCustomizableTimerCallbackAndDelay( 1000, CheckForPickedOwnership, TRUE );
}
-void HandleSoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo, INT8 bZLevel )
+void HandleSoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel )
{
ITEM_POOL *pItemPool;
UINT16 usNum;
@@ -1973,7 +1973,8 @@ void HandleSoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGr
}
else
{
- if (gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT)
+ if (gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT ||
+ (is_networked && is_client && FindWorldItemForBombInGridNo( sGridNo, pSoldier->pathing.bLevel ) != -1)) // 20091029 - OJW - Disarm player planted bombs!
{
// have the computer ask us if we want to proceed
@@ -2079,7 +2080,7 @@ void HandleSoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGr
}
-LEVELNODE *AddItemGraphicToWorld( INVTYPE *pItem, INT16 sGridNo, UINT8 ubLevel )
+LEVELNODE *AddItemGraphicToWorld( INVTYPE *pItem, INT32 sGridNo, UINT8 ubLevel )
{
UINT16 usTileIndex;
LEVELNODE *pNode;
@@ -2112,7 +2113,7 @@ LEVELNODE *AddItemGraphicToWorld( INVTYPE *pItem, INT16 sGridNo, UINT8 ubLevel )
}
-void RemoveItemGraphicFromWorld( INVTYPE *pItem, INT16 sGridNo, UINT8 ubLevel, LEVELNODE *pLevelNode )
+void RemoveItemGraphicFromWorld( INVTYPE *pItem, INT32 sGridNo, UINT8 ubLevel, LEVELNODE *pLevelNode )
{
LEVELNODE *pNode;
@@ -2159,31 +2160,31 @@ void RemoveItemGraphicFromWorld( INVTYPE *pItem, INT16 sGridNo, UINT8 ubLevel, L
}
// INVENTORY POOL STUFF
-OBJECTTYPE* AddItemToPool( INT16 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID )
+OBJECTTYPE* AddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID )
{
return InternalAddItemToPool( &sGridNo, pObject, bVisible, ubLevel, usFlags, bRenderZHeightAboveLevel, soldierID, NULL );
}
-OBJECTTYPE * AddItemToPoolAndGetIndex( INT16 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex )
+OBJECTTYPE * AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex )
{
return( InternalAddItemToPool( &sGridNo, pObject, bVisible, ubLevel, usFlags, bRenderZHeightAboveLevel, soldierID, piItemIndex ) );
}
-OBJECTTYPE* InternalAddItemToPool( INT16 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex )
+OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
INT32 iWorldItem = 0;
STRUCTURE *pStructure, *pBase;
INT16 sDesiredLevel;
- INT16 sNewGridNo = *psGridNo;
+ INT32 sNewGridNo = *psGridNo;
LEVELNODE *pNode;
BOOLEAN fForceOnGround = FALSE;
BOOLEAN fObjectInOpenable = FALSE;
INT8 bTerrainID;
- // ATE: Check if the gridno is OK
- if ( (*psGridNo) == NOWHERE )
+ // ATE: Check if the gridno is OK
+ if (TileIsOutOfBounds((*psGridNo)))
{
// Display warning.....
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Error: Item %d was given invalid grid location %d for item pool. Please Report.", pObject->usItem, (*psGridNo) );
@@ -2464,7 +2465,7 @@ OBJECTTYPE* InternalAddItemToPool( INT16 *psGridNo, OBJECTTYPE *pObject, INT8 bV
}
-BOOLEAN ItemExistsAtLocation( INT16 sGridNo, INT32 iItemIndex, UINT8 ubLevel )
+BOOLEAN ItemExistsAtLocation( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
@@ -2488,7 +2489,7 @@ BOOLEAN ItemExistsAtLocation( INT16 sGridNo, INT32 iItemIndex, UINT8 ubLevel )
return( FALSE );
}
-BOOLEAN ItemTypeExistsAtLocation( INT16 sGridNo, UINT16 usItem, UINT8 ubLevel, INT32 * piItemIndex )
+BOOLEAN ItemTypeExistsAtLocation( INT32 sGridNo, UINT16 usItem, UINT8 ubLevel, INT32 * piItemIndex )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
@@ -2516,7 +2517,7 @@ BOOLEAN ItemTypeExistsAtLocation( INT16 sGridNo, UINT16 usItem, UINT8 ubLevel, I
return( FALSE );
}
-BOOLEAN MarblesExistAtLocation( INT16 sGridNo, UINT8 ubLevel, INT32 * piItemIndex )
+BOOLEAN MarblesExistAtLocation( INT32 sGridNo, UINT8 ubLevel, INT32 * piItemIndex )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
@@ -2545,7 +2546,7 @@ BOOLEAN MarblesExistAtLocation( INT16 sGridNo, UINT8 ubLevel, INT32 * piItemInde
}
-INT32 GetItemOfClassTypeInPool( INT16 sGridNo, UINT32 uiItemClass, UINT8 ubLevel )
+INT32 GetItemOfClassTypeInPool( INT32 sGridNo, UINT32 uiItemClass, UINT8 ubLevel )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
@@ -2569,7 +2570,7 @@ INT32 GetItemOfClassTypeInPool( INT16 sGridNo, UINT32 uiItemClass, UINT8 ubLevel
return( -1 );
}
-ITEM_POOL * GetItemPoolForIndex( INT16 sGridNo, INT32 iItemIndex, UINT8 ubLevel )
+ITEM_POOL * GetItemPoolForIndex( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
@@ -2628,7 +2629,7 @@ BOOLEAN DoesItemPoolContainAllHiddenItems( ITEM_POOL *pItemPool )
}
-BOOLEAN LookForHiddenItems( INT16 sGridNo, INT8 ubLevel, BOOLEAN fSetLocator, INT8 bZLevel )
+BOOLEAN LookForHiddenItems( INT32 sGridNo, INT8 ubLevel, BOOLEAN fSetLocator, INT8 bZLevel )
{
ITEM_POOL *pItemPool = NULL;
ITEM_POOL *pHeadItemPool = NULL;
@@ -2662,7 +2663,7 @@ BOOLEAN LookForHiddenItems( INT16 sGridNo, INT8 ubLevel, BOOLEAN fSetLocator, IN
}
-INT8 GetZLevelOfItemPoolGivenStructure( INT16 sGridNo, UINT8 ubLevel, STRUCTURE *pStructure )
+INT8 GetZLevelOfItemPoolGivenStructure( INT32 sGridNo, UINT8 ubLevel, STRUCTURE *pStructure )
{
ITEM_POOL *pItemPool;
@@ -2695,7 +2696,7 @@ INT8 GetLargestZLevelOfItemPool( ITEM_POOL *pItemPool )
return( 0 );
}
-void RemoveItemPool( INT16 sGridNo, UINT8 ubLevel )
+void RemoveItemPool( INT32 sGridNo, UINT8 ubLevel )
{
ITEM_POOL *pItemPool;
@@ -2706,7 +2707,7 @@ void RemoveItemPool( INT16 sGridNo, UINT8 ubLevel )
}
}
-void RemoveAllUnburiedItems( INT16 sGridNo, UINT8 ubLevel )
+void RemoveAllUnburiedItems( INT32 sGridNo, UINT8 ubLevel )
{
ITEM_POOL *pItemPool;
@@ -2729,7 +2730,7 @@ void RemoveAllUnburiedItems( INT16 sGridNo, UINT8 ubLevel )
}
-void LoopLevelNodeForShowThroughFlag( LEVELNODE *pNode, INT16 sGridNo, UINT8 ubLevel )
+void LoopLevelNodeForShowThroughFlag( LEVELNODE *pNode, INT32 sGridNo, UINT8 ubLevel )
{
while ( pNode != NULL )
{
@@ -2758,7 +2759,7 @@ void LoopLevelNodeForShowThroughFlag( LEVELNODE *pNode, INT16 sGridNo, UINT8 ubL
}
}
-void HandleItemObscuredFlag( INT16 sGridNo, UINT8 ubLevel )
+void HandleItemObscuredFlag( INT32 sGridNo, UINT8 ubLevel )
{
LEVELNODE *pNode;
@@ -2950,7 +2951,7 @@ void AdjustItemPoolVisibility( ITEM_POOL *pItemPool )
}
-BOOLEAN RemoveItemFromPool( INT16 sGridNo, INT32 iItemIndex, UINT8 ubLevel )
+BOOLEAN RemoveItemFromPool( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
@@ -3073,7 +3074,7 @@ BOOLEAN RemoveItemFromPool( INT16 sGridNo, INT32 iItemIndex, UINT8 ubLevel )
return( FALSE );
}
-BOOLEAN MoveItemPools( INT16 sStartPos, INT16 sEndPos, INT8 bStartLevel, INT8 bEndLevel )
+BOOLEAN MoveItemPools( INT32 sStartPos, INT32 sEndPos, INT8 bStartLevel, INT8 bEndLevel )
{
// note, only works between locations on the ground
ITEM_POOL *pItemPool;
@@ -3090,17 +3091,17 @@ BOOLEAN MoveItemPools( INT16 sStartPos, INT16 sEndPos, INT8 bStartLevel, INT8 bE
return( TRUE );
}
-BOOLEAN GetItemPool( INT16 sMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel )
+BOOLEAN GetItemPool( INT32 usMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel )
{
LEVELNODE *pObject;
if ( ubLevel == 0 )
{
- pObject = gpWorldLevelData[ sMapPos ].pStructHead;
+ pObject = gpWorldLevelData[ usMapPos ].pStructHead;
}
else
{
- pObject = gpWorldLevelData[ sMapPos ].pOnRoofHead;
+ pObject = gpWorldLevelData[ usMapPos ].pOnRoofHead;
}
(*ppItemPool) = NULL;
@@ -3125,7 +3126,7 @@ BOOLEAN GetItemPool( INT16 sMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel )
return( FALSE );
}
-BOOLEAN GetItemPoolFromGround( INT16 sMapPos, ITEM_POOL **ppItemPool )
+BOOLEAN GetItemPoolFromGround( INT32 sMapPos, ITEM_POOL **ppItemPool )
{
//if we know the level, we can avoid an if, and this function is called alot
LEVELNODE *pObject = gpWorldLevelData[ sMapPos ].pStructHead;
@@ -3291,7 +3292,7 @@ BOOLEAN ItemPoolOKForPickup( SOLDIERTYPE * pSoldier, ITEM_POOL *pItemPool, INT8
extern void HandleAnyMercInSquadHasCompatibleStuff( UINT8 ubSquad, OBJECTTYPE *pObject, BOOLEAN fReset );
-BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT16 sGridNo, UINT8 bCommand, INT8 bZLevel, INT16 sXPos, INT16 sYPos )
+BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, INT8 bZLevel, INT16 sXPos, INT16 sYPos )
{
INT16 sY;
INVTYPE *pItem;
@@ -3895,7 +3896,7 @@ BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier )
UINT16 usSoldierIndex;
OBJECTTYPE *pObject;
- INT16 sGridNo;
+ INT32 sGridNo;
UINT8 ubDirection;
UINT8 ubTargetMercID;
@@ -3960,7 +3961,7 @@ void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier )
INT8 bInvPos;
UINT8 ubProfile;
- INT16 sGridNo;
+ INT32 sGridNo;
UINT8 ubDirection;
UINT8 ubTargetMercID;
UINT16 usItemNum;
@@ -4149,14 +4150,14 @@ void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier )
-INT16 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT16 sGridNo )
+INT32 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
STRUCTURE *pStructure;
INT16 sDesiredLevel;
- INT16 sActionGridNo;
+ INT32 sActionGridNo;
BOOLEAN fStructFound = FALSE;
UINT8 ubDirection;
- INT16 sAdjustedGridNo;
+ INT32 sAdjustedGridNo;
UINT8 ubTargetID;
@@ -4167,7 +4168,7 @@ INT16 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT16 sGridNo )
{
// Something is here, check obstruction in future
sDesiredLevel = pSoldier->pathing.bLevel ? STRUCTURE_ON_ROOF : STRUCTURE_ON_GROUND;
- pStructure = FindStructure( (INT16)sGridNo, STRUCTURE_BLOCKSMOVES );
+ pStructure = FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES );
while( pStructure )
{
if( !(pStructure->fFlags & STRUCTURE_PASSABLE) && pStructure->sCubeOffset == sDesiredLevel )
@@ -4201,12 +4202,12 @@ INT16 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT16 sGridNo )
}
-void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT16 sGridNo )
+void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo )
{
UINT8 ubRoom;
gpTempSoldier = pSoldier;
- gsTempGridno = sGridNo;
+ gsTempGridNo = sGridNo;
if (Item[ pSoldier->inv[HANDPOS].usItem].remotetrigger )
{
DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_BOMB_FREQUENCY_STR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS, BombMessageBoxCallBack, NULL );
@@ -4319,7 +4320,7 @@ void BombMessageBoxCallBack( UINT8 ubExitValue )
// so we add 2 to all owner IDs passed through here and subtract 2 later
if (gpTempSoldier->inv[HANDPOS].MoveThisObjectTo(gTempObject, 1) == 0) {
gTempObject[0]->data.misc.ubBombOwner = gpTempSoldier->ubID + 2;
- AddItemToPool( gsTempGridno, &gTempObject, 1, gpTempSoldier->pathing.bLevel, WORLD_ITEM_ARMED_BOMB, 0 );
+ AddItemToPool( gsTempGridNo, &gTempObject, 1, gpTempSoldier->pathing.bLevel, WORLD_ITEM_ARMED_BOMB, 0 );
}
}
}
@@ -4425,7 +4426,7 @@ void SetOffBoobyTrap( ITEM_POOL * pItemPool )
}
-BOOLEAN ContinuePastBoobyTrap( SOLDIERTYPE * pSoldier, INT16 sGridNo, INT8 bLevel, INT32 iItemIndex, BOOLEAN fInStrategic, BOOLEAN *pfSaidQuote )
+BOOLEAN ContinuePastBoobyTrap( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel, INT32 iItemIndex, BOOLEAN fInStrategic, BOOLEAN *pfSaidQuote )
{
BOOLEAN fBoobyTrapKnowledge;
INT8 bTrapDifficulty, bTrapDetectLevel;
@@ -4615,6 +4616,27 @@ void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue )
{
// switch action item to the real item type
CreateItem( gTempObject[0]->data.misc.usBombItem, gTempObject[0]->data.misc.bBombStatus, &gTempObject );
+
+ if (is_networked && is_client)
+ {
+ OBJECTTYPE TempAttachment;
+ // attach whatever trigger the bomb originally had
+ if (gWorldItems[ gpBoobyTrapItemPool->iItemIndex ].object[0]->data.misc.bDetonatorType == BOMB_REMOTE)
+ {
+ // attack a remote deonator, but they will need a trigger to use it :)
+ CreateItem( REMDETONATOR, gTempObject[0]->data.misc.bBombStatus, &TempAttachment );
+ }
+ else
+ {
+ // always just give a timed detonator so they can use it
+ CreateItem( DETONATOR, gTempObject[0]->data.misc.bBombStatus, &TempAttachment );
+ }
+
+ if (ValidAttachment( TempAttachment.usItem , gTempObject.usItem ))
+ {
+ gTempObject.AttachObject(NULL, &TempAttachment, FALSE);
+ }
+ }
}
// remove any blue flag graphic
@@ -4629,6 +4651,9 @@ void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue )
// place it in the guy's inventory/cursor
if ( AutoPlaceObject( gpBoobyTrapSoldier, &gTempObject, TRUE ) )
{
+ // OJW - 20091029 - disarm explosives
+ if (is_networked && is_client)
+ send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID );
// remove it from the ground
RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel );
}
@@ -4647,6 +4672,11 @@ void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue )
// ATE; If we failed to add to inventory, put failed one in our cursor...
