diff --git a/Console/Console.vcproj b/Console/Console.vcproj deleted file mode 100644 index d37d348f..00000000 --- a/Console/Console.vcproj +++ /dev/null @@ -1,172 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/Console/Console_2005Express.vcproj b/Console/Console_2005Express.vcproj index d5a0efcc..1c53dc30 100644 --- a/Console/Console_2005Express.vcproj +++ b/Console/Console_2005Express.vcproj @@ -1,7 +1,7 @@ + + + + + + + + + + + + + + + + + @@ -401,6 +487,14 @@ PreprocessorDefinitions="" /> + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Editor/Button Defines.h b/Editor/Button Defines.h index f4b0a036..32e0856e 100644 --- a/Editor/Button Defines.h +++ b/Editor/Button Defines.h @@ -102,6 +102,8 @@ enum OPTIONS_SAVE_MAP, OPTIONS_CHANGE_TILESET, OPTIONS_LEAVE_EDITOR, + OPTIONS_RADAR_MAP,//dnl ch9 071009 + OPTIONS_VANILLA_MODE,//dnl ch33 160909 OPTIONS_QUIT_GAME, LAST_OPTIONS_BUTTON = OPTIONS_QUIT_GAME, //Mercs menu MERCS_PLAYER, FIRST_MERCS_BUTTON = MERCS_PLAYER, diff --git a/Editor/Cursor Modes.cpp b/Editor/Cursor Modes.cpp index 29116f09..c31e57f5 100644 --- a/Editor/Cursor Modes.cpp +++ b/Editor/Cursor Modes.cpp @@ -34,7 +34,7 @@ UINT16 gusSavedSelectionType = SMALLSELECTION; UINT16 gusSavedBuildingSelectionType = AREASELECTION; extern INT16 sGridX; // symbol already declared globally in editscreen.cpp (jonathanl) extern INT16 sGridY; // symbol already declared globally in editscreen.cpp (jonathanl) -INT16 sBadMarker = -1; +INT32 sBadMarker = -1; STR16 wszSelType[6]= { L"Small", L"Medium", L"Large", L"XLarge", L"Width: xx", L"Area" }; @@ -90,6 +90,8 @@ void DecreaseSelectionDensity() void RemoveCursors() { + if((gSelectRegion.iRight + gSelectRegion.iBottom * WORLD_COLS) >= WORLD_MAX)//dnl ch43 280909 Prevent CTD when world size is changed + return; INT32 x, y, iMapIndex; if( gpBuildingLayoutList ) { @@ -203,12 +205,12 @@ void UpdateCursorAreas() if( gfRoofPlacement && FlatRoofAboveGridNo( iMapIndex ) ) { AddTopmostToTail( iMapIndex + ROOF_OFFSET, BADMARKER1 ); - sBadMarker = (INT16)(iMapIndex + ROOF_OFFSET ); + sBadMarker = iMapIndex + ROOF_OFFSET ; } else { AddTopmostToTail( (iMapIndex), BADMARKER1 ); - sBadMarker = (INT16)(iMapIndex); + sBadMarker = iMapIndex; } } } @@ -338,12 +340,13 @@ BOOLEAN HandleAreaSelection() return TRUE; } +//dnl ch43 280909 void ValidateSelectionRegionBoundaries() { - gSelectRegion.iLeft = max( min( 159, gSelectRegion.iLeft ) , 0 ); - gSelectRegion.iRight = max( min( 159, gSelectRegion.iRight ), 0 ); - gSelectRegion.iTop = max( min( 159, gSelectRegion.iTop ) , 0 ); - gSelectRegion.iBottom = max( min( 159, gSelectRegion.iBottom ), 0 ); + gSelectRegion.iLeft = max(min(WORLD_COLS-1, gSelectRegion.iLeft), 0); + gSelectRegion.iRight = max(min(WORLD_COLS-1, gSelectRegion.iRight), 0); + gSelectRegion.iTop = max(min(WORLD_ROWS-1, gSelectRegion.iTop), 0); + gSelectRegion.iBottom = max(min(WORLD_ROWS-1, gSelectRegion.iBottom), 0); } void EnsureSelectionType() diff --git a/Editor/Editor Callback Prototypes.h b/Editor/Editor Callback Prototypes.h index d33038f4..12fab206 100644 --- a/Editor/Editor Callback Prototypes.h +++ b/Editor/Editor Callback Prototypes.h @@ -16,6 +16,8 @@ void BtnLoadCallback(GUI_BUTTON *btn,INT32 reason); void BtnSaveCallback(GUI_BUTTON *btn,INT32 reason); void BtnCancelCallback(GUI_BUTTON *btn,INT32 reason); void BtnQuitCallback( GUI_BUTTON *btn, INT32 reason ); +void BtnRadarMapCallback( GUI_BUTTON *btn, INT32 reason );//dnl ch9 071009 +void VanillaModeCallback(GUI_BUTTON *btn, INT32 reason);//dnl ch33 160909 void BtnNewMapCallback(GUI_BUTTON *btn,INT32 reason); void BtnNewBasementCallback( GUI_BUTTON *btn, INT32 reason ); void BtnNewCavesCallback( GUI_BUTTON *btn, INT32 reason ); diff --git a/Editor/Editor Callbacks.cpp b/Editor/Editor Callbacks.cpp index f981215b..8fc198d8 100644 --- a/Editor/Editor Callbacks.cpp +++ b/Editor/Editor Callbacks.cpp @@ -532,7 +532,7 @@ void MapInfoEntryPointsCallback( GUI_BUTTON *btn, INT32 reason ) { if( reason & (MSYS_CALLBACK_REASON_LBUTTON_UP | MSYS_CALLBACK_REASON_RBUTTON_UP) ) { - INT16 x, sGridNo; + INT32 x, sGridNo; for( x = MAPINFO_NORTH_POINT; x <= MAPINFO_ISOLATED_POINT; x++ ) { if( btn == ButtonList[ iEditorButton[ x ] ] ) @@ -669,6 +669,20 @@ void BtnQuitCallback( GUI_BUTTON *btn, INT32 reason ) } } +void BtnRadarMapCallback( GUI_BUTTON *btn, INT32 reason )//dnl ch9 071009 +{ + if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP ) + { + iEditorToolbarState = TBAR_MODE_RADAR_MAP; + } +} + +void VanillaModeCallback(GUI_BUTTON *btn, INT32 reason)//dnl ch33 160909 +{ + if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP) + (btn->uiFlags & BUTTON_CLICKED_ON) ? (gfVanillaMode = TRUE) : (gfVanillaMode = FALSE); +} + //ITEMS void MouseMovedInItemsRegion( MOUSE_REGION *reg, INT32 reason ) { diff --git a/Editor/Editor Modes.cpp b/Editor/Editor Modes.cpp index e5e9d025..a274ec8f 100644 --- a/Editor/Editor Modes.cpp +++ b/Editor/Editor Modes.cpp @@ -256,7 +256,7 @@ void SetEditorTerrainTaskbarMode( UINT16 usNewMode ) void ShowExitGrids() { - UINT16 i; + INT32 i; LEVELNODE *pLevelNode; if( gfShowExitGrids ) return; @@ -272,7 +272,7 @@ void ShowExitGrids() void HideExitGrids() { - UINT16 i; + INT32 i; LEVELNODE *pLevelNode; if( !gfShowExitGrids ) return; diff --git a/Editor/Editor Taskbar Creation.cpp b/Editor/Editor Taskbar Creation.cpp index 6caac874..7f5f3526 100644 --- a/Editor/Editor Taskbar Creation.cpp +++ b/Editor/Editor Taskbar Creation.cpp @@ -699,6 +699,16 @@ void InitEditorOptionsToolbar() iEditorButton[OPTIONS_QUIT_GAME] = CreateEasyNoToggleButton( iScreenWidthOffset + 281,SCREEN_HEIGHT - 79,"EDITOR//cancel.sti", BtnQuitCallback); SetButtonFastHelpText(iEditorButton[OPTIONS_QUIT_GAME],L"Exit game."); + + //dnl ch9 071009 + iEditorButton[OPTIONS_RADAR_MAP] = + CreateEasyNoToggleButton( iScreenWidthOffset + 311,SCREEN_HEIGHT - 79,"EDITOR//tileset.sti", BtnRadarMapCallback); + SetButtonFastHelpText(iEditorButton[OPTIONS_RADAR_MAP],L"Create radar map"); + + //dnl ch33 160909 + iEditorButton[OPTIONS_VANILLA_MODE] = + CreateCheckBoxButton(iScreenWidthOffset+71, SCREEN_HEIGHT-119, "EDITOR//smcheckbox.sti", MSYS_PRIORITY_NORMAL, VanillaModeCallback); + SetButtonFastHelpText(iEditorButton[OPTIONS_VANILLA_MODE],L"Set save map as v1.12"); } void InitEditorTerrainToolbar() diff --git a/Editor/Editor Taskbar Utils.cpp b/Editor/Editor Taskbar Utils.cpp index e4791ade..d3d031ab 100644 --- a/Editor/Editor Taskbar Utils.cpp +++ b/Editor/Editor Taskbar Utils.cpp @@ -45,11 +45,13 @@ #include "Soldier Find.h" #include "lighting.h" #include "Keys.h" + + #include "InterfaceItemImages.h" #endif void RenderEditorInfo(); -extern ITEM_POOL *gpItemPool; +//extern ITEM_POOL *gpItemPool;//dnl ch26 210909 //editor icon storage vars INT32 giEditMercDirectionIcons[2]; @@ -324,6 +326,7 @@ void DoTaskbar(void) break; case TASK_OPTIONS: UnclickEditorButton( TAB_OPTIONS ); + KillTextInputMode(); break; } @@ -392,8 +395,12 @@ void DoTaskbar(void) SetupTextInputForMapInfo(); break; case TASK_OPTIONS: + iDrawMode = DRAW_MODE_NOTHING;//dnl ch22 210909 ClickEditorButton( TAB_OPTIONS ); TerrainTileDrawMode = TERRAIN_TILES_NODRAW; + if(gfVanillaMode)//dnl ch33 160909 + ClickEditorButton(OPTIONS_VANILLA_MODE); + SetupTextInputForOptions(); break; } } @@ -609,7 +616,7 @@ void EnableEditorButtons( INT32 iFirstEditorButtonID, INT32 iLastEditorButtonID void RenderMapEntryPointsAndLights() { - INT16 sGridNo; + INT32 sGridNo; INT16 sScreenX, sScreenY; INT32 i; if( gfSummaryWindowActive ) @@ -767,7 +774,11 @@ void RenderDoorLockInfo() case SUPER_ELECTRIC: swprintf( str, L"Super Electric Trap" ); break; - + // WANNE: Fix a vanilla glitch in the editor: The text for the brothel siren trap was missing. + // Fixed by Tron (Stracciatella): Revision: 6253 + case BROTHEL_SIREN: + swprintf( str, L"Brothel Siren Trap" ); + break; } xp = sScreenX + 20 - StringPixLength( str, FONT10ARIAL ) / 2; yp = sScreenY; @@ -798,15 +809,16 @@ void RenderSelectedItemBlownUp() uiVideoObjectIndex = GetInterfaceGraphicForItem( &Item[ gpItem->usItem ] ); GetVideoObject( &hVObject, uiVideoObjectIndex ); - sWidth = hVObject->pETRLEObject[ Item[ gpItem->usItem ].ubGraphicNum ].usWidth; - sOffsetX = hVObject->pETRLEObject[ Item[ gpItem->usItem ].ubGraphicNum ].sOffsetX; + UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : Item[ gpItem->usItem ].ubGraphicNum; + sWidth = hVObject->pETRLEObject[ usGraphicNum ].usWidth; + sOffsetX = hVObject->pETRLEObject[ usGraphicNum ].sOffsetX; xp = sScreenX + (40 - sWidth - sOffsetX*2) / 2; - sHeight = hVObject->pETRLEObject[ Item[ gpItem->usItem ].ubGraphicNum ].usHeight; - sOffsetY = hVObject->pETRLEObject[ Item[ gpItem->usItem ].ubGraphicNum ].sOffsetY; + sHeight = hVObject->pETRLEObject[ usGraphicNum ].usHeight; + sOffsetY = hVObject->pETRLEObject[ usGraphicNum ].sOffsetY; yp = sScreenY + (20 - sHeight - sOffsetY*2) / 2; - BltVideoObjectOutlineFromIndex( FRAME_BUFFER, uiVideoObjectIndex, Item[ gpItem->usItem ].ubGraphicNum, xp, yp, Get16BPPColor(FROMRGB(0, 140, 170)), TRUE ); + BltVideoObjectOutlineFromIndex( FRAME_BUFFER, uiVideoObjectIndex, usGraphicNum, xp, yp, Get16BPPColor(FROMRGB(0, 140, 170)), TRUE ); //Display the item name above it SetFont( FONT10ARIAL ); @@ -871,27 +883,36 @@ void RenderEditorInfo( ) { CHAR16 FPSText[ 50 ]; static INT32 iSpewWarning = 0; - INT16 iMapIndex; + INT32 iMapIndexD; - SetFont( FONT12POINT1 ); - SetFontForeground( FONT_BLACK ); - SetFontBackground( FONT_BLACK ); + //dnl ch52 091009 + SetFont(FONT12ARIAL); + SetFontShadow(NO_SHADOW); + SetFontForeground(FONT_BLACK); + SetFontBackground(FONT_BLACK); - //Display the mapindex position - if( GetMouseMapPos( &iMapIndex ) ) - swprintf( FPSText, L" (%d) ", iMapIndex ); + //dnl ch1 101009 Display the mapindex position + if(GetMouseMapPos(&iMapIndexD)) + { + INT16 sGridX, sGridY; + GetMouseXY(&sGridX, &sGridY); + swprintf(FPSText, L"%4d %4d %6d", sGridX, sGridY, iMapIndexD); + } else - swprintf( FPSText, L" " ); + swprintf(FPSText, L" "); + mprintfEditor( (UINT16)(iScreenWidthOffset + 50-StringPixLength( FPSText, FONT12POINT1 )/2), 2 * iScreenHeightOffset + 463, FPSText ); switch( iCurrentTaskbar ) { case TASK_OPTIONS: + mprintf(iScreenWidthOffset+71+15, SCREEN_HEIGHT-117, L"v1.12");//dnl ch33 160909 if( !gfWorldLoaded || giCurrentTilesetID < 0 ) mprintf( iScreenWidthOffset + 260, 2 * iScreenHeightOffset + 445, L"No map currently loaded." ); else mprintf( iScreenWidthOffset + 260, 2 * iScreenHeightOffset + 445, L"File: %S, Current Tileset: %s", gubFilename, gTilesets[ giCurrentTilesetID ].zName ); + UpdateOptions(); break; case TASK_TERRAIN: @@ -941,6 +962,15 @@ void ProcessEditorRendering() BOOLEAN fSaveBuffer = FALSE; if( gfRenderTaskbar ) //do a full taskbar render. { + if(iCurrentTaskbar == TASK_OPTIONS && !gfSummaryWindowActive)//dnl ch52 091009 + { + CHAR8 szNewText[4+1]; + sprintf(szNewText, "%d", iNewMapWorldRows=WORLD_ROWS); + SetInputFieldStringWith8BitString(1, szNewText); + sprintf(szNewText, "%d", iNewMapWorldCols=WORLD_COLS); + SetInputFieldStringWith8BitString(2, szNewText); + DisableTextField(2); + } ClearTaskbarRegion( 0, SCREEN_HEIGHT - 120, SCREEN_WIDTH, SCREEN_HEIGHT ); RenderTerrainTileButtons(); MarkButtonsDirty(); @@ -952,7 +982,7 @@ void ProcessEditorRendering() } if( gfRenderDrawingMode ) { - if( iCurrentTaskbar == TASK_BUILDINGS || iCurrentTaskbar == TASK_TERRAIN || iCurrentTaskbar == TASK_ITEMS ) + if( iCurrentTaskbar == TASK_BUILDINGS || iCurrentTaskbar == TASK_TERRAIN || iCurrentTaskbar == TASK_ITEMS ) { ShowCurrentDrawingMode(); gfRenderDrawingMode = FALSE; diff --git a/Editor/Editor Undo.cpp b/Editor/Editor Undo.cpp index 95f23168..a5e04f5a 100644 --- a/Editor/Editor Undo.cpp +++ b/Editor/Editor Undo.cpp @@ -113,13 +113,13 @@ BOOLEAN gfIgnoreUndoCmdsForLights = FALSE; typedef struct MapIndexBinaryTree { struct MapIndexBinaryTree *left, *right; - INT16 sMapIndex; + UINT32 usMapIndex; }MapIndexBinaryTree; MapIndexBinaryTree *top = NULL; void ClearUndoMapIndexTree(); -BOOLEAN AddMapIndexToTree( INT16 sMapIndex ); -void CheckMapIndexForMultiTileStructures( INT16 sMapIndex ); +BOOLEAN AddMapIndexToTree( UINT32 usMapIndex ); +void CheckMapIndexForMultiTileStructures( UINT32 usMapIndex ); void CheckForMultiTilesInTreeAndAddToUndoList( MapIndexBinaryTree *node ); @@ -141,14 +141,14 @@ void ClearUndoMapIndexTree() DeleteTreeNode( &top ); } -BOOLEAN AddMapIndexToTree( INT16 sMapIndex ) +BOOLEAN AddMapIndexToTree( UINT32 usMapIndex ) { MapIndexBinaryTree *curr, *parent; if( !top ) { top = (MapIndexBinaryTree*)MemAlloc( sizeof( MapIndexBinaryTree ) ); Assert( top ); - top->sMapIndex = sMapIndex; + top->usMapIndex = usMapIndex; top->left = NULL; top->right = NULL; return TRUE; @@ -161,21 +161,21 @@ BOOLEAN AddMapIndexToTree( INT16 sMapIndex ) while( curr ) { parent = curr; - if( curr->sMapIndex == sMapIndex ) //found a match, so stop + if( curr->usMapIndex == usMapIndex ) //found a match, so stop return FALSE; //if the mapIndex is < node's mapIndex, then go left, else right - curr = ( sMapIndex < curr->sMapIndex ) ? curr->left : curr->right; + curr = ( usMapIndex < curr->usMapIndex ) ? curr->left : curr->right; } //if we made it this far, then curr is null and parent is pointing //directly above. //Create the new node and fill in the information. curr = (MapIndexBinaryTree*)MemAlloc( sizeof( MapIndexBinaryTree ) ); Assert( curr ); - curr->sMapIndex = sMapIndex; + curr->usMapIndex = usMapIndex; curr->left = NULL; curr->right = NULL; //Now link the new node to the parent. - if( curr->sMapIndex < parent->sMapIndex ) + if( curr->usMapIndex < parent->usMapIndex ) parent->left = curr; else parent->right = curr; @@ -420,7 +420,7 @@ BOOLEAN AddToUndoList( INT32 iMapIndex ) //Check to see if the tile in question is even on the visible map, then //if that is true, then check to make sure we don't already have the mapindex //saved in the new binary tree (which only holds unique mapindex values). - if( GridNoOnVisibleWorldTile( (INT16)iMapIndex ) && AddMapIndexToTree( (INT16)iMapIndex ) ) + if( GridNoOnVisibleWorldTile( iMapIndex ) && AddMapIndexToTree( iMapIndex ) )//dnl ch56 141009 { if( AddToUndoListCmd( iMapIndex, ++iCount ) ) @@ -519,13 +519,13 @@ BOOLEAN AddToUndoListCmd( INT32 iMapIndex, INT32 iCmdCount ) } -void CheckMapIndexForMultiTileStructures( INT16 sMapIndex ) +void CheckMapIndexForMultiTileStructures( UINT32 usMapIndex ) { STRUCTURE * pStructure; UINT8 ubLoop; INT32 iCoveredMapIndex; - pStructure = gpWorldLevelData[sMapIndex].pStructureHead; + pStructure = gpWorldLevelData[usMapIndex].pStructureHead; while (pStructure) { if (pStructure->pDBStructureRef->pDBStructure->ubNumberOfTiles > 1) @@ -535,7 +535,7 @@ void CheckMapIndexForMultiTileStructures( INT16 sMapIndex ) // for multi-tile structures we have to add, to the undo list, all the other tiles covered by the structure if (pStructure->fFlags & STRUCTURE_BASE_TILE) { - iCoveredMapIndex = sMapIndex + pStructure->pDBStructureRef->ppTile[ubLoop]->sPosRelToBase; + iCoveredMapIndex = usMapIndex + pStructure->pDBStructureRef->ppTile[ubLoop]->sPosRelToBase; } else { @@ -550,7 +550,7 @@ void CheckMapIndexForMultiTileStructures( INT16 sMapIndex ) void CheckForMultiTilesInTreeAndAddToUndoList( MapIndexBinaryTree *node ) { - CheckMapIndexForMultiTileStructures( node->sMapIndex ); + CheckMapIndexForMultiTileStructures( node->usMapIndex ); if( node->left ) CheckForMultiTilesInTreeAndAddToUndoList( node->left ); if( node->right ) @@ -590,7 +590,7 @@ BOOLEAN ExecuteUndoList( void ) { iUndoMapIndex = gpTileUndoStack->pData->iMapIndex; - fExitGrid = ExitGridAtGridNo( (INT16)iUndoMapIndex ); + fExitGrid = ExitGridAtGridNo( iUndoMapIndex ); // Find which map tile we are to "undo" if( gpTileUndoStack->pData->fLightSaved ) @@ -599,7 +599,7 @@ BOOLEAN ExecuteUndoList( void ) //Turn on this flag so that the following code, when executed, doesn't attempt to //add lights to the undo list. That would cause problems... gfIgnoreUndoCmdsForLights = TRUE; - ConvertGridNoToXY( (INT16)iUndoMapIndex, &sX, &sY ); + ConvertGridNoToXY( iUndoMapIndex, &sX, &sY ); if( !gpTileUndoStack->pData->ubLightRadius ) RemoveLight( sX, sY ); else @@ -632,13 +632,13 @@ BOOLEAN ExecuteUndoList( void ) //hacking around this by erasing all cursors here. RemoveAllTopmostsOfTypeRange( iUndoMapIndex, FIRSTPOINTERS, FIRSTPOINTERS ); - if( fExitGrid && !ExitGridAtGridNo( (INT16)iUndoMapIndex ) ) + if( fExitGrid && !ExitGridAtGridNo( iUndoMapIndex ) ) { //An exitgrid has been removed, so get rid of the associated indicator. - RemoveTopmost( (UINT16)iUndoMapIndex, FIRSTPOINTERS8 ); + RemoveTopmost( iUndoMapIndex, FIRSTPOINTERS8 ); } - else if( !fExitGrid && ExitGridAtGridNo( (INT16)iUndoMapIndex ) ) + else if( !fExitGrid && ExitGridAtGridNo( iUndoMapIndex ) ) { //An exitgrid has been added, so add the associated indicator - AddTopmostToTail( (UINT16)iUndoMapIndex, FIRSTPOINTERS8 ); + AddTopmostToTail( iUndoMapIndex, FIRSTPOINTERS8 ); } } diff --git a/Editor/Editor.dep b/Editor/Editor.dep deleted file mode 100644 index 11274b91..00000000 --- a/Editor/Editor.dep +++ /dev/null @@ -1,147 +0,0 @@ -# Microsoft Developer Studio Generated Dependency File, included by Editor.mak - -".\Cursor Modes.cpp" : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -.\edit_sys.cpp : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -".\Editor Callbacks.cpp" : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -".\Editor Modes.cpp" : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -".\Editor Taskbar Creation.cpp" : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -".\Editor Taskbar Utils.cpp" : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -".\Editor Undo.cpp" : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -.\EditorBuildings.cpp : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -.\EditorItems.cpp : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -.\EditorMapInfo.cpp : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -.\EditorMercs.cpp : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -.\EditorTerrain.cpp : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -.\editscreen.cpp : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - "..\screenids.h"\ - ".\Editor All.h"\ - - -".\Item Statistics.cpp" : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -.\LoadScreen.cpp : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - "..\screenids.h"\ - ".\Editor All.h"\ - - -.\messagebox.cpp : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -.\newsmooth.cpp : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -.\popupmenu.cpp : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -".\Road Smoothing.cpp" : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -".\Sector Summary.cpp" : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -.\selectwin.cpp : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -.\SmartMethod.cpp : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -.\smooth.cpp : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - - -".\Smoothing Utils.cpp" : \ - "..\builddefines.h"\ - "..\Language Defines.h"\ - ".\Editor All.h"\ - diff --git a/Editor/Editor.dsp b/Editor/Editor.dsp deleted file mode 100644 index e4aa827d..00000000 --- a/Editor/Editor.dsp +++ /dev/null @@ -1,450 +0,0 @@ -# Microsoft Developer Studio Project File - Name="Editor" - Package Owner=<4> -# Microsoft Developer Studio Generated Build File, Format Version 6.00 -# ** DO NOT EDIT ** - -# TARGTYPE "Win32 (x86) Static Library" 0x0104 - -CFG=Editor - Win32 Demo Bounds Checker -!MESSAGE This is not a valid makefile. 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- -SOURCE=".\Sector Summary.cpp" - -"$(INTDIR)\Sector Summary.obj" "$(INTDIR)\Sector Summary.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\selectwin.cpp - -"$(INTDIR)\selectwin.obj" "$(INTDIR)\selectwin.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\SmartMethod.cpp - -"$(INTDIR)\SmartMethod.obj" "$(INTDIR)\SmartMethod.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\smooth.cpp - -"$(INTDIR)\smooth.obj" "$(INTDIR)\smooth.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Smoothing Utils.cpp" - -"$(INTDIR)\Smoothing Utils.obj" "$(INTDIR)\Smoothing Utils.sbr" : $(SOURCE) "$(INTDIR)" - - - -!ENDIF - diff --git a/Editor/Editor.vcproj b/Editor/Editor.vcproj deleted file mode 100644 index 0d9d994b..00000000 --- a/Editor/Editor.vcproj +++ /dev/null @@ -1,2330 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/Editor/EditorBuildings.cpp b/Editor/EditorBuildings.cpp index 00994e2c..c156caa9 100644 --- a/Editor/EditorBuildings.cpp +++ b/Editor/EditorBuildings.cpp @@ -67,11 +67,11 @@ void UpdateWallsView() { if ( fBuildingShowWalls ) { - RemoveWallLevelnodeFlags( (INT16)cnt, LEVELNODE_HIDDEN ); + RemoveWallLevelnodeFlags( cnt, LEVELNODE_HIDDEN ); } else { - SetWallLevelnodeFlags( (INT16)cnt, LEVELNODE_HIDDEN ); + SetWallLevelnodeFlags( cnt, LEVELNODE_HIDDEN ); } } gfRenderWorld = TRUE; @@ -102,7 +102,7 @@ void UpdateBuildingsInfo() //4) KillBuilding at x , y-1. //5) KillBuilding at x+1, y. //6) KillBuilding at x , y+1. -void KillBuilding( UINT32 iMapIndex ) +void KillBuilding( INT32 iMapIndex ) { BOOLEAN fFound = FALSE; @@ -120,13 +120,13 @@ void KillBuilding( UINT32 iMapIndex ) return; } - if( GridNoOnVisibleWorldTile( (INT16)( iMapIndex - WORLD_COLS ) ) ) + if( GridNoOnVisibleWorldTile( iMapIndex - WORLD_COLS ) ) KillBuilding( iMapIndex - WORLD_COLS ); - if( GridNoOnVisibleWorldTile( (INT16)( iMapIndex + WORLD_COLS ) ) ) + if( GridNoOnVisibleWorldTile( iMapIndex + WORLD_COLS ) ) KillBuilding( iMapIndex + WORLD_COLS ); - if( GridNoOnVisibleWorldTile( (INT16)( iMapIndex + 1 ) ) ) + if( GridNoOnVisibleWorldTile( iMapIndex + 1 ) ) KillBuilding( iMapIndex + 1 ); - if( GridNoOnVisibleWorldTile( (INT16)( iMapIndex - 1 ) ) ) + if( GridNoOnVisibleWorldTile( iMapIndex - 1 ) ) KillBuilding( iMapIndex - 1 ); if( gfBasement ) @@ -134,7 +134,7 @@ void KillBuilding( UINT32 iMapIndex ) } BUILDINGLAYOUTNODE *gpBuildingLayoutList = NULL; -INT16 gsBuildingLayoutAnchorGridNo = -1; +INT32 gsBuildingLayoutAnchorGridNo = -1; extern void RemoveBuildingLayout(); void DeleteBuildingLayout() @@ -175,14 +175,14 @@ void BuildLayout( INT32 iMapIndex, INT32 iOffset ) curr = gpBuildingLayoutList; while( curr ) { - if( (INT16)iMapIndex == curr->sGridNo ) + if( iMapIndex == curr->sGridNo ) return; curr = curr->next; } //Good, it hasn't, so process it and add it to the head of the list. curr = (BUILDINGLAYOUTNODE*)MemAlloc( sizeof( BUILDINGLAYOUTNODE ) ); Assert( curr ); - curr->sGridNo = (INT16)iMapIndex; + curr->sGridNo = iMapIndex; curr->next = gpBuildingLayoutList; gpBuildingLayoutList = curr; @@ -205,11 +205,11 @@ void CopyBuilding( INT32 iMapIndex ) //Allocate the basic structure, then calculate the layout. The head node is gpBuildingLayoutList = (BUILDINGLAYOUTNODE*)MemAlloc( sizeof( BUILDINGLAYOUTNODE ) ); Assert( gpBuildingLayoutList ); - gpBuildingLayoutList->sGridNo = (INT16)iMapIndex; + gpBuildingLayoutList->sGridNo = iMapIndex; gpBuildingLayoutList->next = NULL; //Set the anchor point for this building -- this is where the user clicked. - gsBuildingLayoutAnchorGridNo = (INT16)iMapIndex; + gsBuildingLayoutAnchorGridNo = iMapIndex; //Now, recursively expand out while adding unique gridnos to our list. The recursion will //terminate when complete. @@ -363,6 +363,8 @@ void MoveBuilding( INT32 iMapIndex ) return; SortBuildingLayout( iMapIndex ); iOffset = iMapIndex - gsBuildingLayoutAnchorGridNo; + if(iOffset == 0)//dnl ch32 080909 + return; //First time, set the undo gridnos to everything effected. curr = gpBuildingLayoutList; while( curr ) @@ -390,6 +392,8 @@ void PasteBuilding( INT32 iMapIndex ) return; SortBuildingLayout( iMapIndex ); iOffset = iMapIndex - gsBuildingLayoutAnchorGridNo; + if(iOffset == 0)//dnl ch32 080909 + return; curr = gpBuildingLayoutList; //First time, set the undo gridnos to everything effected. while( curr ) @@ -500,7 +504,7 @@ void DoorOkayCallback( GUI_BUTTON *btn, INT32 reason ); void DoorCancelCallback( GUI_BUTTON *btn, INT32 reason ); void DoorToggleLockedCallback( GUI_BUTTON *btn, INT32 reason ); -extern BOOLEAN OpenableAtGridNo( UINT32 iMapIndex ); +extern BOOLEAN OpenableAtGridNo( INT32 iMapIndex ); void InitDoorEditing( INT32 iMapIndex ) { @@ -558,7 +562,7 @@ void ExtractAndUpdateDoorInfo() memset( &door, 0, sizeof( DOOR ) ); - door.sGridNo = (INT16)iDoorMapIndex; + door.sGridNo = iDoorMapIndex; num = min( GetNumericStrictValueFromField( 0 ), NUM_LOCKS-1 ); door.ubLockID = (UINT8)num; diff --git a/Editor/EditorBuildings.h b/Editor/EditorBuildings.h index e0a3c89b..4088bad9 100644 --- a/Editor/EditorBuildings.h +++ b/Editor/EditorBuildings.h @@ -21,17 +21,17 @@ void InitEditorBuildingsToolbar(); //Selection method callbacks //Building utility functions void UpdateBuildingsInfo(); -void KillBuilding( UINT32 iMapIndex ); +void KillBuilding( INT32 iMapIndex ); typedef struct BUILDINGLAYOUTNODE { struct BUILDINGLAYOUTNODE *next; - INT16 sGridNo; + INT32 sGridNo; }BUILDINGLAYOUTNODE; extern BUILDINGLAYOUTNODE *gpBuildingLayoutList; -extern INT16 gsBuildingLayoutAnchorGridNo; +extern INT32 gsBuildingLayoutAnchorGridNo; //The first step is copying a building. After that, it either must be pasted or moved. void CopyBuilding( INT32 iMapIndex ); diff --git a/Editor/EditorDefines.h b/Editor/EditorDefines.h index 25310926..0e1d922f 100644 --- a/Editor/EditorDefines.h +++ b/Editor/EditorDefines.h @@ -7,6 +7,7 @@ #include "Types.h" #include "Button Defines.h" + enum { TBAR_MODE_NONE, @@ -81,6 +82,8 @@ enum TBAR_MODE_ITEM_EQUIPMENT3, TBAR_MODE_ITEM_TRIGGERS, TBAR_MODE_ITEM_KEYS, + + TBAR_MODE_RADAR_MAP,//dnl ch9 071009 }; enum @@ -158,6 +161,7 @@ enum ACTION_COPY_MERC_PLACEMENT, ACTION_PASTE_MERC_PLACEMENT, + ACTION_RADAR_MAP,//dnl ch9 071009 }; enum @@ -166,6 +170,7 @@ enum //Terrain DRAW_MODE_GROUND, DRAW_MODE_NEW_GROUND, + DRAW_MODE_HIGH_GROUND,//dnl ch1 210909 DRAW_MODE_DEBRIS, DRAW_MODE_BANKS, DRAW_MODE_ROADS, diff --git a/Editor/EditorItems.cpp b/Editor/EditorItems.cpp index d84f8669..e472828a 100644 --- a/Editor/EditorItems.cpp +++ b/Editor/EditorItems.cpp @@ -42,6 +42,7 @@ #include "random.h" #include "Pits.h" #include "keys.h" + #include "InterfaceItemImages.h" #endif #include "VFS/Tools/Log.h" @@ -70,7 +71,7 @@ INT32 giDefaultExistChance = 100; typedef struct IPListNode { - INT16 sGridNo; + INT32 sGridNo; struct IPListNode *next; }IPListNode; @@ -83,7 +84,7 @@ void BuildItemPoolList() { ITEM_POOL *temp; IPListNode *tail = NULL; - UINT16 i; + INT32 i; KillItemPoolList(); for( i = 0; i < WORLD_MAX; i++ ) { @@ -116,7 +117,8 @@ void KillItemPoolList() pIPCurr = pIPHead; while( pIPCurr ) { - HideItemCursor( pIPCurr->sGridNo ); + if(pIPCurr->sGridNo < WORLD_MAX)//dnl ch43 280909 Prevent CTD when world size is changed + HideItemCursor(pIPCurr->sGridNo); pIPHead = pIPHead->next; MemFree( pIPCurr ); pIPCurr = pIPHead; @@ -379,14 +381,15 @@ void InitEditorItemsInfo(UINT32 uiItemType) swprintf( pStr, L"%S", LockTable[ i ].ubEditorName ); DisplayWrappedString(x, (UINT16)(y+25), 60, 2, SMALLCOMPFONT, FONT_WHITE, pStr, FONT_BLACK, TRUE, CENTER_JUSTIFIED ); + UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : item->ubGraphicNum; //Calculate the center position of the graphic in a 60 pixel wide area. - sWidth = hVObject->pETRLEObject[item->ubGraphicNum].usWidth; - sOffset = hVObject->pETRLEObject[item->ubGraphicNum].sOffsetX; + sWidth = hVObject->pETRLEObject[usGraphicNum].usWidth; + sOffset = hVObject->pETRLEObject[usGraphicNum].sOffsetX; sStart = x + (60 - sWidth - sOffset*2) / 2; - BltVideoObjectOutlineFromIndex( eInfo.uiBuffer, uiVideoObjectIndex, item->ubGraphicNum, sStart, y+2, 0, FALSE ); - //cycle through the various slot positions (0,0), (0,40), (60,0), (60,40), (120,0)... + BltVideoObjectOutlineFromIndex( eInfo.uiBuffer, uiVideoObjectIndex, usGraphicNum, sStart, y+2, 0, FALSE ); + //cycle through the various slot positions (0,0), (0,40), (60,0), (60,40), (120,0)... if( y == 0 ) { y = 40; @@ -528,16 +531,17 @@ void InitEditorItemsInfo(UINT32 uiItemType) DisplayWrappedString(x, (UINT16)(y+25), 60, 2, SMALLCOMPFONT, FONT_WHITE, pStr, FONT_BLACK, TRUE, CENTER_JUSTIFIED ); - if(item->ubGraphicNum < hVObject->usNumberOfObjects) + UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : item->ubGraphicNum; + if(usGraphicNum < hVObject->usNumberOfObjects) { //Calculate the center position of the graphic in a 60 pixel wide area. - sWidth = hVObject->pETRLEObject[item->ubGraphicNum].usWidth; - sOffset = hVObject->pETRLEObject[item->ubGraphicNum].sOffsetX; + sWidth = hVObject->pETRLEObject[usGraphicNum].usWidth; + sOffset = hVObject->pETRLEObject[usGraphicNum].sOffsetX; sStart = x + (60 - sWidth - sOffset*2) / 2; if( sWidth && sWidth > 0 ) { - BltVideoObjectOutlineFromIndex( eInfo.uiBuffer, uiVideoObjectIndex, item->ubGraphicNum, sStart, y+2, 0, FALSE ); + BltVideoObjectOutlineFromIndex( eInfo.uiBuffer, uiVideoObjectIndex, usGraphicNum, sStart, y+2, 0, FALSE ); } //cycle through the various slot positions (0,0), (0,40), (60,0), (60,40), (120,0)... @@ -553,10 +557,10 @@ void InitEditorItemsInfo(UINT32 uiItemType) } else { - static CLog& editorLog = *CLog::Create(L"EditorItems.log"); + static CLog& editorLog = *CLog::create(L"EditorItems.log"); editorLog << L"Tried to access item [" << item->ubGraphicNum << L"/" << hVObject->usNumberOfObjects - << L"]" << CLog::endl; + << L"]" << CLog::ENDL; } } usCounter++; @@ -629,12 +633,14 @@ void RenderEditorItemsInfo() x = iScreenWidthOffset + (eInfo.sHilitedItemIndex/2 - eInfo.sScrollIndex)*60 + 110; y = 2 * iScreenHeightOffset + 360 + (eInfo.sHilitedItemIndex % 2) * 40; - sWidth = hVObject->pETRLEObject[item->ubGraphicNum].usWidth; - sOffset = hVObject->pETRLEObject[item->ubGraphicNum].sOffsetX; + + UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : item->ubGraphicNum; + sWidth = hVObject->pETRLEObject[usGraphicNum].usWidth; + sOffset = hVObject->pETRLEObject[usGraphicNum].sOffsetX; sStart = x + (60 - sWidth - sOffset*2) / 2; if( sWidth ) { - BltVideoObjectOutlineFromIndex( FRAME_BUFFER, uiVideoObjectIndex, item->ubGraphicNum, sStart, y+2, Get16BPPColor(FROMRGB(250, 250, 0)), TRUE ); + BltVideoObjectOutlineFromIndex( FRAME_BUFFER, uiVideoObjectIndex, usGraphicNum, sStart, y+2, Get16BPPColor(FROMRGB(250, 250, 0)), TRUE ); } } } @@ -649,12 +655,14 @@ void RenderEditorItemsInfo() x = iScreenWidthOffset + (eInfo.sSelItemIndex/2 - eInfo.sScrollIndex)*60 + 110; y = 2 * iScreenHeightOffset + 360 + (eInfo.sSelItemIndex % 2) * 40; - sWidth = hVObject->pETRLEObject[item->ubGraphicNum].usWidth; - sOffset = hVObject->pETRLEObject[item->ubGraphicNum].sOffsetX; + + UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : item->ubGraphicNum; + sWidth = hVObject->pETRLEObject[usGraphicNum].usWidth; + sOffset = hVObject->pETRLEObject[usGraphicNum].sOffsetX; sStart = x + (60 - sWidth - sOffset*2) / 2; if( sWidth ) { - BltVideoObjectOutlineFromIndex( FRAME_BUFFER, uiVideoObjectIndex, item->ubGraphicNum, sStart, y+2, Get16BPPColor(FROMRGB(250, 0, 0)), TRUE ); + BltVideoObjectOutlineFromIndex( FRAME_BUFFER, uiVideoObjectIndex, usGraphicNum, sStart, y+2, Get16BPPColor(FROMRGB(250, 0, 0)), TRUE ); } } } @@ -821,7 +829,7 @@ void HideItemCursor( INT32 iMapIndex ) RemoveTopmost( iMapIndex, SELRING1 ); } -BOOLEAN TriggerAtGridNo( INT16 sGridNo ) +BOOLEAN TriggerAtGridNo( INT32 sGridNo ) { ITEM_POOL *pItemPool; if( !GetItemPoolFromGround( sGridNo, &pItemPool ) ) @@ -840,7 +848,7 @@ BOOLEAN TriggerAtGridNo( INT16 sGridNo ) } -void AddSelectedItemToWorld( INT16 sGridNo ) +void AddSelectedItemToWorld( INT32 sGridNo ) { OBJECTTYPE *pObject; INVTYPE *pItem; @@ -955,7 +963,8 @@ void AddSelectedItemToWorld( INT16 sGridNo ) } else { - (*pObject)[0]->data.objectStatus = (INT8)(70 + Random( 26 )); + if(gTempObject.usItem != OWNERSHIP)//dnl ch35 110909 + (*pObject)[0]->data.objectStatus = (INT8)(70 + Random( 26 )); } if( pItem->usItemClass & IC_GUN ) { @@ -1023,7 +1032,7 @@ void AddSelectedItemToWorld( INT16 sGridNo ) } } -void HandleRightClickOnItem( INT16 sGridNo ) +void HandleRightClickOnItem( INT32 sGridNo ) { ITEM_POOL *pItemPool; IPListNode *pIPCurr; @@ -1074,7 +1083,7 @@ void DeleteSelectedItem() } if( gpItemPool ) { //Okay, we have a selected item... - INT16 sGridNo; + INT32 sGridNo; //save the mapindex if( gpItemPool->pNext ) { diff --git a/Editor/EditorItems.h b/Editor/EditorItems.h index 2c78efd9..d3263cba 100644 --- a/Editor/EditorItems.h +++ b/Editor/EditorItems.h @@ -12,7 +12,7 @@ typedef struct{ UINT16 *pusItemIndex; //a dynamic array of Item indices UINT32 uiBuffer; //index of buffer UINT32 uiItemType; //Weapons, ammo, armour, explosives, equipment - INT32 sWidth, sHeight; //width and height of buffer + INT16 sWidth, sHeight; //width and height of buffer //Kaiden: was previously INT16 - Fix for number of items capped by class INT16 sNumItems; //total number of items in the current class of item. INT16 sSelItemIndex; //currently selected item index. @@ -39,8 +39,8 @@ void DisplayItemStatistics(); void DetermineItemsScrolling(); //User actions -void AddSelectedItemToWorld( INT16 sGridNo ); -void HandleRightClickOnItem( INT16 sGridNo ); +void AddSelectedItemToWorld( INT32 sGridNo ); +void HandleRightClickOnItem( INT32 sGridNo ); void DeleteSelectedItem(); void ShowSelectedItem(); void HideSelectedItem(); diff --git a/Editor/EditorMapInfo.cpp b/Editor/EditorMapInfo.cpp index 600cd83b..029c4e74 100644 --- a/Editor/EditorMapInfo.cpp +++ b/Editor/EditorMapInfo.cpp @@ -67,6 +67,45 @@ INT8 gbDefaultLightType = PRIMETIME_LIGHT; SGPPaletteEntry gEditorLightColor; BOOLEAN gfEditorForceShadeTableRebuild = FALSE; +//dnl ch43 290909 +INT32 iNewMapWorldRows = OLD_WORLD_ROWS; +INT32 iNewMapWorldCols = OLD_WORLD_COLS; + +void SetupTextInputForOptions(void)//dnl ch52 091009 +{ + CHAR16 str[10]; + InitTextInputModeWithScheme(DEFAULT_SCHEME); + AddUserInputField(NULL); // Just so we can use short cut keys while not typing. + swprintf(str, L"%d", WORLD_ROWS); + AddTextInputField( iScreenWidthOffset+5, 2*iScreenHeightOffset+394, 30, 18, MSYS_PRIORITY_NORMAL, str, 4, INPUTTYPE_NUMERICSTRICT); + swprintf(str, L"%d", WORLD_COLS); + AddTextInputField(iScreenWidthOffset+5, 2*iScreenHeightOffset+414, 30, 18, MSYS_PRIORITY_NORMAL, str, 4, INPUTTYPE_NUMERICSTRICT); + DisableTextField(2); +} + +void UpdateOptions() +{ + SetFont( FONT10ARIAL ); + SetFontShadow( FONT_NEARBLACK ); + + SetFontForeground( FONT_YELLOW ); + mprintf( iScreenWidthOffset + 38, 2 * iScreenHeightOffset + 399, L"Rows"); + SetFontForeground( FONT_YELLOW ); + mprintf( iScreenWidthOffset + 38, 2 * iScreenHeightOffset + 419, L"Cols"); + + SetFontForeground( FONT_RED ); +} + +void ExtractAndUpdateOptions(void)//dnl ch52 091009 +{ + iNewMapWorldRows = max(min(GetNumericStrictValueFromField(1), 9600), OLD_WORLD_ROWS); + iNewMapWorldRows /= 4; + iNewMapWorldRows *= 4; + iNewMapWorldCols = iNewMapWorldRows; + //iNewMapWorldCols = max(min(GetNumericStrictValueFromField(2), 9600), OLD_WORLD_COLS); + //iNewMapWorldCols /= 4; + //iNewMapWorldCols *= 4; +} void SetupTextInputForMapInfo() { @@ -101,7 +140,7 @@ void SetupTextInputForMapInfo() AddTextInputField( iScreenWidthOffset + 338, 2 * iScreenHeightOffset + 363, 30, 18, MSYS_PRIORITY_NORMAL, str, 3, INPUTTYPE_EXCLUSIVE_COORDINATE ); swprintf( str, L"%d", gExitGrid.ubGotoSectorZ ); AddTextInputField( iScreenWidthOffset + 338, 2 * iScreenHeightOffset + 383, 30, 18, MSYS_PRIORITY_NORMAL, str, 1, INPUTTYPE_NUMERICSTRICT ); - swprintf( str, L"%d", gExitGrid.sGridNo ); + swprintf( str, L"%d", gExitGrid.usGridNo ); AddTextInputField( iScreenWidthOffset + 338, 2 * iScreenHeightOffset + 403, 40, 18, MSYS_PRIORITY_NORMAL, str, 5, INPUTTYPE_NUMERICSTRICT ); } @@ -241,7 +280,7 @@ void ExtractAndUpdateMapInfo() gExitGrid.ubGotoSectorY = (UINT8)max( min( gExitGrid.ubGotoSectorY, 16 ), 1 ); } gExitGrid.ubGotoSectorZ = (UINT8)max( min( GetNumericStrictValueFromField( 8 ), 3 ), 0 ); - gExitGrid.sGridNo = (INT16)max( min( GetNumericStrictValueFromField( 9 ), 25600 ), 0 ); + gExitGrid.usGridNo = max( min( GetNumericStrictValueFromField( 9 ), 25600 ), 0 ); UpdateMapInfoFields(); } @@ -256,17 +295,17 @@ BOOLEAN ApplyNewExitGridValuesToTextFields() SetInputFieldStringWith16BitString( 7, str ); swprintf( str, L"%d", gExitGrid.ubGotoSectorZ ); SetInputFieldStringWith16BitString( 8, str ); - swprintf( str, L"%d", gExitGrid.sGridNo ); + swprintf( str, L"%d", gExitGrid.usGridNo ); SetInputFieldStringWith16BitString( 9, str ); SetActiveField( 0 ); return TRUE; } -INT16 usCurrentExitGridNo = 0; +INT32 usCurrentExitGridNo = 0; void LocateNextExitGrid() { EXITGRID ExitGrid; - UINT16 i; + INT32 i; for( i = usCurrentExitGridNo + 1; i < WORLD_MAX; i++ ) { if( GetExitGrid( i, &ExitGrid ) ) diff --git a/Editor/EditorMapInfo.h b/Editor/EditorMapInfo.h index 56180b01..dbcbb5d1 100644 --- a/Editor/EditorMapInfo.h +++ b/Editor/EditorMapInfo.h @@ -4,6 +4,12 @@ #ifndef __EDITORMAPINFO_H #define __EDITORMAPINFO_H +extern INT32 iNewMapWorldRows; +extern INT32 iNewMapWorldCols; + +void SetupTextInputForOptions(); +void UpdateOptions(); +void ExtractAndUpdateOptions(); void SetupTextInputForMapInfo(); void UpdateMapInfo(); void ExtractAndUpdateMapInfo(); diff --git a/Editor/EditorMercs.cpp b/Editor/EditorMercs.cpp index 8e44c6b0..9142b3e3 100644 --- a/Editor/EditorMercs.cpp +++ b/Editor/EditorMercs.cpp @@ -62,6 +62,7 @@ #include "Scheduling.h" #include "Timer Control.h" #include "message.h" + #include "InterfaceItemImages.h" #endif //forward declarations of common classes to eliminate includes class OBJECTTYPE; @@ -195,7 +196,7 @@ BASIC_SOLDIERCREATE_STRUCT gTempBasicPlacement; SOLDIERCREATE_STRUCT gTempDetailedPlacement; INT16 gsSelectedMercID; -INT16 gsSelectedMercGridNo; +INT32 gsSelectedMercGridNo; SOLDIERINITNODE *gpSelected; UINT8 gubCurrMercMode = MERC_TEAMMODE; @@ -320,8 +321,8 @@ void GameInitEditorMercsInfo() for( i = 0; i < 4; i++ ) { gCurrSchedule.usTime[i] = 0xffff; - gCurrSchedule.usData1[i] = 0xffff; - gCurrSchedule.usData2[i] = 0xffff; + gCurrSchedule.usData1[i] = 0xffffffff; + gCurrSchedule.usData2[i] = 0xffffffff; } } @@ -525,7 +526,7 @@ void AddMercToWorld( INT32 iMapIndex ) //Set up some general information. gTempBasicPlacement.fDetailedPlacement = FALSE; gTempBasicPlacement.fPriorityExistance = FALSE; - gTempBasicPlacement.sStartingGridNo = (INT16)iMapIndex; + gTempBasicPlacement.usStartingGridNo = iMapIndex; gTempBasicPlacement.bOrders = gbDefaultOrders; gTempBasicPlacement.bAttitude = gbDefaultAttitude; gTempBasicPlacement.bRelativeAttributeLevel = gbDefaultRelativeAttributeLevel; @@ -577,7 +578,7 @@ void HandleRightClickOnMerc( INT32 iMapIndex ) INT16 sThisMercID; INT16 sCellX, sCellY; - ConvertGridNoToCellXY( (INT16)iMapIndex, &sCellX, &sCellY ); + ConvertGridNoToCellXY( iMapIndex, &sCellX, &sCellY ); sThisMercID = (INT16)IsMercHere( iMapIndex ); @@ -610,8 +611,8 @@ void HandleRightClickOnMerc( INT32 iMapIndex ) gpSelected->pDetailedPlacement->fOnRoof = FALSE; gpSelected->pSoldier->SetSoldierHeight( 0.0 ); } - gsSelectedMercGridNo = (INT16)iMapIndex; - gpSelected->pBasicPlacement->sStartingGridNo = gsSelectedMercGridNo; + gsSelectedMercGridNo = iMapIndex; + gpSelected->pBasicPlacement->usStartingGridNo = gsSelectedMercGridNo; if( gpSelected->pDetailedPlacement ) gpSelected->pDetailedPlacement->sInsertionGridNo = gsSelectedMercGridNo; AddObjectToHead( gsSelectedMercGridNo, CONFIRMMOVE1 ); @@ -640,7 +641,7 @@ void ResetAllMercPositions() TacticalRemoveSoldier( curr->pSoldier->ubID ); curr->pSoldier = NULL; } - //sMapIndex = gpSelected->pBasicPlacement->sStartingGridNo; + //usMapIndex = gpSelected->pBasicPlacement->usStartingGridNo; //ConvertGridNoToCellXY( sMapIndex, &sCellX, &sCellY ); //if( gpSelected->pSoldier ) //{ @@ -659,7 +660,7 @@ void ResetAllMercPositions() gsSelectedMercID = -1; } -void AddMercWaypoint( UINT32 iMapIndex ) +void AddMercWaypoint( INT32 iMapIndex ) { INT32 iNum; // index 0 isn't used @@ -674,10 +675,10 @@ void AddMercWaypoint( UINT32 iMapIndex ) // Fill up missing waypoints with same value as new one for(iNum = gpSelected->pSoldier->aiData.bPatrolCnt + 1; iNum <= iActionParam; iNum++) { - gpSelected->pBasicPlacement->sPatrolGrid[iNum] = (INT16)iMapIndex; + gpSelected->pBasicPlacement->sPatrolGrid[iNum] = iMapIndex; if( gpSelected->pDetailedPlacement ) - gpSelected->pDetailedPlacement->sPatrolGrid[iNum] = (INT16)iMapIndex; - gpSelected->pSoldier->aiData.sPatrolGrid[iNum] = (INT16)iMapIndex; + gpSelected->pDetailedPlacement->sPatrolGrid[iNum] = iMapIndex; + gpSelected->pSoldier->aiData.sPatrolGrid[iNum] = iMapIndex; } gpSelected->pBasicPlacement->bPatrolCnt = (INT8)iActionParam; @@ -689,10 +690,10 @@ void AddMercWaypoint( UINT32 iMapIndex ) else { // Set this way point - gpSelected->pBasicPlacement->sPatrolGrid[iActionParam] = (INT16)iMapIndex; + gpSelected->pBasicPlacement->sPatrolGrid[iActionParam] = iMapIndex; if( gpSelected->pDetailedPlacement ) - gpSelected->pDetailedPlacement->sPatrolGrid[iActionParam] = (INT16)iMapIndex; - gpSelected->pSoldier->aiData.sPatrolGrid[iActionParam] = (INT16)iMapIndex; + gpSelected->pDetailedPlacement->sPatrolGrid[iActionParam] = iMapIndex; + gpSelected->pSoldier->aiData.sPatrolGrid[iActionParam] = iMapIndex; } gfRenderWorld = TRUE; } @@ -881,7 +882,7 @@ INT32 IsMercHere( INT32 iMapIndex ) { if ( GetSoldier( &pSoldier, (INT16)IDNumber ) ) { - if ( pSoldier->sGridNo == (INT16)iMapIndex ) + if ( pSoldier->sGridNo == iMapIndex ) { fSoldierFound = TRUE; RetIDNumber = IDNumber; @@ -1294,7 +1295,7 @@ void DisplayWayPoints(void) FLOAT ScrnX,ScrnY,dOffsetX,dOffsetY; INT8 bPoint; SOLDIERTYPE *pSoldier; - INT16 sGridNo; + INT32 sGridNo; if ( gsSelectedMercID == -1 || (gsSelectedMercID <= (INT32)gTacticalStatus.Team[ OUR_TEAM ].bLastID) || gsSelectedMercID >= MAXMERCS ) @@ -1308,7 +1309,7 @@ void DisplayWayPoints(void) for ( bPoint = 1; bPoint <= pSoldier->aiData.bPatrolCnt; bPoint++ ) { // Get the next point - sGridNo = (INT16)pSoldier->aiData.sPatrolGrid[bPoint]; + sGridNo = pSoldier->aiData.sPatrolGrid[bPoint]; // Can we see it? if ( !GridNoOnVisibleWorldTile( sGridNo ) ) @@ -1835,7 +1836,7 @@ void ExtractAndUpdateMercProfile() //if the string is blank, returning -1, then set the value to NO_PROFILE //because ubProfile is unsigned. - sNum = (INT16)min( GetNumericStrictValueFromField( 0 ), NUM_PROFILES ); + sNum = (INT16)min( GetNumericStrictValueFromField( 0 ), NUM_PROFILES-1 );//dnl ch54 101009 if( sNum == -1 ) { gpSelected->pDetailedPlacement->ubProfile = NO_PROFILE; @@ -2119,48 +2120,41 @@ void SetMercEditability( BOOLEAN fEditable ) //points together. If one of the points is isolated, then the map will be rejected. It //isn't necessary to specify all four points. You wouldn't want to specify a north point if //there isn't going to be any traversing to adjacent maps from that side. -void SpecifyEntryPoint( UINT32 iMapIndex ) +//dnl ch41 210909 undo is never implemented for entry points and deletion never work +void SpecifyEntryPoint(INT32 iMapIndex) { - INT16 *psEntryGridNo; - BOOLEAN fErasing = FALSE; - if( iDrawMode >= DRAW_MODE_ERASE ) + INT32 *psEntryGridNo; + switch((iDrawMode>=DRAW_MODE_ERASE ? iDrawMode-DRAW_MODE_ERASE : iDrawMode)) { - iDrawMode -= DRAW_MODE_ERASE; - fErasing = TRUE; + case DRAW_MODE_NORTHPOINT: + psEntryGridNo = &gMapInformation.sNorthGridNo; + break; + case DRAW_MODE_WESTPOINT: + psEntryGridNo = &gMapInformation.sWestGridNo; + break; + case DRAW_MODE_EASTPOINT: + psEntryGridNo = &gMapInformation.sEastGridNo; + break; + case DRAW_MODE_SOUTHPOINT: + psEntryGridNo = &gMapInformation.sSouthGridNo; + break; + case DRAW_MODE_CENTERPOINT: + psEntryGridNo = &gMapInformation.sCenterGridNo; + break; + case DRAW_MODE_ISOLATEDPOINT: + psEntryGridNo = &gMapInformation.sIsolatedGridNo; + break; + default: + return; } - switch( iDrawMode ) + if(iDrawMode >= DRAW_MODE_ERASE) { - case DRAW_MODE_NORTHPOINT: psEntryGridNo = &gMapInformation.sNorthGridNo; break; - case DRAW_MODE_WESTPOINT: psEntryGridNo = &gMapInformation.sWestGridNo; break; - case DRAW_MODE_EASTPOINT: psEntryGridNo = &gMapInformation.sEastGridNo; break; - case DRAW_MODE_SOUTHPOINT: psEntryGridNo = &gMapInformation.sSouthGridNo; break; - case DRAW_MODE_CENTERPOINT: psEntryGridNo = &gMapInformation.sCenterGridNo; break; - case DRAW_MODE_ISOLATEDPOINT: psEntryGridNo = &gMapInformation.sIsolatedGridNo; break; - default: return; - } - if( !fErasing ) - { - if( *psEntryGridNo >= 0 ) - { - AddToUndoList( *psEntryGridNo ); - RemoveAllTopmostsOfTypeRange( *psEntryGridNo, FIRSTPOINTERS, FIRSTPOINTERS ); - } - *psEntryGridNo = (INT16)iMapIndex; - ValidateEntryPointGridNo( psEntryGridNo ); - AddToUndoList( *psEntryGridNo ); - AddTopmostToTail( *psEntryGridNo, FIRSTPOINTERS2 ); + *psEntryGridNo = -1; } else { - UINT16 usDummy; - if( TypeExistsInTopmostLayer( iMapIndex, FIRSTPOINTERS, &usDummy ) ) - { - AddToUndoList( iMapIndex ); - RemoveAllTopmostsOfTypeRange( iMapIndex, FIRSTPOINTERS, FIRSTPOINTERS ); - *psEntryGridNo = -1; - } - //restore the drawmode - iDrawMode += DRAW_MODE_ERASE; + *psEntryGridNo = iMapIndex; + ValidateEntryPointGridNo(psEntryGridNo); } } @@ -2816,10 +2810,12 @@ void AddNewItemToSelectedMercsInventory( BOOLEAN fCreate ) item = &Item[ gusMercsNewItemIndex ]; uiVideoObjectIndex = GetInterfaceGraphicForItem( item ); GetVideoObject( &hVObject, uiVideoObjectIndex ); - BltVideoObjectOutlineFromIndex( uiSrcID, uiVideoObjectIndex, item->ubGraphicNum, 0, 0, 0, FALSE ); + + UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : item->ubGraphicNum; + BltVideoObjectOutlineFromIndex( uiSrcID, uiVideoObjectIndex, usGraphicNum, 0, 0, 0, FALSE ); //crop the source image - pObject = &hVObject->pETRLEObject[ item->ubGraphicNum ]; + pObject = &hVObject->pETRLEObject[ usGraphicNum ]; iSrcWidth = pObject->usWidth; iSrcHeight = pObject->usHeight; SrcRect.iLeft += pObject->sOffsetX; @@ -3045,10 +3041,13 @@ void SetEnemyColorCode( UINT8 ubColorCode ) break; case SOLDIER_CLASS_MINER: //will probably never get called - gpSelected->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_ELITE; + + // WANNE: Fix a vanilla bug in the editor: When selecting a miner, he was turned into an elite soldier. + // Fixed by Tron (Straciatella): Revision: 6650 + gpSelected->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_MINER; gubSoldierClass = SOLDIER_CLASS_MINER; if( gpSelected->pDetailedPlacement ) - gpSelected->pDetailedPlacement->ubSoldierClass = SOLDIER_CLASS_ELITE; + gpSelected->pDetailedPlacement->ubSoldierClass = SOLDIER_CLASS_MINER; SET_PALETTEREP_ID( gpSelected->pSoldier->VestPal, "greyVEST" ); SET_PALETTEREP_ID( gpSelected->pSoldier->PantsPal, "BEIGEPANTS" ); break; @@ -3311,7 +3310,7 @@ void RegisterCurrentScheduleAction( INT32 iMapIndex ) if( gfSingleAction ) return; iDrawMode = DRAW_MODE_PLAYER + gpSelected->pBasicPlacement->bTeam; - gCurrSchedule.usData2[ gubCurrentScheduleActionIndex ] = (INT16)iMapIndex; + gCurrSchedule.usData2[ gubCurrentScheduleActionIndex ] = iMapIndex; SpecifyButtonText( iEditorButton[ MERCS_SCHEDULE_DATA1B + gubCurrentScheduleActionIndex ], str ); DetermineScheduleEditability(); gubScheduleInstructions = SCHEDULE_INSTRUCTIONS_NONE; @@ -3354,7 +3353,7 @@ void RegisterCurrentScheduleAction( INT32 iMapIndex ) case SCHEDULE_ACTION_NONE: break; } - gCurrSchedule.usData1[ gubCurrentScheduleActionIndex ] = (INT16)iMapIndex; + gCurrSchedule.usData1[ gubCurrentScheduleActionIndex ] = iMapIndex; SpecifyButtonText( iEditorButton[ MERCS_SCHEDULE_DATA1A + gubCurrentScheduleActionIndex ], str ); } } @@ -3368,8 +3367,8 @@ void StartScheduleAction() EnableTextFields( 1, 4 ); gubScheduleInstructions = SCHEDULE_INSTRUCTIONS_NONE; gfRenderTaskbar = TRUE; - gCurrSchedule.usData1[ gubCurrentScheduleActionIndex ] = 0xffff; - gCurrSchedule.usData2[ gubCurrentScheduleActionIndex ] = 0xffff; + gCurrSchedule.usData1[ gubCurrentScheduleActionIndex ] = 0xffffffff; + gCurrSchedule.usData2[ gubCurrentScheduleActionIndex ] = 0xffffffff; break; case SCHEDULE_ACTION_LOCKDOOR: case SCHEDULE_ACTION_UNLOCKDOOR: @@ -3398,14 +3397,14 @@ void StartScheduleAction() iDrawMode = DRAW_MODE_SCHEDULEACTION; gubScheduleInstructions = SCHEDULE_INSTRUCTIONS_GRIDNO; gfRenderTaskbar = TRUE; - gCurrSchedule.usData2[ gubCurrentScheduleActionIndex ] = 0xffff; + gCurrSchedule.usData2[ gubCurrentScheduleActionIndex ] = 0xffffffff; break; case SCHEDULE_ACTION_LEAVESECTOR: case SCHEDULE_ACTION_STAYINSECTOR: gubScheduleInstructions = SCHEDULE_INSTRUCTIONS_NONE; gfRenderTaskbar = TRUE; - gCurrSchedule.usData1[ gubCurrentScheduleActionIndex ] = 0xffff; - gCurrSchedule.usData2[ gubCurrentScheduleActionIndex ] = 0xffff; + gCurrSchedule.usData1[ gubCurrentScheduleActionIndex ] = 0xffffffff; + gCurrSchedule.usData2[ gubCurrentScheduleActionIndex ] = 0xffffffff; break; } MarkWorldDirty(); @@ -3425,7 +3424,7 @@ void UpdateScheduleAction( UINT8 ubNewAction ) // 0:1A, 1:1B, 2:2A, 3:2B, ... void FindScheduleGridNo( UINT8 ubScheduleData ) { - INT32 iMapIndex; + INT32 iMapIndex = 0xffffffff; switch( ubScheduleData ) { case 0: //1a @@ -3455,7 +3454,7 @@ void FindScheduleGridNo( UINT8 ubScheduleData ) default: AssertMsg( 0, "FindScheduleGridNo passed incorrect dataID." ); } - if( iMapIndex != 0xffff ) + if( iMapIndex != 0xffffffff ) { CenterScreenAtMapIndex( iMapIndex ); } @@ -3471,9 +3470,9 @@ void ClearCurrentSchedule() SpecifyButtonText( iEditorButton[ MERCS_SCHEDULE_ACTION1 + i ], L"No action" ); gCurrSchedule.usTime[i] = 0xffff; SetExclusive24HourTimeValue( (UINT8)(i+1), gCurrSchedule.usTime[ i ] ); //blanks the field - gCurrSchedule.usData1[i] = 0xffff; + gCurrSchedule.usData1[i] = 0xffffffff; SpecifyButtonText( iEditorButton[ MERCS_SCHEDULE_DATA1A + i ], L"" ); - gCurrSchedule.usData2[i] = 0xffff; + gCurrSchedule.usData2[i] = 0xffffffff; SpecifyButtonText( iEditorButton[ MERCS_SCHEDULE_DATA1B + i ], L"" ); } //Remove the variance stuff @@ -3507,7 +3506,7 @@ void RenderCurrentSchedule() continue; // Convert it's location to screen coordinates - ConvertGridNoToXY( (INT16)iMapIndex, &sXMapPos, &sYMapPos ); + ConvertGridNoToXY( iMapIndex, &sXMapPos, &sYMapPos ); dOffsetX = (FLOAT)(sXMapPos * CELL_X_SIZE) - gsRenderCenterX; dOffsetY = (FLOAT)(sYMapPos * CELL_Y_SIZE) - gsRenderCenterY; @@ -3552,11 +3551,11 @@ void UpdateScheduleInfo() MSYS_SetBtnUserData( iEditorButton[ MERCS_SCHEDULE_ACTION1 + i ], 0, pSchedule->ubAction[i] ); SpecifyButtonText( iEditorButton[ MERCS_SCHEDULE_ACTION1 + i ], gszScheduleActions[ pSchedule->ubAction[i] ] ); swprintf( str, L"" ); - if( pSchedule->usData1[i] != 0xffff ) + if( pSchedule->usData1[i] != 0xffffffff ) swprintf( str, L"%d", pSchedule->usData1[i] ); SpecifyButtonText( iEditorButton[ MERCS_SCHEDULE_DATA1A + i ], str ); swprintf( str, L"" ); - if( pSchedule->usData2[i] != 0xffff ) + if( pSchedule->usData2[i] != 0xffffffff ) swprintf( str, L"%d", pSchedule->usData2[i] ); SpecifyButtonText( iEditorButton[ MERCS_SCHEDULE_DATA1B + i ], str ); if( gubCurrMercMode == MERC_SCHEDULEMODE ) @@ -3658,7 +3657,7 @@ void PasteMercPlacement( INT32 iMapIndex ) //Set up some general information. //gTempBasicPlacement.fDetailedPlacement = TRUE; - gTempBasicPlacement.sStartingGridNo = (INT16)iMapIndex; + gTempBasicPlacement.usStartingGridNo = iMapIndex; //Generate detailed placement information given the temp placement information. if( gTempBasicPlacement.fDetailedPlacement ) diff --git a/Editor/EditorMercs.h b/Editor/EditorMercs.h index cf188ce3..2f6c0eb6 100644 --- a/Editor/EditorMercs.h +++ b/Editor/EditorMercs.h @@ -52,7 +52,7 @@ extern UINT8 gubCurrMercMode, gubPrevMercMode; extern STR16 zDiffNames[NUM_DIFF_LVLS]; extern INT16 sCurBaseDiff; extern INT16 gsSelectedMercID; -extern INT16 gsSelectedMercGridNo; +extern INT32 gsSelectedMercGridNo; extern UINT8 gubCurrMercMode; enum _ForUseWithIndicateSelectedMerc @@ -82,11 +82,11 @@ void SetMercEditingMode( UINT8 ubNewMode ); void ResetAllMercPositions(); void EraseMercWaypoint(); -void AddMercWaypoint( UINT32 iMapIndex ); +void AddMercWaypoint( INT32 iMapIndex ); void SetEnemyColorCode( UINT8 ubColorCode ); -void SpecifyEntryPoint( UINT32 iMapIndex ); +void SpecifyEntryPoint(INT32 iMapIndex);//dnl ch41 290909 //Modify stats of current soldiers void SetMercOrders( INT8 bOrders ); diff --git a/Editor/EditorTerrain.cpp b/Editor/EditorTerrain.cpp index 97d14b1a..026a1f24 100644 --- a/Editor/EditorTerrain.cpp +++ b/Editor/EditorTerrain.cpp @@ -231,7 +231,7 @@ void Fill( INT32 x, INT32 y ) maxCount = Count; iMapIndex = y * WORLD_COLS + x; - if( !GridNoOnVisibleWorldTile( (INT16)iMapIndex ) ) + if( !GridNoOnVisibleWorldTile( iMapIndex ) ) { Count--; return; @@ -266,7 +266,7 @@ void Fill( INT32 x, INT32 y ) } -void TerrainFill( UINT32 iMapIndex ) +void TerrainFill( INT32 iMapIndex ) { INT16 sX, sY; //determine what we should be looking for to replace... @@ -276,7 +276,7 @@ void TerrainFill( UINT32 iMapIndex ) if( guiSearchType == CurrentPaste ) return; - ConvertGridNoToXY( (INT16)iMapIndex, &sX, &sY ); + ConvertGridNoToXY( iMapIndex, &sX, &sY ); Count = 0; diff --git a/Editor/EditorTerrain.h b/Editor/EditorTerrain.h index 360dabc7..5b48ff0d 100644 --- a/Editor/EditorTerrain.h +++ b/Editor/EditorTerrain.h @@ -30,7 +30,7 @@ void HideTerrainTileButtons(); void ChooseWeightedTerrainTile(); -void TerrainFill( UINT32 iMapIndex ); +void TerrainFill( INT32 iMapIndex ); #endif diff --git a/Editor/Editor_2005Express.vcproj b/Editor/Editor_2005Express.vcproj index 606b35a4..6a9c9579 100644 --- a/Editor/Editor_2005Express.vcproj +++ b/Editor/Editor_2005Express.vcproj @@ -267,6 +267,68 @@ Name="VCPostBuildEventTool" /> + + + + + + + + + + + + + + + + + diff --git a/Editor/Editor_VS2008.vcproj b/Editor/Editor_VS2008.vcproj index a7d5caeb..a06031ed 100644 --- a/Editor/Editor_VS2008.vcproj +++ b/Editor/Editor_VS2008.vcproj @@ -268,6 +268,70 @@ Name="VCPostBuildEventTool" /> + + + + + + + + + + + + + + + + + diff --git a/Editor/Item Statistics.cpp b/Editor/Item Statistics.cpp index a7d408f3..a1db49cf 100644 --- a/Editor/Item Statistics.cpp +++ b/Editor/Item Statistics.cpp @@ -178,7 +178,7 @@ INT8 gbEditingMode = EDITING_NOTHING; OBJECTTYPE *gpItem = NULL; BOOLEAN gfShowItemStatsPanel; -INT16 gsItemGridNo; +INT32 gsItemGridNo; ITEM_POOL *gpEditingItemPool = NULL; extern ITEM_POOL *gpItemPool; @@ -355,7 +355,7 @@ void SpecifyItemToEdit( OBJECTTYPE *pItem, INT32 iMapIndex ) { gpEditingItemPool = gpItemPool; } - gsItemGridNo = (INT16)iMapIndex; + gsItemGridNo = iMapIndex; } else RemoveItemGUI(); diff --git a/Editor/Item Statistics.h b/Editor/Item Statistics.h index af14a137..e87a5f7e 100644 --- a/Editor/Item Statistics.h +++ b/Editor/Item Statistics.h @@ -43,7 +43,7 @@ enum void ExecuteItemStatsCmd( UINT8 ubAction ); extern OBJECTTYPE *gpItem; -extern INT16 gsItemGridNo; +extern INT32 gsItemGridNo; //enumerations for all of the different action items. Used by the popup menu for //changing the type of action item. When modified, an equivalent text array must be diff --git a/Editor/LoadScreen.cpp b/Editor/LoadScreen.cpp index 60cd8401..b7372720 100644 --- a/Editor/LoadScreen.cpp +++ b/Editor/LoadScreen.cpp @@ -43,6 +43,7 @@ #include "Item Statistics.h" #include "Scheduling.h" #include "MessageBoxScreen.h" + #include "VFS/vfs.h"//dnl ch37 110909 #endif //=========================================================================== @@ -77,7 +78,8 @@ UINT32 ProcessLoadSaveScreenMessageBoxResult(); BOOLEAN RemoveFromFDlgList( FDLG_LIST **head, FDLG_LIST *node ); void DrawFileDialog(); -void HandleMainKeyEvents( InputAtom *pEvent ); +void HandleMainKeyEvents( InputAtom *pEvent ); +void HandleMouseWheelEvents(void);//dnl ch36 150909 void SetTopFileToLetter( UINT16 usLetter ); INT32 iTotalFiles; @@ -86,7 +88,7 @@ INT32 iCurrFileShown; INT32 iLastFileClicked; INT32 iLastClickTime; -CHAR16 gzFilename[31]; +CHAR16 gzFilename[FILENAME_BUFLEN];//dnl ch39 190909 extern INT16 gsSelSectorX; extern INT16 gsSelSectorY; @@ -102,6 +104,7 @@ BOOLEAN gfFileExists; BOOLEAN gfIllegalName; BOOLEAN gfDeleteFile; BOOLEAN gfNoFiles; +BOOLEAN gfSaveError;//dnl ch37 200909 CHAR16 zOrigName[60]; GETFILESTRUCT FileInfo; @@ -148,6 +151,7 @@ void LoadSaveScreenEntry() gfIllegalName = FALSE; gfDeleteFile = FALSE; gfNoFiles = FALSE; + gfSaveError = FALSE;//dnl ch37 200909 // setup filename dialog box // (*.dat and *.map) as file filter @@ -155,22 +159,86 @@ void LoadSaveScreenEntry() // If user clicks on a filename in the window, then turn off string focus and re-init the string with the new name. // If user hits ENTER or presses OK, then continue with the file loading/saving - if( FileList ) - TrashFDlgList( FileList ); + if(FileList) + { + TrashFDlgList(FileList); + FileList = NULL; + } iTopFileShown = iTotalFiles = 0; - if( GetFileFirst("MAPS\\*.dat", &FileInfo) ) +#ifdef USE_VFS//dnl ch37 300909 + FDLG_LIST* TempFileList = NULL; + vfs::CProfileStack* st = getVFS()->getProfileStack(); + vfs::CProfileStack::Iterator it = st->begin(); + while(!it.end()) { - FileList = AddToFDlgList( FileList, &FileInfo ); - iTotalFiles++; - while( GetFileNext(&FileInfo) ) + TempFileList = NULL; + vfs::CVirtualProfile* prof = it.value(); + memset(&FileInfo, 0, sizeof(GETFILESTRUCT)); + strcpy(FileInfo.zFileName, "< "); + strcat(FileInfo.zFileName, prof->cName.utf8().c_str()); + strcat(FileInfo.zFileName, " >"); + FileInfo.zFileName[FILENAME_BUFLEN] = 0; + FileInfo.uiFileAttribs = FILE_IS_DIRECTORY; + if(iCurrentAction == ACTION_SAVE_MAP && prof->cWritable == false) { - FileList = AddToFDlgList( FileList, &FileInfo ); + it.next(); + continue; + } + TempFileList = AddToFDlgList(TempFileList, &FileInfo); + iTotalFiles++; + vfs::CVirtualProfile::FileIterator fit = prof->files(L"MAPS/*"); + while(!fit.end()) + { + utf8string fname = fit.value()->getName().c_str(); + memset(&FileInfo, 0, sizeof(GETFILESTRUCT)); + strcpy(FileInfo.zFileName, fname.utf8().c_str()); + FileInfo.uiFileSize = fname.length(); + FileInfo.uiFileAttribs = (fit.value()->implementsWritable() ? FILE_IS_NORMAL : FILE_IS_READONLY); + if(strlen(FileInfo.zFileName) < FILENAME_BUFLEN) + { + TempFileList = AddToFDlgList(TempFileList, &FileInfo); + iTotalFiles++; + } + fit.next(); + } + if(TempFileList) + { + while(TempFileList->pPrev) + TempFileList = TempFileList->pPrev; + if(FileList) + { + while(FileList->pNext) + FileList = FileList->pNext; + FileList->pNext = TempFileList; + TempFileList->pPrev = FileList; + } + else + FileList = TempFileList; + } + it.next(); + } + while(FileList->pPrev) + FileList = FileList->pPrev; +#else + if(GetFileFirst("MAPS\\*.dat", &FileInfo)) + { + if(strlen(FileInfo.zFileName) < FILENAME_BUFLEN) + { + FileList = AddToFDlgList(FileList, &FileInfo); iTotalFiles++; } + while(GetFileNext(&FileInfo)) + { + if(strlen(FileInfo.zFileName) < FILENAME_BUFLEN) + { + FileList = AddToFDlgList(FileList, &FileInfo); + iTotalFiles++; + } + } GetFileClose(&FileInfo); } - +#endif swprintf( zOrigName, L"%s Map (*.dat)", iCurrentAction == ACTION_SAVE_MAP ? L"Save" : L"Load" ); swprintf( gzFilename, L"%S", gubFilename ); @@ -260,10 +328,12 @@ UINT32 ProcessLoadSaveScreenMessageBoxResult() iFDlgState = DIALOG_NONE; return LOADSAVE_SCREEN; } - if( gfLoadError ) + if(gfLoadError || gfSaveError)//dnl ch37 200909 { + MarkWorldDirty(); + RenderWorld(); fEnteringLoadSaveScreen = TRUE; - return gfMessageBoxResult ? LOADSAVE_SCREEN : EDIT_SCREEN; + return(gfMessageBoxResult ? LOADSAVE_SCREEN : EDIT_SCREEN); } if( gfReadOnly ) { //file is readonly. Result will determine if the file dialog stays up. @@ -281,7 +351,7 @@ UINT32 ProcessLoadSaveScreenMessageBoxResult() } fEnteringLoadSaveScreen = TRUE; RemoveFileDialog(); - return EDIT_SCREEN ; + return(LOADSAVE_SCREEN);//dnl ch36 210909 } // Assert( 0 ); return LOADSAVE_SCREEN; @@ -313,16 +383,18 @@ UINT32 LoadSaveScreenHandle(void) return ProcessLoadSaveScreenMessageBoxResult(); return LOADSAVE_SCREEN; } - + //handle all key input. while( DequeueEvent(&DialogEvent) ) { if( !HandleTextInput(&DialogEvent) && (DialogEvent.usEvent == KEY_DOWN || DialogEvent.usEvent == KEY_REPEAT) ) - { + { HandleMainKeyEvents( &DialogEvent ); } } - + + HandleMouseWheelEvents();//dnl ch36 150909 + DrawFileDialog(); // Skip to first filename to show @@ -385,34 +457,66 @@ UINT32 LoadSaveScreenHandle(void) CreateMessageBox( str ); } return LOADSAVE_SCREEN; - case DIALOG_SAVE: - if( !ExtractFilenameFromFields() ) + case DIALOG_SAVE://dnl ch37 230909 + { + if(!ExtractFilenameFromFields()) { - CreateMessageBox( L" Illegal filename. Try another filename? " ); + CreateMessageBox(L" Illegal filename. Try another filename? "); gfIllegalName = TRUE; iFDlgState = DIALOG_NONE; - return LOADSAVE_SCREEN; + return(LOADSAVE_SCREEN); } - sprintf( gszCurrFilename, "MAPS\\%S", gzFilename ); - if ( FileExists( gszCurrFilename ) ) + sprintf(gszCurrFilename, "MAPS\\%S", gzFilename); + gfFileExists = FALSE; +#ifndef USE_VFS + gfReadOnly = FALSE; + if(FileExists(gszCurrFilename)) { gfFileExists = TRUE; - gfReadOnly = FALSE; - if( GetFileFirst(gszCurrFilename, &FileInfo) ) + if(GetFileFirst(gszCurrFilename, &FileInfo)) { - if( FileInfo.uiFileAttribs & (FILE_IS_READONLY|FILE_IS_DIRECTORY|FILE_IS_HIDDEN|FILE_IS_SYSTEM|FILE_IS_OFFLINE|FILE_IS_TEMPORARY) ) + if(FileInfo.uiFileAttribs & (FILE_IS_READONLY|FILE_IS_DIRECTORY|FILE_IS_HIDDEN|FILE_IS_SYSTEM|FILE_IS_OFFLINE|FILE_IS_TEMPORARY)) gfReadOnly = TRUE; GetFileClose(&FileInfo); } - if( gfReadOnly ) - CreateMessageBox( L" File is read only! Choose a different name? " ); - else - CreateMessageBox( L" File exists, Overwrite? " ); - return( LOADSAVE_SCREEN ); - } + } +#else + gfReadOnly = TRUE; + vfs::CProfileStack* st = getVFS()->getProfileStack(); + vfs::CProfileStack::Iterator it = st->begin(); + while(!it.end()) + { + vfs::CVirtualProfile* prof = it.value(); + if(prof->cWritable == true) + { + gfReadOnly = FALSE; + vfs::Path const& path = gszCurrFilename; + vfs::IBaseFile *file = prof->getFile(path); + if(file) + { + gfFileExists = TRUE; + if(file->implementsWritable() == false) + gfReadOnly = TRUE; + } + break; + } + it.next(); + } +#endif + if(gfReadOnly) + { + CreateMessageBox(L" File is read only! Choose a different name? "); + return( LOADSAVE_SCREEN); + } + else if(gfFileExists) + { + CreateMessageBox(L" File exists, Overwrite? "); + return(LOADSAVE_SCREEN); + } RemoveFileDialog(); gbCurrentFileIOStatus = INITIATE_MAP_SAVE; - return LOADSAVE_SCREEN ; + return(LOADSAVE_SCREEN); + } case DIALOG_LOAD: if( !ExtractFilenameFromFields() ) { @@ -451,14 +555,11 @@ void CreateFileDialog( STR16 zTitle ) iFileDlgButtons[1] = CreateTextButton( L"Cancel", FONT12POINT1, FONT_BLACK, FONT_BLACK, BUTTON_USE_DEFAULT, iScreenWidthOffset + 406, iScreenHeightOffset + 225, 50, 30, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, FDlgCancelCallback ); - //Scroll buttons - iFileDlgButtons[2] = CreateSimpleButton( iScreenWidthOffset + 426, iScreenHeightOffset + 92,"EDITOR//uparrow.sti", BUTTON_NO_TOGGLE, - MSYS_PRIORITY_HIGH, FDlgUpCallback ); - iFileDlgButtons[3] = CreateSimpleButton( iScreenWidthOffset + 426, iScreenHeightOffset + 182,"EDITOR//downarrow.sti", BUTTON_NO_TOGGLE, - MSYS_PRIORITY_HIGH, FDlgDwnCallback ); + //dnl ch36 150909 Scroll buttons + iFileDlgButtons[2] = CreateSimpleButton(iScreenWidthOffset+426, iScreenHeightOffset+92-19, "EDITOR//uparrow.sti", BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGH, FDlgUpCallback); + iFileDlgButtons[3] = CreateSimpleButton(iScreenWidthOffset+426, iScreenHeightOffset+182-19, "EDITOR//downarrow.sti", BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGH, FDlgDwnCallback); //File list window - iFileDlgButtons[4] = CreateHotSpot( (iScreenWidthOffset + 179+4), (iScreenHeightOffset + 69+3), (179+4+240), (69+120+3), MSYS_PRIORITY_HIGH-1, BUTTON_NO_CALLBACK, FDlgNamesCallback); //Title button iFileDlgButtons[5] = CreateTextButton(zTitle, HUGEFONT, FONT_LTKHAKI, FONT_DKKHAKI, @@ -478,8 +579,8 @@ void CreateFileDialog( STR16 zTitle ) //Add the text input fields InitTextInputModeWithScheme( DEFAULT_SCHEME ); - //field 1 (filename) - AddTextInputField( /*233*/iScreenWidthOffset + 183, iScreenHeightOffset + 195, 190, 20, MSYS_PRIORITY_HIGH, gzFilename, 30, INPUTTYPE_EXCLUSIVE_DOSFILENAME ); + //dnl ch36 150909 field 1 (filename) + AddTextInputField(iScreenWidthOffset+183, iScreenHeightOffset+195, 240, 20, MSYS_PRIORITY_HIGH, gzFilename, (FILENAME_BUFLEN-1), INPUTTYPE_EXCLUSIVE_DOSFILENAME); //field 2 -- user field that allows mouse/key interaction with the filename list AddUserInputField( FileDialogModeCallback ); @@ -537,6 +638,7 @@ void RemoveFileDialog(void) } TrashFDlgList( FileList ); + FileList = NULL; InvalidateScreen( ); @@ -550,13 +652,13 @@ void RemoveFileDialog(void) void DrawFileDialog(void) { - ColorFillVideoSurfaceArea(FRAME_BUFFER, iScreenWidthOffset + 179, iScreenHeightOffset + 69, (iScreenWidthOffset + 179+281), iScreenHeightOffset + 261, Get16BPPColor(FROMRGB(136, 138, 135)) ); - ColorFillVideoSurfaceArea(FRAME_BUFFER, iScreenWidthOffset + 180, 70, (iScreenWidthOffset + 179+281), iScreenHeightOffset + 261, Get16BPPColor(FROMRGB(24, 61, 81)) ); - ColorFillVideoSurfaceArea(FRAME_BUFFER, iScreenWidthOffset + 180, 70, (iScreenWidthOffset + 179+280), iScreenHeightOffset + 260, Get16BPPColor(FROMRGB(65, 79, 94)) ); - - ColorFillVideoSurfaceArea(FRAME_BUFFER, (iScreenWidthOffset + 179+4), (iScreenHeightOffset + 69+3), (iScreenWidthOffset + 179+4+240), (iScreenHeightOffset + 69+123), Get16BPPColor(FROMRGB(24, 61, 81)) ); - ColorFillVideoSurfaceArea(FRAME_BUFFER, (iScreenWidthOffset + 179+5), (iScreenHeightOffset + 69+4), (iScreenWidthOffset + 179+4+240), (iScreenHeightOffset + 69+123), Get16BPPColor(FROMRGB(136, 138, 135)) ); - ColorFillVideoSurfaceArea(FRAME_BUFFER, (iScreenWidthOffset + 179+5), (iScreenHeightOffset + 69+4), (iScreenWidthOffset + 179+3+240), (iScreenHeightOffset + 69+122), Get16BPPColor(FROMRGB(250, 240, 188)) ); + //dnl ch36 150909 + ColorFillVideoSurfaceArea(FRAME_BUFFER, iScreenWidthOffset+179, iScreenHeightOffset+69, iScreenWidthOffset+179+281, iScreenHeightOffset+261, Get16BPPColor(FROMRGB(136, 138, 135))); + ColorFillVideoSurfaceArea(FRAME_BUFFER, iScreenWidthOffset+180, iScreenHeightOffset+70, iScreenWidthOffset+179+281, iScreenHeightOffset+261, Get16BPPColor(FROMRGB(24, 61, 81))); + ColorFillVideoSurfaceArea(FRAME_BUFFER, iScreenWidthOffset+180, iScreenHeightOffset+70, iScreenWidthOffset+179+280, iScreenHeightOffset+260, Get16BPPColor(FROMRGB(65, 79, 94))); + ColorFillVideoSurfaceArea(FRAME_BUFFER, iScreenWidthOffset+179+4, iScreenHeightOffset+69+3, iScreenWidthOffset+179+4+240, iScreenHeightOffset+69+123, Get16BPPColor(FROMRGB(24, 61, 81))); + ColorFillVideoSurfaceArea(FRAME_BUFFER, iScreenWidthOffset+179+5, iScreenHeightOffset+69+4, iScreenWidthOffset+179+4+240, iScreenHeightOffset+69+123, Get16BPPColor(FROMRGB(136, 138, 135))); + ColorFillVideoSurfaceArea(FRAME_BUFFER, iScreenWidthOffset+179+5, iScreenHeightOffset+69+4, iScreenWidthOffset+179+3+240, iScreenHeightOffset+69+122, Get16BPPColor(FROMRGB(250, 240, 188))); MarkButtonsDirty(); RenderButtons(); @@ -687,6 +789,13 @@ void TrashFDlgList(FDLG_LIST *pList) { FDLG_LIST *pNode; + while(pList)//dnl ch49 061009 Rewind, just to be sure + { + if(pList->pPrev) + pList = pList->pPrev; + else + break; + } while(pList != NULL) { pNode = pList; @@ -821,36 +930,25 @@ void HandleMainKeyEvents( InputAtom *pEvent ) } } -//editor doesn't care about the z value. It uses it's own methods. -void SetGlobalSectorValues( STR16 szFilename ) +void HandleMouseWheelEvents(void)//dnl ch36 150909 { - STR16 pStr; - if( ValidCoordinate() ) + if(_WheelValue > 0) { - //convert the coordinate string into into the actual global sector coordinates. - if( gzFilename[0] >= 'A' && gzFilename[0] <= 'P' ) - gWorldSectorY = gzFilename[0] - 'A' + 1; - else - gWorldSectorY = gzFilename[0] - 'a' + 1; - if( gzFilename[1] == '1' && gzFilename[2] >= '0' && gzFilename[2] <= '6' ) - gWorldSectorX = ( gzFilename[1] - 0x30 ) * 10 + ( gzFilename[2] - 0x30 ); - else - gWorldSectorX = ( gzFilename[1] - 0x30 ); - pStr = wcsstr( gzFilename, L"_b" ); - if( pStr ) + while(_WheelValue--) { - if( pStr[ 2 ] >= '1' && pStr[ 2 ] <= '3' ) - { - gbWorldSectorZ = (INT8)(pStr[ 2 ] - 0x30); - } + if(iTopFileShown > 0) + iTopFileShown--; } } - else + else if(_WheelValue < 0) { - gWorldSectorX = -1; - gWorldSectorY = -1; - gbWorldSectorZ = 0; + while(_WheelValue++) + { + if((iTopFileShown+7) < iTotalFiles) + iTopFileShown++; + } } + _WheelValue = 0; } void InitErrorCatchDialog() @@ -873,6 +971,7 @@ UINT32 ProcessFileIO() { INT16 usStartX, usStartY; CHAR8 ubNewFilename[50]; + BOOLEAN fAltMap;//dnl ch31 150909 switch( gbCurrentFileIOStatus ) { case INITIATE_MAP_SAVE: //draw save message @@ -897,23 +996,34 @@ UINT32 ProcessFileIO() if( gfShowPits ) RemoveAllPits(); OptimizeSchedules(); - if ( !SaveWorld( ubNewFilename ) ) + ShowHighGround(4);//dnl ch41 210909 + //dnl ch33 091009 + BOOLEAN fRet; + if(gfVanillaMode && iNewMapWorldRows == OLD_WORLD_ROWS && iNewMapWorldCols == OLD_WORLD_COLS) + fRet = SaveWorld(ubNewFilename, VANILLA_MAJOR_MAP_VERSION, VANILLA_MINOR_MAP_VERSION); + else + fRet = SaveWorld(ubNewFilename); + if(!fRet) { - if( gfErrorCatch ) + //dnl ch37 150909 + gfSaveError = TRUE; + if(gfErrorCatch) { InitErrorCatchDialog(); - return EDIT_SCREEN; + return(EDIT_SCREEN); } - return ERROR_SCREEN; + gbCurrentFileIOStatus = IOSTATUS_NONE; + utf8string msg = utf8string(" Error saving ") + ubNewFilename + utf8string(" file. Try another filename? "); + CreateMessageBox((STR16)msg.c_wcs().c_str()); + return(guiCurrentScreen); } if( gfShowPits ) AddAllPits(); - - SetGlobalSectorValues( gzFilename ); - + GetSectorFromFileName(gzFilename, gWorldSectorX, gWorldSectorY, gbWorldSectorZ, fAltMap);//dnl ch31 140909 if( gfGlobalSummaryExists ) UpdateSectorSummary( gzFilename, gfUpdateSummaryInfo ); - + else//dnl ch30 150909 + ReEvaluateWorld(ubNewFilename); iCurrentAction = ACTION_NULL; gbCurrentFileIOStatus = IOSTATUS_NONE; gfRenderWorld = TRUE; @@ -925,8 +1035,6 @@ UINT32 ProcessFileIO() InitErrorCatchDialog(); return EDIT_SCREEN; } - if( gMapInformation.ubMapVersion != gubMinorMapVersion ) - ScreenMsg( FONT_MCOLOR_RED, MSG_ERROR, L"Map data has just been corrupted!!! What did you just do? KM : 0" ); return EDIT_SCREEN; case INITIATE_MAP_LOAD: //draw load message SaveFontSettings(); @@ -941,22 +1049,20 @@ UINT32 ProcessFileIO() RemoveMercsInSector( ); - //CHRISL: What happens if we EvaluateWorld at this point? - if( !ReEvaluateWorld( ubNewFilename ) || !LoadWorld( ubNewFilename ) ) - { //Want to override crash, so user can do something else. + // Want to override crash, so user can do something else. + if(!ReEvaluateWorld(ubNewFilename) || !LoadWorld(ubNewFilename))//dnl ch36 140909 + { EnableUndo(); - SetPendingNewScreen( LOADSAVE_SCREEN ); gbCurrentFileIOStatus = IOSTATUS_NONE; gfGlobalError = FALSE; gfLoadError = TRUE; - //RemoveButton( iTempButton ); - CreateMessageBox( L" Error loading file. Try another filename?" ); - return LOADSAVE_SCREEN; + utf8string msg = utf8string(" Error loading ") + ubNewFilename + utf8string(" file. Try another filename? "); + CreateMessageBox((STR16)msg.c_wcs().c_str()); + return(guiCurrentScreen); } //ADB these are NOT set yet! but they need to be, duh CompileWorldMovementCosts(); - SetGlobalSectorValues( gzFilename ); - + GetSectorFromFileName(gzFilename, gWorldSectorX, gWorldSectorY, gbWorldSectorZ, fAltMap);//dnl ch31 140909 RestoreFontSettings(); //Load successful, update necessary information. @@ -1003,6 +1109,11 @@ UINT32 ProcessFileIO() SetMercTeamVisibility( MILITIA_TEAM, gfShowRebels ); SetMercTeamVisibility( CIV_TEAM, gfShowCivilians ); BuildItemPoolList(); + gpItemPool = NULL;//dnl ch26 210909 + fShowHighGround = FALSE;//dnl ch2 210909 + fRaiseWorld = FALSE;//dnl ch3 210909 + ShowHighGround(4);//dnl ch41 210909 + SetRenderCenter(WORLD_COLS/2, WORLD_ROWS/2);//dnl ch43 280909 if( gfShowPits ) AddAllPits(); @@ -1066,72 +1177,73 @@ void FDlgDwnCallback( GUI_BUTTON *butn, INT32 reason ) } } -BOOLEAN ExtractFilenameFromFields() +//dnl ch36 200909 +BOOLEAN ExtractFilenameFromFields(void) { - Get16BitStringFromField( 0, gzFilename, 31 ); - return ValidFilename(); + Get16BitStringFromField(0, gzFilename, FILENAME_BUFLEN); + size_t len = wcslen(gzFilename); + if(gzFilename[len-4] != L'.' && len < (FILENAME_BUFLEN-4)) + wcscat(gzFilename, L".dat"); + return(ValidFilename()); } -BOOLEAN ValidCoordinate() +//dnl ch31 140909 +BOOLEAN ValidMapFileName(STR16 szFileName) { - CHAR16 sectorY = 0; - UINT16 sectorX = 0; - swscanf( gzFilename, L"%c%2hd", §orY, §orX); - - sectorY = towupper( sectorY); - return ( sectorY >= 'A' && sectorY <= 'P' && - sectorX >= 1 && sectorX <= 16); -} - -BOOLEAN ValidFilename() -{ - STR16 pDest; - if( gzFilename[0] != '\0' )// ; <----- I really think they didn't mean this!! (jonathanl) + CHAR16 szFileExt[4+1]; + size_t len = wcslen(szFileName); + if(len >= 5) { - pDest = wcsstr( gzFilename, L".dat" ); - if( !pDest ) - pDest = wcsstr( gzFilename, L".DAT" ); - if( pDest && pDest != gzFilename && pDest[4] == '\0' ) - return TRUE; + wcscpy(szFileExt, szFileName+len-4); + for(int i=0; i<4; i++) + szFileExt[i] = towupper(szFileExt[i]); + if(wcscmp(szFileExt, L".DAT") == 0) + return(TRUE); } - return FALSE; + return(FALSE); } -BOOLEAN ExternalLoadMap( STR16 szFilename ) +//dnl ch37 200909 +BOOLEAN ExternalLoadMap(STR16 szFilename) { - Assert( szFilename ); - if( !wcslen( szFilename ) ) - return FALSE; - wcscpy( gzFilename, szFilename ); - if( !ValidFilename() ) - return FALSE; + gfLoadError = FALSE; + Assert(szFilename); + if(!wcslen( szFilename)) + return(FALSE); + wcscpy(gzFilename, szFilename); + if(!ValidFilename()) + return(FALSE); gbCurrentFileIOStatus = INITIATE_MAP_LOAD; - ProcessFileIO(); //always returns loadsave_screen and changes iostatus to loading_map. + ProcessFileIO(); ExecuteBaseDirtyRectQueue(); EndFrameBufferRender(); - RefreshScreen( NULL ); - if( ProcessFileIO() == EDIT_SCREEN ) - return TRUE; - return FALSE; + RefreshScreen(NULL); + ProcessFileIO(); + if(gfLoadError) + return(FALSE); + return(TRUE); } -BOOLEAN ExternalSaveMap( STR16 szFilename ) +BOOLEAN ExternalSaveMap(STR16 szFilename) { - Assert( szFilename ); - if( !wcslen( szFilename ) ) - return FALSE; - wcscpy( gzFilename, szFilename ); - if( !ValidFilename() ) - return FALSE; + gfSaveError = FALSE; + Assert(szFilename); + if(!wcslen(szFilename)) + return(FALSE); + wcscpy(gzFilename, szFilename); + if(!ValidFilename()) + return(FALSE); gbCurrentFileIOStatus = INITIATE_MAP_SAVE; - if( ProcessFileIO() == ERROR_SCREEN ) - return FALSE; + ProcessFileIO(); + if(gfSaveError) + return(FALSE); ExecuteBaseDirtyRectQueue(); EndFrameBufferRender(); - RefreshScreen( NULL ); - if( ProcessFileIO() == EDIT_SCREEN ) - return TRUE; - return FALSE; + RefreshScreen(NULL); + ProcessFileIO(); + if(gfSaveError) + return(FALSE); + return(TRUE); } #else //non-editor version diff --git a/Editor/LoadScreen.h b/Editor/LoadScreen.h index c2d7272e..90c24dae 100644 --- a/Editor/LoadScreen.h +++ b/Editor/LoadScreen.h @@ -33,16 +33,20 @@ void SelectFileDialogYPos( UINT16 usRelativeYPos ); void BuildFilenameWithCoordinate(); void BuildCoordinateWithFilename(); -BOOLEAN ExtractFilenameFromFields(); -BOOLEAN ValidCoordinate(); -BOOLEAN ValidFilename(); - -BOOLEAN ExternalLoadMap( STR16 szFilename ); -BOOLEAN ExternalSaveMap( STR16 szFilename ); +//dnl ch36 200909 +BOOLEAN ExtractFilenameFromFields(void); +//dnl ch31 150909 +#define ValidFilename() ValidMapFileName(gzFilename) +BOOLEAN ValidMapFileName(STR16 szFilename); +//dnl ch37 200909 +BOOLEAN ExternalLoadMap(STR16 szFilename); +BOOLEAN ExternalSaveMap(STR16 szFilename); extern BOOLEAN gfErrorCatch; extern CHAR16 gzErrorCatchString[ 256 ]; +#define FILENAME_BUFLEN (20 + 4 + 1)//dnl ch39 190909 +4 is for ".dat", +1 is for '\0' + #endif #endif diff --git a/Editor/Sector Summary.cpp b/Editor/Sector Summary.cpp index 9fb9b70f..9ea6fe33 100644 --- a/Editor/Sector Summary.cpp +++ b/Editor/Sector Summary.cpp @@ -90,7 +90,8 @@ BOOLEAN gfMustForceUpdateAllMaps = FALSE; UINT16 gusNumberOfMapsToBeForceUpdated = 0; BOOLEAN gfMajorUpdate = FALSE; -void LoadSummary( STR8 pSector, UINT8 ubLevel, FLOAT dMajorMapVersion ); +BOOLEAN LoadSummary(STR8 pSector, UINT8 ubLevel, FLOAT dMajorMapVersion);//dnl ch28 240909 + void RegenerateSummaryInfoForAllOutdatedMaps(); void SetupItemDetailsMode( BOOLEAN fAllowRecursion ); @@ -102,6 +103,7 @@ BOOLEAN gfGlobalSummaryLoaded = FALSE; SUMMARYFILE *gpSectorSummary[16][16][8] = {}; SUMMARYFILE *gpCurrentSectorSummary; +SUMMARYFILE gCustomFileSectorSummary;//dnl ch30 150909 MOUSE_REGION MapRegion; @@ -219,9 +221,10 @@ extern INT16 gsSelSectorY; // symbol already declared globally in AI Viewer.cpp //summary is going to be persistant or not. UINT32 giInitTimer; -CHAR16 gszFilename[40]; -CHAR16 gszTempFilename[21]; -CHAR16 gszDisplayName[21]; +//dnl ch39 190909 +CHAR16 gszFilename[FILENAME_BUFLEN]; +CHAR16 gszTempFilename[FILENAME_BUFLEN]; +CHAR16 gszDisplayName[FILENAME_BUFLEN]; void CalculateOverrideStatus(); @@ -286,9 +289,7 @@ void CreateSummaryWindow() DisableButton( iSummaryButton[ SUMMARY_BACKGROUND ] ); iSummaryButton[ SUMMARY_OKAY ] = - CreateTextButton(L"Okay", FONT12POINT1, FONT_BLACK, FONT_BLACK, BUTTON_USE_DEFAULT, - iScreenWidthOffset + 585, iScreenHeightOffset + 325, 50, 30, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, - SummaryOkayCallback ); + CreateTextButton(L"Okay", FONT12POINT1, FONT_BLACK, FONT_BLACK, BUTTON_USE_DEFAULT, MAP_LEFT+160, MAP_BOTTOM+99, 50, 30, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, SummaryOkayCallback);//dnl ch36 190909 //GiveButtonDefaultStatus( iSummaryButton[ SUMMARY_OKAY ], DEFAULT_STATUS_WINDOWS95 ); iSummaryButton[ SUMMARY_GRIDCHECKBOX ] = @@ -392,8 +393,7 @@ void CreateSummaryWindow() //Init the textinput field. InitTextInputModeWithScheme( DEFAULT_SCHEME ); AddUserInputField( NULL ); //just so we can use short cut keys while not typing. - AddTextInputField( MAP_LEFT+112, MAP_BOTTOM+75, 100, 18, MSYS_PRIORITY_HIGH, L"", 20, INPUTTYPE_EXCLUSIVE_DOSFILENAME ); - + AddTextInputField(MAP_LEFT+110, MAP_BOTTOM+75, 100, 18, MSYS_PRIORITY_HIGH, L"", (FILENAME_BUFLEN-4-1), INPUTTYPE_EXCLUSIVE_DOSFILENAME);//dnl ch39 190909 for( i = 1; i < NUM_SUMMARY_BUTTONS; i++ ) HideButton( iSummaryButton[ i ] ); @@ -426,6 +426,7 @@ void CreateSummaryWindow() void AutoLoadMap() { SummaryLoadMapCallback( ButtonList[ iSummaryButton[ SUMMARY_LOAD ] ], MSYS_CALLBACK_REASON_LBUTTON_UP ); + ButtonList[ iSummaryButton[ SUMMARY_LOAD ] ]->uiFlags &= ~BUTTON_CLICKED_ON;//dnl ch36 210909 if( gfWorldLoaded ) DestroySummaryWindow(); gfAutoLoadA9 = FALSE; @@ -470,7 +471,7 @@ void DestroySummaryWindow() } MSYS_RemoveRegion( &MapRegion ); - + gfRenderTaskbar = TRUE;//dnl ch52 091009 gfSummaryWindowActive = FALSE; gfPersistantSummary = FALSE; MarkWorldDirty(); @@ -534,7 +535,7 @@ void RenderSectorInformation() mprintf( iScreenWidthOffset + 10, iScreenHeightOffset + 32, L"Tileset: %s", gTilesets[ s->ubTilesetID ].zName ); if( m->ubMapVersion < 10 ) SetFontForeground( FONT_RED ); - mprintf( iScreenWidthOffset + 10, iScreenHeightOffset + 42, L"Version Info: Summary: 1.