gfDontChargeAPsToPickup = TRUE;
HandleAutoPlaceFail( gpBoobyTrapSoldier, gpBoobyTrapItemPool->iItemIndex, gsBoobyTrapGridNo );
+
+ // OJW - 20091029 - disarm explosives
+ if (is_networked && is_client)
+ send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID );
+
RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel );
}
else
@@ -4658,6 +4688,10 @@ void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue )
gpItemPointer = new OBJECTTYPE;
gTempObject.MoveThisObjectTo(*gpItemPointer,-1,gpBoobyTrapSoldier,NUM_INV_SLOTS,MAX_OBJECTS_PER_SLOT);
}
+ // OJW - 20091029 - disarm explosives
+ if (is_networked && is_client)
+ send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID );
+
// remove it from the ground
RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel );
}
@@ -4794,9 +4828,9 @@ void SwitchMessageBoxCallBack( UINT8 ubExitValue )
}
}
-BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT16 sGridNo, BOOLEAN fCheckAroundGridno, INT16 * psProblemGridNo )
+BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN fCheckAroundGridNo, INT32 * psProblemGridNo )
{
- INT16 sNextGridNo;
+ INT32 sNextGridNo;
// BOOLEAN fWorthChecking = FALSE, fProblemExists = FALSE, fDetectedProblem = FALSE;
UINT8 ubDetectLevel, ubDirection;
MAP_ELEMENT * pMapElement;
@@ -4851,7 +4885,7 @@ BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT16 sGridNo, BOOLEAN f
// check every tile around gridno for the presence of "nasty stuff"
for (ubDirection = 0; ubDirection < 8; ubDirection++)
{
- if ( fCheckAroundGridno )
+ if ( fCheckAroundGridNo )
{
// get the gridno of the next spot adjacent to lastGridno in that direction
sNextGridNo = NewGridNo( sGridNo, (INT16) DirectionInc( (UINT8) ubDirection ) );
@@ -5018,7 +5052,7 @@ void RemoveBlueFlagDialogueCallBack( UINT8 ubExitValue )
}
}
-void AddBlueFlag( INT16 sGridNo ,INT8 bLevel )
+void AddBlueFlag( INT32 sGridNo ,INT8 bLevel )
{
LEVELNODE *pNode;
@@ -5037,7 +5071,7 @@ void AddBlueFlag( INT16 sGridNo ,INT8 bLevel )
SetRenderFlags(RENDER_FLAG_FULL);
}
-void RemoveBlueFlag( INT16 sGridNo, INT8 bLevel )
+void RemoveBlueFlag( INT32 sGridNo, INT8 bLevel )
{
ApplyMapChangesToMapTempFile( TRUE );
gpWorldLevelData[sGridNo].uiFlags &= ~(MAPELEMENT_PLAYER_MINE_PRESENT);
@@ -5114,7 +5148,7 @@ void CheckForPickedOwnership( void )
UINT8 ubLoop;
// LOOP THROUGH LIST TO FIND NODE WE WANT
- GetItemPool( gsTempGridno, &pItemPool, gpTempSoldier->pathing.bLevel );
+ GetItemPool( gsTempGridNo, &pItemPool, gpTempSoldier->pathing.bLevel );
while( pItemPool )
{
@@ -5155,7 +5189,7 @@ void CheckForPickedOwnership( void )
-void LoopLevelNodeForItemGlowFlag( LEVELNODE *pNode, INT16 sGridNo, UINT8 ubLevel, BOOLEAN fOn )
+void LoopLevelNodeForItemGlowFlag( LEVELNODE *pNode, INT32 sGridNo, UINT8 ubLevel, BOOLEAN fOn )
{
while ( pNode != NULL )
{
@@ -5175,7 +5209,7 @@ void LoopLevelNodeForItemGlowFlag( LEVELNODE *pNode, INT16 sGridNo, UINT8 ubLeve
}
-void HandleItemGlowFlag( INT16 sGridNo, UINT8 ubLevel, BOOLEAN fOn )
+void HandleItemGlowFlag( INT32 sGridNo, UINT8 ubLevel, BOOLEAN fOn )
{
LEVELNODE *pNode;
@@ -5193,12 +5227,12 @@ void HandleItemGlowFlag( INT16 sGridNo, UINT8 ubLevel, BOOLEAN fOn )
void ToggleItemGlow( BOOLEAN fOn )
{
- UINT32 cnt;
+ INT32 cnt;
for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
{
- HandleItemGlowFlag( ( INT16 )cnt, 0, fOn );
- HandleItemGlowFlag( ( INT16 )cnt, 1, fOn );
+ HandleItemGlowFlag( cnt, 0, fOn );
+ HandleItemGlowFlag( cnt, 1, fOn );
}
if ( !fOn )
@@ -5273,12 +5307,12 @@ BOOLEAN ContinuePastBoobyTrapInMapScreen( OBJECTTYPE *pObject, SOLDIERTYPE *pSol
// Well, clears all item pools
void ClearAllItemPools( )
{
- UINT32 cnt;
+ INT32 cnt;
for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
{
- RemoveItemPool( (INT16)cnt, 0 );
- RemoveItemPool( (INT16)cnt, 1 );
+ RemoveItemPool( cnt, 0 );
+ RemoveItemPool( cnt, 1 );
}
}
@@ -5292,14 +5326,14 @@ void RefreshItemPools( WORLDITEM * pItemList, INT32 iNumberOfItems )
}
-INT16 FindNearestAvailableGridNoForItem( INT16 sSweetGridNo, INT8 ubRadius )
+INT32 FindNearestAvailableGridNoForItem( INT32 sSweetGridNo, INT8 ubRadius )
{
- INT16 sTop, sBottom;
- INT16 sLeft, sRight;
- INT16 cnt1, cnt2, cnt3;
- INT16 sGridNo;
+ INT32 sTop, sBottom;
+ INT32 sLeft, sRight;
+ INT32 cnt1, cnt2, cnt3;
+ INT32 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
- INT16 sLowestGridNo=0;
+ INT32 sLowestGridNo=0;
INT32 leftmost;
BOOLEAN fFound = FALSE;
SOLDIERTYPE soldier;
@@ -5341,7 +5375,7 @@ INT16 FindNearestAvailableGridNoForItem( INT16 sSweetGridNo, INT8 ubRadius )
//Now, find out which of these gridnos are reachable
//(use the fake soldier and the pathing settings)
- FindBestPath( &soldier, NOWHERE, 0, WALKING, COPYREACHABLE, 0 );
+ FindBestPath( &soldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, 0 );//dnl ch50 071009
uiLowestRange = 999999;
@@ -5550,7 +5584,7 @@ UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet
* jackaians: function copied from SoldierGetItemFromWorld
* check user's choices and try to place them in his slots
*/
-void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,ITEM_POOL *pItemPool, INT32 iItemIndex, INT16 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList )
+void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,ITEM_POOL *pItemPool, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList )
{
ITEM_POOL *pTempItemPool;
INT32 cnt = 0;
@@ -5616,6 +5650,6 @@ void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
pSoldier->DoMercBattleSound( BATTLE_SOUND_GOTIT );
}
gpTempSoldier = pSoldier;
- gsTempGridno = sGridNo;
+ gsTempGridNo = sGridNo;
SetCustomizableTimerCallbackAndDelay( 1000, CheckForPickedOwnership, TRUE );
}
diff --git a/Tactical/Handle Items.h b/Tactical/Handle Items.h
index 48725607..767b2118 100644
--- a/Tactical/Handle Items.h
+++ b/Tactical/Handle Items.h
@@ -58,7 +58,7 @@ typedef struct TAG_ITEM_POOL
INT8 bVisible;
INT8 bFlashColor;
UINT32 uiTimerID;
- INT16 sGridNo;
+ INT32 sGridNo;
UINT8 ubLevel;
UINT16 usFlags;
INT8 bRenderZHeightAboveLevel;
@@ -80,14 +80,14 @@ typedef struct
} ITEM_POOL_LOCATOR;
class SOLDIERTYPE;
-INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHandItem, BOOLEAN fFromUI );
-void SoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo, INT8 bZLevel );
-void HandleSoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo, INT8 bZLevel );
+INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHandItem, BOOLEAN fFromUI );
+void SoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel );
+void HandleSoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel );
void HandleFlashingItems( );
BOOLEAN SoldierDropItem( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj );
-void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT16 sGridNo );
+void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT32 sGridNo );
BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier );
void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier );
void SoldierGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, OBJECTTYPE *pObject, INT8 bInvPos );
@@ -97,19 +97,19 @@ void NotifySoldiersToLookforItems( );
void AllSoldiersLookforItems( BOOLEAN RevealRoofsAndItems );
-void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList );
+void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList );
-OBJECTTYPE* AddItemToPool( INT16 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID = -1 );
-OBJECTTYPE* AddItemToPoolAndGetIndex( INT16 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex );
-OBJECTTYPE* InternalAddItemToPool( INT16 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex );
+OBJECTTYPE* AddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID = -1 );
+OBJECTTYPE* AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex );
+OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex );
-INT16 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT16 sGridNo );
-BOOLEAN GetItemPool( INT16 sMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel );
-BOOLEAN GetItemPoolFromGround( INT16 sMapPos, ITEM_POOL **ppItemPool );
-BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT16 sGridNo, UINT8 bCommand, INT8 bZLevel, INT16 sXPos, INT16 sYPos );
-BOOLEAN RemoveItemFromPool( INT16 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
-BOOLEAN ItemExistsAtLocation( INT16 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
-BOOLEAN MoveItemPools( INT16 sStartPos, INT16 sEndPos, INT8 bStartLevel, INT8 bEndLevel );
+INT32 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT32 sGridNo );
+BOOLEAN GetItemPool( INT32 usMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel );
+BOOLEAN GetItemPoolFromGround( INT32 sMapPos, ITEM_POOL **ppItemPool );
+BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, INT8 bZLevel, INT16 sXPos, INT16 sYPos );
+BOOLEAN RemoveItemFromPool( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
+BOOLEAN ItemExistsAtLocation( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
+BOOLEAN MoveItemPools( INT32 sStartPos, INT32 sEndPos, INT8 bStartLevel, INT8 bEndLevel );
void SetItemPoolLocator( ITEM_POOL *pItemPool );
void SetItemPoolLocatorWithCallback( ITEM_POOL *pItemPool, ITEM_POOL_LOCATOR_HOOK Callback );
@@ -119,38 +119,38 @@ void AdjustItemPoolVisibility( ITEM_POOL *pItemPool );
void SetItemPoolVisibilityHiddenInObject( ITEM_POOL *pItemPool );
void SetItemPoolVisibilityHidden( ITEM_POOL *pItemPool );
-INT32 GetItemOfClassTypeInPool( INT16 sGridNo, UINT32 uiItemClass, UINT8 ubLevel );
-void RemoveItemPool( INT16 sGridNo, UINT8 ubLevel );
+INT32 GetItemOfClassTypeInPool( INT32 sGridNo, UINT32 uiItemClass, UINT8 ubLevel );
+void RemoveItemPool( INT32 sGridNo, UINT8 ubLevel );
void RenderTopmostFlashingItems( );
-void RemoveAllUnburiedItems( INT16 sGridNo, UINT8 ubLevel );
+void RemoveAllUnburiedItems( INT32 sGridNo, UINT8 ubLevel );
BOOLEAN DoesItemPoolContainAnyHiddenItems( ITEM_POOL *pItemPool );
BOOLEAN DoesItemPoolContainAllHiddenItems( ITEM_POOL *pItemPool );
-void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT16 sGridNo );
-void HandleSoldierUseRemote( SOLDIERTYPE *pSoldier, INT16 sGridNo );
+void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo );
+void HandleSoldierUseRemote( SOLDIERTYPE *pSoldier, INT32 sGridNo );
BOOLEAN ItemPoolOKForDisplay( ITEM_POOL *pItemPool, INT8 bZLevel );
INT16 GetNumOkForDisplayItemsInPool( ITEM_POOL *pItemPool, INT8 bZLevel );
void SoldierHandleDropItem( SOLDIERTYPE *pSoldier );
-BOOLEAN LookForHiddenItems( INT16 sGridNo, INT8 ubLevel, BOOLEAN fSetLocator, INT8 bZLevel );
+BOOLEAN LookForHiddenItems( INT32 sGridNo, INT8 ubLevel, BOOLEAN fSetLocator, INT8 bZLevel );
-INT8 GetZLevelOfItemPoolGivenStructure( INT16 sGridNo, UINT8 ubLevel, STRUCTURE *pStructure );
+INT8 GetZLevelOfItemPoolGivenStructure( INT32 sGridNo, UINT8 ubLevel, STRUCTURE *pStructure );
INT8 GetLargestZLevelOfItemPool( ITEM_POOL *pItemPool );
-BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT16 sGridNo, BOOLEAN fCheckAroundGridno, INT16 * psProblemGridNo );
+BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN fCheckAroundGridNo, INT32 * psProblemGridNo );
void MineSpottedDialogueCallBack( void );
-extern INT16 gsBoobyTrapGridNo;
+extern INT32 gsBoobyTrapGridNo;
extern SOLDIERTYPE * gpBoobyTrapSoldier;
-void AddBlueFlag( INT16 sGridNo, INT8 bLevel );
-void RemoveBlueFlag( INT16 sGridNo, INT8 bLevel );
+void AddBlueFlag( INT32 sGridNo, INT8 bLevel );
+void RemoveBlueFlag( INT32 sGridNo, INT8 bLevel );
// check if item is booby trapped
BOOLEAN ContinuePastBoobyTrapInMapScreen( OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier );
@@ -162,17 +162,19 @@ void RefreshItemPools( WORLDITEM* pItemList, INT32 iNumberOfItems );
BOOLEAN HandItemWorks( SOLDIERTYPE *pSoldier, INT8 bSlot );
-BOOLEAN ItemTypeExistsAtLocation( INT16 sGridNo, UINT16 usItem, UINT8 ubLevel, INT32 * piItemIndex );
+BOOLEAN ItemTypeExistsAtLocation( INT32 sGridNo, UINT16 usItem, UINT8 ubLevel, INT32 * piItemIndex );
-INT16 FindNearestAvailableGridNoForItem( INT16 sSweetGridNo, INT8 ubRadius );
+INT32 FindNearestAvailableGridNoForItem( INT32 sSweetGridNo, INT8 ubRadius );
BOOLEAN CanPlayerUseRocketRifle( SOLDIERTYPE *pSoldier, BOOLEAN fDisplay );
void MakeNPCGrumpyForMinorOffense( SOLDIERTYPE * pSoldier, SOLDIERTYPE *pOffendingSoldier );
-void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,ITEM_POOL *pItemPool, INT32 iItemIndex, INT16 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList );
+void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,ITEM_POOL *pItemPool, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList );
UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet);
-BOOLEAN MarblesExistAtLocation( INT16 sGridNo, UINT8 ubLevel, INT32 * piItemIndex );
+BOOLEAN MarblesExistAtLocation( INT32 sGridNo, UINT8 ubLevel, INT32 * piItemIndex );
+
+extern ITEM_POOL *gpItemPool;//dnl ch26 210909
#endif
\ No newline at end of file
diff --git a/Tactical/Handle UI Plan.cpp b/Tactical/Handle UI Plan.cpp
index f5b3e150..2449ce28 100644
--- a/Tactical/Handle UI Plan.cpp
+++ b/Tactical/Handle UI Plan.cpp
@@ -38,7 +38,7 @@ BOOLEAN BeginUIPlan( SOLDIERTYPE *pSoldier )
return( TRUE );
}
-BOOLEAN AddUIPlan( INT16 sGridNo, UINT8 ubPlanID )
+BOOLEAN AddUIPlan( INT32 sGridNo, UINT8 ubPlanID )
{
SOLDIERTYPE *pPlanSoldier;
INT16 sXPos, sYPos;
diff --git a/Tactical/Handle UI Plan.h b/Tactical/Handle UI Plan.h
index b9f8ffdc..b4ccc3b2 100644
--- a/Tactical/Handle UI Plan.h
+++ b/Tactical/Handle UI Plan.h
@@ -9,7 +9,7 @@
BOOLEAN BeginUIPlan( SOLDIERTYPE *pSoldier );
-BOOLEAN AddUIPlan( INT16 sGridNo, UINT8 ubPlanID );
+BOOLEAN AddUIPlan( INT32 sGridNo, UINT8 ubPlanID );
void EndUIPlan( );
BOOLEAN InUIPlanMode( );
diff --git a/Tactical/Handle UI.cpp b/Tactical/Handle UI.cpp
index 90a46706..eb57745b 100644
--- a/Tactical/Handle UI.cpp
+++ b/Tactical/Handle UI.cpp
@@ -242,7 +242,7 @@ BOOLEAN gTintBulletCounts;
BOOLEAN gfUIAutofireBulletCount;
BOOLEAN gfUIBodyHitLocation;
-BOOLEAN HandleMultiSelectionMove( INT16 sDestGridNo );
+BOOLEAN HandleMultiSelectionMove( INT32 sDestGridNo );
void ResetMultiSelection( );
@@ -251,8 +251,8 @@ BOOLEAN SoldierCanAffordNewStance( SOLDIERTYPE *pSoldier, UINT8 ubDesiredStance
void SetMovementModeCursor( SOLDIERTYPE *pSoldier );
void SetConfirmMovementModeCursor( SOLDIERTYPE *pSoldier, BOOLEAN fFromMove );
void SetUIbasedOnStance( SOLDIERTYPE *pSoldier, INT8 bNewStance );
-INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiFlags );
-INT8 UIHandleInteractiveTilesAndItemsOnTerrain( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN fUseOKCursor, BOOLEAN fItemsOnlyIfOnIntTiles );
+INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT32 usMapPos, UINT32 uiFlags );
+INT8 UIHandleInteractiveTilesAndItemsOnTerrain( SOLDIERTYPE *pSoldier, INT32 usMapPos, BOOLEAN fUseOKCursor, BOOLEAN fItemsOnlyIfOnIntTiles );
extern BOOLEAN gfExitDebugScreen;
extern INT8 gCurDebugPage;
@@ -269,8 +269,8 @@ UINT16 gusUISelectiveTargetID;
SOLDIERTYPE *gpRequesterMerc = NULL;
SOLDIERTYPE *gpRequesterTargetMerc = NULL;
-INT16 gsRequesterGridNo;
-INT16 gsOverItemsGridNo = NOWHERE;
+INT32 gsRequesterGridNo;
+INT32 gsOverItemsGridNo = NOWHERE;
INT16 gsOverItemsLevel = 0;
BOOLEAN gfUIInterfaceSetBusy = FALSE;
UINT32 guiUIInterfaceBusyTime = 0;
@@ -280,11 +280,11 @@ LEVELNODE *gpInvTileThatCausedMoveConfirm = NULL;
BOOLEAN gfResetUIMovementOptimization = FALSE;
BOOLEAN gfResetUIItemCursorOptimization = FALSE;
BOOLEAN gfBeginVehicleCursor = FALSE;
-INT16 gsOutOfRangeGridNo = NOWHERE;
+INT32 gsOutOfRangeGridNo = NOWHERE;
UINT8 gubOutOfRangeMerc = NOBODY;
BOOLEAN gfOKForExchangeCursor = FALSE;
UINT32 guiUIInterfaceSwapCursorsTime = 0;
-INT16 gsJumpOverGridNo = 0;
+INT32 gsJumpOverGridNo = 0;
UI_EVENT gEvents[ NUM_UI_EVENTS ] =
@@ -399,7 +399,7 @@ BOOLEAN fIgnoreLeftUp = FALSE;
BOOLEAN gUITargetReady = FALSE;
BOOLEAN gUITargetShotWaiting = FALSE;
-INT16 gsUITargetShotGridNo = NOWHERE;
+INT32 gsUITargetShotGridNo = NOWHERE;
BOOLEAN gUIUseReverse = FALSE;
SGPRect gRubberBandRect = { 0, 0, 0, 0 };
@@ -426,9 +426,9 @@ BOOLEAN gfUIHandleSelectionAboveGuy = FALSE;
BOOLEAN gfUIInDeadlock = FALSE;
UINT8 gUIDeadlockedSoldier = NOBODY;
BOOLEAN gfUIHandleShowMoveGrid = FALSE;
-UINT16 gsUIHandleShowMoveGridLocation = NOWHERE ;
+INT32 gsUIHandleShowMoveGridLocation = NOWHERE ;
BOOLEAN gfUIOverItemPool = FALSE;
-INT16 gfUIOverItemPoolGridNo = 0;
+INT32 gfUIOverItemPoolGridNo = 0;
INT16 gsCurrentActionPoints = 1;
BOOLEAN gfUIHandlePhysicsTrajectory = FALSE;
BOOLEAN gfUIMouseOnValidCatcher = FALSE;
@@ -445,13 +445,13 @@ BOOLEAN gfUIKeyCheatModeOn = FALSE; // Sets cool cheat keys on
BOOLEAN gfUIAllMoveOn = FALSE; // Sets to all move
BOOLEAN gfUICanBeginAllMoveCycle = FALSE; // GEts set so we know that the next right-click is a move-call inc\stead of a movement cycle through
-INT16 gsSelectedGridNo = 0;
+INT32 gsSelectedGridNo = 0;
INT16 gsSelectedLevel = I_GROUND_LEVEL;
INT16 gsSelectedGuy = NOBODY;
BOOLEAN gfUIDisplayDamage = FALSE;
INT8 gbDamage = 0;
-INT16 gsDamageGridNo = 0;
+INT32 gsDamageGridNo = 0;
BOOLEAN gfUIRefreshArrows = FALSE;
@@ -491,7 +491,7 @@ UINT32 HandleTacticalUI( void )
{
UINT32 ReturnVal = GAME_SCREEN;
UINT32 uiNewEvent;
- INT16 sMapPos;
+ INT32 usMapPos;
LEVELNODE *pIntTile;
static LEVELNODE *pOldIntTile = NULL;
@@ -620,16 +620,16 @@ UINT32 HandleTacticalUI( void )
gfUIFullTargetFound = FALSE;
gfUISelectiveTargetFound = FALSE;
- if ( GetMouseMapPos( &sMapPos ) )
+ if ( GetMouseMapPos( &usMapPos ) )
{
// Look for soldier full
- if ( FindSoldier( sMapPos, &gusUIFullTargetID, &guiUIFullTargetFlags, ( FINDSOLDIERSAMELEVEL( gsInterfaceLevel ) ) ) )
+ if ( FindSoldier( usMapPos, &gusUIFullTargetID, &guiUIFullTargetFlags, ( FINDSOLDIERSAMELEVEL( gsInterfaceLevel ) ) ) )
{
gfUIFullTargetFound = TRUE;
}
// Look for soldier selective
- if ( FindSoldier( sMapPos, &gusUISelectiveTargetID, &guiUISelectiveTargetFlags, FINDSOLDIERSELECTIVESAMELEVEL( gsInterfaceLevel ) ) )
+ if ( FindSoldier( usMapPos, &gusUISelectiveTargetID, &guiUISelectiveTargetFlags, FINDSOLDIERSELECTIVESAMELEVEL( gsInterfaceLevel ) ) )
{
gfUISelectiveTargetFound = TRUE;
}
@@ -753,7 +753,7 @@ void SetUIMouseCursor( )
UINT32 uiTraverseTimeInMinutes;
BOOLEAN fForceUpdateNewCursor = FALSE;
BOOLEAN fUpdateNewCursor = TRUE;
- static INT16 sOldExitGridNo = NOWHERE;
+ static INT32 sOldExitGridNo = NOWHERE;
static BOOLEAN fOkForExit = FALSE;
@@ -933,23 +933,23 @@ void SetUIMouseCursor( )
if ( gfUIShowExitExitGrid )
{
- INT16 sMapPos;
+ INT32 usMapPos;
UINT8 ubRoomNum;
gfUIDisplayActionPoints = FALSE;
ErasePath( TRUE );
- if( GetMouseMapPos( &sMapPos) )
+ if( GetMouseMapPos( &usMapPos) )
{
if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->pathing.bLevel == 0 )
{
// ATE: Is this place revealed?
- if ( !InARoom( sMapPos, &ubRoomNum ) || ( InARoom( sMapPos, &ubRoomNum ) && gpWorldLevelData[ sMapPos ].uiFlags & MAPELEMENT_REVEALED ) )
+ if ( !InARoom( usMapPos, &ubRoomNum ) || ( InARoom( usMapPos, &ubRoomNum ) && gpWorldLevelData[ usMapPos ].uiFlags & MAPELEMENT_REVEALED ) )
{
- if ( sOldExitGridNo != sMapPos )
+ if ( sOldExitGridNo != usMapPos )
{
- fOkForExit = OKForSectorExit( (INT8)-1, sMapPos, &uiTraverseTimeInMinutes );
- sOldExitGridNo = sMapPos;
+ fOkForExit = OKForSectorExit( (INT8)-1, usMapPos, &uiTraverseTimeInMinutes );
+ sOldExitGridNo = usMapPos;
}
if ( fOkForExit )
@@ -1051,7 +1051,7 @@ UINT32 UIHandleExit( UI_EVENT *pUIEvent )
UINT32 UIHandleNewMerc( UI_EVENT *pUIEvent )
{
static UINT8 ubTemp = 3;
- INT16 sMapPos;
+ INT32 usMapPos;
static INT32 iSoldierCount=0;
MERC_HIRE_STRUCT HireMercStruct;
INT8 bReturnCode;
@@ -1059,7 +1059,7 @@ UINT32 UIHandleNewMerc( UI_EVENT *pUIEvent )
// Get Grid Corrdinates of mouse
- if( GetMouseMapPos( &sMapPos) )
+ if( GetMouseMapPos( &usMapPos) )
{
ubTemp+= 2;
@@ -1072,7 +1072,7 @@ UINT32 UIHandleNewMerc( UI_EVENT *pUIEvent )
HireMercStruct.sSectorY = gWorldSectorY;
HireMercStruct.bSectorZ = gbWorldSectorZ;
HireMercStruct.ubInsertionCode = INSERTION_CODE_GRIDNO;
- HireMercStruct.usInsertionData = sMapPos;
+ HireMercStruct.usInsertionData = usMapPos;
HireMercStruct.fCopyProfileItemsOver = TRUE;
HireMercStruct.iTotalContractLength = 7;
@@ -1107,14 +1107,14 @@ UINT32 UIHandleNewMerc( UI_EVENT *pUIEvent )
UINT32 UIHandleNewBadMerc( UI_EVENT *pUIEvent )
{
SOLDIERTYPE *pSoldier;
- INT16 sMapPos;
+ INT32 usMapPos;
UINT16 usRandom;
//Get map postion and place the enemy there.
- if( GetMouseMapPos( &sMapPos) )
+ if( GetMouseMapPos( &usMapPos) )
{
// Are we an OK dest?
- if ( !IsLocationSittable( sMapPos, 0 ) )
+ if ( !IsLocationSittable( usMapPos, 0 ) )
{
return( GAME_SCREEN );
}
@@ -1155,7 +1155,7 @@ UINT32 UIHandleNewBadMerc( UI_EVENT *pUIEvent )
}
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
- pSoldier->usStrategicInsertionData = sMapPos;
+ pSoldier->usStrategicInsertionData = usMapPos;
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
AllTeamsLookForAll( NO_INTERRUPTS );
}
@@ -1344,24 +1344,21 @@ UINT32 UIHandleSelectMerc( UI_EVENT *pUIEvent )
UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
{
SOLDIERTYPE *pSoldier;
- INT16 sMapPos;
+ INT32 usMapPos;
BOOLEAN fSetCursor = FALSE;
UINT32 uiCursorFlags;
LEVELNODE *pIntNode;
EXITGRID ExitGrid;
- INT16 sIntTileGridNo;
+ INT32 sIntTileGridNo;
ITEM_POOL *pItemPool;
- static INT16 sGridNoForItemsOver;
+ static INT32 sGridNoForItemsOver;
static INT8 bLevelForItemsOver;
static UINT32 uiItemsOverTimer;
static BOOLEAN fOverItems;
- if( !GetMouseMapPos( &sMapPos) )
- {
- return( GAME_SCREEN );
- }
-
+ if(!GetMouseMapPos(&usMapPos))//dnl ch53 151009
+ return(GAME_SCREEN);
gUIActionModeChangeDueToMouseOver = FALSE;
// If we are a vehicle..... just show an X
@@ -1381,20 +1378,20 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
if ( !UIHandleOnMerc( TRUE ) )
{
// Are we over items...
- if ( GetItemPool( sMapPos, &pItemPool, (UINT8)gsInterfaceLevel ) && ITEMPOOL_VISIBLE( pItemPool ) )
+ if ( GetItemPool( usMapPos, &pItemPool, (UINT8)gsInterfaceLevel ) && ITEMPOOL_VISIBLE( pItemPool ) )
{
// Are we already in...
if ( fOverItems )
{
// Is this the same level & gridno...
- if ( gsInterfaceLevel == (INT16)bLevelForItemsOver && sMapPos == sGridNoForItemsOver )
+ if ( gsInterfaceLevel == (INT16)bLevelForItemsOver && usMapPos == sGridNoForItemsOver )
{
// Check timer...
if ( ( GetJA2Clock( ) - uiItemsOverTimer ) > 1500 )
{
// Change to hand curso mode
guiPendingOverrideEvent = M_CHANGE_TO_HANDMODE;
- gsOverItemsGridNo = sMapPos;
+ gsOverItemsGridNo = usMapPos;
gsOverItemsLevel = gsInterfaceLevel;
fOverItems = FALSE;
}
@@ -1403,7 +1400,7 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
{
uiItemsOverTimer = GetJA2Clock( );
bLevelForItemsOver = (INT8)gsInterfaceLevel;
- sGridNoForItemsOver = sMapPos;
+ sGridNoForItemsOver = usMapPos;
}
}
else
@@ -1412,7 +1409,7 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
uiItemsOverTimer = GetJA2Clock( );
bLevelForItemsOver = (INT8)gsInterfaceLevel;
- sGridNoForItemsOver = sMapPos;
+ sGridNoForItemsOver = usMapPos;
}
}
else
@@ -1423,13 +1420,13 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
{
- if ( GetExitGrid( sMapPos, &ExitGrid ) && pSoldier->pathing.bLevel == 0 )
+ if ( GetExitGrid( usMapPos, &ExitGrid ) && pSoldier->pathing.bLevel == 0 )
{
gfUIShowExitExitGrid = TRUE;
}
// ATE: Draw invalidc cursor if heights different
- if ( gpWorldLevelData[ sMapPos ].sHeight != gpWorldLevelData[ pSoldier->sGridNo ].sHeight )
+ if ( gpWorldLevelData[ usMapPos ].sHeight != gpWorldLevelData[ pSoldier->sGridNo ].sHeight )
{
// ERASE PATH
ErasePath( TRUE );
@@ -1474,7 +1471,7 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
guiPendingOverrideEvent = I_ON_TERRAIN;
}
}
- else if ( ( UIOKMoveDestination( pSoldier, sMapPos ) != 1 ) && pIntNode == NULL )
+ else if ( ( UIOKMoveDestination( pSoldier, usMapPos ) != 1 ) && pIntNode == NULL )
{
// ERASE PATH
ErasePath( TRUE );
@@ -1484,13 +1481,13 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
}
else
{
- if ( !UIHandleInteractiveTilesAndItemsOnTerrain( pSoldier, sMapPos, FALSE, TRUE ) )
+ if ( !UIHandleInteractiveTilesAndItemsOnTerrain( pSoldier, usMapPos, FALSE, TRUE ) )
{
// Are we in combat?
if ( (gTacticalStatus.uiFlags & INCOMBAT ) && ( gTacticalStatus.uiFlags & TURNBASED ) )
{
// If so, draw path, etc
- fSetCursor = HandleUIMovementCursor( pSoldier, uiCursorFlags, sMapPos, 0 );
+ fSetCursor = HandleUIMovementCursor( pSoldier, uiCursorFlags, usMapPos, 0 );
}
else
{
@@ -1498,7 +1495,7 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
fSetCursor = TRUE;
// If so, draw path, etc
- fSetCursor = HandleUIMovementCursor( pSoldier, uiCursorFlags, sMapPos, 0 );
+ fSetCursor = HandleUIMovementCursor( pSoldier, uiCursorFlags, usMapPos, 0 );
//ErasePath( TRUE );
}
@@ -1642,12 +1639,12 @@ UINT32 UIHandlePositionMenu( UI_EVENT *pUIEvent )
UINT32 UIHandleAOnTerrain( UI_EVENT *pUIEvent )
{
- UINT16 sMapPos;
+ INT32 usMapPos;
SOLDIERTYPE *pSoldier;
// INT16 sTargetXPos, sTargetYPos;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("UIHandleAOnTerrain"));
- if( !GetMouseMapPos( (INT16*)&sMapPos) )
+ if( !GetMouseMapPos( &usMapPos) )
{
return( GAME_SCREEN );
}
@@ -1669,7 +1666,7 @@ UINT32 UIHandleAOnTerrain( UI_EVENT *pUIEvent )
// Yep, she's a gun.
// Are we in range?
- if ( !InRange( pSoldier, sMapPos ) )
+ if ( !InRange( pSoldier, usMapPos ) )
{
// Are we over a guy?
if ( gfUIFullTargetFound )
@@ -1691,7 +1688,7 @@ UINT32 UIHandleAOnTerrain( UI_EVENT *pUIEvent )
}
- guiNewUICursor = GetProperItemCursor( (UINT8)gusSelectedSoldier, pSoldier->inv[ HANDPOS ].usItem, sMapPos, FALSE );
+ guiNewUICursor = GetProperItemCursor( (UINT8)gusSelectedSoldier, pSoldier->inv[ HANDPOS ].usItem, usMapPos, FALSE );
// Show UI ON GUY
UIHandleOnMerc( FALSE );
@@ -1769,13 +1766,13 @@ UINT32 UIHandleAChangeToMove( UI_EVENT *pUIEvent )
UINT32 UIHandleCWait( UI_EVENT *pUIEvent )
{
- INT16 sMapPos;
+ INT32 usMapPos;
SOLDIERTYPE *pSoldier;
BOOLEAN fSetCursor;
UINT32 uiCursorFlags;
LEVELNODE *pInvTile;
- if( !GetMouseMapPos( &sMapPos) )
+ if( !GetMouseMapPos( &usMapPos) )
{
return( GAME_SCREEN );
}
@@ -1796,7 +1793,7 @@ UINT32 UIHandleCWait( UI_EVENT *pUIEvent )
if ( pInvTile != NULL )
{
- fSetCursor = HandleUIMovementCursor( pSoldier, uiCursorFlags, sMapPos, MOVEUI_TARGET_INTTILES );
+ fSetCursor = HandleUIMovementCursor( pSoldier, uiCursorFlags, usMapPos, MOVEUI_TARGET_INTTILES );
//Set UI CURSOR
guiNewUICursor = GetInteractiveTileCursor( guiNewUICursor, TRUE );
@@ -1826,7 +1823,7 @@ UINT32 UIHandleCWait( UI_EVENT *pUIEvent )
if ( (gTacticalStatus.uiFlags & REALTIME ) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
{
//DrawUIMovementPath( pSoldier, sMapPos, 0 );
- fSetCursor = HandleUIMovementCursor( pSoldier, uiCursorFlags, sMapPos, 0 );
+ fSetCursor = HandleUIMovementCursor( pSoldier, uiCursorFlags, usMapPos, 0 );
}
}
@@ -1839,16 +1836,16 @@ UINT32 UIHandleCWait( UI_EVENT *pUIEvent )
// SelectedMercCanAffordMove
UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent )
{
- INT16 sMapPos;
+ INT32 usMapPos;
SOLDIERTYPE *pSoldier;
- INT16 sDestGridNo;
- INT16 sActionGridNo;
+ INT32 sDestGridNo;
+ INT32 sActionGridNo;
STRUCTURE *pStructure;
UINT8 ubDirection = 0xff;
BOOLEAN fAllMove;
INT8 bLoop;
LEVELNODE *pIntTile;
- INT16 sIntTileGridNo;
+ INT32 sIntTileGridNo;
BOOLEAN fOldFastMove;
if ( gusSelectedSoldier != NOBODY )
@@ -1856,7 +1853,7 @@ UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent )
fAllMove = gfUIAllMoveOn;
gfUIAllMoveOn = FALSE;
- if( !GetMouseMapPos( &sMapPos) )
+ if( !GetMouseMapPos( &usMapPos) )
{
return( GAME_SCREEN );
}
@@ -1908,7 +1905,7 @@ UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent )
// pSoldier->usRTPendingMovementAnim = pSoldier->usUIMovementMode;
//}
//else
- if ( pSoldier->EVENT_InternalGetNewSoldierPath( sMapPos, pSoldier->usUIMovementMode, TRUE, FALSE ) )
+ if ( pSoldier->EVENT_InternalGetNewSoldierPath( usMapPos, pSoldier->usUIMovementMode, TRUE, FALSE ) )
{
pSoldier->InternalDoMercBattleSound( BATTLE_SOUND_OK1, BATTLE_SND_LOWER_VOLUME );
}
@@ -1957,7 +1954,7 @@ UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent )
}
- sDestGridNo = sMapPos;
+ sDestGridNo = usMapPos;
// Get structure info for in tile!
@@ -2393,16 +2390,16 @@ UINT32 UIHandleAChangeToConfirmAction( UI_EVENT *pUIEvent )
UINT32 UIHandleCAOnTerrain( UI_EVENT *pUIEvent )
{
SOLDIERTYPE *pSoldier;
- INT16 sMapPos;
+ INT32 usMapPos;
- if( !GetMouseMapPos( &sMapPos) )
+ if( !GetMouseMapPos( &usMapPos) )
{
return( GAME_SCREEN );
}
if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
{
- guiNewUICursor = GetProperItemCursor( (UINT8)gusSelectedSoldier, pSoldier->inv[ HANDPOS ].usItem, sMapPos, TRUE );
+ guiNewUICursor = GetProperItemCursor( (UINT8)gusSelectedSoldier, pSoldier->inv[ HANDPOS ].usItem, usMapPos, TRUE );
UIHandleOnMerc( FALSE );
@@ -2413,15 +2410,15 @@ UINT32 UIHandleCAOnTerrain( UI_EVENT *pUIEvent )
-void UIHandleMercAttack( SOLDIERTYPE *pSoldier , SOLDIERTYPE *pTargetSoldier, INT16 sMapPos )
+void UIHandleMercAttack( SOLDIERTYPE *pSoldier , SOLDIERTYPE *pTargetSoldier, INT32 usMapPos )
{
INT32 iHandleReturn;
- INT16 sTargetGridNo;
+ INT32 sTargetGridNo;
INT8 bTargetLevel;
UINT16 usItem;
LEVELNODE *pIntNode;
STRUCTURE *pStructure;
- INT16 sGridNo, sNewGridNo;
+ INT32 sGridNo, sNewGridNo;
UINT8 ubItemCursor;
// get cursor
@@ -2454,7 +2451,7 @@ void UIHandleMercAttack( SOLDIERTYPE *pSoldier , SOLDIERTYPE *pTargetSoldier, IN
}
else
{
- sTargetGridNo = sMapPos;
+ sTargetGridNo = usMapPos;
bTargetLevel = (INT8)gsInterfaceLevel;
if ( pIntNode != NULL )
@@ -2573,14 +2570,14 @@ void AttackRequesterCallback( UINT8 bExitValue )
UINT32 UIHandleCAMercShoot( UI_EVENT *pUIEvent )
{
- INT16 sMapPos;
+ INT32 usMapPos;
SOLDIERTYPE *pSoldier, *pTSoldier = NULL;
BOOLEAN fDidRequester = FALSE;
if ( gusSelectedSoldier != NOBODY )
{
- if( !GetMouseMapPos( &sMapPos) )
+ if( !GetMouseMapPos( &usMapPos) )
{
return( GAME_SCREEN );
}
@@ -2605,7 +2602,7 @@ UINT32 UIHandleCAMercShoot( UI_EVENT *pUIEvent )
gpRequesterMerc = pSoldier;
gpRequesterTargetMerc = pTSoldier;
- gsRequesterGridNo = sMapPos;
+ gsRequesterGridNo = usMapPos;
fDidRequester = TRUE;
@@ -2618,7 +2615,7 @@ UINT32 UIHandleCAMercShoot( UI_EVENT *pUIEvent )
if ( !fDidRequester )
{
- UIHandleMercAttack( pSoldier, pTSoldier, sMapPos );
+ UIHandleMercAttack( pSoldier, pTSoldier, usMapPos );
}
}
}
@@ -2631,10 +2628,10 @@ UINT32 UIHandleAEndAction( UI_EVENT *pUIEvent )
{
SOLDIERTYPE *pSoldier;
INT16 sTargetXPos, sTargetYPos;
- INT16 sMapPos;
+ INT32 usMapPos;
// Get gridno at this location
- if( !GetMouseMapPos( &sMapPos) )
+ if( !GetMouseMapPos( &usMapPos) )
{
return( GAME_SCREEN );
}
@@ -2648,7 +2645,7 @@ UINT32 UIHandleAEndAction( UI_EVENT *pUIEvent )
{
// Move to proper stance + direction!