%02d, Map: %d.%02d", s->ubSummaryVersion, (INT32)s->dMajorMapVersion, m->ubMapVersion ); + mprintf(iScreenWidthOffset+10, iScreenHeightOffset+42, L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d", s->ubSummaryVersion, s->dMajorMapVersion, m->ubMapVersion);//dnl ch30 240909 SetFontForeground( FONT_GRAY2 ); mprintf( iScreenWidthOffset + 10, iScreenHeightOffset + 55, L"Number of items: %d", s->usNumItems ); mprintf( iScreenWidthOffset + 10, iScreenHeightOffset + 65, L"Number of lights: %d", s->usNumLights ); @@ -1058,6 +1059,11 @@ void RenderSummaryWindow() mprintf( iScreenWidthOffset + 10, iScreenHeightOffset + 30, L"You need to either load an existing map or create a new map before being" ); mprintf( iScreenWidthOffset + 10, iScreenHeightOffset + 40, L"able to enter the editor, or you can quit (ESC or Alt+x)."); } + else if(gCustomFileSectorSummary.ubSummaryVersion)//dnl ch30 150909 + { + gpCurrentSectorSummary = &gCustomFileSectorSummary; + RenderSectorInformation(); + } } else { @@ -1529,90 +1535,131 @@ void RenderSummaryWindow() } } +//dnl ch30 150909 +void ResetCustomFileSectorSummary(void) +{ + memset(&gCustomFileSectorSummary, 0, sizeof(SUMMARYFILE)); +} + +//dnl ch31 150909 +void GetSectorFromFileName(STR16 szFileName, INT16& sSectorX, INT16& sSectorY, INT8& bSectorZ, BOOLEAN& fAltMap) +{ + const int strsz = 16; + CHAR16 str[strsz] = L""; + if(szFileName[2] == L'.' || szFileName[2] == L'_') + { + str[0] = szFileName[0]; + str[1] = L'0'; + wmemcpy(str+2, szFileName+1, strsz-2); + } + else if(szFileName[1] == L'1') + wmemcpy(str, szFileName, strsz); + for(int i=0; i= L'A' && str[0] <= L'P') && (str[1] >= L'0' && str[1] <= L'9') && (str[2] >= L'0' && str[2] <= L'9')) + { + sSectorX = (str[1] - L'0') * 10 + str[2] - L'0'; + sSectorY = str[0] - L'A' + 1; + bSectorZ = 0; + fAltMap = FALSE; + if(!(sSectorX < 1 || sSectorX > 16 || sSectorY < 1 || sSectorY > 16)) + { + if(wcscmp(&str[3], L".DAT") == 0) + return; + else if(wcscmp(&str[3], L"_A.DAT") == 0) + { + fAltMap = TRUE;// Alternate Ground Map + return; + } + else if(str[3] == L'_' && str[4] == L'B' && str[5] >= L'1' && str[5] <= L'3') + { + bSectorZ = str[5] - L'0'; + if(wcscmp(&str[6], L".DAT") == 0) + return; + else if(wcscmp(&str[6], L"_A.DAT") == 0) + { + fAltMap = TRUE;// Alternate Underground Map + return; + } + } + } + } + sSectorX = 0; + sSectorY = 0; + bSectorZ = 0; + fAltMap = FALSE; +} + void UpdateSectorSummary( STR16 gszFilename, BOOLEAN fUpdate ) { CHAR16 str[50]; CHAR8 szCoord[40]; - STR16 ptr; - INT16 x, y; - + //dnl ch31 130909 + INT8 bSectorZ; + BOOLEAN fAltMap; + GetSectorFromFileName(gszFilename, gsSelSectorX, gsSelSectorY, bSectorZ, fAltMap); gfRenderSummary = TRUE; - //Extract the sector - if( gszFilename[2] < L'0' || gszFilename[2] > L'9' ) - x = gszFilename[1] - L'0'; - else - x = (gszFilename[1] - L'0') * 10 + gszFilename[2] - L'0'; - if( gszFilename[0] >= 'a' ) - y = gszFilename[0] - L'a' + 1; - else - y = gszFilename[0] - L'A' + 1; gfMapFileDirty = FALSE; - - //Validate that the values extracted are in fact a sector - if( x < 1 || x > 16 || y < 1 || y > 16 ) - return; - gsSectorX = gsSelSectorX = x; - gsSectorY = gsSelSectorY = y; - - //The idea here is to get a pointer to the filename's period, then - //focus on the character previous to it. If it is a 1, 2, or 3, then - //the filename was in a basement level. Otherwise, it is a ground level. - ptr = wcsstr( gszFilename, L"_a.dat" ); - if( ptr ) + gsSectorX = gsSelSectorX; + gsSectorY = gsSelSectorY; + if(!gsSectorX) { - ptr = wcsstr( gszFilename, L"_b" ); - if( ptr && ptr[2] >= '1' && ptr[2] <= '3' && ptr[5] == '.' ) - { //it's a alternate basement map - switch( ptr[2] ) - { - case '1': - gsSectorLayer = ALTERNATE_B1_MASK; - giCurrLevel = 5; - break; - case '2': - gsSectorLayer = ALTERNATE_B2_MASK; - giCurrLevel = 6; - break; - case '3': - gsSectorLayer = ALTERNATE_B3_MASK; - giCurrLevel = 7; - break; - } - } - else + CHAR8 ubNewFilename[50]; + sprintf(ubNewFilename, "%S", gszFilename); + ReEvaluateWorld(ubNewFilename);//dnl ch30 150909 + return; + } + switch(bSectorZ) + { + case 0: + if(fAltMap) { gsSectorLayer = ALTERNATE_GROUND_MASK; giCurrLevel = 4; } - } - else - { - ptr = wcsstr( gszFilename, L"_b" ); - if( ptr && ptr[2] >= '1' && ptr[2] <= '3' && ptr[3] == '.' ) - { //it's a alternate basement map - switch( ptr[2] ) - { - case '1': - gsSectorLayer = BASEMENT1_LEVEL_MASK; - giCurrLevel = 1; - break; - case '2': - gsSectorLayer = BASEMENT2_LEVEL_MASK; - giCurrLevel = 2; - break; - case '3': - gsSectorLayer = BASEMENT3_LEVEL_MASK; - giCurrLevel = 3; - break; - } - } else { gsSectorLayer = GROUND_LEVEL_MASK; giCurrLevel = 0; } + break; + case 1: + if(fAltMap) + { + gsSectorLayer = ALTERNATE_B1_MASK; + giCurrLevel = 5; + } + else + { + gsSectorLayer = BASEMENT1_LEVEL_MASK; + giCurrLevel = 1; + } + break; + case 2: + if(fAltMap) + { + gsSectorLayer = ALTERNATE_B2_MASK; + giCurrLevel = 6; + } + else + { + gsSectorLayer = BASEMENT2_LEVEL_MASK; + giCurrLevel = 2; + } + break; + case 3: + if(fAltMap) + { + gsSectorLayer = ALTERNATE_B3_MASK; + giCurrLevel = 7; + } + else + { + gsSectorLayer = BASEMENT3_LEVEL_MASK; + giCurrLevel = 3; + } + break; } - giCurrentViewLevel = gsSectorLayer; if( !(gbSectorLevels[gsSectorX-1][gsSectorY-1] & gsSectorLayer) ) { @@ -1918,8 +1965,7 @@ void CreateGlobalSummary() vfs::COpenWriteFile wfile(L"DevInfo\\readme.txt",true,true); std::string str = "This information is used in conjunction with the editor.\n"; str += "This directory or it's contents shouldn't be included with final release.\n"; - vfs::UInt32 io; - wfile.file().Write(str.c_str(), str.length(), io); + TRYCATCH_RETHROW( wfile.file().write(str.c_str(), str.length()), L"" ); #endif // Snap: Restore the data directory once we are finished. @@ -2301,7 +2347,11 @@ void LoadGlobalSummary() SetFileManCurrentDirectory( DevInfoDir ); #else sprintf( szFilename, "Maps\\%c%d.dat", 'A' + y, x + 1 ); - hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + hfile = NULL; + if(FileExists(szFilename)) + { + hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + } #endif if( hfile ) { @@ -2327,7 +2377,11 @@ void LoadGlobalSummary() SetFileManCurrentDirectory( DevInfoDir ); #else sprintf( szFilename, "Maps\\%c%d_b1.dat", 'A' + y, x + 1 ); - hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + hfile = NULL; + if(FileExists(szFilename)) + { + hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + } #endif if( hfile ) { @@ -2353,7 +2407,11 @@ void LoadGlobalSummary() SetFileManCurrentDirectory( DevInfoDir ); #else sprintf( szFilename, "Maps\\%c%d_b2.dat", 'A' + y, x + 1 ); - hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + hfile = NULL; + if(FileExists(szFilename)) + { + hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + } #endif if( hfile ) { @@ -2379,7 +2437,11 @@ void LoadGlobalSummary() SetFileManCurrentDirectory( DevInfoDir ); #else sprintf( szFilename, "Maps\\%c%d_b3.dat", 'A' + y, x + 1 ); - hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + hfile = NULL; + if(FileExists(szFilename)) + { + hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + } #endif if( hfile ) { @@ -2405,7 +2467,11 @@ void LoadGlobalSummary() SetFileManCurrentDirectory( DevInfoDir ); #else sprintf( szFilename, "Maps\\%c%d_a.dat", 'A' + y, x + 1 ); - hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + hfile = NULL; + if(FileExists(szFilename)) + { + hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + } #endif if( hfile ) { @@ -2431,7 +2497,11 @@ void LoadGlobalSummary() SetFileManCurrentDirectory( DevInfoDir ); #else sprintf( szFilename, "Maps\\%c%d_b1_a.dat", 'A' + y, x + 1 ); - hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + hfile = NULL; + if(FileExists(szFilename)) + { + hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + } #endif if( hfile ) { @@ -2457,7 +2527,11 @@ void LoadGlobalSummary() SetFileManCurrentDirectory( DevInfoDir ); #else sprintf( szFilename, "Maps\\%c%d_b2_a.dat", 'A' + y, x + 1 ); - hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + hfile = NULL; + if(FileExists(szFilename)) + { + hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + } #endif if( hfile ) { @@ -2483,7 +2557,11 @@ void LoadGlobalSummary() SetFileManCurrentDirectory( DevInfoDir ); #else sprintf( szFilename, "Maps\\%c%d_b3_a.dat", 'A' + y, x + 1 ); - hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + hfile = NULL; + if(FileExists(szFilename)) + { + hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); + } #endif if( hfile ) { @@ -2562,8 +2640,7 @@ void GenerateSummaryList() vfs::COpenWriteFile wfile(L"DevInfo/readme.txt",true,true); std::string str = "This information is used in conjunction with the editor.\n"; str += "This directory or it's contents shouldn't be included with final release.\n"; - vfs::UInt32 io; - wfile.file().Write(str.c_str(), str.length(),io); + TRYCATCH_RETHROW( wfile.file().write(str.c_str(), str.length()), L""); } catch(CBasicException &ex) { @@ -2572,79 +2649,37 @@ void GenerateSummaryList() #endif } -void WriteSectorSummaryUpdate( STR8 puiFilename, UINT8 ubLevel, SUMMARYFILE *pSummaryFileInfo ) +//dnl ch28 260909 +void WriteSectorSummaryUpdate(STR8 sFileName, UINT8 ubLevel, SUMMARYFILE* pSummaryFileInfo) { -#ifndef USE_VFS - FILE *fp; - STRING512 DataDir; - STRING512 ExecDir; - STRING512 Dir; - CHAR8 *ptr; -#endif - INT8 x, y; -#ifndef USE_VFS - // Snap: save current directory - GetFileManCurrentDirectory( DataDir ); - - //Set current directory to JA2\DevInfo which contains all of the summary data - GetExecutableDirectory( ExecDir ); - sprintf( Dir, "%s\\DevInfo", ExecDir ); - if( !SetFileManCurrentDirectory( Dir ) ) - //AssertMsg( 0, "JA2\\DevInfo folder not found and should exist!");//dnl lead to assertion if you don't have Dir and never create summary info - {//dnl - //Directory doesn't exist, so create it, and continue. - if( !MakeFileManDirectory( Dir ) ) - AssertMsg( 0, "Can't create new directory, JA2\\DevInfo for summary information update." ); - if( !SetFileManCurrentDirectory( Dir ) ) - AssertMsg( 0, "JA2\\DevInfo folder not found and should exist!"); - } - ptr = strstr( (CHAR8 *)puiFilename, ".dat" ); - if( !ptr ) - AssertMsg( 0, "Illegal sector summary filename."); - sprintf( ptr, ".sum" ); - - //write the summary information - fp = fopen( puiFilename, "wb" ); - Assert( fp ); - fwrite( pSummaryFileInfo, 1, sizeof( SUMMARYFILE ), fp ); - fclose( fp ); -#else - vfs::Path fname(puiFilename); - THROWIFFALSE(MatchPattern(L"*.dat", fname()), L"Illegal sector summary filename"); - vfs::COpenWriteFile wfile(vfs::Path(L"DevInfo")+vfs::Path(puiFilename),true,true); - vfs::UInt32 io; - wfile.file().Write((vfs::Byte*)pSummaryFileInfo,sizeof(SUMMARYFILE), io); - wfile.file().Close(); -#endif - - //CHRISL: - if(gusNumEntriesWithOutdatedOrNoSummaryInfo > 0) - gusNumEntriesWithOutdatedOrNoSummaryInfo--; + CHAR8 cFileName[2*FILENAME_BUFLEN]; + sprintf(cFileName, "DevInfo\\%s", sFileName); + // Presumption is that file came with dat extension + strcpy(cFileName+strlen(cFileName)-4, ".sum"); + if(!pSummaryFileInfo->Save(cFileName)) + return; UpdateMasterProgress(); - - //extract the sector information out of the filename. - if( puiFilename[0] >= 'a' ) - y = puiFilename[0] - 'a'; + INT16 sSectorX, sSectorY; + INT8 x, y, bSectorZ; + BOOLEAN fAltMap; + CHAR16 szFileName[FILENAME_BUFLEN]; + swprintf(szFileName, L"%S", sFileName); + GetSectorFromFileName(szFileName, sSectorX, sSectorY, bSectorZ, fAltMap); + if(!sSectorX) + gCustomFileSectorSummary = *pSummaryFileInfo;//dnl ch30 150909 else - y = puiFilename[0] - 'A'; - if( puiFilename[2] < '0' || puiFilename[2] > '9' ) - x = puiFilename[ 1 ] - '0' - 1; - else - x = (puiFilename[ 1 ] - '0') * 10 + puiFilename[ 2 ] - '0' - 1; - - if( gpSectorSummary[x][y][ubLevel] ) { - MemFree( gpSectorSummary[x][y][ubLevel] ); - gpSectorSummary[x][y][ubLevel] = NULL; + if(gusNumEntriesWithOutdatedOrNoSummaryInfo > 0) + gusNumEntriesWithOutdatedOrNoSummaryInfo--; + x = sSectorX - 1; + y = sSectorY - 1; + if(gpSectorSummary[x][y][ubLevel]) + { + MemFree(gpSectorSummary[x][y][ubLevel]); + gpSectorSummary[x][y][ubLevel] = NULL; + } + gpSectorSummary[x][y][ubLevel] = pSummaryFileInfo; } - gpSectorSummary[x][y][ubLevel] = pSummaryFileInfo; -#ifndef USE_VFS - // Snap: Restore the data directory once we are finished. - SetFileManCurrentDirectory( DataDir ); - //Set current directory back to data directory! - //sprintf( Dir, "%s\\Data", ExecDir ); - //SetFileManCurrentDirectory( Dir ); -#endif } void SummaryNewGroundLevelCallback( GUI_BUTTON *btn, INT32 reason ) @@ -2680,88 +2715,143 @@ void SummaryNewCaveLevelCallback( GUI_BUTTON *btn, INT32 reason ) } } -void LoadSummary( STR8 pSector, UINT8 ubLevel, FLOAT dMajorMapVersion ) +//dnl ch28 260909 +SUMMARYFILE& SUMMARYFILE::operator=(const _OLD_SUMMARYFILE& src) +{ + if((void*)this != (void*)&src) + { + ubSummaryVersion = src.ubSummaryVersion; + ubSpecial = src.ubSpecial; + ubNumRooms = src.ubNumRooms; + dMajorMapVersion = src.dMajorMapVersion; + ubTilesetID = src.ubTilesetID; + usNumItems = src.usNumItems; + usNumLights = src.usNumLights; + ubNumDoors = src.ubNumDoors; + ubNumDoorsLocked = src.ubNumDoorsLocked; + ubNumDoorsTrapped = src.ubNumDoorsTrapped; + ubNumDoorsLockedAndTrapped = src.ubNumDoorsLockedAndTrapped; + ubNumElites = src.ubNumElites; + ubNumAdmins = src.ubNumAdmins; + ubNumTroops = src.ubNumTroops; + ubEliteDetailed = src.ubEliteDetailed; + ubAdminDetailed = src.ubAdminDetailed; + ubTroopDetailed = src.ubTroopDetailed; + ubEliteProfile = src.ubEliteProfile; + ubAdminProfile = src.ubAdminProfile; + ubTroopProfile = src.ubTroopProfile; + ubEliteExistance = src.ubEliteExistance; + ubAdminExistance = src.ubAdminExistance; + ubTroopExistance = src.ubTroopExistance; + ubCivSchedules = src.ubCivSchedules; + ubCivCows = src.ubCivCows; + ubCivBloodcats = src.ubCivBloodcats; + ubEnemiesReqWaypoints = src.ubEnemiesReqWaypoints; + usWarningRoomNums = src.usWarningRoomNums; + ubEnemiesHaveWaypoints = src.ubEnemiesHaveWaypoints; + uiNumItemsPosition = src.uiNumItemsPosition; + uiEnemyPlacementPosition = src.uiEnemyPlacementPosition; + EnemyTeam = src.EnemyTeam; + CreatureTeam = src.CreatureTeam; + RebelTeam = src.RebelTeam; + CivTeam = src.CivTeam; + MapInfo = src.MapInfo; + for(int i=0; i<4; i++) + ExitGrid[i] = src.ExitGrid[i]; + TranslateArrayFields(usExitGridSize, src.usExitGridSize, 4, UINT16_UINT16); + TranslateArrayFields(fInvalidDest, src.fInvalidDest, 4, UINT8_UINT8); + ubNumExitGridDests = src.ubNumExitGridDests; + fTooManyExitGridDests = src.fTooManyExitGridDests; + } + return(*this); +} + +BOOLEAN SUMMARYFILE::Load(STR sFileName) +{ + if(!FileExists(sFileName)) + { + return FALSE; + } + HWFILE hFile = FileOpen(sFileName, FILE_ACCESS_READ, FALSE); + if(!hFile) + { + return(FALSE); + } + UINT8 ubSummaryVersion = 0; + UINT32 uiBytesRead = 0; + FileRead(hFile, &ubSummaryVersion, sizeof(ubSummaryVersion), &uiBytesRead); + if(ubSummaryVersion < 14 || ubSummaryVersion > GLOBAL_SUMMARY_VERSION) + { + FileClose(hFile); + return(FALSE); + } + FileSeek(hFile, 0L, FILE_SEEK_FROM_START); + if(ubSummaryVersion == 14) + { + _OLD_SUMMARYFILE OldSummaryFile; + FileRead(hFile, &OldSummaryFile, sizeof(_OLD_SUMMARYFILE), &uiBytesRead); + *this = OldSummaryFile; + } + else + { + FileRead(hFile, this, sizeof(SUMMARYFILE), &uiBytesRead); + } + FileClose(hFile); + if(uiBytesRead == sizeof(_OLD_SUMMARYFILE) || uiBytesRead == sizeof(SUMMARYFILE)) + { + return(TRUE); + } + return(FALSE); +} + +BOOLEAN SUMMARYFILE::Save(STR sFileName) +{ + HWFILE hFile = FileOpen(sFileName, FILE_ACCESS_WRITE|FILE_CREATE_ALWAYS, FALSE); + if(!hFile) + return(FALSE); + UINT32 uiBytesWritten = 0; + FileWrite(hFile, this, sizeof(SUMMARYFILE), &uiBytesWritten); + FileClose(hFile); + if(uiBytesWritten != sizeof(SUMMARYFILE)) + return(FALSE); + return(TRUE); +} + +BOOLEAN LoadSummary(STR8 pSector, UINT8 ubLevel, FLOAT dMajorMapVersion) { - CHAR8 filename[40]; - SUMMARYFILE temp; INT32 x, y; -#ifndef USE_VFS - FILE *fp; - sprintf( filename, pSector ); -#else - sprintf( filename, "DevInfo\\%s", pSector ); -#endif - if( ubLevel % 4 ) + CHAR8 sFileName[2*FILENAME_BUFLEN]; + SUMMARYFILE SummaryFile; + sprintf(sFileName, "DevInfo\\%s", pSector); + if(ubLevel % 4) { CHAR8 str[4]; - sprintf( str, "_b%d", ubLevel % 4 ); - strcat( filename, str ); + sprintf(str, "_b%d", ubLevel%4); + strcat(sFileName, str); } - if( ubLevel >= 4 ) - { - strcat( filename, "_a" ); - } - strcat( filename, ".sum" ); -#ifndef USE_VFS - fp = fopen( filename, "rb" ); - if( !fp ) - { - gusNumEntriesWithOutdatedOrNoSummaryInfo++; - //CHRISL: Maybe take things a step further. Rather then doing a version update, why not wait to do the update until - // we actually try to access the map? After all, there is really no need to update the maps if we don't make any - // changes to them. - //CHRISL: These will force an update basically every time the editor is loaded. What's the point of that? - // instead, we should look at the dMajorMapVersion for this map and only load if we need to - //ADB don't forget that these might need to be updated!!! -/* if(dMajorMapVersion < gdMajorMapVersion) - { - gusNumberOfMapsToBeForceUpdated++; - gfMustForceUpdateAllMaps = TRUE; - }*/ - return; - } - fread( &temp, 1, sizeof( SUMMARYFILE ), fp ); -#else - if(!GetVFS()->FileExists(filename)) - { - return; - } - vfs::COpenReadFile rfile(filename); - vfs::UInt32 io; - rfile.file().Read((vfs::Byte*)&temp,sizeof(SUMMARYFILE),io); -#endif - //CHRISL: Again, this basically forces the maps to be updated whether we actually access the map or not. Why don't we just - // update the map when the map actually needs to be loaded? -/* if( temp.ubSummaryVersion < MINIMUMVERSION || dMajorMapVersion < gdMajorMapVersion ) - { - gusNumberOfMapsToBeForceUpdated++; - gfMustForceUpdateAllMaps = TRUE; - }*/ - temp.dMajorMapVersion = dMajorMapVersion; - UpdateSummaryInfo( &temp ); - //even if the info is outdated (but existing), allocate the structure, but indicate that the info - //is bad. + if(ubLevel >= 4) + strcat(sFileName, "_a"); + strcat(sFileName, ".sum"); + if(!SummaryFile.Load(sFileName)) + return(FALSE); y = pSector[0] - 'A'; - if( pSector[2] >= '0' && pSector[2] <= '9' ) + if(pSector[2] >= '0' && pSector[2] <= '9') x = (pSector[1] - '0') * 10 + pSector[2] - '0' - 1; else x = pSector[1] - '0' - 1; - if( gpSectorSummary[x][y][ubLevel] ) + if(gpSectorSummary[x][y][ubLevel]) { - MemFree( gpSectorSummary[x][y][ubLevel] ); + MemFree(gpSectorSummary[x][y][ubLevel]); gpSectorSummary[x][y][ubLevel] = NULL; } - gpSectorSummary[x][y][ubLevel] = (SUMMARYFILE*)MemAlloc( sizeof( SUMMARYFILE ) ); - if( gpSectorSummary[x][y][ubLevel] ) - memcpy( gpSectorSummary[x][y][ubLevel], &temp, sizeof( SUMMARYFILE ) ); - if( gpSectorSummary[x][y][ubLevel]->ubSummaryVersion < GLOBAL_SUMMARY_VERSION ) + gpSectorSummary[x][y][ubLevel] = (SUMMARYFILE*)MemAlloc(sizeof(SUMMARYFILE)); + if(gpSectorSummary[x][y][ubLevel]) + memcpy(gpSectorSummary[x][y][ubLevel], &SummaryFile, sizeof(SUMMARYFILE)); + if(gpSectorSummary[x][y][ubLevel]->ubSummaryVersion < GLOBAL_SUMMARY_VERSION) gusNumEntriesWithOutdatedOrNoSummaryInfo++; -#ifndef USE_VFS - fclose( fp ); -#endif + return(TRUE); } - double MasterStart, MasterEnd; void UpdateMasterProgress() @@ -2919,8 +3009,9 @@ void SummaryUpdateCallback( GUI_BUTTON *btn, INT32 reason ) void ExtractTempFilename() { - CHAR16 str[40]; - Get16BitStringFromField( 1, str, 40 ); + //dnl ch39 190909 + CHAR16 str[FILENAME_BUFLEN-4]; + Get16BitStringFromField(1, str, FILENAME_BUFLEN-4); if( wcscmp( gszTempFilename, str ) ) { wcscpy( gszTempFilename, str ); @@ -2931,75 +3022,52 @@ void ExtractTempFilename() swprintf( gszDisplayName, L"test.dat" ); } -BOOLEAN ReEvaluateWorld( const STR8 puiFilename ) +//dnl ch30 170909 +BOOLEAN ReEvaluateWorld(const STR8 puiFilename) { -#ifndef USE_VFS - STRING512 DataDir; -#endif - STRING512 MapsDir; - FLOAT dMajorVersion; - UINT8 dMinorVersion; - UINT8 ubLevel = 0; - CHAR8 name[50]; - HWFILE hfile; - UINT32 uiNumBytesRead; -#ifndef USE_VFS - GetFileManCurrentDirectory( DataDir ); - sprintf( MapsDir, "%s\\Maps", DataDir ); -#endif - - if( gbSectorLevels[gsSelSectorX-1][gsSelSectorY-1] & GROUND_LEVEL_MASK ) - ubLevel = 0; - else if( gbSectorLevels[gsSelSectorX-1][gsSelSectorY-1] & BASEMENT1_LEVEL_MASK ) + UINT8 ubLevel; + CHAR8 name[50]; + INT16 sSectorX, sSectorY; + INT8 bSectorZ; + BOOLEAN fAltMap; + CHAR16 szFileName[50]; + swprintf(szFileName, L"%S", puiFilename); + GetSectorFromFileName(szFileName, sSectorX, sSectorY, bSectorZ, fAltMap); +/* + switch(bSector) + { + case 1: ubLevel = 1; - else if( gbSectorLevels[gsSelSectorX-1][gsSelSectorY-1] & BASEMENT2_LEVEL_MASK ) + if(fAltMap) + ubLevel = 5; + break; + case 2: ubLevel = 2; - else if( gbSectorLevels[gsSelSectorX-1][gsSelSectorY-1] & BASEMENT3_LEVEL_MASK ) + if(fAltMap) + ubLevel = 6; + break; + case 3: ubLevel = 3; - else if( gbSectorLevels[gsSelSectorX-1][gsSelSectorY-1] & ALTERNATE_GROUND_MASK ) - ubLevel = 4; - else if( gbSectorLevels[gsSelSectorX-1][gsSelSectorY-1] & ALTERNATE_B1_MASK ) - ubLevel = 5; - else if( gbSectorLevels[gsSelSectorX-1][gsSelSectorY-1] & ALTERNATE_B2_MASK ) - ubLevel = 6; - else if( gbSectorLevels[gsSelSectorX-1][gsSelSectorY-1] & ALTERNATE_B3_MASK ) - ubLevel = 7; -#ifndef USE_VFS - SetFileManCurrentDirectory( MapsDir ); - hfile = FileOpen( puiFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); -#else - sprintf( MapsDir, "Maps\\%s", puiFilename ); - hfile = FileOpen( MapsDir, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE ); -#endif - if( hfile ) - { - FileRead( hfile, &dMajorVersion, sizeof( FLOAT ), &uiNumBytesRead ); - FileRead( hfile, &dMinorVersion, sizeof( UINT8 ), &uiNumBytesRead ); - FileClose( hfile ); + if(fAltMap) + ubLevel = 7; + break; + default: + ubLevel = 0; + if(fAltMap) + ubLevel = 4; + break; } -#ifndef USE_VFS - SetFileManCurrentDirectory( DataDir ); -#endif - - if(dMajorVersion < gdMajorMapVersion || dMinorVersion < gubMinorMapVersion) - gfMajorUpdate = TRUE; +*/ + ubLevel = bSectorZ; + if(fAltMap) + ubLevel += 4; + if(sSectorX) + sprintf(name, "%c%d", (sSectorY-1+'A'), sSectorX); else - gfMajorUpdate = FALSE; - - //CHRISL: If gfMajorUpdate is ever set TRUE, the code will load a map, update it, then save the map... THEN it will - // reload the map so you can look at it. But I'm thinking the only time we should actually update the actual map - // file is when we intentionally save the file. So, for now, make sure this flag is always FALSE. - gfMajorUpdate = FALSE; - - sprintf( name, "%c%d", (gsSelSectorY-1) + 'A', gsSelSectorX ); - if( !EvaluateWorld( name, ubLevel ) ) - { - gfMajorUpdate = FALSE; - return FALSE; - } - - gfMajorUpdate = FALSE; - return TRUE; + strcpy(name, puiFilename); + if(!EvaluateWorld(name, ubLevel)) + return(FALSE); + return(TRUE); } void ApologizeOverrideAndForceUpdateEverything() diff --git a/Editor/Sector Summary.h b/Editor/Sector Summary.h index b4130e01..47da8302 100644 --- a/Editor/Sector Summary.h +++ b/Editor/Sector Summary.h @@ -31,5 +31,8 @@ extern BOOLEAN gfUpdateSummaryInfo; extern UINT8 GetCurrentSummaryVersion(); +void GetSectorFromFileName(STR16 szFileName, INT16& sSectorX, INT16& sSectorY, INT8& bSectorZ, BOOLEAN& fAltMap);//dnl ch31 140909 +void ResetCustomFileSectorSummary(void);//dnl ch30 150909 + #endif #endif \ No newline at end of file diff --git a/Editor/SmartMethod.cpp b/Editor/SmartMethod.cpp index 6e956097..cc8bc034 100644 --- a/Editor/SmartMethod.cpp +++ b/Editor/SmartMethod.cpp @@ -133,12 +133,12 @@ void DecSmartBrokenWallUIValue() gubBrokenWallUIValue -= gubBrokenWallUIValue > 0 ? 1 : -4; } -BOOLEAN CalcWallInfoUsingSmartMethod( UINT32 iMapIndex, UINT16 *pusWallType, UINT16 *pusIndex ) +BOOLEAN CalcWallInfoUsingSmartMethod( INT32 iMapIndex, UINT16 *pusWallType, UINT16 *pusIndex ) { return FALSE; } -BOOLEAN CalcDoorInfoUsingSmartMethod( UINT32 iMapIndex, UINT16 *pusDoorType, UINT16 *pusIndex ) +BOOLEAN CalcDoorInfoUsingSmartMethod( INT32 iMapIndex, UINT16 *pusDoorType, UINT16 *pusIndex ) { LEVELNODE *pWall = NULL; UINT16 usWallOrientation; @@ -161,7 +161,7 @@ BOOLEAN CalcDoorInfoUsingSmartMethod( UINT32 iMapIndex, UINT16 *pusDoorType, UIN return FALSE; } -BOOLEAN CalcWindowInfoUsingSmartMethod( UINT32 iMapIndex, UINT16 *pusWallType, UINT16 *pusIndex ) +BOOLEAN CalcWindowInfoUsingSmartMethod( INT32 iMapIndex, UINT16 *pusWallType, UINT16 *pusIndex ) { LEVELNODE *pWall = NULL; UINT32 uiTileType; @@ -200,7 +200,7 @@ BOOLEAN CalcWindowInfoUsingSmartMethod( UINT32 iMapIndex, UINT16 *pusWallType, U return FALSE; } -BOOLEAN CalcBrokenWallInfoUsingSmartMethod( UINT32 iMapIndex, UINT16 *pusWallType, UINT16 *pusIndex ) +BOOLEAN CalcBrokenWallInfoUsingSmartMethod( INT32 iMapIndex, UINT16 *pusWallType, UINT16 *pusIndex ) { LEVELNODE *pWall = NULL; UINT32 uiTileType; @@ -267,10 +267,10 @@ BOOLEAN CalcBrokenWallInfoUsingSmartMethod( UINT32 iMapIndex, UINT16 *pusWallTyp // type, there are two more cases. When there is a bottom wall in the y+1 position or a right wall in // the x+1 position. If there are matching walls, there, then we draw two pieces to connect the current // gridno with the respective position. -void PasteSmartWall( UINT32 iMapIndex ) +void PasteSmartWall( INT32 iMapIndex ) { static BOOLEAN fWallAlone = FALSE; - static UINT32 iAloneMapIndex = 0x8000; + static UINT32 iAloneMapIndex = 0x80000000; UINT16 usWallType; //These are the counters for the walls of each type @@ -481,7 +481,7 @@ void PasteSmartWall( UINT32 iMapIndex ) //Check for the highest weight value. } -void PasteSmartDoor( UINT32 iMapIndex ) +void PasteSmartDoor( INT32 iMapIndex ) { LEVELNODE *pWall = NULL; UINT16 usTileIndex; @@ -509,7 +509,7 @@ void PasteSmartDoor( UINT32 iMapIndex ) } } -void PasteSmartWindow( UINT32 iMapIndex ) +void PasteSmartWindow( INT32 iMapIndex ) { UINT16 usNewWallIndex; @@ -558,7 +558,7 @@ void PasteSmartWindow( UINT32 iMapIndex ) } } -void PasteSmartBrokenWall( UINT32 iMapIndex ) +void PasteSmartBrokenWall( INT32 iMapIndex ) { UINT16 usNewWallIndex; diff --git a/Editor/SmartMethod.h b/Editor/SmartMethod.h index 4317ee0a..09aedce9 100644 --- a/Editor/SmartMethod.h +++ b/Editor/SmartMethod.h @@ -23,15 +23,15 @@ void DecSmartWindowUIValue(); void IncSmartBrokenWallUIValue(); void DecSmartBrokenWallUIValue(); -BOOLEAN CalcWallInfoUsingSmartMethod( UINT32 iMapIndex, UINT16 *pusWallType, UINT16 *pusIndex ); -BOOLEAN CalcDoorInfoUsingSmartMethod( UINT32 iMapIndex, UINT16 *pusDoorType, UINT16 *pusIndex ); -BOOLEAN CalcWindowInfoUsingSmartMethod( UINT32 iMapIndex, UINT16 *pusWallType, UINT16 *pusIndex ); -BOOLEAN CalcBrokenWallInfoUsingSmartMethod( UINT32 iMapIndex, UINT16 *pusWallType, UINT16 *pusIndex ); +BOOLEAN CalcWallInfoUsingSmartMethod( INT32 iMapIndex, UINT16 *pusWallType, UINT16 *pusIndex ); +BOOLEAN CalcDoorInfoUsingSmartMethod( INT32 iMapIndex, UINT16 *pusDoorType, UINT16 *pusIndex ); +BOOLEAN CalcWindowInfoUsingSmartMethod( INT32 iMapIndex, UINT16 *pusWallType, UINT16 *pusIndex ); +BOOLEAN CalcBrokenWallInfoUsingSmartMethod( INT32 iMapIndex, UINT16 *pusWallType, UINT16 *pusIndex ); -void PasteSmartWall( UINT32 iMapIndex ); -void PasteSmartDoor( UINT32 iMapIndex ); -void PasteSmartWindow( UINT32 iMapIndex ); -void PasteSmartBrokenWall( UINT32 iMapIndex ); +void PasteSmartWall( INT32 iMapIndex ); +void PasteSmartDoor( INT32 iMapIndex ); +void PasteSmartWindow( INT32 iMapIndex ); +void PasteSmartBrokenWall( INT32 iMapIndex ); extern UINT8 gubDoorUIValue; extern UINT8 gubWindowUIValue; diff --git a/Editor/Smoothing Utils.cpp b/Editor/Smoothing Utils.cpp index 77c290db..66a6bf47 100644 --- a/Editor/Smoothing Utils.cpp +++ b/Editor/Smoothing Utils.cpp @@ -24,7 +24,7 @@ extern UINT16 PickAWallPiece( UINT16 usWallPieceType ); //This method isn't foolproof, but because erasing large areas of buildings could result in //multiple wall types for each building. When processing the region, it is necessary to //calculate the roof type by searching for the nearest roof tile. -UINT16 SearchForWallType( UINT32 iMapIndex ) +UINT16 SearchForWallType( INT32 iMapIndex ) { UINT32 uiTileType; LEVELNODE *pWall; @@ -47,7 +47,7 @@ UINT16 SearchForWallType( UINT32 iMapIndex ) if( abs(x) == abs(sRadius) || abs(y) == abs(sRadius) ) { sOffset = y * WORLD_COLS + x; - if( !GridNoOnVisibleWorldTile( (INT16)(iMapIndex + sOffset) ) ) + if( !GridNoOnVisibleWorldTile( iMapIndex + sOffset ) ) { continue; } @@ -75,7 +75,7 @@ UINT16 SearchForWallType( UINT32 iMapIndex ) //This method isn't foolproof, but because erasing large areas of buildings could result in //multiple roof types for each building. When processing the region, it is necessary to //calculate the roof type by searching for the nearest roof tile. -UINT16 SearchForRoofType( UINT32 iMapIndex ) +UINT16 SearchForRoofType( INT32 iMapIndex ) { UINT32 uiTileType; LEVELNODE *pRoof; @@ -88,7 +88,7 @@ UINT16 SearchForRoofType( UINT32 iMapIndex ) if( abs(x) == abs(sRadius) || abs(y) == abs(sRadius) ) { sOffset = y * WORLD_COLS + x; - if( !GridNoOnVisibleWorldTile( (INT16)(iMapIndex + sOffset) ) ) + if( !GridNoOnVisibleWorldTile( iMapIndex + sOffset ) ) { continue; } @@ -109,7 +109,7 @@ UINT16 SearchForRoofType( UINT32 iMapIndex ) return 0xffff; } -BOOLEAN RoofAtGridNo( UINT32 iMapIndex ) +BOOLEAN RoofAtGridNo( INT32 iMapIndex ) { LEVELNODE *pRoof; UINT32 uiTileType; @@ -128,7 +128,7 @@ BOOLEAN RoofAtGridNo( UINT32 iMapIndex ) return FALSE; } -BOOLEAN BuildingAtGridNo( UINT32 iMapIndex ) +BOOLEAN BuildingAtGridNo( INT32 iMapIndex ) { if( RoofAtGridNo( iMapIndex ) ) return TRUE; @@ -137,7 +137,7 @@ BOOLEAN BuildingAtGridNo( UINT32 iMapIndex ) return FALSE; } -BOOLEAN ValidDecalPlacement( UINT32 iMapIndex ) +BOOLEAN ValidDecalPlacement( INT32 iMapIndex ) { if( GetVerticalWall( iMapIndex ) || GetHorizontalWall( iMapIndex ) || GetVerticalFence( iMapIndex ) || GetHorizontalFence( iMapIndex ) ) @@ -145,7 +145,7 @@ BOOLEAN ValidDecalPlacement( UINT32 iMapIndex ) return FALSE; } -LEVELNODE* GetVerticalWall( UINT32 iMapIndex ) +LEVELNODE* GetVerticalWall( INT32 iMapIndex ) { LEVELNODE *pStruct; UINT32 uiTileType; @@ -171,7 +171,7 @@ LEVELNODE* GetVerticalWall( UINT32 iMapIndex ) return NULL; } -LEVELNODE* GetHorizontalWall( UINT32 iMapIndex ) +LEVELNODE* GetHorizontalWall( INT32 iMapIndex ) { LEVELNODE *pStruct; UINT32 uiTileType; @@ -197,7 +197,7 @@ LEVELNODE* GetHorizontalWall( UINT32 iMapIndex ) return NULL; } -UINT16 GetVerticalWallType( UINT32 iMapIndex ) +UINT16 GetVerticalWallType( INT32 iMapIndex ) { LEVELNODE *pWall; UINT32 uiTileType; @@ -212,7 +212,7 @@ UINT16 GetVerticalWallType( UINT32 iMapIndex ) return 0; } -UINT16 GetHorizontalWallType( UINT32 iMapIndex ) +UINT16 GetHorizontalWallType( INT32 iMapIndex ) { LEVELNODE *pWall; UINT32 uiTileType; @@ -227,7 +227,7 @@ UINT16 GetHorizontalWallType( UINT32 iMapIndex ) return 0; } -LEVELNODE* GetVerticalFence( UINT32 iMapIndex ) +LEVELNODE* GetVerticalFence( INT32 iMapIndex ) { LEVELNODE *pStruct; UINT32 uiTileType; @@ -252,7 +252,7 @@ LEVELNODE* GetVerticalFence( UINT32 iMapIndex ) return NULL; } -LEVELNODE* GetHorizontalFence( UINT32 iMapIndex ) +LEVELNODE* GetHorizontalFence( INT32 iMapIndex ) { LEVELNODE *pStruct; UINT32 uiTileType; @@ -277,7 +277,7 @@ LEVELNODE* GetHorizontalFence( UINT32 iMapIndex ) return NULL; } -void EraseHorizontalWall( UINT32 iMapIndex ) +void EraseHorizontalWall( INT32 iMapIndex ) { LEVELNODE *pWall; pWall = GetHorizontalWall( iMapIndex ); @@ -289,7 +289,7 @@ void EraseHorizontalWall( UINT32 iMapIndex ) } } -void EraseVerticalWall( UINT32 iMapIndex ) +void EraseVerticalWall( INT32 iMapIndex ) { LEVELNODE *pWall; pWall = GetVerticalWall( iMapIndex ); @@ -301,7 +301,7 @@ void EraseVerticalWall( UINT32 iMapIndex ) } } -void ChangeHorizontalWall( UINT32 iMapIndex, UINT16 usNewPiece ) +void ChangeHorizontalWall( INT32 iMapIndex, UINT16 usNewPiece ) { LEVELNODE *pWall; UINT32 uiTileType; @@ -321,7 +321,7 @@ void ChangeHorizontalWall( UINT32 iMapIndex, UINT16 usNewPiece ) } } -void ChangeVerticalWall( UINT32 iMapIndex, UINT16 usNewPiece ) +void ChangeVerticalWall( INT32 iMapIndex, UINT16 usNewPiece ) { LEVELNODE *pWall; UINT32 uiTileType; @@ -341,7 +341,7 @@ void ChangeVerticalWall( UINT32 iMapIndex, UINT16 usNewPiece ) } } -void RestoreWalls( UINT32 iMapIndex ) +void RestoreWalls( INT32 iMapIndex ) { LEVELNODE *pWall = NULL; UINT32 uiTileType; @@ -450,7 +450,7 @@ UINT16 GetWallClass( LEVELNODE *pWall ) return 0xffff; } -UINT16 GetVerticalWallClass( UINT16 iMapIndex ) +UINT16 GetVerticalWallClass( INT32 iMapIndex ) { LEVELNODE *pWall; if( pWall = GetVerticalWall( iMapIndex ) ) @@ -458,7 +458,7 @@ UINT16 GetVerticalWallClass( UINT16 iMapIndex ) return 0xffff; } -UINT16 GetHorizontalWallClass( UINT16 iMapIndex ) +UINT16 GetHorizontalWallClass( INT32 iMapIndex ) { LEVELNODE *pWall; if( pWall = GetVerticalWall( iMapIndex ) ) diff --git a/Editor/Smoothing Utils.h b/Editor/Smoothing Utils.h index 5040b060..f1eeb0fd 100644 --- a/Editor/Smoothing Utils.h +++ b/Editor/Smoothing Utils.h @@ -38,28 +38,28 @@ enum { //in newsmooth.c extern INT8 gbWallTileLUT[NUM_WALL_TYPES][7]; -extern void EraseWalls( UINT32 iMapIndex ); -extern void BuildWallPiece( UINT32 iMapIndex, UINT8 ubWallPiece, UINT16 usWallType ); +extern void EraseWalls( INT32 iMapIndex ); +extern void BuildWallPiece( INT32 iMapIndex, UINT8 ubWallPiece, UINT16 usWallType ); //in Smoothing Utils -void RestoreWalls( UINT32 iMapIndex ); -UINT16 SearchForRoofType( UINT32 iMapIndex ); -UINT16 SearchForWallType( UINT32 iMapIndex ); -BOOLEAN RoofAtGridNo( UINT32 iMapIndex ); -BOOLEAN BuildingAtGridNo( UINT32 iMapIndex ); -LEVELNODE* GetHorizontalWall( UINT32 iMapIndex ); -LEVELNODE* GetVerticalWall( UINT32 iMapIndex ); -LEVELNODE* GetVerticalFence( UINT32 iMapIndex ); -LEVELNODE* GetHorizontalFence( UINT32 iMapIndex ); -UINT16 GetHorizontalWallType( UINT32 iMapIndex ); -UINT16 GetVerticalWallType( UINT32 iMapIndex ); -void EraseHorizontalWall( UINT32 iMapIndex ); -void EraseVerticalWall( UINT32 iMapIndex ); -void ChangeHorizontalWall( UINT32 iMapIndex, UINT16 usNewPiece ); -void ChangeVerticalWall( UINT32 iMapIndex, UINT16 usNewPiece ); +void RestoreWalls( INT32 iMapIndex ); +UINT16 SearchForRoofType( INT32 iMapIndex ); +UINT16 SearchForWallType( INT32 iMapIndex ); +BOOLEAN RoofAtGridNo( INT32 iMapIndex ); +BOOLEAN BuildingAtGridNo( INT32 iMapIndex ); +LEVELNODE* GetHorizontalWall( INT32 iMapIndex ); +LEVELNODE* GetVerticalWall( INT32 iMapIndex ); +LEVELNODE* GetVerticalFence( INT32 iMapIndex ); +LEVELNODE* GetHorizontalFence( INT32 iMapIndex ); +UINT16 GetHorizontalWallType( INT32 iMapIndex ); +UINT16 GetVerticalWallType( INT32 iMapIndex ); +void EraseHorizontalWall( INT32 iMapIndex ); +void EraseVerticalWall( INT32 iMapIndex ); +void ChangeHorizontalWall( INT32 iMapIndex, UINT16 usNewPiece ); +void ChangeVerticalWall( INT32 iMapIndex, UINT16 usNewPiece ); UINT16 GetWallClass( LEVELNODE *pWall ); -UINT16 GetVerticalWallClass( UINT16 iMapIndex ); -UINT16 GetHorizontalWallClass( UINT16 iMapIndex ); -BOOLEAN ValidDecalPlacement( UINT32 iMapIndex ); +UINT16 GetVerticalWallClass( INT32 iMapIndex ); +UINT16 GetHorizontalWallClass( INT32 iMapIndex ); +BOOLEAN ValidDecalPlacement( INT32 iMapIndex ); #endif #endif \ No newline at end of file diff --git a/Editor/Summary Info.h b/Editor/Summary Info.h index 1a469470..9aae3973 100644 --- a/Editor/Summary Info.h +++ b/Editor/Summary Info.h @@ -6,8 +6,9 @@ #include "Types.h" -#define GLOBAL_SUMMARY_VERSION 14 -#define MINIMUMVERSION 7 +//dnl ch28 +#define GLOBAL_SUMMARY_VERSION 15 +#define MINIMUMVERSION 7 typedef struct TEAMSUMMARY { @@ -20,14 +21,14 @@ typedef struct TEAMSUMMARY UINT8 ubBadE, ubPoorE, ubAvgE, ubGoodE, ubGreatE; //equipment }TEAMSUMMARY; //15 bytes -typedef struct SUMMARYFILE +typedef struct { //start version 1 UINT8 ubSummaryVersion; UINT8 ubSpecial; UINT16 usNumItems; UINT16 usNumLights; - MAPCREATE_STRUCT MapInfo; + _OLD_MAPCREATE_STRUCT MapInfo; TEAMSUMMARY EnemyTeam; TEAMSUMMARY CreatureTeam; TEAMSUMMARY RebelTeam; @@ -65,7 +66,7 @@ typedef struct SUMMARYFILE // //----- // 190 //start version 10 - EXITGRID ExitGrid[4]; //5*4 // 20 + _OLD_EXITGRID ExitGrid[4]; //5*4 // 20 UINT16 usExitGridSize[4]; //2*4 // 8 BOOLEAN fInvalidDest[4]; // 4 UINT8 ubNumExitGridDests; // 1 @@ -93,13 +94,62 @@ typedef struct SUMMARYFILE UINT8 ubPadding[164]; // 164 // //----- // 400 total bytes -}SUMMARYFILE; +}_OLD_SUMMARYFILE;//dnl ch28 240909 + +class SUMMARYFILE//dnl ch28 260909 +{ +public: + UINT8 ubSummaryVersion;//This byte in all versions must be first + UINT8 ubSpecial; + UINT16 ubNumRooms; + UINT32 usNumItems; + UINT32 usNumLights; + UINT16 ubNumDoors; + UINT16 ubNumDoorsLocked; + UINT16 ubNumDoorsTrapped; + UINT16 ubNumDoorsLockedAndTrapped; + UINT16 ubNumElites; + UINT16 ubNumAdmins; + UINT16 ubNumTroops; + UINT16 ubEliteDetailed; + UINT16 ubAdminDetailed; + UINT16 ubTroopDetailed; + UINT16 ubEliteProfile; + UINT16 ubAdminProfile; + UINT16 ubTroopProfile; + UINT16 ubEliteExistance; + UINT16 ubAdminExistance; + UINT16 ubTroopExistance; + UINT16 ubCivSchedules; + UINT16 ubCivCows; + UINT16 ubCivBloodcats; + UINT16 ubEnemiesReqWaypoints; + UINT16 usWarningRoomNums; + UINT16 ubEnemiesHaveWaypoints; + UINT32 ubTilesetID; + UINT32 uiNumItemsPosition; + UINT32 uiEnemyPlacementPosition; + FLOAT dMajorMapVersion; + TEAMSUMMARY EnemyTeam; + TEAMSUMMARY CreatureTeam; + TEAMSUMMARY RebelTeam; + TEAMSUMMARY CivTeam; + MAPCREATE_STRUCT MapInfo; + EXITGRID ExitGrid[4]; + BOOLEAN fInvalidDest[4]; + UINT16 usExitGridSize[4]; + UINT16 ubNumExitGridDests; + BOOLEAN fTooManyExitGridDests; +public: + SUMMARYFILE& operator=(const _OLD_SUMMARYFILE& src); + BOOLEAN Load(STR sFileName); + BOOLEAN Save(STR sFileName); +}; extern BOOLEAN gfAutoLoadA9; -extern BOOLEAN EvaluateWorld( STR8 pSector, UINT8 ubLevel ); - -extern void WriteSectorSummaryUpdate( STR8 puiFilename, UINT8 ubLevel, SUMMARYFILE *pSummaryFileInfo ); +BOOLEAN EvaluateWorld(STR8 pSector, UINT8 ubLevel);//dnl ch42 260909 +void WriteSectorSummaryUpdate(STR8 sFileName, UINT8 ubLevel, SUMMARYFILE* pSummaryFileInfo);//dnl ch28 260909 extern BOOLEAN gfMustForceUpdateAllMaps; extern BOOLEAN gfMajorUpdate; diff --git a/Editor/edit_sys.cpp b/Editor/edit_sys.cpp index 4091f769..34ef96e8 100644 --- a/Editor/edit_sys.cpp +++ b/Editor/edit_sys.cpp @@ -31,12 +31,12 @@ #endif BOOLEAN PasteHigherTextureFromRadius( INT32 iMapIndex, UINT32 uiNewType, UINT8 ubRadius ); -BOOLEAN PasteExistingTexture( UINT32 iMapIndex, UINT16 usIndex ); +BOOLEAN PasteExistingTexture( INT32 iMapIndex, UINT16 usIndex ); BOOLEAN PasteExistingTextureFromRadius( INT32 iMapIndex, UINT16 usIndex, UINT8 ubRadius ); BOOLEAN SetLowerLandIndexWithRadius( INT32 iMapIndex, UINT32 uiNewType, UINT8 ubRadius, BOOLEAN fReplace ); -void PasteTextureEx( INT16 sGridNo, UINT16 usType ); -void PasteTextureFromRadiusEx( INT16 sGridNo, UINT16 usType, UINT8 ubRadius ); +void PasteTextureEx( INT32 sGridNo, UINT16 usType ); +void PasteTextureFromRadiusEx( INT32 sGridNo, UINT16 usType, UINT8 ubRadius ); BOOLEAN gfWarning = FALSE; @@ -56,9 +56,9 @@ UINT32 gDoCliffs = NO_CLIFFS; // // Performs ersing operation when the DEL key is hit in the editor // -void QuickEraseMapTile( UINT32 iMapIndex ) +void QuickEraseMapTile( INT32 iMapIndex ) { - if ( iMapIndex >= 0x8000 ) + if ( iMapIndex >= 0x80000000 ) return; AddToUndoList( iMapIndex ); DeleteStuffFromMapTile( iMapIndex ); @@ -71,7 +71,7 @@ void QuickEraseMapTile( UINT32 iMapIndex ) // // Common delete function for both QuickEraseMapTile and EraseMapTile // -void DeleteStuffFromMapTile( UINT32 iMapIndex ) +void DeleteStuffFromMapTile( INT32 iMapIndex ) { //UINT16 usUseIndex; //UINT16 usType; @@ -99,11 +99,11 @@ void DeleteStuffFromMapTile( UINT32 iMapIndex ) // // Generic tile erasing function. Erases things from the world depending on the current drawing mode // -void EraseMapTile( UINT32 iMapIndex ) +void EraseMapTile( INT32 iMapIndex ) { INT32 iEraseMode; UINT32 uiCheckType; - if ( iMapIndex >= 0x8000 ) + if ( iMapIndex >= 0x80000000 ) return; // Figure out what it is we are trying to erase @@ -122,7 +122,7 @@ void EraseMapTile( UINT32 iMapIndex ) case DRAW_MODE_EXITGRID: AddToUndoList( iMapIndex ); RemoveExitGridFromWorld( iMapIndex ); - RemoveTopmost( (INT16)iMapIndex, FIRSTPOINTERS8 ); + RemoveTopmost( iMapIndex, FIRSTPOINTERS8 ); break; case DRAW_MODE_GROUND: // Is there ground on this tile? if not, get out o here @@ -137,6 +137,10 @@ void EraseMapTile( UINT32 iMapIndex ) RemoveLand( iMapIndex, gpWorldLevelData[ iMapIndex ].pLandHead->usIndex ); SmoothTerrainRadius( iMapIndex, uiCheckType, 1, TRUE ); break; + case DRAW_MODE_HIGH_GROUND://dnl ch1 210909 + gpWorldLevelData[iMapIndex].sHeight = 0; + RemoveTopmost(iMapIndex, FIRSTPOINTERS6); + break; case DRAW_MODE_OSTRUCTS: case DRAW_MODE_OSTRUCTS1: case DRAW_MODE_OSTRUCTS2: @@ -221,7 +225,7 @@ void EraseMapTile( UINT32 iMapIndex ) // Place some "debris" on the map at the current mouse coordinates. This function is called repeatedly if // the current brush size is larger than 1 tile. // -void PasteDebris( UINT32 iMapIndex ) +void PasteDebris( INT32 iMapIndex ) { UINT16 usUseIndex; UINT16 usUseObjIndex; @@ -231,7 +235,7 @@ void PasteDebris( UINT32 iMapIndex ) pSelList = SelDebris; pNumSelList = &iNumDebrisSelected; - if ( iMapIndex < 0x8000 ) + if ( iMapIndex < 0x80000000 ) { AddToUndoList( iMapIndex ); @@ -255,35 +259,35 @@ void PasteDebris( UINT32 iMapIndex ) } -void PasteSingleWall( UINT32 iMapIndex ) +void PasteSingleWall( INT32 iMapIndex ) { pSelList = SelSingleWall; pNumSelList = &iNumWallsSelected; PasteSingleWallCommon( iMapIndex ); } -void PasteSingleDoor( UINT32 iMapIndex ) +void PasteSingleDoor( INT32 iMapIndex ) { pSelList = SelSingleDoor; pNumSelList = &iNumDoorsSelected; PasteSingleWallCommon( iMapIndex ); } -void PasteSingleWindow( UINT32 iMapIndex ) +void PasteSingleWindow( INT32 iMapIndex ) { pSelList = SelSingleWindow; pNumSelList = &iNumWindowsSelected; PasteSingleWallCommon( iMapIndex ); } -void PasteSingleRoof( UINT32 iMapIndex ) +void PasteSingleRoof( INT32 iMapIndex ) { pSelList = SelSingleRoof; pNumSelList = &iNumRoofsSelected; PasteSingleWallCommon( iMapIndex ); } -void PasteRoomNumber( UINT32 iMapIndex, UINT8 ubRoomNumber ) +void PasteRoomNumber( INT32 iMapIndex, UINT8 ubRoomNumber ) { if( gubWorldRoomInfo[ iMapIndex ] != ubRoomNumber ) { @@ -292,7 +296,7 @@ void PasteRoomNumber( UINT32 iMapIndex, UINT8 ubRoomNumber ) } } -void PasteSingleBrokenWall( UINT32 iMapIndex ) +void PasteSingleBrokenWall( INT32 iMapIndex ) { UINT16 usIndex, usObjIndex, usTileIndex, usWallOrientation; @@ -311,28 +315,28 @@ void PasteSingleBrokenWall( UINT32 iMapIndex ) PasteSingleWallCommon( iMapIndex ); } -void PasteSingleDecoration( UINT32 iMapIndex ) +void PasteSingleDecoration( INT32 iMapIndex ) { pSelList = SelSingleDecor; pNumSelList = &iNumDecorSelected; PasteSingleWallCommon( iMapIndex ); } -void PasteSingleDecal( UINT32 iMapIndex ) +void PasteSingleDecal( INT32 iMapIndex ) { pSelList = SelSingleDecal; pNumSelList = &iNumDecalsSelected; PasteSingleWallCommon( iMapIndex ); } -void PasteSingleFloor( UINT32 iMapIndex ) +void PasteSingleFloor( INT32 iMapIndex ) { pSelList = SelSingleFloor; pNumSelList = &iNumFloorsSelected; PasteSingleWallCommon( iMapIndex ); } -void PasteSingleToilet( UINT32 iMapIndex ) +void PasteSingleToilet( INT32 iMapIndex ) { pSelList = SelSingleToilet; pNumSelList = &iNumToiletsSelected; @@ -345,13 +349,13 @@ void PasteSingleToilet( UINT32 iMapIndex ) // Common paste routine for PasteSingleWall, PasteSingleDoor, PasteSingleDecoration, and // PasteSingleDecor (above). // -void PasteSingleWallCommon( UINT32 iMapIndex ) +void PasteSingleWallCommon( INT32 iMapIndex ) { UINT16 usUseIndex; UINT16 usUseObjIndex; UINT16 usTempIndex; - if ( iMapIndex < 0x8000 ) + if ( iMapIndex < 0x80000000 ) { AddToUndoList( iMapIndex ); @@ -501,7 +505,7 @@ UINT16 GetRandomTypeByRange( UINT16 usRangeStart, UINT16 usRangeEnd ) // // Puts a structure (trees, trucks, etc.) into the world // -void PasteStructure( UINT32 iMapIndex ) +void PasteStructure( INT32 iMapIndex ) { pSelList = SelOStructs; pNumSelList = &iNumOStructsSelected; @@ -514,7 +518,7 @@ void PasteStructure( UINT32 iMapIndex ) // // Puts a structure (trees, trucks, etc.) into the world // -void PasteStructure1( UINT32 iMapIndex ) +void PasteStructure1( INT32 iMapIndex ) { pSelList = SelOStructs1; pNumSelList = &iNumOStructs1Selected; @@ -527,7 +531,7 @@ void PasteStructure1( UINT32 iMapIndex ) // // Puts a structure (trees, trucks, etc.) into the world // -void PasteStructure2( UINT32 iMapIndex ) +void PasteStructure2( INT32 iMapIndex ) { pSelList = SelOStructs2; pNumSelList = &iNumOStructs2Selected; @@ -542,7 +546,7 @@ void PasteStructure2( UINT32 iMapIndex ) // This is the main (common) structure pasting function. The above three wrappers are only required because they // each use different selection lists. Other than that, they are COMPLETELY identical. // -void PasteStructureCommon( UINT32 iMapIndex ) +void PasteStructureCommon( INT32 iMapIndex ) { UINT32 fHeadType; UINT16 usUseIndex; @@ -550,7 +554,7 @@ void PasteStructureCommon( UINT32 iMapIndex ) INT32 iRandSelIndex; BOOLEAN fOkayToAdd; - if ( iMapIndex < 0x8000 ) + if ( iMapIndex < 0x80000000 ) { /* if ( gpWorldLevelData[ iMapIndex ].pStructHead != NULL ) @@ -563,7 +567,7 @@ void PasteStructureCommon( UINT32 iMapIndex ) fDoPaste = TRUE; } */ - if ( /*fDoPaste &&*/ iMapIndex < 0x8000 ) + if ( /*fDoPaste &&*/ iMapIndex < 0x80000000 ) { iRandSelIndex = GetRandomSelection( ); if ( iRandSelIndex == -1 ) @@ -577,7 +581,7 @@ void PasteStructureCommon( UINT32 iMapIndex ) usUseObjIndex = (UINT16)pSelList[ iRandSelIndex ].uiObject; // Check with Structure Database (aka ODB) if we can put the object here! - fOkayToAdd = OkayToAddStructureToWorld( (INT16)iMapIndex, 0, gTileDatabase[ (gTileTypeStartIndex[ usUseObjIndex ] + usUseIndex) ].pDBStructureRef, INVALID_STRUCTURE_ID ); + fOkayToAdd = OkayToAddStructureToWorld( iMapIndex, 0, gTileDatabase[ (gTileTypeStartIndex[ usUseObjIndex ] + usUseIndex) ].pDBStructureRef, INVALID_STRUCTURE_ID ); if ( fOkayToAdd || (gTileDatabase[ (gTileTypeStartIndex[ usUseObjIndex ] + usUseIndex) ].pDBStructureRef == NULL) ) { //dnl Remove existing structure before adding the same, seems to solve problem with stacking but still need test to be sure that is not removed something what should stay @@ -591,7 +595,7 @@ void PasteStructureCommon( UINT32 iMapIndex ) } } } - else if ( CurrentStruct == ERASE_TILE && iMapIndex < 0x8000 ) + else if ( CurrentStruct == ERASE_TILE && iMapIndex < 0x80000000 ) { RemoveAllStructsOfTypeRange( iMapIndex, FIRSTOSTRUCT, LASTOSTRUCT ); RemoveAllShadowsOfTypeRange( iMapIndex, FIRSTSHADOW, LASTSHADOW ); @@ -604,7 +608,7 @@ void PasteStructureCommon( UINT32 iMapIndex ) // // Places a river bank or cliff into the world // -void PasteBanks( UINT32 iMapIndex, UINT16 usStructIndex , BOOLEAN fReplace) +void PasteBanks( INT32 iMapIndex, UINT16 usStructIndex , BOOLEAN fReplace) { BOOLEAN fDoPaste = FALSE; UINT16 usUseIndex; @@ -617,7 +621,7 @@ void PasteBanks( UINT32 iMapIndex, UINT16 usStructIndex , BOOLEAN fReplace) usUseIndex = pSelList[ iCurBank ].usIndex; usUseObjIndex = (UINT16)pSelList[ iCurBank ].uiObject; - if ( iMapIndex < 0x8000 ) + if ( iMapIndex < 0x80000000 ) { fDoPaste = TRUE; @@ -663,7 +667,7 @@ void PasteBanks( UINT32 iMapIndex, UINT16 usStructIndex , BOOLEAN fReplace) } } -void PasteRoads( UINT32 iMapIndex ) +void PasteRoads( INT32 iMapIndex ) { UINT16 usUseIndex; @@ -681,7 +685,7 @@ void PasteRoads( UINT32 iMapIndex ) // Puts a ground texture in the world. Ground textures are then "smoothed" in order to blend the edges with one // another. The current drawing brush also affects this function. // -void PasteTexture( UINT32 iMapIndex ) +void PasteTexture( INT32 iMapIndex ) { ChooseWeightedTerrainTile(); //Kris PasteTextureCommon( iMapIndex ); @@ -694,13 +698,13 @@ void PasteTexture( UINT32 iMapIndex ) // one tile, then the above function will call this one and indicate that they should all be placed into the undo // stack as the same undo command. // -void PasteTextureCommon( UINT32 iMapIndex ) +void PasteTextureCommon( INT32 iMapIndex ) { UINT8 ubLastHighLevel; UINT16 usTileIndex; //UINT16 Dummy; - if ( CurrentPaste != NO_TILE && iMapIndex < 0x8000 ) + if ( CurrentPaste != NO_TILE && iMapIndex < 0x80000000 ) { // Set undo, then set new @@ -743,7 +747,7 @@ void PasteTextureCommon( UINT32 iMapIndex ) } else { - PasteTextureEx( (INT16)iMapIndex, CurrentPaste ); + PasteTextureEx( iMapIndex, CurrentPaste ); SmoothTerrainRadius( iMapIndex, CurrentPaste, 1, TRUE ); } } @@ -756,7 +760,7 @@ void PasteTextureCommon( UINT32 iMapIndex ) // Some ground textures should be placed "above" others. That is, grass needs to be placed "above" sand etc. // This function performs the appropriate actions. // -void PasteHigherTexture( UINT32 iMapIndex, UINT32 fNewType ) +void PasteHigherTexture( INT32 iMapIndex, UINT32 fNewType ) { UINT16 NewTile; UINT8 ubLastHighLevel; @@ -776,7 +780,7 @@ void PasteHigherTexture( UINT32 iMapIndex, UINT32 fNewType ) //return; - if ( iMapIndex < 0x8000 && AnyHeigherLand( iMapIndex, fNewType, &ubLastHighLevel )) + if ( iMapIndex < 0x80000000 && AnyHeigherLand( iMapIndex, fNewType, &ubLastHighLevel )) { AddToUndoList( iMapIndex ); @@ -795,7 +799,7 @@ void PasteHigherTexture( UINT32 iMapIndex, UINT32 fNewType ) MemFree( puiDeletedTypes ); } - else if ( iMapIndex < 0x8000 ) + else if ( iMapIndex < 0x80000000 ) { AddToUndoList( iMapIndex ); @@ -821,9 +825,9 @@ void PasteHigherTexture( UINT32 iMapIndex, UINT32 fNewType ) // BOOLEAN PasteHigherTextureFromRadius( INT32 iMapIndex, UINT32 uiNewType, UINT8 ubRadius ) { - INT16 sTop, sBottom; - INT16 sLeft, sRight; - INT16 cnt1, cnt2; + INT32 sTop, sBottom; + INT32 sLeft, sRight; + INT32 cnt1, cnt2; INT32 iNewIndex; INT32 iXPos,iYPos; @@ -836,19 +840,19 @@ BOOLEAN PasteHigherTextureFromRadius( INT32 iMapIndex, UINT32 uiNewType, UINT8 u iXPos = (iMapIndex % WORLD_COLS); iYPos = (iMapIndex - iXPos) / WORLD_COLS; - if ( (iXPos + (INT32)sLeft) < 0 ) - sLeft = (INT16)(-iXPos); + if ( (iXPos + sLeft) < 0 ) + sLeft = (-iXPos); - if ( (iXPos + (INT32)sRight) >= WORLD_COLS ) - sRight = (INT16)(WORLD_COLS - iXPos - 1); + if ( (iXPos + sRight) >= WORLD_COLS ) + sRight = (WORLD_COLS - iXPos - 1); - if ( (iYPos + (INT32)sTop) >= WORLD_ROWS ) - sTop = (INT16)(WORLD_ROWS - iYPos - 1); + if ( (iYPos + sTop) >= WORLD_ROWS ) + sTop = (WORLD_ROWS - iYPos - 1); - if ( (iYPos + (INT32)sBottom) < 0 ) - sBottom = (INT16)(-iYPos); + if ( (iYPos + sBottom) < 0 ) + sBottom = (-iYPos); - if ( iMapIndex >= 0x8000 ) + if ( iMapIndex >= 0x80000000 ) return (FALSE); for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ ) @@ -868,7 +872,7 @@ BOOLEAN PasteHigherTextureFromRadius( INT32 iMapIndex, UINT32 uiNewType, UINT8 u //--------------------------------------------------------------------------------------------------------------- // PasteExistingTexture // -BOOLEAN PasteExistingTexture( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN PasteExistingTexture( INT32 iMapIndex, UINT16 usIndex ) { UINT32 uiNewType; UINT16 usNewIndex; @@ -880,7 +884,7 @@ BOOLEAN PasteExistingTexture( UINT32 iMapIndex, UINT16 usIndex ) // - remove what was top-most // - re-adjust the world to reflect missing top-most peice - if ( iMapIndex >= 0x8000 ) + if ( iMapIndex >= 0x80000000 ) return ( FALSE ); //if ( TypeRangeExistsInLandLayer( iMapIndex, FIRSTFLOOR, LASTFLOOR, &Dummy ) ) @@ -917,9 +921,9 @@ BOOLEAN PasteExistingTexture( UINT32 iMapIndex, UINT16 usIndex ) // BOOLEAN PasteExistingTextureFromRadius( INT32 iMapIndex, UINT16 usIndex, UINT8 ubRadius ) { - INT16 sTop, sBottom; - INT16 sLeft, sRight; - INT16 cnt1, cnt2; + INT32 sTop, sBottom; + INT32 sLeft, sRight; + INT32 cnt1, cnt2; INT32 iNewIndex; INT32 leftmost; @@ -929,7 +933,7 @@ BOOLEAN PasteExistingTextureFromRadius( INT32 iMapIndex, UINT16 usIndex, UINT8 u sLeft = - ubRadius; sRight = ubRadius; - if ( iMapIndex >= 0x8000 ) + if ( iMapIndex >= 0x80000000 ) return ( FALSE ); for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ ) @@ -963,9 +967,9 @@ BOOLEAN PasteExistingTextureFromRadius( INT32 iMapIndex, UINT16 usIndex, UINT8 u BOOLEAN SetLowerLandIndexWithRadius( INT32 iMapIndex, UINT32 uiNewType, UINT8 ubRadius, BOOLEAN fReplace ) { UINT16 usTempIndex; - INT16 sTop, sBottom; - INT16 sLeft, sRight; - INT16 cnt1, cnt2; + INT32 sTop, sBottom; + INT32 sLeft, sRight; + INT32 cnt1, cnt2; INT32 iNewIndex; BOOLEAN fDoPaste = FALSE; INT32 leftmost; @@ -981,7 +985,7 @@ BOOLEAN SetLowerLandIndexWithRadius( INT32 iMapIndex, UINT32 uiNewType, UINT8 ub sLeft = - ubRadius; sRight = ubRadius; - if ( iMapIndex >= 0x8000 ) + if ( iMapIndex >= 0x80000000 ) return ( FALSE ); for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ ) @@ -1064,7 +1068,7 @@ BOOLEAN SetLowerLandIndexWithRadius( INT32 iMapIndex, UINT32 uiNewType, UINT8 ub } // ATE FIXES -void PasteTextureEx( INT16 sGridNo, UINT16 usType ) +void PasteTextureEx( INT32 sGridNo, UINT16 usType ) { UINT16 usIndex; UINT8 ubTypeLevel; @@ -1094,11 +1098,11 @@ void PasteTextureEx( INT16 sGridNo, UINT16 usType ) } -void PasteTextureFromRadiusEx( INT16 sGridNo, UINT16 usType, UINT8 ubRadius ) +void PasteTextureFromRadiusEx( INT32 sGridNo, UINT16 usType, UINT8 ubRadius ) { - INT16 sTop, sBottom; - INT16 sLeft, sRight; - INT16 cnt1, cnt2; + INT32 sTop, sBottom; + INT32 sLeft, sRight; + INT32 cnt1, cnt2; INT32 iNewIndex; INT32 leftmost; @@ -1108,7 +1112,7 @@ void PasteTextureFromRadiusEx( INT16 sGridNo, UINT16 usType, UINT8 ubRadius ) sLeft = - ubRadius; sRight = ubRadius; - if ( sGridNo >= 0x8000 ) + if ( sGridNo >= 0x80000000 ) return; for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ ) @@ -1132,6 +1136,377 @@ void PasteTextureFromRadiusEx( INT16 sGridNo, UINT16 usType, UINT8 ubRadius ) return; } +/************** Start of New Definition for Cliff tiles **************/ +//dnl ch3 210909 +#define FIRSTCLIFFSNUMBER (FIRSTCLIFF17-FIRSTCLIFF1+1) +#define FIRSTCLIFFSHANGNUMBER (FIRSTCLIFFHANG17-FIRSTCLIFFHANG1+1) +typedef struct +{ + UINT8 ubNumberOfTiles; + RelTileLoc TileLocData[256]; +}CLIFF_OFFSET_DATA; + +CLIFF_OFFSET_DATA CliffOffsetData[FIRSTCLIFFSNUMBER]= +{ + {11, -6,-7, -5,-7, -6,-6, -4,-6, -3,-5, -2,-4, -1,-3, -1,-2, -1,-1, -1, 0, 0, 0 },//FIRSTCLIFF1 + {10, -7,-6, -7,-5, -6,-4, -5,-3, -4,-2, -3,-1, -2,-1, -1,-1, 0,-1, 0, 0 },//FIRSTCLIFF2 + { 6, 3,-3, 2,-2, 0,-1, 1,-1, 2,-1, 0, 0 },//FIRSTCLIFF3 + { 6, 2,-3, 3,-3, 0,-2, 1,-2, 0,-1, 0, 0 },//FIRSTCLIFF4 + { 5, 0,-4, 0,-3, 0,-2, 0,-1, 0, 0 },//FIRSTCLIFF5 + { 7, 0,-4, 1,-3, 1,-2, 0,-1, 1,-1, 0, 0, 1, 0 },//FIRSTCLIFF6 + { 8, -4,-1, -3,-1, -2,-1, -1,-1, -4,0, -3, 0, -2, 0, -1, 0 },//FIRSTCLIFF7 + { 6, -4,-1, -3,-1, -2,-1, -1,-1, -4, 0, 0, 0 },//FIRSTCLIFF8 + { 7, 2,-3, 3,-3, 1,-2, 2,-2, 0,-1, 1,-1, 0, 0 },//FIRSTCLIFF9 + { 5, -4, 0, -3, 0, -2, 0, -1, 0, 0, 0 },//FIRSTCLIFF10 + { 7, -2,-5, -2,-4, -1,-4, 0,-3, 0,-2, 0,-1, 0, 0 },//FIRSTCLIFF11 + { 4, -2,-2, -2,-1, -1, 0, 0, 0 },//FIRSTCLIFF12 + { 6, -5,-2, -4,-2, -3,-1, -2, 0, -1, 0, 0, 0 },//FIRSTCLIFF13 + { 4, -2,-2, -1,-2, 0,-1, 0, 0 },//FIRSTCLIFF14 + {10, -6,-7, -5,-7, -6,-6, -4,-6, -3,-5, -2,-4, -1,-3, -1,-2, -1,-1, -1, 0 },//FIRSTCLIFF15 + {10, -7,-6, -7,-5, -6,-4, -5,-3, -4,-2, -3,-1, -2,-1, -1,-1, 0,-1, 0, 0 },//FIRSTCLIFF16 + { 5, 0,-4, 0,-3, 0,-2, 0,-1, 0, 0 },//FIRSTCLIFF17 +}; + +UINT8 GetNumberOfCliffTiles(UINT16 fType, UINT16 usIndex) +{ + if(fType == FIRSTCLIFF) + return(CliffOffsetData[usIndex-FIRSTCLIFF1].ubNumberOfTiles); + else if(fType == FIRSTCLIFFHANG) + return(CliffOffsetData[usIndex-FIRSTCLIFFHANG1].ubNumberOfTiles); + else + return(0); +} + +INT16 CountCliffOffset(UINT16 fType, UINT16 usIndex, UINT8 ubLoop) +{ + if(fType == FIRSTCLIFF) + return(CliffOffsetData[usIndex-FIRSTCLIFF1].TileLocData[ubLoop].bTileOffsetX + CliffOffsetData[usIndex-FIRSTCLIFF1].TileLocData[ubLoop].bTileOffsetY * WORLD_COLS); + else if(fType == FIRSTCLIFFHANG) + return(CliffOffsetData[usIndex-FIRSTCLIFFHANG1].TileLocData[ubLoop].bTileOffsetX + CliffOffsetData[usIndex-FIRSTCLIFFHANG1].TileLocData[ubLoop].bTileOffsetY * WORLD_COLS); + else + return(0); +} + +enum CliffRaise +{ + RAISE_NONE, //MAPELEMENT_RAISE_LAND_NONE + RAISE_START,//MAPELEMENT_RAISE_LAND_START + RAISE_END, //MAPELEMENT_RAISE_LAND_END + RAISE_BOTH, //(MAPELEMENT_RAISE_LAND_START | MAPELEMENT_RAISE_LAND_END) +}; + +typedef struct +{ + UINT8 ubNumberOfTiles; + UINT8 ubTileRaise[256]; +}CLIFF_RAISE_DATA; + +CLIFF_RAISE_DATA CliffRaiseData[FIRSTCLIFFSNUMBER+FIRSTCLIFFSHANGNUMBER]= +{ + {11, 1, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2 },//FIRSTCLIFF1 + {10, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },//FIRSTCLIFF2 + { 6, 1, 1, 1, 1, 1, 1 },//FIRSTCLIFF3 + { 6, 1, 1, 1, 1, 1, 1 },//FIRSTCLIFF4 + { 5, 1, 1, 1, 1, 1 },//FIRSTCLIFF5 + { 7, 1, 1, 1, 1, 1, 1, 1 },//FIRSTCLIFF6 + { 7, 1, 1, 1, 1, 1, 1, 1, 1 },//FIRSTCLIFF7 + { 6, 1, 1, 1, 2/*1*/, 1, 2 },//FIRSTCLIFF8 + { 7, 1, 1, 1, 1, 1, 1, 1 },//FIRSTCLIFF9 + { 5, 2/*1*/, 1, 1, 1, 1 },//FIRSTCLIFF10 + { 7, 2, 2, 2, 2, 2, 2, 2 },//FIRSTCLIFF11 + { 4, 2, 2, 2, 2 },//FIRSTCLIFF12 + { 6, 1, 1, 1, 1, 1, 1 },//FIRSTCLIFF13 + { 4, 1, 1, 1, 1 },//FIRSTCLIFF14 + {10, 1, 2, 1, 2, 2, 2, 2, 2, 2, 2 },//FIRSTCLIFF15 + {10, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },//FIRSTCLIFF16 + { 5, 1, 1, 1, 1, 1 },//FIRSTCLIFF17 + + {11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },//FIRSTCLIFFHANG1 + {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },//FIRSTCLIFFHANG2 + { 6, 2, 2, 2, 2, 2, 2 },//FIRSTCLIFFHANG3 + { 6, 2, 2, 2, 2, 2, 2 },//FIRSTCLIFFHANG4 + { 5, 2, 2, 2, 2, 2 },//FIRSTCLIFFHANG5 + { 7, 2, 2, 2, 2, 2, 2, 2 },//FIRSTCLIFFHANG6 + { 7, 0, 0, 0, 0, 2, 2, 2 },//FIRSTCLIFFHANG7 + { 6, 2, 2, 2, 2, 2, 0 },//FIRSTCLIFFHANG8 + { 7, 2, 2, 2, 2, 2, 2, 0 },//FIRSTCLIFFHANG9 + { 5, 2, 2, 2, 2, 2 },//FIRSTCLIFFHANG10 + { 7, 0, 0, 0, 0, 0, 0, 0 },//FIRSTCLIFFHANG11 + { 4, 0, 0, 0, 0 },//FIRSTCLIFFHANG12 + { 6, 0, 0, 0, 0, 0, 0 },//FIRSTCLIFFHANG13 + { 4, 0, 0, 0, 0 },//FIRSTCLIFFHANG14 + {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },//FIRSTCLIFFHANG15 + {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },//FIRSTCLIFFHANG16 + { 5, 2, 2, 2, 2, 2 },//FIRSTCLIFFHANG17 +}; + +UINT16 GetCliffRaiseData(UINT16 fType, UINT16 usIndex, UINT8 ubLoop) +{ + UINT8 ubTileRaise; + UINT16 uiFlags; + + if(fType == FIRSTCLIFF) + ubTileRaise = CliffRaiseData[usIndex-FIRSTCLIFF1].ubTileRaise[ubLoop];//return(CliffRaiseData[usIndex].ubTileRaise[ubLoop]); + else if(fType == FIRSTCLIFFHANG) + ubTileRaise = CliffRaiseData[FIRSTCLIFFSNUMBER+usIndex-FIRSTCLIFFHANG1].ubTileRaise[ubLoop];//return(CliffRaiseData[FIRSTCLIFFSNUMBER+usIndex].ubTileRaise[ubLoop]); + else + return(0); + switch(ubTileRaise) + { + case RAISE_START: + uiFlags = MAPELEMENT_RAISE_LAND_START; + break; + case RAISE_END: + uiFlags = MAPELEMENT_RAISE_LAND_END; + break; + case RAISE_BOTH: + uiFlags = MAPELEMENT_RAISE_LAND_START | MAPELEMENT_RAISE_LAND_END; + break; + default: + uiFlags = 0; + } + return(uiFlags); +} + +void CreateCliffsDefinition(void) +{ + INT32 i; + UINT32 uiBytesRead, uiBytesWrite; + HWFILE hFile; + STR8 szFileName = "TILESETS\\0\\l_cliff.JSD"; + STRUCTURE_FILE_HEADER CliffHeader; + AuxObjectData CliffData[FIRSTCLIFFSNUMBER]; + hFile = FileOpen(szFileName, FILE_ACCESS_READ, FALSE); + Assert(hFile); + FileRead(hFile, &CliffHeader, sizeof(STRUCTURE_FILE_HEADER), &uiBytesRead); + FileRead(hFile, &CliffData, FIRSTCLIFFSNUMBER*sizeof(AuxObjectData), &uiBytesRead); + FileClose(hFile); + hFile = FileOpen(szFileName, FILE_ACCESS_WRITE, FALSE); + Assert(hFile); + for(i=0; iusIndex]; + if(pTileElement->fType == FIRSTCLIFF) + fType = pTileElement->fType; + else + if(pTileElement->fType == FIRSTCLIFFHANG) + usIndex = pStruct->usIndex; + pStruct = pStruct->pNext; + } + if(fType != FIRSTTEXTURE && usIndex != FIRSTTEXTURE1) + { + RemoveStruct(cnt, usIndex); + goto L02; + } + gpWorldLevelData[cnt].uiFlags &= (~MAPELEMENT_RAISE_LAND_START); + gpWorldLevelData[cnt].uiFlags &= (~MAPELEMENT_RAISE_LAND_END); + // Get Structure levelnode + pStruct = gpWorldLevelData[cnt].pStructHead; + gpWorldLevelData[cnt].sHeight=0; + while(pStruct) + { + // Skip cached tiles + if(pStruct->usIndex >= NUMBEROFTILES) + { + pStruct = pStruct->pNext; + continue; + } +/* +// Old way which requires new "TILESETS\\0\\l_cliff.JSD" created with CreateCliffsDefinition() + pTileElement = &gTileDatabase[pStruct->usIndex]; + fType = pTileElement->fType; + if(pTileElement->fType == FIRSTCLIFFHANG)// for use in middle cliff construction + { + pTileElement = &gTileDatabase[pStruct->usIndex+(FIRSTCLIFF17-FIRSTCLIFF1+1)];// to get FIRSTCLIFF data, because there are no definition for FIRSTCLIFFHANG data (each FIRSTCLIFF has proper FIRSTCLIFFHANG and FIRSTCLIFFSHADOW) + goto L01; + } + if(pTileElement->fType == FIRSTCLIFF) + { +L01: + usIndex = pStruct->usIndex; + // DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("Cliff found at count=%d",cnt)); + if(pTileElement->ubNumberOfTiles > 1) + { + // DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("Cliff has %d children", pTileElement->ubNumberOfTiles)); + for(ubLoop=0; ubLoopubNumberOfTiles; ubLoop++) + { + sTempGridNo = cnt + pTileElement->pTileLocData[ubLoop].bTileOffsetX + pTileElement->pTileLocData[ubLoop].bTileOffsetY * WORLD_COLS; + // Check for valid gridno + if(OutOfBounds(cnt, sTempGridNo)) + { + continue; + } + gpWorldLevelData[sTempGridNo].uiFlags |= GetCliffRaiseData(fType, usIndex, ubLoop); + } + } + } +*/ + if(pStruct->usIndex >= FIRSTCLIFFHANG1 && pStruct->usIndex <= FIRSTCLIFF17) + { + usIndex = pStruct->usIndex; + fType = FIRSTCLIFFHANG; + if(pStruct->usIndex >= FIRSTCLIFF1) + fType = FIRSTCLIFF; + for(ubLoop=0; ubLooppNext; + } + } +//HighGroundDebug(); + + // Edge conditions for eastern region of map + // Visible y have values from 4 to 79, so correction +0 for SE corner, and +4 for NE corner, visible x goes from 82 to 157 + for(int y=(WORLD_ROWS/2-1 +0); y>=0 +4; y--) + { + // -2 correction because there are maps where cliffs are not place exactly on maps edges, but maybe this condition is not quite precise + for(int x=y+ WORLD_COLS/2 -2; x=0 +4; y--) + { + // x depends on current y, and extra +4 because visible area begins from 4, x>=0 because copy goes from visible map edge to the end of northern part of map + for(int x=(WORLD_COLS/2-1 +2 -y) +4; x>=0; x--) + { + if((gpWorldLevelData[x+y*WORLD_COLS].uiFlags & MAPELEMENT_RAISE_LAND_START) || (gpWorldLevelData[x+y*WORLD_COLS].uiFlags & MAPELEMENT_RAISE_LAND_END)) + { + // If on (x-1, y-1) exist rised element then skip this one becasue he will rise map + if((gpWorldLevelData[x+1+(y-1)*WORLD_COLS].uiFlags & MAPELEMENT_RAISE_LAND_START) || (gpWorldLevelData[x+1+(y-1)*WORLD_COLS].uiFlags & MAPELEMENT_RAISE_LAND_END)) + break; + // Find first appearance of MAPELEMENT_RAISE_LAND_END and from them goes copy entire unvisible row + for(x; x>=0; x--) + if((gpWorldLevelData[x+y*WORLD_COLS].uiFlags & MAPELEMENT_RAISE_LAND_END)) + break; + for(int yy=0; yy=0; xx--) + gpWorldLevelData[xx+yy*WORLD_COLS].uiFlags = gpWorldLevelData[xx+y*WORLD_COLS].uiFlags; + break; + } + } + } +//HighGroundDebug(); + +//RaiseLevelDebug(0); + for(int y=0; y0 && !(gpWorldLevelData[(x-1)+y*WORLD_COLS].uiFlags & MAPELEMENT_RAISE_LAND_END)) + { + if(iNumberOfRaises < 3) + iNumberOfRaises++; + } + } + if((gpWorldLevelData[x+y*WORLD_COLS].uiFlags & MAPELEMENT_RAISE_LAND_START)) + { +//RaiseLevelDebug(1, (x+y*WORLD_COLS), iNumberOfRaises); + gpWorldLevelData[x+y*WORLD_COLS].sHeight = iNumberOfRaises * WORLD_CLIFF_HEIGHT; + if(x>0 && !