// Convert our grid-not into an XY
- ConvertGridNoToXY( sMapPos, &sTargetXPos, &sTargetYPos );
+ ConvertGridNoToXY( usMapPos, &sTargetXPos, &sTargetYPos );
// UNReady weapon
pSoldier->SoldierReadyWeapon( sTargetXPos, sTargetYPos, TRUE );
@@ -2677,10 +2674,10 @@ UINT32 UIHandleCAEndConfirmAction( UI_EVENT *pUIEvent )
UINT32 UIHandleIOnTerrain( UI_EVENT *pUIEvent )
{
- INT16 sMapPos;
+ INT32 usMapPos;
// Get gridno at this location
- if( !GetMouseMapPos( &sMapPos) )
+ if( !GetMouseMapPos( &usMapPos) )
{
return( GAME_SCREEN );
}
@@ -2804,9 +2801,9 @@ UINT8 GetAdjustedAnimHeight( UINT8 ubAnimHeight, INT8 bChange )
void HandleObjectHighlighting( )
{
SOLDIERTYPE *pSoldier;
- INT16 sMapPos;
+ INT32 usMapPos;
- if( !GetMouseMapPos( &sMapPos) )
+ if( !GetMouseMapPos( &usMapPos) )
{
return;
}
@@ -2884,8 +2881,8 @@ BOOLEAN SelectedMercCanAffordAttack( )
{
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pTargetSoldier;
- INT16 sMapPos;
- INT16 sTargetGridNo;
+ INT32 usMapPos;
+ INT32 sTargetGridNo;
INT16 sAPCost;
UINT8 ubItemCursor;
UINT16 usInHand;
@@ -2893,7 +2890,7 @@ BOOLEAN SelectedMercCanAffordAttack( )
if ( gusSelectedSoldier != NOBODY )
{
- if( !GetMouseMapPos( &sMapPos) )
+ if( !GetMouseMapPos( &usMapPos) )
{
return( GAME_SCREEN );
}
@@ -2915,7 +2912,7 @@ BOOLEAN SelectedMercCanAffordAttack( )
if ( ubItemCursor == BOMBCURS )
{
// Check as...
- if ( EnoughPoints( pSoldier, GetTotalAPsToDropBomb( pSoldier, sMapPos ), 0, TRUE ) )
+ if ( EnoughPoints( pSoldier, GetTotalAPsToDropBomb( pSoldier, usMapPos ), 0, TRUE ) )
{
return( TRUE );
}
@@ -2939,7 +2936,7 @@ BOOLEAN SelectedMercCanAffordAttack( )
}
else
{
- sTargetGridNo = sMapPos;
+ sTargetGridNo = usMapPos;
}
sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, TRUE, (INT16)(pSoldier->aiData.bShownAimTime ) );
@@ -2966,13 +2963,13 @@ BOOLEAN SelectedMercCanAffordMove( )
{
SOLDIERTYPE *pSoldier;
UINT16 sAPCost = 0;
- INT16 sMapPos;
+ INT32 usMapPos;
LEVELNODE *pIntTile;
// Get soldier
if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
{
- if( !GetMouseMapPos( &sMapPos) )
+ if( !GetMouseMapPos( &usMapPos) )
{
return( GAME_SCREEN );
}
@@ -3006,7 +3003,7 @@ BOOLEAN SelectedMercCanAffordMove( )
else
{
// OK, remember where we were trying to get to.....
- pSoldier->sContPathLocation = sMapPos;
+ pSoldier->sContPathLocation = usMapPos;
pSoldier->bGoodContPath = TRUE;
}
}
@@ -3064,10 +3061,10 @@ UINT32 UIHandlePOPUPMSG( UI_EVENT *pUIEvent )
UINT32 UIHandleHCOnTerrain( UI_EVENT *pUIEvent )
{
- INT16 sMapPos;
+ INT32 usMapPos;
SOLDIERTYPE *pSoldier;
- if( !GetMouseMapPos( &sMapPos) )
+ if( !GetMouseMapPos( &usMapPos) )
{
return( GAME_SCREEN );
}
@@ -3083,8 +3080,8 @@ UINT32 UIHandleHCOnTerrain( UI_EVENT *pUIEvent )
guiNewUICursor = INVALID_ACTION_UICURSOR;
}
else
- {
- if ( gsOverItemsGridNo != NOWHERE && ( sMapPos != gsOverItemsGridNo || gsInterfaceLevel != gsOverItemsLevel ) )
+ {
+ if (!TileIsOutOfBounds(gsOverItemsGridNo) && ( usMapPos != gsOverItemsGridNo || gsInterfaceLevel != gsOverItemsLevel ) )
{
gsOverItemsGridNo = NOWHERE;
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
@@ -3093,7 +3090,7 @@ UINT32 UIHandleHCOnTerrain( UI_EVENT *pUIEvent )
{
guiNewUICursor = NORMALHANDCURSOR_UICURSOR;
- UIHandleInteractiveTilesAndItemsOnTerrain( pSoldier, sMapPos, TRUE, FALSE );
+ UIHandleInteractiveTilesAndItemsOnTerrain( pSoldier, usMapPos, TRUE, FALSE );
}
}
return( GAME_SCREEN );
@@ -3179,10 +3176,10 @@ BOOLEAN UIHandleOnMerc( BOOLEAN fMovementMode )
SOLDIERTYPE *pSoldier;
UINT16 usSoldierIndex;
UINT32 uiMercFlags;
- INT16 sMapPos;
+ INT32 usMapPos;
BOOLEAN fFoundMerc = FALSE;
- if( !GetMouseMapPos( &sMapPos) )
+ if( !GetMouseMapPos( &usMapPos) )
{
return( GAME_SCREEN );
}
@@ -3529,13 +3526,13 @@ UINT32 UIHandleILoadFifthLevel( UI_EVENT *pUIEvent )
void GetCursorMovementFlags( UINT32 *puiCursorFlags )
{
- INT16 sMapPos;
+ INT32 usMapPos;
INT16 sXPos, sYPos;
static BOOLEAN fStationary = FALSE;
static UINT16 usOldMouseXPos = 32000;
static UINT16 usOldMouseYPos = 32000;
- static UINT16 usOldMapPos = 32000;
+ static INT32 usOldMapPos = 32000;
static UINT32 uiSameFrameCursorFlags;
static UINT32 uiOldFrameNumber = 99999;
@@ -3547,8 +3544,8 @@ void GetCursorMovementFlags( UINT32 *puiCursorFlags )
return;
}
- GetMouseMapPos( &sMapPos );
- ConvertGridNoToXY( sMapPos, &sXPos, &sYPos );
+ GetMouseMapPos( &usMapPos );
+ ConvertGridNoToXY( usMapPos, &sXPos, &sYPos );
*puiCursorFlags = 0;
@@ -3557,7 +3554,7 @@ void GetCursorMovementFlags( UINT32 *puiCursorFlags )
(*puiCursorFlags ) |= MOUSE_MOVING;
// IF CURSOR WAS PREVIOUSLY STATIONARY, MAKE THE ADDITIONAL CHECK OF GRID POS CHANGE
- if ( fStationary && usOldMapPos == sMapPos )
+ if ( fStationary && usOldMapPos == usMapPos )
{
(*puiCursorFlags) |= MOUSE_MOVING_IN_TILE;
}
@@ -3574,7 +3571,7 @@ void GetCursorMovementFlags( UINT32 *puiCursorFlags )
fStationary = TRUE;
}
- usOldMapPos = sMapPos;
+ usOldMapPos = usMapPos;
usOldMouseXPos = gusMouseXPos;
usOldMouseYPos = gusMouseYPos;
@@ -3582,7 +3579,7 @@ void GetCursorMovementFlags( UINT32 *puiCursorFlags )
uiSameFrameCursorFlags = (*puiCursorFlags);
}
-BOOLEAN HandleUIMovementCursor( SOLDIERTYPE *pSoldier, UINT32 uiCursorFlags, INT16 sMapPos, UINT32 uiFlags )
+BOOLEAN HandleUIMovementCursor( SOLDIERTYPE *pSoldier, UINT32 uiCursorFlags, INT32 usMapPos, UINT32 uiFlags )
{
BOOLEAN fSetCursor = FALSE;
static UINT16 usTargetID = NOBODY;
@@ -3609,7 +3606,7 @@ BOOLEAN HandleUIMovementCursor( SOLDIERTYPE *pSoldier, UINT32 uiCursorFlags, INT
ErasePath( TRUE );
// Try and get a path right away
- DrawUIMovementPath( pSoldier, sMapPos, uiFlags );
+ DrawUIMovementPath( pSoldier, usMapPos, uiFlags );
}
// Save for next time...
@@ -3625,7 +3622,7 @@ BOOLEAN HandleUIMovementCursor( SOLDIERTYPE *pSoldier, UINT32 uiCursorFlags, INT
if ( uiFlags == MOVEUI_TARGET_ITEMS )
{
gfUIOverItemPool = TRUE;
- gfUIOverItemPoolGridNo = sMapPos;
+ gfUIOverItemPoolGridNo = usMapPos;
}
else if ( uiFlags == MOVEUI_TARGET_MERCSFORAID )
{
@@ -3682,7 +3679,7 @@ BOOLEAN HandleUIMovementCursor( SOLDIERTYPE *pSoldier, UINT32 uiCursorFlags, INT
if ( gfPlotNewMovement )
{
- DrawUIMovementPath( pSoldier, sMapPos, uiFlags );
+ DrawUIMovementPath( pSoldier, usMapPos, uiFlags );
gfPlotNewMovement = FALSE;
}
@@ -3762,15 +3759,15 @@ BOOLEAN HandleUIMovementCursor( SOLDIERTYPE *pSoldier, UINT32 uiCursorFlags, INT
-INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiFlags )
+INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT32 usMapPos, UINT32 uiFlags )
{
INT16 sAPCost, sBPCost;
- INT16 sActionGridNo;
+ INT32 sActionGridNo;
STRUCTURE *pStructure;
UINT8 ubDirection;
// ITEM_POOL *pItemPool;
- INT16 sAdjustedGridNo = -1;
- INT16 sIntTileGridNo;
+ INT32 sAdjustedGridNo = -1;
+ INT32 sIntTileGridNo;
LEVELNODE *pIntTile;
INT8 bReturnCode = 0;
BOOLEAN fPlot;
@@ -3785,7 +3782,7 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiFlags )
fPlot = NO_PLOT;
}
- sActionGridNo = sMapPos;
+ sActionGridNo = usMapPos;
sAPCost = 0;
ErasePath( FALSE );
@@ -3824,7 +3821,7 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiFlags )
}
else if ( uiFlags == MOVEUI_TARGET_WIREFENCE )
{
- sActionGridNo = FindAdjacentGridEx( pSoldier, sMapPos, &ubDirection, NULL, FALSE, TRUE );
+ sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, NULL, FALSE, TRUE );
if ( sActionGridNo == -1 )
{
sAPCost = 0;
@@ -3844,10 +3841,10 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiFlags )
}
else if ( uiFlags == MOVEUI_TARGET_JAR )
{
- sActionGridNo = FindAdjacentGridEx( pSoldier, sMapPos, &ubDirection, NULL, FALSE, TRUE );
+ sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, NULL, FALSE, TRUE );
if ( sActionGridNo == -1 )
{
- sActionGridNo = sMapPos;
+ sActionGridNo = usMapPos;
}
sAPCost = GetAPsToUseJar( pSoldier, sActionGridNo );
@@ -3890,23 +3887,23 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiFlags )
else if ( uiFlags == MOVEUI_TARGET_REPAIR )
{
// For repair, check if we are over a vehicle, then get gridnot to edge of that vehicle!
- if ( IsRepairableStructAtGridNo( sMapPos, &ubMercID ) == 2 )
+ if ( IsRepairableStructAtGridNo( usMapPos, &ubMercID ) == 2 )
{
- INT16 sNewGridNo;
+ INT32 sNewGridNo;
UINT8 ubDirection;
sNewGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 5, &ubDirection, 0, MercPtrs[ ubMercID ] );
-
- if ( sNewGridNo != NOWHERE )
+
+ if (!TileIsOutOfBounds(sNewGridNo))
{
- sMapPos = sNewGridNo;
+ usMapPos = sNewGridNo;
}
}
- sActionGridNo = FindAdjacentGridEx( pSoldier, sMapPos, &ubDirection, NULL, FALSE, TRUE );
+ sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, NULL, FALSE, TRUE );
if ( sActionGridNo == -1 )
{
- sActionGridNo = sMapPos;
+ sActionGridNo = usMapPos;
}
sAPCost = GetAPsToBeginRepair( pSoldier );
@@ -3922,23 +3919,23 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiFlags )
else if ( uiFlags == MOVEUI_TARGET_REFUEL )
{
// For repair, check if we are over a vehicle, then get gridnot to edge of that vehicle!
- if ( IsRefuelableStructAtGridNo( sMapPos, &ubMercID ) == 2 )
+ if ( IsRefuelableStructAtGridNo( usMapPos, &ubMercID ) == 2 )
{
- INT16 sNewGridNo;
+ INT32 sNewGridNo;
UINT8 ubDirection;
sNewGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 5, &ubDirection, 0, MercPtrs[ ubMercID ] );
-
- if ( sNewGridNo != NOWHERE )
+
+ if (!TileIsOutOfBounds(sNewGridNo))
{
- sMapPos = sNewGridNo;
+ usMapPos = sNewGridNo;
}
}
- sActionGridNo = FindAdjacentGridEx( pSoldier, sMapPos, &ubDirection, NULL, FALSE, TRUE );
+ sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, NULL, FALSE, TRUE );
if ( sActionGridNo == -1 )
{
- sActionGridNo = sMapPos;
+ sActionGridNo = usMapPos;
}
sAPCost = GetAPsToRefuelVehicle( pSoldier );
@@ -3953,19 +3950,19 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiFlags )
}
else if ( uiFlags == MOVEUI_TARGET_MERCS )
{
- INT16 sGotLocation = NOWHERE;
+ INT32 sGotLocation = NOWHERE;
BOOLEAN fGotAdjacent = FALSE;
// Check if we are on a target
if ( gfUIFullTargetFound )
{
INT32 cnt;
- INT16 sSpot;
+ INT32 sSpot;
UINT8 ubGuyThere;
for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt++ )
{
- sSpot = (INT16)NewGridNo( pSoldier->sGridNo, DirectionInc( (INT8)cnt ) );
+ sSpot = NewGridNo( pSoldier->sGridNo, DirectionInc( (INT8)cnt ) );
// Make sure movement costs are OK....
if ( gubWorldMovementCosts[ sSpot ][ cnt ][ gsInterfaceLevel ] >= TRAVELCOST_BLOCKED )
@@ -3987,8 +3984,8 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiFlags )
break;
}
}
-
- if ( sGotLocation == NOWHERE )
+
+ if (TileIsOutOfBounds(sGotLocation))
{
sActionGridNo = FindAdjacentGridEx( pSoldier, MercPtrs[ gusUIFullTargetID ]->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
@@ -4005,12 +4002,12 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiFlags )
}
else
{
- sAdjustedGridNo = sMapPos;
+ sAdjustedGridNo = usMapPos;
sGotLocation = sActionGridNo;
fGotAdjacent = TRUE;
}
-
- if ( sGotLocation != NOWHERE )
+
+ if (!TileIsOutOfBounds(sGotLocation))
{
sAPCost += MinAPsToAttack( pSoldier, sAdjustedGridNo, TRUE );
@@ -4057,10 +4054,10 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiFlags )
sAPCost += GetAPsToPlantMine( pSoldier );
else
sAPCost += GetAPsToDropBomb( pSoldier );
- sAPCost += UIPlotPath( pSoldier, sMapPos, NO_COPYROUTE, fPlot, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
+ sAPCost += UIPlotPath( pSoldier, usMapPos, NO_COPYROUTE, fPlot, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
gfUIHandleShowMoveGrid = TRUE;
- gsUIHandleShowMoveGridLocation = sMapPos;
+ gsUIHandleShowMoveGridLocation = usMapPos;
}
else if ( uiFlags == MOVEUI_TARGET_MERCSFORAID )
{
@@ -4071,7 +4068,7 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiFlags )
// Try again at another gridno...