(gpWorldLevelData[(x-1)+y*WORLD_COLS].uiFlags & MAPELEMENT_RAISE_LAND_START)) + { + if(iNumberOfRaises) + { + iNumberOfRaises--; + continue; + } + } + } + if(iNumberOfRaises) + { +//RaiseLevelDebug(1, (x+y*WORLD_COLS), iNumberOfRaises); + gpWorldLevelData[x+y*WORLD_COLS].sHeight = iNumberOfRaises * WORLD_CLIFF_HEIGHT; + } + } + for(int x=WORLD_COLS-1; x>=0; x--) + { + if((gpWorldLevelData[x+y*WORLD_COLS].uiFlags & MAPELEMENT_RAISE_LAND_START)) + { + if(xpTileLocData[ubLoop].bTileOffsetX + pTileElement->pTileLocData[ubLoop].bTileOffsetY * WORLD_COLS; // Check for valid gridno - if ( OutOfBounds( (INT16)cnt, (INT16)sTempGridNo ) ) + if ( OutOfBounds( cnt, sTempGridNo ) ) { continue; } @@ -1398,7 +1775,7 @@ void RaiseWorldLand( ) } //*/ - + fRaiseWorld = TRUE;//dnl ch3 210909 } void EliminateObjectLayerRedundancy() @@ -1449,8 +1826,3 @@ void EliminateObjectLayerRedundancy() #endif //JA2EDITOR - - - - - diff --git a/Editor/edit_sys.h b/Editor/edit_sys.h index ff76c8bf..5767c683 100644 --- a/Editor/edit_sys.h +++ b/Editor/edit_sys.h @@ -27,45 +27,47 @@ extern UINT16 CurrentStruct; extern UINT32 gDoBanks; extern UINT32 gDoCliffs; -void EraseMapTile( UINT32 iMapIndex ); -void QuickEraseMapTile( UINT32 iMapIndex ); -void DeleteStuffFromMapTile( UINT32 iMapIndex ); +void EraseMapTile( INT32 iMapIndex ); +void QuickEraseMapTile( INT32 iMapIndex ); +void DeleteStuffFromMapTile( INT32 iMapIndex ); -void PasteDebris( UINT32 iMapIndex ); +void PasteDebris( INT32 iMapIndex ); -void PasteStructure( UINT32 iMapIndex ); -void PasteStructure1( UINT32 iMapIndex ); -void PasteStructure2( UINT32 iMapIndex ); -void PasteStructureCommon( UINT32 iMapIndex ); +void PasteStructure( INT32 iMapIndex ); +void PasteStructure1( INT32 iMapIndex ); +void PasteStructure2( INT32 iMapIndex ); +void PasteStructureCommon( INT32 iMapIndex ); -void PasteSingleWall( UINT32 iMapIndex ); -void PasteSingleDoor( UINT32 iMapIndex ); -void PasteSingleWindow( UINT32 iMapIndex ); -void PasteSingleRoof( UINT32 iMapIndex ); -void PasteSingleBrokenWall( UINT32 iMapIndex ); -void PasteSingleDecoration( UINT32 iMapIndex ); -void PasteSingleDecal( UINT32 iMapIndex ); -void PasteSingleFloor( UINT32 iMapIndex ); -void PasteSingleToilet( UINT32 iMapIndex ); -void PasteRoomNumber( UINT32 iMapIndex, UINT8 ubRoomNumber ); +void PasteSingleWall( INT32 iMapIndex ); +void PasteSingleDoor( INT32 iMapIndex ); +void PasteSingleWindow( INT32 iMapIndex ); +void PasteSingleRoof( INT32 iMapIndex ); +void PasteSingleBrokenWall( INT32 iMapIndex ); +void PasteSingleDecoration( INT32 iMapIndex ); +void PasteSingleDecal( INT32 iMapIndex ); +void PasteSingleFloor( INT32 iMapIndex ); +void PasteSingleToilet( INT32 iMapIndex ); +void PasteRoomNumber( INT32 iMapIndex, UINT8 ubRoomNumber ); -void PasteSingleWallCommon( UINT32 iMapIndex ); +void PasteSingleWallCommon( INT32 iMapIndex ); UINT16 GetRandomIndexByRange( UINT16 usRangeStart, UINT16 usRangeEnd ); UINT16 GetRandomTypeByRange( UINT16 usRangeStart, UINT16 usRangeEnd ); -void PasteFloor( UINT32 iMapIndex, UINT16 usFloorIndex , BOOLEAN fReplace); +void PasteFloor( INT32 iMapIndex, UINT16 usFloorIndex , BOOLEAN fReplace); -void PasteBanks( UINT32 iMapIndex, UINT16 usStructIndex, BOOLEAN fReplace ); -void PasteRoads( UINT32 iMapIndex ); -void PasteCliffs( UINT32 iMapIndex, UINT16 usStructIndex , BOOLEAN fReplace); +void PasteBanks( INT32 iMapIndex, UINT16 usStructIndex, BOOLEAN fReplace ); +void PasteRoads( INT32 iMapIndex ); +void PasteCliffs( INT32 iMapIndex, UINT16 usStructIndex , BOOLEAN fReplace); -void PasteTexture( UINT32 iMapIndex ); -void PasteTextureCommon( UINT32 iMapIndex ); +void PasteTexture( INT32 iMapIndex ); +void PasteTextureCommon( INT32 iMapIndex ); -void PasteHigherTexture( UINT32 iMapIndex, UINT32 fNewType ); +void PasteHigherTexture( INT32 iMapIndex, UINT32 fNewType ); -void RaiseWorldLand(); +//dnl ch3 230909 +void RaiseWorldLand(void); +void RaiseWorldLandOld(void); void EliminateObjectLayerRedundancy(); diff --git a/Editor/editscreen.cpp b/Editor/editscreen.cpp index 74221779..5c2752f1 100644 --- a/Editor/editscreen.cpp +++ b/Editor/editscreen.cpp @@ -74,6 +74,9 @@ #include "GameSettings.h" #include "Summary Info.h" #include "connect.h"//dnl + #include "cursors.h"//dnl ch2 210909 + #include "Cursor Control.h"//dnl ch2 210909 + #include "maputility.h"//dnl ch49 061009 #endif //forward declarations of common classes to eliminate includes @@ -86,6 +89,8 @@ BOOLEAN gfCorruptMap = FALSE; BOOLEAN gfCorruptSchedules = FALSE; BOOLEAN gfProfileDataLoaded = FALSE; +extern void ToggleMapEdgepoints();//dnl ch23 210909 + extern void RemoveMercsInSector(); extern void ReverseSchedules(); extern void ClearAllSchedules(); @@ -123,7 +128,6 @@ BOOLEAN gfConfirmExitPending = FALSE; BOOLEAN gfIntendOnEnteringEditor = FALSE; //original -extern CHAR8 gubFilename[ 200 ]; INT16 gsBanksSubIndex = 0; INT16 gsOldBanksSubIndex = 1; INT16 gsCliffsSubIndex = 0; @@ -155,13 +159,17 @@ BOOLEAN gfMercResetUponEditorEntry; BOOLEAN fHelpScreen = FALSE; -BOOLEAN fDontUseRandom = FALSE; +BOOLEAN fDontUseRandom = TRUE;//dnl ch8 210909 +BOOLEAN fDontUseClick = FALSE;//dnl ch7 210909 +BOOLEAN fShowHighGround = FALSE;//dnl ch2 210909 +BOOLEAN fRaiseWorld = FALSE;//dnl ch3 210909 +BOOLEAN gfVanillaMode = TRUE;//dnl ch33 091009 INT32 TestButtons[10]; LEVELNODE *gCursorNode = NULL; //LEVELNODE *gBasicCursorNode = NULL; -INT16 gsCursorGridNo; +INT32 gsCursorGridNo; INT32 giMusicID = 0; @@ -194,7 +202,7 @@ INT32 iJA2ToolbarLastWallState; INT32 iCurrentTaskbar; -UINT16 iCurBankMapIndex; +UINT32 iCurBankMapIndex; InputAtom EditorInputEvent; BOOLEAN fBeenWarned = FALSE; @@ -204,7 +212,7 @@ BOOLEAN fSelectionWindow = FALSE; BOOLEAN gfRealGunNut = TRUE; INT16 sGridX, sGridY; -UINT32 iMapIndex; +INT32 iMapIndex; BOOLEAN fNewMap = FALSE; INT32 iPrevDrawMode = DRAW_MODE_NOTHING; @@ -291,6 +299,8 @@ BOOLEAN EditModeInit( void ) is_networked = FALSE; InitGameOptions(); + ResetCustomFileSectorSummary();//dnl ch30 150909 + gfRealGunNut = gGameOptions.fGunNut; gGameOptions.fGunNut = TRUE; @@ -353,7 +363,9 @@ BOOLEAN EditModeInit( void ) DoTaskbar(); - fDontUseRandom = FALSE; +// fDontUseRandom = FALSE;//dnl ch8 210909 +// fDontUseClick = FALSE;//dnl ch7 210909 + fSelectionWindow = FALSE; // Set renderer to ignore redundency @@ -582,7 +594,7 @@ BOOLEAN EditModeShutdown( void ) // void SetBackgroundTexture( ) { - int cnt; + INT32 cnt; UINT16 usIndex, Dummy; for ( cnt = 0; cnt < WORLD_MAX; cnt++ ) @@ -651,7 +663,7 @@ BOOLEAN DoWindowSelection( void ) //in the world. void RemoveTempMouseCursorObject( void ) { - if ( iCurBankMapIndex < 0x8000 ) + if ( iCurBankMapIndex < 0x80000000 ) { ForceRemoveStructFromTail( iCurBankMapIndex ); gCursorNode = NULL; @@ -741,7 +753,7 @@ BOOLEAN DrawTempMouseCursorObject(void) if ( GetMouseXY( &sMouseX_M, &sMouseY_M ) ) { - if ( (iCurBankMapIndex = MAPROWCOLTOPOS( sMouseY_M, sMouseX_M )) < 0x8000 ) + if ( (iCurBankMapIndex = MAPROWCOLTOPOS( sMouseY_M, sMouseX_M )) < 0x80000000 ) { //Hook into the smart methods to override the selection window methods. @@ -1243,6 +1255,10 @@ void HandleJA2ToolbarSelection( void ) iCurrentAction = ACTION_QUIT_GAME; break; + case TBAR_MODE_RADAR_MAP://dnl ch9 071009 + iCurrentAction = ACTION_RADAR_MAP; + break; + case TBAR_MODE_SAVE: iCurrentAction = ACTION_SAVE_MAP; break; @@ -1285,6 +1301,17 @@ void HandleJA2ToolbarSelection( void ) case DRAW_MODE_ROOM: case DRAW_MODE_SLANTED_ROOF: case DRAW_MODE_ROOMNUM: + + //dnl ch41 120909 + case DRAW_MODE_NORTHPOINT: + case DRAW_MODE_WESTPOINT: + case DRAW_MODE_EASTPOINT: + case DRAW_MODE_SOUTHPOINT: + case DRAW_MODE_CENTERPOINT: + case DRAW_MODE_ISOLATEDPOINT: + + case DRAW_MODE_HIGH_GROUND://dnl ch1 210909 + iDrawMode += DRAW_MODE_ERASE; break; } @@ -1422,6 +1449,8 @@ void HandleKeyboardShortcuts( ) ExtractAndUpdateBuildingInfo(); else if( gfShowItemStatsPanel && EditingText() ) ExecuteItemStatsCmd( ITEMSTATS_APPLY ); + else if(iCurrentTaskbar == TASK_OPTIONS && GetActiveFieldID() == 1)//dnl ch52 091009 + SelectNextField(); break; case BACKSPACE: @@ -1571,7 +1600,7 @@ void HandleKeyboardShortcuts( ) RemoveAllRoofsOfTypeRange( i, FIRSTTEXTURE, LASTITEM ); RemoveAllOnRoofsOfTypeRange( i, FIRSTTEXTURE, LASTITEM ); RemoveAllShadowsOfTypeRange( i, FIRSTROOF, LASTSLANTROOF ); - usRoofIndex = (UINT16) (9 + ( rand() % 3 )); + usRoofIndex = 9 + ( rand() % 3 ); GetTileIndexFromTypeSubIndex( usRoofType, usRoofIndex, &usTileIndex ); AddRoofToHead( i, usTileIndex ); } @@ -1674,7 +1703,18 @@ void HandleKeyboardShortcuts( ) iCurrentAction = ACTION_COPY_MERC_PLACEMENT; } break; - + case 'C'://dnl ch7 210909 Clicked Placement Switch + if(fDontUseClick) + { + fDontUseClick = FALSE; + ScreenMsg(FONT_MCOLOR_WHITE, MSG_INTERFACE, L"Clicked Placement Enabled"); + } + else + { + fDontUseClick = TRUE; + ScreenMsg(FONT_MCOLOR_WHITE, MSG_INTERFACE, L"Clicked Placement Disabled"); + } + break; case 'd': // debris if( iCurrentTaskbar != TASK_TERRAIN ) { @@ -1724,6 +1764,7 @@ void HandleKeyboardShortcuts( ) case DRAW_MODE_ROOM: case DRAW_MODE_SLANTED_ROOF: case DRAW_MODE_ROOMNUM: + case DRAW_MODE_HIGH_GROUND://dnl ch1 210909 iDrawMode += DRAW_MODE_ERASE; break; } @@ -1749,7 +1790,6 @@ void HandleKeyboardShortcuts( ) SetEditorTerrainTaskbarMode( TERRAIN_FGROUND_TEXTURES ); } break; - case 'h': if( fBuildingShowRoofs ^= 1 ) ClickEditorButton( BUILDING_TOGGLE_ROOF_VIEW ); @@ -1757,14 +1797,43 @@ void HandleKeyboardShortcuts( ) UnclickEditorButton( BUILDING_TOGGLE_ROOF_VIEW ); UpdateRoofsView(); break; - case 'i': if( !InOverheadMap() ) GoIntoOverheadMap(); else KillOverheadMap(); break; - + case 'j'://dnl ch1 210909 + if(iDrawMode != DRAW_MODE_HIGH_GROUND) + { + iDrawMode = DRAW_MODE_HIGH_GROUND; + ScreenMsg(FONT_MCOLOR_WHITE, MSG_INTERFACE, L"Draw High Ground Enabled"); + } + else + { + iDrawMode = DRAW_MODE_NOTHING; + ScreenMsg(FONT_MCOLOR_WHITE, MSG_INTERFACE, L"Draw High Ground Disabled"); + } + break; +#ifdef dnlTEST + case 'J': + break; +#endif + case 'k'://dnl ch2 210909 + if(fShowHighGround) + { + fShowHighGround = FALSE; + ShowHighGround(3); + } + else + { + fShowHighGround = TRUE; + ShowHighGround(1); + } + break; + case 'K'://dnl ch5 210909 + ShowHighGround(4); + break; case 'l': if (EditorInputEvent.usKeyState & CTRL_DOWN ) { @@ -1778,6 +1847,16 @@ void HandleKeyboardShortcuts( ) DoTaskbar(); } break; + case 'L'://dnl ch23 210909 + ScreenMsg(FONT_MCOLOR_WHITE, MSG_INTERFACE, L"Number of edge points: N=%d E=%d S=%d W=%d", gus1stNorthEdgepointArraySize, gus1stEastEdgepointArraySize, gus1stSouthEdgepointArraySize, gus1stWestEdgepointArraySize); + ToggleMapEdgepoints(); + break; +#ifdef dnlTEST + case 'm': + break; + case 'M': + break; +#endif case 'n': if( fBuildingShowRoomInfo ^= 1 ) { @@ -1812,6 +1891,18 @@ void HandleKeyboardShortcuts( ) ClickEditorButton( TERRAIN_PLACE_ROCKS ); iEditorToolbarState = TBAR_MODE_DRAW_OSTRUCTS1; break; + case 'R'://dnl ch8 210909 Random Placement Switch + if(fDontUseRandom) + { + fDontUseRandom = FALSE; + ScreenMsg(FONT_MCOLOR_WHITE, MSG_INTERFACE, L"Random Placement Enabled"); + } + else + { + fDontUseRandom = TRUE; + ScreenMsg(FONT_MCOLOR_WHITE, MSG_INTERFACE, L"Random Placement Disabled"); + } + break; case 's': if (EditorInputEvent.usKeyState & CTRL_DOWN ) { @@ -1843,8 +1934,33 @@ void HandleKeyboardShortcuts( ) fShowTrees = !fShowTrees; break; + //dnl ch3 210909 case 'u': - RaiseWorldLand(); + case 'U': + gfRenderWorld = TRUE; + if(fRaiseWorld) + { + fRaiseWorld = FALSE; + for(int cnt=0; cntpLandStart; head = pMapTile->pLandHead; @@ -3153,6 +3292,7 @@ void EnsureStatusOfEditorButtons() UnclickEditorButton( MAPINFO_TOGGLE_FAKE_LIGHTS ); } +#ifdef OLD_HandleMouseClicksInGameScreen//dnl ch7 210909 void HandleMouseClicksInGameScreen() { INT16 sX, sY; @@ -3303,7 +3443,7 @@ void HandleMouseClicksInGameScreen() case DRAW_MODE_PLACE_ITEM: if( gfFirstPlacement ) { - AddSelectedItemToWorld( (INT16)iMapIndex ); + AddSelectedItemToWorld( iMapIndex ); gfFirstPlacement = FALSE; } break; @@ -3325,7 +3465,7 @@ void HandleMouseClicksInGameScreen() HandleRightClickOnMerc( iMapIndex ); break; case DRAW_MODE_PLACE_ITEM: - HandleRightClickOnItem( (INT16)iMapIndex ); + HandleRightClickOnItem( iMapIndex ); break; // Handle the right clicks in the main window to bring up the appropriate selection window @@ -3363,7 +3503,7 @@ void HandleMouseClicksInGameScreen() RestoreWalls( iMapIndex ); break; case DRAW_MODE_EXITGRID: - if( GetExitGrid( (INT16)iMapIndex, &gExitGrid ) ) + if( GetExitGrid( iMapIndex, &gExitGrid ) ) ApplyNewExitGridValuesToTextFields(); break; default: @@ -3389,6 +3529,537 @@ void HandleMouseClicksInGameScreen() break; } } + +} +#else +void HandleMouseClicksInGameScreen() +{ + static UINT32 iLastMapIndexLB(-1), iLastMapIndexRB(-1), iLastMapIndexMB(-1); + + INT16 sX, sY; + BOOLEAN fPrevState; + if( !GetMouseXY( &sGridX, &sGridY ) ) + return; + if( iCurrentTaskbar == TASK_OPTIONS || iCurrentTaskbar == TASK_NONE ) + { //if in taskbar modes which don't process clicks in the world. + return; + } + if( !(gViewportRegion.uiFlags & MSYS_MOUSE_IN_AREA ) ) + { //if mouse cursor not in the game screen. + return; + } + + iMapIndex = MAPROWCOLTOPOS( sGridY, sGridX ); + + fPrevState = gfRenderWorld; + + if(_LeftButtonDown) + { + if(iLastMapIndexLB != iMapIndex && iLastMapIndexLB == -1) + iLastMapIndexLB = iMapIndex; + gfRenderWorld = TRUE; + // Are we trying to erase something? + if ( iDrawMode >= DRAW_MODE_ERASE ) + { + // Erasing can have a brush size larger than 1 tile + for ( sY = (INT16)gSelectRegion.iTop; sY <= (INT16)gSelectRegion.iBottom; sY++ ) + { + for ( sX = (INT16)gSelectRegion.iLeft; sX <= (INT16)gSelectRegion.iRight; sX++ ) + { + if ( iDrawMode == (DRAW_MODE_LIGHT + DRAW_MODE_ERASE) ) + { + RemoveLight( sX, sY ); + } + else + EraseMapTile( MAPROWCOLTOPOS( sY, sX ) ); + } + } + + if( iDrawMode == DRAW_MODE_LIGHT + DRAW_MODE_ERASE ) + LightSpriteRenderAll(); // To adjust building's lighting + return; + } + + switch ( iDrawMode ) + { + case DRAW_MODE_SCHEDULEACTION: + if( IsLocationSittableExcludingPeople( iMapIndex, FALSE ) ) + { + iDrawMode = DRAW_MODE_SCHEDULECONFIRM; + gfFirstPlacement = FALSE; + } + break; + case DRAW_MODE_NORTHPOINT: + case DRAW_MODE_WESTPOINT: + case DRAW_MODE_EASTPOINT: + case DRAW_MODE_SOUTHPOINT: + case DRAW_MODE_CENTERPOINT: + case DRAW_MODE_ISOLATEDPOINT: + if(fDontUseClick) + SpecifyEntryPoint(iMapIndex); + break; + + case DRAW_MODE_ENEMY: + case DRAW_MODE_CREATURE: + case DRAW_MODE_REBEL: + case DRAW_MODE_CIVILIAN: + // Handle adding mercs to the world + if( gfFirstPlacement ) + { + AddMercToWorld( iMapIndex ); + gfFirstPlacement = FALSE; + } + break; + + case DRAW_MODE_LIGHT: + // Add a normal light to the world + if( gfFirstPlacement ) + { + PlaceLight( gsLightRadius, sGridX, sGridY, 0 ); + gfFirstPlacement = FALSE; + } + break; + + case DRAW_MODE_SAW_ROOM: + case DRAW_MODE_ROOM: + case DRAW_MODE_CAVES: + if( gusSelectionType >= SMALLSELECTION && gusSelectionType <= XLARGESELECTION ) + ProcessAreaSelection( TRUE ); + break; + case DRAW_MODE_NEWROOF: + ReplaceBuildingWithNewRoof( iMapIndex ); + break; + + case DRAW_MODE_WALLS: PasteSingleWall( iMapIndex ); break; + case DRAW_MODE_DOORS: PasteSingleDoor( iMapIndex ); break; + case DRAW_MODE_WINDOWS: PasteSingleWindow( iMapIndex ); break; + case DRAW_MODE_ROOFS: PasteSingleRoof( iMapIndex ); break; + case DRAW_MODE_BROKEN_WALLS: PasteSingleBrokenWall( iMapIndex ); break; + case DRAW_MODE_DECOR: PasteSingleDecoration( iMapIndex ); break; + case DRAW_MODE_DECALS: + if( ValidDecalPlacement( iMapIndex ) ) + PasteSingleDecal( iMapIndex ); + break; + case DRAW_MODE_TOILET: PasteSingleToilet( iMapIndex ); break; + case DRAW_MODE_SMART_WALLS: PasteSmartWall( iMapIndex ); break; + case DRAW_MODE_SMART_DOORS: PasteSmartDoor( iMapIndex ); break; + case DRAW_MODE_SMART_WINDOWS: PasteSmartWindow( iMapIndex ); break; + case DRAW_MODE_SMART_BROKEN_WALLS: PasteSmartBrokenWall( iMapIndex ); break; + case DRAW_MODE_EXITGRID: + case DRAW_MODE_FLOORS: + case DRAW_MODE_GROUND: + case DRAW_MODE_OSTRUCTS: + case DRAW_MODE_OSTRUCTS1: + case DRAW_MODE_OSTRUCTS2: + case DRAW_MODE_DEBRIS: + if( fDontUseClick && gusSelectionType >= SMALLSELECTION && gusSelectionType <= XLARGESELECTION ) + { + DrawObjectsBasedOnSelectionRegion(); + } + else + gfRenderWorld = fPrevState; + break; + case DRAW_MODE_DOORKEYS: + InitDoorEditing( iMapIndex ); + break; + case DRAW_MODE_KILL_BUILDING: + KillBuilding( iMapIndex ); + break; + case DRAW_MODE_COPY_BUILDING: + case DRAW_MODE_MOVE_BUILDING: + if( gfFirstPlacement ) + { + CopyBuilding( iMapIndex ); + gfFirstPlacement = FALSE; + } + gfRenderWorld = fPrevState; + break; + case DRAW_MODE_BANKS: + if(fDontUseClick) + PasteBanks(iMapIndex, gsBanksSubIndex, TRUE); + break; + case DRAW_MODE_ROADS: + if(fDontUseClick) + PasteRoads(iMapIndex); + break; + case (DRAW_MODE_GROUND + DRAW_MODE_FILL_AREA): + TerrainFill( iMapIndex ); + //BeginFill( iMapIndex ); + break; + case DRAW_MODE_PLACE_ITEM: + if(fDontUseClick && gfFirstPlacement) + { + AddSelectedItemToWorld(iMapIndex);//dnl ch43 280909 + gfFirstPlacement = FALSE; + } + break; + default: + gfRenderWorld = fPrevState; + break; + } + } + else if(_RightButtonDown) + { + if(iLastMapIndexRB != iMapIndex && iLastMapIndexRB == -1) + iLastMapIndexRB = iMapIndex; + gfRenderWorld = TRUE; + switch( iDrawMode ) + { + // Handle right clicking on a merc (for editing/moving him) + case DRAW_MODE_ENEMY: + case DRAW_MODE_CREATURE: + case DRAW_MODE_REBEL: + case DRAW_MODE_CIVILIAN: + HandleRightClickOnMerc( iMapIndex ); + break; + case DRAW_MODE_PLACE_ITEM: + if(fDontUseClick) + HandleRightClickOnItem(iMapIndex);//dnl ch43 280909 + break; + + // Handle the right clicks in the main window to bring up the appropriate selection window + case DRAW_MODE_WALLS: iEditorToolbarState = TBAR_MODE_GET_WALL; break; + case DRAW_MODE_DOORS: iEditorToolbarState = TBAR_MODE_GET_DOOR; break; + case DRAW_MODE_WINDOWS: iEditorToolbarState = TBAR_MODE_GET_WINDOW; break; + case DRAW_MODE_ROOFS: iEditorToolbarState = TBAR_MODE_GET_ROOF; break; + case DRAW_MODE_BROKEN_WALLS: iEditorToolbarState = TBAR_MODE_GET_BROKEN_WALL; break; + case DRAW_MODE_DECOR: iEditorToolbarState = TBAR_MODE_GET_DECOR; break; + case DRAW_MODE_DECALS: iEditorToolbarState = TBAR_MODE_GET_DECAL; break; + case DRAW_MODE_FLOORS: iEditorToolbarState = TBAR_MODE_GET_FLOOR; break; + case DRAW_MODE_TOILET: iEditorToolbarState = TBAR_MODE_GET_TOILET; break; + + case DRAW_MODE_ROOM: iEditorToolbarState = TBAR_MODE_GET_ROOM; break; + case DRAW_MODE_NEWROOF: iEditorToolbarState = TBAR_MODE_GET_NEW_ROOF; break; + case DRAW_MODE_SLANTED_ROOF: iEditorToolbarState = TBAR_MODE_GET_ROOM; break; + case DRAW_MODE_DEBRIS: iEditorToolbarState = TBAR_MODE_GET_DEBRIS; break; + case DRAW_MODE_OSTRUCTS: iEditorToolbarState = TBAR_MODE_GET_OSTRUCTS; break; + case DRAW_MODE_OSTRUCTS1: iEditorToolbarState = TBAR_MODE_GET_OSTRUCTS1; break; + case DRAW_MODE_OSTRUCTS2: iEditorToolbarState = TBAR_MODE_GET_OSTRUCTS2; break; + case DRAW_MODE_BANKS: iEditorToolbarState = TBAR_MODE_GET_BANKS; break; + case DRAW_MODE_ROADS: iEditorToolbarState = TBAR_MODE_GET_ROADS; break; + + case DRAW_MODE_CAVES: + if( gusSelectionType >= SMALLSELECTION && gusSelectionType <= XLARGESELECTION ) + ProcessAreaSelection( FALSE ); + break; + + case DRAW_MODE_SMART_WALLS: + EraseWalls( iMapIndex ); + break; + case DRAW_MODE_SMART_BROKEN_WALLS: + case DRAW_MODE_SMART_WINDOWS: + case DRAW_MODE_SMART_DOORS: + RestoreWalls( iMapIndex ); + break; + case DRAW_MODE_EXITGRID: + if(GetExitGrid(iMapIndex, &gExitGrid))//dnl ch43 280909 + ApplyNewExitGridValuesToTextFields(); + break; + default: + gfRenderWorld = fPrevState; + break; + } + } + else if(_MiddleButtonDown) + { + if(iLastMapIndexMB != iMapIndex && iLastMapIndexMB == -1) + iLastMapIndexMB = iMapIndex; + gfRenderWorld = TRUE; + } + else if(!_LeftButtonDown) + { + if(iMapIndex == iLastMapIndexLB)// LeftClick performed on same tile + { + gfRenderWorld = TRUE; + switch(iDrawMode) + { +// case DRAW_MODE_SCHEDULEACTION: +// if( IsLocationSittableExcludingPeople( iMapIndex, FALSE ) ) +// { +// iDrawMode = DRAW_MODE_SCHEDULECONFIRM; +// gfFirstPlacement = FALSE; +// } +// break; + case DRAW_MODE_NORTHPOINT: + case DRAW_MODE_WESTPOINT: + case DRAW_MODE_EASTPOINT: + case DRAW_MODE_SOUTHPOINT: + case DRAW_MODE_CENTERPOINT: + case DRAW_MODE_ISOLATEDPOINT: + SpecifyEntryPoint(iMapIndex); + break; +// case DRAW_MODE_ENEMY: +// case DRAW_MODE_CREATURE: +// case DRAW_MODE_REBEL: +// case DRAW_MODE_CIVILIAN: +// // Handle adding mercs to the world +// if( gfFirstPlacement ) +// { +// AddMercToWorld( iMapIndex ); +// gfFirstPlacement = FALSE; +// } +// break; +// case DRAW_MODE_LIGHT: +// // Add a normal light to the world +// if( gfFirstPlacement ) +// { +// PlaceLight( gsLightRadius, sGridX, sGridY, 0 ); +// gfFirstPlacement = FALSE; +// } +// break; +// +// case DRAW_MODE_SAW_ROOM: +// case DRAW_MODE_ROOM: +// case DRAW_MODE_CAVES: +// if( gusSelectionType >= SMALLSELECTION && gusSelectionType <= XLARGESELECTION ) +// ProcessAreaSelection( TRUE ); +// break; +// case DRAW_MODE_NEWROOF: +// ReplaceBuildingWithNewRoof( iMapIndex ); +// break; +// case DRAW_MODE_WALLS: PasteSingleWall( iMapIndex ); break; +// case DRAW_MODE_DOORS: PasteSingleDoor( iMapIndex ); break; +// case DRAW_MODE_WINDOWS: PasteSingleWindow( iMapIndex ); break; +// case DRAW_MODE_ROOFS: PasteSingleRoof( iMapIndex ); break; +// case DRAW_MODE_BROKEN_WALLS: PasteSingleBrokenWall( iMapIndex ); break; +// case DRAW_MODE_DECOR: PasteSingleDecoration( iMapIndex ); break; +// case DRAW_MODE_DECALS: +// if( ValidDecalPlacement( iMapIndex ) ) +// PasteSingleDecal( iMapIndex ); +// break; +/// case DRAW_MODE_TOILET: +/// PasteSingleToilet(iMapIndex); +/// break; +/// case DRAW_MODE_SMART_WALLS: +/// PasteSmartWall(iMapIndex); +/// break; +/// case DRAW_MODE_SMART_DOORS: +/// PasteSmartDoor(iMapIndex); +/// break; +/// case DRAW_MODE_SMART_WINDOWS: +/// PasteSmartWindow(iMapIndex); +/// break; +/// case DRAW_MODE_SMART_BROKEN_WALLS: +/// PasteSmartBrokenWall(iMapIndex); +/// break; + case DRAW_MODE_EXITGRID: + case DRAW_MODE_FLOORS: + case DRAW_MODE_GROUND: + case DRAW_MODE_OSTRUCTS: + case DRAW_MODE_OSTRUCTS1: + case DRAW_MODE_OSTRUCTS2: + case DRAW_MODE_DEBRIS: + if(gusSelectionType >= SMALLSELECTION && gusSelectionType <= XLARGESELECTION) + DrawObjectsBasedOnSelectionRegion(); + else + gfRenderWorld = fPrevState; + break; +// case DRAW_MODE_DOORKEYS: +// InitDoorEditing( iMapIndex ); +// break; +// case DRAW_MODE_KILL_BUILDING: +// KillBuilding( iMapIndex ); +// break; +// case DRAW_MODE_COPY_BUILDING: +// case DRAW_MODE_MOVE_BUILDING: +// if( gfFirstPlacement ) +// { +// CopyBuilding( iMapIndex ); +// gfFirstPlacement = FALSE; +// } +// gfRenderWorld = fPrevState; +// break; + case DRAW_MODE_BANKS: + PasteBanks(iMapIndex, gsBanksSubIndex, TRUE); + break; + case DRAW_MODE_ROADS: + PasteRoads(iMapIndex); + break; +// case (DRAW_MODE_GROUND + DRAW_MODE_FILL_AREA): +// TerrainFill( iMapIndex ); +// //BeginFill( iMapIndex ); +// break; + case DRAW_MODE_PLACE_ITEM: + if(gfFirstPlacement) + { + AddSelectedItemToWorld(iMapIndex);//dnl ch43 280909 + gfFirstPlacement = FALSE; + } + break; + case DRAW_MODE_HIGH_GROUND: + if(gpWorldLevelData[iMapIndex].sHeight) + { + gpWorldLevelData[iMapIndex].sHeight = 0; + RemoveTopmost(iMapIndex, FIRSTPOINTERS6); + } + else + { + gpWorldLevelData[iMapIndex].sHeight = WORLD_CLIFF_HEIGHT; + AddTopmostToHead(iMapIndex, FIRSTPOINTERS6); + gpWorldLevelData[iMapIndex].pTopmostHead->ubShadeLevel = DEFAULT_SHADE_LEVEL; + gpWorldLevelData[iMapIndex].pTopmostHead->ubNaturalShadeLevel = DEFAULT_SHADE_LEVEL; + } + break; + default: + gfRenderWorld = fPrevState; + break; + } + } + if(!gfFirstPlacement)//dnl??? need additional testing here detected some stacking problem when copy building on building and try undo + { + switch( iDrawMode ) + { + case DRAW_MODE_SCHEDULECONFIRM: + if( IsLocationSittableExcludingPeople( iMapIndex, FALSE ) ) + { + RegisterCurrentScheduleAction( iMapIndex ); + } + break; + case DRAW_MODE_COPY_BUILDING: + PasteBuilding( iMapIndex ); + break; + case DRAW_MODE_MOVE_BUILDING: + MoveBuilding( iMapIndex ); + break; + } + } + iLastMapIndexLB = -1; + } + if(!_RightButtonDown) + { + if(iMapIndex == iLastMapIndexRB)// RightClick performed on same tile + { + gfRenderWorld = TRUE; + + switch( iDrawMode ) + { +/* + // Handle right clicking on a merc (for editing/moving him) + case DRAW_MODE_ENEMY: + case DRAW_MODE_CREATURE: + case DRAW_MODE_REBEL: + case DRAW_MODE_CIVILIAN: + HandleRightClickOnMerc( iMapIndex ); + break; +*/ + case DRAW_MODE_PLACE_ITEM: + HandleRightClickOnItem(iMapIndex);//dnl ch43 280909 + break; +/* + // Handle the right clicks in the main window to bring up the appropriate selection window + case DRAW_MODE_WALLS: iEditorToolbarState = TBAR_MODE_GET_WALL; break; + case DRAW_MODE_DOORS: iEditorToolbarState = TBAR_MODE_GET_DOOR; break; + case DRAW_MODE_WINDOWS: iEditorToolbarState = TBAR_MODE_GET_WINDOW; break; + case DRAW_MODE_ROOFS: iEditorToolbarState = TBAR_MODE_GET_ROOF; break; + case DRAW_MODE_BROKEN_WALLS: iEditorToolbarState = TBAR_MODE_GET_BROKEN_WALL; break; + case DRAW_MODE_DECOR: iEditorToolbarState = TBAR_MODE_GET_DECOR; break; + case DRAW_MODE_DECALS: iEditorToolbarState = TBAR_MODE_GET_DECAL; break; + case DRAW_MODE_FLOORS: iEditorToolbarState = TBAR_MODE_GET_FLOOR; break; + case DRAW_MODE_TOILET: iEditorToolbarState = TBAR_MODE_GET_TOILET; break; + + case DRAW_MODE_ROOM: iEditorToolbarState = TBAR_MODE_GET_ROOM; break; + case DRAW_MODE_NEWROOF: iEditorToolbarState = TBAR_MODE_GET_NEW_ROOF; break; + case DRAW_MODE_SLANTED_ROOF: iEditorToolbarState = TBAR_MODE_GET_ROOM; break; + case DRAW_MODE_DEBRIS: iEditorToolbarState = TBAR_MODE_GET_DEBRIS; break; + case DRAW_MODE_OSTRUCTS: iEditorToolbarState = TBAR_MODE_GET_OSTRUCTS; break; + case DRAW_MODE_OSTRUCTS1: iEditorToolbarState = TBAR_MODE_GET_OSTRUCTS1; break; + case DRAW_MODE_OSTRUCTS2: iEditorToolbarState = TBAR_MODE_GET_OSTRUCTS2; break; + case DRAW_MODE_BANKS: iEditorToolbarState = TBAR_MODE_GET_BANKS; break; + case DRAW_MODE_ROADS: iEditorToolbarState = TBAR_MODE_GET_ROADS; break; + + case DRAW_MODE_CAVES: + if( gusSelectionType >= SMALLSELECTION && gusSelectionType <= XLARGESELECTION ) + ProcessAreaSelection( FALSE ); + break; + + case DRAW_MODE_SMART_WALLS: + EraseWalls( iMapIndex ); + break; + case DRAW_MODE_SMART_BROKEN_WALLS: + case DRAW_MODE_SMART_WINDOWS: + case DRAW_MODE_SMART_DOORS: + RestoreWalls( iMapIndex ); + break; + case DRAW_MODE_EXITGRID: + if(GetExitGrid(iMapIndex, &gExitGrid))//dnl ch43 280909 + ApplyNewExitGridValuesToTextFields(); + break; +*/ + default: + gfRenderWorld = fPrevState; + break; + } + + } + iLastMapIndexRB = -1; + } + if(!_MiddleButtonDown) + { + if(iMapIndex == iLastMapIndexMB)// MiddleClick performed on same tile + { + gfRenderWorld = TRUE; + } + iLastMapIndexMB = -1; + } +} +#endif + +void HandleMouseWheel(void)//dnl ch4 210909 +{ + if(_WheelValue) + { + switch(iDrawMode) + { + case DRAW_MODE_SMART_WALLS: + if(_WheelValue > 0) + while(_WheelValue--) + DecSmartWallUIValue(); + else + while(_WheelValue++) + IncSmartWallUIValue(); + break; + case DRAW_MODE_SMART_DOORS: + if(_WheelValue > 0) + while(_WheelValue--) + DecSmartDoorUIValue(); + else + while(_WheelValue++) + IncSmartDoorUIValue(); + break; + case DRAW_MODE_SMART_WINDOWS: + if(_WheelValue > 0) + while(_WheelValue--) + DecSmartWindowUIValue(); + else + while(_WheelValue++) + IncSmartWindowUIValue(); + break; + case DRAW_MODE_SMART_BROKEN_WALLS: + if(_WheelValue > 0) + while(_WheelValue--) + DecSmartBrokenWallUIValue(); + else + while(_WheelValue++) + IncSmartBrokenWallUIValue(); + break; + case DRAW_MODE_PLACE_ITEM: + if(_WheelValue > 0) + while(_WheelValue--) + SelectPrevItemInPool(); + else + while(_WheelValue++) + SelectNextItemInPool(); + break; + default: + if(_WheelValue > 0) + iCurrentAction = ACTION_SUB_INDEX_UP; + else + iCurrentAction = ACTION_SUB_INDEX_DWN; + break; + } + gfRenderDrawingMode = TRUE; + } + _WheelValue = 0; } BOOLEAN DoIRenderASpecialMouseCursor() @@ -3398,7 +4069,7 @@ BOOLEAN DoIRenderASpecialMouseCursor() // Draw basic mouse if ( GetMouseXY( &sMouseX_M, &sMouseY_M ) ) { - if ( (gsCursorGridNo = MAPROWCOLTOPOS( sMouseY_M, sMouseX_M )) < 0x8000 ) + if ( (gsCursorGridNo = MAPROWCOLTOPOS( sMouseY_M, sMouseX_M )) < 0x80000000 ) { // Add basic cursor //gBasicCursorNode = AddTopmostToTail( gsCursorGridNo, FIRSTPOINTERS1 ); @@ -3609,7 +4280,7 @@ void DrawObjectsBasedOnSelectionRegion() case DRAW_MODE_EXITGRID: AddToUndoList( iMapIndex ); AddExitGridToWorld( iMapIndex, &gExitGrid ); - AddTopmostToTail( (INT16)iMapIndex, FIRSTPOINTERS8 ); + AddTopmostToTail( iMapIndex, FIRSTPOINTERS8 ); break; case DRAW_MODE_DEBRIS: PasteDebris( iMapIndex ); break; case DRAW_MODE_FLOORS: PasteSingleFloor( iMapIndex ); break; @@ -3659,7 +4330,8 @@ UINT32 EditScreenHandle( void ) if ( InOverheadMap( ) && !gfSummaryWindowActive ) { - HandleOverheadMap( ); + ScrollOverheadMap();//dnl ch45 061009 + HandleOverheadMap(); } //Calculate general mouse information @@ -3704,7 +4376,7 @@ UINT32 EditScreenHandle( void ) iCurrentAction = ACTION_NULL; UpdateCursorAreas(); - + SetCurrentCursorFromDatabase(CURSOR_NORMAL);//dnl ch1 210909 show cursor on map screen, currently for debug purposes in solving cliffs problem HandleMouseClicksInGameScreen(); if( !gfFirstPlacement && !gfLeftButtonState ) @@ -3753,6 +4425,8 @@ UINT32 EditScreenHandle( void ) // Handle keyboard shortcuts / selections HandleKeyboardShortcuts( ); + HandleMouseWheel();//dnl ch4 210909 + // Perform action based on current selection if ( (uiRetVal = PerformSelectedAction( )) != EDIT_SCREEN ) return( uiRetVal ); @@ -3829,6 +4503,58 @@ void ReloadMap() ExternalLoadMap( szFilename ); } +void ShowHighGround(INT32 iShowHighGroundCommand)//dnl ch2 210909 +{ + switch(iShowHighGroundCommand) + { + case 0: + for(int cnt=0; cntubShadeLevel = DEFAULT_SHADE_LEVEL; + gpWorldLevelData[cnt].pTopmostHead->ubNaturalShadeLevel = DEFAULT_SHADE_LEVEL; + } + } + } + break; + case 1: + ScreenMsg(FONT_MCOLOR_WHITE, MSG_INTERFACE, L"Showing High Ground Markers"); + for(int cnt=0; cntubShadeLevel = DEFAULT_SHADE_LEVEL; + gpWorldLevelData[cnt].pTopmostHead->ubNaturalShadeLevel = DEFAULT_SHADE_LEVEL; + } + } + } + break; + case 2: + for(int cnt=0; cnt= 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"\ - ".\Utils\Timer Control.h"\ - ".\Utils\utilities.h"\ - ".\utils\wordwrap.h"\ - - -.\Credits.cpp : \ - ".\builddefines.h"\ - ".\Credits.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"\ - 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-!ELSEIF "$(CFG)" == "ja2 - Win32 Demo Release with Debug Info" - -# PROP BASE Use_MFC 0 -# PROP BASE Use_Debug_Libraries 0 -# PROP BASE Output_Dir "ja2___W3" -# PROP BASE Intermediate_Dir "ja2___W3" -# PROP BASE Ignore_Export_Lib 0 -# PROP BASE Target_Dir "" -# PROP Use_MFC 0 -# PROP Use_Debug_Libraries 0 -# PROP Output_Dir "Demo Release with Debug" -# PROP Intermediate_Dir "Demo Release with Debug" -# PROP Ignore_Export_Lib 0 -# PROP Target_Dir "" -# ADD BASE CPP /nologo /G5 /MT /W4 /GX /Zi /O2 /I "\Standard Gaming Platform" /I ".\TileEngine" /I ".\Tactical" /I ".\Utils" /I ".\TacticalAI" /I ".\Communications" /I ".\Editor" /I ".\Strategic" /I ".\laptop" /D "NDEBUG" /D "CALLBACKTIMER" /D "JA2" /D "WIN32" /D "_WINDOWS" /D "RELEASE_WITH_DEBUG_INFO" /FR /YX /FD /O2b2 /c -# ADD CPP /nologo /G5 /MT /W4 /GX /Zi /O2 /I ".\Standard Gaming Platform" /I ".\TileEngine" /I ".\Tactical" /I ".\Utils" /I ".\TacticalAI" /I ".\Communications" /I ".\Editor" /I ".\Strategic" /I ".\laptop" /I ".\\" /D "RELEASE_WITH_DEBUG_INFO" /D "NDEBUG" /D "JA2DEMO" /D "CALLBACKTIMER" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "PRECOMPILEDHEADERS" /D "XML_STATIC" /D "CINTERFACE" /FR /YX"JA2 All.h" /FD /O2b2 /c -# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32 -# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 -# ADD BASE RSC /l 0x409 /d "NDEBUG" -# ADD RSC /l 0x409 /d "NDEBUG" -BSC32=bscmake.exe -# ADD BASE BSC32 /nologo -# ADD BSC32 /nologo -LINK32=link.exe -# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib winmm.lib /nologo /subsystem:windows /profile /map /debug /machine:I386 /out:"\ja2\ja2.exe" -# SUBTRACT BASE LINK32 /nodefaultlib -# ADD LINK32 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 /debug /machine:I386 /out:"d:\ja2demo\ja2.exe" -# SUBTRACT LINK32 /nodefaultlib - -!ELSEIF "$(CFG)" == "ja2 - Win32 Demo Bounds Checker" - -# PROP BASE Use_MFC 0 -# PROP BASE Use_Debug_Libraries 1 -# PROP BASE Output_Dir "ja2___W4" -# PROP BASE Intermediate_Dir "ja2___W4" -# PROP BASE Ignore_Export_Lib 0 -# PROP BASE Target_Dir "" -# PROP Use_MFC 0 -# PROP Use_Debug_Libraries 1 -# PROP Output_Dir "Demo Bounds Checker" -# PROP Intermediate_Dir "Demo Bounds Checker" -# PROP Ignore_Export_Lib 0 -# PROP Target_Dir "" -# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "\Standard Gaming Platform" /I ".\TileEngine" /I ".\Tactical" /I ".\Utils" /I ".\TacticalAI" /I ".\Communications" /I ".\Editor" /I ".\Strategic" /I ".\Laptop" /D "CALLBACKTIMER" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "BOUNDS_CHECKER" /FR /YX /FD /c -# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "\Standard Gaming Platform" /I ".\TileEngine" /I ".\Tactical" /I ".\Utils" /I ".\TacticalAI" /I ".\Communications" /I ".\Editor" /I ".\Strategic" /I ".\Laptop" /D "_DEBUG" /D "BOUNDS_CHECKER" /D "JA2DEMO" /D "CALLBACKTIMER" /D "WIN32" /D "_WINDOWS" /D "JA2" /D "PRECOMPILEDHEADERS" /FR /YX"JA2 All.h" /FD /c -# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32 -# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32 -# ADD BASE RSC /l 0x409 /d "_DEBUG" -# ADD RSC /l 0x409 /d "_DEBUG" -BSC32=bscmake.exe -# ADD BASE BSC32 /nologo -# ADD BSC32 /nologo -LINK32=link.exe -# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib winmm.lib /nologo /subsystem:windows /profile /map /debug /machine:I386 /out:"\ja2\ja2.exe" -# ADD LINK32 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 /debug /machine:I386 /out:"..\..\ja2.exe" - -!ENDIF - -# Begin Target - -# Name "ja2 - Win32 Release" -# Name "ja2 - Win32 Debug" -# Name "ja2 - Win32 Release with Debug Info" -# Name "ja2 - Win32 Bounds Checker" -# Name "ja2 - Win32 Debug Demo" -# Name "ja2 - Win32 Release Demo" -# Name "ja2 - Win32 Demo Release with Debug Info" -# Name "ja2 - Win32 Demo Bounds Checker" -# Begin Group "Source Files" - -# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;hpj;bat;for;f90" -# Begin Source File - -SOURCE=.\Utils\_Ja25GermanText.cpp -# End Source File -# Begin Source File - -SOURCE=.\aniviewscreen.cpp -# End Source File -# Begin Source File - -SOURCE=.\Credits.cpp -# End Source File -# Begin Source File - -SOURCE=.\Utils\Cursors.cpp -# End Source File -# Begin Source File - -SOURCE=".\Fade Screen.cpp" -# End Source File -# Begin Source File - -SOURCE=.\GameInitOptionsScreen.cpp -# End Source File -# Begin Source File - -SOURCE=.\gameloop.cpp -# End Source File -# Begin Source File - -SOURCE=.\gamescreen.cpp -# End Source File -# Begin Source File - -SOURCE=.\GameSettings.cpp -# End Source File -# Begin Source File - -SOURCE=.\GameVersion.cpp -# End Source File -# Begin Source File - -SOURCE=.\HelpScreen.cpp -# End Source File -# Begin Source File - -SOURCE=.\Init.cpp -# End Source File -# Begin Source File - -SOURCE=.\Intro.cpp -# End Source File -# Begin Source File - -SOURCE=".\JA2 Splash.cpp" -# End Source File -# Begin Source File - -SOURCE=.\Res\ja2.rc -# ADD BASE RSC /l 0x409 /i "Res" -# ADD RSC /l 0x409 /i "Res" /i ".\Res" -# End Source File -# Begin Source File - -SOURCE=.\jascreens.cpp -# End Source File -# Begin Source File - -SOURCE=".\Loading Screen.cpp" -# End Source File -# Begin Source File - -SOURCE=.\MainMenuScreen.cpp -# End Source File -# Begin Source File - -SOURCE=.\MessageBoxScreen.cpp -# End Source File -# Begin Source File - -SOURCE=".\Options Screen.cpp" -# End Source File -# Begin Source File - -SOURCE=.\SaveLoadGame.cpp -# End Source File -# Begin Source File - -SOURCE=.\SaveLoadScreen.cpp -# End Source File -# Begin Source File - -SOURCE=.\SCREENS.cpp -# End Source File -# Begin Source File - -SOURCE=".\Sys Globals.cpp" -# End Source File -# End Group -# Begin Group "Header Files" - -# PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd" -# Begin Source File - -SOURCE=.\builddefines.h -# End Source File -# Begin Source File - -SOURCE=.\Credits.h -# End Source File -# Begin Source File - -SOURCE=.\GameInitOptionsScreen.h -# End Source File -# Begin Source File - -SOURCE=.\gameloop.h -# End Source File -# Begin Source File - -SOURCE=.\GameSettings.h -# End Source File -# Begin Source File - -SOURCE=".\JA2 All.h" -# End Source File -# Begin Source File - -SOURCE=".\JA2 Demo Ads.h" -# End Source File -# Begin Source File - -SOURCE=.\jascreens.h -# End Source File -# Begin Source File - -SOURCE=".\Language Defines.h" -# End Source File -# Begin Source File - -SOURCE=".\Loading Screen.h" -# End Source File -# Begin Source File - -SOURCE=.\local.h -# End Source File -# Begin Source File - -SOURCE=.\MessageBoxScreen.h -# End Source File -# Begin Source File - -SOURCE=".\Options Screen.h" -# End Source File -# Begin Source File - -SOURCE=.\SaveLoadGame.h -# End Source File -# Begin Source File - -SOURCE=.\SaveLoadScreen.h -# End Source File -# Begin Source File - -SOURCE=.\screenids.h -# End Source File -# Begin Source File - -SOURCE=.\SCREENS.H -# End Source File -# Begin Source File - -SOURCE=.\Strategic\strategicmap.h -# End Source File -# Begin Source File - -SOURCE=".\Sys Globals.h" -# End Source File -# Begin Source File - -SOURCE=.\VtuneApi.h -# End Source File -# End Group -# Begin Source File - -SOURCE=.\Res\jagged3.ico -# End Source File -# Begin Source File - -SOURCE=.\fmodvc.lib -# End Source File -# End Target -# End Project diff --git a/JA2.dsw b/JA2.dsw deleted file mode 100644 index a969a1f9..00000000 --- a/JA2.dsw +++ /dev/null @@ -1,185 +0,0 @@ -Microsoft Developer Studio Workspace File, Format Version 6.00 -# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE! - -############################################################################### - -Project: "Editor"=.\Editor\Editor.dsp - Package Owner=<4> - -Package=<5> -{{{ - begin source code control - "$/Jagged Alliance 2/Development/Programming/Jagged Alliance 2/Build", AVAAAAAA - ..\..\ja2\build - end source code control -}}} - -Package=<4> -{{{ -}}} - -############################################################################### - -Project: "Laptop"=.\Laptop\Laptop.dsp - Package Owner=<4> - -Package=<5> -{{{ - begin source code control - "$/Jagged Alliance 2/Development/Programming/Jagged Alliance 2/Build", AVAAAAAA - ..\..\ja2\build - end source code control -}}} - -Package=<4> -{{{ -}}} - -############################################################################### - -Project: "Standard Gaming Platform"=".\Standard Gaming Platform\Standard Gaming Platform.dsp" - Package Owner=<4> - -Package=<5> -{{{ - begin source code control - "$/Jagged Alliance 2/Development/Programming/Jagged Alliance 2/Build", AVAAAAAA - ..\..\ja2\build - end source code control -}}} - -Package=<4> -{{{ -}}} - -############################################################################### - -Project: "Strategic"=.\Strategic\Strategic.dsp - Package Owner=<4> - -Package=<5> -{{{ - begin source code control - "$/Jagged Alliance 2/Development/Programming/Jagged Alliance 2/Build", AVAAAAAA - ..\..\ja2\build - end source code control -}}} - -Package=<4> -{{{ -}}} - -############################################################################### - -Project: "Tactical"=.\Tactical\Tactical.dsp - Package Owner=<4> - -Package=<5> -{{{ - begin source code control - "$/Jagged Alliance 2/Development/Programming/Jagged Alliance 2/Build", AVAAAAAA - ..\..\ja2\build - end source code control -}}} - -Package=<4> -{{{ -}}} - -############################################################################### - -Project: "TacticalAI"=.\TacticalAI\TacticalAI.dsp - Package Owner=<4> - -Package=<5> -{{{ - begin source code control - "$/Jagged Alliance 2/Development/Programming/Jagged Alliance 2/Build", AVAAAAAA - ..\..\ja2\build - end source code control -}}} - -Package=<4> -{{{ -}}} - -############################################################################### - -Project: "TileEngine"=.\TileEngine\TileEngine.dsp - Package Owner=<4> - -Package=<5> -{{{ - begin source code control - "$/Jagged Alliance 2/Development/Programming/Jagged Alliance 2/Build", AVAAAAAA - ..\..\ja2\build - end source code control -}}} - -Package=<4> -{{{ -}}} - -############################################################################### - -Project: "Utils"=.\Utils\Utils.dsp - Package Owner=<4> - -Package=<5> -{{{ - begin source code control - "$/Jagged Alliance 2/Development/Programming/Jagged Alliance 2/Build", AVAAAAAA - ..\..\ja2\build - end source code control -}}} - -Package=<4> -{{{ -}}} - -############################################################################### - -Project: "ja2"=.\JA2.dsp - Package Owner=<4> - -Package=<5> -{{{ - begin source code control - "$/Jagged Alliance 2/Development/Programming/Jagged Alliance 2/Build", AVAAAAAA - ..\..\ja2\build - end source code control -}}} - -Package=<4> -{{{ - Begin Project Dependency - Project_Dep_Name TileEngine - End Project Dependency - Begin Project Dependency - Project_Dep_Name Standard Gaming Platform - End Project Dependency - Begin Project Dependency - Project_Dep_Name Tactical - End Project Dependency - Begin Project Dependency - Project_Dep_Name Utils - End Project Dependency - Begin Project Dependency - Project_Dep_Name TacticalAI - End Project Dependency - Begin Project Dependency - Project_Dep_Name Editor - End Project Dependency - Begin Project Dependency - Project_Dep_Name Laptop - End Project Dependency - Begin Project Dependency - Project_Dep_Name Strategic - End Project Dependency -}}} - -############################################################################### - -Global: - -Package=<5> -{{{ -}}} - -Package=<3> -{{{ -}}} - -############################################################################### - diff --git a/JA2.opt b/JA2.opt deleted file mode 100644 index 5f3c8580..00000000 Binary files a/JA2.opt and /dev/null differ diff --git a/JA2.plg b/JA2.plg deleted file mode 100644 index 062f4720..00000000 --- a/JA2.plg +++ /dev/null @@ -1,1402 +0,0 @@ - - -
-

Build Log

-

---------------------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" -".\Release\Tile Surface.obj" -.\Release\TileDat.obj -.\Release\tiledef.obj -.\Release\WorldDat.obj -.\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 -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Editor", "Editor\Editor.vcproj", "{33CD085A-A03E-4D2C-970A-D69CD5466806}" - ProjectSection(ProjectDependencies) = postProject - EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Laptop", "Laptop\Laptop.vcproj", "{E0E16C88-C352-4C37-AC27-BFF3FDF18E82}" - ProjectSection(ProjectDependencies) = postProject - EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Standard Gaming Platform", "Standard Gaming Platform\Standard Gaming Platform.vcproj", "{1D052886-AE6B-437A-BE0C-D074CA940818}" - ProjectSection(ProjectDependencies) = postProject - EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Strategic", "Strategic\Strategic.vcproj", "{F10032C4-A6E5-44F7-A9BC-B76C46BA72D5}" - ProjectSection(ProjectDependencies) = postProject - EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tactical", "Tactical\Tactical.vcproj", "{2124B612-013E-492D-911C-B5737D60EEDF}" - ProjectSection(ProjectDependencies) = postProject - EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TacticalAI", "TacticalAI\TacticalAI.vcproj", "{D76119D7-B5EB-4F61-BFB9-F582B06F889B}" - ProjectSection(ProjectDependencies) = postProject - EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TileEngine", "TileEngine\TileEngine.vcproj", "{97E691B8-7A39-4E86-B69A-BD6BD5C31F32}" - ProjectSection(ProjectDependencies) = postProject - EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Utils", "Utils\Utils.vcproj", "{4D4A4AF3-63D1-4C4B-81B5-3EFB3BD574F2}" - ProjectSection(ProjectDependencies) = postProject - EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "lua", "lua\lua.vcproj", "{095CC13E-F2F8-4070-AC7A-70926A0ADF37}" - 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EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Console", "Console\Console.vcproj", "{286FCC0E-C6E1-4E29-8642-588D7358966F}" - ProjectSection(ProjectDependencies) = postProject - EndProjectSection -EndProject -Global - GlobalSection(SolutionConfiguration) = preSolution - Debug = Debug - Release = Release - EndGlobalSection - GlobalSection(ProjectConfiguration) = postSolution - {33CD085A-A03E-4D2C-970A-D69CD5466806}.Debug.ActiveCfg = Debug|Win32 - {33CD085A-A03E-4D2C-970A-D69CD5466806}.Debug.Build.0 = Debug|Win32 - {33CD085A-A03E-4D2C-970A-D69CD5466806}.Release.ActiveCfg = Release|Win32 - {33CD085A-A03E-4D2C-970A-D69CD5466806}.Release.Build.0 = Release|Win32 - {E0E16C88-C352-4C37-AC27-BFF3FDF18E82}.Debug.ActiveCfg = Debug|Win32 - {E0E16C88-C352-4C37-AC27-BFF3FDF18E82}.Debug.Build.0 = Debug|Win32 - {E0E16C88-C352-4C37-AC27-BFF3FDF18E82}.Release.ActiveCfg = Release|Win32 - {E0E16C88-C352-4C37-AC27-BFF3FDF18E82}.Release.Build.0 = Release|Win32 - {1D052886-AE6B-437A-BE0C-D074CA940818}.Debug.ActiveCfg = Debug|Win32 - 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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"\ - 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- - -!ENDIF - 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"\ - 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- -!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"\ - 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"..\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"\ - - -".\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"\ - "..\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 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"\ - "..\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 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"\ - 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- -".\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"\ - "..\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"\ - - -".\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"\ - 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"..\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 Interface Border.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 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"\ - "..\Tactical\Arms Dealer Init.h"\ - "..\Tactical\Boxing.h"\ - "..\tactical\bullets.h"\ - "..\Tactical\Campaign.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"\ - "..\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"\ - "..\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"\ - 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"..\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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"..\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"\ - 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"..\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"\ - 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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\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"\ - 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- -".\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"\ - "..\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"\ - - -".\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"\ - "..\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"\ - - -".\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"\ - "..\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"\ - 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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\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"\ - 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"..\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"\ - 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"..\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 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"\ - 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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"\ - "..\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"\ - 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"..\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"\ - 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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\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"\ - 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"..\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"\ - 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"..\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"\ - 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"..\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"\ - 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- - -!ENDIF - diff --git a/Strategic/Strategic.vcproj b/Strategic/Strategic.vcproj deleted file mode 100644 index 14d7f864..00000000 --- a/Strategic/Strategic.vcproj +++ /dev/null @@ -1,3662 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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// 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 + +class MDItemVideoObjects +{ +public: + MDItemVideoObjects(); + + UINT32 getVObjectForItem(UINT32 key); + void registerItem(UINT32 key, vfs::Path const& sFileName); + bool registerItemsFromFilePattern(vfs::Path const& sFilePattern); + void unRegisterAllItems(); +private: + std::map m_mapVObjects; +}; + + +extern bool g_bUsePngItemImages; +// old item image handles +extern UINT32 guiGUNSM; +extern UINT32 guiP1ITEMS; +extern UINT32 guiP2ITEMS; +extern UINT32 guiP3ITEMS; +// new item image handles +extern MDItemVideoObjects g_oGUNSM; +extern MDItemVideoObjects g_oP1ITEMS; +extern MDItemVideoObjects g_oP2ITEMS; +extern MDItemVideoObjects g_oP3ITEMS; + +bool RegisterItemImages(); + +#endif // _ITERFACEITEMIMAGES_H_ diff --git a/Tactical/Inventory Choosing.cpp b/Tactical/Inventory Choosing.cpp index a7479229..79674650 100644 --- a/Tactical/Inventory Choosing.cpp +++ b/Tactical/Inventory Choosing.cpp @@ -2070,11 +2070,14 @@ void ChooseLocationSpecificGearForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp // but somewhere on their person, not in their face positions if ( gWorldSectorX == TIXA_SECTOR_X && gWorldSectorY == TIXA_SECTOR_Y && StrategicMap[ TIXA_SECTOR_X + TIXA_SECTOR_Y * MAP_WORLD_X ].fEnemyControlled ) { + //dnl ch40 041009 usItem = PickARandomItem(GASMASKS); - if ( usItem > 0 ) + if(Random(100) > 80) + usItem = NOTHING; + if(usItem > 0) { - CreateItem( usItem, (INT8) (95+Random(6)), &gTempObject ); - PlaceObjectInSoldierCreateStruct( pp, &gTempObject ); + CreateItem(usItem, (INT8)(90+Random(10)), &gTempObject); + PlaceObjectInSoldierCreateStruct(pp, &gTempObject); } } } @@ -2745,10 +2748,10 @@ else uiItemClass == IC_THROWING_KNIFE || uiItemClass == IC_LAUNCHER || uiItemClass == IC_APPLIABLE || uiItemClass == IC_FACE || uiItemClass == IC_TENTACLES || uiItemClass == IC_THROWN || uiItemClass == IC_PUNCH || uiItemClass == IC_KEY || - uiItemClass == IC_MISC || uiItemClass == IC_MONEY + uiItemClass == IC_MISC || uiItemClass == IC_MONEY // WANNE: Fix by Roadkill: Also drop LBE Gear - || uiItemClass == IC_LBEGEAR || uiItemClass == IC_BELTCLIP + || uiItemClass == IC_LBEGEAR || uiItemClass == IC_BELTCLIP ) { // Find matching armour in the XML diff --git a/Tactical/Item Types.cpp b/Tactical/Item Types.cpp index c8a28293..2091a29b 100644 --- a/Tactical/Item Types.cpp +++ b/Tactical/Item Types.cpp @@ -20,7 +20,7 @@ int gLastLBEUniqueID = 0; extern UINT32 guiCurrentItemDescriptionScreen; extern BOOLEAN fShowMapInventoryPool; -extern BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT16 sGridNo ); +extern BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo ); bool IsSlotAnLBESlot(int slot) { @@ -1013,6 +1013,80 @@ void ObjectData::DuplicateLBE() } } +//dnl ch33 120909 +OLD_OBJECTTYPE_101& OLD_OBJECTTYPE_101::operator=(OBJECTTYPE& src) +{ + if((void*)this != (void*)&src) + { + memset(this, 0, sizeof(OLD_OBJECTTYPE_101)); + this->usItem = src.usItem; + this->ubNumberOfObjects = src.ubNumberOfObjects; + this->ubWeight = (UINT8)CalculateObjectWeight(&src);//dnl??? need test, probably this should be calculated after you create old object + this->fFlags = src.fFlags; + this->ubMission = src.ubMission; + this->ubNumberOfObjects = src.ubNumberOfObjects; + this->usItem = src.usItem; + if(ubNumberOfObjects == 1) + { + this->ugYucky.bGunStatus = (INT8)src[0]->data.gun.bGunStatus; + switch(Item[src.usItem].usItemClass) + { + case IC_MONEY: + this->ugYucky.uiMoneyAmount = src[0]->data.money.uiMoneyAmount; + break; + case IC_KEY: + ugYucky.ubKeyID = src[0]->data.key.ubKeyID; + break; + case IC_GRENADE: + case IC_BOMB: + this->ugYucky.bDetonatorType = src[0]->data.misc.bDetonatorType; + this->ugYucky.usBombItem = src[0]->data.misc.usBombItem; + this->ugYucky.bDelay = src[0]->data.misc.bDelay; + this->ugYucky.ubBombOwner = src[0]->data.misc.ubBombOwner; + this->ugYucky.bActionValue = src[0]->data.misc.bActionValue; + this->ugYucky.ubTolerance = src[0]->data.misc.ubTolerance; + break; + default: + this->ugYucky.ubGunAmmoType = src[0]->data.gun.ubGunAmmoType; + this->ugYucky.ubGunShotsLeft = (UINT8)src[0]->data.gun.ubGunShotsLeft; + this->ugYucky.usGunAmmoItem = src[0]->data.gun.usGunAmmoItem; + this->ugYucky.bGunAmmoStatus = (INT8)src[0]->data.gun.bGunAmmoStatus; + this->ugYucky.ubGunState = src[0]->data.gun.ubGunState; + break; + } + this->bTrap = src[0]->data.bTrap; + this->ubImprintID = src[0]->data.ubImprintID; + this->fUsed = src[0]->data.fUsed; + if(src.usItem == OWNERSHIP) + { + this->ugYucky.ubOwnerProfile = (UINT8)src[0]->data.owner.ubOwnerProfile; + this->ugYucky.ubOwnerCivGroup = src[0]->data.owner.ubOwnerCivGroup; + } + int i = 0; + for(attachmentList::iterator iter=src[0]->attachments.begin(); iter!=src[0]->attachments.end(); ++iter) + { + //dnl??? this part should check if attachment is valid for 1.12, but then means you will lost some stuff from NIV, and if you wnat play map in older 1.13 versions this is not good + //if(iter->usItem) + // ; + this->usAttachItem[i] = iter->usItem; + this->bAttachStatus[i] = (INT8)(*iter)[0]->data.objectStatus; + if(++i >= OLD_MAX_ATTACHMENTS_101) + break; + } + } + else + { + memset(&this->ugYucky, 0, sizeof(Version101::OLD_OBJECTTYPE_101_UNION)); + for(int i=0; iugYucky.bStatus[i] = (INT8)src[i]->data.objectStatus; + this->bTrap = src[0]->data.bTrap; + this->ubImprintID = src[0]->data.ubImprintID; + this->fUsed = src[0]->data.fUsed; + } + } + return(*this); +} + // Constructor OBJECTTYPE::OBJECTTYPE() { @@ -1152,6 +1226,12 @@ OBJECTTYPE& OBJECTTYPE::operator=(const OLD_OBJECTTYPE_101& src) (*this)[0]->data.ubImprintID = src.ubImprintID; // ID of merc that item is imprinted on (*this)[0]->data.fUsed = src.fUsed; // flags for whether the item is used or not + if(src.usItem == OWNERSHIP)//dnl ch29 120909 + { + (*this)[0]->data.owner.ubOwnerProfile = src.ugYucky.ubOwnerProfile; + (*this)[0]->data.owner.ubOwnerCivGroup = src.ugYucky.ubOwnerCivGroup; + } + //it's unlikely max will get less over the versions, but still, check the min for (int x = 0; x < OLD_MAX_ATTACHMENTS_101; ++x) { diff --git a/Tactical/Item Types.h b/Tactical/Item Types.h index 35977da9..6a2fa69e 100644 --- a/Tactical/Item Types.h +++ b/Tactical/Item Types.h @@ -307,6 +307,7 @@ namespace Version101 class OLD_OBJECTTYPE_101 { public: + OLD_OBJECTTYPE_101& operator=(OBJECTTYPE& src);//dnl ch33 120909 UINT16 usItem; UINT8 ubNumberOfObjects; @@ -355,7 +356,7 @@ namespace ObjectDataStructs { { UINT8 ubTolerance; // tolerance value for panic triggers UINT8 ubLocationID; // location value for remote non-bomb (special!) triggers - }; + }; }; struct OBJECT_KEY { diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index 0d502517..a4c9de43 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -51,6 +51,7 @@ #include "lighting.h" #include "utilities.h" #include "english.h" + #include "debug control.h" #endif //forward declarations of common classes to eliminate includes @@ -64,7 +65,7 @@ void SetNewItem( SOLDIERTYPE *pSoldier, UINT8 ubInvPos, BOOLEAN fNewItem ); extern SOLDIERTYPE *gpItemDescSoldier; extern BOOLEAN fShowMapInventoryPool; -extern BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT16 sGridNo ); +extern BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo ); // weight units are 100g each @@ -2680,7 +2681,9 @@ UINT32 CalculateCarriedWeight( SOLDIERTYPE * pSoldier ) //ADB the weight of the object is already counting stacked objects, attachments, et al uiTotalWeight += CalculateObjectWeight(&pSoldier->inv[ubLoop]); } - // Every point over 80 counts double. + // for now, assume soldiers can carry 1/2 their strength in KGs without penalty. + // instead of multiplying by 100 for percent, and then dividing by 10 to account + // for weight units being in 10ths of kilos, not kilos... we just start with 10 instead of 100! ubStrengthForCarrying = EffectiveStrength( pSoldier ); if ( ubStrengthForCarrying > 80 ) { @@ -3158,8 +3161,8 @@ BOOLEAN EmptyWeaponMagazine( OBJECTTYPE * pWeapon, OBJECTTYPE *pAmmo, UINT32 sub { CreateAmmo((*pWeapon)[subObject]->data.gun.usGunAmmoItem, pAmmo, (*pWeapon)[subObject]->data.gun.ubGunShotsLeft); - (*pWeapon)[subObject]->data.gun.ubGunShotsLeft = 0; - (*pWeapon)[subObject]->data.gun.ubGunAmmoType = 0; + (*pWeapon)[subObject]->data.gun.ubGunShotsLeft = 0; + (*pWeapon)[subObject]->data.gun.ubGunAmmoType = 0; // HEADROCK HAM 3.5: Leaving the ammo inside the gun causes EDB stats to display values as though the magazine // still gives some effects (like autopen reduction, range bonus, etcetera). I'm going to try to work around // this issue. @@ -6349,8 +6352,14 @@ void CheckEquipmentForFragileItemDamage( SOLDIERTYPE *pSoldier, INT32 iDamage ) } -BOOLEAN DamageItemOnGround( OBJECTTYPE * pObject, INT16 sGridNo, INT8 bLevel, INT32 iDamage, UINT8 ubOwner ) +BOOLEAN DamageItemOnGround( OBJECTTYPE * pObject, INT32 sGridNo, INT8 bLevel, INT32 iDamage, UINT8 ubOwner ) { +#ifdef JA2BETAVERSION + CHAR tmpMPDbgString[512]; + sprintf(tmpMPDbgString,"DamageItemOnGround ( usItem : %i , sGridNo : %i , bLevel : %i , iDamage : %i , ubOwner : %i )\n",pObject->usItem, sGridNo , bLevel , iDamage , ubOwner ); + MPDebugMsg(tmpMPDbgString); +#endif + BOOLEAN fBlowsUp; fBlowsUp = DamageItem( pObject, iDamage, TRUE ); @@ -7811,7 +7820,7 @@ INT8 FindGasMask( SOLDIERTYPE * pSoldier ) { INT8 bLoop; - for (bLoop = 0; bLoop < HANDPOS; bLoop++) + for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)//dnl ch40 041009 { if (pSoldier->inv[bLoop].exists() == true) { if ( Item[pSoldier->inv[bLoop].usItem].gasmask ) @@ -8544,62 +8553,62 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier) { // HEADROCK HAM B2.6: Dynamic aiming level restrictions based on gun type and attachments. // HEADROCK HAM 3.5: Revamped this - it was illogically constructed. - if ( gGameExternalOptions.fDynamicAimingTime ) - { - UINT16 weaponRange; - UINT8 weaponType, maxAimForType, maxAimWithoutBipod; - BOOLEAN fTwoHanded, fUsingBipod; - - // Read weapon data - fTwoHanded = Item[pSoldier->inv[pSoldier->ubAttackingHand].usItem].twohanded; - weaponRange = Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].usRange + GetRangeBonus(&pSoldier->inv[pSoldier->ubAttackingHand]); - weaponType = Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].ubWeaponType; - fUsingBipod = FALSE; + if ( gGameExternalOptions.fDynamicAimingTime ) + { + UINT16 weaponRange; + UINT8 weaponType, maxAimForType, maxAimWithoutBipod; + BOOLEAN fTwoHanded, fUsingBipod; + + // Read weapon data + fTwoHanded = Item[pSoldier->inv[pSoldier->ubAttackingHand].usItem].twohanded; + weaponRange = Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].usRange + GetRangeBonus(&pSoldier->inv[pSoldier->ubAttackingHand]); + weaponType = Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].ubWeaponType; + fUsingBipod = FALSE; - maxAimWithoutBipod = 4; - - // Define basic (no attachments), and absolute maximums + maxAimWithoutBipod = 4; + + // Define basic (no attachments), and absolute maximums if (weaponType == GUN_PISTOL || weaponType == GUN_M_PISTOL || fTwoHanded == 0) - { - maxAimForType = 2; - aimLevels = 1; - maxAimWithoutBipod = 2; - } + { + maxAimForType = 2; + aimLevels = 1; + maxAimWithoutBipod = 2; + } else if (weaponType == GUN_SHOTGUN || weaponType == GUN_LMG || weaponType == GUN_SMG) - { - maxAimForType = 3; - aimLevels = 2; - maxAimWithoutBipod = 3; - } + { + maxAimForType = 3; + aimLevels = 2; + maxAimWithoutBipod = 3; + } else if ((weaponType == GUN_AS_RIFLE || weaponType == GUN_RIFLE ) && weaponRange <= 500) - { - maxAimForType = 4; - aimLevels = 2; - maxAimWithoutBipod = 3; - } + { + maxAimForType = 4; + aimLevels = 2; + maxAimWithoutBipod = 3; + } else if (((weaponType == GUN_AS_RIFLE || weaponType == GUN_RIFLE) && weaponRange > 500) || (weaponType == GUN_SN_RIFLE && weaponRange <= 500)) - { + { maxAimForType = 6; - aimLevels = 3; - maxAimWithoutBipod = 4; - } + aimLevels = 3; + maxAimWithoutBipod = 4; + } else if (weaponType == GUN_SN_RIFLE && weaponRange > 500) { maxAimForType = 8; aimLevels = 4; maxAimWithoutBipod = 3; } - else - { - return 4; - } + else + { + return 4; + } - // Determine whether a bipod is being used (prone) - if (GetBipodBonus(&pSoldier->inv[pSoldier->ubAttackingHand])>0 && gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE ) - { - fUsingBipod = TRUE; - } + // Determine whether a bipod is being used (prone) + if (GetBipodBonus(&pSoldier->inv[pSoldier->ubAttackingHand])>0 && gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE ) + { + fUsingBipod = TRUE; + } usScopeBonus = ( GetMinRangeForAimBonus(&pSoldier->inv[pSoldier->ubAttackingHand]) * 10 ) / gGameExternalOptions.ubStraightSightRange; @@ -8624,19 +8633,19 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier) aimLevels++; } - // Make sure not over maximum allowed for weapon type. - if (aimLevels > maxAimForType) - { - aimLevels = maxAimForType; - } - // Make sure not over maximum allowed without a bipod. - if (!fUsingBipod) - { - aimLevels = __min(aimLevels, maxAimWithoutBipod); - } - } - else // JA2 1.13 Basic aiming restrictions (8 levels for 10x scope, 6 levels for 7x scope) + // Make sure not over maximum allowed for weapon type. + if (aimLevels > maxAimForType) { + aimLevels = maxAimForType; + } + // Make sure not over maximum allowed without a bipod. + if (!fUsingBipod) + { + aimLevels = __min(aimLevels, maxAimWithoutBipod); + } + } + else // JA2 1.13 Basic aiming restrictions (8 levels for 10x scope, 6 levels for 7x scope) + { if ( !IsScoped( &pSoldier->inv[pSoldier->ubAttackingHand] ) ) { // No scope. 4 Allowed. @@ -8957,4 +8966,4 @@ INT8 FindBackpackOnSoldier( SOLDIERTYPE * pSoldier ) } } return( ITEM_NOT_FOUND ); -} \ No newline at end of file +} diff --git a/Tactical/Items.h b/Tactical/Items.h index ed00727c..bce3b257 100644 --- a/Tactical/Items.h +++ b/Tactical/Items.h @@ -186,7 +186,7 @@ UINT16 StandardGunListReplacement( UINT16 usGun ); UINT16 FindReplacementMagazine( UINT8 ubCalibre, UINT16 ubMagSize, UINT8 ubAmmoType); UINT16 FindReplacementMagazineIfNecessary( UINT16 usOldGun, UINT16 usOldAmmo, UINT16 usNewGun ); -BOOLEAN DamageItemOnGround( OBJECTTYPE * pObject, INT16 sGridNo, INT8 bLevel, INT32 iDamage, UINT8 ubOwner ); +BOOLEAN DamageItemOnGround( OBJECTTYPE * pObject, INT32 sGridNo, INT8 bLevel, INT32 iDamage, UINT8 ubOwner ); BOOLEAN ApplyCanteen( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAPs ); BOOLEAN ApplyElixir( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAPs ); diff --git a/Tactical/Keys.cpp b/Tactical/Keys.cpp index 79fbd02c..04928267 100644 --- a/Tactical/Keys.cpp +++ b/Tactical/Keys.cpp @@ -641,7 +641,7 @@ void HandleDoorTrap( SOLDIERTYPE * pSoldier, DOOR * pDoor ) { case EXPLOSION: // cause damage as a regular hand grenade - IgniteExplosion( NOBODY, CenterX( pSoldier->sGridNo ), (INT16)CenterY( pSoldier->sGridNo ), 25, pSoldier->sGridNo, HAND_GRENADE, 0 ); + IgniteExplosion( NOBODY, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 25, pSoldier->sGridNo, HAND_GRENADE, 0 ); break; case SIREN: @@ -716,7 +716,7 @@ BOOLEAN AttemptToBlowUpLock( SOLDIERTYPE * pSoldier, DOOR * pDoor ) // Do explosive graphic.... { ANITILE_PARAMS AniParams; - INT16 sGridNo; + INT32 sGridNo; INT16 sX, sY, sZ; // Get gridno @@ -779,45 +779,92 @@ BOOLEAN AttemptToBlowUpLock( SOLDIERTYPE * pSoldier, DOOR * pDoor ) return( FALSE ); } -//File I/O for loading the door information from the map. This automatically allocates -//the exact number of slots when loading. -void LoadDoorTableFromMap( INT8 **hBuffer ) +//dnl ch42 250909 +DOOR& DOOR::operator=(const _OLD_DOOR& src) { - INT32 cnt; - - TrashDoorTable(); - LOADDATA( &gubNumDoors, *hBuffer, 1 ); - - gubMaxDoors = gubNumDoors; - DoorTable = (DOOR *)MemAlloc( sizeof( DOOR ) * gubMaxDoors ); - - LOADDATA( DoorTable, *hBuffer, sizeof( DOOR )*gubMaxDoors ); - - // OK, reset perceived values to nothing... - for ( cnt = 0; cnt < gubNumDoors; cnt++ ) + if((void*)this != (void*)&src) { - DoorTable[ cnt ].bPerceivedLocked = DOOR_PERCEIVED_UNKNOWN; - DoorTable[ cnt ].bPerceivedTrapped = DOOR_PERCEIVED_UNKNOWN; + sGridNo = src.sGridNo; + fLocked = src.fLocked; + ubTrapLevel = src.ubTrapLevel; + ubTrapID = src.ubTrapID; + ubLockID = src.ubLockID; + bPerceivedLocked = src.bPerceivedLocked; + bPerceivedTrapped = src.bPerceivedTrapped; + bLockDamage = src.bLockDamage; + } + return(*this); +} + +BOOLEAN DOOR::Load(INT8** hBuffer, FLOAT dMajorMapVersion) +{ + if(dMajorMapVersion < 7.0) + { + _OLD_DOOR OldDoorTable; + LOADDATA(&OldDoorTable, *hBuffer, sizeof(_OLD_DOOR)); + *this = OldDoorTable; + } + else + LOADDATA(this, *hBuffer, sizeof(DOOR)); + return(TRUE); +} + +BOOLEAN DOOR::Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion) +{ + PTR pData = this; + UINT32 uiBytesToWrite = sizeof(DOOR); + _OLD_DOOR OldDoor; + if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION) + { + memset(&OldDoor, 0, sizeof(_OLD_DOOR)); + OldDoor.sGridNo = sGridNo; + OldDoor.fLocked = fLocked; + OldDoor.ubTrapLevel = ubTrapLevel; + OldDoor.ubTrapID = ubTrapID; + OldDoor.ubLockID = ubLockID; + OldDoor.bPerceivedLocked = bPerceivedLocked; + OldDoor.bPerceivedTrapped = bPerceivedTrapped; + OldDoor.bLockDamage = bLockDamage; + pData = &OldDoor; + uiBytesToWrite = sizeof(_OLD_DOOR); + } + UINT32 uiBytesWritten = 0; + FileWrite(hFile, pData, uiBytesToWrite, &uiBytesWritten); + if(uiBytesToWrite == uiBytesWritten) + return(TRUE); + return(FALSE); +} + +void LoadDoorTableFromMap(INT8** hBuffer, FLOAT dMajorMapVersion) +{ + TrashDoorTable(); + LOADDATA(&gubNumDoors, *hBuffer, sizeof(gubNumDoors)); + gubMaxDoors = gubNumDoors; + DoorTable = (DOOR*)MemAlloc(gubMaxDoors*sizeof(DOOR)); + for(int cnt=0; cntstats.bLife >= OKLIFE && pSoldier->sGridNo != NOWHERE && pSoldier->bActive && pSoldier->bInSector ) + // ATE: Ok, lets check for some basic things here! + if ( pSoldier->stats.bLife >= OKLIFE && !TileIsOutOfBounds(pSoldier->sGridNo) && pSoldier->bActive && pSoldier->bInSector ) { // and we can trace a line of sight to his x,y coordinates? // (taking into account we are definitely aware of this guy now) @@ -1333,10 +1380,10 @@ BOOLEAN AllMercsLookForDoor( INT16 sGridNo, BOOLEAN fUpdateValue ) // Now try other adjacent gridnos... for ( cnt2 = 0; cnt2 < 8; cnt2++ ) { - sNewGridNo = NewGridNo( sGridNo, DirectionInc( bDirs[ cnt2 ] ) ); + usNewGridNo = NewGridNo( sGridNo, DirectionInc( bDirs[ cnt2 ] ) ); // and we can trace a line of sight to his x,y coordinates? // (taking into account we are definitely aware of this guy now) - if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sNewGridNo, 0, 0, TRUE, CALC_FROM_ALL_DIRS ) ) + if ( SoldierTo3DLocationLineOfSightTest( pSoldier, usNewGridNo, 0, 0, TRUE, CALC_FROM_ALL_DIRS ) ) { // Update status... if ( fUpdateValue ) @@ -1356,10 +1403,10 @@ BOOLEAN AllMercsLookForDoor( INT16 sGridNo, BOOLEAN fUpdateValue ) BOOLEAN MercLooksForDoors( SOLDIERTYPE *pSoldier, BOOLEAN fUpdateValue ) { INT32 cnt, cnt2; - INT16 sGridNo; + INT32 sGridNo; DOOR_STATUS *pDoorStatus; INT8 bDirs[ 8 ] = { NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST }; - INT16 sNewGridNo; + INT32 usNewGridNo; @@ -1392,10 +1439,10 @@ BOOLEAN MercLooksForDoors( SOLDIERTYPE *pSoldier, BOOLEAN fUpdateValue ) // Now try other adjacent gridnos... for ( cnt2 = 0; cnt2 < 8; cnt2++ ) { - sNewGridNo = NewGridNo( sGridNo, DirectionInc( bDirs[ cnt2 ] ) ); + usNewGridNo = NewGridNo( sGridNo, DirectionInc( bDirs[ cnt2 ] ) ); // and we can trace a line of sight to his x,y coordinates? // (taking into account we are definitely aware of this guy now) - if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sNewGridNo, 0, 0, TRUE, CALC_FROM_ALL_DIRS ) ) + if ( SoldierTo3DLocationLineOfSightTest( pSoldier, usNewGridNo, 0, 0, TRUE, CALC_FROM_ALL_DIRS ) ) { // Update status... if ( fUpdateValue ) @@ -1418,7 +1465,7 @@ void SyncronizeDoorStatusToStructureData( DOOR_STATUS *pDoorStatus ) { STRUCTURE *pStructure, *pBaseStructure; LEVELNODE * pNode; - INT16 sBaseGridNo = NOWHERE; + INT32 sBaseGridNo = NOWHERE; // First look for a door structure here... pStructure = FindStructure( pDoorStatus->sGridNo, STRUCTURE_ANYDOOR ); @@ -1500,7 +1547,7 @@ void InternalUpdateDoorGraphicFromStatus( DOOR_STATUS *pDoorStatus, BOOLEAN fUse LEVELNODE * pNode; BOOLEAN fWantToBeOpen = FALSE; BOOLEAN fDifferent = FALSE; - INT16 sBaseGridNo = NOWHERE; + INT32 sBaseGridNo = NOWHERE; // OK, look at perceived status and adjust graphic @@ -1708,7 +1755,7 @@ void InternalUpdateDoorsPerceivedValue( DOOR_STATUS *pDoorStatus ) } } -BOOLEAN UpdateDoorStatusPerceivedValue( INT16 sGridNo ) +BOOLEAN UpdateDoorStatusPerceivedValue( INT32 sGridNo ) { DOOR_STATUS *pDoorStatus = NULL; @@ -1721,7 +1768,7 @@ BOOLEAN UpdateDoorStatusPerceivedValue( INT16 sGridNo ) } -BOOLEAN IsDoorPerceivedOpen( INT16 sGridNo ) +BOOLEAN IsDoorPerceivedOpen( INT32 sGridNo ) { DOOR_STATUS * pDoorStatus; @@ -1759,7 +1806,7 @@ BOOLEAN InternalSetDoorPerceivedOpenStatus( DOOR_STATUS *pDoorStatus, BOOLEAN fP } -BOOLEAN SetDoorPerceivedOpenStatus( INT16 sGridNo, BOOLEAN fPerceivedOpen ) +BOOLEAN SetDoorPerceivedOpenStatus( INT32 sGridNo, BOOLEAN fPerceivedOpen ) { DOOR_STATUS *pDoorStatus = NULL; @@ -1772,7 +1819,7 @@ BOOLEAN SetDoorPerceivedOpenStatus( INT16 sGridNo, BOOLEAN fPerceivedOpen ) } -BOOLEAN SetDoorOpenStatus( INT16 sGridNo, BOOLEAN fOpen ) +BOOLEAN SetDoorOpenStatus( INT32 sGridNo, BOOLEAN fOpen ) { DOOR_STATUS * pDoorStatus; @@ -2104,7 +2151,7 @@ void HandleDoorsChangeWhenEnteringSectorCurrentlyLoaded( ) } -void DropKeysInKeyRing( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, INT8 bVisible, BOOLEAN fAddToDropList, INT32 iDropListSlot, BOOLEAN fUseUnLoaded ) +void DropKeysInKeyRing( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, INT8 bVisible, BOOLEAN fAddToDropList, INT32 iDropListSlot, BOOLEAN fUseUnLoaded ) { if (!(pSoldier->pKeyRing)) { diff --git a/Tactical/Keys.h b/Tactical/Keys.h index 201bb5f9..26328e0d 100644 --- a/Tactical/Keys.h +++ b/Tactical/Keys.h @@ -61,6 +61,8 @@ typedef struct #define DOOR_PERCEIVED_TRAPPED 1 #define DOOR_PERCEIVED_UNTRAPPED 2 +//dnl ch42 250909 +// WANNE - BMP: DONE! typedef struct { INT16 sGridNo; @@ -74,7 +76,27 @@ typedef struct INT8 bPerceivedTrapped; // See above, but with respect to traps rather than locked status INT8 bLockDamage; // Damage to the lock INT8 bPadding[4]; // extra bytes -} DOOR; +} _OLD_DOOR; + +class DOOR +{ +public: + INT32 sGridNo; + BOOLEAN fLocked; // is the door locked + UINT8 ubTrapLevel; // difficulty of finding the trap, 0-10 + UINT8 ubTrapID; // the trap type (0 is no trap) + UINT8 ubLockID; // the lock (0 is no lock) + INT8 bPerceivedLocked; // The perceived lock value can be different than the fLocked. + // Values for this include the fact that we don't know the status of the door, etc + INT8 bPerceivedTrapped; // See above, but with respect to traps rather than locked status + INT8 bLockDamage; // Damage to the lock +public: +// DOOR(); +// ~DOOR(); + DOOR& operator=(const _OLD_DOOR& src); + BOOLEAN Load(INT8** hBuffer, FLOAT dMajorMapVersion); + BOOLEAN Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion); +}; typedef enum { @@ -109,9 +131,11 @@ typedef struct #define DONTSETDOORSTATUS 2 +// WANNE - BMP: Maybe we also need here an "_OLD_DOOR_STATUS" struct +// but this does not exist in BMP code! typedef struct { - INT16 sGridNo; + INT32 sGridNo; UINT8 ubFlags; } DOOR_STATUS; @@ -157,14 +181,11 @@ extern UINT8 gubNumDoors; //then copy everything over again. gubMaxDoors holds the arrays actual number of slots, even though //the current number (gubNumDoors) will be <= to it. extern UINT8 gubMaxDoors; -//File I/O for loading the door information from the map. This automatically allocates -//the exact number of slots when loading. - -extern void LoadDoorTableFromMap( INT8 **hBuffer ); -//Saves the existing door information to the map. Before it actually saves, it'll verify that the -//door still exists. Otherwise, it'll ignore it. It is possible in the editor to delete doors in -//many different ways, so I opted to put it in the saving routine. -extern void SaveDoorTableToMap( HWFILE fp ); +//dnl ch42 250909 +// File I/O for loading the door information from the map. This automatically allocates the exact number of slots when loading. +void LoadDoorTableFromMap(INT8** hBuffer, FLOAT dMajorMapVersion); +// Saves the existing door information to the map. Before it actually saves, it'll verify that the door still exists. Otherwise, it'll ignore it. It is possible in the editor to delete doors in many different ways, so I opted to put it in the saving routine. +void SaveDoorTableToMap(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion); //The editor adds locks to the world. If the gridno already exists, then the currently existing door //information is overwritten. extern void AddDoorInfoToTable( DOOR *pDoor ); @@ -204,16 +225,16 @@ BOOLEAN LoadDoorTableFromDoorTableTempFile( ); // if the door already exists, nothing happens // fOpen is True if the door is to be initially open, false if it is closed // fInitiallyPercieveOpen is true if the door is to be initially open, else false -BOOLEAN ModifyDoorStatus( INT16 sGridNo, BOOLEAN fOpen, BOOLEAN fInitiallyPercieveOpen ); +BOOLEAN ModifyDoorStatus( INT32 sGridNo, BOOLEAN fOpen, BOOLEAN fInitiallyPercieveOpen ); //Deletes the door status array void TrashDoorStatusArray( ); // Returns true if the door is open, otherwise false -BOOLEAN IsDoorOpen( INT16 sGridNo ); +BOOLEAN IsDoorOpen( INT32 sGridNo ); //Returns true if the door is perceioved as open -BOOLEAN IsDoorPerceivedOpen( INT16 sGridNo ); +BOOLEAN IsDoorPerceivedOpen( INT32 sGridNo ); // Saves the Door Status array to the MapTempfile BOOLEAN SaveDoorStatusArrayToDoorStatusTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ ); @@ -222,10 +243,10 @@ BOOLEAN SaveDoorStatusArrayToDoorStatusTempFile( INT16 sSectorX, INT16 sSectorY, BOOLEAN LoadDoorStatusArrayFromDoorStatusTempFile(); //Modify the Doors open status -BOOLEAN SetDoorOpenStatus( INT16 sGridNo, BOOLEAN fOpen ); +BOOLEAN SetDoorOpenStatus( INT32 sGridNo, BOOLEAN fOpen ); //Modify the doors perceived open status -BOOLEAN SetDoorPerceivedOpenStatus( INT16 sGridNo, BOOLEAN fPerceivedOpen ); +BOOLEAN SetDoorPerceivedOpenStatus( INT32 sGridNo, BOOLEAN fPerceivedOpen ); //Save the key table to the saved game file @@ -235,11 +256,11 @@ BOOLEAN SaveKeyTableToSaveGameFile( HWFILE hFile ); BOOLEAN LoadKeyTableFromSaveedGameFile( HWFILE hFile ); // Returns a doors status value, NULL if not found -DOOR_STATUS *GetDoorStatus( INT16 sGridNo ); +DOOR_STATUS *GetDoorStatus( INT32 sGridNo ); -BOOLEAN UpdateDoorStatusPerceivedValue( INT16 sGridNo ); +BOOLEAN UpdateDoorStatusPerceivedValue( INT32 sGridNo ); -BOOLEAN AllMercsLookForDoor( INT16 sGridNo, BOOLEAN fUpdateValue ); +BOOLEAN AllMercsLookForDoor( INT32 sGridNo, BOOLEAN fUpdateValue ); BOOLEAN MercLooksForDoors( SOLDIERTYPE *pSoldier, BOOLEAN fUpdateValue ); @@ -253,8 +274,8 @@ void ExamineDoorsOnEnteringSector( ); void HandleDoorsChangeWhenEnteringSectorCurrentlyLoaded( ); -void AttachStringToDoor( INT16 sGridNo ); +void AttachStringToDoor( INT32 sGridNo ); -void DropKeysInKeyRing( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, INT8 bVisible, BOOLEAN fAddToDropList, INT32 iDropListSlot, BOOLEAN fUseUnLoaded ); +void DropKeysInKeyRing( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, INT8 bVisible, BOOLEAN fAddToDropList, INT32 iDropListSlot, BOOLEAN fUseUnLoaded ); #endif \ No newline at end of file diff --git a/Tactical/LOS.cpp b/Tactical/LOS.cpp index 01f335e9..3919efd9 100644 --- a/Tactical/LOS.cpp +++ b/Tactical/LOS.cpp @@ -22,7 +22,6 @@ #include "bullets.h" #include "lighting.h" - #include "phys math.h" #include "items.h" #include "Soldier Profile.h" @@ -162,8 +161,6 @@ static DOUBLE ddShotgunSpread[3][BUCKSHOT_SHOTS][2] = }, }; - - //zilpin: pellet spread patterns externalized in XML //Decide what spread pattern to use for an object in inventory. //Attachment trumps Weapon trumps Ammo trumps AmmoType @@ -319,9 +316,9 @@ FIXEDPT FloatToFixed( FLOAT dN ) { FIXEDPT qN; // verify that dN is within the range storable by FIXEDPT? - // first get the whole part - qN = (INT32) (dN * FIXEDPT_FRACTIONAL_RESOLUTION); + + qN = (dN * FIXEDPT_FRACTIONAL_RESOLUTION); //qN = INT32_TO_FIXEDPT( (INT32)dN ); // now add the fractional part @@ -330,6 +327,7 @@ FIXEDPT FloatToFixed( FLOAT dN ) return( qN ); } + FLOAT FixedToFloat( FIXEDPT qN ) { return( ((FLOAT) qN) / FIXEDPT_FRACTIONAL_RESOLUTION ); @@ -464,7 +462,7 @@ inline INT8 GetStealth( SOLDIERTYPE* pSoldier ) * @param pSoldier * @return ANIM_STAND or ANIM_CROUCH or ANIM_PRONE */ -INT8 GetTerrainTypeForGrid( const UINT16& sGridNo ) +INT8 GetTerrainTypeForGrid( const INT32& sGridNo ) { if (gpWorldLevelData[sGridNo].ubTerrainID != NO_TERRAIN) { @@ -566,6 +564,9 @@ INT8 GetSightAdjustmentThroughStance( const UINT8& ubStance ) } /** +* TODO: Figure out how to find out your equipment cost. Big equipment will make you more visible! we could go after the load itself (kg) +* TODO: but we still want a backpack to count more than your vest +* * Calculates a percentage value to be added (or substracted) from sight. it's based on the amount of LBE. * * @param pSoldier the target @@ -688,7 +689,7 @@ INT8 GetSightAdjustmentBehindStructure( const INT16& iRange, STRUCTURE* pStructu /* * Easy way to get all sight adjustments into one that affect a soldier */ -INT16 GetSightAdjustment( SOLDIERTYPE* pSoldier, INT16 sGridNo, INT8 bStance ) +INT16 GetSightAdjustment( SOLDIERTYPE* pSoldier, INT32 sGridNo, INT8 bStance ) { if (sGridNo == -1) { sGridNo = pSoldier->sGridNo; @@ -782,9 +783,9 @@ BOOLEAN ResolveHitOnWall( STRUCTURE * pStructure, INT32 iGridNo, INT8 bLOSIndexX // if no wall of same orientation there, let bullet through if ( fTopRight ) { - if (!WallOrClosedDoorExistsOfTopRightOrientation( (INT16) (iGridNo + DirectionInc( SOUTH )) ) && - !WallOrClosedDoorExistsOfTopLeftOrientation( (INT16) (iGridNo) ) && - !OpenRightOrientedDoorWithDoorOnRightOfEdgeExists( (INT16) (iGridNo + DirectionInc( SOUTH )) ) ) + if (!WallOrClosedDoorExistsOfTopRightOrientation( (iGridNo + DirectionInc( SOUTH )) ) && + !WallOrClosedDoorExistsOfTopLeftOrientation( (iGridNo) ) && + !OpenRightOrientedDoorWithDoorOnRightOfEdgeExists( (iGridNo + DirectionInc( SOUTH )) ) ) { return( FALSE ); } @@ -796,9 +797,9 @@ BOOLEAN ResolveHitOnWall( STRUCTURE * pStructure, INT32 iGridNo, INT8 bLOSIndexX { if ( fTopLeft ) { - if ( !WallOrClosedDoorExistsOfTopLeftOrientation( (INT16) (iGridNo + DirectionInc( WEST )) ) && - !WallOrClosedDoorExistsOfTopRightOrientation( (INT16) (iGridNo + DirectionInc( SOUTHWEST ) ) ) && - !OpenLeftOrientedDoorWithDoorOnLeftOfEdgeExists( (INT16) (iGridNo + DirectionInc( WEST )) ) ) + if ( !WallOrClosedDoorExistsOfTopLeftOrientation( (iGridNo + DirectionInc( WEST )) ) && + !WallOrClosedDoorExistsOfTopRightOrientation( (iGridNo + DirectionInc( SOUTHWEST ) ) ) && + !OpenLeftOrientedDoorWithDoorOnLeftOfEdgeExists( (iGridNo + DirectionInc( WEST )) ) ) { return( FALSE ); } @@ -811,9 +812,9 @@ BOOLEAN ResolveHitOnWall( STRUCTURE * pStructure, INT32 iGridNo, INT8 bLOSIndexX { if ( fTopLeft ) { - if ( !WallOrClosedDoorExistsOfTopLeftOrientation( (INT16) (iGridNo + DirectionInc( EAST )) ) && - !WallOrClosedDoorExistsOfTopRightOrientation( (INT16) (iGridNo) ) && - !OpenLeftOrientedDoorWithDoorOnLeftOfEdgeExists( (INT16) (iGridNo + DirectionInc( EAST )) ) ) + if ( !WallOrClosedDoorExistsOfTopLeftOrientation( (iGridNo + DirectionInc( EAST )) ) && + !WallOrClosedDoorExistsOfTopRightOrientation( (iGridNo) ) && + !OpenLeftOrientedDoorWithDoorOnLeftOfEdgeExists( (iGridNo + DirectionInc( EAST )) ) ) { return( FALSE ); } @@ -831,9 +832,9 @@ BOOLEAN ResolveHitOnWall( STRUCTURE * pStructure, INT32 iGridNo, INT8 bLOSIndexX } else if ( fTopRight ) { - if ( !WallOrClosedDoorExistsOfTopLeftOrientation( (INT16) (iGridNo + DirectionInc( NORTHEAST )) ) && - !WallOrClosedDoorExistsOfTopRightOrientation( (INT16) (iGridNo + DirectionInc( NORTH ) ) ) && - !OpenLeftOrientedDoorWithDoorOnLeftOfEdgeExists( (INT16) (iGridNo + DirectionInc( NORTHEAST )) ) ) + if ( !WallOrClosedDoorExistsOfTopLeftOrientation( (iGridNo + DirectionInc( NORTHEAST )) ) && + !WallOrClosedDoorExistsOfTopRightOrientation( (iGridNo + DirectionInc( NORTH ) ) ) && + !OpenLeftOrientedDoorWithDoorOnLeftOfEdgeExists( (iGridNo + DirectionInc( NORTHEAST )) ) ) { return( FALSE ); } @@ -859,8 +860,8 @@ BOOLEAN ResolveHitOnWall( STRUCTURE * pStructure, INT32 iGridNo, INT8 bLOSIndexX // if no wall of same orientation there, let bullet through if ( fTopRight ) { - if (!WallOrClosedDoorExistsOfTopRightOrientation( (INT16) (iGridNo + DirectionInc( NORTH )) ) && - !WallOrClosedDoorExistsOfTopLeftOrientation( (INT16) (iGridNo + DirectionInc( NORTH )) ) ) + if (!WallOrClosedDoorExistsOfTopRightOrientation( (iGridNo + DirectionInc( NORTH )) ) && + !WallOrClosedDoorExistsOfTopLeftOrientation( (iGridNo + DirectionInc( NORTH )) ) ) { return( FALSE ); } @@ -881,8 +882,8 @@ BOOLEAN ResolveHitOnWall( STRUCTURE * pStructure, INT32 iGridNo, INT8 bLOSIndexX // if no wall of same orientation there, let bullet through if ( fTopLeft ) { - if (!WallOrClosedDoorExistsOfTopLeftOrientation( (INT16) (iGridNo + DirectionInc( WEST )) ) && - !WallOrClosedDoorExistsOfTopRightOrientation( (INT16) (iGridNo + DirectionInc( WEST )) ) ) + if (!WallOrClosedDoorExistsOfTopLeftOrientation( (iGridNo + DirectionInc( WEST )) ) && + !WallOrClosedDoorExistsOfTopRightOrientation( (iGridNo + DirectionInc( WEST )) ) ) { return( FALSE ); } @@ -895,10 +896,10 @@ BOOLEAN ResolveHitOnWall( STRUCTURE * pStructure, INT32 iGridNo, INT8 bLOSIndexX { if ( (bLocation == LOC_3_4 && fTopLeft) || (bLocation == LOC_4_3 && fTopRight) || (bLocation == LOC_4_4) ) { - if ( !WallOrClosedDoorExistsOfTopLeftOrientation( (INT16) (iGridNo + DirectionInc( EAST ) ) ) && - !WallOrClosedDoorExistsOfTopRightOrientation( (INT16) (iGridNo + DirectionInc( SOUTH ) ) ) && - !OpenLeftOrientedDoorWithDoorOnLeftOfEdgeExists( (INT16) (iGridNo + DirectionInc( EAST ) ) ) && - !OpenRightOrientedDoorWithDoorOnRightOfEdgeExists( (INT16) (iGridNo + DirectionInc( SOUTH ) ) ) + if ( !WallOrClosedDoorExistsOfTopLeftOrientation( (iGridNo + DirectionInc( EAST ) ) ) && + !WallOrClosedDoorExistsOfTopRightOrientation( (iGridNo + DirectionInc( SOUTH ) ) ) && + !OpenLeftOrientedDoorWithDoorOnLeftOfEdgeExists( (iGridNo + DirectionInc( EAST ) ) ) && + !OpenRightOrientedDoorWithDoorOnRightOfEdgeExists( (iGridNo + DirectionInc( SOUTH ) ) ) ) { return( FALSE ); @@ -1068,7 +1069,7 @@ BOOLEAN ResolveHitOnWall( STRUCTURE * pStructure, INT32 iGridNo, INT8 bLOSIndexX * - stops at other obstacles * */ -INT32 LineOfSightTest( FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, int iTileSightLimit, INT8 bAware, BOOLEAN fSmell, INT16 * psWindowGridNo, bool adjustForSight = true ) +INT32 LineOfSightTest( FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, int iTileSightLimit, INT8 bAware, BOOLEAN fSmell, INT32 * psWindowGridNo, bool adjustForSight = true ) { // Parameters... // the X,Y,Z triplets should be obvious @@ -1316,13 +1317,14 @@ INT32 LineOfSightTest( FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX, // retrieve values from world for this particular tile iGridNo = iCurrTileX + iCurrTileY * WORLD_COLS; + pMapElement = &(gpWorldLevelData[ iGridNo ]); qLandHeight = INT32_TO_FIXEDPT( CONVERT_PIXELS_TO_HEIGHTUNITS( pMapElement->sHeight ) ); qWallHeight = gqStandardWallHeight + qLandHeight; if (fCheckForRoof) { - pRoofStructure = FindStructure( (INT16) iGridNo, STRUCTURE_ROOF ); + pRoofStructure = FindStructure( iGridNo, STRUCTURE_ROOF ); if ( pRoofStructure ) { @@ -1619,10 +1621,10 @@ INT32 LineOfSightTest( FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX, { // we're supposed to note the location of this window! // but if a location has already been set then there are two windows, in which case - // we abort - if (*psWindowGridNo == NOWHERE) + // we abort + if (TileIsOutOfBounds(*psWindowGridNo)) { - *psWindowGridNo = (INT16) iGridNo; + *psWindowGridNo = iGridNo; return( iLoop ); } else @@ -1996,8 +1998,6 @@ BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * p return( TRUE ); } -// this is the only function which actually uses the SightAdjustment directly, as it knows that you want to point to a soldier and therefore it can -// calculate all stealthy stuff of that soldier so the "start soldier" cant see him that good INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, INT8 bAware, int iTileSightLimit, UINT8 ubAimLocation, bool adjustForSight ) { FLOAT dStartZPos, dEndZPos; @@ -2131,11 +2131,12 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos, iTileSightLimit, bAware, fSmell, NULL, adjustForSight ) ); } -INT16 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT16 sEndGridNo ) +INT32 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT32 sEndGridNo ) { // figure out if there is a SINGLE window between the looker and target FLOAT dStartZPos, dEndZPos; - INT16 sXPos, sYPos, sWindowGridNo = NOWHERE; + INT16 sXPos, sYPos; + INT32 sWindowGridNo = NOWHERE; INT32 iRet; CHECKF( pStartSoldier ); @@ -2159,7 +2160,7 @@ INT16 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT16 sEndGridNo return( sWindowGridNo ); } -INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int iTileSightLimit, bool adjustForSight ) +INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int iTileSightLimit, bool adjustForSight ) { FLOAT dStartZPos, dEndZPos; INT16 sXPos, sYPos; @@ -2205,7 +2206,7 @@ INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGr return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, iTileSightLimit, bAware, HasThermalOptics( pStartSoldier), NULL, adjustForSight ) ); } -INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bStance, INT8 bAware, int iTileSightLimit ) +INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bStance, INT8 bAware, int iTileSightLimit ) { FLOAT dStartZPos, dEndZPos; INT16 sXPos, sYPos; @@ -2237,6 +2238,7 @@ INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 dEndZPos += WALL_HEIGHT_UNITS; } + ConvertGridNoToXY( sGridNo, &sXPos, &sYPos ); sXPos = sXPos * CELL_X_SIZE + (CELL_X_SIZE / 2); sYPos = sYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2); @@ -2251,7 +2253,7 @@ INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, iTileSightLimit, bAware, HasThermalOptics( pStartSoldier), NULL, false ) ); } -INT32 LocationToLocationLineOfSightTest( INT16 sStartGridNo, INT8 bStartLevel, INT16 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit ) +INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, INT32 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit ) { FLOAT dStartZPos, dEndZPos; INT16 sStartXPos, sStartYPos, sEndXPos, sEndYPos; @@ -2305,7 +2307,7 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend { INT32 iImpact, iDamage; EV_S_WEAPONHIT SWeaponHit; - INT16 sRange; + INT32 sRange; SOLDIERTYPE * pFirer = pBullet->pFirer; FLOAT dZPosRelToMerc; UINT8 ubHitLocation = AIM_SHOT_RANDOM; @@ -2318,7 +2320,7 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend INT8 bSlot; INT8 bHeadSlot = NO_SLOT; SOLDIERTYPE * pTarget; - INT16 sNewGridNo; + INT32 sNewGridNo; BOOLEAN fCanSpewBlood = FALSE; INT8 bSpewBloodLevel; @@ -2497,7 +2499,7 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend } // Determine damage, checking guy's armour, etc - sRange = (INT16)GetRangeInCellCoordsFromGridNoDiff( pFirer->sGridNo, pTarget->sGridNo ); + sRange = GetRangeInCellCoordsFromGridNoDiff( pFirer->sGridNo, pTarget->sGridNo ); if ( gTacticalStatus.uiFlags & GODMODE && !(pFirer->flags.uiStatusFlags & SOLDIER_PC)) { // in god mode, and firer is computer controlled @@ -2707,7 +2709,7 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend // get a new gridno based on direction it was moving. Check to see if we're not // going through walls, etc by testing for a path, unless on the roof, in which case it would always // be legal, but the bLevel May change... - sNewGridNo = NewGridNo( (INT16)pBullet->sGridNo, DirectionInc( gOppositeDirection[ SWeaponHit.usDirection ] ) ); + sNewGridNo = NewGridNo( pBullet->sGridNo, DirectionInc( gOppositeDirection[ SWeaponHit.usDirection ] ) ); bSpewBloodLevel = MercPtrs[ SWeaponHit.usSoldierID ]->pathing.bLevel; fCanSpewBlood = TRUE; @@ -2723,7 +2725,7 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend else { // If a roof does not exist here, make level = 0 - if ( !IsRoofPresentAtGridno( sNewGridNo ) ) + if ( !IsRoofPresentAtGridNo( sNewGridNo ) ) { bSpewBloodLevel = 0; } @@ -2763,7 +2765,7 @@ void BulletHitStructure( BULLET * pBullet, UINT16 usStructureID, INT32 iImpact, StructureHit( SStructureHit.iBullet, SStructureHit.usWeaponIndex, SStructureHit.bWeaponStatus, SStructureHit.ubAttackerID, SStructureHit.sXPos, SStructureHit.sYPos, SStructureHit.sZPos, SStructureHit.usStructureID, SStructureHit.iImpact, fStopped ); } -void BulletHitWindow( BULLET *pBullet, INT16 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth ) +void BulletHitWindow( BULLET *pBullet, INT32 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth ) { if (is_networked) { @@ -3236,7 +3238,7 @@ UINT8 CalcChanceToGetThrough( BULLET * pBullet ) { // could hit this corpse! // but we should ignore the corpse if there is someone standing there - if ( FindStructure( (INT16) iGridNo, STRUCTURE_PERSON ) == NULL ) + if ( FindStructure( iGridNo, STRUCTURE_PERSON ) == NULL ) { gpLocalStructure[iNumLocalStructures] = pStructure; iNumLocalStructures++; @@ -3594,7 +3596,7 @@ UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, S return( ChanceToGetThrough( pStartSoldier, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos ) ); } -UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID ) +UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID ) { FLOAT dEndZPos; INT16 sXPos; @@ -3678,7 +3680,7 @@ UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIER return( ubChance ); } -UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel ) +UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel ) { FLOAT dEndZPos; INT16 sXPos; @@ -3841,7 +3843,6 @@ void CalculateFiringIncrementsSimple( DOUBLE ddHorizAngle, DOUBLE ddVerticAngle, pBullet->qIncrY = FloatToFixed( (FLOAT) sin( ddHorizAngle ) ); pBullet->qIncrZ = FloatToFixed( (FLOAT) ( sin( ddVerticAngle ) / sin( (PI/2) - ddVerticAngle ) * 2.56 ) ); } - INT8 FireBullet( SOLDIERTYPE * pFirer, BULLET * pBullet, BOOLEAN fFake ) { //DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("FireBullet")); @@ -4054,8 +4055,6 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA } ubImpact =(UINT8) GetDamage(&pFirer->inv[pFirer->ubAttackingHand]); - - //zilpin: pellet spread patterns externalized in XML /* zilpin: The section below, including line comments, is the original adjustment made to multiple projectile stats. Left in comments for reference, but the new handling is after it. @@ -4524,7 +4523,7 @@ void MoveBullet( INT32 iBullet ) // check a particular tile // retrieve values from world for this particular tile iGridNo = pBullet->iCurrTileX + pBullet->iCurrTileY * WORLD_COLS; - if (!GridNoOnVisibleWorldTile( (INT16) iGridNo ) || (pBullet->iCurrCubesZ > PROFILE_Z_SIZE * 2 && FIXEDPT_TO_INT32( pBullet->qIncrZ ) > 0 ) ) + if (!GridNoOnVisibleWorldTile( iGridNo ) || (pBullet->iCurrCubesZ > PROFILE_Z_SIZE * 2 && FIXEDPT_TO_INT32( pBullet->qIncrZ ) > 0 ) ) { // bullet outside of world! // NB remove bullet only flags a bullet for deletion; we still have access to the @@ -4760,7 +4759,7 @@ void MoveBullet( INT32 iBullet ) { // could hit this corpse! // but ignore if someone is here - if ( FindStructure( (INT16) iGridNo, STRUCTURE_PERSON ) == NULL ) + if ( FindStructure( iGridNo, STRUCTURE_PERSON ) == NULL ) { gpLocalStructure[iNumLocalStructures] = pStructure; iNumLocalStructures++; @@ -4814,7 +4813,7 @@ void MoveBullet( INT32 iBullet ) if ( gubWorldMovementCosts[ iAdjGridNo ][ bDir ][ sDesiredLevel ] < TRAVELCOST_BLOCKED) { - ubTargetID = WhoIsThere2( (INT16) iAdjGridNo, (INT8) sDesiredLevel ); + ubTargetID = WhoIsThere2( iAdjGridNo, (INT8) sDesiredLevel ); if (ubTargetID != NOBODY) { pTarget = MercPtrs[ ubTargetID ]; @@ -4934,7 +4933,10 @@ void MoveBullet( INT32 iBullet ) { if (pBullet->qCurrZ + pBullet->qIncrZ * iStepsToTravel < qLandHeight) { - iStepsToTravel = __min( iStepsToTravel, abs( (pBullet->qCurrZ - qLandHeight) / pBullet->qIncrZ ) ); + // WANNE - BMP: BUGFIX: Had to change abs to _abs64 because FIXEDPT is now INT64 + //iStepsToTravel = __min( iStepsToTravel, abs( (pBullet->qCurrZ - qLandHeight) / pBullet->qIncrZ ) ); + iStepsToTravel = __min( iStepsToTravel, _abs64( (pBullet->qCurrZ - qLandHeight) / pBullet->qIncrZ ) ); + pBullet->qCurrX += pBullet->qIncrX * iStepsToTravel; pBullet->qCurrY += pBullet->qIncrY * iStepsToTravel; pBullet->qCurrZ += pBullet->qIncrZ * iStepsToTravel; @@ -5058,7 +5060,7 @@ void MoveBullet( INT32 iBullet ) CreateItem( pBullet->fromItem, (INT8) pBullet->ubItemStatus, &Object ); // by default knife at same tile as window - iKnifeGridNo = (INT16) iGridNo; + iKnifeGridNo = iGridNo; if (pStructure->ubWallOrientation == INSIDE_TOP_RIGHT || pStructure->ubWallOrientation == OUTSIDE_TOP_RIGHT) { @@ -5086,11 +5088,11 @@ void MoveBullet( INT32 iBullet ) if ( sDesiredLevel == STRUCTURE_ON_GROUND ) { - AddItemToPool( (INT16) iKnifeGridNo, &Object, -1, 0, 0, 0 ); + AddItemToPool( iKnifeGridNo, &Object, -1, 0, 0, 0 ); } else { - AddItemToPool( (INT16) iKnifeGridNo, &Object, -1, 0, 1, 0 ); + AddItemToPool( iKnifeGridNo, &Object, -1, 0, 1, 0 ); } // Make team look for items @@ -5108,14 +5110,14 @@ void MoveBullet( INT32 iBullet ) { if ( pBullet->qIncrX > 0) { - BulletHitWindow( pBullet, (INT16) (pBullet->iCurrTileX + pBullet->iCurrTileY * WORLD_COLS), pStructure->usStructureID, TRUE ); + BulletHitWindow( pBullet, (pBullet->iCurrTileX + pBullet->iCurrTileY * WORLD_COLS), pStructure->usStructureID, TRUE ); LocateBullet( pBullet->iBullet ); // have to remove this window from future hit considerations so the deleted structure data can't be referenced! gpLocalStructure[ iStructureLoop ] = NULL; } else { - BulletHitWindow( pBullet, (INT16) (pBullet->iCurrTileX + pBullet->iCurrTileY * WORLD_COLS), pStructure->usStructureID, FALSE ); + BulletHitWindow( pBullet, (pBullet->iCurrTileX + pBullet->iCurrTileY * WORLD_COLS), pStructure->usStructureID, FALSE ); LocateBullet( pBullet->iBullet ); gpLocalStructure[ iStructureLoop ] = NULL; } @@ -5124,13 +5126,13 @@ void MoveBullet( INT32 iBullet ) { if (pBullet->qIncrY > 0) { - BulletHitWindow( pBullet, (INT16) (pBullet->iCurrTileX + pBullet->iCurrTileY * WORLD_COLS), pStructure->usStructureID, TRUE ); + BulletHitWindow( pBullet, (pBullet->iCurrTileX + pBullet->iCurrTileY * WORLD_COLS), pStructure->usStructureID, TRUE ); LocateBullet( pBullet->iBullet ); gpLocalStructure[ iStructureLoop ] = NULL; } else { - BulletHitWindow( pBullet, (INT16) (pBullet->iCurrTileX + pBullet->iCurrTileY * WORLD_COLS), pStructure->usStructureID, FALSE ); + BulletHitWindow( pBullet, (pBullet->iCurrTileX + pBullet->iCurrTileY * WORLD_COLS), pStructure->usStructureID, FALSE ); LocateBullet( pBullet->iBullet ); gpLocalStructure[ iStructureLoop ] = NULL; } @@ -5164,7 +5166,7 @@ void MoveBullet( INT32 iBullet ) // ATE: In enemy territory here... ;) // Now that we have hit a corpse, make the bugger twich! - CorpseHit( (INT16)pBullet->sGridNo, pStructure->usStructureID ); + CorpseHit( pBullet->sGridNo, pStructure->usStructureID ); DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count..., CORPSE HIT") ); // Moved here to keep ABC >0 as long as possible @@ -5265,7 +5267,7 @@ void MoveBullet( INT32 iBullet ) } } while( (pBullet->iCurrTileX == iOldTileX) && (pBullet->iCurrTileY == iOldTileY)); - if ( !GridNoOnVisibleWorldTile( (INT16) (pBullet->iCurrTileX + pBullet->iCurrTileY * WORLD_COLS) ) || (pBullet->iCurrCubesZ > PROFILE_Z_SIZE * 2 && FIXEDPT_TO_INT32( pBullet->qIncrZ ) > 0 ) ) + if ( !GridNoOnVisibleWorldTile( (pBullet->iCurrTileX + pBullet->iCurrTileY * WORLD_COLS) ) || (pBullet->iCurrCubesZ > PROFILE_Z_SIZE * 2 && FIXEDPT_TO_INT32( pBullet->qIncrZ ) > 0 ) ) { // bullet outside of world! RemoveBullet( pBullet->iBullet ); @@ -5289,7 +5291,7 @@ void MoveBullet( INT32 iBullet ) } // check to see if bullet is close to target - if ( pBullet->pFirer->ubTargetID != NOBODY && !(pBullet->pFirer->flags.uiStatusFlags & SOLDIER_ATTACK_NOTICED) && PythSpacesAway( (INT16) pBullet->sGridNo, (INT16) pBullet->sTargetGridNo ) <= 3 ) + if ( pBullet->pFirer->ubTargetID != NOBODY && !(pBullet->pFirer->flags.uiStatusFlags & SOLDIER_ATTACK_NOTICED) && PythSpacesAway( pBullet->sGridNo, pBullet->sTargetGridNo ) <= 3 ) { pBullet->pFirer->flags.uiStatusFlags |= SOLDIER_ATTACK_NOTICED; } @@ -5334,7 +5336,7 @@ INT32 CheckForCollision( FLOAT dX, FLOAT dY, FLOAT dZ, FLOAT dDeltaX, FLOAT dDel sZ = (INT16)dZ; // Check if gridno is in bounds.... - if ( !GridNoOnVisibleWorldTile( (INT16) (sX + sY * WORLD_COLS) ) ) + if ( !GridNoOnVisibleWorldTile( sX + sY * WORLD_COLS ) ) { // return( COLLISION_NONE ); } diff --git a/Tactical/LOS.h b/Tactical/LOS.h index 8d1a53f2..954ef29e 100644 --- a/Tactical/LOS.h +++ b/Tactical/LOS.h @@ -6,7 +6,12 @@ // fixed-point arithmetic definitions start here -typedef INT32 FIXEDPT; +// WANNE - BMP: BUGFIX: Replaced INT32 with INT64, because otherwise we would get an overflow on big maps! +//typedef INT32 FIXEDPT; +typedef INT64 FIXEDPT; + + + // rem 1 signed bit at the top #define FIXEDPT_WHOLE_BITS 11 #define FIXEDPT_FRACTIONAL_BITS 20 @@ -66,15 +71,15 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA #define NO_DISTANCE_LIMIT -3 INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS, UINT8 ubAimLocation = LOS_POS, bool adjustForSight = true ); -INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int ubSightLimit = CALC_FROM_ALL_DIRS, bool adjustForSight = true ); -INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bStance, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS ); +INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int ubSightLimit = CALC_FROM_ALL_DIRS, bool adjustForSight = true ); +INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bStance, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS ); UINT8 SoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier ); UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, UINT8 ubAimLocation ); UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier ); -UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel ); -UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID ); -INT16 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT16 sEndGridNo ); -INT32 LocationToLocationLineOfSightTest( INT16 sStartGridNo, INT8 bStartLevel, INT16 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS ); +UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel ); +UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID ); +INT32 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT32 sEndGridNo ); +INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, INT32 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS ); BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * pdZPos ); @@ -167,14 +172,14 @@ void MoveBullet( INT32 iBullet ); // TODO: public but at the wrong place, the original function deletes the important parts, not sure what it could brake // to be used in conjunction with the camo thing and the "F" key -INT8 GetTerrainTypeForGrid( const UINT16& uGridNo ); +INT8 GetTerrainTypeForGrid( const INT32& uGridNo ); // check the flat distance adjustment based on your stance // use this to test your view on your surroundings based on your stance INT8 GetSightAdjustmentThroughStance( const UINT8& ubStance ); // quick way to get all. should be used for all sight line tests with target soldier known -INT16 GetSightAdjustment( SOLDIERTYPE* pSoldier, INT16 sGridNo = -1, INT8 bStance = -1 ); +INT16 GetSightAdjustment( SOLDIERTYPE* pSoldier, INT32 sGridNo = -1, INT8 bStance = -1 ); //zilpin: pellet spread patterns externalized in XML #define SPREADPATTERN_NAME_SIZE 32 diff --git a/Tactical/Map Information.cpp b/Tactical/Map Information.cpp index 71706f02..ada96339 100644 --- a/Tactical/Map Information.cpp +++ b/Tactical/Map Information.cpp @@ -27,6 +27,8 @@ //CHRISL: MAJOR_MAP_VERSION information moved to worlddef.h by ADB. We're using these values elsewhere and need them // in the header file +// SB: new map version, with map dimensions added +//#define MAJOR_MAP_VERSION 7.0 FLOAT gdMajorMapVersion = MAJOR_MAP_VERSION; @@ -83,14 +85,14 @@ Version 11 -- Kris -- obsolete May 2, 1998 //EntryPoints can't be placed on the top two gridnos in a map. So all we do in this case //is return the closest gridno. Returns TRUE if the mapindex changes. -BOOLEAN ValidateEntryPointGridNo( INT16 *sGridNo ) +BOOLEAN ValidateEntryPointGridNo( INT32 *sGridNo ) { INT16 sXMapPos, sYMapPos; INT16 sWorldX, sWorldY; INT32 iNewMapX, iNewMapY; - INT16 sTopLimit, sBottomLimit; - - if( *sGridNo < 0 ) + INT32 sTopLimit, sBottomLimit; + + if ( TileIsOutOfBounds( *sGridNo ) ) return FALSE; //entry point is non-existant ConvertGridNoToXY( *sGridNo, &sXMapPos, &sYMapPos ); @@ -114,27 +116,82 @@ BOOLEAN ValidateEntryPointGridNo( INT16 *sGridNo ) return FALSE; //already valid } - *sGridNo = (INT16)MAPROWCOLTOPOS( iNewMapY/10, iNewMapX/10 ); + *sGridNo = MAPROWCOLTOPOS( iNewMapY/10, iNewMapX/10 ); return TRUE; //modified } -void SaveMapInformation( HWFILE fp ) +//dnl ch42 250909 +MAPCREATE_STRUCT& MAPCREATE_STRUCT::operator=(const _OLD_MAPCREATE_STRUCT& src) { - UINT32 uiBytesWritten; - - gMapInformation.ubMapVersion = MINOR_MAP_VERSION; - FileWrite( fp, &gMapInformation, sizeof( MAPCREATE_STRUCT ), &uiBytesWritten ); + if((void*)this != (void*)&src) + { + sNorthGridNo = src.sNorthGridNo; + sEastGridNo = src.sEastGridNo; + sSouthGridNo = src.sSouthGridNo; + sWestGridNo = src.sWestGridNo; + ubNumIndividuals = src.ubNumIndividuals; + ubMapVersion = src.ubMapVersion; + ubRestrictedScrollID = src.ubRestrictedScrollID; + ubEditorSmoothingType = src.ubEditorSmoothingType; + sCenterGridNo = src.sCenterGridNo; + sIsolatedGridNo = src.sIsolatedGridNo; + } + return(*this); } -void LoadMapInformation( INT8 **hBuffer ) +BOOLEAN MAPCREATE_STRUCT::Load(INT8** hBuffer, FLOAT dMajorMapVersion) { - LOADDATA( &gMapInformation, *hBuffer, sizeof( MAPCREATE_STRUCT ) ); - //FileRead( hfile, &gMapInformation, sizeof( MAPCREATE_STRUCT ), &uiBytesRead); + if(dMajorMapVersion < 7.0) + { + _OLD_MAPCREATE_STRUCT OldMapInformation; + LOADDATA(&OldMapInformation, *hBuffer, sizeof(_OLD_MAPCREATE_STRUCT)); + *this = OldMapInformation; + } + else + LOADDATA(this, *hBuffer, sizeof(MAPCREATE_STRUCT)); + return(TRUE); +} +BOOLEAN MAPCREATE_STRUCT::Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion) +{ + PTR pData = this; + UINT32 uiBytesToWrite = sizeof(MAPCREATE_STRUCT); + _OLD_MAPCREATE_STRUCT OldMapCreateStruct; + if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION) + { + memset(&OldMapCreateStruct, 0, sizeof(_OLD_MAPCREATE_STRUCT)); + OldMapCreateStruct.sNorthGridNo = sNorthGridNo; + OldMapCreateStruct.sEastGridNo = sEastGridNo; + OldMapCreateStruct.sSouthGridNo = sSouthGridNo; + OldMapCreateStruct.sWestGridNo = sWestGridNo; + OldMapCreateStruct.ubNumIndividuals = (UINT8)ubNumIndividuals; + OldMapCreateStruct.ubMapVersion = ubMinorMapVersion; + OldMapCreateStruct.ubRestrictedScrollID = ubRestrictedScrollID; + OldMapCreateStruct.ubEditorSmoothingType = ubEditorSmoothingType; + OldMapCreateStruct.sCenterGridNo = sCenterGridNo; + OldMapCreateStruct.sIsolatedGridNo = sIsolatedGridNo; + pData = &OldMapCreateStruct; + uiBytesToWrite = sizeof(_OLD_MAPCREATE_STRUCT); + } + UINT32 uiBytesWritten = 0; + FileWrite(hFile, pData, uiBytesToWrite, &uiBytesWritten); + if(uiBytesToWrite == uiBytesWritten) + return(TRUE); + return(FALSE); +} + +void LoadMapInformation(INT8** hBuffer, FLOAT dMajorMapVersion) +{ + gMapInformation.Load(hBuffer, dMajorMapVersion); // ATE: OK, do some handling here for basement level scroll restrictions // Calcuate world scrolling restrictions - InitRenderParams( gMapInformation.ubRestrictedScrollID ); + InitRenderParams(gMapInformation.ubRestrictedScrollID); +} + +void SaveMapInformation(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion) +{ + gMapInformation.Save(hFile, dMajorMapVersion, ubMinorMapVersion); } //This will automatically update obsolete map versions to the new ones. This will even diff --git a/Tactical/Map Information.h b/Tactical/Map Information.h index 3c210d93..bbda9ca2 100644 --- a/Tactical/Map Information.h +++ b/Tactical/Map Information.h @@ -13,6 +13,8 @@ enum //for use with MAPCREATE_STRUCT.ubEditorSmoothingType SMOOTHING_CAVES }; +//dnl ch42 250909 +// WANNE - BMP: DONE! typedef struct { //These are the mandatory entry points for a map. If any of the values are -1, then that means that @@ -33,14 +35,34 @@ typedef struct INT16 sCenterGridNo; INT16 sIsolatedGridNo; INT8 bPadding[83]; //I'm sure lots of map info will be added -}MAPCREATE_STRUCT; //99 bytes +}_OLD_MAPCREATE_STRUCT; //99 bytes + +class MAPCREATE_STRUCT +{ +public: + INT32 sNorthGridNo; + INT32 sEastGridNo; + INT32 sSouthGridNo; + INT32 sWestGridNo; + INT32 sCenterGridNo; + INT32 sIsolatedGridNo; + UINT16 ubNumIndividuals; + UINT8 ubMapVersion; + UINT8 ubRestrictedScrollID; + UINT8 ubEditorSmoothingType; +public: + MAPCREATE_STRUCT& operator=(const _OLD_MAPCREATE_STRUCT& src); + BOOLEAN Load(INT8** hBuffer, FLOAT dMajorMapVersion); + BOOLEAN Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion); +}; extern MAPCREATE_STRUCT gMapInformation; -void SaveMapInformation( HWFILE fp ); -void LoadMapInformation( INT8 **hBuffer ); +void LoadMapInformation(INT8** hBuffer, FLOAT dMajorMapVersion); +void SaveMapInformation(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion); + void ValidateAndUpdateMapVersionIfNecessary(); -BOOLEAN ValidateEntryPointGridNo( INT16 *sGridNo ); +BOOLEAN ValidateEntryPointGridNo( INT32 *sGridNo ); extern BOOLEAN gfWorldLoaded; diff --git a/Tactical/Merc Entering.cpp b/Tactical/Merc Entering.cpp index 91d1c7e2..de9cddbd 100644 --- a/Tactical/Merc Entering.cpp +++ b/Tactical/Merc Entering.cpp @@ -362,7 +362,7 @@ INT8 gbNumHeliSeatsOccupied = 0; BOOLEAN gfFirstGuyDown = FALSE; UINT32 uiSoundSample; -INT16 gsGridNoSweetSpot; +INT32 gsGridNoSweetSpot; INT16 gsHeliXPos; INT16 gsHeliYPos; FLOAT gdHeliZPos; @@ -414,7 +414,7 @@ void AddMercToHeli( UINT8 ubID ) } -void StartHelicopterRun( INT16 sGridNoSweetSpot ) +void StartHelicopterRun( INT32 sGridNoSweetSpot ) { INT16 sX, sY; @@ -798,7 +798,7 @@ void HandleHeliDrop( ) } -void BeginMercEntering( SOLDIERTYPE *pSoldier, INT16 sGridNo ) +void BeginMercEntering( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { ResetHeliSeats( ); diff --git a/Tactical/Merc Hiring.cpp b/Tactical/Merc Hiring.cpp index 907bbf9b..2bbbc62b 100644 --- a/Tactical/Merc Hiring.cpp +++ b/Tactical/Merc Hiring.cpp @@ -653,7 +653,7 @@ void CheckForValidArrivalSector( ) INT16 cnt1, cnt2, sGoodX, sGoodY; UINT8 ubRadius = 4; INT32 leftmost; - INT16 sSectorGridNo, sSectorGridNo2; + INT32 sSectorGridNo, sSectorGridNo2; INT32 uiRange, uiLowestRange = 999999; BOOLEAN fFound = FALSE; CHAR16 sString[ 1024 ]; diff --git a/Tactical/Militia Control.cpp b/Tactical/Militia Control.cpp index b7a3c5dd..68c46167 100644 --- a/Tactical/Militia Control.cpp +++ b/Tactical/Militia Control.cpp @@ -227,7 +227,7 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll) for (int i=0; ibActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE); + //Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds(MercPtrs[i]->sGridNo)); } pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ]; @@ -284,7 +284,7 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll) for (int i=0; ibActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE); + //Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds(MercPtrs[i]->sGridNo)); } } @@ -1342,8 +1342,8 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason ) sActionGridNo = FindSpotMaxDistFromOpponents( pTMilitiaSoldier ); pTMilitiaSoldier->aiData.usNextActionData = sActionGridNo; - - if ( pTMilitiaSoldier->aiData.usNextActionData != NOWHERE ) + + if (!TileIsOutOfBounds(pTMilitiaSoldier->aiData.usNextActionData)) { pTMilitiaSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY; pTMilitiaSoldier->aiData.usActionData = ANIM_STAND; @@ -1379,7 +1379,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason ) { if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) ) { - INT16 sActionGridNo, sGridNo, sAdjustedGridNo; + INT32 sActionGridNo, sGridNo, sAdjustedGridNo; UINT8 ubDirection; if ( GetSoldier( &pSoldier, gusSelectedSoldier ) ) @@ -1460,8 +1460,8 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason ) INT32 iDummy; sActionGridNo = FindBestNearbyCover(pTMilitiaSoldier,pTMilitiaSoldier->aiData.bAIMorale,&iDummy); - - if ( sActionGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(sActionGridNo)) { // SEND PENDING ACTION pTMilitiaSoldier->aiData.sPendingActionData2 = sActionGridNo; @@ -1577,7 +1577,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason ) //// set up next action to run away //pTeamSoldier->usNextActionData = FindSpotMaxDistFromOpponents( pTeamSoldier ); - //if ( pTeamSoldier->usNextActionData != NOWHERE ) + //if ( !TileIsOutOfBounds(pTeamSoldier->usNextActionData) ) //{ // pTeamSoldier->bNextAction = AI_ACTION_RUN_AWAY; // pTeamSoldier->usActionData = ANIM_STAND; @@ -1588,7 +1588,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason ) pTeamSoldier->aiData.usNextActionData = sActionGridNo; - if ( pTeamSoldier->aiData.usNextActionData != NOWHERE ) + if ( !TileIsOutOfBounds(pTeamSoldier->aiData.usNextActionData) ) { pTeamSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY; pTeamSoldier->aiData.usActionData = ANIM_STAND; @@ -1624,7 +1624,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason ) case( MILCON_MENU_ALL_COMETOME ): { UINT8 cnt, ubDirection; - INT16 sActionGridNo, sGridNo, sAdjustedGridNo; + INT32 sActionGridNo, sGridNo, sAdjustedGridNo; SOLDIERTYPE *pTeamSoldier; cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; @@ -1679,7 +1679,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason ) case( MILCON_MENU_ALL_SPREAD ): { UINT8 cnt; - INT16 sActionGridNo; + INT32 sActionGridNo; SOLDIERTYPE *pTeamSoldier; cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; @@ -1781,7 +1781,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason ) // // pTeamSoldier->usNextActionData = FindBestNearbyCover(pTeamSoldier,pTeamSoldier->bAIMorale,&iDummy); // - // //if ( pTeamSoldier->usNextActionData != NOWHERE ) + // //if ( !TileIsOutOfBounds(pTeamSoldier->usNextActionData) ) // { // pTeamSoldier->bNextAction = AI_ACTION_TAKE_COVER; // pTeamSoldier->usActionData = ANIM_STAND; @@ -1803,8 +1803,8 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason ) { // See if we can get there sActionGridNo = FindBestNearbyCover(pTeamSoldier,pTeamSoldier->aiData.bAIMorale,&iDummy); - - if ( sActionGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(sActionGridNo)) { // SEND PENDING ACTION pTeamSoldier->aiData.sPendingActionData2 = sActionGridNo; @@ -1861,7 +1861,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason ) // pTeamSoldier->usNextActionData = SearchForItems( pTeamSoldier, 0, pTeamSoldier->inv[HANDPOS].usItem ); - // //if ( pTeamSoldier->usNextActionData != NOWHERE ) + // //if ( !TileIsOutOfBounds(pTeamSoldier->usNextActionData) ) // { // pTeamSoldier->bNextAction = AI_ACTION_PICKUP_ITEM; // //pTeamSoldier->usActionData = ANIM_STAND; @@ -2227,7 +2227,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason ) // // // set up next action to run away // pTMilitiaSoldier->usNextActionData = FindSpotMaxDistFromOpponents( pTMilitiaSoldier ); -// if ( pTMilitiaSoldier->usNextActionData != NOWHERE ) +// if ( !TileIsOutOfBounds(pTMilitiaSoldier->usNextActionData) ) // { // pTMilitiaSoldier->bNextAction = AI_ACTION_RUN_AWAY; // pTMilitiaSoldier->usActionData = ANIM_STAND; diff --git a/Tactical/Morale.cpp b/Tactical/Morale.cpp index 8d458096..d691fcdb 100644 --- a/Tactical/Morale.cpp +++ b/Tactical/Morale.cpp @@ -867,13 +867,13 @@ void HourlyMoraleUpdate( void ) // WANNE: Fix by Headrock: Morale and the ice-cream truck. if (OKToCheckOpinion(pOtherSoldier->ubProfile)) - { - bOpinion = pProfile->bMercOpinion[ pOtherSoldier->ubProfile ]; - } - else - { - bOpinion = 0; - } + { + bOpinion = pProfile->bMercOpinion[ pOtherSoldier->ubProfile ]; + } + else + { + bOpinion = 0; + } if (bOpinion == HATED_OPINION) { diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 215986ba..5cf26191 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -185,7 +185,7 @@ void MilitiaChangesSides( void ); extern void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier ); extern void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier ); -extern void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel ); +extern void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel ); extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady ); @@ -374,7 +374,7 @@ UINT8 bDefaultTeamRanges[ MAXTEAMS_SP ][ 2 ] = COLORVAL bDefaultTeamColors[ MAXTEAMS ] = { - FROMRGB( 255, 255, 0 ), // own team: yellow + FROMRGB( 255, 255, 0 ), FROMRGB( 255, 0, 0 ), FROMRGB( 255, 0, 255 ), FROMRGB( 0, 255, 0 ), @@ -967,7 +967,7 @@ BOOLEAN ExecuteOverhead( ) BOOLEAN fKeepMoving; INT8 bShadeLevel; BOOLEAN fNoAPsForPendingAction; - INT16 sGridNo; + INT32 sGridNo; STRUCTURE *pStructure; BOOLEAN fHandleAI = FALSE; @@ -1158,15 +1158,12 @@ BOOLEAN ExecuteOverhead( ) // Check for fade out.... if ( pSoldier->bVisible == -1 && pSoldier->bLastRenderVisibleValue >= 0 ) - { - if ( pSoldier->sGridNo != NOWHERE ) + { + if (!TileIsOutOfBounds(pSoldier->sGridNo)) { pSoldier->ubFadeLevel = gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel; } - else - { - int i = 0; - } + pSoldier->flags.fBeginFade = TRUE; pSoldier->sLocationOfFadeStart = pSoldier->sGridNo; @@ -1452,12 +1449,12 @@ BOOLEAN ExecuteOverhead( ) { // If the two gridnos are not the same, check to see if we can // now go into it - if ( sGridNo != (INT16)pSoldier->aiData.uiPendingActionData4 ) + if ( sGridNo != (pSoldier->aiData.uiPendingActionData4 )) { - if ( NewOKDestination( pSoldier, (INT16)pSoldier->aiData.uiPendingActionData4, TRUE, pSoldier->pathing.bLevel ) ) + if ( NewOKDestination( pSoldier, pSoldier->aiData.uiPendingActionData4, TRUE, pSoldier->pathing.bLevel ) ) { // GOTO NEW TILE! - SoldierPickupItem( pSoldier, pSoldier->aiData.uiPendingActionData1, (INT16)pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 ); + SoldierPickupItem( pSoldier, pSoldier->aiData.uiPendingActionData1, pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 ); continue; } } @@ -1468,12 +1465,12 @@ BOOLEAN ExecuteOverhead( ) { //if ( ItemExistsAtLocation( (INT16)( pSoldier->aiData.uiPendingActionData4 ), pSoldier->aiData.uiPendingActionData1, pSoldier->pathing.bLevel ) ) { - PickPickupAnimation( pSoldier, pSoldier->aiData.uiPendingActionData1, (INT16)( pSoldier->aiData.uiPendingActionData4 ), pSoldier->aiData.bPendingActionData3 ); + PickPickupAnimation( pSoldier, pSoldier->aiData.uiPendingActionData1, pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 ); } } else { - PickPickupAnimation( pSoldier, pSoldier->aiData.uiPendingActionData1, (INT16)( pSoldier->aiData.uiPendingActionData4 ), pSoldier->aiData.bPendingActionData3 ); + PickPickupAnimation( pSoldier, pSoldier->aiData.uiPendingActionData1, pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 ); } } else @@ -1633,8 +1630,8 @@ BOOLEAN ExecuteOverhead( ) // In case this is an AI person with the path-stored flag set, // turn it OFF since we have exhausted our stored path - pSoldier->pathing.bPathStored = FALSE; - if (pSoldier->sAbsoluteFinalDestination != NOWHERE) + pSoldier->pathing.bPathStored = FALSE; + if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination)) { // We have not made it to our dest... but it's better to let the AI handle this itself, // on the very next fram @@ -1662,9 +1659,9 @@ BOOLEAN ExecuteOverhead( ) { if ( FindBestPath( pSoldier, pSoldier->pathing.sFinalDestination, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) != 0 ) { - INT16 sNewGridNo; + INT32 sNewGridNo; - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) ); + sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) ); SetDelayedTileWaiting( pSoldier, sNewGridNo, 1 ); } @@ -1977,7 +1974,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE { INT16 sAPCost; INT16 sBPCost; - INT16 sNewGridNo, sOverFenceGridNo, sMineGridNo; + INT32 usNewGridNo, sOverFenceGridNo, sMineGridNo; if (gTacticalStatus.uiFlags & INCOMBAT && fInitialMove ) { @@ -2021,10 +2018,10 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE } - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ); + usNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ); // OK, check if this is a fence cost.... - if ( gubWorldMovementCosts[ sNewGridNo ][ (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ][ pSoldier->pathing.bLevel ] == TRAVELCOST_FENCE ) + if ( gubWorldMovementCosts[ usNewGridNo ][ (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ][ pSoldier->pathing.bLevel ] == TRAVELCOST_FENCE ) { // We have been told to jump fence.... @@ -2046,7 +2043,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE if ( EnoughPoints( pSoldier, sAPCost, sBPCost, FALSE ) ) { // ATE: Check for tile being clear.... - sOverFenceGridNo = NewGridNo( sNewGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex + 1 ] ) ); + sOverFenceGridNo = NewGridNo( usNewGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex + 1 ] ) ); if ( HandleNextTile( pSoldier, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex + 1 ], sOverFenceGridNo, pSoldier->pathing.sFinalDestination ) ) { @@ -2075,11 +2072,11 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE return( FALSE ); } - else if ( InternalDoorTravelCost( pSoldier, sNewGridNo, gubWorldMovementCosts[ sNewGridNo ][ (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ][ pSoldier->pathing.bLevel ], (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), NULL, TRUE ) == TRAVELCOST_DOOR ) + else if ( InternalDoorTravelCost( pSoldier, usNewGridNo, gubWorldMovementCosts[ usNewGridNo ][ (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ][ pSoldier->pathing.bLevel ], (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), NULL, TRUE ) == TRAVELCOST_DOOR ) { STRUCTURE * pStructure; INT8 bDirection; - INT16 sDoorGridNo; + INT32 sDoorGridNo; // OK, if we are here, we have been told to get a pth through a door. @@ -2093,7 +2090,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE // OK, based on the direction, get door gridno if ( bDirection == NORTH || bDirection == WEST ) { - sDoorGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ); + sDoorGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ); } else if ( bDirection == SOUTH || bDirection == EAST ) { @@ -2143,11 +2140,11 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE // Find out how much it takes to move here! - sAPCost = ActionPointCost( pSoldier, sNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState ); - sBPCost = TerrainBreathPoints( pSoldier, sNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState ); + sAPCost = ActionPointCost( pSoldier, usNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState ); + sBPCost = TerrainBreathPoints( pSoldier, usNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState ); // CHECK IF THIS TILE IS A GOOD ONE! - if ( !HandleNextTile( pSoldier, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], sNewGridNo, pSoldier->pathing.sFinalDestination ) ) + if ( !HandleNextTile( pSoldier, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usNewGridNo, pSoldier->pathing.sFinalDestination ) ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "HandleGotoNewGridNo() Failed: Tile %d Was blocked", sNewGridNo ) ); @@ -2164,7 +2161,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE // just check the tile we're going to walk into - if ( NearbyGroundSeemsWrong( pSoldier, sNewGridNo, FALSE, (INT16 *) &sMineGridNo ) ) + if ( NearbyGroundSeemsWrong( pSoldier, usNewGridNo, FALSE, &sMineGridNo ) ) { if ( pSoldier->flags.uiStatusFlags & SOLDIER_PC ) { @@ -2196,7 +2193,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE (*pfKeepMoving) = FALSE; - if (sMineGridNo != NOWHERE) + if (!TileIsOutOfBounds(sMineGridNo)) { LocateGridNo( sMineGridNo ); // we reuse the boobytrap gridno variable here @@ -2207,10 +2204,9 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE } } else - { - if (sMineGridNo != NOWHERE) + { + if (!TileIsOutOfBounds(sMineGridNo)) { - pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); (*pfKeepMoving) = FALSE; @@ -2226,7 +2222,6 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE // better stop and reconsider what to do... SetNewSituation( pSoldier ); ActionDone( pSoldier ); - // HEADROCK HAM 3.6: Militia can now place flags when they spot landmines. if (gGameExternalOptions.fMilitiaPlaceBlueFlags && pSoldier->bTeam == MILITIA_TEAM) @@ -2283,6 +2278,8 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE INT8 bPosOfMask; bPosOfMask = FindGasMask (pSoldier); + if(!DoesSoldierWearGasMask(pSoldier))//dnl ch40 200909 + bPosOfMask = NO_SLOT; //if ( pSoldier->inv[ HEAD1POS ].usItem == GASMASK && pSoldier->inv[ HEAD1POS ][0]->data.objectStatus >= GASMASK_MIN_STATUS ) //{ // bPosOfMask = HEAD1POS; @@ -2307,7 +2304,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_SMOKE ) { - if ( bPosOfMask == NO_SLOT ) + if ( bPosOfMask == NO_SLOT && !(pSoldier->flags.fHitByGasFlags & HIT_BY_SMOKEGAS) )//dnl ch40 200909 { pExplosive = &( Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_SMOKE) ].ubClassIndex ]); } @@ -2393,7 +2390,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE } if ( (pSoldier->bBlindedCounter > 0) && (pSoldier->usAnimState == RUNNING) && (Random( 5 ) == 0) && - OKFallDirection( pSoldier, (INT16) (pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection ) ), pSoldier->pathing.bLevel, pSoldier->ubDirection, pSoldier->usAnimState ) ) + OKFallDirection( pSoldier, (pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection ) ), pSoldier->pathing.bLevel, pSoldier->ubDirection, pSoldier->usAnimState ) ) { // 20% chance of falling over! pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); @@ -2406,7 +2403,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE return( FALSE ); } else if ( ( GetDrunkLevel( pSoldier ) == DRUNK ) && (Random( 5 ) == 0) && - OKFallDirection( pSoldier, (INT16) (pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection ) ), pSoldier->pathing.bLevel, pSoldier->ubDirection, pSoldier->usAnimState ) ) + OKFallDirection( pSoldier, (pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection ) ), pSoldier->pathing.bLevel, pSoldier->ubDirection, pSoldier->usAnimState ) ) { // 20% chance of falling over! pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); @@ -2524,7 +2521,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE void HandleMaryArrival( SOLDIERTYPE * pSoldier ) { - INT16 sDist; + INT32 sDist; if ( !pSoldier ) { @@ -2540,9 +2537,11 @@ void HandleMaryArrival( SOLDIERTYPE * pSoldier ) return; } // new requirements: player close by + + // TODO.WANNE: Hardcoded grid number else if (PythSpacesAway( pSoldier->sGridNo, 8228 ) < 40) - { - if ( ClosestPC( pSoldier, &sDist ) != NOWHERE && sDist > NPC_TALK_RADIUS * 2 ) + { + if ( !TileIsOutOfBounds(ClosestPC( pSoldier, &sDist )) && sDist > NPC_TALK_RADIUS * 2 ) { // too far away return; @@ -2561,7 +2560,7 @@ void HandleMaryArrival( SOLDIERTYPE * pSoldier ) void HandleJohnArrival( SOLDIERTYPE * pSoldier ) { SOLDIERTYPE * pSoldier2 = NULL; - INT16 sDist; + INT32 sDist; if ( !pSoldier ) { @@ -2571,10 +2570,11 @@ void HandleJohnArrival( SOLDIERTYPE * pSoldier ) return; } } - + + // TODO.WANNE: Hardcoded grid number if (PythSpacesAway( pSoldier->sGridNo, 8228 ) < 40) - { - if ( ClosestPC( pSoldier, &sDist ) != NOWHERE && sDist > NPC_TALK_RADIUS * 2 ) + { + if (!TileIsOutOfBounds(ClosestPC( pSoldier, &sDist )) && sDist > NPC_TALK_RADIUS * 2 ) { // too far away return; @@ -2613,7 +2613,7 @@ void HandleJohnArrival( SOLDIERTYPE * pSoldier ) BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving ) { - INT16 sMineGridNo; + INT32 sMineGridNo; UINT8 ubVolume; @@ -2803,8 +2803,8 @@ BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving ) } (*pfKeepMoving) = FALSE; - - if (sMineGridNo != NOWHERE) + + if (!TileIsOutOfBounds(sMineGridNo)) { LocateGridNo( sMineGridNo ); // we reuse the boobytrap gridno variable here @@ -2815,8 +2815,8 @@ BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving ) } } else - { - if (sMineGridNo != NOWHERE) + { + if (!TileIsOutOfBounds(sMineGridNo)) { pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); @@ -2907,9 +2907,9 @@ BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving ) case OLGA: case TYRONE: { - INT16 sDesiredMercDist; - - if ( ClosestPC( pSoldier, &sDesiredMercDist ) != NOWHERE ) + INT32 sDesiredMercDist; + + if (!TileIsOutOfBounds(ClosestPC( pSoldier, &sDesiredMercDist ))) { if ( sDesiredMercDist <= NPC_TALK_RADIUS * 2 ) { @@ -3185,7 +3185,7 @@ void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator) } -void InternalLocateGridNo( INT16 sGridNo, BOOLEAN fForce ) +void InternalLocateGridNo( INT32 sGridNo, BOOLEAN fForce ) { INT16 sNewCenterWorldX, sNewCenterWorldY; @@ -3200,14 +3200,14 @@ void InternalLocateGridNo( INT16 sGridNo, BOOLEAN fForce ) SetRenderCenter( sNewCenterWorldX, sNewCenterWorldY ); } -void LocateGridNo( INT16 sGridNo ) +void LocateGridNo( INT32 sGridNo ) { InternalLocateGridNo( sGridNo, FALSE ); } -void SlideTo(INT16 sGridno, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) +void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) { INT32 cnt; @@ -3248,9 +3248,9 @@ void SlideTo(INT16 sGridno, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSet } -void SlideToLocation( UINT16 usReasonID, INT16 sDestGridNo ) -{ - if ( sDestGridNo == NOWHERE ) +void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo ) +{ + if (TileIsOutOfBounds(sDestGridNo)) { return; } @@ -3355,8 +3355,8 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier ) switch( pSoldier->ubProfile ) { case SLAY: - pTeamSoldier = FindSoldierByProfileID( CARMEN, FALSE ); - if (pTeamSoldier && pTeamSoldier->aiData.bAttitude == ATTACKSLAYONLY && ClosestPC( pTeamSoldier, NULL ) != NOWHERE ) + pTeamSoldier = FindSoldierByProfileID( CARMEN, FALSE ); + if (pTeamSoldier && pTeamSoldier->aiData.bAttitude == ATTACKSLAYONLY && !TileIsOutOfBounds(ClosestPC( pTeamSoldier, NULL )) ) { // Carmen now becomes friendly again TriggerNPCRecord( CARMEN, 29 ); @@ -4421,10 +4421,10 @@ CHAR8 *GetSceneFilename( ) return( gzLevelFilenames[ gubCurrentScene ] ); } -extern BOOLEAN InternalOkayToAddStructureToWorld( INT16 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fIgnorePeople ); +extern BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fIgnorePeople ); // NB if making changes don't forget to update NewOKDestinationAndDirection -INT16 NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT16 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel ) +INT16 NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel ) { UINT8 bPerson; STRUCTURE * pStructure; @@ -4553,7 +4553,7 @@ INT16 NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT16 sGridNo, BOOLEAN fPeop } // NB if making changes don't forget to update NewOKDestination -INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT16 sGridNo, INT8 bDirection, BOOLEAN fPeopleToo, INT8 bLevel ) +INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, INT8 bDirection, BOOLEAN fPeopleToo, INT8 bLevel ) { UINT8 bPerson; STRUCTURE * pStructure; @@ -4707,7 +4707,7 @@ BOOLEAN IsLocationSittable( INT32 iMapIndex, BOOLEAN fOnRoof ) { STRUCTURE *pStructure; INT16 sDesiredLevel; - if( WhoIsThere2( (INT16)iMapIndex, 0 ) != NOBODY ) + if( WhoIsThere2( iMapIndex, 0 ) != NOBODY ) return FALSE; //Locations on roofs without a roof is not possible, so //we convert the onroof intention to ground. @@ -4718,7 +4718,7 @@ BOOLEAN IsLocationSittable( INT32 iMapIndex, BOOLEAN fOnRoof ) { // Something is here, check obstruction in future sDesiredLevel = fOnRoof ? STRUCTURE_ON_ROOF : STRUCTURE_ON_GROUND; - pStructure = FindStructure( (INT16)iMapIndex, STRUCTURE_BLOCKSMOVES ); + pStructure = FindStructure( iMapIndex, STRUCTURE_BLOCKSMOVES ); while( pStructure ) { if( !(pStructure->fFlags & STRUCTURE_PASSABLE) && pStructure->sCubeOffset == sDesiredLevel ) @@ -4744,7 +4744,7 @@ BOOLEAN IsLocationSittableExcludingPeople( INT32 iMapIndex, BOOLEAN fOnRoof ) { // Something is here, check obstruction in future sDesiredLevel = fOnRoof ? STRUCTURE_ON_ROOF : STRUCTURE_ON_GROUND; - pStructure = FindStructure( (INT16)iMapIndex, STRUCTURE_BLOCKSMOVES ); + pStructure = FindStructure( iMapIndex, STRUCTURE_BLOCKSMOVES ); while( pStructure ) { if( !(pStructure->fFlags & STRUCTURE_PASSABLE) && pStructure->sCubeOffset == sDesiredLevel ) @@ -4756,7 +4756,7 @@ BOOLEAN IsLocationSittableExcludingPeople( INT32 iMapIndex, BOOLEAN fOnRoof ) } -BOOLEAN TeamMemberNear(INT8 bTeam, INT16 sGridNo, INT32 iRange) +BOOLEAN TeamMemberNear(INT8 bTeam, INT32 sGridNo, INT32 iRange) { UINT8 bLoop; SOLDIERTYPE * pSoldier; @@ -4775,7 +4775,7 @@ BOOLEAN TeamMemberNear(INT8 bTeam, INT16 sGridNo, INT32 iRange) return(FALSE); } -INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor ) +INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirection, INT32 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor ) { // psAdjustedGridNo gets the original gridno or the new one if updated // It will ONLY be updated IF we were over a merc, ( it's updated to their gridno ) @@ -4784,11 +4784,13 @@ INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirect // in that location, because we could be passed a gridno based on the overlap of soldier's graphic // fDoor determines whether special door-handling code should be used (for interacting with doors) - INT16 sFourGrids[4], sDistance=0; + INT32 sFourGrids[4], sDistance=0; static const UINT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST }; //INT32 cnt; - INT16 sClosest=NOWHERE, sSpot, sOkTest; - INT16 sCloseGridNo=NOWHERE; + //INT32 sClosest=NOWHERE, sSpot, sOkTest; + INT32 sClosest = MAX_MAP_POS, sSpot, sOkTest; //Lalien: changed to ensure compability with new definition of NOWHERE + //INT32 sCloseGridNo=NOWHERE; + INT32 sCloseGridNo = MAX_MAP_POS; //Lalien: changed to ensure compability with new definition of NOWHERE UINT32 uiMercFlags; UINT16 usSoldierIndex; UINT8 ubDir; @@ -5003,12 +5005,12 @@ INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirect if ( sDistance < sClosest ) { sClosest = sDistance; - sCloseGridNo = (INT16)sSpot; + sCloseGridNo = sSpot; } } } - - if (sClosest != NOWHERE) + + if ( !TileIsOutOfBounds( sClosest ) ) { // Take last direction and use opposite! // This will be usefull for ours and AI mercs @@ -5050,8 +5052,8 @@ INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirect //if ( psAdjustedGridNo != NULL ) //{ // (*psAdjustedGridNo) = sCloseGridNo; - //} - if ( sCloseGridNo == NOWHERE ) + //} + if ( TileIsOutOfBounds( sCloseGridNo ) ) { return( -1 ); } @@ -5062,7 +5064,7 @@ INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirect } -INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor ) +INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirection, INT32 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor ) { // This function works in a similar way as FindAdjacentGridEx, but looks for a location 2 tiles away @@ -5072,11 +5074,11 @@ INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pub // in that location, because we could be passed a gridno based on the overlap of soldier's graphic // fDoor determines whether special door-handling code should be used (for interacting with doors) - INT16 sFourGrids[4], sDistance=0; + INT32 sFourGrids[4], sDistance=0; static const UINT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST }; //INT32 cnt; - INT16 sClosest=WORLD_MAX, sSpot, sSpot2, sOkTest; - INT16 sCloseGridNo=NOWHERE; + INT32 sClosest=WORLD_MAX, sSpot, sSpot2, sOkTest; + INT32 sCloseGridNo=NOWHERE; UINT32 uiMercFlags; UINT16 usSoldierIndex; UINT8 ubDir; @@ -5144,7 +5146,7 @@ INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pub if ( sDistance < sClosest ) { sClosest = sDistance; - sCloseGridNo = (INT16)sGridNo; + sCloseGridNo = sGridNo; } } } @@ -5235,12 +5237,12 @@ INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pub if ( sDistance < sClosest ) { sClosest = sDistance; - sCloseGridNo = (INT16)sSpot; + sCloseGridNo = sSpot; } } } - - if (sClosest != NOWHERE) + + if (!TileIsOutOfBounds(sClosest)) { // Take last direction and use opposite! // This will be usefull for ours and AI mercs @@ -5279,8 +5281,8 @@ INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pub *pubDirection = ubDir; } } - - if ( sCloseGridNo == NOWHERE ) + + if (TileIsOutOfBounds(sCloseGridNo)) { return( -1 ); } @@ -5292,7 +5294,7 @@ INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pub /* - if (sCloseGridNo != NOWHERE) + if ( !TileIsOutOfBounds(sCloseGridNo)) { // Take last direction and use opposite! // This will be usefull for ours and AI mercs @@ -5328,9 +5330,9 @@ INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pub */ } -INT16 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT16 * psAdjustedTargetGridNo, UINT8 * pubDirection ) +INT32 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT32 * psAdjustedTargetGridNo, UINT8 * pubDirection ) { - INT16 sSpot; + INT32 sSpot; UINT8 ubGuyThere; for ( INT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt++ ) @@ -5360,12 +5362,12 @@ INT16 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSold } -BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT16 sMapPos ) +BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT32 usMapPos ) { BOOLEAN fVisible; // Check if a hidden tile exists but is not revealed - if ( DoesGridnoContainHiddenStruct( sMapPos, &fVisible ) ) + if ( DoesGridNoContainHiddenStruct( usMapPos, &fVisible ) ) { if ( !fVisible ) { @@ -5375,7 +5377,7 @@ BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT16 sMapPos ) } - if ( !NewOKDestination( pSoldier, sMapPos, FALSE, (INT8) gsInterfaceLevel ) ) + if ( !NewOKDestination( pSoldier, usMapPos, FALSE, (INT8) gsInterfaceLevel ) ) { return( FALSE ); } @@ -5643,8 +5645,8 @@ void CommonEnterCombatModeCode( ) { if ( pSoldier->bTeam == CIV_TEAM && pSoldier->aiData.bNeutral ) { - // only set precombat gridno if unset - if ( gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo == 0 || gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo == NOWHERE ) + // only set precombat gridno if unset + if ( gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo == 0 || TileIsOutOfBounds(gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo)) { gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo = pSoldier->sGridNo; } @@ -6229,41 +6231,46 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen ) void DeathNoMessageTimerCallback( void ) { //CheckAndHandleUnloadingOfCurrentWorld(); - if(!is_client)CheckAndHandleUnloadingOfCurrentWorld(); + if(!is_client) + CheckAndHandleUnloadingOfCurrentWorld(); else { - ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[40] ); - if(!DISABLE_SPEC_MODE) + if (!isOwnTeamWipedOut) { - gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;//hayden - ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[41] ); + ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[40] ); + if(!DISABLE_SPEC_MODE) + { + gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;//hayden + ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[41] ); + } + else + ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"spectator mode disabled"); + + teamwiped(); } - else ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"spectator mode disabled"); - teamwiped(); } } -// HEADROCK HAM 3.5: This function needs a Z-Level argument!!! It is screwing up garrisons, when a battle is won underneath -// a sector. void RemoveStaticEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ ) { - if (!bMapZ) // Battle ended Above-ground - { - SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] ); + if (!bMapZ) // Battle ended Above-ground + { + SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] ); - pSectorInfo->ubNumAdmins = pSectorInfo->ubNumTroops = pSectorInfo->ubNumElites = 0; - pSectorInfo->ubAdminsInBattle = pSectorInfo->ubTroopsInBattle = pSectorInfo->ubElitesInBattle = 0; - } - else - { - UNDERGROUND_SECTORINFO *pSectorInfo; - - pSectorInfo = FindUnderGroundSector( sMapX, sMapY, bMapZ ); - pSectorInfo->ubNumAdmins = pSectorInfo->ubNumTroops = pSectorInfo->ubNumElites = 0; - pSectorInfo->ubAdminsInBattle = pSectorInfo->ubTroopsInBattle = pSectorInfo->ubElitesInBattle = 0; - } + pSectorInfo->ubNumAdmins = pSectorInfo->ubNumTroops = pSectorInfo->ubNumElites = 0; + pSectorInfo->ubAdminsInBattle = pSectorInfo->ubTroopsInBattle = pSectorInfo->ubElitesInBattle = 0; + } + else + { + UNDERGROUND_SECTORINFO *pSectorInfo; + + pSectorInfo = FindUnderGroundSector( sMapX, sMapY, bMapZ ); + pSectorInfo->ubNumAdmins = pSectorInfo->ubNumTroops = pSectorInfo->ubNumElites = 0; + pSectorInfo->ubAdminsInBattle = pSectorInfo->ubTroopsInBattle = pSectorInfo->ubElitesInBattle = 0; + } } + //!!!! //IMPORTANT NEW NOTE: //Whenever returning TRUE, make sure you clear gfBlitBattleSectorLocator; @@ -6375,6 +6382,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated ) // Play death music SetMusicMode( MUSIC_TACTICAL_DEATH ); + SetCustomizableTimerCallbackAndDelay( 10000, DeathNoMessageTimerCallback, FALSE ); if (is_networked) @@ -6424,9 +6432,6 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated ) } // Kill all enemies. Sometime even after killing all the enemies, there appeares "in battle" enemies in sector info - // HEADROCK HAM 3.5: This has to take Z-Level into account, otherwise winning a battle underground will kill all - // enemies in the sector above! We still need to run the function though, to prevent confusions with the - // strategic screen, which is what it was doing only for aboveground. UNTIL NOW, muahaha. RemoveStaticEnemiesFromSectorInfo( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); @@ -7297,16 +7302,16 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker ) // inflicts various penalties accordingly. // The most important result of this function is AP loss. - SOLDIERTYPE * pSoldier; + //INT8 SUPPRESSION_AP_LIMIT = gGameExternalOptions.iMinAPLimitFromSuppression; - INT8 bTolerance; - INT16 sClosestOpponent, sClosestOppLoc; - UINT8 ubPointsLost, ubNewStance; - UINT32 uiLoop; + INT8 bTolerance; + INT32 sClosestOpponent, sClosestOppLoc; + UINT8 ubPointsLost, ubNewStance; + UINT32 uiLoop; UINT8 ubLoop2; // Flag to determine if the target is cowering (if allowed) - BOOLEAN fCower; - + BOOLEAN fCower; + SOLDIERTYPE * pSoldier; // External options // JA2_OPTIONS.INI @@ -7462,8 +7467,8 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker ) if (ubPointsLost >= APBPConstants[AP_PRONE] && IsValidStance( pSoldier, ANIM_PRONE ) && gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_PRONE ) { sClosestOpponent = ClosestKnownOpponent( pSoldier, &sClosestOppLoc, NULL ); - // HEADROCK: Added cowering. - if (sClosestOpponent == NOWHERE || SpacesAway( pSoldier->sGridNo, sClosestOppLoc ) > 8 || fCower) + // HEADROCK: Added cowering. + if (TileIsOutOfBounds(sClosestOpponent) || SpacesAway( pSoldier->sGridNo, sClosestOppLoc ) > 8 || fCower) { ubPointsLost -= APBPConstants[AP_PRONE]; ubNewStance = ANIM_PRONE; @@ -7480,7 +7485,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker ) { sClosestOpponent = ClosestKnownOpponent( pSoldier, &sClosestOppLoc, NULL ); // HEADROCK: Added cowering. - if ( sClosestOpponent == NOWHERE || SpacesAway( pSoldier->sGridNo, sClosestOppLoc ) > 8 ||fCower ) + if (TileIsOutOfBounds(sClosestOpponent) || SpacesAway( pSoldier->sGridNo, sClosestOppLoc ) > 8 ||fCower ) { if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND ) { @@ -7505,7 +7510,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker ) ubNewStance = ANIM_CROUCH; } break; - } + } DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: reduce action points")); @@ -7935,8 +7940,13 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( ) pSoldier = MercPtrs[ gusSelectedSoldier ]; } - if(!pSoldier && AreInMeanwhile())//dnl fix for preventing game crash in meanwhile after Queen slap Elliot - return(NULL); + if (!pSoldier) + return (NULL); + + //if(!pSoldier && AreInMeanwhile())//dnl fix for preventing game crash in meanwhile after Queen slap Elliot + // return(NULL); + + //if (!pSoldier) ubID = pSoldier->ubID; @@ -8148,14 +8158,14 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( ) // Display quote! if ( !AM_AN_EPC( MercPtrs[ gTacticalStatus.ubItemsSeenOnAttackSoldier ] ) ) { - TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ gTacticalStatus.ubItemsSeenOnAttackSoldier ], (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ), DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START, gTacticalStatus.sItemsSeenOnAttackGridNo, 0 ); + TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ gTacticalStatus.ubItemsSeenOnAttackSoldier ], (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ), DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START, gTacticalStatus.usItemsSeenOnAttackGridNo, 0 ); } else { // Turn off item lock for locators... gTacticalStatus.fLockItemLocators = FALSE; // Slide to location! - SlideToLocation( 0, gTacticalStatus.sItemsSeenOnAttackGridNo ); + SlideToLocation( 0, gTacticalStatus.usItemsSeenOnAttackGridNo ); } } @@ -8533,10 +8543,12 @@ void EndBattleWithUnconsciousGuysCallback( UINT8 bExitValue ) ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[40] ); if(!DISABLE_SPEC_MODE) { - gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;//hayden - ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[41] ); + gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;//hayden + ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[41] ); } - else ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"spectator mode disabled"); + else + ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"spectator mode disabled"); + teamwiped(); } } @@ -8646,15 +8658,15 @@ void DoPOWPathChecks( void ) // check to see if POW has been freed! // this will be true if a path can be made from the POW to either of 3 gridnos // 10492 (hallway) or 10482 (outside), or 9381 (outside) - if ( FindBestPath( pSoldier, 10492, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) + if ( FindBestPath( pSoldier, 10492, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )//dnl!!! { // drop out of if } - else if ( FindBestPath( pSoldier, 10482, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) + else if ( FindBestPath( pSoldier, 10482, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )//dnl!!! { // drop out of if } - else if ( FindBestPath( pSoldier, 9381, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) + else if ( FindBestPath( pSoldier, 9381, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )//dnl!!! { // drop out of if } @@ -8962,4 +8974,4 @@ INT8 CheckStatusNearbyFriendlies( SOLDIERTYPE *pSoldier ) return(sModifier); -} \ No newline at end of file +} diff --git a/Tactical/Overhead.h b/Tactical/Overhead.h index b15b9a7d..cff37107 100644 --- a/Tactical/Overhead.h +++ b/Tactical/Overhead.h @@ -84,11 +84,11 @@ typedef struct UINT32 uiFlags; TacticalTeamType Team[ MAXTEAMS ]; UINT8 ubCurrentTeam; - INT16 sSlideTarget; + INT32 sSlideTarget; INT16 sSlideReason; UINT32 uiTimeSinceMercAIStart; INT8 fPanicFlags; - INT16 sPanicTriggerGridnoUnused; + INT32 sPanicTriggerGridNoUnused; INT16 sHandGrid; UINT8 ubSpottersCalledForBy; UINT8 ubTheChosenOne; @@ -128,7 +128,7 @@ typedef struct INT8 bConsNumTurnsNotSeen; UINT8 ubArmyGuysKilled; - INT16 sPanicTriggerGridNo[ NUM_PANIC_TRIGGERS ]; + INT32 sPanicTriggerGridNo[ NUM_PANIC_TRIGGERS ]; INT8 bPanicTriggerIsAlarm[ NUM_PANIC_TRIGGERS ]; UINT8 ubPanicTolerance[ NUM_PANIC_TRIGGERS ]; BOOLEAN fAtLeastOneGuyOnMultiSelect; @@ -142,13 +142,13 @@ typedef struct BOOLEAN ubItemsSeenOnAttackSoldier; BOOLEAN fBeenInCombatOnce; BOOLEAN fSaidCreatureSmellQuote; - INT16 sItemsSeenOnAttackGridNo; + UINT32 usItemsSeenOnAttackGridNo; BOOLEAN fLockItemLocators; UINT8 ubLastQuoteSaid; UINT8 ubLastQuoteProfileNUm; BOOLEAN fCantGetThrough; - INT16 sCantGetThroughGridNo; - INT16 sCantGetThroughSoldierGridNo; + INT32 sCantGetThroughGridNo; + INT32 sCantGetThroughSoldierGridNo; UINT8 ubCantGetThroughID; BOOLEAN fDidGameJustStart; BOOLEAN fStatChangeCheatOn; @@ -225,7 +225,7 @@ BOOLEAN GetSoldier( SOLDIERTYPE **ppSoldier, UINT16 usSoldierIndex ); UINT32 CountNonVehiclesOnPlayerTeam( void ); -INT16 NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT16 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel ); +INT16 NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel ); //Simple check to see if a (one-tiled) soldier can occupy a given location on the ground or roof. extern BOOLEAN IsLocationSittable( INT32 iMapIndex, BOOLEAN fOnRoof ); @@ -247,12 +247,12 @@ void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceRese //Kaiden: Function declaration from UB to reveal all items after combat. void RevealAllDroppedEnemyItems(); -void LocateGridNo( INT16 sGridNo ); +void LocateGridNo( INT32 sGridNo ); void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator); void BeginTeamTurn( UINT8 ubTeam ); -void SlideTo(INT16 sGridno, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) ; -void SlideToLocation( UINT16 usReasonID, INT16 sDestGridNo ); +void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) ; +void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo ); void RebuildAllSoldierShadeTables( ); void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier ); @@ -269,14 +269,14 @@ void StopMercAnimation( BOOLEAN fStop ); UINT32 EnterTacticalDemoMode(); -BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT16 sMapPos ); +BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT32 usMapPos ); -INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor ); -INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor ); +INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirection, INT32 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor ); +INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirection, INT32 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor ); void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier ); -BOOLEAN TeamMemberNear(INT8 bTeam, INT16 sGridNo, INT32 iRange); +BOOLEAN TeamMemberNear(INT8 bTeam, INT32 sGridNo, INT32 iRange); BOOLEAN IsValidTargetMerc( UINT8 ubSoldierID ); @@ -342,7 +342,7 @@ void MakeCivHostile( SOLDIERTYPE *pSoldier, INT8 bNewSide ); BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** ppTarget, INT8 bReason ); -INT16 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT16 * psAdjustedTargetGridNo, UINT8 * pubDirection ); +INT32 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT32 * psAdjustedTargetGridNo, UINT8 * pubDirection ); SOLDIERTYPE * CivilianGroupMemberChangesSides( SOLDIERTYPE * pAttacked ); void CivilianGroupChangesSides( UINT8 ubCivilianGroup ); diff --git a/Tactical/PATHAI.H b/Tactical/PATHAI.H index 21014776..12f977e3 100644 --- a/Tactical/PATHAI.H +++ b/Tactical/PATHAI.H @@ -10,7 +10,8 @@ #define _PATHAI_H #include "isometric utils.h" - +// WANNE: Please do not use ASTAR pathing, +// because it is a HUGH PERFORMANCE KILLER on big maps!! //#define USE_ASTAR_PATHS #ifdef USE_ASTAR_PATHS @@ -42,7 +43,7 @@ public: //int f;//F is also calculated on the fly //int APCost;//the APs spent to get here // Isn't this the same as "cost"? int extraGCoverCost;//an extra cost that makes stopping in midpath at a node with little cover worse - INT16 parent; + INT32 parent; eAStar status; //int prevCost; bool wasBackwards; @@ -56,7 +57,7 @@ public: AStarPathfinder (); static AStarPathfinder& GetInstance(); int GetPath (SOLDIERTYPE *s , - INT16 dest, + INT32 dest, INT8 ubLevel, INT16 usMovementMode, INT8 bCopy, @@ -64,7 +65,7 @@ public: private: static AStarPathfinder* pThis; - CBinaryHeap OpenHeap; + CBinaryHeap OpenHeap; // The "closed list" is the AStarData array below which is also the path backtrace when a path is found. @@ -115,12 +116,14 @@ private: //#endif // member variables to prevent passing them around - INT16 StartNode; - INT16 DestNode; - INT16 CurrentNode; - INT16 ParentNode; + INT32 StartNode; + INT32 DestNode; + INT32 CurrentNode; + INT32 ParentNode; - AStar_Data AStarData[WORLD_MAX]; + // WANNE - BMP: DONE! + //AStar_Data AStarData[WORLD_MAX]; + AStar_Data AStarData[MAX_ALLOWED_WORLD_MAX]; @@ -141,36 +144,36 @@ private: INT16 CalcStartingAP (); //including THREATTYPE was a pain, so pass by value - int CalcCoverValue (INT16 sMyGridNo, INT32 iMyThreat, INT32 iMyAPsLeft, - INT32 myThreatsiOrigRange, INT16 myThreatssGridNo, SOLDIERTYPE* myThreatspOpponent, + int CalcCoverValue (INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyAPsLeft, + INT32 myThreatsiOrigRange, INT32 myThreatssGridNo, SOLDIERTYPE* myThreatspOpponent, INT32 myThreatsiValue, INT32 myThreatsiAPs, INT32 myThreatsiCertainty); - eAStar GetAStarStatus (const INT16 node) const {return AStarData[node].status;}; - INT16 GetAStarParent (const INT16 node) const {return AStarData[node].parent;}; - INT16 GetAStarG (INT16 node) const {return AStarData[node].cost;}; - int GetExtraGCover (const INT16 node) const {return AStarData[node].extraGCoverCost;}; + eAStar GetAStarStatus (const INT32 node) const {return AStarData[node].status;}; + INT32 GetAStarParent (const INT32 node) const {return AStarData[node].parent;}; + INT16 GetAStarG (INT32 node) const {return AStarData[node].cost;}; + int GetExtraGCover (const INT32 node) const {return AStarData[node].extraGCoverCost;}; //int GetAStarF (const INT16 node) const {return AStarData[node].f;}; //int GetActionPoints (const INT16 node) const {return AStarData[node].APCost;}; - bool GetLoopState (const INT16 node) const {return AStarData[node].wasBackwards;}; + bool GetLoopState (const INT32 node) const {return AStarData[node].wasBackwards;}; //int GetPrevCost (const INT16 node) const {return AStarData[node].prevCost;}; - UINT8 GetDirection (const INT16 node) const {return AStarData[node].directionFromPrev;}; - int GetNumSteps (const INT16 node) const {return AStarData[node].numSteps;}; + UINT8 GetDirection (const INT32 node) const {return AStarData[node].directionFromPrev;}; + int GetNumSteps (const INT32 node) const {return AStarData[node].numSteps;}; - void SetAStarStatus (const INT16 node, const eAStar status) {AStarData[node].status = status;}; - void SetAStarParent (const INT16 node, const INT16 parent) {AStarData[node].parent = parent;}; - void SetAStarG (const INT16 node, const INT16 cost) {AStarData[node].cost = cost;}; - void SetExtraGCover (const INT16 node, const int extraGCoverCost) {AStarData[node].extraGCoverCost = extraGCoverCost;}; + void SetAStarStatus (const INT32 node, const eAStar status) {AStarData[node].status = status;}; + void SetAStarParent (const INT32 node, const INT32 parent) {AStarData[node].parent = parent;}; + void SetAStarG (const INT32 node, const INT16 cost) {AStarData[node].cost = cost;}; + void SetExtraGCover (const INT32 node, const int extraGCoverCost) {AStarData[node].extraGCoverCost = extraGCoverCost;}; //void SetAStarF (const INT16 node, const int f) {AStarData[node].f = f;}; //void SetActionPoints (const INT16 node, const int APCost) {AStarData[node].APCost = APCost;}; - void SetLoopState (const INT16 node, const int loopState); + void SetLoopState (const INT32 node, const int loopState); //void SetPrevCost (const INT16 node, const int prevCost) {AStarData[node].prevCost = prevCost;}; - void SetDirection (const INT16 node, const UINT8 direction) {AStarData[node].directionFromPrev = direction;}; - void SetNumSteps (const INT16 node, const int steps) {AStarData[node].numSteps = steps;}; + void SetDirection (const INT32 node, const UINT8 direction) {AStarData[node].directionFromPrev = direction;}; + void SetNumSteps (const INT32 node, const int steps) {AStarData[node].numSteps = steps;}; - int PythSpacesAway (const INT16 node1, - const INT16 node2); - INT16 SpacesAway (const INT16 node1, - const INT16 node2); + int PythSpacesAway (const INT32 node1, + const INT32 node2); + INT16 SpacesAway (const INT32 node1, + const INT32 node2); //bool IsDiagonal (const INT16 node1, // const INT16 node2) {return (abs(node1.x - node2.x) && abs(node1.y - node2.y));}; bool IsDiagonal (int const direction) {return (direction & 1);}; @@ -190,27 +193,37 @@ private: BOOLEAN InitPathAI( void ); void ShutDownPathAI( void ); -INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget); -INT16 UIPlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget); -INT16 EstimatePlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget); +INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget); +INT32 UIPlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget); +INT32 EstimatePlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget); void ErasePath(char bEraseOldOne); -INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMovementMode, INT8 bCopy, UINT8 fFlags ); -void GlobalReachableTest( INT16 sStartGridNo ); -void GlobalItemsReachableTest( INT16 sStartGridNo1, INT16 sStartGridNo2 ); -void RoofReachableTest( INT16 sStartGridNo, UINT8 ubBuildingID ); -void LocalReachableTest( INT16 sStartGridNo, INT8 bRadius ); +INT32 FindBestPath(SOLDIERTYPE *s , INT32 sDestination, INT8 ubLevel, INT16 usMovementMode, INT8 bCopy, UINT8 fFlags ); +void GlobalReachableTest( INT32 sStartGridNo ); +void GlobalItemsReachableTest( INT32 sStartGridNo1, INT32 sStartGridNo2 ); +void RoofReachableTest( INT32 sStartGridNo, UINT8 ubBuildingID ); +void LocalReachableTest( INT32 sStartGridNo, INT8 bRadius ); UINT8 DoorTravelCost( SOLDIERTYPE * pSoldier, INT32 iGridNo, UINT8 ubMovementCost, BOOLEAN fReturnPerceivedValue, INT32 * piDoorGridNo ); UINT8 InternalDoorTravelCost( SOLDIERTYPE * pSoldier, INT32 iGridNo, UINT8 ubMovementCost, BOOLEAN fReturnPerceivedValue, INT32 * piDoorGridNo, BOOLEAN fReturnDoorCost ); INT16 RecalculatePathCost( SOLDIERTYPE *pSoldier, UINT16 usMovementMode ); +//dnl ch50 071009 +// ABSOLUTE maximums +#define ABSMAX_SKIPLIST_LEVEL 10 // was 5 +#define ABSMAX_TRAIL_TREE (WORLD_MAX) // was 16384 +#define ABSMAX_PATHQ (ABSMAX_TRAIL_TREE/16) // was 512 +// STANDARD maximums... configurable! +#define MAX_SKIPLIST_LEVEL ABSMAX_SKIPLIST_LEVEL// was 5 +#define MAX_TRAIL_TREE ABSMAX_TRAIL_TREE // was 16384 +#define MAX_PATHQ ABSMAX_PATHQ // was 512 // Lesh: setup max length of path -#define MAX_PATH_DATA_LENGTH 512 +#define MAX_PATH_DATA_LENGTH MAX_PATHQ // was 512 +#define TRAILCELLTYPE UINT16 //Lalien: moved form pathai.cpp // Exporting these global variables -extern UINT32 guiPathingData[MAX_PATH_DATA_LENGTH]; +extern UINT32* guiPathingData; extern INT16 gubNPCAPBudget; extern UINT16 gusNPCMovementMode; extern UINT8 gubNPCDistLimit; diff --git a/Tactical/PATHAI.cpp b/Tactical/PATHAI.cpp index f9b6e352..80e46de2 100644 --- a/Tactical/PATHAI.cpp +++ b/Tactical/PATHAI.cpp @@ -30,7 +30,7 @@ #include "english.h" #include "worlddef.h" #include "worldman.h" - #include "renderworld.h" +// #include "renderworld.h" #include "pathai.h" #include "PathAIDebug.h" #include "Points.h" @@ -54,7 +54,7 @@ class SOLDIERTYPE; #include "opplist.h" #include "weapons.h" #endif - +//#include "dnlprocesstalk.h"//dnl??? extern UINT16 gubAnimSurfaceIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ]; @@ -69,7 +69,8 @@ extern UINT16 gubAnimSurfaceIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ]; #ifdef PATHAI_VISIBLE_DEBUG #include "video.h" - extern INT16 gsCoverValue[WORLD_MAX]; +//extern INT16 gsCoverValue[WORLD_MAX]; +extern INT16 * gsCoverValue; BOOLEAN gfDisplayCoverValues = TRUE; BOOLEAN gfDrawPathPoints = TRUE; #endif @@ -77,50 +78,31 @@ extern UINT16 gubAnimSurfaceIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ]; BOOLEAN gfPlotPathToExitGrid = FALSE; BOOLEAN gfRecalculatingExistingPathCost = FALSE; UINT8 gubGlobalPathFlags = 0; - -UINT8 gubBuildingInfoToSet; - -// ABSOLUTE maximums -//#ifdef JA2EDITOR - #define ABSMAX_SKIPLIST_LEVEL 5 - #define ABSMAX_TRAIL_TREE (16384) - #define ABSMAX_PATHQ (512) -/* -#else - #define ABSMAX_SKIPLIST_LEVEL 5 - #define ABSMAX_TRAIL_TREE (4096) - #define ABSMAX_PATHQ (512) -#endif -*/ - -// STANDARD maximums... configurable! -#define MAX_SKIPLIST_LEVEL 5 -#define MAX_TRAIL_TREE (16384)//(4096) -#define MAX_PATHQ (512) - +UINT8 gubBuildingInfoToSet; INT32 iMaxSkipListLevel = MAX_SKIPLIST_LEVEL; -INT32 iMaxTrailTree = MAX_TRAIL_TREE; +INT32 iMaxTrailTree = MAX_TRAIL_TREE; INT32 iMaxPathQ = MAX_PATHQ; extern BOOLEAN gfGeneratingMapEdgepoints; #define VEHICLE -#define TRAILCELLTYPE UINT16 +//#define TRAILCELLTYPE UINT16 //Lalien: moved to pathai.h // OLD PATHAI STUFF ///////////////////////////////////////////////// +//dnl ch50 071009 struct path_s { - INT32 iLocation; //4 - struct path_s * pNext[ABSMAX_SKIPLIST_LEVEL]; //4 * MAX_SKIPLIST_LEVEL (5) = 20 - INT16 sPathNdx; //2 - TRAILCELLTYPE usCostSoFar; //2 - TRAILCELLTYPE usCostToGo; //2 - TRAILCELLTYPE usTotalCost; //2 - INT8 bLevel; //1 - INT16 ubTotalAPCost; //1 - UINT8 ubLegDistance; //1 + INT32 iLocation; + INT32 sPathNdx; + struct path_s* pNext[ABSMAX_SKIPLIST_LEVEL]; + TRAILCELLTYPE usCostSoFar; + TRAILCELLTYPE usCostToGo; + TRAILCELLTYPE usTotalCost; + INT16 ubTotalAPCost; + INT8 bLevel; + UINT8 ubLegDistance; }; typedef struct path_s path_t; @@ -130,7 +112,7 @@ struct trail_s INT16 nextLink; INT8 stepDir; INT8 fFlags; - INT16 sGridNo; + INT32 sGridNo; }; typedef struct trail_s trail_t; @@ -151,7 +133,7 @@ static INT32 queRequests; static INT32 iSkipListSize; static INT32 iClosedListSize; static INT8 bSkipListLevel; -static INT32 iSkipListLevelLimit[8] = {0, 4, 16, 64, 256, 1024, 4192, 16384 }; +static INT32 iSkipListLevelLimit[ABSMAX_SKIPLIST_LEVEL] = { 0, 4, 16, 64, 256, 1024, 4192, 16384, 65536, 262144 };//dnl ch50 071009 #define ESTIMATE0 ((dx>dy) ? (dx) : (dy)) #define ESTIMATE1 ((dxusCostSoFar + pCurrPtr->usCostToGo) #define TOTALCOST( ptr ) (ptr->usTotalCost) -#define XLOC(a) (a%MAPWIDTH) -#define YLOC(a) (a/MAPWIDTH) +#define XLOC(a) (a%WORLD_COLS) +#define YLOC(a) (a/WORLD_COLS) //#define LEGDISTANCE(a,b) ( abs( XLOC(b)-XLOC(a) ) + abs( YLOC(b)-YLOC(a) ) ) #define LEGDISTANCE( x1, y1, x2, y2 ) ( abs( x2 - x1 ) + abs( y2 - y1 ) ) //#define FARTHER(ndx,NDX) ( LEGDISTANCE( ndx->sLocation,sDestination) > LEGDISTANCE(NDX->sLocation,sDestination) ) @@ -182,7 +164,7 @@ static UINT8 * trailCostUsed; static UINT8 gubGlobalPathCount = 0; static trail_t * trailTree; -static short trailTreeNdx=0; +static INT32 trailTreeNdx = 0;//dnl ch50 071009 #define QHEADNDX (0) #define QPOOLNDX (iMaxPathQ-1) @@ -414,22 +396,45 @@ BOOLEAN gfPathAroundObstacles = TRUE; // Lesh: fix CTD in Tixa // The game was trying to store very long path (270 cells) in 256-cell array and corrupted // some data, not belonged to array. It was ordinary array boundary break. -static UINT32 guiPlottedPath[MAX_PATH_DATA_LENGTH]; -UINT32 guiPathingData[MAX_PATH_DATA_LENGTH]; +UINT32* guiPlottedPath = NULL; +UINT32* guiPathingData = NULL; static INT32 giPathDataSize; static INT32 giPlotCnt; -static UINT32 guiEndPlotGridNo; +static INT32 guiEndPlotGridNo; -static INT16 dirDelta[8]= +//static INT32 dirDelta[8]= +//{ +// -MAPWIDTH, //N +// 1-MAPWIDTH, //NE +// 1, //E +// 1+MAPWIDTH, //SE +// MAPWIDTH, //S +// MAPWIDTH-1, //SW +// -1, //W +// -MAPWIDTH-1 //NW +//}; + +///*static */INT32 dirDelta[8]= +//{ +// -OLD_WORLD_COLS, //N +// 1-OLD_WORLD_COLS, //NE +// 1, //E +// 1+OLD_WORLD_COLS, //SE +// OLD_WORLD_COLS, //S +// OLD_WORLD_COLS-1, //SW +// -1, //W +// -OLD_WORLD_COLS-1 //NW +//}; +INT32 dirDelta[8]= { - -MAPWIDTH, //N - 1-MAPWIDTH, //NE - 1, //E - 1+MAPWIDTH, //SE - MAPWIDTH, //S - MAPWIDTH-1, //SW - -1, //W - -MAPWIDTH-1 //NW + -WORLD_COLS, //N + 1-WORLD_COLS, //NE + 1, //E + 1+WORLD_COLS, //SE + WORLD_COLS, //S + WORLD_COLS-1, //SW + -1, //W + -WORLD_COLS-1 //NW }; #define LOOPING_CLOCKWISE 0 @@ -491,7 +496,7 @@ void AStarPathfinder::ResetAStarList() // SetAStarStatus(node, AStar_Init); // SetAStarG(node, 0); //} - for (INT16 node = 0; node < WORLD_MAX; node++) + for (INT32 node = 0; node < WORLD_MAX; node++) { SetAStarStatus(node, AStar_Init); SetAStarG(node, 0); @@ -502,7 +507,7 @@ void AStarPathfinder::ResetAStarList() return; }//end ResetAStarList -void AStarPathfinder::SetLoopState(const INT16 node, +void AStarPathfinder::SetLoopState(const INT32 node, int const loopState) { if ( loopState == LOOPING_REVERSE ) @@ -515,8 +520,8 @@ void AStarPathfinder::SetLoopState(const INT16 node, } } -int AStarPathfinder::PythSpacesAway(const INT16 node1, - const INT16 node2) +int AStarPathfinder::PythSpacesAway(const INT32 node1, + const INT32 node2) { int sRows,sCols,sResult; GridNode *n1, *n2; @@ -535,8 +540,8 @@ int AStarPathfinder::PythSpacesAway(const INT16 node1, return(sResult); } -INT16 AStarPathfinder::SpacesAway(const INT16 node1, - const INT16 node2) +INT16 AStarPathfinder::SpacesAway(const INT32 node1, + const INT32 node2) { //should be faster than its counterpart int sRows,sCols; @@ -552,7 +557,7 @@ INT16 AStarPathfinder::SpacesAway(const INT16 node1, } int AStarPathfinder::GetPath(SOLDIERTYPE *s , - INT16 dest, + INT32 dest, INT8 ubLevel, INT16 usMovementMode, INT8 bCopy, @@ -655,8 +660,8 @@ int AStarPathfinder::GetPath(SOLDIERTYPE *s , } gubNPCPathCount++; - - if (DestNode != NOWHERE) + + if (!TileIsOutOfBounds(DestNode)) { if (DestNode == pSoldier->sGridNo) { @@ -737,8 +742,8 @@ int AStarPathfinder::GetPath(SOLDIERTYPE *s , } // if origin and dest is water, then user wants to stay in water! - // so, check and set waterToWater flag accordingly - if (dest == NOWHERE) + // so, check and set waterToWater flag accordingly + if (TileIsOutOfBounds(dest)) { bWaterToWater = false; } @@ -789,13 +794,13 @@ int AStarPathfinder::GetPath(SOLDIERTYPE *s , // Count the number of steps, but keep it less than the max path length. // Adjust the parent until it begins at the tail end of the max path length (or the dest if reachable) - INT16 parent = DestNode; - INT16 current = parent; + INT32 parent = DestNode; + INT32 current = parent; unsigned int sizePath = 0; //CHRISL: If, for whatever reason, the pathfinding system gets the wrong Grid values, it's possible that an infinite // loop can result. This can often require a hard reboot to get around. To try and force a CTD in this event, lets // track all the grids and force a crash if we ever pull the same GridNo. - std::vector trackNode; + std::vector trackNode; trackNode.resize(1,current); while (current != -1) { @@ -897,7 +902,7 @@ int AStarPathfinder::GetPath(SOLDIERTYPE *s , INT16 AStarPathfinder::AStar() { - HEAP TopHeap(StartNode, 0); + HEAP TopHeap(StartNode, 0); ParentNode = StartNode; this->travelcostOrth = CalcAP( TRAVELCOST_FLAT, 0); @@ -1015,7 +1020,7 @@ void AStarPathfinder::ExecuteAStarLogic() if (fContinuousTurnNeeded) { - INT16 parent = GetAStarParent(ParentNode); + INT32 parent = GetAStarParent(ParentNode); if (parent == -1) { lastDir = pSoldier->ubDirection; @@ -1122,7 +1127,7 @@ void AStarPathfinder::ExecuteAStarLogic() //movementG = terrainCost * 100; movementG = terrainCost; // Favor continuing in the same direction by increasing the cost for changing direction - int ParentParentNode = GetAStarParent( ParentNode); + INT32 ParentParentNode = GetAStarParent( ParentNode); if ((ParentParentNode != -1 && ParentNode - ParentParentNode != CurrentNode - ParentNode) || (ParentParentNode == -1 && (direction & 1) ) ) @@ -1240,6 +1245,12 @@ INT16 AStarPathfinder::CalcStartingAP() // Add to points, those needed to start from different stance! INT16 startingAPCost = MinAPsToStartMovement( pSoldier, movementMode ); + // WANNE - BMP: We have to reset the CurrentNode. + // This can happen, if the previous savegame was on a big map + // and now we are on a "normal" map. + if (CurrentNode > WORLD_MAX) + CurrentNode = 0; + // We should reduce points for starting to run if first tile is a fence... if ( gubWorldMovementCosts[ CurrentNode ][ direction ][ onRooftop ] == TRAVELCOST_FENCE ) { @@ -1419,7 +1430,7 @@ int AStarPathfinder::CalcG(int* pPrevCost) { // Is this obstacle a hidden tile that has not been revealed yet? BOOLEAN fHiddenStructVisible; - if( DoesGridnoContainHiddenStruct( CurrentNode, &fHiddenStructVisible ) ) + if( DoesGridNoContainHiddenStruct( CurrentNode, &fHiddenStructVisible ) ) { // Are we not visible, if so use terrain costs! if ( !fHiddenStructVisible ) @@ -1455,7 +1466,7 @@ int AStarPathfinder::CalcG(int* pPrevCost) return -1; } - INT16 iDoorGridNo = CurrentNode; + INT32 iDoorGridNo = CurrentNode; bool fDoorIsObstacleIfClosed = FALSE; bool fDoorIsOpen = false; switch( nextCost ) @@ -1843,8 +1854,8 @@ int AStarPathfinder::CalcGCover(int const NodeIndex, return (min (iCurrentCoverValue, (TRAVELCOST_FLAT * 10 - 1))); } -int AStarPathfinder::CalcCoverValue(INT16 sMyGridNo, INT32 iMyThreat, INT32 iMyAPsLeft, - INT32 myThreatsiOrigRange, INT16 myThreatssGridNo, SOLDIERTYPE* myThreatspOpponent, +int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyAPsLeft, + INT32 myThreatsiOrigRange, INT32 myThreatssGridNo, SOLDIERTYPE* myThreatspOpponent, INT32 myThreatsiValue, INT32 myThreatsiAPs, INT32 myThreatsiCertainty) { SOLDIERTYPE* pMe = this->pSoldier; @@ -1852,7 +1863,7 @@ int AStarPathfinder::CalcCoverValue(INT16 sMyGridNo, INT32 iMyThreat, INT32 iMyA INT32 iRange = myThreatsiOrigRange; // all 32-bit integers for max. speed - INT16 sHisGridNo, sMyRealGridNo, sHisRealGridNo = NOWHERE; + INT32 sHisGridNo, sMyRealGridNo, sHisRealGridNo = NOWHERE; INT16 sTempX, sTempY; FLOAT dMyX, dMyY, dHisX, dHisY; INT8 bHisBestCTGT, bHisActualCTGT, bHisCTGT, bMyCTGT; @@ -1908,7 +1919,7 @@ int AStarPathfinder::CalcCoverValue(INT16 sMyGridNo, INT32 iMyThreat, INT32 iMyA { // if we didn't remember his real gridno earlier up above, we got to now, // because calculating worst case is about to play with it in a big way! - if (sHisRealGridNo == NOWHERE) + if (TileIsOutOfBounds(sHisRealGridNo)) { sHisRealGridNo = pHim->sGridNo; // remember where he REALLY is dHisX = pHim->dXPos; @@ -1961,7 +1972,7 @@ int AStarPathfinder::CalcCoverValue(INT16 sMyGridNo, INT32 iMyThreat, INT32 iMyA pMe->dXPos = dMyX; // also change the 'x' pMe->dYPos = dMyY; // and the 'y' - if (sHisRealGridNo != NOWHERE) + if (!TileIsOutOfBounds(sHisRealGridNo)) { pHim->sGridNo = sHisRealGridNo; // put HIM back where HE belongs! pHim->dXPos = dHisX; // also change the 'x' @@ -2242,7 +2253,7 @@ bool AStarPathfinder::IsSomeoneInTheWay() if (fPathAroundPeople && ( (CurrentNode != DestNode) || fCopyReachable) ) { // ATE: ONLY cancel if they are moving..... - UINT8 ubMerc = WhoIsThere2( (UINT16) CurrentNode, pSoldier->pathing.bLevel); + UINT8 ubMerc = WhoIsThere2( CurrentNode, pSoldier->pathing.bLevel); if ( ubMerc < NOBODY && ubMerc != pSoldier->ubID ) { // Check for movement.... @@ -2272,30 +2283,6 @@ INT8 RandomSkipListLevel( void ) return( bLevel ); } -BOOLEAN InitPathAI( void ) -{ - pathQ = (path_t *) MemAlloc( ABSMAX_PATHQ * sizeof( path_t ) ); - trailCost = (UINT16 *) MemAlloc( MAPLENGTH * sizeof( TRAILCELLTYPE ) ); - trailCostUsed = (UINT8 *) MemAlloc( MAPLENGTH ); - trailTree = (trail_t *) MemAlloc( ABSMAX_TRAIL_TREE * sizeof( trail_t ) ); - if (!pathQ || !trailCost || !trailCostUsed || !trailTree) - { - return( FALSE ); - } - pQueueHead = &(pathQ[QHEADNDX]); - pClosedHead = &(pathQ[QPOOLNDX]); - memset( trailCostUsed, 0, MAPLENGTH ); - return( TRUE ); -} - -void ShutDownPathAI( void ) -{ - MemFree( pathQ ); - MemFree( trailCostUsed ); - MemFree( trailCost ); - MemFree( trailTree ); -} - void ReconfigurePathAI( INT32 iNewMaxSkipListLevel, INT32 iNewMaxTrailTree, INT32 iNewMaxPathQ ) { // make sure the specified parameters are reasonable @@ -2321,23 +2308,51 @@ void RestorePathAIToDefaults( void ) memset( pClosedHead, 0, sizeof( path_t ) ); } +//dnl ch50 071009 +BOOLEAN InitPathAI(void) +{ + guiPathingData = (UINT32*)MemAlloc(MAX_PATH_DATA_LENGTH * sizeof(UINT32)); + guiPlottedPath = (UINT32*)MemAlloc(MAX_PATH_DATA_LENGTH * sizeof(UINT32)); + pathQ = (path_t*)MemAlloc(ABSMAX_PATHQ * sizeof(path_t)); + trailCost = (UINT16*)MemAlloc(WORLD_MAX * sizeof(TRAILCELLTYPE)); + trailCostUsed = (UINT8*)MemAlloc(WORLD_MAX); + trailTree = (trail_t*)MemAlloc(ABSMAX_TRAIL_TREE * sizeof(trail_t)); + if(!guiPlottedPath || !guiPathingData || !pathQ || !trailCost || !trailCostUsed || !trailTree) + return(FALSE); + pQueueHead = &pathQ[QHEADNDX]; + pClosedHead = &pathQ[QPOOLNDX]; + memset(trailCostUsed, 0, WORLD_MAX); + RestorePathAIToDefaults(); + return(TRUE); +} + +void ShutDownPathAI(void) +{ + MemFree(guiPathingData); + MemFree(guiPlottedPath); + MemFree(pathQ); + MemFree(trailCostUsed); + MemFree(trailCost); + MemFree(trailTree); +} + /////////////////////////////////////////////////////////////////////// // FINDBESTPATH / //////////////////////////////////////////////////////////////////////// -INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMovementMode, INT8 bCopy, UINT8 fFlags ) +INT32 FindBestPath(SOLDIERTYPE *s , INT32 sDestination, INT8 ubLevel, INT16 usMovementMode, INT8 bCopy, UINT8 fFlags ) { s->sPlotSrcGrid = s->sGridNo; #ifdef USE_ASTAR_PATHS int retVal = ASTAR::AStarPathfinder::GetInstance().GetPath(s, sDestination, ubLevel, usMovementMode, bCopy, fFlags); - if (retVal || sDestination == NOWHERE) { + if (retVal || TileIsOutOfBounds(sDestination)) { return retVal; } else { DebugMsg( TOPIC_JA2, DBG_LEVEL_0, String( "ASTAR path failed!" ) ); } -// if (sDestination == NOWHERE) + // if (TileIsOutOfBounds(sDestination)) { return 0; } @@ -2355,7 +2370,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo INT32 newLoc,curLoc; //INT32 curY; INT32 curCost,newTotCost,nextCost; - INT16 sCurPathNdx; + INT32 sCurPathNdx; INT32 prevCost; INT32 iWaterToWater; INT16 ubCurAPCost,ubAPCost; @@ -2420,16 +2435,38 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo fVehicle = FALSE; iOriginationX = iOriginationY = 0; - iOrigination = (INT32) s->sGridNo; + iOrigination = s->sGridNo; +/* +//dnl??? ch53 111009 +if(!GridNoOnVisibleWorldTile(iOrigination)) +{ + SendFmtMsg("shuuu=%d,%d", s->ubID, iOrigination);//dnl??? +//bad!!! return(0); +} +if(!GridNoOnVisibleWorldTile(iDestination)) +{ +//iDestination != (guiWorldCols*guiWorldRows) + SendFmtMsg("blaaa=%d,%d", s->ubID, iDestination);//dnl??? +//bad!!! return(0); +} +*/ + if(TileIsOutOfBounds(sDestination) && sDestination != GRIDSIZE)//dnl ch50 071009 GRIDSIZE is use when want to travel all over the map, one of useage is when seeking suitable place for edge points + { + return(0); // There is no path to nowhere, because everywhere you can go is somewhere! + } + else if(sDestination < GRIDSIZE && !GridNoOnVisibleWorldTile(iDestination))//dnl ch53 111009 + { + return(0); + } - if (iOrigination < 0 || iOrigination > WORLD_MAX) + if ( TileIsOutOfBounds( iOrigination ) ) { #ifdef JA2BETAVERSION ScreenMsg( FONT_MCOLOR_RED, MSG_TESTVERSION, L"ERROR! Trying to calculate path from off-world gridno %d to %d", iOrigination, sDestination ); #endif return( 0 ); } - else if (!GridNoOnVisibleWorldTile( (INT16) iOrigination ) ) + else if (!GridNoOnVisibleWorldTile( iOrigination )) { #ifdef JA2BETAVERSION if(!is_networked)ScreenMsg( FONT_MCOLOR_RED, MSG_TESTVERSION, L"ERROR! Trying to calculate path from non-visible gridno %d to %d", iOrigination, sDestination ); @@ -2463,7 +2500,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo fCloseGoodEnough = ( (fFlags & PATH_CLOSE_GOOD_ENOUGH) != 0); if ( fCloseGoodEnough ) { - sClosePathLimit = __min( PythSpacesAway( (INT16)s->sGridNo, sDestination ) - 1, PATH_CLOSE_RADIUS ); + sClosePathLimit = __min( PythSpacesAway( s->sGridNo, sDestination ) - 1, PATH_CLOSE_RADIUS ); if ( sClosePathLimit <= 0 ) { return( 0 ); @@ -2496,7 +2533,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo if (gubGlobalPathCount == 255) { // reset arrays! - memset( trailCostUsed, 0, MAPLENGTH ); + memset( trailCostUsed, 0, WORLD_MAX ); gubGlobalPathCount = 1; } else @@ -2504,8 +2541,8 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo gubGlobalPathCount++; } - // only allow nowhere destination if distance limit set - if (sDestination == NOWHERE) + // only allow nowhere destination if distance limit set + if (TileIsOutOfBounds(sDestination)) { /* if (gubNPCDistLimit == 0) @@ -2637,16 +2674,16 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo //set up common info if (fCopyPathCosts) { - iOriginationY = (iOrigination / MAPWIDTH); - iOriginationX = (iOrigination % MAPWIDTH); + iOriginationY = (iOrigination / WORLD_COLS); + iOriginationX = (iOrigination % WORLD_COLS); } - iDestY = (iDestination / MAPWIDTH); - iDestX = (iDestination % MAPWIDTH); + iDestY = (iDestination / WORLD_COLS); + iDestX = (iDestination % WORLD_COLS); // if origin and dest is water, then user wants to stay in water! - // so, check and set waterToWater flag accordingly - if (iDestination == NOWHERE) + // so, check and set waterToWater flag accordingly + if (TileIsOutOfBounds(iDestination)) { iWaterToWater = 0; } @@ -2668,8 +2705,8 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo pClosedHead->pNext[1] = pClosedHead; //setup first path record - iLocY = iOrigination / MAPWIDTH; - iLocX = iOrigination % MAPWIDTH; + iLocY = iOrigination / WORLD_COLS; + iLocX = iOrigination % WORLD_COLS; SETLOC( pathQ[1], iOrigination ); pathQ[1].sPathNdx = 0; @@ -2680,10 +2717,10 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo } else { - pathQ[1].usCostToGo = (INT16) REMAININGCOST( &(pathQ[1]) ); + pathQ[1].usCostToGo = REMAININGCOST( &(pathQ[1]) ); } pathQ[1].usTotalCost = pathQ[1].usCostSoFar + pathQ[1].usCostToGo; - pathQ[1].ubLegDistance = (UINT8)LEGDISTANCE( iLocX, iLocY, iDestX, iDestY ); + pathQ[1].ubLegDistance = LEGDISTANCE( iLocX, iLocY, iDestX, iDestY ); pathQ[1].bLevel = 1; pQueueHead->pNext[0] = &( pathQ[1] ); iSkipListSize++; @@ -2838,7 +2875,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo { if ( iCnt != iLastDir ) { - if ( !OkayToAddStructureToWorld( (INT16) curLoc, ubLevel, &(pStructureFileRef->pDBStructureRef[ iStructIndex ]), usOKToAddStructID ) ) + if ( !OkayToAddStructureToWorld( curLoc, ubLevel, &(pStructureFileRef->pDBStructureRef[ iStructIndex ]), usOKToAddStructID ) ) { // we have to abort this loop and possibly reset the loop conditions to // search in the other direction (if we haven't already done the other dir) @@ -2877,7 +2914,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo else if ( pStructureFileRef ) { // check to make sure it's okay for us to turn to the new direction in our current tile - if (!OkayToAddStructureToWorld( (INT16) curLoc, ubLevel, &(pStructureFileRef->pDBStructureRef[ iStructIndex ]), usOKToAddStructID ) ) + if (!OkayToAddStructureToWorld( curLoc, ubLevel, &(pStructureFileRef->pDBStructureRef[ iStructIndex ]), usOKToAddStructID ) ) { goto NEXTDIR; } @@ -2908,14 +2945,14 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo { if ( gfNPCCircularDistLimit ) { - if (PythSpacesAway( (INT16) iOrigination, (INT16) newLoc) > gubNPCDistLimit) + if (PythSpacesAway( iOrigination, newLoc) > gubNPCDistLimit) { goto NEXTDIR; } } else { - if (SpacesAway( (INT16) iOrigination, (INT16) newLoc) > gubNPCDistLimit) + if (SpacesAway( iOrigination, newLoc) > gubNPCDistLimit) { goto NEXTDIR; } @@ -2965,7 +3002,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo if ( fPathingForPlayer ) { // Is this obstcale a hidden tile that has not been revealed yet? - if( DoesGridnoContainHiddenStruct( (INT16)newLoc, &fHiddenStructVisible ) ) + if( DoesGridNoContainHiddenStruct( newLoc, &fHiddenStructVisible ) ) { // Are we not visible, if so use terrain costs! if ( !fHiddenStructVisible ) @@ -3083,7 +3120,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo if ( fPathingForPlayer && gpWorldLevelData[ iDoorGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_DOOR_STATUS_PRESENT ) { // check door status - pDoorStatus = GetDoorStatus( (INT16) iDoorGridNo ); + pDoorStatus = GetDoorStatus( iDoorGridNo ); if (pDoorStatus) { fDoorIsOpen = (pDoorStatus->ubFlags & DOOR_PERCEIVED_OPEN) != 0; @@ -3097,7 +3134,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo else { // check door structure - pDoorStructure = FindStructure( (INT16) iDoorGridNo, STRUCTURE_ANYDOOR ); + pDoorStructure = FindStructure( iDoorGridNo, STRUCTURE_ANYDOOR ); if (pDoorStructure) { fDoorIsOpen = (pDoorStructure->fFlags & STRUCTURE_OPEN) != 0; @@ -3195,7 +3232,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo if (fPathAroundPeople && ( (newLoc != iDestination) || fCopyReachable) ) { // ATE: ONLY cancel if they are moving..... - ubMerc = WhoIsThere2( (INT16) newLoc, s->pathing.bLevel); + ubMerc = WhoIsThere2( newLoc, s->pathing.bLevel); if ( ubMerc < TOTAL_SOLDIERS && ubMerc != s->ubID ) { @@ -3222,7 +3259,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo // then 0 1 2 3 4 5 6), we must subtract 1 from the direction // ATE: Send in our existing structure ID so it's ignored! - if (!OkayToAddStructureToWorld( (INT16) newLoc, ubLevel, &(pStructureFileRef->pDBStructureRef[ iStructIndex ]), usOKToAddStructID ) ) + if (!OkayToAddStructureToWorld( newLoc, ubLevel, &(pStructureFileRef->pDBStructureRef[ iStructIndex ]), usOKToAddStructID ) ) { goto NEXTDIR; } @@ -3469,11 +3506,11 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo if ( fCloseGoodEnough ) { - if ( PythSpacesAway( (INT16)newLoc, sDestination ) <= sClosePathLimit ) + if ( PythSpacesAway( newLoc, sDestination ) <= sClosePathLimit ) { // stop the path here! iDestination = newLoc; - sDestination = (INT16) newLoc; + sDestination = newLoc; fCloseGoodEnough = FALSE; } } @@ -3607,7 +3644,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo { trailTree[trailTreeNdx].fFlags = 0; } - trailTree[trailTreeNdx].sGridNo = (INT16) newLoc; + trailTree[trailTreeNdx].sGridNo = newLoc; pNewPtr->sPathNdx = trailTreeNdx; trailTreeNdx++; @@ -3621,8 +3658,8 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo return(0); } - iLocY = newLoc / MAPWIDTH; - iLocX = newLoc % MAPWIDTH; + iLocY = newLoc / WORLD_COLS; + iLocX = newLoc % WORLD_COLS; SETLOC( *pNewPtr, newLoc ); pNewPtr->usCostSoFar = (UINT16) newTotCost; pNewPtr->usCostToGo = (UINT16) REMAININGCOST(pNewPtr); @@ -3635,7 +3672,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo pNewPtr->usCostToGo = (UINT16) REMAININGCOST(pNewPtr); } - pNewPtr->usTotalCost = (UINT16) (newTotCost + pNewPtr->usCostToGo); + pNewPtr->usTotalCost = newTotCost + pNewPtr->usCostToGo; pNewPtr->ubLegDistance = (UINT8) LEGDISTANCE( iLocX, iLocY, iDestX, iDestY ); if (gubNPCAPBudget) @@ -3663,6 +3700,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo pCurr = pQueueHead; uiCost = TOTALCOST( pNewPtr ); memset( pUpdate, 0, MAX_SKIPLIST_LEVEL * sizeof( path_t *) ); + AssertMsg((bSkipListLevel <= MAX_SKIPLIST_LEVEL), String("bSkipListLevel=%d but must be less then %d", bSkipListLevel, MAX_SKIPLIST_LEVEL));//dnl ch50 071009 for (iCurrLevel = bSkipListLevel - 1; iCurrLevel >= 0; iCurrLevel--) { pNext = pCurr->pNext[iCurrLevel]; @@ -3821,12 +3859,14 @@ ENDOFLOOP: // work finished. Did we find a path? if (pathQNotEmpty && pathFound) { - INT16 z,_z,_nextLink; //,tempgrid; + //dnl ch53 121009 + INT16 _nextLink; + INT32 z, _z; - _z=0; - z = (INT16) pQueueHead->pNext[0]->sPathNdx; + _z = 0; + z = pQueueHead->pNext[0]->sPathNdx; - while (z) + while(z) { _nextLink = trailTree[z].nextLink; trailTree[z].nextLink = _z; @@ -3864,7 +3904,7 @@ ENDOFLOOP: z = trailTree[z].nextLink; } - giPathDataSize = (UINT16) iCnt; + giPathDataSize = iCnt; } @@ -3924,7 +3964,7 @@ ENDOFLOOP: #endif } -void GlobalReachableTest( INT16 sStartGridNo ) +void GlobalReachableTest( INT32 sStartGridNo ) { SOLDIERTYPE s; INT32 iCurrentGridNo =0; @@ -3943,12 +3983,12 @@ void GlobalReachableTest( INT16 sStartGridNo ) } ReconfigurePathAI( ABSMAX_SKIPLIST_LEVEL, ABSMAX_TRAIL_TREE, ABSMAX_PATHQ ); - gubNPCDistLimit = 0;//dnl without this ASTAR will not calculate map edgepoints - FindBestPath( &s, NOWHERE, 0, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE ); + gubNPCDistLimit = 0;//dnl without this each save will not calculate properly map edgepoints + FindBestPath( &s, GRIDSIZE, 0, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE );//dnl ch50 071009 RestorePathAIToDefaults(); } -void LocalReachableTest( INT16 sStartGridNo, INT8 bRadius ) +void LocalReachableTest( INT32 sStartGridNo, INT8 bRadius ) { SOLDIERTYPE s; INT32 iCurrentGridNo = 0; @@ -3987,12 +4027,12 @@ void LocalReachableTest( INT16 sStartGridNo, INT8 bRadius ) // set the dist limit gubNPCDistLimit = bRadius; // make the function call - FindBestPath( &s, NOWHERE, s.pathing.bLevel, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE ); + FindBestPath( &s, GRIDSIZE, s.pathing.bLevel, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE );//dnl ch50 071009 // reset dist limit gubNPCDistLimit = 0; } -void GlobalItemsReachableTest( INT16 sStartGridNo1, INT16 sStartGridNo2 ) +void GlobalItemsReachableTest( INT32 sStartGridNo1, INT32 sStartGridNo2 ) { SOLDIERTYPE s; INT32 iCurrentGridNo =0; @@ -4011,19 +4051,20 @@ void GlobalItemsReachableTest( INT16 sStartGridNo1, INT16 sStartGridNo2 ) } ReconfigurePathAI( ABSMAX_SKIPLIST_LEVEL, ABSMAX_TRAIL_TREE, ABSMAX_PATHQ ); - FindBestPath( &s, NOWHERE, 0, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE ); - if ( sStartGridNo2 != NOWHERE ) + FindBestPath( &s, GRIDSIZE, 0, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE );//dnl ch50 071009 + + if (!TileIsOutOfBounds(sStartGridNo2)) { s.sGridNo = sStartGridNo2; - FindBestPath( &s, NOWHERE, 0, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE ); + FindBestPath( &s, GRIDSIZE, 0, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE );//dnl ch50 071009 } RestorePathAIToDefaults(); } -void RoofReachableTest( INT16 sStartGridNo, UINT8 ubBuildingID ) +void RoofReachableTest( INT32 sStartGridNo, UINT8 ubBuildingID ) { SOLDIERTYPE s; - INT16 sGridNo; + INT32 sGridNo; // WDS - Clean up inventory handling //memset( &s, 0, SIZEOF_SOLDIERTYPE ); @@ -4034,14 +4075,17 @@ void RoofReachableTest( INT16 sStartGridNo, UINT8 ubBuildingID ) // clearing flags - for( sGridNo = 0 ; sGridNo < NOWHERE ; ++sGridNo ) + //for( sGridNo = 0 ; sGridNo < NOWHERE ; ++sGridNo ) + //for( sGridNo = 0 ; sGridNo < MAX_MAP_POS; ++sGridNo ) + for( sGridNo = 0 ; sGridNo < WORLD_MAX ; ++sGridNo ) + { gpWorldLevelData[ sGridNo ].uiFlags &= (~MAPELEMENT_REACHABLE); - + } gubBuildingInfoToSet = ubBuildingID; ReconfigurePathAI( ABSMAX_SKIPLIST_LEVEL, ABSMAX_TRAIL_TREE, ABSMAX_PATHQ ); - FindBestPath( &s, NOWHERE, 1, WALKING, FINDCLIMBPOINTS, 0 ); + FindBestPath( &s, GRIDSIZE, 1, WALKING, FINDCLIMBPOINTS, 0 );//dnl ch50 071009 RestorePathAIToDefaults(); // set start position to reachable since path code sets it unreachable @@ -4053,7 +4097,7 @@ void RoofReachableTest( INT16 sStartGridNo, UINT8 ubBuildingID ) void ErasePath(char bEraseOldOne) { - INT16 iCnt; + INT32 iCnt; // NOTE: This routine must be called BEFORE anything happens that changes // a merc's gridno, else the.... @@ -4114,14 +4158,14 @@ void ErasePath(char bEraseOldOne) -INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget) +INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget) { - INT16 sTileCost,sPoints=0,sTempGrid,sAnimCost=0; + INT16 sTileCost,sPoints=0,sAnimCost=0; INT16 sPointsWalk=0,sPointsCrawl=0,sPointsRun=0,sPointsSwat=0; INT16 sExtraCostStand,sExtraCostSwat,sExtraCostCrawl; - INT32 iLastGrid; + INT32 iLastGrid, sTempGrid; INT32 iCnt; - INT16 sOldGrid=0; + INT32 sOldGrid=0; INT16 sFootOrderIndex; INT16 sSwitchValue; INT16 sFootOrder[5] = { GREENSTEPSTART, PURPLESTEPSTART, BLUESTEPSTART, @@ -4131,7 +4175,7 @@ INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPl LEVELNODE *pNode; UINT16 usMovementModeToUseForAPs; BOOLEAN bIgnoreNextCost = FALSE; - INT16 sTestGridno; + INT32 sTestGridNo; if ( bPlot && gusPathShown ) { @@ -4139,7 +4183,7 @@ INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPl } gusAPtsToMove = 0; - sTempGrid = (INT16) pSold->sGridNo; + sTempGrid = pSold->sGridNo; sFootOrderIndex = 0; @@ -4148,7 +4192,7 @@ INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPl // distance limit to reduce the cost of plotting a path to a location we can't reach // For now, use known hight adjustment - if ( gfRecalculatingExistingPathCost || FindBestPath( pSold, sDestGridno, pSold->pathing.bLevel, usMovementMode, bCopyRoute, 0 ) ) + if ( gfRecalculatingExistingPathCost || FindBestPath( pSold, sDestGridNo, pSold->pathing.bLevel, usMovementMode, bCopyRoute, 0 ) ) { // if soldier would be STARTING to run then he pays a penalty since it takes time to // run full speed @@ -4163,8 +4207,8 @@ INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPl // We should reduce points for starting to run if first tile is a fence... - sTestGridno = NewGridNo(pSold->sGridNo, DirectionInc( (UINT8)guiPathingData[0])); - if ( gubWorldMovementCosts[ sTestGridno ][ guiPathingData[0] ][ pSold->pathing.bLevel] == TRAVELCOST_FENCE ) + sTestGridNo = NewGridNo(pSold->sGridNo, DirectionInc( (UINT8)guiPathingData[0])); + if ( gubWorldMovementCosts[ sTestGridNo ][ guiPathingData[0] ][ pSold->pathing.bLevel] == TRAVELCOST_FENCE ) { if ( usMovementMode == RUNNING && pSold->usAnimState != RUNNING ) { @@ -4530,11 +4574,11 @@ INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPl } -INT16 UIPlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget) +INT32 UIPlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget) { // This function is specifically for UI calls to the pathing routine, to // check whether the shift key is pressed, etc. - INT16 sRet; + INT32 sRet; if ( _KeyDown( SHIFT ) ) { @@ -4552,7 +4596,7 @@ INT16 UIPlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 b bPlot = TRUE; } - sRet = PlotPath( pSold, sDestGridno, bCopyRoute, bPlot, bStayOn, usMovementMode, bStealth, bReverse, sAPBudget); + sRet = PlotPath( pSold, sDestGridNo, bCopyRoute, bPlot, bStayOn, usMovementMode, bStealth, bReverse, sAPBudget); gfPlotDirectPath = FALSE; return( sRet ); } @@ -4573,15 +4617,15 @@ INT16 RecalculatePathCost( SOLDIERTYPE *pSoldier, UINT16 usMovementMode ) return( sRet ); } -INT16 EstimatePlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget) +INT32 EstimatePlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget) { // This function is specifically for AI calls to estimate path cost to a location // It sets stuff up to ignore all people - INT16 sRet; + INT32 sRet; gfEstimatePath = TRUE; - sRet = PlotPath( pSold, sDestGridno, bCopyRoute, bPlot, bStayOn, usMovementMode, bStealth, bReverse, sAPBudget); + sRet = PlotPath( pSold, sDestGridNo, bCopyRoute, bPlot, bStayOn, usMovementMode, bStealth, bReverse, sAPBudget); gfEstimatePath = FALSE; @@ -4702,7 +4746,7 @@ UINT8 InternalDoorTravelCost( SOLDIERTYPE * pSoldier, INT32 iGridNo, UINT8 ubMov if ( fReturnPerceivedValue && gpWorldLevelData[ iDoorGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_DOOR_STATUS_PRESENT ) { // check door status - pDoorStatus = GetDoorStatus( (INT16) iDoorGridNo ); + pDoorStatus = GetDoorStatus( iDoorGridNo ); if (pDoorStatus) { fDoorIsOpen = (pDoorStatus->ubFlags & DOOR_PERCEIVED_OPEN) != 0; @@ -4716,7 +4760,7 @@ UINT8 InternalDoorTravelCost( SOLDIERTYPE * pSoldier, INT32 iGridNo, UINT8 ubMov else { // check door structure - pDoorStructure = FindStructure( (INT16) iDoorGridNo, STRUCTURE_ANYDOOR ); + pDoorStructure = FindStructure( iDoorGridNo, STRUCTURE_ANYDOOR ); if (pDoorStructure) { fDoorIsOpen = (pDoorStructure->fFlags & STRUCTURE_OPEN) != 0; diff --git a/Tactical/Points.cpp b/Tactical/Points.cpp index efa673f0..852cd854 100644 --- a/Tactical/Points.cpp +++ b/Tactical/Points.cpp @@ -44,7 +44,7 @@ extern BOOLEAN IsValidSecondHandShot( SOLDIERTYPE *pSoldier ); INT16 GetBreathPerAP( SOLDIERTYPE *pSoldier, UINT16 usAnimState ); -INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT16 sGridno, INT8 bDir, INT8 bLevel ) +INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, INT8 bLevel ) { INT16 sAPCost = 0; INT16 sSwitchValue; @@ -60,26 +60,26 @@ INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT16 sGridno, INT8 bDir, INT8 // switchValue = BackupGridCost[gridno]; //else - sSwitchValue = gubWorldMovementCosts[sGridno][bDir][ bLevel ]; + sSwitchValue = gubWorldMovementCosts[sGridNo][bDir][ bLevel ]; // Check reality vs what the player knows.... if ( pSoldier->bTeam == gbPlayerNum ) { // Is this obstcale a hidden tile that has not been revealed yet? - if( DoesGridnoContainHiddenStruct( (INT16)sGridno, &fHiddenStructVisible ) ) + if( DoesGridNoContainHiddenStruct( sGridNo, &fHiddenStructVisible ) ) { // Are we not visible, if so use terrain costs! if ( !fHiddenStructVisible ) { // Set cost of terrain! - sSwitchValue = gTileTypeMovementCost[ gpWorldLevelData[ sGridno ].ubTerrainID ]; + sSwitchValue = gTileTypeMovementCost[ gpWorldLevelData[ sGridNo ].ubTerrainID ]; } } } if ( sSwitchValue == TRAVELCOST_NOT_STANDING ) { // use the cost of the terrain! - sSwitchValue = gTileTypeMovementCost[ gpWorldLevelData[ sGridno ].ubTerrainID ]; + sSwitchValue = gTileTypeMovementCost[ gpWorldLevelData[ sGridNo ].ubTerrainID ]; } else if (IS_TRAVELCOST_DOOR( sSwitchValue )) { @@ -88,11 +88,11 @@ INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT16 sGridno, INT8 bDir, INT8 { return -1; } - sSwitchValue = DoorTravelCost( pSoldier, sGridno, (UINT8) sSwitchValue, (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), NULL ); + sSwitchValue = DoorTravelCost( pSoldier, sGridNo, (UINT8) sSwitchValue, (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), NULL ); } else if (gfPlotPathToExitGrid && sSwitchValue == TRAVELCOST_EXITGRID) { - sSwitchValue = gTileTypeMovementCost[ gpWorldLevelData[ sGridno ].ubTerrainID ]; + sSwitchValue = gTileTypeMovementCost[ gpWorldLevelData[ sGridNo ].ubTerrainID ]; } if (sSwitchValue >= TRAVELCOST_BLOCKED && sSwitchValue != TRAVELCOST_DOOR ) @@ -219,12 +219,12 @@ INT16 BreathPointAdjustmentForCarriedWeight( SOLDIERTYPE * pSoldier ) } -INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT16 sGridno,INT8 bDir, UINT16 usMovementMode) +INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode) { INT32 iPoints=0; UINT8 ubMovementCost; - ubMovementCost = gubWorldMovementCosts[sGridno][bDir][0]; + ubMovementCost = gubWorldMovementCosts[sGridNo][bDir][0]; switch( ubMovementCost ) { @@ -257,9 +257,9 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT16 sGridno,INT8 bDir, UINT1 iPoints = iPoints * BreathPointAdjustmentForCarriedWeight( pSoldier ) / 100; // ATE - MAKE MOVEMENT ALWAYS WALK IF IN WATER - if ( TERRAIN_IS_WATER( gpWorldLevelData[ sGridno ].ubTerrainID) ) + if ( TERRAIN_IS_WATER( gpWorldLevelData[ sGridNo ].ubTerrainID) ) { - usMovementMode = WALKING; + usMovementMode = WALKING; } // so, then we must modify it for other movement styles and accumulate @@ -298,7 +298,7 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT16 sGridno,INT8 bDir, UINT1 } -INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bDir, UINT16 usMovementMode ) +INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode ) { INT16 sTileCost, sPoints, sSwitchValue; @@ -311,6 +311,8 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bDir, UINT16 u return 100; } + + // Get switch value... sSwitchValue = gubWorldMovementCosts[ sGridNo ][ bDir ][ pSoldier->pathing.bLevel ]; @@ -398,7 +400,7 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bDir, UINT16 u return( sPoints ); } -INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength ) +INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength ) { // This action point cost code includes the penalty for having to change // stance after jumping a fence IF our path continues... @@ -1101,13 +1103,13 @@ INT16 CalcAPsToAutofire( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAu } -INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost, INT16 bAimTime ) +INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, INT16 bAimTime ) { UINT16 sAPCost = 0; UINT16 usItemNum; - INT16 sActionGridNo; + INT32 sActionGridNo; UINT8 ubDirection; - INT16 sAdjustedGridNo; + INT32 sAdjustedGridNo; UINT32 uiItemClass; BOOLEAN fAddingTurningCost = FALSE; BOOLEAN fAddingRaiseGunCost = FALSE; @@ -1132,7 +1134,6 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur if (gGameExternalOptions.fIncreasedAimingCost ) { // HEADROCK HAM B2.6: Changed the number of APs to attack when aiming. - // HEADROCK HAM 3.1: Externalized the entire function to allow customization of each detail. if (bAimTime > 0) { GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sGridNo, ubAddTurningCost, &fAddingTurningCost, &fAddingRaiseGunCost ); @@ -1141,7 +1142,7 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur // HEADROCK HAM 3: No idea what should come here... For now I've put my extra gun-raise costs // outside this IF (see below). } - + // HEADROCK HAM 3: One-time penalty: Add part of the weapon's Ready AP cost. Reinstated because // it's now externalized. if (gGameExternalOptions.ubFirstAimReadyCostDivisor > 0) @@ -1222,7 +1223,7 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur //INT32 cnt; //INT16 sSpot; UINT8 ubGuyThere; - INT16 sGotLocation = NOWHERE; + INT32 sGotLocation = NOWHERE; BOOLEAN fGotAdjacent = FALSE; SOLDIERTYPE *pTarget; @@ -1246,8 +1247,8 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur sGotLocation = FindAdjacentPunchTarget( pSoldier, pTarget, &sAdjustedGridNo, &ubDirection ); } } - - if ( sGotLocation == NOWHERE && pSoldier->ubBodyType != BLOODCAT ) + + if (TileIsOutOfBounds(sGotLocation) && pSoldier->ubBodyType != BLOODCAT ) { sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); @@ -1261,8 +1262,8 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur } fGotAdjacent = TRUE; } - - if ( sGotLocation != NOWHERE ) + + if (!TileIsOutOfBounds(sGotLocation)) { if (pSoldier->sGridNo == sGotLocation || !fGotAdjacent ) { @@ -1308,7 +1309,7 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur return( sAPCost ); } -INT16 MinAPsToAttack(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost) +INT16 MinAPsToAttack(SOLDIERTYPE *pSoldier, INT32 sGridno, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost) { INT16 sAPCost = 0; UINT32 uiItemClass; @@ -1421,6 +1422,7 @@ INT16 BaseAPsToShootOrStab( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj ) //{ // Top *= 100; //} + // WANNE : Fixed CTD that occurs when trowing item (grenade, throwing knife, ...) // with open description box in tactical INT16 baseAPsToShootOrStab = -1; @@ -1434,15 +1436,15 @@ INT16 BaseAPsToShootOrStab( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj ) return baseAPsToShootOrStab; } -void GetAPChargeForShootOrStabWRTGunRaises( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost, BOOLEAN *pfChargeTurning, BOOLEAN *pfChargeRaise ) +void GetAPChargeForShootOrStabWRTGunRaises( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, BOOLEAN *pfChargeTurning, BOOLEAN *pfChargeRaise ) { UINT8 ubDirection; UINT32 uiMercFlags; UINT16 usTargID; BOOLEAN fAddingTurningCost = FALSE; BOOLEAN fAddingRaiseGunCost = FALSE; - - if ( sGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(sGridNo)) { // OK, get a direction and see if we need to turn... if (ubAddTurningCost) @@ -1532,7 +1534,7 @@ UINT16 CalculateRaiseGunCost(SOLDIERTYPE *pSoldier, BOOLEAN fAddingRaiseGunCost) return usRaiseGunCost; } -INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost) +INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost) { UINT32 uiMercFlags; UINT16 usTargID; @@ -1583,8 +1585,8 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurni //charge for turn and/or raise based on the results of fAddingTurningCost & fAddingRaiseGunCost bAPCost += (usTurningCost + usRaiseGunCost); - - if ( sGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(sGridNo)) { // Given a gridno here, check if we are on a guy - if so - get his gridno if ( FindSoldier( sGridNo, &usTargID, &uiMercFlags, FIND_SOLDIER_GRIDNO ) ) @@ -1658,14 +1660,14 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurni } -INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost) +INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost) { UINT8 bAPCost = 0; UINT16 usTargID; UINT8 ubDirection; - // bAimSkill = ( pSoldier->stats.bDexterity + pSoldier->stats.bAgility) / 2; - if ( sGridNo != NOWHERE ) + // bAimSkill = ( pSoldier->stats.bDexterity + pSoldier->stats.bAgility) / 2; + if (!TileIsOutOfBounds(sGridNo)) { usTargID = WhoIsThere2( sGridNo, pSoldier->bTargetLevel ); @@ -1718,19 +1720,22 @@ INT16 MinPtsToMove(SOLDIERTYPE *pSoldier) // look around all 8 directions and return lowest terrain cost UINT8 cnt; INT16 sLowest=127; - INT16 sGridno,sCost; + INT16 sCost; + INT32 sGridNo; if ( TANK( pSoldier ) ) { return( (INT8)sLowest); } - for (cnt=0; cnt <= 8; cnt++) + // WANNE - BMP: FIX: Valid directions are only from 0-7!! + //for (cnt=0; cnt <= 8; cnt++) + for (cnt=0; cnt < 8; cnt++) { - sGridno = NewGridNo(pSoldier->sGridNo,DirectionInc(cnt)); - if (sGridno != pSoldier->sGridNo) + sGridNo = NewGridNo(pSoldier->sGridNo,DirectionInc(cnt)); + if (sGridNo != pSoldier->sGridNo) { - if ( (sCost=ActionPointCost( pSoldier, sGridno, cnt , pSoldier->usUIMovementMode ) ) < sLowest ) + if ( (sCost=ActionPointCost( pSoldier, sGridNo, cnt , pSoldier->usUIMovementMode ) ) < sLowest ) { sLowest = sCost; } @@ -1741,25 +1746,26 @@ INT16 MinPtsToMove(SOLDIERTYPE *pSoldier) INT8 PtsToMoveDirection(SOLDIERTYPE *pSoldier, INT8 bDirection ) { - INT16 sGridno,sCost; + INT16 sCost; + INT32 sGridNo; INT8 bOverTerrainType; UINT16 usMoveModeToUse; - sGridno = NewGridNo( pSoldier->sGridNo, DirectionInc( bDirection ) ); + sGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( bDirection ) ); usMoveModeToUse = pSoldier->usUIMovementMode; // ATE: Check if the new place is watter and we were tying to run.... - bOverTerrainType = GetTerrainType( sGridno ); + bOverTerrainType = GetTerrainType( sGridNo ); if ( TERRAIN_IS_WATER( bOverTerrainType) ) { usMoveModeToUse = WALKING; } - sCost = ActionPointCost( pSoldier, sGridno, bDirection , usMoveModeToUse ); + sCost = ActionPointCost( pSoldier, sGridNo, bDirection , usMoveModeToUse ); - if ( gubWorldMovementCosts[ sGridno ][ bDirection ][ pSoldier->pathing.bLevel ] != TRAVELCOST_FENCE ) + if ( gubWorldMovementCosts[ sGridNo ][ bDirection ][ pSoldier->pathing.bLevel ] != TRAVELCOST_FENCE ) { if ( usMoveModeToUse == RUNNING && pSoldier->usAnimState != RUNNING ) { @@ -1975,17 +1981,17 @@ void DeductAmmo( SOLDIERTYPE *pSoldier, INT8 bInvPos ) } -INT16 GetAPsToPickupItem( SOLDIERTYPE *pSoldier, INT16 sMapPos ) +UINT16 GetAPsToPickupItem( SOLDIERTYPE *pSoldier, INT32 usMapPos ) { ITEM_POOL *pItemPool; UINT16 sAPCost = 0; - INT16 sActionGridNo; + INT32 sActionGridNo; // Check if we are over an item pool - if ( GetItemPool( sMapPos, &pItemPool, pSoldier->pathing.bLevel ) ) + if ( GetItemPool( usMapPos, &pItemPool, pSoldier->pathing.bLevel ) ) { // If we are in the same tile, just return pickup cost - sActionGridNo = AdjustGridNoForItemPlacement( pSoldier, sMapPos ); + sActionGridNo = AdjustGridNoForItemPlacement( pSoldier, usMapPos ); if ( pSoldier->sGridNo != sActionGridNo ) { @@ -2008,14 +2014,14 @@ INT16 GetAPsToPickupItem( SOLDIERTYPE *pSoldier, INT16 sMapPos ) } -INT16 GetAPsToGiveItem( SOLDIERTYPE *pSoldier, INT16 sMapPos ) +UINT16 GetAPsToGiveItem( SOLDIERTYPE *pSoldier, INT32 usMapPos ) { UINT16 sAPCost = 0; - sAPCost = PlotPath( pSoldier, sMapPos, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); + sAPCost = PlotPath( pSoldier, usMapPos, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); // If point cost is zero, return 0 - if ( sAPCost != 0 || pSoldier->sGridNo == sMapPos ) + if ( sAPCost != 0 || pSoldier->sGridNo == usMapPos ) { // ADD APS TO PICKUP sAPCost += APBPConstants[AP_GIVE_ITEM]; @@ -2139,9 +2145,9 @@ INT16 GetAPsToAutoReload( SOLDIERTYPE * pSoldier ) UINT16 GetAPsToReloadRobot( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pRobot ) { UINT16 sAPCost = 0; - INT16 sActionGridNo; + INT32 sActionGridNo; UINT8 ubDirection; - INT16 sAdjustedGridNo; + INT32 sAdjustedGridNo; sActionGridNo = FindAdjacentGridEx( pSoldier, pRobot->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); @@ -2273,7 +2279,7 @@ INT16 GetAPsToLook( SOLDIERTYPE *pSoldier ) BOOLEAN CheckForMercContMove( SOLDIERTYPE *pSoldier ) { INT16 sAPCost; - INT16 sGridNo; + INT32 sGridNo; if ( !( gTacticalStatus.uiFlags & INCOMBAT ) ) { @@ -2435,7 +2441,7 @@ INT16 GetAPsToRefuelVehicle( SOLDIERTYPE *pSoldier ) //#define APBPConstants[AP_MAX_AIM_ATTACK] 4 // maximum permitted extra aiming -INT16 MinAPsToThrow( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost ) +INT16 MinAPsToThrow( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost ) { INT32 iTop, iBottom; INT32 iFullAPs; @@ -2465,8 +2471,8 @@ INT16 MinAPsToThrow( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCos return(0); } } - - if ( sGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(sGridNo)) { // Given a gridno here, check if we are on a guy - if so - get his gridno if ( FindSoldier( sGridNo, &usTargID, &uiMercFlags, FIND_SOLDIER_GRIDNO ) ) @@ -2548,7 +2554,7 @@ INT16 GetAPsToPlantMine( SOLDIERTYPE *pSoldier ) return( APBPConstants[AP_BURY_MINE] ); } -INT16 GetTotalAPsToDropBomb( SOLDIERTYPE *pSoldier, INT16 sGridNo ) +UINT16 GetTotalAPsToDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { INT16 sAPs = 0; @@ -2573,13 +2579,13 @@ INT16 GetAPsToUseRemote( SOLDIERTYPE *pSoldier ) } -INT16 GetAPsToStealItem( SOLDIERTYPE *pSoldier, INT16 sMapPos ) +INT16 GetAPsToStealItem( SOLDIERTYPE *pSoldier, INT32 usMapPos ) { INT16 sAPCost = 0; - if (sMapPos != -1) + if (usMapPos != -1) { - sAPCost = PlotPath( pSoldier, sMapPos, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); + sAPCost = PlotPath( pSoldier, usMapPos, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); } // ADD APS TO PICKUP @@ -2601,11 +2607,11 @@ INT16 GetBPsToStealItem( SOLDIERTYPE *pSoldier ) } -INT16 GetAPsToUseJar( SOLDIERTYPE *pSoldier, INT16 sMapPos ) +INT16 GetAPsToUseJar( SOLDIERTYPE *pSoldier, INT32 usMapPos ) { INT16 sAPCost = 0; - sAPCost = PlotPath( pSoldier, sMapPos, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); + sAPCost = PlotPath( pSoldier, usMapPos, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); // If point cost is zero, return 0 if ( sAPCost != 0 ) @@ -2618,11 +2624,11 @@ INT16 GetAPsToUseJar( SOLDIERTYPE *pSoldier, INT16 sMapPos ) } -INT16 GetAPsToUseCan( SOLDIERTYPE *pSoldier, INT16 sMapPos ) +INT16 GetAPsToUseCan( SOLDIERTYPE *pSoldier, INT32 usMapPos ) { INT16 sAPCost = 0; - sAPCost = PlotPath( pSoldier, sMapPos, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); + sAPCost = PlotPath( pSoldier, usMapPos, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); // If point cost is zero, return 0 if ( sAPCost != 0 ) diff --git a/Tactical/Points.h b/Tactical/Points.h index 269e8ae1..67c8d9fe 100644 --- a/Tactical/Points.h +++ b/Tactical/Points.h @@ -278,37 +278,37 @@ extern INT16 APBPConstants[TOTAL_APBP_VALUES]; INT16 BaseAPsToShootOrStab( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj ); -INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT16 sGridno, INT8 bDir, INT8 bLevel ); -INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bDir, UINT16 usMovementMode ); -INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength ); +INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, INT8 bLevel ); +INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode ); +INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength ); BOOLEAN SelectedMercCanAffordMove( ); BOOLEAN EnoughPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, BOOLEAN fDisplayMsg ); void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, BOOLEAN fProactive = TRUE ); INT32 AdjustBreathPts(SOLDIERTYPE *pSold, INT32 iBPCost); void UnusedAPsToBreath(SOLDIERTYPE *pSold); -INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT16 sGridno,INT8 bDir, UINT16 usMovementMode); -INT16 MinAPsToAttack(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost = 0); +INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo,INT8 bDir, UINT16 usMovementMode); +INT16 MinAPsToAttack(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost = 0); INT16 MinPtsToMove(SOLDIERTYPE *pSoldier); INT8 MinAPsToStartMovement( SOLDIERTYPE * pSoldier, UINT16 usMovementMode ); INT8 PtsToMoveDirection(SOLDIERTYPE *pSoldier, INT8 bDirection ); UINT16 CalculateTurningCost(SOLDIERTYPE *pSoldier, UINT16 usItem, BOOLEAN fAddingTurningCost); UINT16 CalculateRaiseGunCost(SOLDIERTYPE *pSoldier, BOOLEAN fAddingRaiseGunCost); -INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost = 0 ); +INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost = 0 ); BOOLEAN EnoughAmmo( SOLDIERTYPE *pSoldier, BOOLEAN fDisplay, INT8 bInvPos ); void DeductAmmo( SOLDIERTYPE *pSoldier, INT8 bInvPos ); -INT16 GetAPsToPickupItem( SOLDIERTYPE *pSoldier, INT16 sMapPos ); -INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost ); -INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost, INT16 bAimTime ); +UINT16 GetAPsToPickupItem( SOLDIERTYPE *pSoldier, INT32 usMapPos ); +INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost ); +INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, INT16 bAimTime ); INT16 CalcAPsToBurst( INT16 bBaseActionPoints, OBJECTTYPE * pObj ); INT16 CalcAPsToAutofire( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire ); INT16 GetAPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight ); INT16 GetBPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight ); INT16 GetAPsToLook( SOLDIERTYPE *pSoldier ); -INT16 GetAPsToGiveItem( SOLDIERTYPE *pSoldier, INT16 sMapPos ); +UINT16 GetAPsToGiveItem( SOLDIERTYPE *pSoldier, INT32 usMapPos ); BOOLEAN CheckForMercContMove( SOLDIERTYPE *pSoldier ); @@ -325,23 +325,23 @@ INT16 GetAPsToBeginFirstAid( SOLDIERTYPE *pSoldier ); INT16 GetAPsToBeginRepair( SOLDIERTYPE *pSoldier ); INT16 GetAPsToRefuelVehicle( SOLDIERTYPE *pSoldier ); -INT16 MinAPsToThrow( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost ); +INT16 MinAPsToThrow( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost ); INT16 GetAPsToDropBomb( SOLDIERTYPE *pSoldier ); INT16 GetAPsToPlantMine( SOLDIERTYPE *pSoldier ); -INT16 GetTotalAPsToDropBomb( SOLDIERTYPE *pSoldier, INT16 sGridNo ); +UINT16 GetTotalAPsToDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo ); INT16 GetAPsToUseRemote( SOLDIERTYPE *pSoldier ); -INT16 GetAPsToStealItem( SOLDIERTYPE *pSoldier, INT16 sMapPos ); +INT16 GetAPsToStealItem( SOLDIERTYPE *pSoldier, INT32 usMapPos ); INT16 GetBPsToStealItem( SOLDIERTYPE *pSoldier ); -INT16 GetAPsToUseJar( SOLDIERTYPE *pSoldier, INT16 sMapPos ); -INT16 GetAPsToUseCan( SOLDIERTYPE *pSoldier, INT16 sMapPos ); +INT16 GetAPsToUseJar( SOLDIERTYPE *pSoldier, INT32 usMapPos ); +INT16 GetAPsToUseCan( SOLDIERTYPE *pSoldier, INT32 usMapPos ); INT16 GetBPsTouseJar( SOLDIERTYPE *pSoldier ); INT16 GetAPsToJumpOver( SOLDIERTYPE *pSoldier ); -void GetAPChargeForShootOrStabWRTGunRaises( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost, BOOLEAN *pfChargeTurning, BOOLEAN *pfChargeRaise ); +void GetAPChargeForShootOrStabWRTGunRaises( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, BOOLEAN *pfChargeTurning, BOOLEAN *pfChargeRaise ); UINT16 GetAPsToReloadRobot( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pRobot ); INT16 GetAPsToReloadGunWithAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo, BOOLEAN usAllAPs = TRUE ); diff --git a/Tactical/Real Time Input.cpp b/Tactical/Real Time Input.cpp index 0faff051..61c58d2e 100644 --- a/Tactical/Real Time Input.cpp +++ b/Tactical/Real Time Input.cpp @@ -81,7 +81,7 @@ extern UINT32 guiCurrentUICursor; extern void DetermineWhichAssignmentMenusCanBeShown( void ); extern void DetermineWhichMilitiaControlMenusCanBeShown( void ); extern BOOLEAN gfIgnoreOnSelectedGuy; -extern INT16 gsOverItemsGridNo; +extern INT32 gsOverItemsGridNo; extern INT16 gsOverItemsLevel; extern UINT32 guiUITargetSoldierId; extern BOOLEAN gfUIShowExitSouth; @@ -112,17 +112,17 @@ void QueryRTLeftButton( UINT32 *puiNewEvent ) SOLDIERTYPE *pSoldier; UINT32 uiMercFlags; static UINT32 uiSingleClickTime; - INT16 sMapPos; + INT32 usMapPos; static BOOLEAN fDoubleClickIntercepted = FALSE; static BOOLEAN fValidDoubleClickPossible = FALSE; static BOOLEAN fCanCheckForSpeechAdvance = FALSE; - static INT16 sMoveClickGridNo = 0; + static INT32 sMoveClickGridNo = 0; // LEFT MOUSE BUTTON if ( gViewportRegion.uiFlags & MSYS_MOUSE_IN_AREA ) { - if (!GetMouseMapPos( &sMapPos ) && !gfUIShowExitSouth ) + if (!GetMouseMapPos( &usMapPos ) && !gfUIShowExitSouth ) { return; } @@ -166,7 +166,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent ) { if ( pSoldier->bDoBurst ) { - pSoldier->sStartGridNo = sMapPos; + pSoldier->sStartGridNo = usMapPos; ResetBurstLocations( ); *puiNewEvent = A_CHANGE_TO_CONFIM_ACTION; } @@ -207,7 +207,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent ) { INT8 bReturnCode; - bReturnCode = HandleMoveModeInteractiveClick( sMapPos, puiNewEvent ); + bReturnCode = HandleMoveModeInteractiveClick( usMapPos, puiNewEvent ); if ( bReturnCode == -1 ) { @@ -234,7 +234,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent ) if ( gusSelectedSoldier != NOBODY ) { - if ( ( fResult = UIOKMoveDestination( MercPtrs[ gusSelectedSoldier ], sMapPos ) ) == 1 ) + if ( ( fResult = UIOKMoveDestination( MercPtrs[ gusSelectedSoldier ], usMapPos ) ) == 1 ) { if ( gsCurrentActionPoints != 0 ) { @@ -412,7 +412,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent ) { if ( pSoldier->bDoBurst ) { - pSoldier->sEndGridNo = sMapPos; + pSoldier->sEndGridNo = usMapPos; gfBeginBurstSpreadTracking = FALSE; @@ -451,7 +451,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent ) { if ( gpItemPointer != NULL ) { - if ( HandleItemPointerClick( sMapPos ) ) + if ( HandleItemPointerClick( usMapPos ) ) { // getout of mode EndItemPointer( ); @@ -495,7 +495,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent ) case HANDCURSOR_MODE: - HandleHandCursorClick( sMapPos, puiNewEvent ); + HandleHandCursorClick( usMapPos, puiNewEvent ); break; case ACTION_MODE: @@ -643,7 +643,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent ) { INT8 bReturnCode; - bReturnCode = HandleMoveModeInteractiveClick( sMapPos, puiNewEvent ); + bReturnCode = HandleMoveModeInteractiveClick( usMapPos, puiNewEvent ); if ( bReturnCode == -1 ) { @@ -658,7 +658,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent ) //}/ //else { - INT16 sIntTileGridNo; + INT32 sIntTileGridNo; if( GetSoldier( &pSoldier, gusSelectedSoldier ) ) { @@ -705,7 +705,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent ) if ( gusSelectedSoldier != NOBODY ) { - if ( ( fResult = UIOKMoveDestination( MercPtrs[ gusSelectedSoldier ], sMapPos ) ) == 1 ) + if ( ( fResult = UIOKMoveDestination( MercPtrs[ gusSelectedSoldier ], usMapPos ) ) == 1 ) { if ( gfUIAllMoveOn ) { @@ -939,11 +939,11 @@ void QueryRTRightButton( UINT32 *puiNewEvent ) static BOOLEAN fValidDoubleClickPossible = FALSE; SOLDIERTYPE *pSoldier; - INT16 sMapPos; + INT32 usMapPos; if ( gViewportRegion.uiFlags & MSYS_MOUSE_IN_AREA ) { - if (!GetMouseMapPos( &sMapPos ) ) + if (!GetMouseMapPos( &usMapPos ) ) { return; } @@ -982,7 +982,7 @@ void QueryRTRightButton( UINT32 *puiNewEvent ) if ( gfUICanBeginAllMoveCycle ) { // ATE: Here, check if we can do this.... - if ( !UIOKMoveDestination( MercPtrs[ gusSelectedSoldier ], sMapPos ) ) + if ( !UIOKMoveDestination( MercPtrs[ gusSelectedSoldier ], usMapPos ) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANT_MOVE_THERE_STR ] ); gfRTClickLeftHoldIntercepted = TRUE; @@ -1189,7 +1189,7 @@ void QueryRTRightButton( UINT32 *puiNewEvent ) if ( GetSoldier( &pSoldier, gusSelectedSoldier ) ) { - HandleRightClickAdjustCursor( pSoldier, sMapPos ); + HandleRightClickAdjustCursor( pSoldier, usMapPos ); } fClickIntercepted = TRUE; break; @@ -1244,21 +1244,21 @@ void QueryRTRightButton( UINT32 *puiNewEvent ) } -extern BOOLEAN ConfirmActionCancel( INT16 sMapPos, UINT16 usOldMapPos ); +extern BOOLEAN ConfirmActionCancel( INT32 usMapPos, INT32 usOldMapPos ); extern BOOLEAN gUIActionModeChangeDueToMouseOver; void GetRTMousePositionInput( UINT32 *puiNewEvent ) { - INT16 sMapPos; - static UINT16 usOldMapPos = 0; + INT32 usMapPos; + static INT32 usOldMapPos = 0; static UINT32 uiMoveTargetSoldierId = NOBODY; SOLDIERTYPE *pSoldier; static BOOLEAN fOnValidGuy = FALSE; - if (!GetMouseMapPos( &sMapPos ) ) + if (!GetMouseMapPos( &usMapPos ) ) { return; } @@ -1294,7 +1294,7 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent ) case JUMPOVER_MODE: // ATE: Make sure! - if ( gsJumpOverGridNo != sMapPos ) + if ( gsJumpOverGridNo != usMapPos ) { *puiNewEvent = A_CHANGE_TO_MOVE; } @@ -1376,7 +1376,7 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent ) case MOVE_MODE: - if ( sMapPos != usOldMapPos ) + if ( usMapPos != usOldMapPos ) { // Set off ALL move.... gfUIAllMoveOn = FALSE; @@ -1397,10 +1397,10 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent ) ubItemCursor = GetActionModeCursor( pSoldier ); // - if ( IsValidJumpLocation( pSoldier, sMapPos, TRUE ) ) + if ( IsValidJumpLocation( pSoldier, usMapPos, TRUE ) ) { *puiNewEvent = JP_ON_TERRAIN; - gsJumpOverGridNo = sMapPos; + gsJumpOverGridNo = usMapPos; return; } else @@ -1481,7 +1481,7 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent ) case CONFIRM_MOVE_MODE: - if ( sMapPos != usOldMapPos ) + if ( usMapPos != usOldMapPos ) { // Switch event out of confirm mode // Set off ALL move.... @@ -1498,7 +1498,7 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent ) { if ( pSoldier->bDoBurst ) { - pSoldier->sEndGridNo = sMapPos; + pSoldier->sEndGridNo = usMapPos; if ( pSoldier->sEndGridNo != pSoldier->sStartGridNo && fLeftButtonDown ) @@ -1510,7 +1510,7 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent ) if ( pSoldier->flags.fDoSpread ) { // Accumulate gridno - AccumulateBurstLocation( sMapPos ); + AccumulateBurstLocation( usMapPos ); *puiNewEvent = CA_ON_TERRAIN; break; @@ -1533,7 +1533,7 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent ) } else { - if ( ConfirmActionCancel( sMapPos, usOldMapPos ) ) + if ( ConfirmActionCancel( usMapPos, usOldMapPos ) ) { // Switch event out of confirm mode *puiNewEvent = CA_END_CONFIRM_ACTION; @@ -1557,7 +1557,7 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent ) // } //} - usOldMapPos = sMapPos; + usOldMapPos = usMapPos; } } diff --git a/Tactical/Rotting Corpses.cpp b/Tactical/Rotting Corpses.cpp index 46950e6e..99f144b3 100644 --- a/Tactical/Rotting Corpses.cpp +++ b/Tactical/Rotting Corpses.cpp @@ -458,27 +458,27 @@ UINT16 GetCorpseStructIndex( ROTTING_CORPSE_DEFINITION *pCorpseDef, BOOLEAN fFor INT32 AddRottingCorpse( ROTTING_CORPSE_DEFINITION *pCorpseDef ) { - INT32 iIndex; - ROTTING_CORPSE *pCorpse; - ANITILE_PARAMS AniParams; - UINT8 ubLevelID; - STRUCTURE_FILE_REF * pStructureFileRef = NULL; - CHAR8 zFilename[150]; - DB_STRUCTURE_REF *pDBStructureRef; - UINT8 ubLoop; - INT16 sTileGridNo; - DB_STRUCTURE_TILE ** ppTile; - UINT16 usStructIndex; - UINT32 uiDirectionUseFlag; - - if ( pCorpseDef->sGridNo == NOWHERE ) + INT32 iIndex; + ROTTING_CORPSE *pCorpse; + ANITILE_PARAMS AniParams; + UINT8 ubLevelID; + STRUCTURE_FILE_REF *pStructureFileRef = NULL; + CHAR8 zFilename[150]; + DB_STRUCTURE_REF *pDBStructureRef; + UINT8 ubLoop; + INT32 sTileGridNo; + DB_STRUCTURE_TILE **ppTile; + UINT16 usStructIndex; + UINT32 uiDirectionUseFlag; + + if (TileIsOutOfBounds(pCorpseDef->sGridNo)) { - return( -1 ); + return( -1 ); } if ( pCorpseDef->ubType == NO_CORPSE ) { - return( -1 ); + return( -1 ); } if( ( iIndex = GetFreeRottingCorpse() )==(-1) ) @@ -782,8 +782,8 @@ BOOLEAN CreateCorpsePalette( ROTTING_CORPSE *pCorpse ) BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLEAN fCheckForLOS ) -{ - if ( pSoldier->sGridNo == NOWHERE ) +{ + if (TileIsOutOfBounds(pSoldier->sGridNo)) { return( FALSE ); } @@ -796,7 +796,7 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE INT8 bVisible = -1; OBJECTTYPE *pObj; UINT8 ubNumGoo; - INT16 sNewGridNo; + INT32 sNewGridNo; // ATE: Change to fix crash when item in hand if ( gpItemPointer != NULL && gpItemPointerSoldier == pSoldier ) { @@ -1032,7 +1032,7 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE INT16 FindNearestRottingCorpse( SOLDIERTYPE *pSoldier ) { INT32 uiRange, uiLowestRange = 999999; - INT16 sLowestGridNo = NOWHERE; + INT32 sLowestGridNo = NOWHERE; INT32 cnt; ROTTING_CORPSE *pCorpse; @@ -1067,7 +1067,7 @@ void AddCrowToCorpse( ROTTING_CORPSE *pCorpse ) SOLDIERCREATE_STRUCT MercCreateStruct; INT8 bBodyType = CROW; UINT8 iNewIndex; - INT16 sGridNo; + INT32 sGridNo; UINT8 ubDirection; SOLDIERTYPE *pSoldier; UINT8 ubRoomNum; @@ -1094,8 +1094,8 @@ void AddCrowToCorpse( ROTTING_CORPSE *pCorpse ) pSoldier = MercPtrs[ iNewIndex ]; sGridNo = FindRandomGridNoFromSweetSpot( pSoldier, pCorpse->def.sGridNo, 2, &ubDirection ); - - if ( sGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(sGridNo)) { pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; pSoldier->usStrategicInsertionData = sGridNo; @@ -1147,7 +1147,7 @@ void HandleCrowLeave( SOLDIERTYPE *pSoldier ) void HandleCrowFlyAway( SOLDIERTYPE *pSoldier ) { UINT8 ubDirection; - INT16 sGridNo; + INT32 sGridNo; // Set desired height pSoldier->sDesiredHeight = 100; @@ -1260,7 +1260,7 @@ void AllMercsOnTeamLookForCorpse( ROTTING_CORPSE *pCorpse, INT8 bTeam ) { INT32 cnt; SOLDIERTYPE *pSoldier; - INT16 sGridNo; + INT32 sGridNo; // If this cump is already visible, return if ( pCorpse->def.bVisible == 1 ) @@ -1281,8 +1281,8 @@ void AllMercsOnTeamLookForCorpse( ROTTING_CORPSE *pCorpse, INT8 bTeam ) // look for all mercs on the same team, for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; cnt++,pSoldier++ ) { - // ATE: Ok, lets check for some basic things here! - if ( pSoldier->stats.bLife >= OKLIFE && pSoldier->sGridNo != NOWHERE && pSoldier->bActive && pSoldier->bInSector ) + // ATE: Ok, lets check for some basic things here! + if ( pSoldier->stats.bLife >= OKLIFE && !TileIsOutOfBounds(pSoldier->sGridNo) && pSoldier->bActive && pSoldier->bInSector ) { // and we can trace a line of sight to his x,y coordinates? // (taking into account we are definitely aware of this guy now) @@ -1430,7 +1430,7 @@ BOOLEAN CreateCorpseShadedPalette( ROTTING_CORPSE *pCorpse, UINT32 uiBase, SGPPa } -ROTTING_CORPSE *FindCorpseBasedOnStructure( INT16 sGridNo, STRUCTURE *pStructure ) +ROTTING_CORPSE *FindCorpseBasedOnStructure( INT32 sGridNo, STRUCTURE *pStructure ) { LEVELNODE *pLevelNode; ROTTING_CORPSE *pCorpse = NULL; @@ -1455,12 +1455,12 @@ ROTTING_CORPSE *FindCorpseBasedOnStructure( INT16 sGridNo, STRUCTURE *pStructure } -void CorpseHit( INT16 sGridNo, UINT16 usStructureID ) +void CorpseHit( INT32 sGridNo, UINT16 usStructureID ) { #if 0 STRUCTURE *pStructure, *pBaseStructure; ROTTING_CORPSE *pCorpse = NULL; - INT16 sBaseGridNo; + INT32 sBaseGridNo; pStructure = FindStructureByID( sGridNo, usStructureID ); @@ -1506,11 +1506,11 @@ void CorpseHit( INT16 sGridNo, UINT16 usStructureID ) } -void VaporizeCorpse( INT16 sGridNo, UINT16 usStructureID ) +void VaporizeCorpse( INT32 sGridNo, UINT16 usStructureID ) { STRUCTURE *pStructure, *pBaseStructure; ROTTING_CORPSE *pCorpse = NULL; - INT16 sBaseGridNo; + INT32 sBaseGridNo; ANITILE_PARAMS AniParams; pStructure = FindStructureByID( sGridNo, usStructureID ); @@ -1569,15 +1569,15 @@ void VaporizeCorpse( INT16 sGridNo, UINT16 usStructureID ) } -INT16 FindNearestAvailableGridNoForCorpse( ROTTING_CORPSE_DEFINITION *pDef, INT8 ubRadius ) +INT32 FindNearestAvailableGridNoForCorpse( ROTTING_CORPSE_DEFINITION *pDef, INT8 ubRadius ) { - INT16 sSweetGridNo; + INT32 sSweetGridNo; INT16 sTop, sBottom; INT16 sLeft, sRight; INT16 cnt1, cnt2, cnt3; - INT16 sGridNo; + INT32 sGridNo; INT32 uiRange, uiLowestRange = 999999; - INT16 sLowestGridNo=0; + INT32 sLowestGridNo=0; INT32 leftmost; BOOLEAN fFound = FALSE; SOLDIERTYPE soldier; @@ -1632,7 +1632,7 @@ INT16 FindNearestAvailableGridNoForCorpse( ROTTING_CORPSE_DEFINITION *pDef, INT8 //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; @@ -1661,7 +1661,7 @@ INT16 FindNearestAvailableGridNoForCorpse( ROTTING_CORPSE_DEFINITION *pDef, INT8 { for( cnt3 = 0; cnt3 < 8; cnt3++ ) { - if ( OkayToAddStructureToWorld( (INT16)sGridNo, pDef->bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), INVALID_STRUCTURE_ID ) ) + if ( OkayToAddStructureToWorld( sGridNo, pDef->bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), INVALID_STRUCTURE_ID ) ) { fDirectionFound = TRUE; fCanSetDirection = TRUE; @@ -1717,10 +1717,10 @@ BOOLEAN IsValidDecapitationCorpse( ROTTING_CORPSE *pCorpse ) } -ROTTING_CORPSE *GetCorpseAtGridNo( INT16 sGridNo, INT8 bLevel ) +ROTTING_CORPSE *GetCorpseAtGridNo( INT32 sGridNo, INT8 bLevel ) { STRUCTURE *pStructure, *pBaseStructure; - INT16 sBaseGridNo; + INT32 sBaseGridNo; pStructure = FindStructure( sGridNo, STRUCTURE_CORPSE ); @@ -1742,7 +1742,7 @@ ROTTING_CORPSE *GetCorpseAtGridNo( INT16 sGridNo, INT8 bLevel ) } -void DecapitateCorpse( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel ) +void DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel ) { ROTTING_CORPSE *pCorpse; ROTTING_CORPSE_DEFINITION CorpseDef; @@ -1880,7 +1880,7 @@ void ReduceAmmoDroppedByNonPlayerSoldiers( SOLDIERTYPE *pSoldier, INT32 iInvSlot } -void LookForAndMayCommentOnSeeingCorpse( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubLevel ) +void LookForAndMayCommentOnSeeingCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubLevel ) { ROTTING_CORPSE *pCorpse; INT8 bToleranceThreshold = 0; @@ -1914,35 +1914,35 @@ void LookForAndMayCommentOnSeeingCorpse( SOLDIERTYPE *pSoldier, INT16 sGridNo, U // Check tolerance if ( pSoldier->bCorpseQuoteTolerance <= bToleranceThreshold ) { - // Say quote... + // Say quote... TacticalCharacterDialogue( pSoldier, QUOTE_HEADSHOT ); - BeginMultiPurposeLocator( sGridNo, ubLevel, FALSE ); + BeginMultiPurposeLocator( sGridNo, ubLevel, FALSE ); - // Reset values.... - pSoldier->bCorpseQuoteTolerance = (INT8)( Random(3) + 1 ); + // Reset values.... + pSoldier->bCorpseQuoteTolerance = (INT8)( Random(3) + 1 ); - // 50% chance of adding 1 to other mercs.... - if ( Random( 2 ) == 1 ) - { - // IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED! - cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; + // 50% chance of adding 1 to other mercs.... + if ( Random( 2 ) == 1 ) + { + // IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED! + cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; - // look for all mercs on the same team, - for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ ) - { - // ATE: Ok, lets check for some basic things here! - if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->sGridNo != NOWHERE && pTeamSoldier->bActive && pTeamSoldier->bInSector ) + // look for all mercs on the same team, + for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ ) { - pTeamSoldier->bCorpseQuoteTolerance++; + // ATE: Ok, lets check for some basic things here! + if ( pTeamSoldier->stats.bLife >= OKLIFE && !TileIsOutOfBounds(pTeamSoldier->sGridNo) && pTeamSoldier->bActive && pTeamSoldier->bInSector ) + { + pTeamSoldier->bCorpseQuoteTolerance++; + } + } } - } - } } } -INT16 GetGridNoOfCorpseGivenProfileID( UINT8 ubProfileID ) +INT32 GetGridNoOfCorpseGivenProfileID( UINT8 ubProfileID ) { INT32 cnt; ROTTING_CORPSE *pCorpse; @@ -1981,7 +1981,7 @@ void DecayRottingCorpseAIWarnings( void ) } -UINT8 GetNearestRottingCorpseAIWarning( INT16 sGridNo ) +UINT8 GetNearestRottingCorpseAIWarning( INT32 sGridNo ) { INT32 cnt; ROTTING_CORPSE * pCorpse; diff --git a/Tactical/Rotting Corpses.h b/Tactical/Rotting Corpses.h index b8d3fac1..0bb587f8 100644 --- a/Tactical/Rotting Corpses.h +++ b/Tactical/Rotting Corpses.h @@ -89,7 +89,7 @@ typedef struct { UINT8 ubType; UINT8 ubBodyType; - INT16 sGridNo; + INT32 sGridNo; FLOAT dXPos; FLOAT dYPos; INT16 sHeightAdjustment; @@ -155,14 +155,14 @@ void RebuildAllCorpseShadeTables( ); UINT16 CreateCorpsePaletteTables( ROTTING_CORPSE *pCorpse ); -INT16 FindNearestAvailableGridNoForCorpse( ROTTING_CORPSE_DEFINITION *pCorpseDef, INT8 ubRadius ); +INT32 FindNearestAvailableGridNoForCorpse( ROTTING_CORPSE_DEFINITION *pCorpseDef, INT8 ubRadius ); void HandleRottingCorpses( ); void AddCrowToCorpse( ROTTING_CORPSE *pCorpse ); -void VaporizeCorpse( INT16 sGridNo, UINT16 usStructureID ); -void CorpseHit( INT16 sGridNo, UINT16 usStructureID ); +void VaporizeCorpse( INT32 sGridNo, UINT16 usStructureID ); +void CorpseHit( INT32 sGridNo, UINT16 usStructureID ); void HandleCrowLeave( SOLDIERTYPE *pSoldier ); @@ -177,19 +177,19 @@ extern std::vector gRottingCorpse; extern INT32 giNumRottingCorpse; extern UINT8 gb4DirectionsFrom8[8]; -ROTTING_CORPSE *GetCorpseAtGridNo( INT16 sGridNo , INT8 bLevel ); +ROTTING_CORPSE *GetCorpseAtGridNo( INT32 sGridNo , INT8 bLevel ); BOOLEAN IsValidDecapitationCorpse( ROTTING_CORPSE *pCorpse ); -void DecapitateCorpse( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel ); +void DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel ); void GetBloodFromCorpse( SOLDIERTYPE *pSoldier ); UINT16 GetCorpseStructIndex( ROTTING_CORPSE_DEFINITION *pCorpseDef, BOOLEAN fForImage ); -void LookForAndMayCommentOnSeeingCorpse( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubLevel ); +void LookForAndMayCommentOnSeeingCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubLevel ); -INT16 GetGridNoOfCorpseGivenProfileID( UINT8 ubProfileID ); +INT32 GetGridNoOfCorpseGivenProfileID( UINT8 ubProfileID ); void DecayRottingCorpseAIWarnings( void ); -UINT8 GetNearestRottingCorpseAIWarning( INT16 sGridNo ); +UINT8 GetNearestRottingCorpseAIWarning( INT32 sGridNo ); #endif \ No newline at end of file diff --git a/Tactical/ShopKeeper Interface.cpp b/Tactical/ShopKeeper Interface.cpp index dff1cbd1..0a8faeb6 100644 --- a/Tactical/ShopKeeper Interface.cpp +++ b/Tactical/ShopKeeper Interface.cpp @@ -53,6 +53,7 @@ #include "Soldier Create.h" #include "PATHAI.h" #include "Points.h" +#include "InterfaceItemImages.h" #endif #include "BuildDefines.h" @@ -623,7 +624,7 @@ void InitShopKeeperItemDescBox( OBJECTTYPE *pObject, UINT8 ubPocket, UINT8 ubF void StartSKIDescriptionBox( void ); BOOLEAN ShopkeeperAutoPlaceObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fNewItem ); -void ShopkeeperAddItemToPool( INT16 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel ); +void ShopkeeperAddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel ); void IfMercOwnedCopyItemToMercInv( INVENTORY_IN_SLOT *pInv ); void IfMercOwnedRemoveItemFromMercInv( INVENTORY_IN_SLOT *pInv ); @@ -881,7 +882,7 @@ BOOLEAN EnterShopKeeperInterface() // First get an adjacent gridno.... UINT8 ubDirection; - INT16 sActionGridNo = FindAdjacentGridEx( pSoldier, pShopkeeper->sGridNo, &ubDirection, NULL, FALSE, TRUE ); + INT32 sActionGridNo = FindAdjacentGridEx( pSoldier, pShopkeeper->sGridNo, &ubDirection, NULL, FALSE, TRUE ); if ( sActionGridNo == -1 ) { @@ -889,7 +890,7 @@ BOOLEAN EnterShopKeeperInterface() return( FALSE ); } - if ( UIPlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) == 0 ) + if ( UIPlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) == 0 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ NO_PATH ] ); return( FALSE ); @@ -897,7 +898,7 @@ BOOLEAN EnterShopKeeperInterface() // Walk up and talk to buddy.... gfNPCCircularDistLimit = TRUE; - INT16 sGoodGridNo = FindGridNoFromSweetSpotWithStructData( pSoldier, pSoldier->usUIMovementMode, pShopkeeper->sGridNo, (NPC_TALK_RADIUS-1), &ubDirection, TRUE ); + INT32 sGoodGridNo = FindGridNoFromSweetSpotWithStructData( pSoldier, pSoldier->usUIMovementMode, pShopkeeper->sGridNo, (NPC_TALK_RADIUS-1), &ubDirection, TRUE ); gfNPCCircularDistLimit = FALSE; // Now walkup to talk.... @@ -2724,7 +2725,8 @@ UINT32 DisplayInvSlot( UINT8 ubSlotNum, UINT16 usItemIndex, UINT16 usPosX, UINT1 //Display the item graphic, and price pItem = &Item[ usItemIndex ]; 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; @@ -2738,10 +2740,10 @@ UINT32 DisplayInvSlot( UINT8 ubSlotNum, UINT16 usItemIndex, UINT16 usPosX, UINT1 //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 ), g_bUsePngItemImages ? 