if ( sActionGridNo == -1 )
{
- sActionGridNo = FindAdjacentGridEx( pSoldier, sMapPos, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
+ sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == -1 )
{
@@ -4174,9 +4171,9 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
BOOLEAN fGuyHere = FALSE;
SOLDIERTYPE *pTSoldier;
UINT8 ubItemCursor;
- INT16 sMapPos;
+ INT32 usMapPos;
- if ( !GetMouseMapPos( &sMapPos ) )
+ if ( !GetMouseMapPos( &usMapPos ) )
{
return( FALSE );
}
@@ -4195,7 +4192,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
if ( ubItemCursor == WIRECUTCURS )
{
- if ( IsCuttableWireFenceAtGridNo( sMapPos ) && pSoldier->pathing.bLevel == 0 )
+ if ( IsCuttableWireFenceAtGridNo( usMapPos ) && pSoldier->pathing.bLevel == 0 )
{
return( TRUE );
}
@@ -4209,10 +4206,10 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
{
if ( gfUIFullTargetFound )
{
- sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
+ usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
}
- if ( IsRepairableStructAtGridNo( sMapPos, NULL ) && pSoldier->pathing.bLevel == 0 )
+ if ( IsRepairableStructAtGridNo( usMapPos, NULL ) && pSoldier->pathing.bLevel == 0 )
{
return( TRUE );
}
@@ -4226,10 +4223,10 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
{
if ( gfUIFullTargetFound )
{
- sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
+ usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
}
- if ( IsRefuelableStructAtGridNo( sMapPos, NULL ) && pSoldier->pathing.bLevel == 0 )
+ if ( IsRefuelableStructAtGridNo( usMapPos, NULL ) && pSoldier->pathing.bLevel == 0 )
{
return( TRUE );
}
@@ -4241,12 +4238,12 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
if ( ubItemCursor == BOMBCURS )
{
- if ( sMapPos == pSoldier->sGridNo )
+ if ( usMapPos == pSoldier->sGridNo )
{
return( TRUE );
}
- if ( !NewOKDestination( pSoldier, sMapPos, TRUE, pSoldier->pathing.bLevel ) )
+ if ( !NewOKDestination( pSoldier, usMapPos, TRUE, pSoldier->pathing.bLevel ) )
{
return( FALSE );
}
@@ -4333,7 +4330,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
}
-BOOLEAN UIOkForItemPickup( SOLDIERTYPE *pSoldier, INT16 sGridNo )
+BOOLEAN UIOkForItemPickup( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
INT16 sAPCost;
ITEM_POOL *pItemPool;
@@ -4828,9 +4825,9 @@ UINT32 UIHandleTOnTerrain( UI_EVENT *pUIEvent )
SOLDIERTYPE *pSoldier;
UINT8 ubTargID;
UINT32 uiRange;
- INT16 sMapPos;
+ INT32 usMapPos;
BOOLEAN fValidTalkableGuy = FALSE;
- INT16 sTargetGridNo;
+ INT32 sTargetGridNo;
// Get soldier
if ( !GetSoldier( &pSoldier, gusSelectedSoldier ) )
@@ -4838,7 +4835,7 @@ UINT32 UIHandleTOnTerrain( UI_EVENT *pUIEvent )
return( GAME_SCREEN );
}
- if (!GetMouseMapPos( &sMapPos ) )
+ if (!GetMouseMapPos( &usMapPos ) )
{
return( GAME_SCREEN );
}
@@ -4850,7 +4847,7 @@ UINT32 UIHandleTOnTerrain( UI_EVENT *pUIEvent )
return( UIHandleMOnTerrain( pUIEvent ) );
}
- sTargetGridNo = sMapPos;
+ sTargetGridNo = usMapPos;
UIHandleOnMerc( FALSE );
@@ -5052,7 +5049,7 @@ UINT32 UIHandleLAOnTerrain( UI_EVENT *pUIEvent )
}
-void GetGridNoScreenXY( INT16 sGridNo, INT16 *pScreenX, INT16 *pScreenY )
+void GetGridNoScreenXY( INT32 sGridNo, INT16 *pScreenX, INT16 *pScreenY )
{
INT16 sScreenX, sScreenY;
INT16 sOffsetX, sOffsetY;
@@ -5184,7 +5181,7 @@ void EndRubberBanding( )
}
-BOOLEAN HandleMultiSelectionMove( INT16 sDestGridNo )
+BOOLEAN HandleMultiSelectionMove( INT32 sDestGridNo )
{
SOLDIERTYPE * pSoldier;
INT32 cnt;
@@ -5390,7 +5387,7 @@ UINT32 UIHandleRubberBandOnTerrain( UI_EVENT *pUIEvent )
UINT32 UIHandleJumpOverOnTerrain( UI_EVENT *pUIEvent )
{
SOLDIERTYPE *pSoldier;
- INT16 sMapPos;
+ INT32 usMapPos;
// Here, first get map screen
if ( !GetSoldier( &pSoldier, gusSelectedSoldier ) )
@@ -5398,12 +5395,12 @@ UINT32 UIHandleJumpOverOnTerrain( UI_EVENT *pUIEvent )
return( GAME_SCREEN );
}
- if (!GetMouseMapPos( &sMapPos ) )
+ if (!GetMouseMapPos( &usMapPos ) )
{
return( GAME_SCREEN );
}
- if ( !IsValidJumpLocation( pSoldier, sMapPos, FALSE ) )
+ if ( !IsValidJumpLocation( pSoldier, usMapPos, FALSE ) )
{
guiPendingOverrideEvent = M_ON_TERRAIN;
return( GAME_SCREEN );
@@ -5424,7 +5421,7 @@ UINT32 UIHandleJumpOverOnTerrain( UI_EVENT *pUIEvent )
UINT32 UIHandleJumpOver( UI_EVENT *pUIEvent )
{
SOLDIERTYPE *pSoldier;
- INT16 sMapPos;
+ INT32 usMapPos;
UINT8 ubDirection;
// Here, first get map screen
@@ -5433,12 +5430,12 @@ UINT32 UIHandleJumpOver( UI_EVENT *pUIEvent )
return( GAME_SCREEN );
}
- if (!GetMouseMapPos( &sMapPos ) )
+ if (!GetMouseMapPos( &usMapPos ) )
{
return( GAME_SCREEN );
}
- if ( !IsValidJumpLocation( pSoldier, sMapPos, FALSE ) )
+ if ( !IsValidJumpLocation( pSoldier, usMapPos, FALSE ) )
{
return( GAME_SCREEN );
}
@@ -5450,7 +5447,7 @@ UINT32 UIHandleJumpOver( UI_EVENT *pUIEvent )
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
// Get direction to goto....
- ubDirection = GetDirectionFromGridNo( sMapPos, pSoldier );
+ ubDirection = GetDirectionFromGridNo( usMapPos, pSoldier );
pSoldier->flags.fDontChargeTurningAPs = TRUE;
@@ -5646,14 +5643,14 @@ BOOLEAN HandleTalkInit( )
INT16 sAPCost;
SOLDIERTYPE *pSoldier, *pTSoldier;
UINT32 uiRange;
- INT16 sMapPos;
- INT16 sGoodGridNo;
+ INT32 usMapPos;
+ INT32 sGoodGridNo;
UINT8 ubNewDirection;
UINT8 ubQuoteNum;
UINT8 ubDiceRoll;
- INT16 sActionGridNo;
+ INT32 sActionGridNo;
UINT8 ubDirection;
- UINT8 commandRange; //lal
+ UINT32 commandRange; //lal
// Get soldier
if ( !GetSoldier( &pSoldier, gusSelectedSoldier ) )
@@ -5661,7 +5658,7 @@ BOOLEAN HandleTalkInit( )
return( FALSE );
}
- if (!GetMouseMapPos( &sMapPos ) )
+ if (!GetMouseMapPos( &usMapPos ) )
{
return( FALSE );
}
@@ -5774,7 +5771,7 @@ BOOLEAN HandleTalkInit( )
}
// Check distance
- uiRange = GetRangeFromGridNoDiff( pSoldier->sGridNo, sMapPos );
+ uiRange = GetRangeFromGridNoDiff( pSoldier->sGridNo, usMapPos );
// Double check path
if ( GetCivType( pTSoldier ) != CIV_TYPE_NA )
@@ -5920,7 +5917,7 @@ void BeginDisplayTimedCursor( UINT32 uiCursorID, UINT32 uiDelay )
-INT8 UIHandleInteractiveTilesAndItemsOnTerrain( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN fUseOKCursor, BOOLEAN fItemsOnlyIfOnIntTiles )
+INT8 UIHandleInteractiveTilesAndItemsOnTerrain( SOLDIERTYPE *pSoldier, INT32 usMapPos, BOOLEAN fUseOKCursor, BOOLEAN fItemsOnlyIfOnIntTiles )
{
ITEM_POOL *pItemPool;
BOOLEAN fSetCursor;
@@ -5928,8 +5925,8 @@ INT8 UIHandleInteractiveTilesAndItemsOnTerrain( SOLDIERTYPE *pSoldier, INT16 sMa
LEVELNODE *pIntTile;
static BOOLEAN fOverPool = FALSE;
static BOOLEAN fOverEnemy = FALSE;
- INT16 sActionGridNo;
- INT16 sIntTileGridNo;
+ INT32 sActionGridNo;
+ INT32 sIntTileGridNo;
BOOLEAN fContinue = TRUE;
STRUCTURE *pStructure = NULL;
BOOLEAN fPoolContainsHiddenItems = FALSE;
@@ -5946,7 +5943,7 @@ INT8 UIHandleInteractiveTilesAndItemsOnTerrain( SOLDIERTYPE *pSoldier, INT16 sMa
GetCursorMovementFlags( &uiCursorFlags );
// Default gridno to mouse pos
- sActionGridNo = sMapPos;
+ sActionGridNo = usMapPos;
// Look for being on a merc....
// Steal.....
@@ -6060,7 +6057,7 @@ INT8 UIHandleInteractiveTilesAndItemsOnTerrain( SOLDIERTYPE *pSoldier, INT16 sMa
{
// We don't want switches messing around with items ever!
}
- else if ( ( pIntTile != NULL && ( pStructure->fFlags & ( STRUCTURE_ANYDOOR ) ) ) && ( sActionGridNo != sMapPos || fItemsOnlyIfOnIntTiles ) )
+ else if ( ( pIntTile != NULL && ( pStructure->fFlags & ( STRUCTURE_ANYDOOR ) ) ) && ( sActionGridNo != usMapPos || fItemsOnlyIfOnIntTiles ) )
{
// Next we look for if we are over a door and if the mouse position is != base door position, ignore items!
}
@@ -6129,7 +6126,7 @@ INT8 UIHandleInteractiveTilesAndItemsOnTerrain( SOLDIERTYPE *pSoldier, INT16 sMa
gfPlotNewMovement = TRUE;
}
- HandleUIMovementCursor( pSoldier, uiCursorFlags, sMapPos, MOVEUI_TARGET_INTTILES );
+ HandleUIMovementCursor( pSoldier, uiCursorFlags, usMapPos, MOVEUI_TARGET_INTTILES );
//Set UI CURSOR
guiNewUICursor = GetInteractiveTileCursor( guiNewUICursor, fUseOKCursor );
@@ -6296,7 +6293,7 @@ void SetInterfaceHeightLevel( )
{
INT16 sHeight;
static INT16 sOldHeight = 0;
- INT16 sGridNo;
+ INT32 sGridNo;
if( gfBasement || gfCaves )
{
@@ -6403,9 +6400,9 @@ BOOLEAN ValidQuickExchangePosition( )
// This function contains the logic for allowing the player
// to jump over people.
-BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fCheckForPath )
+BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheckForPath )
{
- INT16 sFourGrids[4], sSpot, sIntSpot;
+ INT32 sFourGrids[4], sDistance=0, sSpot, sIntSpot;
static const UINT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
//INT32 cnt;
UINT8 ubGuyThere;
diff --git a/Tactical/Handle UI.h b/Tactical/Handle UI.h
index 16dab3b4..14132fb4 100644
--- a/Tactical/Handle UI.h
+++ b/Tactical/Handle UI.h
@@ -188,7 +188,7 @@ extern BOOLEAN gfUIDoNotHighlightSelMerc;
extern UINT32 guiShowUPDownArrows;
extern BOOLEAN gfUIHandleSelection;
extern BOOLEAN gfUIHandleSelectionAboveGuy;
-extern INT16 gsSelectedGridNo;
+extern INT32 gsSelectedGridNo;
extern INT16 gsSelectedGuy;
extern BOOLEAN gfUIInDeadlock;
extern UINT8 gUIDeadlockedSoldier;
@@ -199,17 +199,17 @@ extern BOOLEAN gUIUseReverse;
extern BOOLEAN gfUIHandleShowMoveGrid;
-extern UINT16 gsUIHandleShowMoveGridLocation;
+extern INT32 gsUIHandleShowMoveGridLocation;
extern BOOLEAN gfUIDisplayDamage;
extern INT8 gbDamage;
-extern INT16 gsDamageGridNo;
+extern INT32 gsDamageGridNo;
extern BOOLEAN gfFontPopupDo;
extern BOOLEAN gUITargetReady;
extern BOOLEAN gUITargetShotWaiting;
-extern INT16 gsUITargetShotGridNo;
+extern INT32 gsUITargetShotGridNo;
extern CHAR16 gzLocation[ 20 ];
extern BOOLEAN gfUIBodyHitLocation;
@@ -253,7 +253,7 @@ extern UINT16 gusUIFullTargetID;
extern UINT32 guiUIFullTargetFlags;
extern BOOLEAN gfUIConfirmExitArrows;
-extern INT16 gsJumpOverGridNo;
+extern INT32 gsJumpOverGridNo;
extern UINT32 HandleTacticalUI(void);
extern UINT32 UIHandleEndTurn( UI_EVENT *pUIEvent );
@@ -273,7 +273,7 @@ extern INT16 guiCreateGuyIndex;
extern INT16 guiCreateBadGuyIndex;
// WANNE: Calculate the APs to turn around
-INT16 APsToTurnAround(SOLDIERTYPE *pSoldier, INT16 sAdjustedGridNo);
+INT16 APsToTurnAround(SOLDIERTYPE *pSoldier, INT32 sAdjustedGridNo);
// FUNCTIONS IN INPUT MODULES
void GetKeyboardInput( UINT32 *puiNewEvent );
@@ -305,10 +305,10 @@ void ToggleLookCursorMode( UINT32 *puiNewEvent );
void UIHandleSoldierStanceChange( UINT8 ubSoldierID, INT8 bNewStance );
void GetCursorMovementFlags( UINT32 *puiCursorFlags );
-BOOLEAN HandleUIMovementCursor( SOLDIERTYPE *pSoldier, UINT32 uiCursorFlags, INT16 sMapPos, UINT32 uiFlags );
+BOOLEAN HandleUIMovementCursor( SOLDIERTYPE *pSoldier, UINT32 uiCursorFlags, INT32 usMapPos, UINT32 uiFlags );
BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier );
-BOOLEAN UIOkForItemPickup( SOLDIERTYPE *pSoldier, INT16 sGridNo );
+BOOLEAN UIOkForItemPickup( SOLDIERTYPE *pSoldier, INT32 sGridNo );
BOOLEAN IsValidTalkableNPCFromMouse( UINT8 *pubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed );
BOOLEAN IsValidTalkableNPC( UINT8 ubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed );
@@ -324,8 +324,8 @@ UINT32 UIHandleLUIEndLock( UI_EVENT *pUIEvent );
void BeginDisplayTimedCursor( UINT32 uiCursorID, UINT32 uiDelay );
-void HandleHandCursorClick( INT16 sMapPos, UINT32 *puiNewEvent );
-INT8 HandleMoveModeInteractiveClick( INT16 sMapPos, UINT32 *puiNewEvent );
+void HandleHandCursorClick( INT32 usMapPos, UINT32 *puiNewEvent );
+INT8 HandleMoveModeInteractiveClick( INT32 usMapPos, UINT32 *puiNewEvent );
BOOLEAN HandleUIReloading( SOLDIERTYPE *pSoldier );
@@ -344,13 +344,13 @@ BOOLEAN SelectedGuyInBusyAnimation( );
void GotoLowerStance( SOLDIERTYPE *pSoldier );
void GotoHeigherStance( SOLDIERTYPE *pSoldier );
-BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT16 sGridNo , BOOLEAN fCheckForPath);
+BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo , BOOLEAN fCheckForPath);
void PopupAssignmentMenuInTactical( SOLDIERTYPE *pSoldier );
void PopupMilitiaControlMenu( SOLDIERTYPE *pSoldier ); //lal
void PreventFromTheFreezingBug(SOLDIERTYPE* pSoldier);
-void GetGridNoScreenXY( INT16 sGridNo, INT16 *pScreenX, INT16 *pScreenY );
+void GetGridNoScreenXY( INT32 sGridNo, INT16 *pScreenX, INT16 *pScreenY );
#endif
\ No newline at end of file
diff --git a/Tactical/Interface Control.cpp b/Tactical/Interface Control.cpp
index fe7b34a2..80af3d22 100644
--- a/Tactical/Interface Control.cpp
+++ b/Tactical/Interface Control.cpp
@@ -60,7 +60,7 @@ SGPRect gOldClippingRect, gOldDirtyClippingRect;
UINT32 guiTacticalInterfaceFlags;
UINT16 gusUICurIntTileEffectIndex;
-INT16 gsUICurIntTileEffectGridNo;
+INT32 gsUICurIntTileEffectGridNo;
UINT8 gsUICurIntTileOldShade;
BOOLEAN gfRerenderInterfaceFromHelpText = FALSE;
@@ -70,7 +70,7 @@ MOUSE_REGION gLockPanelOverlayRegion;
// CHRISL: Change function definition to allow passing of X,Y coords to control placement of TownID string
extern void RenderTownIDString( INT16 sX, INT16 sY );
extern BOOLEAN gfUIOverItemPool;
-extern INT16 gfUIOverItemPoolGridNo;
+extern INT32 gfUIOverItemPoolGridNo;
extern BOOLEAN gfInMovementMenu;
extern BOOLEAN gfInItemPickupMenu;
extern BOOLEAN gfInOpenDoorMenu;
@@ -394,8 +394,8 @@ void ResetInterface( )
// Reset int tile cursor stuff
if ( gfUIShowCurIntTile )
- {
- if ( gsUICurIntTileEffectGridNo != NOWHERE )
+ {
+ if (!TileIsOutOfBounds(gsUICurIntTileEffectGridNo))
{
//Find our tile!
pNode = gpWorldLevelData[ gsUICurIntTileEffectGridNo].pStructHead;
@@ -563,7 +563,7 @@ void RenderTopmostTacticalInterface( )
VOBJECT_DESC VObjectDesc;
INT16 sX, sY;
INT16 sOffsetX, sOffsetY, sTempY_S, sTempX_S;
- INT16 sMapPos;
+ INT32 usMapPos;
ITEM_POOL *pItemPool;
@@ -637,7 +637,7 @@ void RenderTopmostTacticalInterface( )
AddVideoObject( &VObjectDesc, &uiBogTarget );
}
- if ( GridNoOnScreen( (INT16)MAPROWCOLTOPOS( ( MercPtrs[ cnt ]->sPlannedTargetY/CELL_Y_SIZE), ( MercPtrs[ cnt ]->sPlannedTargetX / CELL_X_SIZE ) ) ) )
+ if ( GridNoOnScreen( MAPROWCOLTOPOS( ( MercPtrs[ cnt ]->sPlannedTargetY/CELL_Y_SIZE), ( MercPtrs[ cnt ]->sPlannedTargetX / CELL_X_SIZE ) ) ) )
{
// GET SCREEN COORDINATES
sOffsetX = (MercPtrs[ cnt ]->sPlannedTargetX - gsRenderCenterX);
@@ -711,8 +711,8 @@ void RenderTopmostTacticalInterface( )
// Use world coordinates!
INT16 sMercScreenX, sMercScreenY, sOffsetX, sOffsetY, sDamageX, sDamageY;
-
- if ( pSoldier->sGridNo != NOWHERE && pSoldier->bVisible != -1 )
+
+ if (!TileIsOutOfBounds(pSoldier->sGridNo) && pSoldier->bVisible != -1 )
{
GetSoldierScreenPos( pSoldier, &sMercScreenX, &sMercScreenY );
GetSoldierAnimOffsets( pSoldier, &sOffsetX, &sOffsetY );
@@ -779,7 +779,7 @@ void RenderTopmostTacticalInterface( )
}
// CHECK IF OUR CURSOR IS OVER AN INV POOL
- if( GetMouseMapPos( &sMapPos) )
+ if( GetMouseMapPos( &usMapPos) )
{
if ( gfUIOverItemPool )
{
@@ -789,9 +789,9 @@ void RenderTopmostTacticalInterface( )
if ( GetItemPool( gfUIOverItemPoolGridNo, &pItemPool, pSoldier->pathing.bLevel ) )
{
STRUCTURE *pStructure = NULL;
- INT16 sIntTileGridNo;
+ INT32 sIntTileGridNo;
INT8 bZLevel = 0;
- INT16 sActionGridNo = sMapPos;
+ INT32 sActionGridNo = usMapPos;
// Get interactive tile...
if ( ConditionalGetCurInteractiveTileGridNoAndStructure( &sIntTileGridNo , &pStructure, FALSE ) )
@@ -828,9 +828,9 @@ void RenderTopmostTacticalInterface( )
if ( GetItemPool( gfUIOverItemPoolGridNo, &pItemPool, bCheckLevel ) )
{
STRUCTURE *pStructure = NULL;
- INT16 sIntTileGridNo;
+ INT32 sIntTileGridNo;
INT8 bZLevel = 0;
- INT16 sActionGridNo = sMapPos;
+ INT32 sActionGridNo = usMapPos;
// Get interactive tile...
if ( ConditionalGetCurInteractiveTileGridNoAndStructure( &sIntTileGridNo , &pStructure, FALSE ) )
diff --git a/Tactical/Interface Cursors.cpp b/Tactical/Interface Cursors.cpp
index 1d85f0a7..0f1de7f4 100644
--- a/Tactical/Interface Cursors.cpp
+++ b/Tactical/Interface Cursors.cpp
@@ -32,7 +32,7 @@
#define LOOSE_CURSOR_DELAY 300
static BOOLEAN gfLooseCursorOn = FALSE;
-static INT16 gsLooseCursorGridNo = NOWHERE;
+static INT32 gsLooseCursorGridNo = NOWHERE;
static UINT32 guiLooseCursorID = 0;
static UINT32 guiLooseCursorTimeOfLastUpdate = 0;
@@ -217,8 +217,8 @@ UICursor gUICursors[ NUM_UI_CURSORS ] =
UINT32 guiCurUICursor = NO_UICURSOR;
UINT32 guiOldUICursor = NO_UICURSOR;
-UINT16 gusCurMousePos;
-UINT16 gusTargetDropPos;
+UINT32 gusCurMousePos;
+UINT32 gusTargetDropPos;
BOOLEAN gfTargetDropPos = FALSE;
// LOCAL FUNCTIONS
@@ -236,7 +236,7 @@ BOOLEAN SetUICursor( UINT32 uiNewCursor )
BOOLEAN DrawUICursor( )
{
- INT16 sMapPos;
+ INT32 usMapPos;
static BOOLEAN fHideCursor = FALSE;
LEVELNODE *pNode;
UINT16 usTileCursor;
@@ -263,9 +263,9 @@ BOOLEAN DrawUICursor( )
return( TRUE );
}
- if (GetMouseMapPos( &sMapPos) )
+ if (GetMouseMapPos( &usMapPos) )
{
- gusCurMousePos = sMapPos;
+ gusCurMousePos = usMapPos;
if ( guiCurUICursor == NO_UICURSOR )
{
@@ -685,13 +685,9 @@ void EraseSnappingCursor( )
RemoveAllObjectsOfTypeRange( gusCurMousePos, FIRSTPOINTERS, LASTPOINTERS );
RemoveAllOnRoofsOfTypeRange( gusCurMousePos, FIRSTPOINTERS, LASTPOINTERS );
RemoveAllOnRoofsOfTypeRange( gusCurMousePos, MOCKFLOOR, MOCKFLOOR );
-
-
}
-
-
-void StartLooseCursor( INT16 sGridNo, UINT32 uiCursorID )
+void StartLooseCursor( INT32 sGridNo, UINT32 uiCursorID )
{
gfLooseCursorOn = TRUE;
diff --git a/Tactical/Interface Cursors.h b/Tactical/Interface Cursors.h
index 1cb99fd8..599ea2c3 100644
--- a/Tactical/Interface Cursors.h
+++ b/Tactical/Interface Cursors.h
@@ -208,7 +208,7 @@ BOOLEAN DrawUICursor( );
BOOLEAN HideUICursor( );
-extern UINT16 gusCurMousePos;
+extern UINT32 gusCurMousePos;
UINT16 GetSnapCursorIndex( UINT16 usAdditionalData );
diff --git a/Tactical/Interface Dialogue.cpp b/Tactical/Interface Dialogue.cpp
index 193b1a33..8ab979ee 100644
--- a/Tactical/Interface Dialogue.cpp
+++ b/Tactical/Interface Dialogue.cpp
@@ -86,8 +86,8 @@ class OBJECTTYPE;
class SOLDIERTYPE;
-INT16 sBasementEnterGridNos[ ] = { 13362, 13363, 13364, 13365, 13525, 13524 };
-INT16 sBasementExitGridNos[ ] = { 8047, 8207, 8208, 8048, 7888, 7728, 7727, 7567 };
+INT32 sBasementEnterGridNos[ ] = { 13362, 13363, 13364, 13365, 13525, 13524 };
+INT32 sBasementExitGridNos[ ] = { 8047, 8207, 8208, 8048, 7888, 7728, 7727, 7567 };
extern UINT8 gubWaitingForAllMercsToExitCode;
extern BOOLEAN fFoundTixa;
@@ -164,7 +164,7 @@ BOOLEAN InternalInitiateConversation( SOLDIERTYPE *pDestSoldier, SOLDIERTYPE *pS
extern void EndGameMessageBoxCallBack( UINT8 ubExitValue );
-extern INT16 FindNearestOpenableNonDoor( INT16 sStartGridNo );
+extern INT32 FindNearestOpenableNonDoor( INT32 sStartGridNo );
extern void RecalculateOppCntsDueToBecomingNeutral( SOLDIERTYPE * pSoldier );
UINT8 ubTalkMenuApproachIDs[] =
@@ -347,7 +347,7 @@ BOOLEAN InternalInitiateConversation( SOLDIERTYPE *pDestSoldier, SOLDIERTYPE *pS
}
-BOOLEAN InitTalkingMenu( UINT8 ubCharacterNum, INT16 sGridNo )
+BOOLEAN InitTalkingMenu( UINT8 ubCharacterNum, INT32 sGridNo )
{
INT16 sXMapPos, sYMapPos, sScreenX, sScreenY;
INT16 sX, sY;
@@ -1358,9 +1358,9 @@ BOOLEAN NPCTriggerNPC( UINT8 ubTargetNPC, UINT8 ubTargetRecord, UINT8 ubTargetAp
}
-BOOLEAN NPCGotoGridNo( UINT8 ubTargetNPC, INT16 sGridNo, UINT8 ubRecordNum )
+BOOLEAN NPCGotoGridNo( UINT8 ubTargetNPC, INT32 usGridNo, UINT8 ubRecordNum )
{
- CHECKF( SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_GOTO_GRIDNO, ubTargetNPC, sGridNo, ubRecordNum, gTalkPanel.iFaceIndex, DIALOGUE_NPC_UI ) != FALSE );
+ CHECKF( SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_GOTO_GRIDNO, ubTargetNPC, usGridNo, ubRecordNum, gTalkPanel.iFaceIndex, DIALOGUE_NPC_UI ) != FALSE );
return( TRUE );
}
@@ -1382,7 +1382,7 @@ BOOLEAN NPCClosePanel( )
BOOLEAN SourceSoldierPointerIsValidAndReachableForGive( SOLDIERTYPE * pGiver )
{
- INT16 sAdjGridNo;
+ INT32 sAdjGridNo;
if ( !gpSrcSoldier )
{
@@ -1529,7 +1529,7 @@ void HandleNPCTriggerNPC( UINT8 ubTargetNPC, UINT8 ubTargetRecord, BOOLEAN fShow
void HandleNPCTrigger( )
{
SOLDIERTYPE *pSoldier;
- INT16 sPlayerGridNo;
+ INT32 sPlayerGridNo;
UINT8 ubPlayerID;
pSoldier = FindSoldierByProfileID( gubTargetNPC, FALSE );
@@ -1570,7 +1570,8 @@ void HandleNPCTrigger( )
else
{
sPlayerGridNo = ClosestPC( pSoldier, NULL );
- if (sPlayerGridNo != NOWHERE )
+
+ if (!TileIsOutOfBounds(sPlayerGridNo))
{
ubPlayerID = WhoIsThere2( sPlayerGridNo, 0 );
if (ubPlayerID != NOBODY)
@@ -1614,7 +1615,7 @@ void HandleWaitTimerForNPCTrigger( )
-void HandleNPCGotoGridNo( UINT8 ubTargetNPC, INT16 sGridNo, UINT8 ubQuoteNum )
+void HandleNPCGotoGridNo( UINT8 ubTargetNPC, INT32 usGridNo, UINT8 ubQuoteNum )
{
SOLDIERTYPE *pSoldier;
// OK, Move to gridNo!
@@ -1647,7 +1648,7 @@ void HandleNPCGotoGridNo( UINT8 ubTargetNPC, INT16 sGridNo, UINT8 ubQuoteNum )
pSoldier->aiData.bNextAction = AI_ACTION_WALK;
// Set dest!
- pSoldier->aiData.usNextActionData = sGridNo;
+ pSoldier->aiData.usNextActionData = usGridNo;
// UNless he's has a pending action, delete what he was doing!
// Cancel anything he was doing
@@ -1662,7 +1663,7 @@ void HandleNPCGotoGridNo( UINT8 ubTargetNPC, INT16 sGridNo, UINT8 ubQuoteNum )
pSoldier->ubQuoteActionID = ActionIDForMovementRecord( ubTargetNPC, ubQuoteNum );
// Set absolute dest
- pSoldier->sAbsoluteFinalDestination = sGridNo;
+ pSoldier->sAbsoluteFinalDestination = usGridNo;
// handle this guy's AI right away so that we can get him moving
pSoldier->aiData.fAIFlags |= AI_HANDLE_EVERY_FRAME;
@@ -1755,7 +1756,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
INT32 cnt;
SOLDIERTYPE *pSoldier, *pSoldier2;
INT8 bNumDone = 0;
- INT16 sGridNo = NOWHERE, sAdjustedGridNo;
+ INT32 sGridNo = NOWHERE, sAdjustedGridNo;
INT8 bItemIn;
UINT8 ubDesiredMercDir;
EXITGRID ExitGrid;
@@ -1799,7 +1800,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
ExitGrid.ubGotoSectorX = 10;
ExitGrid.ubGotoSectorY = 1;
ExitGrid.ubGotoSectorZ = 1;
- ExitGrid.sGridNo = 12722;
+ ExitGrid.usGridNo = 12722;
ApplyMapChangesToMapTempFile( TRUE );
AddExitGridToWorld( 7887, &ExitGrid );
@@ -2243,7 +2244,8 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
if (pSoldier)
{
sGridNo = ClosestPC( pSoldier, NULL );
- if (sGridNo != NOWHERE)
+
+ if (!TileIsOutOfBounds(sGridNo))
{
// see if we are facing this person
ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sGridNo),CenterY(sGridNo));
@@ -2371,7 +2373,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
// add a money item with $10000 to the tile in front of Kyle
// and then have him pick it up
{
- INT16 sGridNo = 14952;
+ INT32 sGridNo = 14952;
INT32 iWorldItem;
pSoldier = FindSoldierByProfileID( ubTargetNPC, FALSE );
@@ -3090,14 +3092,14 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
if ( pSoldier )
{
- INT16 sNearestPC;
+ INT32 sNearestPC;
UINT8 ubID;
INT8 bMoneySlot;
INT8 bEmptySlot;
sNearestPC = ClosestPC( pSoldier, NULL );
-
- if ( sNearestPC != NOWHERE )
+
+ if (!TileIsOutOfBounds(sNearestPC))
{
ubID = WhoIsThere2( sNearestPC, 0 );
if (ubID != NOBODY)
@@ -3757,7 +3759,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
case NPC_ACTION_INVOKE_CONVERSATION_MODE:
if ( !gfInTalkPanel )
{
- INT16 sNearestPC;
+ INT32 sNearestPC;
UINT8 ubID;
pSoldier = FindSoldierByProfileID( ubTargetNPC, FALSE );
@@ -3765,8 +3767,8 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
{
pSoldier2 = NULL;
- sNearestPC = ClosestPC( pSoldier, NULL );
- if ( sNearestPC != NOWHERE )
+ sNearestPC = ClosestPC( pSoldier, NULL );
+ if (!TileIsOutOfBounds(sNearestPC))
{
ubID = WhoIsThere2( sNearestPC, 0 );
if (ubID != NOBODY)
@@ -4210,8 +4212,8 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
pSoldier = FindSoldierByProfileID( BREWSTER, FALSE );
if ( pSoldier )
{
- sGridNo = GetGridNoOfCorpseGivenProfileID( WARDEN );
- if ( sGridNo != NOWHERE && PythSpacesAway( pSoldier->sGridNo, sGridNo ) <= 10 )
+ sGridNo = GetGridNoOfCorpseGivenProfileID( WARDEN );
+ if (!TileIsOutOfBounds(sGridNo) && PythSpacesAway( pSoldier->sGridNo, sGridNo ) <= 10 )
{
TriggerNPCRecord( BREWSTER, 16 );
}
@@ -4329,7 +4331,7 @@ UINT32 CalcMedicalCost( UINT8 ubId )
{
INT32 cnt;
UINT32 uiCostSoFar;
- INT16 sGridNo = 0;
+ INT32 sGridNo = 0;
SOLDIERTYPE * pSoldier, *pNPC;
uiCostSoFar = 0;
@@ -4820,18 +4822,18 @@ void DoneFadeInActionLeaveBasement( )
BOOLEAN NPCOpenThing( SOLDIERTYPE *pSoldier, BOOLEAN fDoor )
{
STRUCTURE *pStructure;
- INT16 sStructGridNo;
- INT16 sActionGridNo;
+ INT32 sStructGridNo;
+ INT32 sActionGridNo;
UINT8 ubDirection;
- INT16 sGridNo;
+ INT32 sGridNo;
DOOR * pDoor;
// Find closest door and get struct data for it!
if ( fDoor )
{
sStructGridNo = FindClosestDoor( pSoldier );
-
- if ( sStructGridNo == NOWHERE )
+
+ if (TileIsOutOfBounds(sStructGridNo))
{
return( FALSE );
}
@@ -4849,8 +4851,8 @@ BOOLEAN NPCOpenThing( SOLDIERTYPE *pSoldier, BOOLEAN fDoor )
{
sStructGridNo = FindNearestOpenableNonDoor( pSoldier->sGridNo );
}
-
- if ( sStructGridNo == NOWHERE )
+
+ if (TileIsOutOfBounds(sStructGridNo))
{
return( FALSE );
}
diff --git a/Tactical/Interface Enhanced.cpp b/Tactical/Interface Enhanced.cpp
index 8ead5d61..a6acf488 100644
--- a/Tactical/Interface Enhanced.cpp
+++ b/Tactical/Interface Enhanced.cpp
@@ -2107,9 +2107,9 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
// Non-Launcher Guns Only
if ( Item[ gpItemDescObject->usItem ].usItemClass == IC_GUN && !Item[ gpItemDescObject->usItem].rocketlauncher )
{
- if ( GetAutofireShotsPerFiveAPs(gpItemDescObject) > 0 || GetShotsPerBurst(gpItemDescObject) > 0 )
+ if (GetAutofireShotsPerFiveAPs(gpItemDescObject) > 0 || GetShotsPerBurst(gpItemDescObject)> 0 )
{
- // AUTO/BURST PENALTY TOOLTIP activated
+ // BURST PENALTY
MSYS_EnableRegion( &gStatsFasthelpRegions[ 2 ] );
if ( GetAutofireShotsPerFiveAPs(gpItemDescObject) > 0 && GetShotsPerBurst(gpItemDescObject) <= 0 )
@@ -2898,9 +2898,9 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
// Non-Launcher Guns Only
if ( Item[ gpItemDescObject->usItem ].usItemClass == IC_GUN && !Item[ gpItemDescObject->usItem].rocketlauncher )
{
- if ( GetAutofireShotsPerFiveAPs(gpItemDescObject) > 0 || GetShotsPerBurst(gpItemDescObject) > 0 )
+ if (GetAutofireShotsPerFiveAPs(gpItemDescObject) > 0 || GetShotsPerBurst(gpItemDescObject)> 0 )
{
- // AUTO/BURST PENALTY TOOLTIP activated
+ // BURST PENALTY
MSYS_EnableRegion( &gStatsFasthelpRegions[ 2 ] );
if ( GetAutofireShotsPerFiveAPs(gpItemDescObject) > 0 && GetShotsPerBurst(gpItemDescObject) <= 0 )
@@ -5104,7 +5104,7 @@ void DrawAmmoValues( OBJECTTYPE * gpItemDescObject, int shotsLeft )
// AMMO NOISE SUPPRESSION
// equals
SetFontForeground( 6 );
- //mprintf( gWeaponStats[ 43 ].sX + gsInvDescX, gWeaponStats[ 43 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 8 ] );
+ //mprintf( gWeaponStats[ 41 ].sX + gsInvDescX, gWeaponStats[ 41 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 8 ] );
// determine value
INT16 iNoiseSuppression = 0;
@@ -5988,10 +5988,10 @@ void DrawMiscValues( OBJECTTYPE * gpItemDescObject )
// HIDE MUZZLE FLASH
// NO DATA SHOWN, icon either appears or does not appear.
// HEADROCK HAM 3.5 - Fixed this, because the count needs to be increased to skip a line!
- if ( Item[ gpItemDescObject->usItem ].hidemuzzleflash > 0 && cnt<=27 )
- {
- cnt++;
- }
+ if ( Item[ gpItemDescObject->usItem ].hidemuzzleflash > 0 && cnt<=27 )
+ {
+ cnt++;
+ }
// BIPOD
if ( Item[ gpItemDescObject->usItem ].bipod != 0 && cnt<=27 )
diff --git a/Tactical/Interface Items.cpp b/Tactical/Interface Items.cpp
index e2cc56b0..7a94d161 100644
--- a/Tactical/Interface Items.cpp
+++ b/Tactical/Interface Items.cpp
@@ -74,6 +74,7 @@
#include "los.h"
#include "Map Screen Interface Map.h"
#include "Interface Enhanced.h"
+ #include "InterfaceItemImages.h"
#endif
//forward declarations of common classes to eliminate includes
@@ -2413,7 +2414,8 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
{
// TAKE A LOOK AT THE VIDEO OBJECT SIZE ( ONE OF TWO SIZES ) AND CENTER!
GetVideoObject( &hVObject, GetInterfaceGraphicForItem( pItem ) );
- pTrav = &(hVObject->pETRLEObject[ pItem->ubGraphicNum ] );
+ UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : pItem->ubGraphicNum;
+ pTrav = &(hVObject->pETRLEObject[ usGraphicNum ] );
usHeight = (UINT32)pTrav->usHeight;
usWidth = (UINT32)pTrav->usWidth;
@@ -2425,9 +2427,9 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
sCenY = sY + (INT16)( abs( sHeight - (double)usHeight ) / 2 ) - pTrav->sOffsetY;
// Shadow area
- if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX - 2, sCenY + 2 );
+ if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX - 2, sCenY + 2 );
- BltVideoObjectOutlineFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX, sCenY, sOutlineColor, fOutline );
+ BltVideoObjectOutlineFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX, sCenY, sOutlineColor, fOutline );
if ( uiBuffer == FRAME_BUFFER )
@@ -3539,7 +3541,7 @@ void ItemDescAmmoCallback(GUI_BUTTON *btn,INT32 reason)
if(gpItemPointer->exists() == true)
{
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
- gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
+ gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
MSYS_SetCurrentCursor( EXTERN_CURSOR );
@@ -3744,7 +3746,7 @@ void ItemDescAttachmentsCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// Set mouse
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
- gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
+ gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
MSYS_SetCurrentCursor( EXTERN_CURSOR );
@@ -4241,7 +4243,7 @@ void RenderItemDescriptionBox( )
ubAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject );
// WANNE: Fixed CTD when trowing an item with open description box
- if (ubAttackAPs != -1)
+ if (ubAttackAPs != -1 )
{
if (ubAttackAPs <= EXCEPTIONAL_AP_COST)
{
@@ -4285,7 +4287,7 @@ void RenderItemDescriptionBox( )
else
{
// WANNE: Close the description box after we threw the item.
- DeleteItemDescriptionBox();
+ DeleteItemDescriptionBox( );
}
}
}
@@ -4925,7 +4927,7 @@ void BeginKeyRingItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubKeyRingPosition )
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
- gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
+ gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
fMapInventoryItem=TRUE;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
@@ -4975,7 +4977,7 @@ void DrawItemFreeCursor( )
// Get usIndex and then graphic for item
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
- gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
+ gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
MSYS_ChangeRegionCursor( &gSMPanelRegion , EXTERN_CURSOR );
MSYS_SetCurrentCursor( EXTERN_CURSOR );
@@ -4987,7 +4989,7 @@ void HideItemTileCursor( )
}
-BOOLEAN SoldierCanSeeCatchComing( SOLDIERTYPE *pSoldier, INT16 sSrcGridNo )
+BOOLEAN SoldierCanSeeCatchComing( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo )
{
return( TRUE );
/*-
@@ -5030,17 +5032,17 @@ BOOLEAN SoldierCanSeeCatchComing( SOLDIERTYPE *pSoldier, INT16 sSrcGridNo )
void DrawItemTileCursor( )
{
- INT16 sMapPos;
+ INT32 usMapPos;
UINT16 usIndex;
UINT8 ubSoldierID;
INT16 sAPCost;
BOOLEAN fRecalc;
UINT32 uiCursorFlags;
- INT16 sFinalGridNo;
+ INT32 sFinalGridNo;
UINT32 uiCursorId = CURSOR_ITEM_GOOD_THROW;
SOLDIERTYPE *pSoldier;
BOOLEAN fGiveItem = FALSE;
- INT16 sActionGridNo;
+ INT32 sActionGridNo;
UINT8 ubDirection;
static UINT32 uiOldCursorId = 0;
static UINT16 usOldMousePos = 0;
@@ -5048,15 +5050,15 @@ void DrawItemTileCursor( )
INT16 sDist;
INT8 bLevel;
- if (GetMouseMapPos( &sMapPos) )
+ if (GetMouseMapPos( &usMapPos) )
{
if ( gfUIFullTargetFound )
{
// Force mouse position to guy...
- sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
+ usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
}
- gusCurMousePos = sMapPos;
+ gusCurMousePos = usMapPos;
if( gusCurMousePos != usOldMousePos )
{
@@ -5119,7 +5121,7 @@ void DrawItemTileCursor( )
if ( !fGiveItem )
{
- if ( UIHandleOnMerc( FALSE ) && sMapPos != gpItemPointerSoldier->sGridNo )
+ if ( UIHandleOnMerc( FALSE ) && usMapPos != gpItemPointerSoldier->sGridNo )
{
// We are on a guy.. check if they can catch or not....
if ( gfUIFullTargetFound )
@@ -5241,7 +5243,7 @@ void DrawItemTileCursor( )
}
else
{
- if ( sMapPos == gpItemPointerSoldier->sGridNo )
+ if ( usMapPos == gpItemPointerSoldier->sGridNo )
{
EndPhysicsTrajectoryUI( );
}
@@ -5261,7 +5263,7 @@ void DrawItemTileCursor( )
gfUIHandlePhysicsTrajectory = TRUE;
- if ( fRecalc && sMapPos != gpItemPointerSoldier->sGridNo )
+ if ( fRecalc && usMapPos != gpItemPointerSoldier->sGridNo )
{
if ( gfUIMouseOnValidCatcher )
{
@@ -5290,7 +5292,7 @@ void DrawItemTileCursor( )
}
// Calculate chance to throw here.....
- if ( !CalculateLaunchItemChanceToGetThrough( gpItemPointerSoldier, gpItemPointer, sMapPos, (INT8)gsInterfaceLevel, (INT16)( ( gsInterfaceLevel * 256 ) + sEndZ ), &sFinalGridNo, FALSE, &bLevel, TRUE ) )
+ if ( !CalculateLaunchItemChanceToGetThrough( gpItemPointerSoldier, gpItemPointer, usMapPos, (INT8)gsInterfaceLevel, (INT16)( ( gsInterfaceLevel * 256 ) + sEndZ ), &sFinalGridNo, FALSE, &bLevel, TRUE ) )
{
gfBadThrowItemCTGH = TRUE;
}
@@ -5346,7 +5348,7 @@ BOOLEAN IsValidAmmoToReloadRobot( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
}
-BOOLEAN HandleItemPointerClick( INT16 sMapPos )
+BOOLEAN HandleItemPointerClick( INT32 usMapPos )
{
// Determine what to do
if ( SelectedGuyInBusyAnimation( ) )
@@ -5383,13 +5385,13 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
UINT32 uiThrowActionData=0;
INT16 sEndZ = 0;
BOOLEAN fGiveItem = FALSE;
- INT16 sGridNo;
+ INT32 sGridNo;
INT16 sDist;
if ( gfUIFullTargetFound )
{
// Force mouse position to guy...
- sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
+ usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
if ( gAnimControl[ MercPtrs[ gusUIFullTargetID ]->usAnimState ].uiFlags & ANIM_MOVING )
{
@@ -5447,7 +5449,7 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
else
{
// Calculate action point costs!
- sAPCost = GetAPsToGiveItem( gpItemPointerSoldier, sMapPos );
+ sAPCost = GetAPsToGiveItem( gpItemPointerSoldier, usMapPos );
}
// Place it back in our hands!
@@ -5483,9 +5485,9 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
// Check if we can reload robot....
if ( IsValidAmmoToReloadRobot( MercPtrs[ ubSoldierID ], &gTempObject ) )
{
- INT16 sActionGridNo;
+ INT32 sActionGridNo;
UINT8 ubDirection;
- INT16 sAdjustedGridNo;
+ INT32 sAdjustedGridNo;
// Walk up to him and reload!
// See if we can get there to stab
@@ -5558,7 +5560,7 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
{
// Check some things here....
// 1 ) are we at the exact gridno that we stand on?
- if ( sMapPos == gpItemPointerSoldier->sGridNo )
+ if ( usMapPos == gpItemPointerSoldier->sGridNo )
{
// Drop
if ( !gfDontChargeAPsToPickup )
@@ -5574,7 +5576,7 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
// Try to drop in an adjacent area....
// 1 ) is this not a good OK destination
// this will sound strange, but this is OK......
- if ( !NewOKDestination( gpItemPointerSoldier, sMapPos, FALSE, gpItemPointerSoldier->pathing.bLevel ) || FindBestPath( gpItemPointerSoldier, sMapPos, gpItemPointerSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, 0 ) == 1 )
+ if ( !NewOKDestination( gpItemPointerSoldier, usMapPos, FALSE, gpItemPointerSoldier->pathing.bLevel ) || FindBestPath( gpItemPointerSoldier, usMapPos, gpItemPointerSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, 0 ) == 1 )
{
// Drop
if ( !gfDontChargeAPsToPickup )
@@ -5595,10 +5597,10 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
OBJECTTYPE::CopyToOrCreateAt( &gpItemPointerSoldier->pTempObject, gpItemPointer);
if (gpItemPointerSoldier->pTempObject != NULL)
{
- gpItemPointerSoldier->aiData.sPendingActionData2 = sMapPos;
+ gpItemPointerSoldier->aiData.sPendingActionData2 = usMapPos;
// Turn towards.....gridno
- gpItemPointerSoldier->EVENT_SetSoldierDesiredDirection( (INT8)GetDirectionFromGridNo( sMapPos, gpItemPointerSoldier ) );
+ gpItemPointerSoldier->EVENT_SetSoldierDesiredDirection( (INT8)GetDirectionFromGridNo( usMapPos, gpItemPointerSoldier ) );
gpItemPointerSoldier->EVENT_InitNewSoldierAnim( DROP_ADJACENT_OBJECT, 0 , FALSE );
}
@@ -5607,7 +5609,7 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
case ANIM_CROUCH:
case ANIM_PRONE:
- AddItemToPool( sMapPos, gpItemPointer, 1, gpItemPointerSoldier->pathing.bLevel, 0 , -1 );
+ AddItemToPool( usMapPos, gpItemPointer, 1, gpItemPointerSoldier->pathing.bLevel, 0 , -1 );
NotifySoldiersToLookforItems( );
break;
}
@@ -5627,7 +5629,7 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
}
else
{
- sGridNo = sMapPos;
+ sGridNo = usMapPos;
// Kaiden: Vehicle Inventory change - Commented the following If test:
//if ( sDist <= PASSING_ITEM_DISTANCE_OKLIFE && gfUIFullTargetFound && MercPtrs[ gusUIFullTargetID ]->bTeam == gbPlayerNum && !AM_AN_EPC( MercPtrs[ gusUIFullTargetID ] ) && !( MercPtrs[ gusUIFullTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
@@ -5810,7 +5812,7 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
CalculateLaunchItemParamsForThrow( gpItemPointerSoldier, sGridNo, gpItemPointerSoldier->pathing.bLevel, (INT16)( ( gsInterfaceLevel * 256 ) + sEndZ ), gpItemPointer, 0, ubThrowActionCode, uiThrowActionData );
// OK, goto throw animation
- HandleSoldierThrowItem( gpItemPointerSoldier, sMapPos );
+ HandleSoldierThrowItem( gpItemPointerSoldier, usMapPos );
}
}
@@ -5821,10 +5823,10 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
return( TRUE );
}
-BOOLEAN ItemCursorInLobRange( INT16 sMapPos )
+BOOLEAN ItemCursorInLobRange( INT32 usMapPos )
{
// Draw item depending on distance from buddy
- if ( GetRangeFromGridNoDiff( sMapPos, gpItemPointerSoldier->sGridNo ) > MIN_LOB_RANGE )
+ if ( GetRangeFromGridNoDiff( usMapPos, gpItemPointerSoldier->sGridNo ) > MIN_LOB_RANGE )
{
return( FALSE );
}
@@ -6520,24 +6522,29 @@ void DeleteKeyRingPopup( )
UINT32 GetInterfaceGraphicForItem( INVTYPE *pItem )
{
+ UINT32 id;
// CHECK SUBCLASS
if ( pItem->ubGraphicType == 0 )
{
- return( guiGUNSM );
+ TRYCATCH_RETHROW( id = g_bUsePngItemImages ? g_oGUNSM.getVObjectForItem(pItem->ubGraphicNum) : guiGUNSM,
+ L"Failed to retrieve gun image" );
}
else if ( pItem->ubGraphicType == 1 )
{
- return( guiP1ITEMS );
+ TRYCATCH_RETHROW( id = g_bUsePngItemImages ? g_oP1ITEMS.getVObjectForItem(pItem->ubGraphicNum) : guiP1ITEMS,
+ L"Failed to retrieve P1 item image" );
}
else if ( pItem->ubGraphicType == 2 )
{
- return( guiP2ITEMS );
+ TRYCATCH_RETHROW( id = g_bUsePngItemImages ? g_oP2ITEMS.getVObjectForItem(pItem->ubGraphicNum) : guiP2ITEMS,
+ L"Failed to retrieve P2 item image" );
}
else
{
- return( guiP3ITEMS );
+ TRYCATCH_RETHROW( id = g_bUsePngItemImages ? g_oP3ITEMS.getVObjectForItem(pItem->ubGraphicNum) : guiP3ITEMS,
+ L"Failed to retrieve P3 item image" );
}
-
+ return id;
}
@@ -6793,7 +6800,7 @@ void ItemPopupRegionCallback( MOUSE_REGION * pRegion, INT32 iReason )
else
{
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
- gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
+ gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
MSYS_SetCurrentCursor( EXTERN_CURSOR );
@@ -6956,7 +6963,7 @@ public:
BOOLEAN fDirtyLevel;
INT32 iDirtyRect;
BOOLEAN fHandled;
- INT16 sGridNo;
+ INT32 sGridNo;
INT8 bZLevel;
INT16 sButtomPanelStartY;
SOLDIERTYPE *pSoldier;
@@ -7020,7 +7027,7 @@ void SetItemPickupMenuDirty( BOOLEAN fDirtyLevel )
}
-BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT16 sGridNo, ITEM_POOL *pItemPool, INT16 sScreenX, INT16 sScreenY, INT8 bZLevel )
+BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT32 sGridNo, ITEM_POOL *pItemPool, INT16 sScreenX, INT16 sScreenY, INT8 bZLevel )
{
VOBJECT_DESC VObjectDesc;
CHAR8 ubString[48];
@@ -7096,8 +7103,8 @@ BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT16 sGridNo, ITEM_POO
// Get XY
{
- // First get mouse xy screen location
- if( sGridNo != NOWHERE )
+ // First get mouse xy screen location
+ if(!TileIsOutOfBounds(sGridNo))
{
sX = gusMouseXPos;
sY = gusMouseYPos;
@@ -8242,7 +8249,7 @@ void RemoveMoney()
{
// Set mouse
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
- gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
+ gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
MSYS_SetCurrentCursor( EXTERN_CURSOR );
@@ -8806,7 +8813,7 @@ BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOppo
CHAR8 ubString[48];
INT16 sCenX, sCenY, sX, sY, sCenterYVal;
INT8 bZLevel =pOpponent->pathing.bLevel;
- INT16 sGridNo =pOpponent->sGridNo;
+ INT32 sGridNo =pOpponent->sGridNo;
INT32 cnt;
gpOpponent =pOpponent;
gfStealing =TRUE;
@@ -8862,8 +8869,8 @@ BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOppo
// Get XY
{
- // First get mouse xy screen location
- if( sGridNo != NOWHERE )
+ // First get mouse xy screen location
+ if(!TileIsOutOfBounds(sGridNo))
{
sX = gusMouseXPos;
sY = gusMouseYPos;
diff --git a/Tactical/Interface Items.h b/Tactical/Interface Items.h
index f11b571f..2fc6c668 100644
--- a/Tactical/Interface Items.h
+++ b/Tactical/Interface Items.h
@@ -146,7 +146,7 @@ public:
};
// Itempickup stuff
-BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT16 sGridNo, ITEM_POOL *pItemPool, INT16 sScreenX, INT16 sScreenY, INT8 bZLevel );
+BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT32 sGridNo, ITEM_POOL *pItemPool, INT16 sScreenX, INT16 sScreenY, INT8 bZLevel );
void RenderItemPickupMenu( );
void RemoveItemPickupMenu( );
void SetItemPickupMenuDirty( BOOLEAN fDirtyLevel );
@@ -251,8 +251,8 @@ void DrawItemFreeCursor( );
void DrawItemTileCursor( );
void HideItemTileCursor( );
void InitItemInterface( );
-BOOLEAN ItemCursorInLobRange( INT16 sMapPos );
-BOOLEAN HandleItemPointerClick( INT16 sMapPos );
+BOOLEAN ItemCursorInLobRange( INT32 usMapPos );
+BOOLEAN HandleItemPointerClick( INT32 usMapPos );
UINT32 GetInterfaceGraphicForItem( INVTYPE *pItem );
UINT16 GetTileGraphicForItem( INVTYPE *pItem );
BOOLEAN LoadTileGraphicForItem( INVTYPE *pItem, UINT32 *puiVo );
diff --git a/Tactical/Interface Panels.cpp b/Tactical/Interface Panels.cpp
index 75bd8915..b119bc70 100644
--- a/Tactical/Interface Panels.cpp
+++ b/Tactical/Interface Panels.cpp
@@ -594,7 +594,7 @@ INT16 GetUIApsToDisplay( SOLDIERTYPE *pSoldier )
void CheckForDisabledForGiveItem( )
{
INT16 sDist;
- INT16 sDestGridNo;
+ INT32 sDestGridNo;
INT8 bDestLevel;
INT32 cnt;
SOLDIERTYPE *pSoldier;
@@ -794,8 +794,8 @@ void UpdateSMPanel( )
BOOLEAN fNearLowerLevel;
INT8 bDirection;
UINT8 ubStanceState;
-
- if ( gpSMCurrentMerc->sGridNo == NOWHERE )
+
+ if (TileIsOutOfBounds(gpSMCurrentMerc->sGridNo))
{
return;
}
@@ -3851,7 +3851,7 @@ void MergeMessageBoxCallBack( UINT8 ubExitValue )
void HandleMouseOverSoldierFaceForContMove( SOLDIERTYPE *pSoldier, BOOLEAN fOn )
{
FACETYPE *pFace;
- INT16 sGridNo;
+ INT32 sGridNo = NOWHERE;
if ( pSoldier == NULL )
{
@@ -5296,6 +5296,10 @@ void UpdateTEAMPanel( )
{
INT32 cnt;
+// WANNE: In editor mode, always disable the Done button, because we dont have any merc!
+#ifdef JA2EDITOR
+ DisableButton( iTEAMPanelButtons[ TEAM_DONE_BUTTON ] );
+#else
if ( (gTacticalStatus.ubCurrentTeam != gbPlayerNum) || (gTacticalStatus.uiFlags & REALTIME ) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
{
DisableButton( iTEAMPanelButtons[ TEAM_DONE_BUTTON ] );
@@ -5304,6 +5308,12 @@ void UpdateTEAMPanel( )
{
EnableButton( iTEAMPanelButtons[ TEAM_DONE_BUTTON ] );
}
+#endif
+
+// WANNE: In editor mode, always disable the strategy map button, because we dont have any merc!
+#ifdef JA2EDITOR
+ DisableButton( iTEAMPanelButtons[ TEAM_MAP_SCREEN_BUTTON ] );
+#else
if ( gTacticalStatus.uiFlags & ENGAGED_IN_CONV )
{
@@ -5313,6 +5323,7 @@ void UpdateTEAMPanel( )
{
EnableButton( iTEAMPanelButtons[ TEAM_MAP_SCREEN_BUTTON ] );
}
+#endif
if ( gfDisableTacticalPanelButtons )
@@ -5341,7 +5352,13 @@ void UpdateTEAMPanel( )
}
else
{
+
+// WANNE: In editor mode, always disable the squad button, because we dont have any merc!
+#ifdef JA2EDITOR
+ DisableButton( iTEAMPanelButtons[ CHANGE_SQUAD_BUTTON ] );
+#else
EnableButton( iTEAMPanelButtons[ CHANGE_SQUAD_BUTTON ] );
+#endif
for ( cnt = 0; cnt < NUMBER_OF_SOLDIERS_PER_SQUAD; cnt++ )
{
diff --git a/Tactical/Interface.cpp b/Tactical/Interface.cpp
index 670109e2..ffda5003 100644
--- a/Tactical/Interface.cpp
+++ b/Tactical/Interface.cpp
@@ -56,8 +56,11 @@
#include "gamesettings.h"
#include "Squads.h"
#include "message.h"
+
#endif
+#include "InterfaceItemImages.h"
+
#include "connect.h"
//const UINT32 INTERFACE_START_X = 0;
//const UINT32 INTERFACE_START_Y = ( SCREEN_HEIGHT - INTERFACE_HEIGHT );
@@ -152,7 +155,6 @@ extern BOOLEAN gfUserTurnRegionActive;
extern UINT8 gubSelectSMPanelToMerc;
extern BOOLEAN gfIgnoreOnSelectedGuy;
-
typedef enum
{
WALK_IMAGES = 0,
@@ -221,10 +223,7 @@ UINT32 guiINTEXT;
UINT32 guiCLOSE;
UINT32 guiDEAD;
UINT32 guiHATCH;
-UINT32 guiGUNSM;
-UINT32 guiP1ITEMS;
-UINT32 guiP2ITEMS;
-UINT32 guiP3ITEMS;
+
UINT32 guiBUTTONBORDER;
UINT32 guiSILHOUETTE;
UINT32 guiRADIO;
@@ -258,7 +257,7 @@ void PopupDoorOpenMenu( BOOLEAN fClosingDoor );
BOOLEAN fFirstTimeInGameScreen = TRUE;
BOOLEAN fInterfacePanelDirty = DIRTYLEVEL2;
INT16 gsInterfaceLevel = I_GROUND_LEVEL;
-INT16 gsCurrentSoldierGridNo = 0;
+INT32 gsCurrentSoldierGridNo = 0;
INT16 gsCurInterfacePanel = TEAM_PANEL;
// LOCAL FUCTIONS
@@ -361,29 +360,7 @@ BOOLEAN InitializeTacticalInterface( )
if( !AddVideoObject( &VObjectDesc, &guiHATCH ) )
AssertMsg(0, "Missing INTERFACE\\hatch.sti" );
- // LOAD INTERFACE GUN PICTURES
- VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
- FilenameForBPP("INTERFACE\\mdguns.sti", VObjectDesc.ImageFile);
- if( !AddVideoObject( &VObjectDesc, &guiGUNSM ) )
- AssertMsg(0, "Missing INTERFACE\\mdguns.sti" );
-
- // LOAD INTERFACE ITEM PICTURES
- VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
- FilenameForBPP("INTERFACE\\mdp1items.sti", VObjectDesc.ImageFile);
- if( !AddVideoObject( &VObjectDesc, &guiP1ITEMS ) )
- AssertMsg(0, "Missing INTERFACE\\mdplitems.sti" );
-
- // LOAD INTERFACE ITEM PICTURES
- VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
- FilenameForBPP("INTERFACE\\mdp2items.sti", VObjectDesc.ImageFile);
- if( !AddVideoObject( &VObjectDesc, &guiP2ITEMS ) )
- AssertMsg(0, "Missing INTERFACE\\mdp2items.sti" );
-
- // LOAD INTERFACE ITEM PICTURES
- VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
- FilenameForBPP("INTERFACE\\mdp3items.sti", VObjectDesc.ImageFile);
- if( !AddVideoObject( &VObjectDesc, &guiP3ITEMS ) )
- AssertMsg(0, "Missing INTERFACE\\mdp3items.sti" );
+ THROWIFFALSE( RegisterItemImages(), L"Registering Item Images failed" );
// CHRISL:
// LOAD INTERFACE POCKET SILHOUETTES
@@ -1508,8 +1485,8 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
{
return;
}
-
- if ( pSoldier->sGridNo == NOWHERE )
+
+ if (TileIsOutOfBounds(pSoldier->sGridNo))
{
return;
}
@@ -3651,7 +3628,7 @@ typedef struct
{
INT8 bHeight;
INT8 bPower;
- INT16 sGridNo;
+ INT32 sGridNo;
UINT8 ubLevel;
SOLDIERTYPE *pSoldier;
BOOLEAN fShowHeight;
@@ -3659,7 +3636,7 @@ typedef struct
BOOLEAN fActiveHeightBar;
BOOLEAN fActivePowerBar;
BOOLEAN fAtEndHeight;
- INT16 sTargetGridNo;
+ INT32 sTargetGridNo;
FLOAT dInitialForce;
FLOAT dForce;
FLOAT dDegrees;
@@ -3706,7 +3683,7 @@ void CalculateAimCubeUIPhysics( )
}
-INT16 GetInAimCubeUIGridNo( )
+INT32 GetInAimCubeUIGridNo( )
{
return( gCubeUIData.sGridNo );
}
@@ -3738,7 +3715,7 @@ BOOLEAN AimCubeUIClick( )
}
}
-void BeginAimCubeUI( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 ubLevel, UINT8 bStartPower, INT8 bStartHeight )
+void BeginAimCubeUI( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 ubLevel, UINT8 bStartPower, INT8 bStartHeight )
{
gfInAimCubeUI = TRUE;
@@ -3915,11 +3892,11 @@ void GetLaunchItemParamsFromUI( )
static BOOLEAN gfDisplayPhysicsUI = FALSE;
-static INT16 gsPhysicsImpactPointGridNo;
+static INT32 gsPhysicsImpactPointGridNo;
static INT8 gbPhysicsImpactPointLevel;
static BOOLEAN gfBadPhysicsCTGT = FALSE;
-void BeginPhysicsTrajectoryUI( INT16 sGridNo, INT8 bLevel, BOOLEAN fBadCTGT )
+void BeginPhysicsTrajectoryUI( INT32 sGridNo, INT8 bLevel, BOOLEAN fBadCTGT )
{
gfDisplayPhysicsUI = TRUE;
gsPhysicsImpactPointGridNo = sGridNo;
@@ -3996,11 +3973,11 @@ UINT32 CalcUIMessageDuration( STR16 wString )
BOOLEAN gfMultipurposeLocatorOn = FALSE;
UINT32 guiMultiPurposeLocatorLastUpdate;
INT8 gbMultiPurposeLocatorFrame;
-INT16 gsMultiPurposeLocatorGridNo;
+INT32 gsMultiPurposeLocatorGridNo;
INT8 gbMultiPurposeLocatorLevel;
INT8 gbMultiPurposeLocatorCycles;
-void BeginMultiPurposeLocator( INT16 sGridNo, INT8 bLevel, BOOLEAN fSlideTo )
+void BeginMultiPurposeLocator( INT32 sGridNo, INT8 bLevel, BOOLEAN fSlideTo )
{
guiMultiPurposeLocatorLastUpdate = 0;
gbMultiPurposeLocatorCycles = 0;
diff --git a/Tactical/Interface.h b/Tactical/Interface.h
index 3ea5724e..01b0c80e 100644
--- a/Tactical/Interface.h
+++ b/Tactical/Interface.h
@@ -74,16 +74,12 @@ extern UINT8 gbNewPanel;
extern UINT8 gubNewPanelParam;
extern INT16 gsCurInterfacePanel;
-
extern UINT32 guiRENDERBUFFER;
extern UINT32 guiCLOSE;
extern UINT32 guiDEAD;
extern UINT32 guiHATCH;
extern UINT32 guiINTEXT;
-extern UINT32 guiGUNSM;
-extern UINT32 guiP1ITEMS;
-extern UINT32 guiP2ITEMS;
-extern UINT32 guiP3ITEMS;
+
extern UINT32 guiSILHOUETTE;
extern UINT32 guiCOMPANEL;
extern UINT32 guiCOMPANELB;
@@ -223,13 +219,13 @@ void ResetAimCubeAI( );
void SetupAimCubeAI( );
void IncrementAimCubeUI( );
void EndAimCubeUI( );
-void BeginAimCubeUI( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 ubLevel, UINT8 bStartPower, INT8 bStartHeight );
+void BeginAimCubeUI( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 ubLevel, UINT8 bStartPower, INT8 bStartHeight );
BOOLEAN AimCubeUIClick( );
void ResetPhysicsTrajectoryUI( );
void SetupPhysicsTrajectoryUI( );
void EndPhysicsTrajectoryUI( );
-void BeginPhysicsTrajectoryUI( INT16 sGridNo, INT8 bLevel, BOOLEAN fBadCTGT );
+void BeginPhysicsTrajectoryUI( INT32 sGridNo, INT8 bLevel, BOOLEAN fBadCTGT );
void InitPlayerUIBar( BOOLEAN fInterrupt );
@@ -237,7 +233,7 @@ void ToggleTacticalPanels( );
void DirtyTopMessage( );
-void BeginMultiPurposeLocator( INT16 sGridNo, INT8 bLevel, BOOLEAN fSlideTo );
+void BeginMultiPurposeLocator( INT32 sGridNo, INT8 bLevel, BOOLEAN fSlideTo );
void HandleMultiPurposeLocator( );
void RenderTopmostMultiPurposeLocator( );
diff --git a/Tactical/InterfaceItemImages.cpp b/Tactical/InterfaceItemImages.cpp
new file mode 100644
index 00000000..76e6195d
--- /dev/null
+++ b/Tactical/InterfaceItemImages.cpp
@@ -0,0 +1,160 @@
+#include "InterfaceItemImages.h"
+
+#include "DEBUG.H"
+#include "vobject.h"
+#include "utilities.h"
+
+#include "VFS/vfs.h"
+
+extern void WriteMessageToFile( const STR16 pString );
+
+/******************************************************************************/
+
+bool g_bUsePngItemImages = false;
+// old item image handles
+UINT32 guiGUNSM;
+UINT32 guiP1ITEMS;
+UINT32 guiP2ITEMS;
+UINT32 guiP3ITEMS;
+// new item image handles
+MDItemVideoObjects g_oGUNSM;
+MDItemVideoObjects g_oP1ITEMS;
+MDItemVideoObjects g_oP2ITEMS;
+MDItemVideoObjects g_oP3ITEMS;
+
+/******************************************************************************/
+
+MDItemVideoObjects::MDItemVideoObjects()
+{}
+
+UINT32 MDItemVideoObjects::getVObjectForItem(UINT32 key)
+{
+ std::map::iterator it = m_mapVObjects.find(key);
+ if(it != m_mapVObjects.end())
+ {
+ return it->second;
+ }
+ THROWEXCEPTION(BuildString().add(L"Item key [").add(key).add(L"] not registered").get());
+}
+
+void MDItemVideoObjects::registerItem(UINT32 key, vfs::Path const& sFileName)
+{
+ std::map::iterator it = m_mapVObjects.find(key);
+ if(it != m_mapVObjects.end())
+ {
+ THROWEXCEPTION(BuildString().add(L"Item image [").add(key).add(L"] already registered").get());
+ }
+ // LOAD INTERFACE GUN PICTURES
+ UINT32 uiVObject;
+ VOBJECT_DESC VObjectDesc;
+ VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
+ FilenameForBPP(const_cast(sFileName.to_string().c_str()), VObjectDesc.ImageFile);
+ if(! AddVideoObject( &VObjectDesc, &uiVObject ))
+ {
+ THROWEXCEPTION( BuildString().add(L"Could not add video object for file \"").add(sFileName).get() );
+ }
+ m_mapVObjects.insert(std::make_pair(key,uiVObject));
+}
+
+bool MDItemVideoObjects::registerItemsFromFilePattern(vfs::Path const& sFilePattern)
+{
+ std::wstringstream wss;
+ int item = 0;
+ vfs::CVirtualFileSystem::Iterator it = getVFS()->begin(sFilePattern);
+ if(it.end())
+ {
+ return false;
+ }
+ for(; !it.end(); it.next())
+ {
+ wss.str(it.value()->getName().c_wcs());
+ if( !(wss >> item) )
+ {
+ std::wstring err = BuildString().add(L"Could not extract item number from file \"").add(wss.str()).add(L"\"").get();
+ WriteMessageToFile( const_cast(err.c_str()) );
+ continue;
+ }
+ try
+ {
+ this->registerItem(item, it.value()->getPath());
+ }
+ catch(CBasicException& ex)
+ {
+ RETHROWEXCEPTION( BuildString().add(L"Registering item from file \"").add(wss.str()).add(L"\" failed").get().c_str(),
+ &ex );
+ }
+ }
+ return true;
+}
+
+
+void MDItemVideoObjects::unRegisterAllItems()
+{
+ std::map::iterator it = m_mapVObjects.begin();
+ for(; it != m_mapVObjects.end(); ++it)
+ {
+ // later
+ }
+}
+
+/******************************************************************************/
+
+bool RegisterItemImages()
+{
+ VOBJECT_DESC VObjectDesc;
+
+ //// LOAD INTERFACE GUN PICTURES
+ if(!g_bUsePngItemImages)
+ {
+ VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
+ FilenameForBPP("INTERFACE\\mdguns.sti", VObjectDesc.ImageFile);
+ if( !AddVideoObject( &VObjectDesc, &guiGUNSM ) )
+ AssertMsg(0, "Missing INTERFACE\\mdguns.sti" );
+ }
+ else if(!g_oGUNSM.registerItemsFromFilePattern(L"INTERFACE/mdguns/*.png"))
+ {
+ return false;
+ }
+
+ // LOAD INTERFACE ITEM PICTURES
+ if(!g_bUsePngItemImages)
+ {
+ VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
+ FilenameForBPP("INTERFACE\\mdp1items.sti", VObjectDesc.ImageFile);
+ if( !AddVideoObject( &VObjectDesc, &guiP1ITEMS ) )
+ AssertMsg(0, "Missing INTERFACE\\mdplitems.sti" );
+ }
+ else if(!g_oP1ITEMS.registerItemsFromFilePattern(L"INTERFACE/MDP1ITEMS/*.png"))
+ {
+ return false;
+ }
+
+ // LOAD INTERFACE ITEM PICTURES
+ if(!g_bUsePngItemImages)
+ {
+ VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
+ FilenameForBPP("INTERFACE\\mdp2items.sti", VObjectDesc.ImageFile);
+ if( !AddVideoObject( &VObjectDesc, &guiP2ITEMS ) )
+ AssertMsg(0, "Missing INTERFACE\\mdp2items.sti" );
+ }
+ else if(!g_oP2ITEMS.registerItemsFromFilePattern(L"INTERFACE/MDP2ITEMS/*.png"))
+ {
+ return false;
+ }
+
+ // LOAD INTERFACE ITEM PICTURES
+ if(!g_bUsePngItemImages)
+ {
+ VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
+ FilenameForBPP("INTERFACE\\mdp3items.sti", VObjectDesc.ImageFile);
+ if( !AddVideoObject( &VObjectDesc, &guiP3ITEMS ) )
+ AssertMsg(0, "Missing INTERFACE\\mdp3items.sti" );
+ }
+ else if(!g_oP3ITEMS.registerItemsFromFilePattern(L"INTERFACE/MDP3ITEMS/*.png"))
+ {
+ return false;
+ }
+
+ return true;
+}
+
diff --git a/Tactical/InterfaceItemImages.h b/Tactical/InterfaceItemImages.h
new file mode 100644
index 00000000..5dd3d373
--- /dev/null
+++ b/Tactical/InterfaceItemImages.h
@@ -0,0 +1,37 @@
+#ifndef _ITERFACEITEMIMAGES_H_
+#define _ITERFACEITEMIMAGES_H_
+
+#include "Types.h"
+#include "VFS/vfs_types.h"
+#include "VFS/vfs_path.h"
+#include