0 : pItem->ubGraphicNum, sCenX-2, sCenY+2); //blt the item - BltVideoObjectOutlineFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX, sCenY, Get16BPPColor( FROMRGB( 255, 255, 255 ) ), fHighlighted ); + BltVideoObjectOutlineFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), g_bUsePngItemImages ? 0 : pItem->ubGraphicNum, sCenX, sCenY, Get16BPPColor( FROMRGB( 255, 255, 255 ) ), fHighlighted ); //Display the status of the item DrawItemUIBarEx( pItemObject, 0, (INT16)(usPosX+2), (INT16)(usPosY+2+20), 2, 20, Get16BPPColor( FROMRGB( 140, 136, 119 ) ), Get16BPPColor( FROMRGB( 140, 136, 119 ) ), TRUE, guiRENDERBUFFER );//guiSAVEBUFFER @@ -4304,7 +4306,7 @@ void SetSkiCursor( UINT16 usCursor ) // Set mouse guiExternVo = GetInterfaceGraphicForItem( &(Item[ gMoveingItem.sItemIndex ]) ); - gusExternVoSubIndex = Item[ gMoveingItem.sItemIndex ].ubGraphicNum; + gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gMoveingItem.sItemIndex ].ubGraphicNum; SetCurrentCursorFromDatabase( EXTERN_CURSOR ); MSYS_ChangeRegionCursor( &gSMPanelRegion, usCursor ); @@ -6798,7 +6800,7 @@ BOOLEAN ShopkeeperAutoPlaceObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObject, // The Shopkeeper interface *MUST* use this intermediary function instead of calling AddItemToPool() directly! // This is because the OBJECTTYPEs used within Shopkeeper may contain an illegal ubNumberOfObjects -void ShopkeeperAddItemToPool( INT16 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel ) +void ShopkeeperAddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel ) { // the entire pObj will get memset to 0 by RemoveObjs() if all the items are successfully placed, // so we have to keep a copy to retrieve with every iteration of the loop @@ -6963,7 +6965,7 @@ BOOLEAN SKITryToAddInvToMercsInventory( INVENTORY_IN_SLOT *pInv, SOLDIERTYPE *pS BOOLEAN CanMercInteractWithSelectedShopkeeper( SOLDIERTYPE *pSoldier ) { SOLDIERTYPE *pShopkeeper; - INT16 sDestGridNo; + INT32 sDestGridNo; INT8 bDestLevel; UINT32 uiRange; @@ -7007,7 +7009,7 @@ BOOLEAN CanMercInteractWithSelectedShopkeeper( SOLDIERTYPE *pSoldier ) #ifdef JA2TESTVERSION -void AddShopkeeperToGridNo( UINT8 ubProfile, INT16 sGridNo ) +void AddShopkeeperToGridNo( UINT8 ubProfile, INT32 sGridNo ) { SOLDIERCREATE_STRUCT MercCreateStruct; INT16 sSectorX, sSectorY; diff --git a/Tactical/ShopKeeper Interface.h b/Tactical/ShopKeeper Interface.h index 0e05fd6c..08b1cbcd 100644 --- a/Tactical/ShopKeeper Interface.h +++ b/Tactical/ShopKeeper Interface.h @@ -143,7 +143,7 @@ void DealerGetsBribed( UINT8 ubProfileId, UINT32 uiMoneyAmount ); #ifdef JA2TESTVERSION -void AddShopkeeperToGridNo( UINT8 ubProfile, INT16 sGridNo ); +void AddShopkeeperToGridNo( UINT8 ubProfile, INT32 sGridNo ); #endif void RestrictSkiMouseCursor(); diff --git a/Tactical/Soldier Add.cpp b/Tactical/Soldier Add.cpp index 5755975c..4c940bc3 100644 --- a/Tactical/Soldier Add.cpp +++ b/Tactical/Soldier Add.cpp @@ -34,9 +34,9 @@ class OBJECTTYPE; class SOLDIERTYPE; // Adds a soldier to a world gridno and set's direction -void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode ); +void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode ); -INT16 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc ); +INT32 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc ); // SO, STEPS IN CREATING A MERC! @@ -61,14 +61,14 @@ INT16 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAni //Kris: modified to actually path from sweetspot to gridno. Previously, it only checked if the //destination was sittable (though it was possible that that location would be trapped. -INT16 FindGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ) +INT32 FindGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ) { - INT16 sTop, sBottom; - INT16 sLeft, sRight; - INT16 cnt1, cnt2; - INT16 sGridNo; + INT32 sTop, sBottom; + INT32 sLeft, sRight; + INT32 cnt1, cnt2; + INT32 sGridNo = NOWHERE; INT32 uiRange, uiLowestRange = 999999; - INT16 sLowestGridNo=-1; + INT32 sLowestGridNo = NOWHERE; INT32 leftmost; BOOLEAN fFound = FALSE; SOLDIERTYPE soldier; @@ -112,7 +112,7 @@ INT16 FindGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 u //Now, find out which of these gridnos are reachable //(use the fake soldier and the pathing settings) - FindBestPath( &soldier, NOWHERE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) ); + FindBestPath( &soldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) );//dnl ch50 071009 uiLowestRange = 999999; @@ -162,14 +162,14 @@ INT16 FindGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 u } } -INT16 FindGridNoFromSweetSpotThroughPeople( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ) +INT32 FindGridNoFromSweetSpotThroughPeople( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ) { - INT16 sTop, sBottom; - INT16 sLeft, sRight; - INT16 cnt1, cnt2; - INT16 sGridNo; + INT32 sTop, sBottom; + INT32 sLeft, sRight; + INT32 cnt1, cnt2; + INT32 sGridNo = NOWHERE; INT32 uiRange, uiLowestRange = 999999; - INT16 sLowestGridNo=-1; + INT32 sLowestGridNo = NOWHERE; INT32 leftmost; BOOLEAN fFound = FALSE; SOLDIERTYPE soldier; @@ -213,7 +213,7 @@ INT16 FindGridNoFromSweetSpotThroughPeople( SOLDIERTYPE *pSoldier, INT16 sSweetG //Now, find out which of these gridnos are reachable //(use the fake soldier and the pathing settings) - FindBestPath( &soldier, NOWHERE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) ); + FindBestPath( &soldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) );//dnl ch50 071009 uiLowestRange = 999999; @@ -261,14 +261,14 @@ INT16 FindGridNoFromSweetSpotThroughPeople( SOLDIERTYPE *pSoldier, INT16 sSweetG //Kris: modified to actually path from sweetspot to gridno. Previously, it only checked if the //destination was sittable (though it was possible that that location would be trapped. -INT16 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc ) +INT32 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc ) { - INT16 sTop, sBottom; - INT16 sLeft, sRight; - INT16 cnt1, cnt2, cnt3; - INT16 sGridNo; + INT32 sTop, sBottom; + INT32 sLeft, sRight; + INT32 cnt1, cnt2, cnt3; + INT32 sGridNo = NOWHERE; INT32 uiRange, uiLowestRange = 999999; - INT16 sLowestGridNo=-1; + INT32 sLowestGridNo = NOWHERE; INT32 leftmost; BOOLEAN fFound = FALSE; SOLDIERTYPE soldier; @@ -320,7 +320,7 @@ INT16 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAni //Now, find out which of these gridnos are reachable //(use the fake soldier and the pathing settings) - FindBestPath( &soldier, NOWHERE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) ); + FindBestPath( &soldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) );//dnl ch50 071009 uiLowestRange = 999999; @@ -371,7 +371,7 @@ INT16 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAni // Check each struct in each direction for( cnt3 = 0; cnt3 < 8; cnt3++ ) { - if (OkayToAddStructureToWorld( (INT16)sGridNo, pSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), usOKToAddStructID ) ) + if (OkayToAddStructureToWorld( sGridNo, pSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), usOKToAddStructID ) ) { fDirectionFound = TRUE; break; @@ -423,14 +423,14 @@ INT16 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAni } -INT16 FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc, INT8 bGivenDirection ) +INT32 FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc, INT8 bGivenDirection ) { - INT16 sTop, sBottom; - INT16 sLeft, sRight; - INT16 cnt1, cnt2, cnt3; - INT16 sGridNo; + INT32 sTop, sBottom; + INT32 sLeft, sRight; + INT32 cnt1, cnt2, cnt3; + INT32 sGridNo = NOWHERE; INT32 uiRange, uiLowestRange = 999999; - INT16 sLowestGridNo=-1; + INT32 sLowestGridNo = NOWHERE; INT32 leftmost; BOOLEAN fFound = FALSE; SOLDIERTYPE soldier; @@ -483,7 +483,7 @@ INT16 FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst( SOLDIERTYPE //Now, find out which of these gridnos are reachable //(use the fake soldier and the pathing settings) - FindBestPath( &soldier, NOWHERE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) ); + FindBestPath( &soldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) );//dnl ch50 071009 uiLowestRange = 999999; @@ -532,7 +532,7 @@ INT16 FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst( SOLDIERTYPE } // OK, check the perfered given direction first - if (OkayToAddStructureToWorld( (INT16)sGridNo, pSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ bGivenDirection ]]), usOKToAddStructID ) ) + if (OkayToAddStructureToWorld( sGridNo, pSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ bGivenDirection ]]), usOKToAddStructID ) ) { fDirectionFound = TRUE; cnt3 = bGivenDirection; @@ -544,7 +544,7 @@ INT16 FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst( SOLDIERTYPE { if ( cnt3 != bGivenDirection ) { - if (OkayToAddStructureToWorld( (INT16)sGridNo, pSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), usOKToAddStructID ) ) + if (OkayToAddStructureToWorld( sGridNo, pSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), usOKToAddStructID ) ) { fDirectionFound = TRUE; break; @@ -597,20 +597,20 @@ INT16 FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst( SOLDIERTYPE } -INT16 FindGridNoFromSweetSpotWithStructDataFromSoldier( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc, SOLDIERTYPE *pSrcSoldier ) +INT32 FindGridNoFromSweetSpotWithStructDataFromSoldier( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc, SOLDIERTYPE *pSrcSoldier ) { INT16 sTop, sBottom; INT16 sLeft, sRight; INT16 cnt1, cnt2, cnt3; - INT16 sGridNo; + INT32 sGridNo = NOWHERE; INT32 uiRange, uiLowestRange = 999999; - INT16 sLowestGridNo=-1; + INT32 sLowestGridNo = NOWHERE; INT32 leftmost; BOOLEAN fFound = FALSE; INT16 ubSaveNPCAPBudget; UINT8 ubSaveNPCDistLimit; UINT8 ubBestDirection=0; - INT16 sSweetGridNo; + INT32 sSweetGridNo = NOWHERE; SOLDIERTYPE soldier; sSweetGridNo = pSrcSoldier->sGridNo; @@ -652,7 +652,7 @@ INT16 FindGridNoFromSweetSpotWithStructDataFromSoldier( SOLDIERTYPE *pSoldier, U } //Now, find out which of these gridnos are reachable - FindBestPath( &soldier, NOWHERE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) ); + FindBestPath( &soldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) );//dnl ch50 071009 uiLowestRange = 999999; @@ -693,7 +693,7 @@ INT16 FindGridNoFromSweetSpotWithStructDataFromSoldier( SOLDIERTYPE *pSoldier, U // Check each struct in each direction for( cnt3 = 0; cnt3 < 8; cnt3++ ) { - if (OkayToAddStructureToWorld( (INT16)sGridNo, pSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), usOKToAddStructID ) ) + if (OkayToAddStructureToWorld( sGridNo, pSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), usOKToAddStructID ) ) { fDirectionFound = TRUE; break; @@ -752,14 +752,14 @@ INT16 FindGridNoFromSweetSpotWithStructDataFromSoldier( SOLDIERTYPE *pSoldier, U } -INT16 FindGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ) +INT32 FindGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ) { INT16 sTop, sBottom; INT16 sLeft, sRight; INT16 cnt1, cnt2; - INT16 sGridNo; + INT32 sGridNo = NOWHERE; INT32 uiRange, uiLowestRange = 999999; - INT16 sLowestGridNo=-1; + INT32 sLowestGridNo = NOWHERE; INT32 leftmost; BOOLEAN fFound = FALSE; @@ -820,14 +820,14 @@ INT16 FindGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT16 sS } -INT16 FindGridNoFromSweetSpotExcludingSweetSpotInQuardent( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, INT8 ubQuardentDir ) +INT32 FindGridNoFromSweetSpotExcludingSweetSpotInQuardent( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, INT8 ubQuardentDir ) { INT16 sTop, sBottom; INT16 sLeft, sRight; INT16 cnt1, cnt2; - INT16 sGridNo; + INT32 sGridNo = NOWHERE; INT32 uiRange, uiLowestRange = 999999; - INT16 sLowestGridNo=-1; + INT32 sLowestGridNo = NOWHERE; INT32 leftmost; BOOLEAN fFound = FALSE; @@ -894,10 +894,10 @@ INT16 FindGridNoFromSweetSpotExcludingSweetSpotInQuardent( SOLDIERTYPE *pSoldier } -BOOLEAN CanSoldierReachGridNoInGivenTileLimit( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 sMaxTiles, INT8 bLevel ) +BOOLEAN CanSoldierReachGridNoInGivenTileLimit( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sMaxTiles, INT8 bLevel ) { INT32 iNumTiles; - INT16 sActionGridNo; + INT32 sActionGridNo = NOWHERE; UINT8 ubDirection; if ( pSoldier->pathing.bLevel != bLevel ) @@ -930,19 +930,19 @@ BOOLEAN CanSoldierReachGridNoInGivenTileLimit( SOLDIERTYPE *pSoldier, INT16 sGri } -INT16 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ) +INT32 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ) { INT16 sX, sY; - INT16 sGridNo; + INT32 sGridNo = NOWHERE; INT32 leftmost; BOOLEAN fFound = FALSE; UINT32 cnt = 0; SOLDIERTYPE soldier; INT16 ubSaveNPCAPBudget; UINT8 ubSaveNPCDistLimit; - INT16 sTop, sBottom; - INT16 sLeft, sRight; - INT16 cnt1, cnt2; + INT32 sTop, sBottom; + INT32 sLeft, sRight; + INT32 cnt1, cnt2; UINT8 ubRoomNum; //Save AI pathing vars. changing the distlimit restricts how @@ -980,7 +980,7 @@ INT16 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, //Now, find out which of these gridnos are reachable //(use the fake soldier and the pathing settings) - FindBestPath( &soldier, NOWHERE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) ); + FindBestPath( &soldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) );//dnl ch50 071009 do { @@ -1032,10 +1032,10 @@ INT16 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, } -INT16 FindRandomGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ) +INT32 FindRandomGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ) { INT16 sX, sY; - INT16 sGridNo; + INT32 sGridNo = NOWHERE; INT32 leftmost; BOOLEAN fFound = FALSE; UINT32 cnt = 0; @@ -1086,8 +1086,8 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO UINT8 ubDirection = 0; UINT8 ubCalculatedDirection = 0; SOLDIERTYPE *pSoldier = 0; - INT16 sGridNo = 0; - INT16 sExitGridNo = 0; + INT32 sGridNo = NOWHERE; + INT32 sExitGridNo = NOWHERE; DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("InternalAddSoldierToSector")); @@ -1145,8 +1145,8 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO ubDirection = pSoldier->ubInsertionDirection; } else - { - if( pSoldier->sInsertionGridNo == NOWHERE ) + { + if(TileIsOutOfBounds(pSoldier->sInsertionGridNo)) { //Add the soldier to the respective entrypoint. This is an error condition. // So treat it like an error already then @@ -1156,8 +1156,8 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO if( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) { sGridNo = FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst( pSoldier, STANDING, pSoldier->sInsertionGridNo, 12, &ubCalculatedDirection, FALSE, pSoldier->ubInsertionDirection ); - // ATE: Override insertion direction - if (sGridNo == NOWHERE) + // ATE: Override insertion direction + if (TileIsOutOfBounds(sGridNo)) { // Well, we gotta place this soldier/vehicle somewhere. Just use the first position for now sGridNo = pSoldier->sGridNo = pSoldier->sInsertionGridNo; @@ -1174,13 +1174,14 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO sGridNo = pSoldier->sInsertionGridNo; ubCalculatedDirection = pSoldier->ubDirection; } - else sGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->sInsertionGridNo, 7, &ubCalculatedDirection ); + else + sGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->sInsertionGridNo, 7, &ubCalculatedDirection ); //hayden - // ATE: Error condition - if nowhere use insertion gridno! - if ( sGridNo == NOWHERE ) - { - sGridNo = pSoldier->sInsertionGridNo; - } + // ATE: Error condition - if nowhere use insertion gridno! + if (TileIsOutOfBounds(sGridNo)) + { + sGridNo = pSoldier->sInsertionGridNo; + } } // Override calculated direction if we were told to.... @@ -1201,8 +1202,8 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO // OK, we know there must be an exit gridno SOMEWHERE close... sExitGridNo = FindClosestExitGrid( pSoldier, sGridNo, 10 ); - - if ( sExitGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(sExitGridNo)) { // We found one // Calculate direction... @@ -1250,11 +1251,11 @@ BOOLEAN AddSoldierToSectorNoCalculateDirectionUseAnimation( UINT8 ubID, UINT16 u } -void InternalSoldierInSectorSleep( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fDoTransition ) +void InternalSoldierInSectorSleep( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fDoTransition ) { INT16 sWorldX, sWorldY; UINT8 ubNewDirection; - INT16 sGoodGridNo; + INT32 sGoodGridNo = NOWHERE; UINT16 usAnim = SLEEPING; if ( !pSoldier->bInSector ) @@ -1297,11 +1298,11 @@ void InternalSoldierInSectorSleep( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN } } -void SoldierInSectorIncompaciated( SOLDIERTYPE *pSoldier, INT16 sGridNo ) +void SoldierInSectorIncompaciated( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { INT16 sWorldX, sWorldY; UINT8 ubNewDirection; - INT16 sGoodGridNo; + INT32 sGoodGridNo = NOWHERE; if ( !pSoldier->bInSector ) { @@ -1333,11 +1334,11 @@ void SoldierInSectorSleep( SOLDIERTYPE *pSoldier, INT16 sGridNo ) */ -void SoldierInSectorPatient( SOLDIERTYPE *pSoldier, INT16 sGridNo ) +void SoldierInSectorPatient( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { INT16 sWorldX, sWorldY; UINT8 ubNewDirection; - INT16 sGoodGridNo; + INT32 sGoodGridNo = NOWHERE; if ( !pSoldier->bInSector ) { @@ -1368,11 +1369,11 @@ void SoldierInSectorPatient( SOLDIERTYPE *pSoldier, INT16 sGridNo ) } -void SoldierInSectorDoctor( SOLDIERTYPE *pSoldier, INT16 sGridNo ) +void SoldierInSectorDoctor( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { INT16 sWorldX, sWorldY; UINT8 ubNewDirection; - INT16 sGoodGridNo; + INT32 sGoodGridNo = NOWHERE; if ( !pSoldier->bInSector ) { @@ -1403,11 +1404,11 @@ void SoldierInSectorDoctor( SOLDIERTYPE *pSoldier, INT16 sGridNo ) } -void SoldierInSectorRepair( SOLDIERTYPE *pSoldier, INT16 sGridNo ) +void SoldierInSectorRepair( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { INT16 sWorldX, sWorldY; UINT8 ubNewDirection; - INT16 sGoodGridNo; + INT32 sGoodGridNo = NOWHERE; if ( !pSoldier->bInSector ) { @@ -1439,10 +1440,10 @@ void SoldierInSectorRepair( SOLDIERTYPE *pSoldier, INT16 sGridNo ) extern void EVENT_SetSoldierPositionAndMaybeFinalDestAndMaybeNotDestination( SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos, BOOLEAN fUpdateDest, BOOLEAN fUpdateFinalDest ); -void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode ) +void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode ) { INT16 sWorldX, sWorldY; - INT16 sNewGridNo; + INT32 sNewGridNo = NOWHERE; UINT8 ubNewDirection; UINT8 ubInsertionCode; BOOLEAN fUpdateFinalPosition = TRUE; diff --git a/Tactical/Soldier Add.h b/Tactical/Soldier Add.h index 87f48c51..14148047 100644 --- a/Tactical/Soldier Add.h +++ b/Tactical/Soldier Add.h @@ -6,21 +6,21 @@ // Finds a gridno given a sweet spot // Returns a good direction too! -INT16 FindGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ); +INT32 FindGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ); // Ensures a good path..... -INT16 FindGridNoFromSweetSpotThroughPeople( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ); +INT32 FindGridNoFromSweetSpotThroughPeople( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ); // Returns a good sweetspot but not the swetspot! -INT16 FindGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ); +INT32 FindGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ); -INT16 FindGridNoFromSweetSpotExcludingSweetSpotInQuardent( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, INT8 ubQuardentDir ); +INT32 FindGridNoFromSweetSpotExcludingSweetSpotInQuardent( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, INT8 ubQuardentDir ); // Finds a gridno near a sweetspot but a random one! -INT16 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ); +INT32 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ); // Finds a sweetspot but excluding this one! -INT16 FindRandomGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ); +INT32 FindRandomGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ); // Adds a soldier ( already created in mercptrs[] array )! @@ -45,19 +45,19 @@ BOOLEAN IsMercOnTeamAndInOmertaAlreadyAndAlive(UINT8 ubMercID); // GetSoldierIDFromMercID() Gets the Soldier ID from the Merc Profile ID, else returns -1 INT16 GetSoldierIDFromMercID(UINT8 ubMercID); -INT16 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc ); +INT32 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc ); /* void SoldierInSectorSleep( SOLDIERTYPE *pSoldier, INT16 sGridNo ); */ -INT16 FindGridNoFromSweetSpotWithStructDataFromSoldier( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc, SOLDIERTYPE *pSrcSoldier ); +INT32 FindGridNoFromSweetSpotWithStructDataFromSoldier( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc, SOLDIERTYPE *pSrcSoldier ); -void SoldierInSectorPatient( SOLDIERTYPE *pSoldier, INT16 sGridNo ); -void SoldierInSectorDoctor( SOLDIERTYPE *pSoldier, INT16 sGridNo ); -void SoldierInSectorRepair( SOLDIERTYPE *pSoldier, INT16 sGridNo ); +void SoldierInSectorPatient( SOLDIERTYPE *pSoldier, INT32 sGridNo ); +void SoldierInSectorDoctor( SOLDIERTYPE *pSoldier, INT32 sGridNo ); +void SoldierInSectorRepair( SOLDIERTYPE *pSoldier, INT32 sGridNo ); -BOOLEAN CanSoldierReachGridNoInGivenTileLimit( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 sMaxTiles, INT8 bLevel ); +BOOLEAN CanSoldierReachGridNoInGivenTileLimit( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sMaxTiles, INT8 bLevel ); #endif diff --git a/Tactical/Soldier Ani.cpp b/Tactical/Soldier Ani.cpp index cbe7272d..3a8c0f23 100644 --- a/Tactical/Soldier Ani.cpp +++ b/Tactical/Soldier Ani.cpp @@ -94,7 +94,7 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse ); void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier ); BOOLEAN CheckForImproperFireGunEnd( SOLDIERTYPE *pSoldier ); -BOOLEAN OKHeightDest( SOLDIERTYPE *pSoldier, INT16 sNewGridNo ); +BOOLEAN OKHeightDest( SOLDIERTYPE *pSoldier, INT32 sNewGridNo ); BOOLEAN HandleUnjamAnimation( SOLDIERTYPE *pSoldier ); extern void HandleSystemNewAISituation( SOLDIERTYPE *pSoldier, BOOLEAN fResetABC ); @@ -124,7 +124,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) INT8 ubCurrentHeight; UINT16 usOldAnimState; static UINT32 uiJumpAddress = NO_JUMP; - INT16 sNewGridNo; + INT32 sNewGridNo; INT16 sX, sY; BOOLEAN fStop; UINT32 cnt; @@ -498,7 +498,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) case 437: // CHANGE DIRECTION AND GET-UP - //sGridNo = NewGridNo( (INT16)pSoldier->sGridNo, (UINT16)(-1 * DirectionInc( pSoldier->ubDirection ) ) ); + //sGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)(-1 * DirectionInc( pSoldier->ubDirection ) ) ); //ConvertMapPosToWorldTileCenter( pSoldier->sGridNo, &sXPos, &sYPos ); //SetSoldierPosition( pSoldier, (FLOAT)sXPos, (FLOAT)sYPos ); @@ -574,11 +574,11 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) LightSpritePower(pSoldier->iMuzFlash, TRUE); // Get one move forward { - INT16 sNewGridNo; + INT32 usNewGridNo; INT16 sXPos, sYPos; - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( pSoldier->ubDirection ) ); - ConvertGridNoToCenterCellXY( sNewGridNo, &sXPos, &sYPos ); + usNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( pSoldier->ubDirection ) ); + ConvertGridNoToCenterCellXY( usNewGridNo, &sXPos, &sYPos ); LightSpritePosition( pSoldier->iMuzFlash, (INT16)(sXPos/CELL_X_SIZE), (INT16)(sYPos/CELL_Y_SIZE)); // Start count @@ -702,12 +702,12 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) // TRY FORWARDS... // FIRST GRIDNO - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, (UINT16)( DirectionInc( pSoldier->ubDirection ) ) ); + sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( pSoldier->ubDirection ) ); if ( OKFallDirection( pSoldier, sNewGridNo, pSoldier->pathing.bLevel, pSoldier->ubDirection, FALLFORWARD_HITDEATH_STOP ) ) { // SECOND GRIDNO - // sNewGridNo = NewGridNo( (INT16)sNewGridNo, (UINT16)( DirectionInc( pSoldier->ubDirection ) ) ); + // sNewGridNo = NewGridNo( sNewGridNo, (UINT16)( DirectionInc( pSoldier->ubDirection ) ) ); // if ( OKFallDirection( pSoldier, sNewGridNo, pSoldier->pathing.bLevel, pSoldier->ubDirection, FALLFORWARD_HITDEATH_STOP ) ) { @@ -887,8 +887,8 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) //CODE: BEGINHOPFENCE // MOVE TWO FACGIN GRIDNOS - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, (UINT16)( DirectionInc( pSoldier->ubDirection ) ) ); - sNewGridNo = NewGridNo( (INT16)sNewGridNo, (UINT16)( DirectionInc( pSoldier->ubDirection ) ) ); + sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( pSoldier->ubDirection ) ); + sNewGridNo = NewGridNo( sNewGridNo, DirectionInc( pSoldier->ubDirection ) ); pSoldier->sForcastGridno = sNewGridNo; break; @@ -1015,7 +1015,16 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) DeductPoints( pSoldier, APBPConstants[AP_TOSS_ITEM], 0 ); } - CreatePhysicalObject( pSoldier->pTempObject, pSoldier->pThrowParams->dLifeSpan, pSoldier->pThrowParams->dX, pSoldier->pThrowParams->dY, pSoldier->pThrowParams->dZ, pSoldier->pThrowParams->dForceX, pSoldier->pThrowParams->dForceY, pSoldier->pThrowParams->dForceZ, pSoldier->ubID, pSoldier->pThrowParams->ubActionCode, pSoldier->pThrowParams->uiActionData, FALSE ); + INT32 iRealObjectID = CreatePhysicalObject( pSoldier->pTempObject, pSoldier->pThrowParams->dLifeSpan, pSoldier->pThrowParams->dX, pSoldier->pThrowParams->dY, pSoldier->pThrowParams->dZ, pSoldier->pThrowParams->dForceX, pSoldier->pThrowParams->dForceY, pSoldier->pThrowParams->dForceZ, pSoldier->ubID, pSoldier->pThrowParams->ubActionCode, pSoldier->pThrowParams->uiActionData, FALSE ); + + // OJW - 20091002 - Explosives + if (is_networked && is_client) + { + if (pSoldier->bTeam == 0 || (pSoldier->bTeam == 1 && is_server)) + { + send_grenade( pSoldier->pTempObject , pSoldier->pThrowParams->dLifeSpan, pSoldier->pThrowParams->dX, pSoldier->pThrowParams->dY, pSoldier->pThrowParams->dZ, pSoldier->pThrowParams->dForceX, pSoldier->pThrowParams->dForceY, pSoldier->pThrowParams->dForceZ, pSoldier->sTargetGridNo, pSoldier->ubID, pSoldier->pThrowParams->ubActionCode, pSoldier->pThrowParams->uiActionData, iRealObjectID , true); + } + } // Remove object //RemoveObjFrom( &(pSoldier->inv[ HANDPOS ] ), 0 ); @@ -1054,10 +1063,11 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) // Set new gridno { - INT16 sTempGridNo, sNewX, sNewY; + INT32 sTempGridNo; + INT16 sNewX, sNewY; //Get Next GridNo; - sTempGridNo = NewGridNo( (INT16)pSoldier->sGridNo, (INT16)( DirectionInc(pSoldier->ubDirection ) ) ); + sTempGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc(pSoldier->ubDirection ) ); // Get center XY ConvertGridNoToCenterCellXY( sTempGridNo, &sNewX, &sNewY ); @@ -1764,7 +1774,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) //if ( pSoldier->aiData.ubPendingAction == MERC_PICKUPITEM ) //{ // DROP ITEM - HandleSoldierPickupItem( pSoldier, pSoldier->aiData.uiPendingActionData1, (INT16)(pSoldier->aiData.uiPendingActionData4 ), pSoldier->aiData.bPendingActionData3 ); + HandleSoldierPickupItem( pSoldier, pSoldier->aiData.uiPendingActionData1, pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 ); // EVENT HAS BEEN HANDLED pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; @@ -2103,8 +2113,8 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) pSoldier->EVENT_GetNewSoldierPath( pSoldier->pathing.sFinalDestination, pSoldier->usUIMovementMode ); if ( !( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_MOVING ) ) ) - { - if ( pSoldier->sAbsoluteFinalDestination != NOWHERE ) + { + if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination)) { CancelAIAction( pSoldier, FORCE ); } @@ -2697,12 +2707,12 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) // Flyback hit - do blood! // PLace in existing tile and one back... { - INT16 sNewGridNo; + INT32 sNewGridNo; InternalDropBlood( pSoldier->sGridNo, pSoldier->pathing.bLevel, 0, (UINT8)(MAXBLOODQUANTITY), 1 ); // Move forward one gridno.... - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, (UINT16)( DirectionInc( gOppositeDirection[ pSoldier->ubDirection ] ) ) ); + sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( gOppositeDirection[ pSoldier->ubDirection ] ) ); InternalDropBlood( sNewGridNo, pSoldier->pathing.bLevel, 0, (UINT8)(MAXBLOODQUANTITY), 1 ); @@ -2935,7 +2945,7 @@ BOOLEAN ShouldMercSayHappyWithGunQuote( SOLDIERTYPE *pSoldier ) } -void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel ) +void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel ) { // WDS - make number of mercenaries, etc. be configurable std::vector ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0); @@ -2957,8 +2967,8 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, // run through list for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ ) { - // Add guy if he's a candidate... - if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep && pTeamSoldier->sGridNo != NOWHERE ) + // Add guy if he's a candidate... + if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep && !TileIsOutOfBounds(pTeamSoldier->sGridNo)) { // Are we a buddy of killer? bTempBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pKillerSoldier->ubProfile ); @@ -3042,7 +3052,7 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, } -void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel ) +void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel ) { SOLDIERTYPE *pTeamSoldier; INT32 cnt; @@ -3488,7 +3498,7 @@ BOOLEAN CheckForAndHandleSoldierDeath( SOLDIERTYPE *pSoldier, BOOLEAN *pfMadeCor void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier ) { - INT16 sNewGridNo; + INT32 sNewGridNo; if ( pSoldier->stats.bLife < OKLIFE ) { @@ -3572,7 +3582,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier ) fForceDirection = TRUE; } - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( gOppositeDirection[ bTestDirection ] ) ); + sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( gOppositeDirection[ bTestDirection ] ) ); if ( OKFallDirection( pSoldier, sNewGridNo, pSoldier->pathing.bLevel, bTestDirection, FLYBACK_HIT ) ) { @@ -3811,7 +3821,7 @@ BOOLEAN CheckForImproperFireGunEnd( SOLDIERTYPE *pSoldier ) } -BOOLEAN OKHeightDest( SOLDIERTYPE *pSoldier, INT16 sNewGridNo ) +BOOLEAN OKHeightDest( SOLDIERTYPE *pSoldier, INT32 sNewGridNo ) { if ( pSoldier->pathing.bLevel == 0 ) { @@ -3915,7 +3925,7 @@ if ( pSoldier->stats.bLife >= OKLIFE ) fForceDirection = TRUE; } - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, (UINT16)(-1 * DirectionInc( bTestDirection ) ) ); + sNewGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)(-1 * DirectionInc( bTestDirection ) ) ); if ( NewOKDestination( pSoldier, sNewGridNo, TRUE, pSoldier->pathing.bLevel ) && OKHeightDest( pSoldier, sNewGridNo ) ) { @@ -3934,13 +3944,17 @@ if ( pSoldier->stats.bLife >= OKLIFE ) #endif -BOOLEAN OKFallDirection( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT8 ubTestDirection, UINT16 usAnimState ) +BOOLEAN OKFallDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubTestDirection, UINT16 usAnimState ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"OKFallDirection"); STRUCTURE_FILE_REF * pStructureFileRef; UINT16 usAnimSurface; UINT8 bOverTerrainType; + // WANNE - MP: MP crashed here, so I added the prevention + if (TileIsOutOfBounds(sGridNo)) + return ( FALSE ); + // How are the movement costs? if ( gubWorldMovementCosts[ sGridNo ][ ubTestDirection ][ bLevel ] > TRAVELCOST_SHORE ) { @@ -3966,7 +3980,7 @@ BOOLEAN OKFallDirection( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT if ( pStructureFileRef ) { UINT16 usStructureID; - INT16 sTestGridNo; + INT32 sTestGridNo; // must make sure that structure data can be added in the direction of the target @@ -4122,10 +4136,10 @@ BOOLEAN HandleCheckForDeathCommonCode( SOLDIERTYPE *pSoldier ) void KickOutWheelchair( SOLDIERTYPE *pSoldier ) { - INT16 sNewGridNo; + INT32 sNewGridNo; // Move forward one gridno.... - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, (UINT16)( DirectionInc( pSoldier->ubDirection ) ) ); + sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( pSoldier->ubDirection ) ); // ATE: Make sure that the gridno is unoccupied! if ( !NewOKDestination( pSoldier, sNewGridNo, TRUE, pSoldier->pathing.bLevel ) ) diff --git a/Tactical/Soldier Ani.h b/Tactical/Soldier Ani.h index cfedb906..f18e5802 100644 --- a/Tactical/Soldier Ani.h +++ b/Tactical/Soldier Ani.h @@ -9,7 +9,7 @@ BOOLEAN CheckForAndHandleSoldierDyingNotFromHit( SOLDIERTYPE *pSoldier ); BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse ); -BOOLEAN OKFallDirection( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT8 ubTestDirection, UINT16 usAnimState ); +BOOLEAN OKFallDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubTestDirection, UINT16 usAnimState ); BOOLEAN HandleCheckForDeathCommonCode( SOLDIERTYPE *pSoldier ); diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 6944464e..6e804bfb 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -95,6 +95,7 @@ #include "Strategic Status.h" #include "civ quotes.h" #include "Strategic Pathing.h" +#include "Debug Control.h" #endif #include "fresh_header.h" @@ -402,7 +403,7 @@ void STRUCT_Flags::ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src) this->fSoldierUpdatedFromNetwork = src.fSoldierUpdatedFromNetwork; this->fChangingStanceDueToSuppression = src.fChangingStanceDueToSuppression; this->fCheckForNewlyAddedItems = src.fCheckForNewlyAddedItems; - this->fCheckForNewlyAddedItems = src.bEndDoorOpenCode; + //this->fCheckForNewlyAddedItems = src.bEndDoorOpenCode;//dnl ch33 130909 this->fMuzzleFlash = src.fMuzzleFlash; this->fSoldierWasMoving = src.fSoldierWasMoving; this->fSayAmmoQuotePending = src.fSayAmmoQuotePending; @@ -501,7 +502,7 @@ void STRUCT_Statistics::ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src) void STRUCT_AIData::ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src) { memcpy( &(this->bOppList), &(src.bOppList), sizeof(INT8) * MAX_NUM_SOLDIERS ); // AI knowledge database - memcpy( &(this->sPatrolGrid), &(src.usPatrolGrid), sizeof(INT16) * MAXPATROLGRIDS );// AI list for ptr->orders==PATROL + TranslateArrayFields(this->sPatrolGrid, src.usPatrolGrid, OLD_MAXPATROLGRIDS, INT16_INT32);//dnl ch27 200909 AI list for ptr->orders==PATROL this->bLastAction = src.bLastAction; this->bAction = src.bAction; this->usActionData = src.usActionData; @@ -523,7 +524,7 @@ void STRUCT_AIData::ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src) this->bDominantDir = src.bDominantDir; // AI main direction to face... this->bPatrolCnt = src.bPatrolCnt; // number of patrol gridnos this->bNextPatrolPnt = src.bNextPatrolPnt; // index to next patrol gridno - this->sNoiseGridno = src.sNoiseGridno; + this->sNoiseGridno = src.sNoiseGridNo; this->ubNoiseVolume = src.ubNoiseVolume; this->bLastAttackHit = src.bLastAttackHit; this->ubXRayedBy = src.ubXRayedBy; @@ -800,7 +801,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src) this->sStartGridNo = src.sStartGridNo; this->sEndGridNo = src.sEndGridNo; - this->sForcastGridno = src.sForcastGridno; + this->sForcastGridno = src.sForcastGridNo; this->sZLevelOverride = src.sZLevelOverride; this->bMovedPriorToInterrupt = src.bMovedPriorToInterrupt; this->iEndofContractTime = src.iEndofContractTime; // time, in global time(resolution, minutes) that merc will leave, or if its a M.E.R.C. merc it will be set to -1. -2 for NPC and player generated @@ -959,7 +960,6 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src) this->snowCamo = src.snowCamo; this->wornSnowCamo = src.wornSnowCamo; - } return *this; } @@ -1563,7 +1563,7 @@ BOOLEAN gfGetNewPathThroughPeople = FALSE; // LOCAL FUNCTIONS // DO NOT CALL UNLESS THROUGH EVENT_SetSoldierPosition UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady ); -BOOLEAN CheckForFullStruct( INT16 sGridNo, UINT16 *pusIndex ); +BOOLEAN CheckForFullStruct( INT32 sGridNo, UINT16 *pusIndex ); void SetSoldierLocatorOffsets( SOLDIERTYPE *pSoldier ); void CheckForFullStructures( SOLDIERTYPE *pSoldier ); BOOLEAN InitNewSoldierState( SOLDIERTYPE *pSoldier, UINT8 ubNewState, UINT16 usStartingAniCode ); @@ -1572,7 +1572,7 @@ void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier ); void AdjustForFastTurnAnimation( SOLDIERTYPE *pSoldier ); UINT16 SelectFireAnimation( SOLDIERTYPE *pSoldier, UINT8 ubHeight ); void SelectFallAnimation( SOLDIERTYPE *pSoldier ); -BOOLEAN FullStructAlone( INT16 sGridNo, UINT8 ubRadius ); +BOOLEAN FullStructAlone( INT32 sGridNo, UINT8 ubRadius ); void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial , UINT8 ubHitLocation); void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); @@ -1722,12 +1722,12 @@ void HandleCrowShadowNewGridNo( SOLDIERTYPE *pSoldier ) DeleteAniTile( pSoldier->pAniTile ); pSoldier->pAniTile = NULL; } - - if ( pSoldier->sGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(pSoldier->sGridNo)) { if ( pSoldier->usAnimState == CROW_FLY ) { - AniParams.sGridNo = (INT16)pSoldier->sGridNo; + AniParams.sGridNo = pSoldier->sGridNo; AniParams.ubLevelID = ANI_SHADOW_LEVEL; AniParams.sDelay = pSoldier->sAniDelay; AniParams.sStartFrame = 0; @@ -1795,9 +1795,6 @@ void HandleCrowShadowNewPosition( SOLDIERTYPE *pSoldier ) extern INT16 DynamicAdjustAPConstants(INT16 iniReadValue, INT16 iniDefaultValue, BOOLEAN reverse); -// This function calculates how many APs are added to a character's pool at the start of the round. The normal maximum -// amount that can be added is 80% of the Maximum AP value, with the remaining 20% coming from APs reserved in the -// previous round. See also CalcNewActionPoints() INT16 SOLDIERTYPE::CalcActionPoints( void ) { INT16 ubPoints,ubMaxAPs; @@ -2306,8 +2303,8 @@ BOOLEAN SOLDIERTYPE::DeleteSoldier( void ) //if(this->pZBackground!=NULL) //MemFree(this->pZBackground); - - if( this->sGridNo != NOWHERE ) + + if(!TileIsOutOfBounds(this->sGridNo)) { // Remove adjacency records for (bDir = 0; bDir < NUM_WORLD_DIRECTIONS; bDir++) @@ -2684,7 +2681,7 @@ void CheckForFreeupFromHit( SOLDIERTYPE *pSoldier, UINT32 uiOldAnimFlags, UINT32 BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStartingAniCode, BOOLEAN fForce ) { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"EVENT_InitNewSoldierAnim"); - INT16 sNewGridNo = 0; + INT32 usNewGridNo = 0; INT16 sAPCost = 0; INT16 sBPCost = 0; UINT32 uiOldAnimFlags; @@ -3190,7 +3187,7 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart uiOldAnimFlags = gAnimControl[ this->usAnimState ].uiFlags; uiNewAnimFlags = gAnimControl[ usNewState ].uiFlags; - sNewGridNo = NewGridNo( this->sGridNo, DirectionInc( (UINT8) this->pathing.usPathingData[ this->pathing.usPathIndex ] ) ); + usNewGridNo = NewGridNo( this->sGridNo, DirectionInc( (UINT8) this->pathing.usPathingData[ this->pathing.usPathIndex ] ) ); // CHECKING IF WE HAVE A HIT FINISH BUT NO DEATH IS DONE WITH A SPECIAL ANI CODE @@ -3523,12 +3520,12 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart // Set path.... { - INT16 sNewGridNo; + INT32 usNewGridNo; DeductPoints( this, APBPConstants[AP_JUMP_OVER], APBPConstants[BP_JUMP_OVER] ); - sNewGridNo = NewGridNo( (INT16)this->sGridNo, DirectionInc( this->ubDirection ) ); - sNewGridNo = NewGridNo( (INT16)sNewGridNo, DirectionInc( this->ubDirection ) ); + usNewGridNo = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ); + usNewGridNo = NewGridNo( usNewGridNo, DirectionInc( this->ubDirection ) ); this->sPlotSrcGrid = this->sGridNo; this->flags.fPastXDest = FALSE; @@ -3539,7 +3536,7 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart this->pathing.usPathDataSize++; this->pathing.usPathingData[ this->pathing.usPathDataSize ] = this->ubDirection; this->pathing.usPathDataSize++; - this->pathing.sFinalDestination = sNewGridNo; + this->pathing.sFinalDestination = usNewGridNo; // Set direction this->EVENT_InternalSetSoldierDestination( (UINT8) this->pathing.usPathingData[ this->pathing.usPathIndex ], FALSE, JUMP_OVER_BLOCKING_PERSON ); } @@ -3757,8 +3754,8 @@ void SOLDIERTYPE::InternalRemoveSoldierFromGridNo( BOOLEAN fForce ) { INT8 bDir; INT32 iGridNo; - - if((this->sGridNo!=NOWHERE) ) + + if(!TileIsOutOfBounds(this->sGridNo)) { if ( this->bInSector || fForce ) { @@ -3797,7 +3794,7 @@ void SOLDIERTYPE::RemoveSoldierFromGridNo( void ) void SOLDIERTYPE::EVENT_InternalSetSoldierPosition( FLOAT dNewXPos, FLOAT dNewYPos ,BOOLEAN fUpdateDest, BOOLEAN fUpdateFinalDest, BOOLEAN fForceRemove ) { - INT16 sNewGridNo; + INT32 sNewGridNo; // Not if we're dead! if ( ( this->flags.uiStatusFlags & SOLDIER_DEAD ) ) @@ -3927,7 +3924,7 @@ void SOLDIERTYPE::SetSoldierHeight( FLOAT dNewHeight ) } -void SOLDIERTYPE::SetSoldierGridNo( INT16 sNewGridNo, BOOLEAN fForceRemove ) +void SOLDIERTYPE::SetSoldierGridNo( INT32 sNewGridNo, BOOLEAN fForceRemove ) { BOOLEAN fInWaterValue; INT8 bDir; @@ -4041,7 +4038,7 @@ void SOLDIERTYPE::SetSoldierGridNo( INT16 sNewGridNo, BOOLEAN fForceRemove ) this->sZLevelOverride = -1; // If we are over a fence ( hopping ), make us higher! - if ( IsJumpableFencePresentAtGridno( sNewGridNo ) ) + if ( IsJumpableFencePresentAtGridNo( sNewGridNo ) ) { //sX = MapX( sNewGridNo ); //sY = MapY( sNewGridNo ); @@ -4179,19 +4176,8 @@ void SOLDIERTYPE::SetSoldierGridNo( INT16 sNewGridNo, BOOLEAN fForceRemove ) BOOLEAN fSetGassed = TRUE; // If we have a functioning gas mask... - if ( FindGasMask ( this ) != NO_SLOT && this->inv[ HEAD1POS ][0]->data.objectStatus >= GASMASK_MIN_STATUS ) - { + if(DoesSoldierWearGasMask(this) && this->inv[FindGasMask(this)][0]->data.objectStatus >= GASMASK_MIN_STATUS)//dnl ch40 200909 fSetGassed = FALSE; - } - // if ( this->inv[ HEAD1POS ].usItem == GASMASK && this->inv[ HEAD1POS ][0]->data.objectStatus >= GASMASK_MIN_STATUS ) - //{ - // fSetGassed = FALSE; - //} - // if ( this->inv[ HEAD2POS ].usItem == GASMASK && this->inv[ HEAD2POS ][0]->data.objectStatus >= GASMASK_MIN_STATUS ) - //{ - // fSetGassed = FALSE; - //} - if ( fSetGassed ) { this->flags.uiStatusFlags |= SOLDIER_GASSED; @@ -4241,7 +4227,7 @@ void SOLDIERTYPE::SetSoldierGridNo( INT16 sNewGridNo, BOOLEAN fForceRemove ) } -void SOLDIERTYPE::EVENT_FireSoldierWeapon( INT16 sTargetGridNo ) +void SOLDIERTYPE::EVENT_FireSoldierWeapon( INT32 sTargetGridNo ) { INT16 sTargetXPos, sTargetYPos; BOOLEAN fDoFireRightAway = FALSE; @@ -4901,7 +4887,7 @@ UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady ) // ATE: THIS FUNCTION IS USED FOR ALL SOLDIER TAKE DAMAGE FUNCTIONS! -void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT16 sLocationGrid ) +void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT32 sLocationGrid ) { UINT8 ubCombinedLoss, ubVolume, ubReason; // SOLDIERTYPE * pNewSoldier; @@ -5507,7 +5493,7 @@ void DoGenericHit( SOLDIERTYPE *pSoldier, UINT8 ubSpecial, INT16 bDirection ) void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ) { - INT16 sNewGridNo; + INT32 usNewGridNo; BOOLEAN fBlownAway = FALSE; BOOLEAN fHeadHit = FALSE; BOOLEAN fFallenOver = FALSE; @@ -5526,14 +5512,14 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD //if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= Weapon[usWeaponIndex].maxdistformessydeath || (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= MAX_BARRETT_DISTANCE_FOR_MESSY_DEATH && usWeaponIndex == BARRETT )) if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= Weapon[usWeaponIndex].maxdistformessydeath) { - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, (INT8)( DirectionInc( pSoldier->ubDirection ) ) ); + usNewGridNo = NewGridNo( pSoldier->sGridNo, (INT8)( DirectionInc( pSoldier->ubDirection ) ) ); // CHECK OK DESTINATION! - if ( OKFallDirection( pSoldier, sNewGridNo, pSoldier->pathing.bLevel, pSoldier->ubDirection, JFK_HITDEATH ) ) + if ( OKFallDirection( pSoldier, usNewGridNo, pSoldier->pathing.bLevel, pSoldier->ubDirection, JFK_HITDEATH ) ) { - sNewGridNo = NewGridNo( (INT16)sNewGridNo, (INT8)( DirectionInc( pSoldier->ubDirection ) ) ); + usNewGridNo = NewGridNo( usNewGridNo, (INT8)( DirectionInc( pSoldier->ubDirection ) ) ); - if ( OKFallDirection( pSoldier, sNewGridNo, pSoldier->pathing.bLevel, pSoldier->ubDirection, pSoldier->usAnimState ) ) + if ( OKFallDirection( pSoldier, usNewGridNo, pSoldier->pathing.bLevel, pSoldier->ubDirection, pSoldier->usAnimState ) ) { fHeadHit = TRUE; } @@ -5553,13 +5539,13 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD // possibly play torso explosion anim! if (pSoldier->ubDirection == bDirection) { - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( gOppositeDirection[ pSoldier->ubDirection ] ) ); + usNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( gOppositeDirection[ pSoldier->ubDirection ] ) ); - if ( OKFallDirection( pSoldier, sNewGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ bDirection ], FLYBACK_HIT ) ) + if ( OKFallDirection( pSoldier, usNewGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ bDirection ], FLYBACK_HIT ) ) { - sNewGridNo = NewGridNo( (INT16)sNewGridNo, DirectionInc( gOppositeDirection[ bDirection ] ) ); + usNewGridNo = NewGridNo( usNewGridNo, DirectionInc( gOppositeDirection[ bDirection ] ) ); - if ( OKFallDirection( pSoldier, sNewGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ bDirection ], pSoldier->usAnimState ) ) + if ( OKFallDirection( pSoldier, usNewGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ bDirection ], pSoldier->usAnimState ) ) { fBlownAway = TRUE; } @@ -5631,7 +5617,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ) { - INT16 sNewGridNo; + INT32 sNewGridNo; // IF HERE AND GUY IS DEAD, RETURN! if ( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) @@ -5730,7 +5716,7 @@ void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 case 8: // 4 of 10 - fall backward (if possible) either forward // Check behind us! - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( gOppositeDirection[ bDirection ] ) ); + sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( gOppositeDirection[ bDirection ] ) ); if ( OKFallDirection( pSoldier, sNewGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ bDirection ], FLYBACK_HIT ) ) { pSoldier->EVENT_SetSoldierDirection( (INT8)bDirection ); @@ -5768,7 +5754,7 @@ void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 pSoldier->EVENT_SetSoldierDesiredDirection( pSoldier->ubDirection ); // Check behind us! - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( gOppositeDirection[ bDirection ] ) ); + sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( gOppositeDirection[ bDirection ] ) ); if ( OKFallDirection( pSoldier, sNewGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ bDirection ], FLYBACK_HIT ) ) { @@ -5872,15 +5858,15 @@ void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDam } -BOOLEAN SOLDIERTYPE::EVENT_InternalGetNewSoldierPath( INT16 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim ) +BOOLEAN SOLDIERTYPE::EVENT_InternalGetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim ) { INT32 iDest; - INT16 sNewGridNo; + INT32 sNewGridNo; BOOLEAN fContinue; UINT32 uiDist; UINT16 usAnimState; UINT16 usMoveAnimState = usMovementAnim; - INT16 sMercGridNo; + INT32 sMercGridNo; UINT16 usPathingData[ MAX_PATH_LIST_SIZE ]; UINT8 ubPathingMaxDirection; BOOLEAN fAdvancePath = TRUE; @@ -6028,7 +6014,7 @@ BOOLEAN SOLDIERTYPE::EVENT_InternalGetNewSoldierPath( INT16 sDestGridNo, UINT16 // CHECK IF FIRST TILE IS FREE - sNewGridNo = NewGridNo( (INT16)this->sGridNo, DirectionInc( (UINT8)this->pathing.usPathingData[ this->pathing.usPathIndex ] ) ); + sNewGridNo = NewGridNo( this->sGridNo, DirectionInc( (UINT8)this->pathing.usPathingData[ this->pathing.usPathIndex ] ) ); // If true, we're OK, if not, WAIT for a guy to pass! // If we are in deep water, we can only swim! @@ -6072,7 +6058,7 @@ BOOLEAN SOLDIERTYPE::EVENT_InternalGetNewSoldierPath( INT16 sDestGridNo, UINT16 return( FALSE ); } -void SOLDIERTYPE::EVENT_GetNewSoldierPath( INT16 sDestGridNo, UINT16 usMovementAnim ) +void SOLDIERTYPE::EVENT_GetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim ) { // ATE: Default restart of animation to TRUE this->EVENT_InternalGetNewSoldierPath( sDestGridNo, usMovementAnim, FALSE, TRUE ); @@ -6218,11 +6204,11 @@ void SOLDIERTYPE::ChangeSoldierStance( UINT8 ubDesiredStance ) void SOLDIERTYPE::EVENT_InternalSetSoldierDestination( UINT16 usNewDirection, BOOLEAN fFromMove, UINT16 usAnimState ) { - INT16 sNewGridNo; + INT32 sNewGridNo; INT16 sXPos, sYPos; // Get dest gridno, convert to center coords - sNewGridNo = NewGridNo( (INT16)this->sGridNo, DirectionInc( (UINT8)usNewDirection ) ); + sNewGridNo = NewGridNo( this->sGridNo, DirectionInc( (UINT8)usNewDirection ) ); ConvertMapPosToWorldTileCenter( sNewGridNo, &sXPos, &sYPos ); @@ -6574,12 +6560,8 @@ void SOLDIERTYPE::EVENT_BeginMercTurn( BOOLEAN fFromRealTime, INT32 iRealTimeCou if ( this->flags.uiStatusFlags & SOLDIER_GASSED ) { // then must get a gas mask or leave the gassed area to get over it - // if ( ( this->inv[ HEAD1POS ].usItem == GASMASK || this->inv[ HEAD2POS ].usItem == GASMASK ) || !( GetSmokeEffectOnTile( this->sGridNo, this->pathing.bLevel ) ) ) - if ( FindGasMask( this ) != NO_SLOT || !( GetSmokeEffectOnTile( this->sGridNo, this->pathing.bLevel ) ) ) - { - // Turn off gassed flag.... - this->flags.uiStatusFlags &= (~SOLDIER_GASSED ); - } + if(DoesSoldierWearGasMask(this) && this->inv[FindGasMask(this)][0]->data.objectStatus >= GASMASK_MIN_STATUS || !(GetSmokeEffectOnTile(this->sGridNo, this->pathing.bLevel)))//dnl ch40 200909 + this->flags.uiStatusFlags &= (~SOLDIER_GASSED); } if ( this->bBlindedCounter > 0 ) @@ -6633,24 +6615,25 @@ void SOLDIERTYPE::EVENT_BeginMercTurn( BOOLEAN fFromRealTime, INT32 iRealTimeCou this->CalcNewActionPoints( ); // HEADROCK HAM 3.6: If this soldier is in a "moving" animation, but has not moved any tiles - // in the previous turn, then the player has apparently forgotten that he was moving. - // In this case, abort the character's action. - + // in the previous turn, then the player has apparently forgotten that he was moving. + // In this case, abort the character's action. + // If hasn't moved since the start of last round - // AND this function is being executed in Turn Based mode - // AND character is a player-controlled merc - if (!fFromRealTime && !this->bTilesMoved && this->bTeam == OUR_TEAM ) - { - // but is doing a movement animation - if ( !( gAnimControl[ this->usAnimState ].uiFlags & ANIM_STATIONARY ) ) - { - // Stop the merc - this->EVENT_StopMerc( this->sGridNo, this->ubDirection ); - // Reset destination - //this->pathing.sFinalDestination = this->sGridNo; + // AND this function is being executed in Turn Based mode + // AND character is a player-controlled merc + if (!fFromRealTime && !this->bTilesMoved && this->bTeam == OUR_TEAM ) + { + // but are doing a movement animation + if ( !( gAnimControl[ this->usAnimState ].uiFlags & ANIM_STATIONARY ) ) + { + // Stop the merc + this->EVENT_StopMerc( this->sGridNo, this->ubDirection ); this->pathing.sFinalDestination = NOWHERE; - } - } + } + + // Reset destination + //this->pathing.sFinalDestination = this->sGridNo; + } this->bTilesMoved = 0; @@ -8011,7 +7994,7 @@ void SOLDIERTYPE::BeginSoldierClimbUpRoof( void ) if ( EnoughPoints( this, GetAPsToClimbRoof( this, FALSE ), 0, TRUE ) ) { //Kaiden: Helps if we look where we are going before we try to climb on top of someone - ubWhoIsThere = WhoIsThere2( NewGridNo( (INT16)this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ), 1 ); + ubWhoIsThere = WhoIsThere2( NewGridNo( this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ), 1 ); if ( ubWhoIsThere != NOBODY && ubWhoIsThere != this->ubID ) { return; @@ -8025,7 +8008,7 @@ void SOLDIERTYPE::BeginSoldierClimbUpRoof( void ) SetUIBusy( this->ubID ); } - this->sTempNewGridNo = NewGridNo( (INT16)this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ); + this->sTempNewGridNo = NewGridNo( this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ); this->ubPendingDirection = bNewDirection; //this->usPendingAnimation = CLIMBUPROOF; @@ -8061,7 +8044,7 @@ void SOLDIERTYPE::BeginSoldierClimbFence( void ) if ( FindFenceJumpDirection( this, this->sGridNo, bDirection, &bDirection ) ) { - this->sTempNewGridNo = NewGridNo( (INT16)this->sGridNo, (UINT16)DirectionInc(bDirection ) ); + this->sTempNewGridNo = NewGridNo( this->sGridNo, (UINT16)DirectionInc(bDirection ) ); this->flags.fDontChargeTurningAPs = TRUE; EVENT_InternalSetSoldierDesiredDirection( this, bDirection, FALSE, this->usAnimState ); this->flags.fTurningUntilDone = TRUE; @@ -8269,8 +8252,16 @@ void HandleTakeDamageDeath( SOLDIERTYPE *pSoldier, UINT8 bOldLife, UINT8 ubReaso } -UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathLoss, UINT8 ubReason, UINT8 ubAttacker, INT16 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage ) +UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathLoss, UINT8 ubReason, UINT8 ubAttacker, INT32 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage ) { +#ifdef JA2BETAVERSION + if (is_networked) { + CHAR tmpMPDbgString[512]; + sprintf(tmpMPDbgString,"SoldierTakeDamage ( bHeight : %i , sLifeDeduct : %i , sBreathLoss : %i , ubReason : %i , ubAttacker : %i , sSourceGrid : %i , sSubsequent : %i , fShowDamage : %i )\n", bHeight , sLifeDeduct , sBreathLoss , ubReason , ubAttacker , sSourceGrid , sSubsequent , fShowDamage ); + MPDebugMsg(tmpMPDbgString); + } +#endif + INT8 bOldLife; UINT8 ubCombinedLoss; INT8 bBandage; @@ -9195,7 +9186,7 @@ BOOLEAN SOLDIERTYPE::CheckSoldierHitRoof( void ) // Check if we are near a lower level INT8 bNewDirection; BOOLEAN fReturnVal = FALSE; - INT16 sNewGridNo; + INT32 sNewGridNo; // Default to true BOOLEAN fDoForwards = TRUE; @@ -9214,12 +9205,12 @@ BOOLEAN SOLDIERTYPE::CheckSoldierHitRoof( void ) bNewDirection = gOppositeDirection[ bNewDirection ]; // Alrighty, let's not blindly change here, look at whether the dest gridno is good! - sNewGridNo = NewGridNo( (INT16)this->sGridNo, DirectionInc( gOppositeDirection[ bNewDirection ] ) ); + sNewGridNo = NewGridNo( this->sGridNo, DirectionInc( gOppositeDirection[ bNewDirection ] ) ); if ( !NewOKDestination( this, sNewGridNo, TRUE, 0 ) ) { return( FALSE ); } - sNewGridNo = NewGridNo( (INT16)sNewGridNo, DirectionInc( gOppositeDirection[ bNewDirection ] ) ); + sNewGridNo = NewGridNo( sNewGridNo, DirectionInc( gOppositeDirection[ bNewDirection ] ) ); if ( !NewOKDestination( this, sNewGridNo, TRUE, 0 ) ) { return( FALSE ); @@ -9240,8 +9231,8 @@ BOOLEAN SOLDIERTYPE::CheckSoldierHitRoof( void ) // ATE: Make this more usefull... if ( fDoForwards ) { - this->sTempNewGridNo = NewGridNo( (INT16)this->sGridNo, (INT16)( -1 * DirectionInc(bNewDirection ) ) ); - this->sTempNewGridNo = NewGridNo( (INT16)this->sTempNewGridNo, (INT16)( -1 * DirectionInc( bNewDirection ) ) ); + this->sTempNewGridNo = NewGridNo( this->sGridNo, (INT16)( -1 * DirectionInc(bNewDirection ) ) ); + this->sTempNewGridNo = NewGridNo( this->sTempNewGridNo, (INT16)( -1 * DirectionInc( bNewDirection ) ) ); this->EVENT_SetSoldierDesiredDirection( gOppositeDirection[ bNewDirection ] ); this->flags.fTurningUntilDone = TRUE; this->usPendingAnimation = FALLFORWARD_ROOF; @@ -9256,8 +9247,8 @@ BOOLEAN SOLDIERTYPE::CheckSoldierHitRoof( void ) else { - this->sTempNewGridNo = NewGridNo( (INT16)this->sGridNo, (INT16)( -1 * DirectionInc( bNewDirection ) ) ); - this->sTempNewGridNo = NewGridNo( (INT16)this->sTempNewGridNo, (INT16)( -1 * DirectionInc( bNewDirection ) ) ); + this->sTempNewGridNo = NewGridNo( this->sGridNo, (INT16)( -1 * DirectionInc( bNewDirection ) ) ); + this->sTempNewGridNo = NewGridNo( this->sTempNewGridNo, (INT16)( -1 * DirectionInc( bNewDirection ) ) ); this->EVENT_SetSoldierDesiredDirection( bNewDirection ); this->flags.fTurningUntilDone = TRUE; this->usPendingAnimation = FALLOFF; @@ -9284,7 +9275,7 @@ void SOLDIERTYPE::BeginSoldierClimbDownRoof( void ) if ( EnoughPoints( this, GetAPsToClimbRoof( this, TRUE ), 0, TRUE ) ) { //Kaiden: Helps if we look where we are going before we try to climb on top of someone - ubWhoIsThere = WhoIsThere2( NewGridNo( (INT16)this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ), 0 ); + ubWhoIsThere = WhoIsThere2( NewGridNo( this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ), 0 ); if ( ubWhoIsThere != NOBODY && ubWhoIsThere != this->ubID ) { return; @@ -9301,7 +9292,7 @@ void SOLDIERTYPE::BeginSoldierClimbDownRoof( void ) - this->sTempNewGridNo = NewGridNo( (INT16)this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ); + this->sTempNewGridNo = NewGridNo( this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ); bNewDirection = gTwoCDirection[ bNewDirection ]; @@ -9476,7 +9467,7 @@ void SOLDIERTYPE::MoveMerc( FLOAT dMovementChange, FLOAT dAngle, BOOLEAN fCheckR } -BOOLEAN GetDirectionChangeAmount( INT16 sGridNo, SOLDIERTYPE *pSoldier, UINT8 uiTurnAmount) +BOOLEAN GetDirectionChangeAmount( INT32 sGridNo, SOLDIERTYPE *pSoldier, UINT8 uiTurnAmount) { //CHRISL: This function should return TRUE if the difference between our current facing and the facing needed to put // the indicated sGrinNo into our facing is greater then uiTurnAmount @@ -9511,7 +9502,7 @@ BOOLEAN GetDirectionChangeAmount( INT16 sGridNo, SOLDIERTYPE *pSoldier, UINT8 ui return TRUE; } -UINT8 GetDirectionFromGridNo( INT16 sGridNo, SOLDIERTYPE *pSoldier ) +UINT8 GetDirectionFromGridNo( INT32 sGridNo, SOLDIERTYPE *pSoldier ) { INT16 sXPos, sYPos; @@ -9520,7 +9511,7 @@ UINT8 GetDirectionFromGridNo( INT16 sGridNo, SOLDIERTYPE *pSoldier ) return( GetDirectionFromXY( sXPos, sYPos, pSoldier ) ); } -INT16 GetDirectionToGridNoFromGridNo( INT16 sGridNoDest, INT16 sGridNoSrc ) +INT16 GetDirectionToGridNoFromGridNo( INT32 sGridNoDest, INT32 sGridNoSrc ) { INT16 sXPos2, sYPos2; INT16 sXPos, sYPos; @@ -9699,7 +9690,7 @@ void CheckForFullStructures( SOLDIERTYPE *pSoldier ) { // This function checks to see if we are near a specific structure type which requires us to blit a // small obscuring peice - INT16 sGridNo; + INT32 sGridNo; UINT16 usFullTileIndex; INT32 cnt; @@ -9730,7 +9721,7 @@ void CheckForFullStructures( SOLDIERTYPE *pSoldier ) } -BOOLEAN CheckForFullStruct( INT16 sGridNo, UINT16 *pusIndex ) +BOOLEAN CheckForFullStruct( INT32 sGridNo, UINT16 *pusIndex ) { LEVELNODE *pStruct = NULL; LEVELNODE *pOldStruct = NULL; @@ -9785,12 +9776,12 @@ BOOLEAN CheckForFullStruct( INT16 sGridNo, UINT16 *pusIndex ) } -BOOLEAN FullStructAlone( INT16 sGridNo, UINT8 ubRadius ) +BOOLEAN FullStructAlone( INT32 sGridNo, UINT8 ubRadius ) { - INT16 sTop, sBottom; - INT16 sLeft, sRight; - INT16 cnt1, cnt2; - INT16 iNewIndex; + INT32 sTop, sBottom; + INT32 sLeft, sRight; + INT32 cnt1, cnt2; + INT32 iNewIndex; INT32 leftmost; @@ -9874,7 +9865,7 @@ void SendSoldierPositionEvent( SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNew } -void SendSoldierDestinationEvent( SOLDIERTYPE *pSoldier, UINT16 usNewDestination ) +void SendSoldierDestinationEvent( SOLDIERTYPE *pSoldier, UINT32 usNewDestination ) { // Sent event for position update EV_S_CHANGEDEST SChangeDest; @@ -9914,7 +9905,7 @@ void SendSoldierSetDesiredDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usDesire } -void SendGetNewSoldierPathEvent( SOLDIERTYPE *pSoldier, INT16 sDestGridNo, UINT16 usMovementAnim ) +void SendGetNewSoldierPathEvent( SOLDIERTYPE *pSoldier, INT32 sDestGridNo, UINT16 usMovementAnim ) { EV_S_GETNEWPATH SGetNewPath; @@ -9953,7 +9944,7 @@ void SendChangeSoldierStanceEvent( SOLDIERTYPE *pSoldier, UINT8 ubNewStance ) } -void SendBeginFireWeaponEvent( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo ) +void SendBeginFireWeaponEvent( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo ) { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SendBeginFireWeaponEvent")); EV_S_BEGINFIREWEAPON SBeginFireWeapon; @@ -10133,7 +10124,7 @@ void SOLDIERTYPE::HandleAnimationProfile( UINT16 usAnimState, BOOLEAN fRemove ) ANIM_PROF_TILE *pProfileTile; INT8 bProfileID; UINT32 iTileCount; - INT16 sGridNo; + INT32 sGridNo; UINT16 usAnimSurface; // ATE @@ -10189,7 +10180,7 @@ void SOLDIERTYPE::HandleAnimationProfile( UINT16 usAnimState, BOOLEAN fRemove ) } -LEVELNODE *GetAnimProfileFlags( INT16 sGridNo, UINT16 *usFlags, SOLDIERTYPE **ppTargSoldier, LEVELNODE *pGivenNode ) +LEVELNODE *GetAnimProfileFlags( INT32 sGridNo, UINT16 *usFlags, SOLDIERTYPE **ppTargSoldier, LEVELNODE *pGivenNode ) { LEVELNODE *pNode; @@ -10223,14 +10214,14 @@ LEVELNODE *GetAnimProfileFlags( INT16 sGridNo, UINT16 *usFlags, SOLDIERTYPE **pp } -BOOLEAN SOLDIERTYPE::GetProfileFlagsFromGridno( UINT16 usAnimState, UINT16 sTestGridNo, UINT16 *usFlags ) +BOOLEAN SOLDIERTYPE::GetProfileFlagsFromGridno( UINT16 usAnimState, INT32 sTestGridNo, UINT16 *usFlags ) { ANIM_PROF *pProfile; ANIM_PROF_DIR *pProfileDir; ANIM_PROF_TILE *pProfileTile; INT8 bProfileID; UINT32 iTileCount; - INT16 sGridNo; + INT32 sGridNo; UINT16 usAnimSurface; // Get Surface Index @@ -10298,7 +10289,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginGiveItem( void ) } -void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT16 sGridNo, UINT8 ubDirection ) +void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirection ) { SOLDIERTYPE *pTSoldier; //UINT32 uiMercFlags; @@ -10468,7 +10459,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT16 sGridNo, UINT8 ubDirectio } -void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT16 sGridNo, UINT8 ubDirection ) +void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirection ) { BOOLEAN fMartialArtist = FALSE; SOLDIERTYPE *pTSoldier; @@ -10603,7 +10594,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT16 sGridNo, UINT8 ubDirectio } -void SOLDIERTYPE::EVENT_SoldierBeginKnifeThrowAttack( INT16 sGridNo, UINT8 ubDirection ) +void SOLDIERTYPE::EVENT_SoldierBeginKnifeThrowAttack( INT32 sGridNo, UINT8 ubDirection ) { // Increment the number of people busy doing stuff because of an attack //if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) @@ -10623,7 +10614,11 @@ void SOLDIERTYPE::EVENT_SoldierBeginKnifeThrowAttack( INT16 sGridNo, UINT8 ubDir // SET TARGET GRIDNO this->sTargetGridNo = sGridNo; - this->sLastTarget = sGridNo; + + // WANNE: Fix a vanilla bug: Throwing a knife costed one point less than it should. + // Fixed by Tron (Stracciatella): Revision: 5787 + //this->sLastTarget = sGridNo; + this->flags.bTurningFromPronePosition = 0; // NB target level must be set by functions outside of here... but I think it // is already set in HandleItem or in the AI code - CJC @@ -10670,7 +10665,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginUseDetonator( void ) } } -void SOLDIERTYPE::EVENT_SoldierBeginFirstAid( INT16 sGridNo, UINT8 ubDirection ) +void SOLDIERTYPE::EVENT_SoldierBeginFirstAid( INT32 sGridNo, UINT8 ubDirection ) { SOLDIERTYPE *pTSoldier; //UINT32 uiMercFlags; @@ -10756,7 +10751,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginFirstAid( INT16 sGridNo, UINT8 ubDirection ) } -void SOLDIERTYPE::EVENT_SoldierEnterVehicle( INT16 sGridNo, UINT8 ubDirection ) +void SOLDIERTYPE::EVENT_SoldierEnterVehicle( INT32 sGridNo, UINT8 ubDirection ) { SOLDIERTYPE *pTSoldier; UINT32 uiMercFlags; @@ -11208,7 +11203,7 @@ void SOLDIERTYPE::HaultSoldierFromSighting( BOOLEAN fFromSightingEnemy ) // HUALT EVENT IS USED TO STOP A MERC - NETWORKING SHOULD CHECK / ADJUST TO GRIDNO? -void SOLDIERTYPE::EVENT_StopMerc( INT16 sGridNo, INT8 bDirection ) +void SOLDIERTYPE::EVENT_StopMerc( INT32 sGridNo, INT8 bDirection ) { INT16 sX, sY; @@ -11480,7 +11475,7 @@ UINT16 *CreateEnemyGreyGlow16BPPPalette( SGPPaletteEntry *pPalette, UINT32 rscal void ContinueMercMovement( SOLDIERTYPE *pSoldier ) { INT16 sAPCost; - INT16 sGridNo; + INT32 sGridNo; sGridNo = pSoldier->pathing.sFinalDestination; @@ -12116,7 +12111,7 @@ FLOAT CalcSoldierNextUnmovingBleed( SOLDIERTYPE *pSoldier ) return( (FLOAT)1 + (FLOAT)( (pSoldier->stats.bLife + bBandaged / 2) / 10 ) ); // min = 1 } -void HandlePlacingRoofMarker( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fSet, BOOLEAN fForce ) +void HandlePlacingRoofMarker( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fSet, BOOLEAN fForce ) { LEVELNODE *pRoofNode; LEVELNODE *pNode; @@ -12235,7 +12230,7 @@ void SOLDIERTYPE::SetCheckSoldierLightFlag( ) } -void PickPickupAnimation( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo, INT8 bZLevel ) +void PickPickupAnimation( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel ) { INT8 bDirection; STRUCTURE *pStructure; @@ -12288,7 +12283,7 @@ void PickPickupAnimation( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo { //#if 0 // Get direction to face.... - if ( ( pStructure = FindStructure( (INT16)sGridNo, ( STRUCTURE_HASITEMONTOP | STRUCTURE_OPENABLE ) ) ) != NULL ) + if ( ( pStructure = FindStructure( sGridNo, ( STRUCTURE_HASITEMONTOP | STRUCTURE_OPENABLE ) ) ) != NULL ) { fDoNormalPickup = FALSE; @@ -12374,7 +12369,7 @@ void SOLDIERTYPE::PickDropItemAnimation( void ) } -void SOLDIERTYPE::EVENT_SoldierBeginCutFence( INT16 sGridNo, UINT8 ubDirection ) +void SOLDIERTYPE::EVENT_SoldierBeginCutFence( INT32 sGridNo, UINT8 ubDirection ) { // Make sure we have a structure here.... if ( IsCuttableWireFenceAtGridNo( sGridNo ) ) @@ -12397,7 +12392,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginCutFence( INT16 sGridNo, UINT8 ubDirection ) } -void SOLDIERTYPE::EVENT_SoldierBeginRepair( INT16 sGridNo, UINT8 ubDirection ) +void SOLDIERTYPE::EVENT_SoldierBeginRepair( INT32 sGridNo, UINT8 ubDirection ) { INT8 bRepairItem; UINT8 ubID; @@ -12433,7 +12428,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginRepair( INT16 sGridNo, UINT8 ubDirection ) } } -void SOLDIERTYPE::EVENT_SoldierBeginRefuel( INT16 sGridNo, UINT8 ubDirection ) +void SOLDIERTYPE::EVENT_SoldierBeginRefuel( INT32 sGridNo, UINT8 ubDirection ) { INT8 bRefuelItem; UINT8 ubID; @@ -12459,7 +12454,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginRefuel( INT16 sGridNo, UINT8 ubDirection ) } -void SOLDIERTYPE::EVENT_SoldierBeginTakeBlood( INT16 sGridNo, UINT8 ubDirection ) +void SOLDIERTYPE::EVENT_SoldierBeginTakeBlood( INT32 sGridNo, UINT8 ubDirection ) { ROTTING_CORPSE *pCorpse; @@ -12485,7 +12480,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginTakeBlood( INT16 sGridNo, UINT8 ubDirection } -void SOLDIERTYPE::EVENT_SoldierBeginAttachCan( INT16 sGridNo, UINT8 ubDirection ) +void SOLDIERTYPE::EVENT_SoldierBeginAttachCan( INT32 sGridNo, UINT8 ubDirection ) { STRUCTURE * pStructure; DOOR_STATUS * pDoorStatus; @@ -12540,7 +12535,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginAttachCan( INT16 sGridNo, UINT8 ubDirection } -void SOLDIERTYPE::EVENT_SoldierBeginReloadRobot( INT16 sGridNo, UINT8 ubDirection, UINT8 ubMercSlot ) +void SOLDIERTYPE::EVENT_SoldierBeginReloadRobot( INT32 sGridNo, UINT8 ubDirection, UINT8 ubMercSlot ) { UINT8 ubPerson; @@ -12582,9 +12577,9 @@ void SOLDIERTYPE::ResetSoldierChangeStatTimer( void ) void SOLDIERTYPE::ChangeToFlybackAnimation( UINT8 flyBackDirection ) { + INT32 sNewGridNo; UINT8 ubOppositeDir; INT16 sDirectionInc; - INT16 sNewGridNo; ubOppositeDir = gOppositeDirection[ flyBackDirection ]; sDirectionInc = DirectionInc( ubOppositeDir); @@ -12634,7 +12629,7 @@ void SOLDIERTYPE::ChangeToFlybackAnimation( UINT8 flyBackDirection ) void SOLDIERTYPE::ChangeToFallbackAnimation( UINT8 fallBackDirection ) { - INT16 sNewGridNo; + INT32 sNewGridNo; UINT8 ubOppositeDir; INT16 sDirection; @@ -12714,7 +12709,7 @@ void SOLDIERTYPE::SetSoldierCowerState( BOOLEAN fOn ) void MercStealFromMerc( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTarget ) { - INT16 sActionGridNo, sGridNo, sAdjustedGridNo; + INT32 sActionGridNo, sGridNo, sAdjustedGridNo; UINT8 ubDirection; @@ -13450,8 +13445,8 @@ void SetSoldierPersonalLightLevel( SOLDIERTYPE *pSoldier ) { return; } - - if( pSoldier->sGridNo == NOWHERE ) + + if(TileIsOutOfBounds(pSoldier->sGridNo)) { return; } @@ -13462,3 +13457,12 @@ void SetSoldierPersonalLightLevel( SOLDIERTYPE *pSoldier ) gpWorldLevelData[pSoldier->sGridNo].pMercHead->ubMaxLights = 5; gpWorldLevelData[pSoldier->sGridNo].pMercHead->ubNaturalShadeLevel = 5; } + +BOOLEAN DoesSoldierWearGasMask(SOLDIERTYPE *pSoldier)//dnl ch40 200909 +{ + INT8 bPosOfMask = FindGasMask(pSoldier); + + if((bPosOfMask == HEAD1POS || bPosOfMask == HEAD2POS) && pSoldier->inv[bPosOfMask][0]->data.objectStatus >= USABLE) + return(TRUE); + return(FALSE); +} diff --git a/Tactical/Soldier Control.h b/Tactical/Soldier Control.h index 6b3b7f49..dec08a35 100644 --- a/Tactical/Soldier Control.h +++ b/Tactical/Soldier Control.h @@ -1,10 +1,10 @@ #ifndef __SOLDER_CONTROL_H #define __SOLDER_CONTROL_H - -//Kris: November 10, 1997 -//Please don't change this value from 10. It will invalidate all of the maps and soldiers. -#define MAXPATROLGRIDS 10 // *** THIS IS A DUPLICATION - MUST BE MOVED ! +//dnl ch33 200909 +// In the future MAXPATROLDGRIDS could be externalized but his value must always be >= OLD_MAXPATROLGRIDS +#define OLD_MAXPATROLGRIDS 10 +#define MAXPATROLGRIDS OLD_MAXPATROLGRIDS #include "Animation Cache.h" #include "Timer Control.h" @@ -340,6 +340,7 @@ enum HIT_BY_MUSTARDGAS = 0x02, HIT_BY_CREATUREGAS = 0x04, HIT_BY_BURNABLEGAS = 0x08, + HIT_BY_SMOKEGAS = 0x10,//dnl ch40 200909 }; @@ -398,9 +399,9 @@ public: INT8 bOppList[MAX_NUM_SOLDIERS]; // AI knowledge database INT8 bLastAction; INT8 bAction; - UINT16 usActionData; + INT32 usActionData; INT8 bNextAction; - UINT16 usNextActionData; + INT32 usNextActionData; INT8 bActionInProgress; INT8 bAlertStatus; INT8 bOppCnt; @@ -417,8 +418,8 @@ public: INT8 bDominantDir; // AI main direction to face... INT8 bPatrolCnt; // number of patrol gridnos INT8 bNextPatrolPnt; // index to next patrol gridno - INT16 sPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL - INT16 sNoiseGridno; + INT32 sPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL + INT32 sNoiseGridno; UINT8 ubNoiseVolume; INT8 bLastAttackHit; UINT8 ubXRayedBy; @@ -430,11 +431,11 @@ public: INT8 bAIMorale; UINT8 ubPendingAction; UINT8 ubPendingActionAnimCount; - UINT32 uiPendingActionData1; - INT16 sPendingActionData2; + UINT32 uiPendingActionData1; + INT32 sPendingActionData2; INT8 bPendingActionData3; INT8 ubDoorHandleCode; - UINT32 uiPendingActionData4; + UINT32 uiPendingActionData4; INT8 bInterruptDuelPts; INT8 bPassedLastInterrupt; INT16 bIntStartAPs; //100AP @@ -442,7 +443,7 @@ public: INT8 bHunting; UINT8 ubLastCall; UINT8 ubCaller; - INT16 sCallerGridNo; + INT32 sCallerGridNo; UINT8 bCallPriority; INT8 bCallActedUpon; INT8 bFrenzied; @@ -626,9 +627,9 @@ public: INT8 bDesiredDirection; INT16 sDestXPos; INT16 sDestYPos; - //INT16 sDesiredDest;//apparently not used - INT16 sDestination; - INT16 sFinalDestination; + //INT32 sDesiredDest;//apparently not used + INT32 sDestination; + INT32 sFinalDestination; INT8 bLevel; INT8 bStopped; INT8 bNeedToLook; @@ -636,7 +637,7 @@ public: UINT16 usPathingData[ MAX_PATH_LIST_SIZE ]; UINT16 usPathDataSize; UINT16 usPathIndex; - INT16 sBlackList; + INT32 sBlackList; INT8 bPathStored; // good for AI to reduct redundancy }; @@ -674,7 +675,7 @@ public: UINT8 bReserved1; CHAR16 name[ 10 ]; - INT16 GetMaxDistanceVisible(INT16 sGridNo = -1, INT8 bLevel = -1, int calcAsType = -1); + INT16 GetMaxDistanceVisible(INT32 sGridNo = -1, INT8 bLevel = -1, int calcAsType = -1); // DESCRIPTION / STATS, ETC UINT8 ubBodyType; @@ -721,12 +722,12 @@ public: FLOAT dYPos; FLOAT dOldXPos; FLOAT dOldYPos; - INT16 sInitialGridNo; - INT16 sGridNo; + INT32 sInitialGridNo; + INT32 sGridNo; UINT8 ubDirection; INT16 sHeightAdjustment; INT16 sDesiredHeight; - INT16 sTempNewGridNo; // New grid no for advanced animations + INT32 sTempNewGridNo; // New grid no for advanced animations INT16 sRoomNo; INT8 bOverTerrainType; INT8 bOldOverTerrainType; @@ -748,7 +749,7 @@ public: UINT8 ubAttackerID; UINT8 ubPreviousAttackerID; - INT16 sInsertionGridNo; + INT32 sInsertionGridNo; AnimationSurfaceCacheType AnimCache; // will be 9 bytes once changed to pointers @@ -764,15 +765,15 @@ public: // MOVEMENT TO NEXT TILE HANDLING STUFF UINT8 ubDelayedMovementCauseMerc; - INT16 sDelayedMovementCauseGridNo; - INT16 sReservedMovementGridNo; + INT32 sDelayedMovementCauseGridNo; + INT32 sReservedMovementGridNo; // Weapon Stuff - INT16 sTargetGridNo; + INT32 sTargetGridNo; INT8 bTargetLevel; INT8 bTargetCubeLevel; - INT16 sLastTarget; + INT32 sLastTarget; INT8 bTilesMoved; FLOAT dNextBleed; @@ -785,7 +786,7 @@ public: // FULL 3-d TILE STUFF ( keep records of three tiles infront ) UINT16 usFrontArcFullTileList[ MAX_FULLTILE_DIRECTIONS ]; - INT16 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ]; + INT32 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ]; // PALETTE MANAGEMENT STUFF @@ -822,7 +823,7 @@ public: UINT16 usUnblitWidth, usUnblitHeight; UINT8 ubStrategicInsertionCode; - UINT16 usStrategicInsertionData; + INT32 usStrategicInsertionData; INT32 iLight; @@ -848,7 +849,7 @@ public: UINT16 usAnimSurface; UINT16 sZLevel; - INT16 sWalkToAttackGridNo; + INT32 sWalkToAttackGridNo; INT16 sWalkToAttackWalkToCost; @@ -899,10 +900,10 @@ public: INT16 sPlannedTargetX; INT16 sPlannedTargetY; - INT16 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ]; - INT16 sStartGridNo; - INT16 sEndGridNo; - INT16 sForcastGridno; + INT32 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ]; + INT32 sStartGridNo; + INT32 sEndGridNo; + INT32 sForcastGridno; INT16 sZLevelOverride; INT8 bMovedPriorToInterrupt; INT32 iEndofContractTime; // time, in global time(resolution, minutes) that merc will leave, or if its a M.E.R.C. merc it will be set to -1. -2 for NPC and player generated @@ -929,7 +930,7 @@ public: UINT32 uiSoldierUpdateNumber; BYTE ubSoldierUpdateType; - UINT16 sScheduledStop; //hayden, used for scheduling a grid to stop + INT32 sScheduledStop; //hayden, used for scheduling a grid to stop //END INT32 iStartOfInsuranceContract; @@ -953,22 +954,22 @@ public: INT8 bEndDoorOpenCode; UINT8 ubScheduleID; - INT16 sEndDoorOpenCodeData; + INT32 sEndDoorOpenCodeData;//dnl ch53 121009 INT8 bBlockedByAnotherMercDirection; UINT16 usAttackingWeapon; INT8 bWeaponMode; UINT8 ubTargetID; INT8 bAIScheduleProgress; - INT16 sOffWorldGridNo; + INT32 sOffWorldGridNo; struct TAG_anitile *pAniTile; INT8 bCamo; - INT16 sAbsoluteFinalDestination; + INT32 sAbsoluteFinalDestination; UINT8 ubHiResDirection; UINT8 ubHiResDesiredDirection; UINT8 ubLastFootPrintSound; INT8 bVehicleID; INT8 bMovementDirection; - INT16 sOldGridNo; + INT32 sOldGridNo; UINT16 usDontUpdateNewGridNoOnMoveAnimChange; INT16 sBoundingBoxWidth; INT16 sBoundingBoxHeight; @@ -996,14 +997,14 @@ public: UINT8 ubTurnsUntilCanSayHeardNoise; UINT16 usQuoteSaidExtFlags; - UINT16 sContPathLocation; + INT32 sContPathLocation;//dnl ch53 was UINT16 INT8 bGoodContPath; UINT8 ubPendingActionInterrupted; INT8 bNoiseLevel; INT8 bRegenerationCounter; INT8 bRegenBoostersUsedToday; INT8 bNumPelletsHitBy; - INT16 sSkillCheckGridNo; + INT32 sSkillCheckGridNo; UINT8 ubLastEnemyCycledID; UINT8 ubPrevSectorID; @@ -1024,12 +1025,12 @@ public: UINT8 ubMiscSoldierFlags; UINT8 ubReasonCantFinishMove; - INT16 sLocationOfFadeStart; + INT32 sLocationOfFadeStart; UINT8 bUseExitGridForReentryDirection; UINT32 uiTimeSinceLastSpoke; UINT8 ubContractRenewalQuoteCode; - INT16 sPreTraversalGridNo; + INT32 sPreTraversalGridNo; UINT32 uiXRayActivatedTime; INT8 bTurningFromUI; INT8 bPendingActionData5; @@ -1043,6 +1044,7 @@ public: UINT32 uiTimeSoldierWillArrive; + INT8 bVehicleUnderRepairID; INT32 iTimeCanSignElsewhere; INT8 bHospitalPriceModifier; @@ -1052,12 +1054,12 @@ public: INT32 iPositionSndID; INT32 iTuringSoundID; UINT8 ubLastDamageReason; - INT16 sLastTwoLocations[2]; + INT32 sLastTwoLocations[2]; INT32 uiTimeSinceLastBleedGrunt; UINT8 ubNextToPreviousAttackerID; UINT8 bDoAutofire; INT8 numFlanks; - INT16 lastFlankSpot; + INT32 lastFlankSpot; INT8 sniper; INT16 origDir; INT8 wornCamo; @@ -1096,7 +1098,7 @@ public: STRUCT_Pathing pathing; // Debugging data - not saved - INT16 sPlotSrcGrid; + INT32 sPlotSrcGrid; public: @@ -1114,32 +1116,32 @@ public: BOOLEAN ChangeSoldierState( UINT16 usNewState, UINT16 usStartingAniCode, BOOLEAN fForce ); void EVENT_SetSoldierPosition( FLOAT dNewXPos, FLOAT dNewYPos ); void EVENT_SetSoldierDestination( UINT8 ubNewDirection ); - void EVENT_GetNewSoldierPath( INT16 sDestGridNo, UINT16 usMovementAnim ); + void EVENT_GetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim ); void EVENT_SetSoldierDirection( UINT16 usNewDirection ); void EVENT_SetSoldierDesiredDirection( UINT16 usNewDirection ); - void EVENT_FireSoldierWeapon( INT16 sTargetGridNo ); - void EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 ubDamage, INT16 sBreathLoss, UINT16 bDirection , UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT16 sLocationGridNo ); - void EVENT_SoldierBeginBladeAttack( INT16 sGridNo, UINT8 ubDirection ); - void EVENT_SoldierBeginPunchAttack( INT16 sGridNo, UINT8 ubDirection ); - void EVENT_SoldierBeginFirstAid( INT16 sGridNo, UINT8 ubDirection ); - void EVENT_StopMerc( INT16 sGridNo, INT8 bDirection ); - void EVENT_SoldierBeginCutFence( INT16 sGridNo, UINT8 ubDirection ); - void EVENT_SoldierBeginRepair( INT16 sGridNo, UINT8 ubDirection ); - void EVENT_SoldierBeginRefuel( INT16 sGridNo, UINT8 ubDirection ); - void EVENT_SoldierBeginKnifeThrowAttack( INT16 sGridNo, UINT8 ubDirection ); + void EVENT_FireSoldierWeapon( INT32 sTargetGridNo ); + void EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 ubDamage, INT16 sBreathLoss, UINT16 bDirection , UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT32 sLocationGridNo ); + void EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirection ); + void EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirection ); + void EVENT_SoldierBeginFirstAid( INT32 sGridNo, UINT8 ubDirection ); + void EVENT_StopMerc( INT32 sGridNo, INT8 bDirection ); + void EVENT_SoldierBeginCutFence( INT32 sGridNo, UINT8 ubDirection ); + void EVENT_SoldierBeginRepair( INT32 sGridNo, UINT8 ubDirection ); + void EVENT_SoldierBeginRefuel( INT32 sGridNo, UINT8 ubDirection ); + void EVENT_SoldierBeginKnifeThrowAttack( INT32 sGridNo, UINT8 ubDirection ); void EVENT_SoldierBeginUseDetonator( void ); void EVENT_SoldierBeginDropBomb( void ); - void EVENT_SoldierEnterVehicle( INT16 sGridNo, UINT8 ubDirection ); + void EVENT_SoldierEnterVehicle( INT32 sGridNo, UINT8 ubDirection ); void EVENT_SoldierBeginGiveItem( void ); void EVENT_SetSoldierPositionAndMaybeFinalDest( FLOAT dNewXPos, FLOAT dNewYPos, BOOLEAN fUpdateFinalDest ); void EVENT_SetSoldierPositionForceDelete( FLOAT dNewXPos, FLOAT dNewYPos ); - void EVENT_SoldierBeginReloadRobot( INT16 sGridNo, UINT8 ubDirection, UINT8 ubMercSlot ); - void EVENT_SoldierBeginTakeBlood( INT16 sGridNo, UINT8 ubDirection ); - void EVENT_SoldierBeginAttachCan( INT16 sGridNo, UINT8 ubDirection ); + void EVENT_SoldierBeginReloadRobot( INT32 sGridNo, UINT8 ubDirection, UINT8 ubMercSlot ); + void EVENT_SoldierBeginTakeBlood( INT32 sGridNo, UINT8 ubDirection ); + void EVENT_SoldierBeginAttachCan( INT32 sGridNo, UINT8 ubDirection ); void EVENT_BeginMercTurn( BOOLEAN fFromRealTime, INT32 iRealTimeCounter ); - BOOLEAN EVENT_InternalGetNewSoldierPath( INT16 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestart ); + BOOLEAN EVENT_InternalGetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestart ); void EVENT_InternalSetSoldierDestination( UINT16 usNewDirection, BOOLEAN fFromMove, UINT16 usAnimState ); void EVENT_InternalSetSoldierPosition( FLOAT dNewXPos, FLOAT dNewYPos ,BOOLEAN fUpdateDest, BOOLEAN fUpdateFinalDest, BOOLEAN fForceDelete ); @@ -1150,7 +1152,7 @@ public: void ChangeSoldierStance( UINT8 ubDesiredStance ); void StopSoldier( void ); void ReviveSoldier( void ); - UINT8 SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathDeduct, UINT8 ubReason, UINT8 ubAttacker, INT16 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage ); + UINT8 SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathDeduct, UINT8 ubReason, UINT8 ubAttacker, INT32 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage ); // Palette functions for soldiers @@ -1192,14 +1194,14 @@ public: void SetSoldierCowerState( BOOLEAN fOn ); void SetSoldierAsUnderAiControl( void ); void ResetSoldierChangeStatTimer( void ); - void SetSoldierGridNo( INT16 sNewGridNo, BOOLEAN fForceRemove ); + void SetSoldierGridNo( INT32 sNewGridNo, BOOLEAN fForceRemove ); void SetSoldierHeight( FLOAT dNewHeight ); void InternalSetSoldierHeight( FLOAT dNewHeight, BOOLEAN fUpdateLevel );//this function did not have a forward declaration BOOLEAN DoMercBattleSound( UINT8 ubBattleSoundID ); BOOLEAN InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpecialCode ); - BOOLEAN GetProfileFlagsFromGridno( UINT16 usAnimState, UINT16 sTestGridNo, UINT16 *usFlags ); + BOOLEAN GetProfileFlagsFromGridno( UINT16 usAnimState, INT32 sTestGridNo, UINT16 *usFlags ); void HaultSoldierFromSighting( BOOLEAN fFromSightingEnemy ); void ReLoadSoldierAnimationDueToHandItemChange( UINT16 usOldItem, UINT16 usNewItem ); void DoNinjaAttack( void ); @@ -1327,11 +1329,11 @@ BOOLEAN DeletePaletteData( ); // UTILITY FUNCTUIONS void MoveMercFacingDirection( SOLDIERTYPE *pSoldier, BOOLEAN fReverse, FLOAT dMovementDist ); UINT8 GetDirectionFromXY( INT16 sXPos, INT16 sYPos, SOLDIERTYPE *pSoldier ); -BOOLEAN GetDirectionChangeAmount( INT16 sGridNo, SOLDIERTYPE *pSoldier, UINT8 uiTurnAmount); -UINT8 GetDirectionFromGridNo( INT16 sGridNo, SOLDIERTYPE *pSoldier ); +BOOLEAN GetDirectionChangeAmount( INT32 sGridNo, SOLDIERTYPE *pSoldier, UINT8 uiTurnAmount); +UINT8 GetDirectionFromGridNo( INT32 sGridNo, SOLDIERTYPE *pSoldier ); UINT8 atan8( INT16 sXPos, INT16 sYPos, INT16 sXPos2, INT16 sYPos2 ); UINT8 atan8FromAngle( DOUBLE dAngle ); -INT16 GetDirectionToGridNoFromGridNo( INT16 sGridNoDest, INT16 sGridNoSrc ); +INT16 GetDirectionToGridNoFromGridNo( INT32 sGridNoDest, INT32 sGridNoSrc ); // This function is now obsolete. Call ReduceAttackBusyCount instead. // void ReleaseSoldiersAttacker( SOLDIERTYPE *pSoldier ); @@ -1340,16 +1342,16 @@ INT16 GetDirectionToGridNoFromGridNo( INT16 sGridNoDest, INT16 sGridNoSrc ); // WRAPPERS FOR SOLDIER EVENTS void SendSoldierPositionEvent( SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos ); void SendSoldierDestinationEvent( SOLDIERTYPE *pSoldier, UINT16 usNewDestination ); -void SendGetNewSoldierPathEvent( SOLDIERTYPE *pSoldier, INT16 sDestGridNo, UINT16 usMovementAnim ); +void SendGetNewSoldierPathEvent( SOLDIERTYPE *pSoldier, INT32 sDestGridNo, UINT16 usMovementAnim ); void SendSoldierSetDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usNewDirection ); void SendSoldierSetDesiredDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection ); void SendChangeSoldierStanceEvent( SOLDIERTYPE *pSoldier, UINT8 ubNewStance ); -void SendBeginFireWeaponEvent( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo ); +void SendBeginFireWeaponEvent( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo ); void HandleAnimationProfile( SOLDIERTYPE *pSoldier, UINT16 usAnimState, BOOLEAN fRemove ); -BOOLEAN GetProfileFlagsFromGridno( SOLDIERTYPE *pSoldier, UINT16 usAnimState, UINT16 sTestGridNo, UINT16 *usFlags ); +BOOLEAN GetProfileFlagsFromGridno( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT32 sTestGridNo, UINT16 *usFlags ); BOOLEAN PreloadSoldierBattleSounds( SOLDIERTYPE *pSoldier, BOOLEAN fRemove ); void CrowsFlyAway( UINT8 ubTeam ); void DebugValidateSoldierData( ); @@ -1477,12 +1479,12 @@ public: FLOAT dYPos; FLOAT dOldXPos; FLOAT dOldYPos; - INT16 sInitialGridNo; - INT16 sGridNo; + INT32 sInitialGridNo; + INT32 sGridNo; UINT8 ubDirection; INT16 sHeightAdjustment; INT16 sDesiredHeight; - INT16 sTempNewGridNo; // New grid no for advanced animations + INT32 sTempNewGridNo; // New grid no for advanced animations INT16 sRoomNo; INT8 bOverTerrainType; INT8 bOldOverTerrainType; @@ -1528,7 +1530,7 @@ public: BOOLEAN fPauseAllAnimation; INT8 bExpLevel; // general experience level - INT16 sInsertionGridNo; + INT32 sInsertionGridNo; BOOLEAN fContinueMoveAfterStanceChange; @@ -1548,17 +1550,17 @@ public: // MOVEMENT TO NEXT TILE HANDLING STUFF INT8 bAgility; // agility (speed) value UINT8 ubDelayedMovementCauseMerc; - INT16 sDelayedMovementCauseGridNo; - INT16 sReservedMovementGridNo; + INT32 sDelayedMovementCauseGridNo; + INT32 sReservedMovementGridNo; INT8 bStrength; // Weapon Stuff BOOLEAN fHoldAttackerUntilDone; - INT16 sTargetGridNo; + INT32 sTargetGridNo; INT8 bTargetLevel; INT8 bTargetCubeLevel; - INT16 sLastTarget; + INT32 sLastTarget; INT8 bTilesMoved; INT8 bLeadership; FLOAT dNextBleed; @@ -1593,7 +1595,7 @@ public: // FULL 3-d TILE STUFF ( keep records of three tiles infront ) UINT16 usFrontArcFullTileList[ MAX_FULLTILE_DIRECTIONS ]; - INT16 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ]; + INT32 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ]; SGPPaletteEntry *p8BPPPalette; // 4 @@ -1619,9 +1621,9 @@ public: INT8 bDesiredDirection; INT16 sDestXPos; INT16 sDestYPos; - INT16 sDesiredDest; - INT16 sDestination; - INT16 sFinalDestination; + INT32 sDesiredDest; + INT32 sDestination; + INT32 sFinalDestination; INT8 bLevel; INT8 bStopped; INT8 bNeedToLook; @@ -1633,7 +1635,7 @@ public: UINT16 usPathingData[ MAX_PATH_LIST_SIZE ]; UINT16 usPathDataSize; UINT16 usPathIndex; - INT16 sBlackList; + INT32 sBlackList; INT8 bAimTime; INT8 bShownAimTime; INT8 bPathStored; // good for AI to reduct redundancy @@ -1647,7 +1649,7 @@ public: UINT16 usUnblitWidth, usUnblitHeight; UINT8 ubStrategicInsertionCode; - UINT16 usStrategicInsertionData; + INT32 usStrategicInsertionData; INT32 iLight; @@ -1673,9 +1675,9 @@ public: INT8 bOppList[MAX_NUM_SOLDIERS]; // AI knowledge database INT8 bLastAction; INT8 bAction; - UINT16 usActionData; + INT32 usActionData; INT8 bNextAction; - UINT16 usNextActionData; + INT32 usNextActionData; INT8 bActionInProgress; INT8 bAlertStatus; INT8 bOppCnt; @@ -1692,8 +1694,8 @@ public: INT8 bDominantDir; // AI main direction to face... INT8 bPatrolCnt; // number of patrol gridnos INT8 bNextPatrolPnt; // index to next patrol gridno - INT16 usPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL - INT16 sNoiseGridno; + INT16 usPatrolGrid[OLD_MAXPATROLGRIDS];//dnl ch27 230909 + INT16 sNoiseGridNo; UINT8 ubNoiseVolume; INT8 bLastAttackHit; UINT8 ubXRayedBy; @@ -1706,7 +1708,7 @@ public: UINT8 ubPendingAction; UINT8 ubPendingActionAnimCount; UINT32 uiPendingActionData1; - INT16 sPendingActionData2; + INT32 sPendingActionData2; INT8 bPendingActionData3; INT8 ubDoorHandleCode; UINT32 uiPendingActionData4; @@ -1717,7 +1719,7 @@ public: INT8 bHunting; UINT8 ubLastCall; UINT8 ubCaller; - INT16 sCallerGridNo; + INT32 sCallerGridNo; UINT8 bCallPriority; INT8 bCallActedUpon; INT8 bFrenzied; @@ -1733,7 +1735,7 @@ public: BOOLEAN fPrevInWater; BOOLEAN fGoBackToAimAfterHit; - INT16 sWalkToAttackGridNo; + INT32 sWalkToAttackGridNo; INT16 sWalkToAttackWalkToCost; BOOLEAN fForceRenderColor; @@ -1800,11 +1802,11 @@ public: INT16 sPlannedTargetX; INT16 sPlannedTargetY; - INT16 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ]; + INT32 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ]; BOOLEAN fDoSpread; - INT16 sStartGridNo; - INT16 sEndGridNo; - INT16 sForcastGridno; + INT32 sStartGridNo; + INT32 sEndGridNo; + INT32 sForcastGridNo; INT16 sZLevelOverride; INT8 bMovedPriorToInterrupt; INT32 iEndofContractTime; // time, in global time(resolution, minutes) that merc will leave, or if its a M.E.R.C. merc it will be set to -1. -2 for NPC and player generated @@ -1886,10 +1888,10 @@ public: INT8 bWeaponMode; UINT8 ubTargetID; INT8 bAIScheduleProgress; - INT16 sOffWorldGridNo; + INT32 sOffWorldGridNo; struct TAG_anitile *pAniTile; INT8 bCamo; - INT16 sAbsoluteFinalDestination; + INT32 sAbsoluteFinalDestination; UINT8 ubHiResDirection; UINT8 ubHiResDesiredDirection; UINT8 ubLastFootPrintSound; @@ -1897,7 +1899,7 @@ public: INT8 fPastXDest; INT8 fPastYDest; INT8 bMovementDirection; - INT16 sOldGridNo; + INT32 sOldGridNo; UINT16 usDontUpdateNewGridNoOnMoveAnimChange; INT16 sBoundingBoxWidth; INT16 sBoundingBoxHeight; @@ -1941,14 +1943,14 @@ public: UINT8 ubTurnsUntilCanSayHeardNoise; UINT16 usQuoteSaidExtFlags; - UINT16 sContPathLocation; + UINT32 sContPathLocation; INT8 bGoodContPath; UINT8 ubPendingActionInterrupted; INT8 bNoiseLevel; INT8 bRegenerationCounter; INT8 bRegenBoostersUsedToday; INT8 bNumPelletsHitBy; - INT16 sSkillCheckGridNo; + INT32 sSkillCheckGridNo; UINT8 ubLastEnemyCycledID; UINT8 ubPrevSectorID; @@ -1973,12 +1975,12 @@ public: UINT8 ubMiscSoldierFlags; UINT8 ubReasonCantFinishMove; - INT16 sLocationOfFadeStart; + INT32 sLocationOfFadeStart; UINT8 bUseExitGridForReentryDirection; UINT32 uiTimeSinceLastSpoke; UINT8 ubContractRenewalQuoteCode; - INT16 sPreTraversalGridNo; + INT32 sPreTraversalGridNo; UINT32 uiXRayActivatedTime; INT8 bTurningFromUI; INT8 bPendingActionData5; @@ -2009,14 +2011,14 @@ public: INT32 iTuringSoundID; UINT8 ubLastDamageReason; BOOLEAN fComplainedThatTired; - INT16 sLastTwoLocations[2]; + INT32 sLastTwoLocations[2]; INT16 bFillerDude; INT32 uiTimeSinceLastBleedGrunt; UINT8 ubNextToPreviousAttackerID; UINT8 bDoAutofire; BOOLEAN autofireLastStep; INT8 numFlanks; - INT16 lastFlankSpot; + INT32 lastFlankSpot; BOOLEAN lastFlankLeft; INT8 sniper; INT16 origDir; @@ -2046,7 +2048,7 @@ public: std::vector bNewItemCycleCount; // Debugging data - not saved - INT16 sPlotSrcGrid; + INT32 sPlotSrcGrid; }; // OLDSOLDIERTYPE_101; #endif diff --git a/Tactical/Soldier Create.cpp b/Tactical/Soldier Create.cpp index 6f531281..614fa472 100644 --- a/Tactical/Soldier Create.cpp +++ b/Tactical/Soldier Create.cpp @@ -88,6 +88,85 @@ OLD_SOLDIERCREATE_STRUCT_101& OLD_SOLDIERCREATE_STRUCT_101::operator=(const OLD_ return *this; } +//dnl ch33 130909 +OLD_SOLDIERCREATE_STRUCT_101& OLD_SOLDIERCREATE_STRUCT_101::operator=(SOLDIERCREATE_STRUCT& src) +{ + if((void*)this != (void*)&src) + { + this->Inv = src.Inv;//had no meaning for 1.12 but let it be + + this->DO_NOT_USE_Inv[OldInventory::HELMETPOS] = src.Inv[HELMETPOS]; + this->DO_NOT_USE_Inv[OldInventory::VESTPOS] = src.Inv[VESTPOS]; + this->DO_NOT_USE_Inv[OldInventory::LEGPOS] = src.Inv[LEGPOS]; + this->DO_NOT_USE_Inv[OldInventory::HEAD1POS] = src.Inv[HEAD1POS]; + this->DO_NOT_USE_Inv[OldInventory::HEAD2POS] = src.Inv[HEAD2POS]; + this->DO_NOT_USE_Inv[OldInventory::HANDPOS] = src.Inv[HANDPOS]; + this->DO_NOT_USE_Inv[OldInventory::SECONDHANDPOS] = src.Inv[SECONDHANDPOS]; + this->DO_NOT_USE_Inv[OldInventory::BIGPOCK1POS] = src.Inv[BIGPOCK1POS]; + this->DO_NOT_USE_Inv[OldInventory::BIGPOCK2POS] = src.Inv[BIGPOCK2POS]; + this->DO_NOT_USE_Inv[OldInventory::BIGPOCK3POS] = src.Inv[BIGPOCK3POS]; + this->DO_NOT_USE_Inv[OldInventory::BIGPOCK4POS] = src.Inv[BIGPOCK4POS]; + this->DO_NOT_USE_Inv[OldInventory::SMALLPOCK1POS] = src.Inv[SMALLPOCK1POS]; + this->DO_NOT_USE_Inv[OldInventory::SMALLPOCK2POS] = src.Inv[SMALLPOCK2POS]; + this->DO_NOT_USE_Inv[OldInventory::SMALLPOCK3POS] = src.Inv[SMALLPOCK3POS]; + this->DO_NOT_USE_Inv[OldInventory::SMALLPOCK4POS] = src.Inv[SMALLPOCK4POS]; + this->DO_NOT_USE_Inv[OldInventory::SMALLPOCK5POS] = src.Inv[SMALLPOCK5POS]; + this->DO_NOT_USE_Inv[OldInventory::SMALLPOCK6POS] = src.Inv[SMALLPOCK6POS]; + this->DO_NOT_USE_Inv[OldInventory::SMALLPOCK7POS] = src.Inv[SMALLPOCK7POS]; + this->DO_NOT_USE_Inv[OldInventory::SMALLPOCK8POS] = src.Inv[SMALLPOCK8POS]; + + memcpy(&(this->name), &(src.name), sizeof(CHAR16)*10); + memcpy(&(this->HeadPal), &(src.HeadPal), sizeof(PaletteRepID)); + memcpy(&(this->PantsPal), &(src.PantsPal), sizeof(PaletteRepID)); + memcpy(&(this->VestPal), &(src.VestPal), sizeof(PaletteRepID)); + memcpy(&(this->SkinPal), &(src.SkinPal), sizeof(PaletteRepID)); + memcpy(&(this->MiscPal), &(src.MiscPal), sizeof(PaletteRepID)); + TranslateArrayFields(this->sPatrolGrid, src.sPatrolGrid, OLD_MAXPATROLGRIDS, INT32_INT16); + + this->bAgility = src.bAgility; + this->bAIMorale = src.bAIMorale; + this->bAttitude = src.bAttitude; + this->bBodyType = src.bBodyType; + this->bDexterity = src.bDexterity; + this->ubDirection = src.ubDirection; + this->bExpLevel = src.bExpLevel; + this->bExplosive = src.bExplosive; + this->bLeadership = src.bLeadership; + this->bLife = src.bLife; + this->bLifeMax = src.bLifeMax; + this->bMarksmanship = src.bMarksmanship; + this->bMechanical = src.bMechanical; + this->bMedical = src.bMedical; + this->bMorale = src.bMorale; + this->bOrders = src.bOrders; + this->bPatrolCnt = src.bPatrolCnt; + this->bSectorZ = src.bSectorZ; + this->bStrength = src.bStrength; + this->bTeam = src.bTeam; + this->bUseGivenVehicleID = src.bUseGivenVehicleID; + this->bWisdom = src.bWisdom; + this->fCopyProfileItemsOver = src.fCopyProfileItemsOver; + this->fHasKeys = src.fHasKeys; + this->fKillSlotIfOwnerDies = src.fKillSlotIfOwnerDies; + this->fOnRoof = src.fOnRoof; + this->fPlayerMerc = src.fPlayerMerc; + this->fPlayerPlan = src.fPlayerPlan; + this->fStatic = src.fStatic; + this->fUseExistingSoldier = src.fUseExistingSoldier; + this->fUseGivenVehicle = src.fUseGivenVehicle; + this->fVisible = src.fVisible; + this->pExistingSoldier = src.pExistingSoldier; + this->sInsertionGridNo = src.sInsertionGridNo; + this->sSectorX = src.sSectorX; + this->sSectorY = src.sSectorY; + this->ubCivilianGroup = src.ubCivilianGroup; + this->ubProfile = src.ubProfile; + this->ubScheduleID = src.ubScheduleID; + this->ubSoldierClass = src.ubSoldierClass; + } + return(*this); +} + // Destructor OLD_SOLDIERCREATE_STRUCT_101::~OLD_SOLDIERCREATE_STRUCT_101() { } @@ -116,8 +195,7 @@ SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const OLD_SOLDIERCREATE_ST memcpy( &(this->VestPal), &(src.VestPal), sizeof(PaletteRepID) ); // 30 memcpy( &(this->SkinPal), &(src.SkinPal), sizeof(PaletteRepID) ); // 30 memcpy( &(this->MiscPal), &(src.MiscPal), sizeof(PaletteRepID) ); // 30 - memcpy( &(this->sPatrolGrid), &(src.sPatrolGrid), sizeof(INT16) * MAXPATROLGRIDS ); - + TranslateArrayFields(this->sPatrolGrid, src.sPatrolGrid, OLD_MAXPATROLGRIDS, INT16_INT32);//dnl ch27 230909 this->bAgility = src.bAgility; this->bAIMorale = src.bAIMorale; this->bAttitude = src.bAttitude; @@ -203,7 +281,7 @@ SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const SOLDIERTYPE& Soldier //Copy patrol points this->bPatrolCnt = Soldier.aiData.bPatrolCnt; - memcpy( this->sPatrolGrid, Soldier.aiData.sPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS ); + memcpy( this->sPatrolGrid, Soldier.aiData.sPatrolGrid, sizeof( INT32 ) * MAXPATROLGRIDS ); //copy colors for soldier based on the body type. sprintf( this->HeadPal, Soldier.HeadPal ); @@ -266,6 +344,63 @@ SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const SOLDIERCREATE_STRUCT return *this; } +//dnl ch42 290909 +SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const _OLD_SOLDIERCREATE_STRUCT& src) +{ + if((void*)this != (void*)&src) + { + Inv = src.Inv; + memcpy(name, src.name, sizeof(CHAR16)*10); + memcpy(&HeadPal, &src.HeadPal, sizeof(PaletteRepID)); + memcpy(&PantsPal, &src.PantsPal, sizeof(PaletteRepID)); + memcpy(&VestPal, &src.VestPal, sizeof(PaletteRepID)); + memcpy(&SkinPal, &src.SkinPal, sizeof(PaletteRepID)); + memcpy(&MiscPal, &src.MiscPal, sizeof(PaletteRepID)); + TranslateArrayFields(sPatrolGrid, src.sPatrolGrid, OLD_MAXPATROLGRIDS, INT16_INT32); + bAgility = src.bAgility; + bAIMorale = src.bAIMorale; + bAttitude = src.bAttitude; + bBodyType = src.bBodyType; + bDexterity = src.bDexterity; + ubDirection = src.ubDirection; + bExpLevel = src.bExpLevel; + bExplosive = src.bExplosive; + bLeadership = src.bLeadership; + bLife = src.bLife; + bLifeMax = src.bLifeMax; + bMarksmanship = src.bMarksmanship; + bMechanical = src.bMechanical; + bMedical = src.bMedical; + bMorale = src.bMorale; + bOrders = src.bOrders; + bPatrolCnt = src.bPatrolCnt; + bSectorZ = src.bSectorZ; + bStrength = src.bStrength; + bTeam = src.bTeam; + bUseGivenVehicleID = src.bUseGivenVehicleID; + bWisdom = src.bWisdom; + fCopyProfileItemsOver = src.fCopyProfileItemsOver; + fHasKeys = src.fHasKeys; + fKillSlotIfOwnerDies = src.fKillSlotIfOwnerDies; + fOnRoof = src.fOnRoof; + fPlayerMerc = src.fPlayerMerc; + fPlayerPlan = src.fPlayerPlan; + fStatic = src.fStatic; + fUseExistingSoldier = src.fUseExistingSoldier; + fUseGivenVehicle = src.fUseGivenVehicle; + fVisible = src.fVisible; + pExistingSoldier = src.pExistingSoldier; + sInsertionGridNo = src.sInsertionGridNo; + sSectorX = src.sSectorX; + sSectorY = src.sSectorY; + ubCivilianGroup = src.ubCivilianGroup; + ubProfile = src.ubProfile; + ubScheduleID = src.ubScheduleID; + ubSoldierClass = src.ubSoldierClass; + } + return(*this); +} + // Destructor SOLDIERCREATE_STRUCT::~SOLDIERCREATE_STRUCT() { } @@ -1053,7 +1188,7 @@ BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STR pSoldier->aiData.bAttitude = pCreateStruct->bAttitude; pSoldier->ubDirection = pCreateStruct->ubDirection; pSoldier->aiData.bPatrolCnt = pCreateStruct->bPatrolCnt; - memcpy( pSoldier->aiData.sPatrolGrid, pCreateStruct->sPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS ); + memcpy( pSoldier->aiData.sPatrolGrid, pCreateStruct->sPatrolGrid, sizeof( INT32 ) * MAXPATROLGRIDS ); if ( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED ) ) { @@ -1487,7 +1622,7 @@ BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREAT //Adding patrol points //CAUTION: CONVERTING SIGNED TO UNSIGNED though the values should never be negative. pSoldier->aiData.bPatrolCnt = pCreateStruct->bPatrolCnt; - memcpy( pSoldier->aiData.sPatrolGrid, pCreateStruct->sPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS ); + memcpy( pSoldier->aiData.sPatrolGrid, pCreateStruct->sPatrolGrid, sizeof( INT32 ) * MAXPATROLGRIDS ); //Kris: November 10, 1997 //Expanded the default names based on team. @@ -1811,7 +1946,7 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B return; pp->fStatic = FALSE; pp->ubProfile = NO_PROFILE; - pp->sInsertionGridNo = bp->sStartingGridNo; + pp->sInsertionGridNo = bp->usStartingGridNo; pp->fPlayerMerc = FALSE; pp->fPlayerPlan = FALSE; pp->fCopyProfileItemsOver = FALSE; @@ -2065,7 +2200,7 @@ void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, B //Transfer over the patrol points. pp->bPatrolCnt = bp->bPatrolCnt; - memcpy( pp->sPatrolGrid, bp->sPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS ); + memcpy( pp->sPatrolGrid, bp->sPatrolGrid, sizeof( INT32 ) * MAXPATROLGRIDS ); //If it is a detailed placement, don't do this yet, as detailed placements may have their //own equipment. @@ -2094,7 +2229,7 @@ void CreateStaticDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT spp->initialize(); spp->fStatic = TRUE; spp->ubProfile = NO_PROFILE; - spp->sInsertionGridNo = bp->sStartingGridNo; + spp->sInsertionGridNo = bp->usStartingGridNo; spp->fPlayerMerc = FALSE; spp->fPlayerPlan = FALSE; spp->fCopyProfileItemsOver = FALSE; @@ -2141,7 +2276,7 @@ void CreateStaticDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT //Transfer over the patrol points. spp->bPatrolCnt = bp->bPatrolCnt; - memcpy( spp->sPatrolGrid, bp->sPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS ); + memcpy( spp->sPatrolGrid, bp->sPatrolGrid, sizeof( INT32 ) * MAXPATROLGRIDS ); //Starts with nothing for( i = 0; i < spp->Inv.size(); i++ ) @@ -2176,7 +2311,7 @@ void CreateDetailedPlacementGivenStaticDetailedPlacementAndBasicPlacementInfo( pp->bTeam = bp->bTeam; pp->ubDirection = bp->ubDirection; - pp->sInsertionGridNo = bp->sStartingGridNo; + pp->sInsertionGridNo = bp->usStartingGridNo; //ATE: Copy over sector coordinates from profile to create struct pp->sSectorX = gMercProfiles[ pp->ubProfile ].sSectorX; @@ -2189,7 +2324,7 @@ void CreateDetailedPlacementGivenStaticDetailedPlacementAndBasicPlacementInfo( pp->bAttitude = bp->bAttitude; pp->ubDirection = bp->ubDirection; pp->bPatrolCnt = bp->bPatrolCnt; - memcpy( pp->sPatrolGrid, bp->sPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS ); + memcpy( pp->sPatrolGrid, bp->sPatrolGrid, sizeof( INT32 ) * MAXPATROLGRIDS ); pp->fHasKeys = bp->fHasKeys; pp->ubCivilianGroup = bp->ubCivilianGroup; @@ -2414,8 +2549,9 @@ void ForceSoldierProfileID( SOLDIERTYPE *pSoldier, UINT8 ubProfileID ) } -#define CENTRAL_GRIDNO 13202 -#define CENTRAL_RADIUS 30 +//dnl ch56 141009 +//#define CENTRAL_GRIDNO 13202 +//#define CENTRAL_RADIUS 30 SOLDIERTYPE* ReserveTacticalSoldierForAutoresolve( UINT8 ubSoldierClass ) { @@ -2436,8 +2572,8 @@ SOLDIERTYPE* ReserveTacticalSoldierForAutoresolve( UINT8 ubSoldierClass ) iEnd = gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; } for( i = iStart; i <= iEnd; i++ ) - { - if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife && MercPtrs[ i ]->sGridNo != NOWHERE ) + { + if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife && !TileIsOutOfBounds(MercPtrs[ i ]->sGridNo)) { if( MercPtrs[ i ]->ubSoldierClass == ubSoldierClass ) { @@ -2485,7 +2621,7 @@ SOLDIERTYPE* TacticalCreateAdministrator() if ( pSoldier ) { // send soldier to centre of map, roughly - pSoldier->aiData.sNoiseGridno = (INT16) (CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS); + pSoldier->aiData.sNoiseGridno = (CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS); pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION; } return( pSoldier ); @@ -2518,7 +2654,7 @@ SOLDIERTYPE* TacticalCreateArmyTroop() if ( pSoldier ) { // send soldier to centre of map, roughly - pSoldier->aiData.sNoiseGridno = (INT16) (CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS); + pSoldier->aiData.sNoiseGridno = (CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS); pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION; } @@ -2560,7 +2696,7 @@ SOLDIERTYPE* TacticalCreateEliteEnemy() if ( pSoldier ) { // send soldier to centre of map, roughly - pSoldier->aiData.sNoiseGridno = (INT16)(CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS); + pSoldier->aiData.sNoiseGridno = (CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS); pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION; } @@ -2578,8 +2714,8 @@ SOLDIERTYPE* ReserveTacticalMilitiaSoldierForAutoresolve( UINT8 ubSoldierClass ) iEnd = gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; for( i = iStart; i <= iEnd; i++ ) - { - if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife && MercPtrs[ i ]->sGridNo != NOWHERE ) + { + if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife && !TileIsOutOfBounds(MercPtrs[ i ]->sGridNo)) { if( MercPtrs[ i ]->ubSoldierClass == ubSoldierClass ) { @@ -2763,11 +2899,11 @@ void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID ) SOLDIERCREATE_STRUCT MercCreateStruct; INT16 sWorldX, sWorldY, sSectorX, sSectorY, sGridX, sGridY; UINT8 ubID; - INT16 sMapPos; + INT32 usMapPos; if ( GetMouseXY( &sGridX, &sGridY ) ) { - sMapPos = MAPROWCOLTOPOS( sGridY, sGridX ); + usMapPos = MAPROWCOLTOPOS( sGridY, sGridX ); // Get Grid Coordinates of mouse if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) ) { @@ -2780,7 +2916,7 @@ void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID ) MercCreateStruct.sSectorX = sSectorX; MercCreateStruct.sSectorY = sSectorY; MercCreateStruct.bSectorZ = gbWorldSectorZ; - MercCreateStruct.sInsertionGridNo = sMapPos; + MercCreateStruct.sInsertionGridNo = usMapPos; RandomizeNewSoldierStats( &MercCreateStruct ); @@ -3162,3 +3298,44 @@ void ReduceHighExpLevels( INT8 *pbExpLevel ) // else leave it alone } + +BOOLEAN TranslateArrayFields(void* out, const void* inp, int len, int cmd)//dnl ch27 240909 +{ + switch(cmd) + { + case UINT8_UINT8: + memcpy(out, inp, len); + //for(int i=0; iiLeft; @@ -769,7 +769,7 @@ void GetSoldierTRUEScreenPos( SOLDIERTYPE *pSoldier, INT16 *psScreenX, INT16 *ps } -BOOLEAN GridNoOnScreen( INT16 sGridNo ) +BOOLEAN GridNoOnScreen( INT32 sGridNo ) { INT16 sNewCenterWorldX, sNewCenterWorldY; INT16 sWorldX; @@ -814,7 +814,7 @@ BOOLEAN SoldierOnVisibleWorldTile( SOLDIERTYPE *pSoldier ) -BOOLEAN SoldierLocationRelativeToScreen( INT16 sGridNo, UINT16 usReasonID, INT8 *pbDirection, UINT32 *puiScrollFlags ) +BOOLEAN SoldierLocationRelativeToScreen( INT32 sGridNo, UINT16 usReasonID, INT8 *pbDirection, UINT32 *puiScrollFlags ) { INT16 sWorldX; INT16 sWorldY; @@ -966,7 +966,7 @@ BOOLEAN FindRelativeSoldierPosition( SOLDIERTYPE *pSoldier, UINT16 *usFlags, INT } // VERY quickly finds a soldier at gridno , ( that is visible ) -UINT8 QuickFindSoldier( INT16 sGridNo ) +UINT8 QuickFindSoldier( INT32 sGridNo ) { UINT32 cnt; SOLDIERTYPE *pSoldier = NULL; @@ -990,7 +990,7 @@ UINT8 QuickFindSoldier( INT16 sGridNo ) } -void GetGridNoScreenPos( INT16 sGridNo, UINT8 ubLevel, INT16 *psScreenX, INT16 *psScreenY ) +void GetGridNoScreenPos( INT32 sGridNo, UINT8 ubLevel, INT16 *psScreenX, INT16 *psScreenY ) { INT16 sScreenX, sScreenY; FLOAT dOffsetX, dOffsetY; diff --git a/Tactical/Soldier Find.h b/Tactical/Soldier Find.h index 0bec17a8..de256761 100644 --- a/Tactical/Soldier Find.h +++ b/Tactical/Soldier Find.h @@ -32,15 +32,15 @@ class SOLDIERTYPE; BOOLEAN FindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags ); BOOLEAN SelectiveFindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags ); -BOOLEAN FindSoldier( INT16 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags , UINT32 uiFlags ); -SOLDIERTYPE * SimpleFindSoldier( INT16 sGridNo, INT8 bLevel ); +BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags , UINT32 uiFlags ); +SOLDIERTYPE * SimpleFindSoldier( INT32 sGridNo, INT8 bLevel ); -BOOLEAN CycleSoldierFindStack( INT16 sMapPos ); +BOOLEAN CycleSoldierFindStack( INT32 usMapPos ); -BOOLEAN GridNoOnScreen( INT16 sGridNo ); +BOOLEAN GridNoOnScreen( INT32 sGridNo ); BOOLEAN SoldierOnScreen( UINT16 usID ); -BOOLEAN SoldierLocationRelativeToScreen( INT16 sGridNo, UINT16 usReasonID, INT8 *pbDirection, UINT32 *puiScrollFlags ); +BOOLEAN SoldierLocationRelativeToScreen( INT32 sGridNo, UINT16 usReasonID, INT8 *pbDirection, UINT32 *puiScrollFlags ); void GetSoldierScreenPos( SOLDIERTYPE *pSoldier, INT16 *psScreenX, INT16 *psScreenY ); void GetSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *psWidth ); void GetSoldierAnimOffsets( SOLDIERTYPE *pSoldier, INT16 *sOffsetX, INT16 *sOffsetY ); @@ -48,8 +48,8 @@ void GetSoldierTRUEScreenPos( SOLDIERTYPE *pSoldier, INT16 *psScreenX, INT16 *ps BOOLEAN IsPointInSoldierBoundingBox( SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY ); BOOLEAN FindRelativeSoldierPosition( SOLDIERTYPE *pSoldier, UINT16 *usFlags, INT16 sX, INT16 sY ); -UINT8 QuickFindSoldier( INT16 sGridNo ); -void GetGridNoScreenPos( INT16 sGridNo, UINT8 ubLevel, INT16 *psScreenX, INT16 *psScreenY ); +UINT8 QuickFindSoldier( INT32 sGridNo ); +void GetGridNoScreenPos( INT32 sGridNo, UINT8 ubLevel, INT16 *psScreenX, INT16 *psScreenY ); diff --git a/Tactical/Soldier Functions.h b/Tactical/Soldier Functions.h index bde921a1..5bf64b68 100644 --- a/Tactical/Soldier Functions.h +++ b/Tactical/Soldier Functions.h @@ -15,13 +15,14 @@ void SoldierCollapse( SOLDIERTYPE *pSoldier ); BOOLEAN ReevaluateEnemyStance( SOLDIERTYPE *pSoldier, UINT16 usAnimState ); -void HandlePlacingRoofMarker( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fSet, BOOLEAN fForce ); +void HandlePlacingRoofMarker( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fSet, BOOLEAN fForce ); -void PickPickupAnimation( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo, INT8 bZLevel ); +void PickPickupAnimation( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel ); void MercStealFromMerc( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTarget ); void HandleCrowShadowVisibility( SOLDIERTYPE *pSoldier ); +BOOLEAN DoesSoldierWearGasMask(SOLDIERTYPE *pSoldier);//dnl ch40 200909 #endif \ No newline at end of file diff --git a/Tactical/Soldier Init List.cpp b/Tactical/Soldier Init List.cpp index be7d1df3..be2d8d14 100644 --- a/Tactical/Soldier Init List.cpp +++ b/Tactical/Soldier Init List.cpp @@ -101,7 +101,7 @@ void KillSoldierInitList() gAlternateSoldierInitListHead = NULL; } -SOLDIERINITNODE* AddBasicPlacementToSoldierInitList( BASIC_SOLDIERCREATE_STRUCT *pBasicPlacement ) +SOLDIERINITNODE* AddBasicPlacementToSoldierInitList ( BASIC_SOLDIERCREATE_STRUCT *pBasicPlacement ) { SOLDIERINITNODE *curr; //Allocate memory for node @@ -207,132 +207,174 @@ void RemoveSoldierNodeFromInitList( SOLDIERINITNODE *pNode ) //These serialization functions are assuming the passing of a valid file //pointer to the beginning of the save/load area, which is not necessarily at //the beginning of the file. This is just a part of the whole map serialization. -BOOLEAN SaveSoldiersToMap( HWFILE fp ) +//dnl ch42 250909 +BASIC_SOLDIERCREATE_STRUCT& BASIC_SOLDIERCREATE_STRUCT::operator=(const _OLD_BASIC_SOLDIERCREATE_STRUCT& src) { - UINT32 i; - UINT32 uiBytesWritten; - SOLDIERINITNODE *curr; - - if( !fp ) - return FALSE; - - if( gMapInformation.ubNumIndividuals > MAX_INDIVIDUALS ) - return FALSE; - - //If we are perhaps in the alternate version of the editor, we don't want bad things to - //happen. This is probably the only place I know where the user gets punished now. If the - //person was in the alternate editor mode, then decided to save the game, the current mercs may - //not be there. This would be bad. What we do is override any merc editing done while in this - //mode, and kill them all, while replacing them with the proper ones. Not only that, the alternate - //editing mode is turned off, and if intentions are to play the game, the user will be facing many - //enemies! -#ifdef JA2EDITOR - if( !gfOriginalList ) - ResetAllMercPositions(); -#endif - - curr = gSoldierInitHead; - for( i=0; i < gMapInformation.ubNumIndividuals; i++ ) + if((void*)this != (void*)&src) { - if( !curr ) - return FALSE; - curr->ubNodeID = (UINT8)i; - FileWrite( fp, curr->pBasicPlacement, sizeof( BASIC_SOLDIERCREATE_STRUCT ), &uiBytesWritten ); - - if( curr->pBasicPlacement->fDetailedPlacement ) - { - if( !curr->pDetailedPlacement ) - return FALSE; - if ( !curr->pDetailedPlacement->Save(fp, TRUE) ) - { - return FALSE; - } - } - curr = curr->next; + fDetailedPlacement = src.fDetailedPlacement; + usStartingGridNo = src.sStartingGridNo; + bTeam = src.bTeam; + bRelativeAttributeLevel = src.bRelativeAttributeLevel; + bRelativeEquipmentLevel = src.bRelativeEquipmentLevel; + ubDirection = src.ubDirection; + bOrders = src.bOrders; + bAttitude = src.bAttitude; + bBodyType = src.bBodyType; + bPatrolCnt = src.bPatrolCnt; + fOnRoof = src.fOnRoof; + ubSoldierClass = src.ubSoldierClass; + ubCivilianGroup = src.ubCivilianGroup; + fPriorityExistance = src.fPriorityExistance; + fHasKeys = src.fHasKeys; + TranslateArrayFields(sPatrolGrid, src.sPatrolGrid, OLD_MAXPATROLGRIDS, INT16_INT32); } - return TRUE; + return(*this); } +BOOLEAN BASIC_SOLDIERCREATE_STRUCT::Load(INT8** hBuffer, FLOAT dMajorMapVersion) +{ + if(dMajorMapVersion < 7.0) + { + _OLD_BASIC_SOLDIERCREATE_STRUCT OldBasicSoldierCreateStruct; + LOADDATA(&OldBasicSoldierCreateStruct, *hBuffer, sizeof(_OLD_BASIC_SOLDIERCREATE_STRUCT)); + *this = OldBasicSoldierCreateStruct; + } + else + LOADDATA(this, *hBuffer, sizeof(BASIC_SOLDIERCREATE_STRUCT)); + return(TRUE); +} +BOOLEAN BASIC_SOLDIERCREATE_STRUCT::Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion) +{ + PTR pData = this; + UINT32 uiBytesToWrite = sizeof(BASIC_SOLDIERCREATE_STRUCT); + _OLD_BASIC_SOLDIERCREATE_STRUCT OldBasicSoldierCreateStruct; + if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION) + { + memset(&OldBasicSoldierCreateStruct, 0, sizeof(_OLD_BASIC_SOLDIERCREATE_STRUCT)); + OldBasicSoldierCreateStruct.fDetailedPlacement = fDetailedPlacement; + OldBasicSoldierCreateStruct.sStartingGridNo = usStartingGridNo; + OldBasicSoldierCreateStruct.bTeam = bTeam; + OldBasicSoldierCreateStruct.bRelativeAttributeLevel = bRelativeAttributeLevel; + OldBasicSoldierCreateStruct.bRelativeEquipmentLevel = bRelativeEquipmentLevel; + OldBasicSoldierCreateStruct.ubDirection = ubDirection; + OldBasicSoldierCreateStruct.bOrders = bOrders; + OldBasicSoldierCreateStruct.bAttitude = bAttitude; + OldBasicSoldierCreateStruct.bBodyType = bBodyType; + OldBasicSoldierCreateStruct.bPatrolCnt = bPatrolCnt; + OldBasicSoldierCreateStruct.fOnRoof = fOnRoof; + OldBasicSoldierCreateStruct.ubSoldierClass = ubSoldierClass; + OldBasicSoldierCreateStruct.ubCivilianGroup = ubCivilianGroup; + OldBasicSoldierCreateStruct.fPriorityExistance = fPriorityExistance; + OldBasicSoldierCreateStruct.fHasKeys = fHasKeys; + TranslateArrayFields(OldBasicSoldierCreateStruct.sPatrolGrid, sPatrolGrid, OLD_MAXPATROLGRIDS, INT32_INT16); + pData = &OldBasicSoldierCreateStruct; + uiBytesToWrite = sizeof(_OLD_BASIC_SOLDIERCREATE_STRUCT); + } + UINT32 uiBytesWritten = 0; + FileWrite(hFile, pData, uiBytesToWrite, &uiBytesWritten); + if(uiBytesToWrite == uiBytesWritten) + return(TRUE); + return(FALSE); +} -BOOLEAN LoadSoldiersFromMap( INT8 **hBuffer, float dMajorMapVersion, UINT8 ubMinorMapVersion ) +BOOLEAN LoadSoldiersFromMap(INT8** hBuffer, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion) { - UINT32 i; - UINT8 ubNumIndividuals; BASIC_SOLDIERCREATE_STRUCT tempBasicPlacement; + SOLDIERCREATE_STRUCT tempDetailedPlacement; SOLDIERINITNODE *pNode; + UINT16 ubNumIndividuals = gMapInformation.ubNumIndividuals; BOOLEAN fCowInSector = FALSE; - - ubNumIndividuals = gMapInformation.ubNumIndividuals; - UseEditorAlternateList(); KillSoldierInitList(); UseEditorOriginalList(); KillSoldierInitList(); - InitSoldierInitList(); - - if( ubNumIndividuals > MAX_INDIVIDUALS ) + if(ubNumIndividuals > MAX_INDIVIDUALS) { - AssertMsg( 0, "Corrupt map check failed. ubNumIndividuals is greater than MAX_INDIVIDUALS." ); - return FALSE; //too many mercs + AssertMsg(0, "Corrupt map check failed. ubNumIndividuals is greater than MAX_INDIVIDUALS."); + return(FALSE);// Too many mercs } - if( !ubNumIndividuals ) + if(!ubNumIndividuals) + return(TRUE);// No mercs + // Because we are loading the map, we needed to know how many guys are being loaded, but when we add them to the list here, it automatically increments that number, effectively doubling it, which would be a problem. Now that we know the number, we clear it here, so it gets built again. + gMapInformation.ubNumIndividuals = 0;// MUST BE CLEARED HERE!!! + for(UINT16 cnt=0; cntubNodeID = (UINT8)i; - if( tempBasicPlacement.fDetailedPlacement ) - { //Add the static detailed placement information in the same newly created node as the basic placement. - //read static detailed placement from file - if ( !tempDetailedPlacement.Load(hBuffer, dMajorMapVersion, ubMinorMapVersion) ) + Assert(cnt < 256); + pNode->ubNodeID = (UINT8)cnt; + if(tempBasicPlacement.fDetailedPlacement) + { + // Add the static detailed placement information in the same newly created node as the basic placement. Read static detailed placement from file. + if(!tempDetailedPlacement.Load(hBuffer, dMajorMapVersion, ubMinorMapVersion)) + return(FALSE); + for(int i=0; ipDetailedPlacement = new SOLDIERCREATE_STRUCT(tempDetailedPlacement); + if(!pNode->pDetailedPlacement) { - return FALSE; + AssertMsg(0, "Failed to allocate memory for new detailed placement in LoadSoldiersFromMap."); + return(FALSE); } - //allocate memory for new static detailed placement - pNode->pDetailedPlacement = new SOLDIERCREATE_STRUCT(tempDetailedPlacement);//(SOLDIERCREATE_STRUCT*)MemAlloc( SIZEOF_SOLDIERCREATE_STRUCT ); - if( !pNode->pDetailedPlacement ) + if(tempDetailedPlacement.ubProfile != NO_PROFILE) { - AssertMsg( 0, "Failed to allocate memory for new detailed placement in LoadSoldiersFromMap." ); - return FALSE; - } - - if( tempDetailedPlacement.ubProfile != NO_PROFILE ) - { - pNode->pDetailedPlacement->ubCivilianGroup = gMercProfiles[ tempDetailedPlacement.ubProfile ].ubCivilianGroup; - pNode->pBasicPlacement->ubCivilianGroup = gMercProfiles[ tempDetailedPlacement.ubProfile ].ubCivilianGroup; + pNode->pDetailedPlacement->ubCivilianGroup = gMercProfiles[tempDetailedPlacement.ubProfile].ubCivilianGroup; + pNode->pBasicPlacement->ubCivilianGroup = gMercProfiles[tempDetailedPlacement.ubProfile].ubCivilianGroup; } } - if( tempBasicPlacement.bBodyType == COW ) - { + if(tempBasicPlacement.bBodyType == COW) fCowInSector = TRUE; - } } - if( fCowInSector ) + if(fCowInSector) { - CHAR8 str[ 40 ]; - sprintf( str, "Sounds\\\\cowmoo%d.wav", Random( 3 ) + 1 ); - PlayJA2SampleFromFile( str, RATE_11025, MIDVOLUME, 1, MIDDLEPAN ); + CHAR8 str[40]; + sprintf(str, "Sounds\\\\cowmoo%d.wav", Random(3)+1); + PlayJA2SampleFromFile(str, RATE_11025, MIDVOLUME, 1, MIDDLEPAN); } - return TRUE; + return(TRUE); +} + +BOOLEAN SaveSoldiersToMap(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion) +{ + UINT32 i; + SOLDIERINITNODE *curr; + if(gMapInformation.ubNumIndividuals > MAX_INDIVIDUALS) + return(FALSE); + // If we are perhaps in the alternate version of the editor, we don't want bad things to happen. This is probably the only place I know where the user gets punished now. If the person was in the alternate editor mode, then decided to save the game, the current mercs may not be there. This would be bad. What we do is override any merc editing done while in this mode, and kill them all, while replacing them with the proper ones. Not only that, the alternate editing mode is turned off, and if intentions are to play the game, the user will be facing many enemies! +#ifdef JA2EDITOR + if(!gfOriginalList) + ResetAllMercPositions(); +#endif + curr = gSoldierInitHead; + for(i=0; iubNodeID = (UINT8)i; + curr->pBasicPlacement->Save(hFile, dMajorMapVersion, ubMinorMapVersion); + if(curr->pBasicPlacement->fDetailedPlacement) + { + if(!curr->pDetailedPlacement) + return(FALSE); + if(!curr->pDetailedPlacement->Save(hFile, TRUE, dMajorMapVersion, ubMinorMapVersion)) + return(FALSE); + } + curr = curr->next; + } + return(TRUE); } //Because soldiers, creatures, etc., maybe added to the game at anytime theoretically, the @@ -544,7 +586,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL ) { while (1) { - ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( curr->pBasicPlacement->sStartingGridNo, 0); // I assume we don't find tanks on the roof + ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( curr->pBasicPlacement->usStartingGridNo, 0); // I assume we don't find tanks on the roof if (pCorpse) { // Assume this is a dead tank and have the replacement tank haul it away @@ -623,7 +665,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL ) if ( tempDetailedPlacement.ubCivilianGroup == KINGPIN_CIV_GROUP && ( gTacticalStatus.fCivGroupHostile[ KINGPIN_CIV_GROUP ] == CIV_GROUP_WILL_BECOME_HOSTILE || ( (gubQuest[ QUEST_KINGPIN_MONEY ] == QUESTINPROGRESS) && (CheckFact( FACT_KINGPIN_CAN_SEND_ASSASSINS, KINGPIN )) ) ) ) { if (tempDetailedPlacement.ubProfile == NO_PROFILE) - { + {//dnl!!! // these guys should be guarding Tony! tempDetailedPlacement.sInsertionGridNo = 13531 + (INT16) ( PreRandom( 8 ) * ( PreRandom( 1 ) ? -1 : 1) @@ -644,7 +686,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL ) } } else if (tempDetailedPlacement.ubProfile == BILLY ) - { + {//dnl!!! // billy should now be able to roam around tempDetailedPlacement.sInsertionGridNo = 13531 + (INT16) ( PreRandom( 30 ) * ( PreRandom( 1 ) ? -1 : 1) @@ -676,7 +718,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL ) { if( gfUseAlternateQueenPosition && tempDetailedPlacement.ubProfile == QUEEN ) { - tempDetailedPlacement.sInsertionGridNo = 11448; + tempDetailedPlacement.sInsertionGridNo = 11448;//dnl!!! } if( tempDetailedPlacement.ubCivilianGroup != QUEENS_CIV_GROUP ) { //The free civilians aren't added if queen is alive @@ -2420,9 +2462,9 @@ void StripEnemyDetailedPlacementsIfSectorWasPlayerLiberated() //////// //////// For militia squad attack! //////// - -#define CENTRAL_GRIDNO 13202 -#define CENTRAL_RADIUS 30 +//dnl ch56 141009 +//#define CENTRAL_GRIDNO 13202 +//#define CENTRAL_RADIUS 30 void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNumGreen, UINT8 ubNumReg, UINT8 ubNumElites ) { @@ -2478,7 +2520,7 @@ void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNu { pSoldier->aiData.bOrders = ONGUARD; pSoldier->aiData.bAlertStatus = STATUS_YELLOW; - pSoldier->aiData.sNoiseGridno = (INT16)(CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS); + pSoldier->aiData.sNoiseGridno = (CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS); pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION; } @@ -2518,7 +2560,7 @@ void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNu { pSoldier->aiData.bOrders = ONGUARD; pSoldier->aiData.bAlertStatus = STATUS_YELLOW; - pSoldier->aiData.sNoiseGridno = (INT16)(CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS); + pSoldier->aiData.sNoiseGridno = (CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS); pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION; } @@ -2558,7 +2600,7 @@ void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNu { pSoldier->aiData.bOrders = ONGUARD; pSoldier->aiData.bAlertStatus = STATUS_YELLOW; - pSoldier->aiData.sNoiseGridno = (INT16)(CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS); + pSoldier->aiData.sNoiseGridno = (CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS); pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION; } diff --git a/Tactical/Soldier Init List.h b/Tactical/Soldier Init List.h index ba03c3fb..794b2baa 100644 --- a/Tactical/Soldier Init List.h +++ b/Tactical/Soldier Init List.h @@ -22,7 +22,7 @@ extern SOLDIERINITNODE *gSoldierInitTail; //pointer to the beginning of the save/load area, at the correct part of the //map file. BOOLEAN LoadSoldiersFromMap( INT8 **hBuffer, float dMajorMapVersion, UINT8 ubMinorMapVersion ); -BOOLEAN SaveSoldiersToMap( HWFILE fp ); +BOOLEAN SaveSoldiersToMap(HWFILE fp, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);//dnl ch33 150909 //For the purpose of keeping track of which soldier belongs to which placement within the game, //the only way we can do this properly is to save the soldier ID from the list and reconnect the diff --git a/Tactical/Soldier Profile.cpp b/Tactical/Soldier Profile.cpp index eef0766e..7dfe64e9 100644 --- a/Tactical/Soldier Profile.cpp +++ b/Tactical/Soldier Profile.cpp @@ -184,7 +184,7 @@ INT16 gsTerroristSector[NUM_TERRORISTS][NUM_TERRORIST_POSSIBLE_LOCATIONS][2] = } }; -INT16 gsRobotGridNo; +INT32 gsRobotGridNo; #define NUM_ASSASSINS 6 @@ -225,6 +225,7 @@ extern SOLDIERTYPE *gpSMCurrentMerc; extern BOOLEAN gfRerenderInterfaceFromHelpText; +// WANNE - BMP: DONE! BOOLEAN LoadMercProfiles(void) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"LoadMercProfiles"); @@ -301,6 +302,13 @@ BOOLEAN LoadMercProfiles(void) return(FALSE); } + // WANNE - BMP: NEED TESTING! + // WANNE - BMP: DONE! + // convert old MERCPROFILESTRUCT to new MERCPROFILESTRUCT + gMercProfiles[uiLoop].sGridNo = gMercProfiles[uiLoop]._old_sGridNo; + gMercProfiles[uiLoop].sPreCombatGridNo = gMercProfiles[uiLoop]._old_sGridNo; + // + /* CHRISL: For now, we should only overwrite prof.dat in the new inventory system. Old system should still use prof.dat until we're sure we want to replace it with the xml file.*/ if(UsingNewInventorySystem() == true){ @@ -560,13 +568,15 @@ void DecideActiveTerrorists( void ) // random 40% chance of adding this terrorist if not yet placed if ( ( gMercProfiles[ ubTerrorist ].sSectorX == 0 ) && (( Random( 100 ) < 40 ) || gGameExternalOptions.fEnableAllTerrorists ) ) // also added the check because it makes no sense to choose randomly which terrorist will be in game, all of them should { - fFoundSpot = FALSE; + //fFoundSpot = FALSE; // Since there are 5 spots per terrorist and a maximum of 5 terrorists, we // are guaranteed to be able to find a spot for each terrorist since there // aren't enough other terrorists to use up all the spots for any one // terrorist do { + fFoundSpot = TRUE; + // pick a random spot, see if it's already been used by another terrorist uiLocationChoice = Random( NUM_TERRORIST_POSSIBLE_LOCATIONS ); for (ubLoop2 = 0; ubLoop2 < ubNumTerroristsAdded; ubLoop2++) @@ -575,11 +585,15 @@ void DecideActiveTerrorists( void ) { if (sTerroristPlacement[ubLoop2][1] == gsTerroristSector[ubLoop][uiLocationChoice][1] ) { - continue; + // WANNE: Fix a vanilla bug: Due to a logic bug multiple terrorists could end up in the same sector. + // Fixed by Tron (Straciatella): Revision: 6932 + fFoundSpot = FALSE; + break; + //continue; } } } - fFoundSpot = TRUE; + //fFoundSpot = TRUE; } while( !fFoundSpot ); // place terrorist! @@ -943,7 +957,7 @@ SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam ) SOLDIERTYPE *pNewSoldier = NULL; SOLDIERCREATE_STRUCT MercCreateStruct; UINT32 cnt; - INT16 sOldGridNo; + INT32 sOldGridNo; UINT8 ubOldID; UINT32 uiOldUniqueId; @@ -1013,6 +1027,15 @@ SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam ) pNewSoldier->stats.bScientific = pSoldier->stats.bScientific; pNewSoldier->bLastRenderVisibleValue = pSoldier->bLastRenderVisibleValue; pNewSoldier->bVisible = pSoldier->bVisible; + + // WANNE: Fix a vanilla bug: When a soldier changed team (e.g. getting hostile), he lost his camouflage. + // Fixed by Tron (Stracciatella): Revision: 7055 + pNewSoldier->bCamo = pSoldier->bCamo; + if (pNewSoldier->bCamo != 0) + { + pNewSoldier->CreateSoldierPalettes(); + } + // 0verhaul: Need to pass certain flags over. COWERING is one of them. Others to be determined. // copy uiStatusFlags, etc. - hayden :) @@ -1625,7 +1648,7 @@ SOLDIERTYPE * SwapLarrysProfiles( SOLDIERTYPE * pSoldier ) } -BOOLEAN DoesNPCOwnBuilding( SOLDIERTYPE *pSoldier, INT16 sGridNo ) +BOOLEAN DoesNPCOwnBuilding( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { UINT8 ubRoomInfo; @@ -1763,4 +1786,4 @@ void OverwriteMercOpinionsWithXMLData( UINT32 uiLoop ) { gMercProfiles[ uiLoop ].bMercOpinion[cnt] = tempProfiles[ uiLoop ].bMercOpinion[cnt] ; } -} \ No newline at end of file +} diff --git a/Tactical/Soldier Profile.h b/Tactical/Soldier Profile.h index 11102fee..bd30c9c7 100644 --- a/Tactical/Soldier Profile.h +++ b/Tactical/Soldier Profile.h @@ -195,9 +195,8 @@ void MakeRemainingTerroristsTougher( void ); void MakeRemainingAssassinsTougher( void ); SOLDIERTYPE * SwapLarrysProfiles( SOLDIERTYPE * pSoldier ); -BOOLEAN DoesNPCOwnBuilding( SOLDIERTYPE *pSoldier, INT16 sGridNo ); +BOOLEAN DoesNPCOwnBuilding( SOLDIERTYPE *pSoldier, INT32 sGridNo ); -// HEADROCK PROFEX: Temporary array for merc profile data, read from XML typedef struct { CHAR16 zName[NAME_LENGTH]; diff --git a/Tactical/Soldier Tile.cpp b/Tactical/Soldier Tile.cpp index 65005512..705bc7cf 100644 --- a/Tactical/Soldier Tile.cpp +++ b/Tactical/Soldier Tile.cpp @@ -78,26 +78,26 @@ void OutputDebugInfoForTurnBasedNextTileWaiting( SOLDIERTYPE * pSoldier ) if ( (gTacticalStatus.uiFlags & INCOMBAT) && (pSoldier->pathing.usPathDataSize > 0) ) { UINT32 uiLoop; - INT16 sTemp = NOWHERE; - INT16 sNewGridNo; + INT32 usTemp = NOWHERE; + INT32 usNewGridNo; - sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ); + usNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ); // provide more info!! DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path size %d, index %d", pSoldier->pathing.usPathDataSize, pSoldier->pathing.usPathIndex ) ); - DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Who is at blocked gridno: %d", WhoIsThere2( sNewGridNo, pSoldier->pathing.bLevel ) ) ); + DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Who is at blocked gridno: %d", WhoIsThere2( usNewGridNo, pSoldier->pathing.bLevel ) ) ); for ( uiLoop = 0; uiLoop < pSoldier->pathing.usPathDataSize; uiLoop++ ) { if ( uiLoop > pSoldier->pathing.usPathIndex ) { - sTemp = NewGridNo( sTemp, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ uiLoop ] ) ); + usTemp = NewGridNo( usTemp, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ uiLoop ] ) ); DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->pathing.usPathingData[uiLoop], sTemp ) ); } else if ( uiLoop == pSoldier->pathing.usPathIndex ) { - sTemp = sNewGridNo; - DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->pathing.usPathingData[uiLoop], sTemp ) ); + usTemp = usNewGridNo; + DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->pathing.usPathingData[uiLoop], usTemp ) ); } else { @@ -111,7 +111,7 @@ void OutputDebugInfoForTurnBasedNextTileWaiting( SOLDIERTYPE * pSoldier ) -void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT16 sCauseGridNo, INT8 bValue ) +void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT32 sCauseGridNo, INT8 bValue ) { UINT8 ubPerson; @@ -147,7 +147,7 @@ void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT16 sCauseGridNo, INT8 bVal } -void SetFinalTile( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fGivenUp ) +void SetFinalTile( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fGivenUp ) { // OK, If we were waiting for stuff, do it here... @@ -176,10 +176,10 @@ void SetFinalTile( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fGivenUp ) } -void MarkMovementReserved( SOLDIERTYPE *pSoldier, INT16 sGridNo ) +void MarkMovementReserved( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { - // Check if we have one reserrved already, and free it first! - if ( pSoldier->sReservedMovementGridNo != NOWHERE ) + // Check if we have one reserrved already, and free it first! + if (!TileIsOutOfBounds(pSoldier->sReservedMovementGridNo)) { UnMarkMovementReserved( pSoldier ); } @@ -195,7 +195,7 @@ void MarkMovementReserved( SOLDIERTYPE *pSoldier, INT16 sGridNo ) void UnMarkMovementReserved( SOLDIERTYPE *pSoldier ) { - INT16 sNewGridNo; + INT32 sNewGridNo; sNewGridNo = GETWORLDINDEXFROMWORLDCOORDS(pSoldier->dYPos, pSoldier->dXPos ); @@ -206,8 +206,8 @@ void UnMarkMovementReserved( SOLDIERTYPE *pSoldier ) } // For single-tiled mercs, unset this gridno - // See if we have one reserved! - if ( pSoldier->sReservedMovementGridNo != NOWHERE ) + // See if we have one reserved! + if (!TileIsOutOfBounds(pSoldier->sReservedMovementGridNo)) { gpWorldLevelData[ pSoldier->sReservedMovementGridNo ].uiFlags &= (~MAPELEMENT_MOVEMENT_RESERVED); @@ -215,14 +215,14 @@ void UnMarkMovementReserved( SOLDIERTYPE *pSoldier ) } } -INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 bLevel ) +INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT32 sGridNo, INT8 bLevel ) { UINT8 ubPerson; - INT16 sTempDestGridNo; - INT16 sNewGridNo; + INT32 sTempDestGridNo; + INT32 sNewGridNo; BOOLEAN fSwapInDoor = FALSE; - - if ( sGridNo == NOWHERE ) + + if (TileIsOutOfBounds(sGridNo)) { return( MOVE_TILE_CLEAR ); } @@ -270,7 +270,7 @@ INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 bL pSoldier->flags.fBlockedByAnotherMerc = FALSE; // Is the next tile blocked too? - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) ); + sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) ); return( TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->pathing.bLevel ) ); } @@ -349,7 +349,7 @@ INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 bL gpWorldLevelData[ sGridNo ].uiFlags|=MAPELEMENT_REVEALED; gpWorldLevelData[ sGridNo ].uiFlags|=MAPELEMENT_REDRAW; SetRenderFlags(RENDER_FLAG_MARKED); - RecompileLocalMovementCosts( (INT16)sGridNo ); + RecompileLocalMovementCosts( sGridNo ); } // Unset flag for blocked by soldier... @@ -382,7 +382,7 @@ INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 bL -BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT16 sFinalDestTile ) +BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT32 sGridNo, INT32 sFinalDestTile )//dnl ch53 111009 { INT8 bBlocked; INT16 bOverTerrainType; @@ -409,8 +409,8 @@ BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, I if ( bBlocked != MOVE_TILE_CLEAR ) { // Is the next gridno our destination? - // OK: Let's check if we are NOT walking off screen - if ( sGridNo == sFinalDestTile && pSoldier->ubWaitActionToDo == 0 && (pSoldier->bTeam == gbPlayerNum || pSoldier->sAbsoluteFinalDestination == NOWHERE) ) + // OK: Let's check if we are NOT walking off screen + if ( sGridNo == sFinalDestTile && pSoldier->ubWaitActionToDo == 0 && (pSoldier->bTeam == gbPlayerNum || TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination)) ) { // Yah, well too bad, stop here. SetFinalTile( pSoldier, pSoldier->sGridNo, FALSE ); @@ -422,7 +422,7 @@ BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, I { // Stationary, { - INT16 sOldFinalDest; + INT32 sOldFinalDest;//dnl ch53 111009 // Maintain sFinalDest.... sOldFinalDest = pSoldier->pathing.sFinalDestination; @@ -444,7 +444,7 @@ BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, I else { { - INT16 sOldFinalDest; + INT32 sOldFinalDest;//dnl ch53 111009 // Maintain sFinalDest.... sOldFinalDest = pSoldier->pathing.sFinalDestination; @@ -508,8 +508,8 @@ BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier ) { // Buddy is waiting to continue his path INT8 bBlocked, bPathBlocked; - INT16 sCost; - INT16 sNewGridNo, sCheckGridNo; + INT32 sCost; + INT32 sNewGridNo, sCheckGridNo; UINT8 ubDirection, bCauseDirection; UINT8 ubPerson; UINT8 fFlags = 0; @@ -583,8 +583,8 @@ BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier ) { // OK, look around dest for the first one! sCheckGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->pathing.sFinalDestination, 6, &ubDirection ); - - if ( sCheckGridNo == NOWHERE ) + + if (TileIsOutOfBounds(sCheckGridNo)) { // If this is nowhere, try harder! sCheckGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->pathing.sFinalDestination, 16, &ubDirection ); @@ -594,8 +594,8 @@ BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier ) { // OK, look around dest for the first one! sCheckGridNo = FindGridNoFromSweetSpotThroughPeople( pSoldier, pSoldier->pathing.sFinalDestination, 6, &ubDirection ); - - if ( sCheckGridNo == NOWHERE ) + + if (TileIsOutOfBounds(sCheckGridNo)) { // If this is nowhere, try harder! sCheckGridNo = FindGridNoFromSweetSpotThroughPeople( pSoldier, pSoldier->pathing.sFinalDestination, 16, &ubDirection ); @@ -607,13 +607,13 @@ BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier ) sCheckGridNo = pSoldier->pathing.sFinalDestination; } - sCost = (INT16) FindBestPath( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, fFlags ); + sCost = FindBestPath( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, fFlags ); // Can we get there if ( sCost > 0 ) { // Is the next tile blocked too? - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) ); + sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) ); bPathBlocked = TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->pathing.bLevel ); @@ -621,10 +621,10 @@ BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier ) { // Try to path around everyone except dest person - sCost = (INT16) FindBestPath( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, PATH_IGNORE_PERSON_AT_DEST ); + sCost = FindBestPath( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, PATH_IGNORE_PERSON_AT_DEST ); // Is the next tile in this new path blocked too? - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) ); + sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) ); bPathBlocked = TileIsClear( pSoldier, (UINT8)guiPathingData[ 0 ], sNewGridNo, pSoldier->pathing.bLevel ); @@ -664,8 +664,8 @@ BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier ) pSoldier->flags.fDelayedMovement = 99; } - // Do we want to force a swap? - if (pSoldier->flags.fDelayedMovement == 3 && (pSoldier->sAbsoluteFinalDestination != NOWHERE || gTacticalStatus.fAutoBandageMode) ) + // Do we want to force a swap? + if (pSoldier->flags.fDelayedMovement == 3 && (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination) || gTacticalStatus.fAutoBandageMode) ) { // with person who is in the way? ubPerson = WhoIsThere2( pSoldier->sDelayedMovementCauseGridNo, pSoldier->pathing.bLevel ); @@ -685,12 +685,12 @@ BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier ) // With these two guys swapped, we should try to continue on our way.... pSoldier->flags.fDelayedMovement = FALSE; - // We must calculate the path here so that we can give it the "through people" parameter - if ( gTacticalStatus.fAutoBandageMode && pSoldier->sAbsoluteFinalDestination == NOWHERE ) + // We must calculate the path here so that we can give it the "through people" parameter + if ( gTacticalStatus.fAutoBandageMode && TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination)) { FindBestPath( pSoldier, pSoldier->pathing.sFinalDestination, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE ); - } - else if ( pSoldier->sAbsoluteFinalDestination != NOWHERE && !FindBestPath( pSoldier, pSoldier->sAbsoluteFinalDestination, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE ) ) + } + else if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination) && !FindBestPath( pSoldier, pSoldier->sAbsoluteFinalDestination, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, COPYROUTE, PATH_THROUGH_PEOPLE ) ) { // check to see if we're there now! if ( pSoldier->sGridNo == pSoldier->sAbsoluteFinalDestination ) @@ -741,7 +741,7 @@ BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier ) } -BOOLEAN TeleportSoldier( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fForce ) +BOOLEAN TeleportSoldier( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fForce ) { INT16 sX, sY; @@ -784,7 +784,7 @@ BOOLEAN TeleportSoldier( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fForce ) // Swaps 2 soldier positions... void SwapMercPositions( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2 ) { - INT16 sGridNo1, sGridNo2; + INT32 sGridNo1, sGridNo2; // OK, save positions... sGridNo1 = pSoldier1->sGridNo; @@ -828,11 +828,11 @@ BOOLEAN CanExchangePlaces( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2, BOOLE if ( pSoldier2->flags.uiStatusFlags & ( SOLDIER_ANIMAL ) ) return( FALSE ); - // must NOT be hostile, must NOT have stationary orders OR militia team, must be >= OKLIFE + // must NOT be hostile, must NOT have stationary orders OR militia team, must be >= OKLIFE if( pSoldier2->aiData.bNeutral && pSoldier2->stats.bLife >= OKLIFE && pSoldier2->ubCivilianGroup != HICKS_CIV_GROUP && ( ( pSoldier2->aiData.bOrders != STATIONARY || pSoldier2->bTeam == MILITIA_TEAM ) || - ( pSoldier2->sAbsoluteFinalDestination != NOWHERE && pSoldier2->sAbsoluteFinalDestination != pSoldier2->sGridNo ) ) + ( !TileIsOutOfBounds(pSoldier2->sAbsoluteFinalDestination) && pSoldier2->sAbsoluteFinalDestination != pSoldier2->sGridNo ) ) ) return( TRUE ); diff --git a/Tactical/SoldierTooltips.cpp b/Tactical/SoldierTooltips.cpp index a3c30882..6f3bde11 100644 --- a/Tactical/SoldierTooltips.cpp +++ b/Tactical/SoldierTooltips.cpp @@ -63,7 +63,7 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier ) MOUSETT *pRegion = &mouseTT; CHAR16 pStrInfo[ sizeof( pRegion->FastHelpText ) ]; int iNVG = 0; - INT16 sSoldierGridNo; + INT32 usSoldierGridNo; BOOLEAN fDisplayBigSlotItem = FALSE; BOOLEAN fMercIsUsingScope = FALSE; UINT16 iCarriedRL = 0; @@ -74,7 +74,7 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier ) fDrawTooltip = TRUE; // get the gridno the cursor is at - GetMouseMapPos( &sSoldierGridNo ); + GetMouseMapPos( &usSoldierGridNo ); // get the distance to enemy's tile from the selected merc if ( gusSelectedSoldier != NOBODY ) @@ -197,9 +197,9 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier ) { // display "debug" info if ( gGameExternalOptions.fEnableSoldierTooltipLocation ) - swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LOCATION], pStrInfo, sSoldierGridNo ); + swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LOCATION], pStrInfo, usSoldierGridNo ); if ( gGameExternalOptions.fEnableSoldierTooltipBrightness ) - swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_BRIGHTNESS], pStrInfo, SHADE_MIN - LightTrueLevel( sSoldierGridNo, gsInterfaceLevel ), SHADE_MIN ); + swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_BRIGHTNESS], pStrInfo, SHADE_MIN - LightTrueLevel( usSoldierGridNo, gsInterfaceLevel ), SHADE_MIN ); if ( gGameExternalOptions.fEnableSoldierTooltipRangeToTarget ) swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_RANGE_TO_TARGET], pStrInfo, iRangeToTarget ); if ( gGameExternalOptions.fEnableSoldierTooltipID ) diff --git a/Tactical/Spread Burst.cpp b/Tactical/Spread Burst.cpp index c590ab7c..8b809502 100644 --- a/Tactical/Spread Burst.cpp +++ b/Tactical/Spread Burst.cpp @@ -37,7 +37,7 @@ void ResetBurstLocations( ) } -void InternalAccumulateBurstLocation( INT16 sGridNo ) +void InternalAccumulateBurstLocation( INT32 sGridNo ) { INT32 cnt; if ( gbNumBurstLocations < MAX_BURST_LOCATIONS ) @@ -62,11 +62,11 @@ void InternalAccumulateBurstLocation( INT16 sGridNo ) //Madd: to add a bit more usefulness to spread fire, I'm making it so that //it will automatically latch onto enemies within iSearchRange tiles of the mouse drag. -void AccumulateBurstLocation( INT16 sGridNo ) +void AccumulateBurstLocation( INT32 sGridNo ) { SOLDIERTYPE* pTarget; int iSearchRange = 2; // number of tiles beside the mouse drag to look at - INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset, sAdjacentGridNo; + INT32 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset, sAdjacentGridNo; BOOLEAN foundTarget = FALSE; //first see if we can find a guy standing right on the spot @@ -252,7 +252,7 @@ extern HVOBJECT GetCursorFileVideoObject( UINT32 uiCursorFile ); void RenderAccumulatedBurstLocations( ) { INT32 cnt; - INT16 sGridNo; + INT32 sGridNo; HVOBJECT hVObject; if ( !gfBeginBurstSpreadTracking ) diff --git a/Tactical/Spread burst.h b/Tactical/Spread burst.h index 230a5100..cfd040f2 100644 --- a/Tactical/Spread burst.h +++ b/Tactical/Spread burst.h @@ -7,7 +7,7 @@ typedef struct { INT16 sX; INT16 sY; - INT16 sGridNo; + INT32 sGridNo; } BURST_LOCATIONS; @@ -17,7 +17,7 @@ extern INT8 gbNumBurstLocations; void ResetBurstLocations( ); -void AccumulateBurstLocation( INT16 sGridNo ); +void AccumulateBurstLocation( INT32 sGridNo ); void PickBurstLocations( SOLDIERTYPE *pSoldier ); void AIPickBurstLocations( SOLDIERTYPE *pSoldier, INT8 bTargets, SOLDIERTYPE *pTargets[5] ); diff --git a/Tactical/Strategic Exit GUI.cpp b/Tactical/Strategic Exit GUI.cpp index c180ec81..a5e686ac 100644 --- a/Tactical/Strategic Exit GUI.cpp +++ b/Tactical/Strategic Exit GUI.cpp @@ -73,7 +73,7 @@ typedef struct UINT16 usHeight; INT16 sX; INT16 sY; - INT16 sAdditionalData; + INT32 sAdditionalData;//dnl ch56 151009 UINT8 ubFlags; UINT8 ubLeaveSectorType; UINT8 ubLeaveSectorCode; @@ -106,23 +106,23 @@ EXIT_DIALOG_STRUCT gExitDialog; UINT8 gubExitGUIDirection; -INT16 gsExitGUIAdditionalData; +INT32 gsExitGUIAdditionalData;//dnl ch56 151009 INT16 gsWarpWorldX; INT16 gsWarpWorldY; INT8 gbWarpWorldZ; -INT16 gsWarpGridNo; +INT32 gsWarpGridNo; //KM: New method is coded for more sophistocated rules. All the information is stored within the gExitDialog struct // and calculated upon entry to this function instead of passing in multiple arguments and calculating it prior. -BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT16 sAdditionalData ) +BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//dnl ch56 151009 { UINT32 uiTraverseTimeInMinutes; SOLDIERTYPE *pSoldier; INT32 i; SGPRect aRect; UINT16 usTextBoxWidth, usTextBoxHeight; - INT16 sMapPos = 0; + INT32 usMapPos = 0; INT8 bExitCode = -1; BOOLEAN OkExitCode; @@ -147,11 +147,11 @@ BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT16 sAdditionalData ) break; case DIRECTION_EXITGRID: bExitCode = -1; - sMapPos = sAdditionalData; + usMapPos = sAdditionalData; break; } - OkExitCode = OKForSectorExit( bExitCode, sMapPos, &uiTraverseTimeInMinutes ); + OkExitCode = OKForSectorExit( bExitCode, usMapPos, &uiTraverseTimeInMinutes ); if( uiTraverseTimeInMinutes <= 5 ) { //if the traverse time is short, then traversal is percieved to be instantaneous. @@ -441,7 +441,7 @@ void WarpToSurfaceCallback( UINT8 bExitValue ) } -BOOLEAN InitSectorExitMenu( UINT8 ubDirection, INT16 sAdditionalData ) +BOOLEAN InitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//dnl ch56 151009 { gubExitGUIDirection = ubDirection; gsExitGUIAdditionalData = sAdditionalData; diff --git a/Tactical/Strategic Exit GUI.h b/Tactical/Strategic Exit GUI.h index c1c8b062..2bfb23df 100644 --- a/Tactical/Strategic Exit GUI.h +++ b/Tactical/Strategic Exit GUI.h @@ -19,7 +19,7 @@ enum extern BOOLEAN gfInSectorExitMenu; -BOOLEAN InitSectorExitMenu( UINT8 ubDirection, INT16 sAdditionalData ); +BOOLEAN InitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData );//dnl ch56 151009 void RenderSectorExitMenu( ); BOOLEAN HandleSectorExitMenu( ); void RemoveSectorExitMenu( BOOLEAN fOK ); diff --git a/Tactical/Structure Wrap.cpp b/Tactical/Structure Wrap.cpp index eca7bd16..d14e12fb 100644 --- a/Tactical/Structure Wrap.cpp +++ b/Tactical/Structure Wrap.cpp @@ -15,11 +15,11 @@ #include "rotting corpses.h" #endif -extern BOOLEAN DoesSAMExistHere( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT16 sGridNo ); +extern BOOLEAN DoesSAMExistHere( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT32 sGridNo ); -BOOLEAN IsFencePresentAtGridno( INT16 sGridNo ) +BOOLEAN IsFencePresentAtGridNo( INT32 sGridNo ) { if ( FindStructure( sGridNo, STRUCTURE_ANYFENCE ) != NULL ) { @@ -29,7 +29,7 @@ BOOLEAN IsFencePresentAtGridno( INT16 sGridNo ) return( FALSE ); } -BOOLEAN IsRoofPresentAtGridno( INT16 sGridNo ) +BOOLEAN IsRoofPresentAtGridNo( INT32 sGridNo ) { if ( FindStructure( sGridNo, STRUCTURE_ROOF ) != NULL ) { @@ -40,7 +40,7 @@ BOOLEAN IsRoofPresentAtGridno( INT16 sGridNo ) } -BOOLEAN IsJumpableFencePresentAtGridno( INT16 sGridNo ) +BOOLEAN IsJumpableFencePresentAtGridNo( INT32 sGridNo ) { STRUCTURE * pStructure; @@ -62,7 +62,7 @@ BOOLEAN IsJumpableFencePresentAtGridno( INT16 sGridNo ) } -BOOLEAN IsDoorPresentAtGridno( INT16 sGridNo ) +BOOLEAN IsDoorPresentAtGridNo( INT32 sGridNo ) { if ( FindStructure( sGridNo, STRUCTURE_ANYDOOR ) != NULL ) { @@ -73,7 +73,7 @@ BOOLEAN IsDoorPresentAtGridno( INT16 sGridNo ) } -BOOLEAN IsTreePresentAtGridno( INT16 sGridNo ) +BOOLEAN IsTreePresentAtGridNo( INT32 sGridNo ) { if ( FindStructure( sGridNo, STRUCTURE_TREE ) != NULL ) { @@ -84,7 +84,7 @@ BOOLEAN IsTreePresentAtGridno( INT16 sGridNo ) } -LEVELNODE *IsWallPresentAtGridno( INT16 sGridNo ) +LEVELNODE *IsWallPresentAtGridNo( INT32 sGridNo ) { LEVELNODE *pNode = NULL; STRUCTURE * pStructure; @@ -99,7 +99,7 @@ LEVELNODE *IsWallPresentAtGridno( INT16 sGridNo ) return( pNode ); } -LEVELNODE *GetWallLevelNodeOfSameOrientationAtGridno( INT16 sGridNo, INT8 ubOrientation ) +LEVELNODE *GetWallLevelNodeOfSameOrientationAtGridNo( INT32 sGridNo, INT8 ubOrientation ) { LEVELNODE *pNode = NULL; STRUCTURE * pStructure; @@ -121,7 +121,7 @@ LEVELNODE *GetWallLevelNodeOfSameOrientationAtGridno( INT16 sGridNo, INT8 ubOrie } -LEVELNODE *GetWallLevelNodeAndStructOfSameOrientationAtGridno( INT16 sGridNo, INT8 ubOrientation, STRUCTURE **ppStructure ) +LEVELNODE *GetWallLevelNodeAndStructOfSameOrientationAtGridNo( INT32 sGridNo, INT8 ubOrientation, STRUCTURE **ppStructure ) { LEVELNODE *pNode = NULL; STRUCTURE * pStructure, * pBaseStructure; @@ -150,10 +150,10 @@ LEVELNODE *GetWallLevelNodeAndStructOfSameOrientationAtGridno( INT16 sGridNo, IN } -BOOLEAN IsDoorVisibleAtGridNo( INT16 sGridNo ) +BOOLEAN IsDoorVisibleAtGridNo( INT32 sGridNo ) { STRUCTURE * pStructure; - INT16 sNewGridNo; + INT32 sNewGridNo; pStructure = FindStructure( sGridNo, STRUCTURE_ANYDOOR ); @@ -207,7 +207,7 @@ BOOLEAN IsDoorVisibleAtGridNo( INT16 sGridNo ) } -BOOLEAN DoesGridnoContainHiddenStruct( INT16 sGridNo, BOOLEAN *pfVisible ) +BOOLEAN DoesGridNoContainHiddenStruct( INT32 sGridNo, BOOLEAN *pfVisible ) { // ATE: These are ignored now - always return false @@ -233,7 +233,7 @@ BOOLEAN DoesGridnoContainHiddenStruct( INT16 sGridNo, BOOLEAN *pfVisible ) } -BOOLEAN IsHiddenStructureVisible( INT16 sGridNo, UINT16 usIndex ) +BOOLEAN IsHiddenStructureVisible( INT32 sGridNo, UINT16 usIndex ) { // Check if it's a hidden struct and we have not revealed anything! if ( gTileDatabase[ usIndex ].uiFlags & HIDDEN_TILE ) @@ -249,7 +249,7 @@ BOOLEAN IsHiddenStructureVisible( INT16 sGridNo, UINT16 usIndex ) } -BOOLEAN WallExistsOfTopLeftOrientation( INT16 sGridNo ) +BOOLEAN WallExistsOfTopLeftOrientation( INT32 sGridNo ) { // CJC: changing to search only for normal walls, July 16, 1998 STRUCTURE * pStructure; @@ -271,7 +271,7 @@ BOOLEAN WallExistsOfTopLeftOrientation( INT16 sGridNo ) return( FALSE ); } -BOOLEAN WallExistsOfTopRightOrientation( INT16 sGridNo ) +BOOLEAN WallExistsOfTopRightOrientation( INT32 sGridNo ) { // CJC: changing to search only for normal walls, July 16, 1998 STRUCTURE * pStructure; @@ -293,7 +293,7 @@ BOOLEAN WallExistsOfTopRightOrientation( INT16 sGridNo ) return( FALSE ); } -BOOLEAN WallOrClosedDoorExistsOfTopLeftOrientation( INT16 sGridNo ) +BOOLEAN WallOrClosedDoorExistsOfTopLeftOrientation( INT32 sGridNo ) { STRUCTURE * pStructure; @@ -318,7 +318,7 @@ BOOLEAN WallOrClosedDoorExistsOfTopLeftOrientation( INT16 sGridNo ) return( FALSE ); } -BOOLEAN WallOrClosedDoorExistsOfTopRightOrientation( INT16 sGridNo ) +BOOLEAN WallOrClosedDoorExistsOfTopRightOrientation( INT32 sGridNo ) { STRUCTURE * pStructure; @@ -343,7 +343,7 @@ BOOLEAN WallOrClosedDoorExistsOfTopRightOrientation( INT16 sGridNo ) return( FALSE ); } -BOOLEAN OpenRightOrientedDoorWithDoorOnRightOfEdgeExists( INT16 sGridNo ) +BOOLEAN OpenRightOrientedDoorWithDoorOnRightOfEdgeExists( INT32 sGridNo ) { STRUCTURE * pStructure; @@ -367,7 +367,7 @@ BOOLEAN OpenRightOrientedDoorWithDoorOnRightOfEdgeExists( INT16 sGridNo ) return( FALSE ); } -BOOLEAN OpenLeftOrientedDoorWithDoorOnLeftOfEdgeExists( INT16 sGridNo ) +BOOLEAN OpenLeftOrientedDoorWithDoorOnLeftOfEdgeExists( INT32 sGridNo ) { STRUCTURE * pStructure; @@ -391,7 +391,7 @@ BOOLEAN OpenLeftOrientedDoorWithDoorOnLeftOfEdgeExists( INT16 sGridNo ) return( FALSE ); } -STRUCTURE * FindCuttableWireFenceAtGridNo( INT16 sGridNo ) +STRUCTURE * FindCuttableWireFenceAtGridNo( INT32 sGridNo ) { STRUCTURE * pStructure; @@ -403,7 +403,7 @@ STRUCTURE * FindCuttableWireFenceAtGridNo( INT16 sGridNo ) return( NULL ); } -BOOLEAN CutWireFence( INT16 sGridNo ) +BOOLEAN CutWireFence( INT32 sGridNo ) { STRUCTURE * pStructure; @@ -421,13 +421,13 @@ BOOLEAN CutWireFence( INT16 sGridNo ) return( FALSE ); } -BOOLEAN IsCuttableWireFenceAtGridNo( INT16 sGridNo ) +BOOLEAN IsCuttableWireFenceAtGridNo( INT32 sGridNo ) { return( FindCuttableWireFenceAtGridNo( sGridNo ) != NULL ); } -BOOLEAN IsRepairableStructAtGridNo( INT16 sGridNo, UINT8 *pubID ) +BOOLEAN IsRepairableStructAtGridNo( INT32 sGridNo, UINT8 *pubID ) { UINT8 ubMerc; @@ -459,7 +459,7 @@ BOOLEAN IsRepairableStructAtGridNo( INT16 sGridNo, UINT8 *pubID ) } -BOOLEAN IsRefuelableStructAtGridNo( INT16 sGridNo, UINT8 *pubID ) +BOOLEAN IsRefuelableStructAtGridNo( INT32 sGridNo, UINT8 *pubID ) { UINT8 ubMerc; @@ -483,7 +483,7 @@ BOOLEAN IsRefuelableStructAtGridNo( INT16 sGridNo, UINT8 *pubID ) -BOOLEAN IsCutWireFenceAtGridNo( INT16 sGridNo ) +BOOLEAN IsCutWireFenceAtGridNo( INT32 sGridNo ) { STRUCTURE * pStructure; @@ -497,11 +497,11 @@ BOOLEAN IsCutWireFenceAtGridNo( INT16 sGridNo ) -INT16 FindDoorAtGridNoOrAdjacent( INT16 sGridNo ) +INT32 FindDoorAtGridNoOrAdjacent( INT32 sGridNo ) { STRUCTURE * pStructure; STRUCTURE * pBaseStructure; - INT16 sTestGridNo; + INT32 sTestGridNo; sTestGridNo = sGridNo; pStructure = FindStructure( sTestGridNo, STRUCTURE_ANYDOOR ); @@ -532,7 +532,7 @@ INT16 FindDoorAtGridNoOrAdjacent( INT16 sGridNo ) -BOOLEAN IsCorpseAtGridNo( INT16 sGridNo, UINT8 ubLevel ) +BOOLEAN IsCorpseAtGridNo( INT32 sGridNo, UINT8 ubLevel ) { if ( GetCorpseAtGridNo( sGridNo , ubLevel ) != NULL ) { @@ -545,7 +545,7 @@ BOOLEAN IsCorpseAtGridNo( INT16 sGridNo, UINT8 ubLevel ) } -BOOLEAN SetOpenableStructureToClosed( INT16 sGridNo, UINT8 ubLevel ) +BOOLEAN SetOpenableStructureToClosed( INT32 sGridNo, UINT8 ubLevel ) { STRUCTURE * pStructure; STRUCTURE * pNewStructure; diff --git a/Tactical/Structure Wrap.h b/Tactical/Structure Wrap.h index 3b415f12..c527bf46 100644 --- a/Tactical/Structure Wrap.h +++ b/Tactical/Structure Wrap.h @@ -2,50 +2,50 @@ #define STRUCURE_WRAP_H -BOOLEAN IsTreePresentAtGridno( INT16 sGridNo ); -BOOLEAN IsFencePresentAtGridno( INT16 sGridNo ); -BOOLEAN IsJumpableFencePresentAtGridno( INT16 sGridNo ); -BOOLEAN IsDoorPresentAtGridno( INT16 sGridNo ); +BOOLEAN IsTreePresentAtGridNo( INT32 sGridNo ); +BOOLEAN IsFencePresentAtGridNo( INT32 sGridNo ); +BOOLEAN IsJumpableFencePresentAtGridNo( INT32 sGridNo ); +BOOLEAN IsDoorPresentAtGridNo( INT32 sGridNo ); // OK, THIS FUNCTION RETURNS A LEVELNODE POINTER TO A WALL OF THE SAME ORIENTATION // AS WAS GIVEN. RETURNS NULL IF NONE FOUND. -LEVELNODE *GetWallLevelNodeOfSameOrientationAtGridno( INT16 sGridNo, INT8 ubOrientation ); +LEVELNODE *GetWallLevelNodeOfSameOrientationAtGridNo( INT32 sGridNo, INT8 ubOrientation ); -LEVELNODE *IsWallPresentAtGridno( INT16 sGridNo ); +LEVELNODE *IsWallPresentAtGridNo( INT32 sGridNo ); -BOOLEAN IsDoorVisibleAtGridNo( INT16 sGridNo ); +BOOLEAN IsDoorVisibleAtGridNo( INT32 sGridNo ); -BOOLEAN IsHiddenStructureVisible( INT16 sGridNo, UINT16 usIndex ); +BOOLEAN IsHiddenStructureVisible( INT32 sGridNo, UINT16 usIndex ); -BOOLEAN DoesGridnoContainHiddenStruct( INT16 sGridNo, BOOLEAN *pfVisible ); +BOOLEAN DoesGridNoContainHiddenStruct( INT32 sGridNo, BOOLEAN *pfVisible ); -BOOLEAN WallExistsOfTopLeftOrientation( INT16 sGridNo ); +BOOLEAN WallExistsOfTopLeftOrientation( INT32 sGridNo ); -BOOLEAN WallExistsOfTopRightOrientation( INT16 sGridNo ); +BOOLEAN WallExistsOfTopRightOrientation( INT32 sGridNo ); -BOOLEAN WallOrClosedDoorExistsOfTopLeftOrientation( INT16 sGridNo ); +BOOLEAN WallOrClosedDoorExistsOfTopLeftOrientation( INT32 sGridNo ); -BOOLEAN WallOrClosedDoorExistsOfTopRightOrientation( INT16 sGridNo ); +BOOLEAN WallOrClosedDoorExistsOfTopRightOrientation( INT32 sGridNo ); -BOOLEAN OpenRightOrientedDoorWithDoorOnRightOfEdgeExists( INT16 sGridNo ); -BOOLEAN OpenLeftOrientedDoorWithDoorOnLeftOfEdgeExists( INT16 sGridNo ); +BOOLEAN OpenRightOrientedDoorWithDoorOnRightOfEdgeExists( INT32 sGridNo ); +BOOLEAN OpenLeftOrientedDoorWithDoorOnLeftOfEdgeExists( INT32 sGridNo ); -LEVELNODE *GetWallLevelNodeAndStructOfSameOrientationAtGridno( INT16 sGridNo, INT8 ubOrientation, STRUCTURE **ppStructure ); +LEVELNODE *GetWallLevelNodeAndStructOfSameOrientationAtGridNo( INT32 sGridNo, INT8 ubOrientation, STRUCTURE **ppStructure ); -BOOLEAN CutWireFence( INT16 sGridNo ); -BOOLEAN IsCuttableWireFenceAtGridNo( INT16 sGridNo ); -BOOLEAN IsCutWireFenceAtGridNo( INT16 sGridNo ); +BOOLEAN CutWireFence( INT32 sGridNo ); +BOOLEAN IsCuttableWireFenceAtGridNo( INT32 sGridNo ); +BOOLEAN IsCutWireFenceAtGridNo( INT32 sGridNo ); -BOOLEAN IsRepairableStructAtGridNo( INT16 sGridNo, UINT8 *pubID ); -BOOLEAN IsRefuelableStructAtGridNo( INT16 sGridNo, UINT8 *pubID ); +BOOLEAN IsRepairableStructAtGridNo( INT32 sGridNo, UINT8 *pubID ); +BOOLEAN IsRefuelableStructAtGridNo( INT32 sGridNo, UINT8 *pubID ); -BOOLEAN IsRoofPresentAtGridno( INT16 sGridNo ); +BOOLEAN IsRoofPresentAtGridNo( INT32 sGridNo ); -INT16 FindDoorAtGridNoOrAdjacent( INT16 sGridNo ); +INT32 FindDoorAtGridNoOrAdjacent( INT32 sGridNo ); -BOOLEAN IsCorpseAtGridNo( INT16 sGridNo, UINT8 ubLevel ); +BOOLEAN IsCorpseAtGridNo( INT32 sGridNo, UINT8 ubLevel ); -BOOLEAN SetOpenableStructureToClosed( INT16 sGridNo, UINT8 ubLevel ); +BOOLEAN SetOpenableStructureToClosed( INT32 sGridNo, UINT8 ubLevel ); #endif diff --git a/Tactical/Tactical Save.cpp b/Tactical/Tactical Save.cpp index d02024a0..2f81036d 100644 --- a/Tactical/Tactical Save.cpp +++ b/Tactical/Tactical Save.cpp @@ -49,7 +49,6 @@ #endif #include "VFS/vfs.h" - BOOLEAN gfWasInMeanwhile = FALSE; @@ -64,31 +63,20 @@ class SOLDIERTYPE; /////////////////////////////////////////////////////////////// - - -// This struct is used to save info from the NPCQuoteInfo struct that can change. -typedef struct +//dnl ch46 031009 +// It's used for save info from the NPCQuoteInfo class that can change. +class TempNPCQuoteInfoSave { - UINT16 usFlags; - - union - { - INT16 sRequiredItem; // item NPC must have to say quote - INT16 sRequiredGridno; // location for NPC req'd to say quote - }; - - UINT16 usGoToGridno; - -} TempNPCQuoteInfoSave; - - +public: + UINT16 usFlags; + INT16 sRequiredItem; + INT32 sRequiredGridNo; + INT32 usGoToGridNo; +}; #define NPC_TEMP_QUOTE_FILE "Temp\\NpcQuote.tmp" - - - /////////////////////////////////////////////////////////////// // // Global Variables @@ -824,7 +812,7 @@ BOOLEAN GetNumberOfWorldItemsFromTempItemFile( INT16 sMapX, INT16 sMapY, INT8 bM } -BOOLEAN AddItemsToUnLoadedSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ, INT16 sGridNo, UINT32 uiNumberOfItemsToAdd, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, BOOLEAN fReplaceEntireFile ) +BOOLEAN AddItemsToUnLoadedSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ, INT32 sGridNo, UINT32 uiNumberOfItemsToAdd, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, BOOLEAN fReplaceEntireFile ) { UINT32 uiNumberOfItems=0; WORLDITEM *pWorldItems; @@ -909,8 +897,8 @@ BOOLEAN AddItemsToUnLoadedSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ, INT16 sG pWorldItems[ cnt ].bRenderZHeightAboveLevel = bRenderZHeightAboveLevel; - //Check - if( sGridNo == NOWHERE && !( pWorldItems[ cnt ].usFlags & WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT ) ) + //Check + if(TileIsOutOfBounds(sGridNo) && !( pWorldItems[ cnt ].usFlags & WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT ) ) { pWorldItems[ cnt ].usFlags |= WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT; @@ -1054,8 +1042,8 @@ void HandleAllReachAbleItemsInTheSector( INT16 sSectorX, INT16 sSectorY, INT8 bS UINT32 uiCounter = 0; UINT8 ubDir, ubMovementCost; BOOLEAN fReachable = FALSE; - INT16 sGridNo = NOWHERE, sGridNo2 = NOWHERE; - INT16 sNewLoc; + INT32 sGridNo = NOWHERE, sGridNo2 = NOWHERE; + INT32 sNewLoc; SOLDIERTYPE * pSoldier; BOOLEAN fSecondary = FALSE; @@ -1413,7 +1401,7 @@ BOOLEAN LoadAndAddWorldItemsFromTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ ) UINT32 uiNumberOfItems=0; WORLDITEM *pWorldItems = NULL; UINT32 cnt; - INT16 sNewGridNo; + INT32 sNewGridNo; //Get the number of items from the file if( !GetNumberOfWorldItemsFromTempItemFile( sMapX, sMapY, bMapZ, &uiNumberOfItems, TRUE ) ) @@ -1485,14 +1473,15 @@ BOOLEAN LoadAndAddWorldItemsFromTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ ) //Check the flags to see if we have to find a gridno to place the items at if( pWorldItems[cnt].usFlags & WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO ) { - sNewGridNo = FindNearestAvailableGridNoForItem( pWorldItems[cnt].sGridNo, 5 ); - if( sNewGridNo == NOWHERE ) + sNewGridNo = FindNearestAvailableGridNoForItem( pWorldItems[cnt].sGridNo, 5 ); + + if(TileIsOutOfBounds(sNewGridNo)) sNewGridNo = FindNearestAvailableGridNoForItem( pWorldItems[cnt].sGridNo, 15 ); - - if ( sNewGridNo != NOWHERE ) - { - pWorldItems[cnt].sGridNo = sNewGridNo; - } + + if (!TileIsOutOfBounds(sNewGridNo)) + { + pWorldItems[cnt].sGridNo = sNewGridNo; + } } //If the item has an invalid gridno, use the maps entry point @@ -1756,7 +1745,8 @@ BOOLEAN LoadRottingCorpsesFromTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMa if( def.usFlags & ROTTING_CORPSE_FIND_SWEETSPOT_FROM_GRIDNO ) { def.sGridNo = FindNearestAvailableGridNoForCorpse( &def, 5 ); - if( def.sGridNo == NOWHERE ) + + if(TileIsOutOfBounds(def.sGridNo)) def.sGridNo = FindNearestAvailableGridNoForCorpse( &def, 15 ); // ATE: Here we still could have a bad location, but send in NOWHERE @@ -1833,7 +1823,7 @@ BOOLEAN LoadRottingCorpsesFromTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMa // Rewritten to load the temp file once, update with the list, and then write it. This was getting insane as items piled up in sectors. // A few dozen read, update, writes was okay but a few hundred is pushing it. -BOOLEAN AddWorldItemsToUnLoadedSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ, INT16 sGridNo, UINT32 uiNumberOfItemsToAdd, WORLDITEM *pWorldItem, BOOLEAN fOverWrite ) +BOOLEAN AddWorldItemsToUnLoadedSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ, INT32 sGridNo, UINT32 uiNumberOfItemsToAdd, WORLDITEM *pWorldItem, BOOLEAN fOverWrite ) { UINT32 uiLoop; UINT32 uiLastItemPos; @@ -1917,8 +1907,8 @@ BOOLEAN AddWorldItemsToUnLoadedSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ, INT pWorldItems[ uiLastItemPos ].bRenderZHeightAboveLevel = pWorldItem[ uiLoop ].bRenderZHeightAboveLevel; - //Check - if( pWorldItem[ uiLoop ].sGridNo == NOWHERE && !( pWorldItems[ uiLastItemPos ].usFlags & WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT ) ) + //Check + if(TileIsOutOfBounds(pWorldItem[ uiLoop ].sGridNo) && !( pWorldItems[ uiLastItemPos ].usFlags & WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT ) ) { pWorldItems[ uiLastItemPos ].usFlags |= WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT; @@ -2125,7 +2115,8 @@ void LoadNPCInformationFromProfileStruct() } //If the NPC's gridno is not nowhere, set him to that position - if( gMercProfiles[ cnt ].sGridNo != NOWHERE ) + //if( !TileIsOutOfBounds(gMercProfiles[ cnt ].sGridNo) ) + if(!TileIsOutOfBounds(gMercProfiles[ cnt ].sGridNo)) { if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { @@ -2320,7 +2311,7 @@ BOOLEAN InitTempNpcQuoteInfoForNPCFromTempFile() { TempNpcQuote[ ubCnt ].usFlags = gpNPCQuoteInfoArray[ usCnt1 ][ ubCnt ].fFlags; TempNpcQuote[ ubCnt ].sRequiredItem = gpNPCQuoteInfoArray[ usCnt1 ][ ubCnt ].sRequiredItem; - TempNpcQuote[ ubCnt ].usGoToGridno = gpNPCQuoteInfoArray[ usCnt1 ][ ubCnt ].usGoToGridno; + TempNpcQuote[ ubCnt ].usGoToGridNo = gpNPCQuoteInfoArray[ usCnt1 ][ ubCnt ].usGoToGridNo; } } @@ -2366,7 +2357,7 @@ BOOLEAN SaveTempNpcQuoteInfoForNPCToTempFile( UINT8 ubNpcId ) { TempNpcQuote[ ubCnt ].usFlags = gpNPCQuoteInfoArray[ ubNpcId ][ ubCnt ].fFlags; TempNpcQuote[ ubCnt ].sRequiredItem = gpNPCQuoteInfoArray[ ubNpcId ][ ubCnt ].sRequiredItem; - TempNpcQuote[ ubCnt ].usGoToGridno = gpNPCQuoteInfoArray[ ubNpcId ][ ubCnt ].usGoToGridno; + TempNpcQuote[ ubCnt ].usGoToGridNo = gpNPCQuoteInfoArray[ ubNpcId ][ ubCnt ].usGoToGridNo; } //Seek to the correct spot in the file @@ -2441,7 +2432,7 @@ BOOLEAN LoadTempNpcQuoteInfoForNPCFromTempFile( UINT8 ubNpcId ) { gpNPCQuoteInfoArray[ ubNpcId ][ ubCnt ].fFlags = TempNpcQuote[ ubCnt ].usFlags; gpNPCQuoteInfoArray[ ubNpcId ][ ubCnt ].sRequiredItem = TempNpcQuote[ ubCnt ].sRequiredItem; - gpNPCQuoteInfoArray[ ubNpcId ][ ubCnt ].usGoToGridno = TempNpcQuote[ ubCnt ].usGoToGridno; + gpNPCQuoteInfoArray[ ubNpcId ][ ubCnt ].usGoToGridNo = TempNpcQuote[ ubCnt ].usGoToGridNo; } FileClose( hFile ); @@ -2726,7 +2717,7 @@ BOOLEAN GetSectorFlagStatus( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, UINT32 uiFla -BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT32 uiFlags ) +BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiFlags ) { UINT32 uiNumberOfItems; WORLDITEM *pWorldItems=NULL; diff --git a/Tactical/Tactical Save.h b/Tactical/Tactical Save.h index 37054920..86ef1a25 100644 --- a/Tactical/Tactical Save.h +++ b/Tactical/Tactical Save.h @@ -54,10 +54,10 @@ BOOLEAN UpdateWorldItemsTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ ); // Adds an array of Item Objects to the specified location on a unloaded map. // If you want to overwrite all the items in the array set fReplaceEntireFile to TRUE. -BOOLEAN AddItemsToUnLoadedSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ, INT16 sGridNo, UINT32 uiNumberOfItems, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, BOOLEAN fReplaceEntireFile ); +BOOLEAN AddItemsToUnLoadedSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ, INT32 sGridNo, UINT32 uiNumberOfItems, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, BOOLEAN fReplaceEntireFile ); -BOOLEAN AddWorldItemsToUnLoadedSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ, INT16 sGridNo, UINT32 uiNumberOfItems, WORLDITEM *pWorldItem, BOOLEAN fOverWrite ); +BOOLEAN AddWorldItemsToUnLoadedSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ, INT32 sGridNo, UINT32 uiNumberOfItems, WORLDITEM *pWorldItem, BOOLEAN fOverWrite ); //Deletes all the Temp files in the Maps\Temp directory BOOLEAN InitTacticalSave( BOOLEAN fCreateTempDir ); @@ -87,7 +87,7 @@ BOOLEAN AddRottingCorpseToUnloadedSectorsRottingCorpseFile( INT16 sMapX, INT16 s //The gridno if you are passing in either of the flags ADD_DEAD_SOLDIER_USE_GRIDNO, or the ADD_DEAD_SOLDIER_TO_SWEETSPOT // // This function DOES NOT remove the soldier from the soldier struct. YOU must do it. -BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT32 uiFlags ); +BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiFlags ); BOOLEAN GetSectorFlagStatus( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, UINT32 uiFlagToSet ); diff --git a/Tactical/Tactical.dep b/Tactical/Tactical.dep deleted file mode 100644 index 30d5d11a..00000000 --- a/Tactical/Tactical.dep +++ /dev/null @@ -1,15296 +0,0 @@ -# Microsoft Developer Studio Generated Dependency File, included by Tactical.mak - -".\Air Raid.cpp" : \ - "..\builddefines.h"\ - "..\cheats.h"\ - "..\Editor\EditorMercs.h"\ - "..\Editor\editscreen.h"\ - "..\Editor\Road Smoothing.h"\ - "..\Editor\Smoothing Utils.h"\ - "..\fade screen.h"\ - "..\gameloop.h"\ - "..\gamescreen.h"\ - "..\GameSettings.h"\ - "..\gameversion.h"\ - "..\ja2.h"\ - "..\jascreens.h"\ - "..\Language Defines.h"\ - "..\Laptop\aim.h"\ - "..\Laptop\AimMembers.h"\ - "..\laptop\bobbyr.h"\ - "..\Laptop\BobbyRMailOrder.h"\ - "..\Laptop\email.h"\ - "..\Laptop\files.h"\ - "..\Laptop\finances.h"\ - "..\Laptop\history.h"\ - "..\Laptop\LaptopSave.h"\ - "..\Laptop\mercs.h"\ - "..\Laptop\personnel.h"\ - "..\Laptop\Store Inventory.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\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\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\Auto Resolve.h"\ - "..\Strategic\Campaign Types.h"\ - "..\Strategic\Game Clock.h"\ - "..\Strategic\Game Event Hook.h"\ - "..\Strategic\Game Events.h"\ - 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-"$(INTDIR)\Turn Based Input.obj" "$(INTDIR)\Turn Based Input.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\UI Cursors.cpp" - -"$(INTDIR)\UI Cursors.obj" "$(INTDIR)\UI Cursors.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\Vehicles.cpp - -"$(INTDIR)\Vehicles.obj" "$(INTDIR)\Vehicles.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\Weapons.cpp - -"$(INTDIR)\Weapons.obj" "$(INTDIR)\Weapons.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\World Items.cpp" - -"$(INTDIR)\World Items.obj" "$(INTDIR)\World Items.sbr" : $(SOURCE) "$(INTDIR)" - - - -!ENDIF - diff --git a/Tactical/Tactical.vcproj b/Tactical/Tactical.vcproj deleted file mode 100644 index c0e4e798..00000000 --- a/Tactical/Tactical.vcproj +++ /dev/null @@ -1,5897 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/Tactical/Tactical_2005Express.vcproj b/Tactical/Tactical_2005Express.vcproj index 929ee038..35e2e42a 100644 --- a/Tactical/Tactical_2005Express.vcproj +++ b/Tactical/Tactical_2005Express.vcproj @@ -267,6 +267,68 @@ Name="VCPostBuildEventTool" /> + + + + + + + + + + + + + + + + + @@ -412,6 +474,10 @@ RelativePath=".\Interface.h" > + + @@ -738,6 +804,10 @@ RelativePath=".\Interface.cpp" > + + diff --git a/Tactical/Tactical_VS2008.vcproj b/Tactical/Tactical_VS2008.vcproj index af68c146..106bb7cc 100644 --- a/Tactical/Tactical_VS2008.vcproj +++ b/Tactical/Tactical_VS2008.vcproj @@ -268,6 +268,70 @@ Name="VCPostBuildEventTool" /> + + + + + + + + + + + + + + + + + @@ -415,6 +479,10 @@ RelativePath="Interface.h" > + + @@ -739,6 +807,10 @@ RelativePath="Interface.cpp" > + + diff --git a/Tactical/TeamTurns.cpp b/Tactical/TeamTurns.cpp index b1aa3a50..73002e9e 100644 --- a/Tactical/TeamTurns.cpp +++ b/Tactical/TeamTurns.cpp @@ -344,7 +344,6 @@ void EndTurn( UINT8 ubNextTeam ) gTacticalStatus.ubCurrentTeam = ubNextTeam; if(is_server || !is_client) BeginTeamTurn( gTacticalStatus.ubCurrentTeam ); - // HEADROCK HAM 3.2: Experimental fix to force reinforcements enter battle with 0 APs. if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 1 || gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 2) { @@ -1796,14 +1795,13 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT8 ubOpponentID, BOOLEAN f #ifdef DEBUG_INTERRUPTS DebugMsg( TOPIC_JA2INTERRUPT, DBG_LEVEL_3, String("Calculating int pts for %d vs %d, number is %d", pSoldier->ubID, ubOpponentID, iPoints ) ); #endif - if(is_networked) - { - SOLDIERTYPE *pOpp = &Menptr[ubOpponentID]; - +if(is_networked) +{ + SOLDIERTYPE *pOpp = &Menptr[ubOpponentID]; #ifdef JA2BETAVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_MPSYSTEM, L"Interrupt: '%s' vs '%s' = %d points.",pSoldier->name,pOpp->name, iPoints ); #endif - } +} DebugMsg (TOPIC_JA2INTERRUPT,DBG_LEVEL_3,"CalcInterruptDuelPts done"); return( (INT8)iPoints ); } @@ -2071,15 +2069,21 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter nubFirstInterrupter = LATEST_INTERRUPT_GUY; npSoldier = MercPtrs[nubFirstInterrupter]; nbTeam = npSoldier->bTeam; - - + + // INTERRUPT is calculated on the server if ((nbTeam > 0) && (nbTeam <6 ) && is_server) //is for AI and are server { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for AI team"); + + // Only display the top message if we (the server) got interrupted + if (pSoldier->bTeam == 0) + AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] ); + send_interrupt( npSoldier ); StartInterrupt(); } + // INTERRUPT is calculated on the server else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// against ai { @@ -2090,27 +2094,22 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter //requestAIint( npSoldier ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"AI is interrupted"); } + // INTERRUPT is calculated on the pure client else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving) { - //StartInterrupt(); - send_interrupt( npSoldier ); // + // Only send interrupt if we (the client) got interrupted + send_interrupt( npSoldier ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team"); - { - // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupted" ); - //stop moving merc who was interrupted and init UI bar - SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ]; - //AdjustNoAPToFinishMove( pMerc, TRUE ); - pMerc->HaultSoldierFromSighting(TRUE); - //pMerc->fTurningFromPronePosition = FALSE;// hmmm ?? - FreezeInterfaceForEnemyTurn(); - InitEnemyUIBar( 0, 0 ); - fInterfacePanelDirty = DIRTYLEVEL2; - AddTopMessage( COMPUTER_TURN_MESSAGE, TeamTurnString[ nbTeam ] ); - gTacticalStatus.fInterruptOccurred = TRUE; - - } - //ClearIntList(); + SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ]; + //AdjustNoAPToFinishMove( pMerc, TRUE ); + pMerc->HaultSoldierFromSighting(TRUE); + //pMerc->fTurningFromPronePosition = FALSE;// hmmm ?? + FreezeInterfaceForEnemyTurn(); + InitEnemyUIBar( 0, 0 ); + fInterfacePanelDirty = DIRTYLEVEL2; + AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] ); + gTacticalStatus.fInterruptOccurred = TRUE; } else { diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index cbf8d153..98bda533 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -131,7 +131,7 @@ extern UINT32 guiCurrentEvent; extern UINT8 gubIntTileCheckFlags; extern UINT32 guiCurrentUICursor; extern SOLDIERTYPE *gpSMCurrentMerc; -extern INT16 gsOverItemsGridNo; +extern INT32 gsOverItemsGridNo; extern INT16 gsOverItemsLevel; extern BOOLEAN gfUIShowExitSouth; @@ -182,7 +182,7 @@ SOLDIERTYPE *gpExchangeSoldier1; SOLDIERTYPE *gpExchangeSoldier2; -BOOLEAN ConfirmActionCancel( INT16 sMapPos, UINT16 usOldMapPos ); +BOOLEAN ConfirmActionCancel( INT32 usMapPos, INT32 usOldMapPos ); BOOLEAN gfNextFireJam = FALSE; @@ -258,16 +258,16 @@ void GetTBMouseButtonInput( UINT32 *puiNewEvent ) void QueryTBLeftButton( UINT32 *puiNewEvent ) { SOLDIERTYPE *pSoldier; - INT16 sMapPos; + INT32 usMapPos; static BOOLEAN fClickHoldIntercepted = FALSE; static BOOLEAN fCanCheckForSpeechAdvance = FALSE; - static INT16 sMoveClickGridNo = 0; + static INT32 sMoveClickGridNo = 0; // LEFT MOUSE BUTTON if ( gViewportRegion.uiFlags & MSYS_MOUSE_IN_AREA ) { - if (!GetMouseMapPos( &sMapPos ) && !gfUIShowExitSouth ) + if (!GetMouseMapPos( &usMapPos ) && !gfUIShowExitSouth ) { return; } @@ -286,7 +286,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent ) if( GetSoldier( &pSoldier, gusSelectedSoldier ) ) { - pSoldier->sStartGridNo = sMapPos; + pSoldier->sStartGridNo = usMapPos; } break; @@ -330,7 +330,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent ) { if ( InUIPlanMode( ) ) { - AddUIPlan( sMapPos, UIPLAN_ACTION_MOVETO ); + AddUIPlan( usMapPos, UIPLAN_ACTION_MOVETO ); } else { @@ -342,7 +342,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent ) GetSoldier( &pSoldier, gusSelectedSoldier ); - bReturnVal = HandleMoveModeInteractiveClick( sMapPos, puiNewEvent ); + bReturnVal = HandleMoveModeInteractiveClick( usMapPos, puiNewEvent ); // All's OK for interactive tile? if ( bReturnVal == -2 ) @@ -369,7 +369,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent ) { BOOLEAN fResult; - if ( ( fResult = UIOKMoveDestination( MercPtrs[ gusSelectedSoldier ], sMapPos ) ) == 1 ) + if ( ( fResult = UIOKMoveDestination( MercPtrs[ gusSelectedSoldier ], usMapPos ) ) == 1 ) { // ATE: CHECK IF WE CAN GET TO POSITION // Check if we are not in combat @@ -502,7 +502,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent ) { if ( pSoldier->bDoBurst ) { - pSoldier->sEndGridNo = sMapPos; + pSoldier->sEndGridNo = usMapPos; gfBeginBurstSpreadTracking = FALSE; @@ -544,7 +544,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent ) { if ( gpItemPointer != NULL ) { - if ( HandleItemPointerClick( sMapPos ) ) + if ( HandleItemPointerClick( usMapPos ) ) { // getout of mode EndItemPointer( ); @@ -608,7 +608,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent ) case HANDCURSOR_MODE: - HandleHandCursorClick( sMapPos, puiNewEvent ); + HandleHandCursorClick( usMapPos, puiNewEvent ); break; case JUMPOVER_MODE: @@ -626,7 +626,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent ) if ( InUIPlanMode( ) ) { - AddUIPlan( sMapPos, UIPLAN_ACTION_FIRE ); + AddUIPlan( usMapPos, UIPLAN_ACTION_FIRE ); } else { @@ -645,7 +645,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent ) else if ( UIMouseOnValidAttackLocation( pSoldier ) && SelectedMercCanAffordAttack( ) ) { *puiNewEvent = A_CHANGE_TO_CONFIM_ACTION; - pSoldier->sStartGridNo = sMapPos; + pSoldier->sStartGridNo = usMapPos; } } @@ -742,9 +742,9 @@ void QueryTBRightButton( UINT32 *puiNewEvent ) static BOOLEAN fClickHoldIntercepted = FALSE; static BOOLEAN fClickIntercepted = FALSE; SOLDIERTYPE *pSoldier; - INT16 sMapPos; + INT32 usMapPos; BOOLEAN fDone = FALSE; - if (!GetMouseMapPos( &sMapPos ) ) + if (!GetMouseMapPos( &usMapPos ) ) { return; } @@ -942,7 +942,7 @@ void QueryTBRightButton( UINT32 *puiNewEvent ) if ( GetSoldier( &pSoldier, gusSelectedSoldier ) ) { - HandleRightClickAdjustCursor( pSoldier, sMapPos ); + HandleRightClickAdjustCursor( pSoldier, usMapPos ); } fClickIntercepted = TRUE; break; @@ -985,15 +985,15 @@ extern BOOLEAN gUIActionModeChangeDueToMouseOver; void GetTBMousePositionInput( UINT32 *puiNewEvent ) { - INT16 sMapPos; - static UINT16 usOldMapPos = 0; + INT32 usMapPos; + static INT32 usOldMapPos = 0; SOLDIERTYPE *pSoldier; BOOLEAN bHandleCode; static BOOLEAN fOnValidGuy = FALSE; static UINT32 uiMoveTargetSoldierId = NOBODY; - if (!GetMouseMapPos( &sMapPos ) ) + if (!GetMouseMapPos( &usMapPos ) ) { return; } @@ -1060,9 +1060,9 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent ) // Check for being on terrain if( GetSoldier( &pSoldier, gusSelectedSoldier ) ) { - if ( IsValidJumpLocation( pSoldier, sMapPos, TRUE ) ) + if ( IsValidJumpLocation( pSoldier, usMapPos, TRUE ) ) { - gsJumpOverGridNo = sMapPos; + gsJumpOverGridNo = usMapPos; *puiNewEvent = JP_ON_TERRAIN; return; } @@ -1164,7 +1164,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent ) case JUMPOVER_MODE: // ATE: Make sure! - if ( gsJumpOverGridNo != sMapPos ) + if ( gsJumpOverGridNo != usMapPos ) { *puiNewEvent = A_CHANGE_TO_MOVE; } @@ -1176,7 +1176,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent ) case CONFIRM_MOVE_MODE: - if ( sMapPos != usOldMapPos ) + if ( usMapPos != usOldMapPos ) { // Switch event out of confirm mode *puiNewEvent = A_CHANGE_TO_MOVE; @@ -1196,7 +1196,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent ) { if ( pSoldier->bDoBurst ) { - pSoldier->sEndGridNo = sMapPos; + pSoldier->sEndGridNo = usMapPos; if ( pSoldier->sEndGridNo != pSoldier->sStartGridNo && fLeftButtonDown ) { @@ -1207,7 +1207,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent ) if ( pSoldier->flags.fDoSpread ) { // Accumulate gridno - AccumulateBurstLocation( sMapPos ); + AccumulateBurstLocation( usMapPos ); *puiNewEvent = CA_ON_TERRAIN; break; @@ -1238,7 +1238,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent ) } else { - if ( ConfirmActionCancel( sMapPos, usOldMapPos ) ) + if ( ConfirmActionCancel( usMapPos, usOldMapPos ) ) { // Switch event out of confirm mode *puiNewEvent = CA_END_CONFIRM_ACTION; @@ -1258,7 +1258,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent ) } - usOldMapPos = sMapPos; + usOldMapPos = usMapPos; } } @@ -1408,7 +1408,6 @@ void GetPolledKeyboardInput( UINT32 *puiNewEvent ) fEndDown = FALSE; } - } @@ -1424,13 +1423,13 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) static BOOLEAN fShifted = FALSE; static BOOLEAN fShifted2 = FALSE; static BOOLEAN fAltDown = FALSE; - INT16 sMapPos; + INT32 usMapPos; BOOLEAN fGoodCheatLevelKey = FALSE; GetCursorPos(&MousePos); ScreenToClient(ghWindow, &MousePos); // In window coords! - GetMouseMapPos( &sMapPos ); + GetMouseMapPos( &usMapPos ); while (DequeueEvent(&InputEvent) == TRUE) { @@ -1893,13 +1892,13 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == '0') && ( InputEvent.usKeyState & ALT_DOWN )) { INT32 i = 0; - INT16 sGridNo; + INT32 sGridNo; INT32 iTime = GetJA2Clock( ); UINT8 ubLevel; for ( i = 0; i < 1000; i++ ) { - CalculateLaunchItemChanceToGetThrough( MercPtrs[ gusSelectedSoldier ], &(MercPtrs[ gusSelectedSoldier ]->inv[ HANDPOS ] ), sMapPos, 0, 0, &sGridNo, TRUE, (INT8 *)&ubLevel, TRUE ); + CalculateLaunchItemChanceToGetThrough( MercPtrs[ gusSelectedSoldier ], &(MercPtrs[ gusSelectedSoldier ]->inv[ HANDPOS ] ), usMapPos, 0, 0, &sGridNo, TRUE, (INT8 *)&ubLevel, TRUE ); } ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Physics 100 times: %d", ( GetJA2Clock( ) - iTime ) ); @@ -2863,13 +2862,13 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) } else { - INT16 sGridNo; + INT32 usGridNo; //Get the gridno the cursor is at - GetMouseMapPos( &sGridNo ); + GetMouseMapPos( &usGridNo ); - //if there is a selected soldier, and the cursor location is valid - if( gusSelectedSoldier != NOBODY && sGridNo != NOWHERE ) + //if there is a selected soldier, and the cursor location is valid + if( gusSelectedSoldier != NOBODY && !TileIsOutOfBounds(usGridNo)) { //if the cursor is over someone if( gfUIFullTargetFound ) @@ -2880,12 +2879,12 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) else { //Display the range to the target - DisplayRangeToTarget( MercPtrs[ gusSelectedSoldier ], sGridNo ); + DisplayRangeToTarget( MercPtrs[ gusSelectedSoldier ], usGridNo ); } #ifdef JA2TESTVERSION CHAR16 zOutputString[512]; - swprintf( zOutputString, L"gridno: %d", sGridNo); + swprintf( zOutputString, L"gridno: %d", usGridNo); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zOutputString ); #endif } @@ -3020,7 +3019,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) //CHRISL: This will create a large number of objects for checking overloading if( fAlt && fCtrl ) { - INT16 tempMapPos = sMapPos; + INT32 tempMapPos = usMapPos; if( CHEATER_CHEAT_LEVEL( ) ) { for(UINT16 i = 1; i < 1300; i++) @@ -3486,8 +3485,8 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) #endif } else - if( !CycleSoldierFindStack( sMapPos ) )// Are we over a merc stack? - CycleIntTileFindStack( sMapPos ); // If not, now check if we are over a struct stack + if( !CycleSoldierFindStack( usMapPos ) )// Are we over a merc stack? + CycleIntTileFindStack( usMapPos ); // If not, now check if we are over a struct stack break; case 'o': @@ -3797,11 +3796,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) //if the display cover or line of sight is being displayed if( _KeyDown( END ) || _KeyDown( DEL ) ) { - //if( _KeyDown( DEL ) ) - // ChangeSizeOfDisplayCover( gGameSettings.ubSizeOfDisplayCover + 1 ); + //f( _KeyDown( DEL ) ) + //ChangeSizeOfDisplayCover( gGameSettings.ubSizeOfDisplayCover + 1 ); //if( _KeyDown( END ) ) - // ChangeSizeOfLOS( gGameSettings.ubSizeOfLOS + 1 ); + //ChangeSizeOfLOS( gGameSettings.ubSizeOfLOS + 1 ); } else { @@ -4044,10 +4043,10 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) if( _KeyDown( END ) || _KeyDown( DEL ) ) { //if( _KeyDown( DEL ) ) - // ChangeSizeOfDisplayCover( gGameSettings.ubSizeOfDisplayCover - 1 ); + //ChangeSizeOfDisplayCover( gGameSettings.ubSizeOfDisplayCover - 1 ); //if( _KeyDown( END ) ) - // ChangeSizeOfLOS( gGameSettings.ubSizeOfLOS - 1 ); + //ChangeSizeOfLOS( gGameSettings.ubSizeOfLOS - 1 ); } else { @@ -4210,7 +4209,7 @@ void HandleItemMenuKeys( InputAtom *pInputEvent, UINT32 *puiNewEvent ) BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm ) { - INT16 sMapPos; + INT32 usMapPos; // If not in move mode, return! if ( gCurrentUIMode != MOVE_MODE ) @@ -4298,14 +4297,14 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm ) } else { - if ( !GetMouseMapPos( &sMapPos ) ) + if ( !GetMouseMapPos( &usMapPos ) ) { return( FALSE ); } // Goto next sector //SimulateMouseMovement( gusMouseXPos - 5, gusMouseYPos ); - InitSectorExitMenu( DIRECTION_EXITGRID, sMapPos ); + InitSectorExitMenu( DIRECTION_EXITGRID, usMapPos ); } } return( TRUE ); @@ -4388,11 +4387,11 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm ) void CreateRandomItem() { - INT16 sMapPos; - if ( GetMouseMapPos( &sMapPos ) ) + INT32 usMapPos; + if ( GetMouseMapPos( &usMapPos ) ) { CreateItem( (UINT16) (Random( 35 ) + 1), 100, &gTempObject ); - AddItemToPool( sMapPos, &gTempObject, -1 , 0, 0, 0 ); + AddItemToPool( usMapPos, &gTempObject, -1 , 0, 0, 0 ); } } @@ -4400,11 +4399,11 @@ void MakeSelectedSoldierTired() { // Key to make guy get tired! SOLDIERTYPE *pSoldier; - INT16 sMapPos; - if ( GetMouseMapPos( &sMapPos ) ) + INT32 usMapPos; + if ( GetMouseMapPos( &usMapPos ) ) { CreateItem( (UINT16)TNT, 100, &gTempObject ); - AddItemToPool( sMapPos, &gTempObject, -1, 0, 0, 0 ); + AddItemToPool( usMapPos, &gTempObject, -1, 0, 0, 0 ); } // CHECK IF WE'RE ON A GUY ( EITHER SELECTED, OURS, OR THEIRS @@ -4487,14 +4486,14 @@ void ToggleViewAllItems() void TestExplosion() { - INT16 sMapPos; - if ( GetMouseMapPos( &sMapPos ) ) + INT32 usMapPos; + if ( GetMouseMapPos( &usMapPos ) ) { EXPLOSION_PARAMS ExpParams ; ExpParams.uiFlags = 0; ExpParams.ubOwner = NOBODY; ExpParams.ubTypeID = STUN_BLAST; - ExpParams.sGridNo = sMapPos; + ExpParams.sGridNo = usMapPos; GenerateExplosion( &ExpParams ); @@ -4544,7 +4543,7 @@ void ToggleWireFrame() void RefreshSoldier() { SOLDIERTYPE *pSoldier; - INT16 sMapPos; + INT32 usMapPos; // CHECK IF WE'RE ON A GUY ( EITHER SELECTED, OURS, OR THEIRS if ( gfUIFullTargetFound ) { @@ -4555,16 +4554,16 @@ void RefreshSoldier() } - if ( GetMouseMapPos( &sMapPos ) ) + if ( GetMouseMapPos( &usMapPos ) ) sprintf( gDebugStr, "%d %d %d %d %d %d %d %d", - gubWorldMovementCosts[ sMapPos ][ 0 ][gsInterfaceLevel], - gubWorldMovementCosts[ sMapPos ][ 1 ][gsInterfaceLevel], - gubWorldMovementCosts[ sMapPos ][ 2 ][gsInterfaceLevel], - gubWorldMovementCosts[ sMapPos ][ 3 ][gsInterfaceLevel], - gubWorldMovementCosts[ sMapPos ][ 4 ][gsInterfaceLevel], - gubWorldMovementCosts[ sMapPos ][ 5 ][gsInterfaceLevel], - gubWorldMovementCosts[ sMapPos ][ 6 ][gsInterfaceLevel], - gubWorldMovementCosts[ sMapPos ][ 7 ][gsInterfaceLevel] ); + gubWorldMovementCosts[ usMapPos ][ 0 ][gsInterfaceLevel], + gubWorldMovementCosts[ usMapPos ][ 1 ][gsInterfaceLevel], + gubWorldMovementCosts[ usMapPos ][ 2 ][gsInterfaceLevel], + gubWorldMovementCosts[ usMapPos ][ 3 ][gsInterfaceLevel], + gubWorldMovementCosts[ usMapPos ][ 4 ][gsInterfaceLevel], + gubWorldMovementCosts[ usMapPos ][ 5 ][gsInterfaceLevel], + gubWorldMovementCosts[ usMapPos ][ 6 ][gsInterfaceLevel], + gubWorldMovementCosts[ usMapPos ][ 7 ][gsInterfaceLevel] ); } void ChangeSoldiersBodyType( UINT8 ubBodyType, BOOLEAN fCreateNewPalette ) @@ -4617,27 +4616,27 @@ void ChangeSoldiersBodyType( UINT8 ubBodyType, BOOLEAN fCreateNewPalette ) void TeleportSelectedSoldier() { SOLDIERTYPE *pSoldier; - INT16 sMapPos; + INT32 usMapPos; // CHECK IF WE'RE ON A GUY ( EITHER SELECTED, OURS, OR THEIRS if( GetSoldier( &pSoldier, gusSelectedSoldier ) ) { - if ( GetMouseMapPos( &sMapPos ) ) + if ( GetMouseMapPos( &usMapPos ) ) { // Check level first.... if ( gsInterfaceLevel == 0 ) { pSoldier->SetSoldierHeight( 0 ); - TeleportSoldier( pSoldier, sMapPos, FALSE ); + TeleportSoldier( pSoldier, usMapPos, FALSE ); pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); } else { // Is there a roof? - if ( FindStructure( sMapPos, STRUCTURE_ROOF ) != NULL ) + if ( FindStructure( usMapPos, STRUCTURE_ROOF ) != NULL ) { pSoldier->SetSoldierHeight( 50.0 ); - TeleportSoldier( pSoldier, sMapPos, TRUE ); + TeleportSoldier( pSoldier, usMapPos, TRUE ); pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); } } @@ -4697,7 +4696,7 @@ void ToggleZBuffer() void TogglePlanningMode() { SOLDIERTYPE *pSoldier; - INT16 sMapPos; + INT32 usMapPos; // DO ONLY IN TURNED BASED! if ( gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT) ) { @@ -4706,7 +4705,7 @@ void TogglePlanningMode() { EndUIPlan( ); } - else if ( GetMouseMapPos( &sMapPos ) ) + else if ( GetMouseMapPos( &usMapPos ) ) { switch( gCurrentUIMode ) { @@ -4715,7 +4714,7 @@ void TogglePlanningMode() { GetSoldier( &pSoldier, gusSelectedSoldier ); BeginUIPlan( pSoldier ); - AddUIPlan( sMapPos, UIPLAN_ACTION_MOVETO ); + AddUIPlan( usMapPos, UIPLAN_ACTION_MOVETO ); } break; case ACTION_MODE: @@ -4723,7 +4722,7 @@ void TogglePlanningMode() { GetSoldier( &pSoldier, gusSelectedSoldier ); BeginUIPlan( pSoldier ); - AddUIPlan( sMapPos, UIPLAN_ACTION_FIRE ); + AddUIPlan( usMapPos, UIPLAN_ACTION_FIRE ); } break; } @@ -4804,10 +4803,10 @@ void CreateNextCivType() { INT16 sWorldX, sWorldY; SOLDIERCREATE_STRUCT MercCreateStruct; - INT16 sMapPos; + INT32 usMapPos; static INT8 bBodyType = FATCIV; // Get Grid Corrdinates of mouse - if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) && GetMouseMapPos( &sMapPos ) ) + if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) && GetMouseMapPos( &usMapPos ) ) { INT8 iNewIndex; @@ -4826,7 +4825,7 @@ void CreateNextCivType() } MercCreateStruct.bTeam = CIV_TEAM; - MercCreateStruct.sInsertionGridNo = sMapPos; + MercCreateStruct.sInsertionGridNo = usMapPos; RandomizeNewSoldierStats( &MercCreateStruct ); if ( TacticalCreateSoldier( &MercCreateStruct, (UINT8 *)&iNewIndex ) ) @@ -4862,9 +4861,9 @@ void CreateCow() { INT16 sWorldX, sWorldY; SOLDIERCREATE_STRUCT MercCreateStruct; - INT16 sMapPos; + INT32 usMapPos; // Get Grid Corrdinates of mouse - if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) && GetMouseMapPos( &sMapPos ) ) + if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) && GetMouseMapPos( &usMapPos ) ) { INT8 iNewIndex; @@ -4875,7 +4874,7 @@ void CreateCow() MercCreateStruct.bBodyType = COW; //MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM; MercCreateStruct.bTeam = CIV_TEAM; - MercCreateStruct.sInsertionGridNo = sMapPos; + MercCreateStruct.sInsertionGridNo = usMapPos; RandomizeNewSoldierStats( &MercCreateStruct ); if ( TacticalCreateSoldier( &MercCreateStruct, (UINT8 *)&iNewIndex ) ) @@ -4893,9 +4892,9 @@ void CreatePlayerControlledCow() { INT16 sWorldX, sWorldY; SOLDIERCREATE_STRUCT MercCreateStruct; - INT16 sMapPos; + INT32 usMapPos; // Get Grid Corrdinates of mouse - if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) && GetMouseMapPos( &sMapPos ) ) + if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) && GetMouseMapPos( &usMapPos ) ) { INT8 iNewIndex; @@ -4904,7 +4903,7 @@ void CreatePlayerControlledCow() MercCreateStruct.sSectorY = gWorldSectorY; MercCreateStruct.bSectorZ = gbWorldSectorZ; MercCreateStruct.bBodyType = COW; - MercCreateStruct.sInsertionGridNo = sMapPos; + MercCreateStruct.sInsertionGridNo = usMapPos; MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM; MercCreateStruct.fPlayerMerc = TRUE; @@ -4971,8 +4970,8 @@ void GrenadeTest3() void CreatePlayerControlledMonster() { INT16 sWorldX, sWorldY; - INT16 sMapPos; - if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) && GetMouseMapPos( &sMapPos ) ) + INT32 usMapPos; + if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) && GetMouseMapPos( &usMapPos ) ) { SOLDIERCREATE_STRUCT MercCreateStruct; INT8 iNewIndex; @@ -4989,7 +4988,7 @@ void CreatePlayerControlledMonster() else MercCreateStruct.bBodyType = ADULTFEMALEMONSTER; MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM; - MercCreateStruct.sInsertionGridNo = sMapPos; + MercCreateStruct.sInsertionGridNo = usMapPos; RandomizeNewSoldierStats( &MercCreateStruct ); if ( TacticalCreateSoldier( &MercCreateStruct, (UINT8 *)&iNewIndex ) ) @@ -5000,10 +4999,10 @@ void CreatePlayerControlledMonster() } -INT8 CheckForAndHandleHandleVehicleInteractiveClick( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN fMovementMode ) +INT8 CheckForAndHandleHandleVehicleInteractiveClick( SOLDIERTYPE *pSoldier, UINT16 usMapPos, BOOLEAN fMovementMode ) { // Look for an item pool - INT16 sActionGridNo; + INT32 sActionGridNo; UINT8 ubDirection; SOLDIERTYPE *pTSoldier; INT16 sAPCost = 0; @@ -5018,8 +5017,8 @@ INT8 CheckForAndHandleHandleVehicleInteractiveClick( SOLDIERTYPE *pSoldier, INT1 { // Find a gridno closest to sweetspot... sActionGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 5, &ubDirection, 0, pTSoldier ); - - if ( sActionGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(sActionGridNo)) { // Calculate AP costs... //sAPCost = GetAPsToBeginFirstAid( pSoldier ); @@ -5060,15 +5059,15 @@ INT8 CheckForAndHandleHandleVehicleInteractiveClick( SOLDIERTYPE *pSoldier, INT1 return( 0 ); } -void HandleHandCursorClick( INT16 sMapPos, UINT32 *puiNewEvent ) +void HandleHandCursorClick( INT32 usMapPos, UINT32 *puiNewEvent ) { SOLDIERTYPE *pSoldier; LEVELNODE *pIntTile; - INT16 sIntTileGridNo; - INT16 sActionGridNo; + INT32 sIntTileGridNo; + INT32 sActionGridNo; UINT8 ubDirection; INT16 sAPCost; - INT16 sAdjustedGridNo; + INT32 sAdjustedGridNo; STRUCTURE *pStructure = NULL; ITEM_POOL *pItemPool; BOOLEAN fIgnoreItems = FALSE; @@ -5082,7 +5081,7 @@ void HandleHandCursorClick( INT16 sMapPos, UINT32 *puiNewEvent ) return; } - if ( CheckForAndHandleHandleVehicleInteractiveClick( pSoldier, sMapPos, FALSE ) == -1 ) + if ( CheckForAndHandleHandleVehicleInteractiveClick( pSoldier, usMapPos, FALSE ) == -1 ) { return; } @@ -5118,7 +5117,7 @@ void HandleHandCursorClick( INT16 sMapPos, UINT32 *puiNewEvent ) } // Default action gridno to mouse.... - sActionGridNo = sMapPos; + sActionGridNo = usMapPos; // If we are over an interactive struct, adjust gridno to this.... pIntTile = ConditionalGetCurInteractiveTileGridNoAndStructure( &sIntTileGridNo , &pStructure, FALSE ); @@ -5132,7 +5131,7 @@ void HandleHandCursorClick( INT16 sMapPos, UINT32 *puiNewEvent ) fIgnoreItems = TRUE; } - if ( pStructure->fFlags & ( STRUCTURE_ANYDOOR ) && sActionGridNo != sMapPos ) + if ( pStructure->fFlags & ( STRUCTURE_ANYDOOR ) && sActionGridNo != usMapPos ) { fIgnoreItems = TRUE; } @@ -5231,15 +5230,15 @@ void ExchangeMessageBoxCallBack( UINT8 bExitValue ) } -INT8 HandleMoveModeInteractiveClick( INT16 sMapPos, UINT32 *puiNewEvent ) +INT8 HandleMoveModeInteractiveClick( INT32 usMapPos, UINT32 *puiNewEvent ) { // Look for an item pool ITEM_POOL *pItemPool; BOOLEAN fContinue = TRUE; SOLDIERTYPE *pSoldier; LEVELNODE *pIntTile; - INT16 sIntTileGridNo; - INT16 sActionGridNo; + INT32 sIntTileGridNo; + INT32 sActionGridNo; UINT8 ubDirection; INT8 bReturnCode = 0; INT8 bZLevel; @@ -5261,14 +5260,14 @@ INT8 HandleMoveModeInteractiveClick( INT16 sMapPos, UINT32 *puiNewEvent ) } // OK, check for height differences..... - if ( gpWorldLevelData[ sMapPos ].sHeight != gpWorldLevelData[ pSoldier->sGridNo ].sHeight ) + if ( gpWorldLevelData[ usMapPos ].sHeight != gpWorldLevelData[ pSoldier->sGridNo ].sHeight ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANT_GET_THERE ] ); return( -1 ); } // See if we are over a vehicle, and walk up to it and enter.... - if ( CheckForAndHandleHandleVehicleInteractiveClick( pSoldier, sMapPos, TRUE ) == -1 ) + if ( CheckForAndHandleHandleVehicleInteractiveClick( pSoldier, usMapPos, TRUE ) == -1 ) { return( -1 ); } @@ -5401,7 +5400,7 @@ BOOLEAN HandleUIReloading( SOLDIERTYPE *pSoldier ) } -BOOLEAN ConfirmActionCancel( INT16 sMapPos, UINT16 usOldMapPos ) +BOOLEAN ConfirmActionCancel( INT32 usMapPos, INT32 usOldMapPos ) { // OK, most times we want to leave confirm mode if our // gridno is different... but if we are in the grenade throw @@ -5417,7 +5416,7 @@ BOOLEAN ConfirmActionCancel( INT16 sMapPos, UINT16 usOldMapPos ) // //else { - if ( sMapPos != usOldMapPos ) + if ( usMapPos != usOldMapPos ) { return( TRUE ); } diff --git a/Tactical/UI Cursors.cpp b/Tactical/UI Cursors.cpp index 071b3aab..0479d085 100644 --- a/Tactical/UI Cursors.cpp +++ b/Tactical/UI Cursors.cpp @@ -37,22 +37,22 @@ class SOLDIERTYPE; // FUNCTIONS FOR ITEM CURSOR HANDLING -UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN fShowAPs, BOOLEAN fRecalc, UINT32 uiCursorFlags ); -UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN fShowAPs, BOOLEAN fRecalc, UINT32 uiCursorFlags ); -UINT8 HandleKnifeCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ); -UINT8 HandlePunchCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlagsl ); -UINT8 HandleAidCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ); -UINT8 HandleActivatedTossCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT8 ubCursor ); -UINT8 HandleNonActivatedTossCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN fRecalc, UINT32 uiCursorFlags, UINT8 ubCursor ); -UINT8 HandleWirecutterCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiCursorFlags ); -UINT8 HandleRepairCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiCursorFlags ); -UINT8 HandleRefuelCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiCursorFlags ); -UINT8 HandleRemoteCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ); -UINT8 HandleBombCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ); -UINT8 HandleJarCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiCursorFlags ); -UINT8 HandleTinCanCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, UINT32 uiCursorFlags ); +UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos, BOOLEAN fShowAPs, BOOLEAN fRecalc, UINT32 uiCursorFlags ); +UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos, BOOLEAN fShowAPs, BOOLEAN fRecalc, UINT32 uiCursorFlags ); +UINT8 HandleKnifeCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ); +UINT8 HandlePunchCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlagsl ); +UINT8 HandleAidCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ); +UINT8 HandleActivatedTossCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubCursor ); +UINT8 HandleNonActivatedTossCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fRecalc, UINT32 uiCursorFlags, UINT8 ubCursor ); +UINT8 HandleWirecutterCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags ); +UINT8 HandleRepairCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags ); +UINT8 HandleRefuelCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags ); +UINT8 HandleRemoteCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ); +UINT8 HandleBombCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ); +UINT8 HandleJarCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags ); +UINT8 HandleTinCanCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags ); -extern BOOLEAN HandleCheckForBadChangeToGetThrough( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, INT16 sTargetGridNo , INT8 bLevel ); +extern BOOLEAN HandleCheckForBadChangeToGetThrough( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, INT32 sTargetGridNo , INT8 bLevel ); BOOLEAN gfCannotGetThrough = FALSE; @@ -126,13 +126,13 @@ BOOLEAN GetMouseRecalcAndShowAPFlags( UINT32 *puiCursorFlags, BOOLEAN *pfShowAPs // FUNCTIONS FOR CURSOR DETERMINATION! -UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT16 sMapPos, BOOLEAN fActivated ) +UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated ) { SOLDIERTYPE *pSoldier; UINT32 uiCursorFlags; BOOLEAN fShowAPs = FALSE; BOOLEAN fRecalc = FALSE; - INT16 sTargetGridNo = sMapPos; + INT32 sTargetGridNo = usMapPos; UINT8 ubCursorID=0; UINT8 ubItemCursor; @@ -155,7 +155,7 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT16 sMapPos, } else { - sTargetGridNo = sMapPos; + sTargetGridNo = usMapPos; } @@ -181,7 +181,7 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT16 sMapPos, case AIDCURS: - ubCursorID = HandleAidCursor( pSoldier, sMapPos, fActivated, uiCursorFlags ); + ubCursorID = HandleAidCursor( pSoldier, usMapPos, fActivated, uiCursorFlags ); break; case TARGETCURS: @@ -321,7 +321,7 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT16 sMapPos, // WANNE: Shows the target cursor over the enemy soldier -UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN fShowAPs, BOOLEAN fRecalc, UINT32 uiCursorFlags ) +UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos, BOOLEAN fShowAPs, BOOLEAN fRecalc, UINT32 uiCursorFlags ) { UINT8 switchVal; BOOLEAN fEnoughPoints = TRUE; @@ -380,17 +380,15 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN { INT16 sCurAPCosts, sAPCosts; - sCurAPCosts = CalcTotalAPsToAttack( pSoldier, sMapPos, TRUE, 0); + sCurAPCosts = CalcTotalAPsToAttack( pSoldier, usMapPos, TRUE, 0); do { pSoldier->bDoAutofire++; - sAPCosts = CalcTotalAPsToAttack( pSoldier, sMapPos, TRUE, 0); + sAPCosts = CalcTotalAPsToAttack( pSoldier, usMapPos, TRUE, 0); } - while(EnoughPoints( pSoldier, sAPCosts, 0, FALSE ) && sAPCosts == sCurAPCosts && pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire); pSoldier->bDoAutofire--; - } gfUIAutofireBulletCount = TRUE; @@ -406,7 +404,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN else gfUIAutofireBulletCount = FALSE; - gsCurrentActionPoints = CalcTotalAPsToAttack( pSoldier, sMapPos, TRUE, (INT8)(pSoldier->aiData.bShownAimTime ) ); + gsCurrentActionPoints = CalcTotalAPsToAttack( pSoldier, usMapPos, TRUE, (INT8)(pSoldier->aiData.bShownAimTime ) ); gfUIDisplayActionPoints = TRUE; gfUIDisplayActionPointsCenter = TRUE; @@ -414,7 +412,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN while(!EnoughPoints( pSoldier, gsCurrentActionPoints, 0 , FALSE ) && pSoldier->bDoAutofire > 1) //oops, we don't have enough points if we are in auto-fire try to decrease bulletcount { pSoldier->bDoAutofire--; - gsCurrentActionPoints = CalcTotalAPsToAttack( pSoldier, sMapPos, TRUE, (INT8)(pSoldier->aiData.bShownAimTime ) ); + gsCurrentActionPoints = CalcTotalAPsToAttack( pSoldier, usMapPos, TRUE, (INT8)(pSoldier->aiData.bShownAimTime ) ); } // If we don't have any points and we are at the first refine, do nothing but warn! @@ -434,7 +432,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN if (reverse == 0) { // WANNE: Current AP costs for targeting - sAPCosts = MinAPsToAttack( pSoldier, sMapPos, TRUE ) + ( bFutureAim ); + sAPCosts = MinAPsToAttack( pSoldier, usMapPos, TRUE ) + ( bFutureAim ); //gsCurrentActionPoints = sAPCosts; @@ -446,11 +444,11 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN } else { - sAPCosts = MinAPsToAttack( pSoldier, sMapPos, TRUE ) + maxAimLevels - (bFutureAim + 1); + sAPCosts = MinAPsToAttack( pSoldier, usMapPos, TRUE ) + maxAimLevels - (bFutureAim + 1); gsCurrentActionPoints = sAPCosts; - sAPCostsMin = MinAPsToAttack( pSoldier, sMapPos, TRUE ); + sAPCostsMin = MinAPsToAttack( pSoldier, usMapPos, TRUE ); if (sAPCosts < sAPCostsMin) { fEnoughPoints = FALSE; @@ -516,7 +514,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN } else { - if ( SoldierToLocationChanceToGetThrough( pSoldier, sMapPos, (INT8) gsInterfaceLevel, pSoldier->bTargetCubeLevel, NOBODY ) < OK_CHANCE_TO_GET_THROUGH ) + if ( SoldierToLocationChanceToGetThrough( pSoldier, usMapPos, (INT8) gsInterfaceLevel, pSoldier->bTargetCubeLevel, NOBODY ) < OK_CHANCE_TO_GET_THROUGH ) { gfCannotGetThrough = TRUE; } @@ -602,7 +600,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN // Calculate hit chance (using the current bDoBurst for burst-penalty calculations) UINT32 uiHitChance; - uiHitChance = CalcChanceToHitGun( pSoldier, sMapPos, 0, pSoldier->bAimShotLocation ); + uiHitChance = CalcChanceToHitGun( pSoldier, usMapPos, 0, pSoldier->bAimShotLocation ); // HEADROCK HAM B2.7: CTH approximation? if (gGameExternalOptions.fApproximateCTH) { @@ -630,7 +628,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN pSoldier->bTargetLevel = (INT8) gsInterfaceLevel; UINT32 uiHitChance; - uiHitChance = CalcChanceToHitGun( pSoldier, sMapPos, 0, pSoldier->bAimShotLocation ); + uiHitChance = CalcChanceToHitGun( pSoldier, usMapPos, 0, pSoldier->bAimShotLocation ); // HEADROCK HAM B2.7: CTH approximation? if (gGameExternalOptions.fApproximateCTH) { @@ -660,7 +658,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN UINT32 uiHitChance; // Calculate CTH for the first bullet - uiHitChance = CalcChanceToHitGun( pSoldier, sMapPos, 0, pSoldier->bAimShotLocation ); + uiHitChance = CalcChanceToHitGun( pSoldier, usMapPos, 0, pSoldier->bAimShotLocation ); // HEADROCK HAM B2.7: CTH approximation? if (gGameExternalOptions.fApproximateCTH) { @@ -676,7 +674,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN UINT8 saveDoBurst = pSoldier->bDoBurst; pSoldier->bDoBurst = pSoldier->bDoAutofire; - uiHitChance = CalcChanceToHitGun( pSoldier, sMapPos, 0, pSoldier->bAimShotLocation ); + uiHitChance = CalcChanceToHitGun( pSoldier, usMapPos, 0, pSoldier->bAimShotLocation ); // HEADROCK HAM B2.7: CTH approximation? if (gGameExternalOptions.fApproximateCTH) { @@ -708,7 +706,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN pSoldier->bTargetLevel = (INT8) gsInterfaceLevel; UINT32 uiHitChance; - uiHitChance = CalcChanceToHitGun( pSoldier, sMapPos, (INT8)(pSoldier->aiData.bShownAimTime ), pSoldier->bAimShotLocation ); + uiHitChance = CalcChanceToHitGun( pSoldier, usMapPos, (INT8)(pSoldier->aiData.bShownAimTime ), pSoldier->bAimShotLocation ); // HEADROCK HAM B2.7: CTH approximation? if (gGameExternalOptions.fApproximateCTH) { @@ -1052,7 +1050,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN } else { - if ( !InRange( pSoldier, sMapPos ) ) + if ( !InRange( pSoldier, usMapPos ) ) { // OK, make buddy flash! SetCursorFlags( gUICursors[ usCursor ].usFreeCursorName, CURSOR_TO_FLASH ); @@ -1070,7 +1068,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN // WANNE: Shows the target cursor if we are not hovering over an enemy soldier -UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos , BOOLEAN fShowAPs, BOOLEAN fRecalc, UINT32 uiCursorFlags ) +UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos , BOOLEAN fShowAPs, BOOLEAN fRecalc, UINT32 uiCursorFlags ) { UINT16 usInHand; @@ -1118,7 +1116,7 @@ UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos , BOO { DetermineCursorBodyLocation( (UINT8)gusSelectedSoldier, fShowAPs, fRecalc ); - gsCurrentActionPoints = CalcTotalAPsToAttack( pSoldier, sMapPos, TRUE, (INT8)(pSoldier->aiData.bShownAimTime ) ); + gsCurrentActionPoints = CalcTotalAPsToAttack( pSoldier, usMapPos, TRUE, (INT8)(pSoldier->aiData.bShownAimTime ) ); gfUIDisplayActionPoints = TRUE; gfUIDisplayActionPointsCenter = TRUE; @@ -1152,7 +1150,7 @@ UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos , BOO { if ( fRecalc ) { - if ( SoldierToLocationChanceToGetThrough( pSoldier, sMapPos, (INT8) gsInterfaceLevel, pSoldier->bTargetCubeLevel, NOBODY ) < OK_CHANCE_TO_GET_THROUGH ) + if ( SoldierToLocationChanceToGetThrough( pSoldier, usMapPos, (INT8) gsInterfaceLevel, pSoldier->bTargetCubeLevel, NOBODY ) < OK_CHANCE_TO_GET_THROUGH ) { gfCannotGetThrough = TRUE; } @@ -1186,7 +1184,7 @@ UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos , BOO } // Determine if good range - if ( !InRange( pSoldier, sMapPos ) ) + if ( !InRange( pSoldier, usMapPos ) ) { // Flash cursor! // Check if we're in burst mode! @@ -1230,7 +1228,7 @@ UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos , BOO void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc ) { - INT16 sMapPos; + INT32 usMapPos; SOLDIERTYPE *pTargetSoldier = NULL, *pSoldier; UINT16 usFlags; INT16 sMouseX, sMouseY, sCellX, sCellY, sScreenX, sScreenY; @@ -1251,13 +1249,13 @@ void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN f // ALWAYS SET AIM LOCATION TO NOTHING pSoldier->bAimShotLocation = AIM_SHOT_RANDOM; - if( !GetMouseMapPos( &sMapPos) ) + if( !GetMouseMapPos( &usMapPos) ) { return; } // Determine which body part it's on - pNode = GetAnimProfileFlags( sMapPos, &usFlags, &pTargetSoldier, NULL ); + pNode = GetAnimProfileFlags( usMapPos, &usFlags, &pTargetSoldier, NULL ); while( pNode != NULL ) { @@ -1354,7 +1352,7 @@ void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN f if ( fOnGuy ) break; - pNode = GetAnimProfileFlags( sMapPos, &usFlags, &pTargetSoldier, pNode ); + pNode = GetAnimProfileFlags( usMapPos, &usFlags, &pTargetSoldier, pNode ); } @@ -1478,7 +1476,7 @@ void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN f } -UINT8 HandleKnifeCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ) +UINT8 HandleKnifeCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ) { INT16 sAPCosts; INT8 bFutureAim; @@ -1606,7 +1604,7 @@ UINT8 HandleKnifeCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fActivate } -UINT8 HandlePunchCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ) +UINT8 HandlePunchCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ) { INT16 sAPCosts; INT8 bFutureAim; @@ -1732,7 +1730,7 @@ UINT8 HandlePunchCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fActivate } } -UINT8 HandleAidCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ) +UINT8 HandleAidCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ) { // DRAW PATH TO GUY HandleUIMovementCursor( pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_MERCSFORAID ); @@ -1755,15 +1753,15 @@ UINT8 HandleAidCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fActivated, } } -UINT8 HandleActivatedTossCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubItemCursor ) +UINT8 HandleActivatedTossCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubItemCursor ) { return( ACTION_TOSS_UICURSOR ); } -UINT8 HandleNonActivatedTossCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fRecalc, UINT32 uiCursorFlags, UINT8 ubItemCursor ) +UINT8 HandleNonActivatedTossCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fRecalc, UINT32 uiCursorFlags, UINT8 ubItemCursor ) { - INT16 sFinalGridNo; + INT32 sFinalGridNo; static BOOLEAN fBadCTGH = FALSE; BOOLEAN fArmed = FALSE; INT8 bLevel; @@ -1889,7 +1887,7 @@ UINT8 HandleNonActivatedTossCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEA } -UINT8 HandleWirecutterCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT32 uiCursorFlags ) +UINT8 HandleWirecutterCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags ) { // DRAW PATH TO GUY HandleUIMovementCursor( pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_WIREFENCE ); @@ -1904,7 +1902,7 @@ UINT8 HandleWirecutterCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT32 uiCur } -UINT8 HandleRepairCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT32 uiCursorFlags ) +UINT8 HandleRepairCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags ) { // DRAW PATH TO GUY HandleUIMovementCursor( pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_REPAIR ); @@ -1918,7 +1916,7 @@ UINT8 HandleRepairCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT32 uiCursorF return( BAD_REPAIR_UICURSOR ); } -UINT8 HandleRefuelCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT32 uiCursorFlags ) +UINT8 HandleRefuelCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags ) { // DRAW PATH TO GUY HandleUIMovementCursor( pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_REFUEL ); @@ -1933,7 +1931,7 @@ UINT8 HandleRefuelCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT32 uiCursorF } -UINT8 HandleJarCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT32 uiCursorFlags ) +UINT8 HandleJarCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags ) { // DRAW PATH TO GUY HandleUIMovementCursor( pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_JAR ); @@ -1948,10 +1946,10 @@ UINT8 HandleJarCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT32 uiCursorFlag } -UINT8 HandleTinCanCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT32 uiCursorFlags ) +UINT8 HandleTinCanCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags ) { STRUCTURE *pStructure; - INT16 sIntTileGridNo; + INT32 sIntTileGridNo; LEVELNODE *pIntTile; @@ -1974,7 +1972,7 @@ UINT8 HandleTinCanCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT32 uiCursorF } -UINT8 HandleRemoteCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ) +UINT8 HandleRemoteCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ) { // Calculate action points @@ -2002,7 +2000,7 @@ UINT8 HandleRemoteCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fActivat } -UINT8 HandleBombCursor( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ) +UINT8 HandleBombCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags ) { // DRAW PATH TO GUY @@ -2054,7 +2052,7 @@ void HandleLeftClickCursor( SOLDIERTYPE *pSoldier ) { UINT16 usInHand; UINT8 ubItemCursor; - INT16 sGridNo; + INT32 usGridNo; // LOOK IN GUY'S HAND TO CHECK LOCATION usInHand = pSoldier->inv[HANDPOS].usItem; @@ -2073,7 +2071,7 @@ void HandleLeftClickCursor( SOLDIERTYPE *pSoldier ) return; } - if (!GetMouseMapPos( &sGridNo ) ) + if (!GetMouseMapPos( &usGridNo ) ) { return; } @@ -2151,14 +2149,14 @@ void HandleLeftClickCursor( SOLDIERTYPE *pSoldier ) -void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos ) +void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos ) { UINT16 usInHand; INT16 sAPCosts; INT8 bFutureAim; UINT8 ubCursor; SOLDIERTYPE *pTSoldier; - INT16 sGridNo; + INT32 sGridNo; INT8 bTargetLevel; @@ -2171,7 +2169,7 @@ void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos ) // 'snap' cursor to target tile.... if ( gfUIFullTargetFound ) { - sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo; + usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo; } @@ -2200,11 +2198,11 @@ void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos ) if(pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft > pSoldier->bDoAutofire ) { //Calculate how many bullets we need to fire to add at least one more AP - sAPCosts = sCurAPCosts = CalcTotalAPsToAttack( pSoldier, sMapPos, TRUE, 0); + sAPCosts = sCurAPCosts = CalcTotalAPsToAttack( pSoldier, usMapPos, TRUE, 0); while(EnoughPoints( pSoldier, sAPCosts, 0, FALSE ) && sAPCosts <= sCurAPCosts && pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft > pSoldier->bDoAutofire) //Increment the bullet count until we run out of APs or we spend the whole AP { pSoldier->bDoAutofire++; - sAPCosts = CalcTotalAPsToAttack( pSoldier, sMapPos, TRUE, 0); + sAPCosts = CalcTotalAPsToAttack( pSoldier, usMapPos, TRUE, 0); } //we've stepped over the border and used up one more ap, now let's make sure that it is spent to maximize the bullets @@ -2214,12 +2212,12 @@ void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos ) do { pSoldier->bDoAutofire++; - sAPCosts = CalcTotalAPsToAttack( pSoldier, sMapPos, TRUE, 0); + sAPCosts = CalcTotalAPsToAttack( pSoldier, usMapPos, TRUE, 0); } while(EnoughPoints( pSoldier, sAPCosts, 0, FALSE ) && sAPCosts == sCurAPCosts && pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire); pSoldier->bDoAutofire--; - sAPCosts = CalcTotalAPsToAttack( pSoldier, sMapPos, TRUE, 0); + sAPCosts = CalcTotalAPsToAttack( pSoldier, usMapPos, TRUE, 0); if(!EnoughPoints( pSoldier, sAPCosts, 0, FALSE )) //We've not enough points to fire those bullets { @@ -2236,7 +2234,7 @@ void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos ) } else { - sGridNo = sMapPos; + sGridNo = usMapPos; bTargetLevel = (INT8)gsInterfaceLevel; // Look for a target here... @@ -2257,7 +2255,7 @@ void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos ) if ( bFutureAim <= maxAimLevels ) { - sAPCosts = CalcTotalAPsToAttack( pSoldier, sMapPos, TRUE, (INT8)(bFutureAim ) ); + sAPCosts = CalcTotalAPsToAttack( pSoldier, usMapPos, TRUE, (INT8)(bFutureAim ) ); // Determine if we can afford! if ( EnoughPoints( pSoldier, sAPCosts, 0, FALSE ) ) @@ -2304,7 +2302,7 @@ void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos ) if ( bFutureAim <= REFINE_PUNCH_2 ) { - sAPCosts = CalcTotalAPsToAttack( pSoldier, sMapPos, TRUE, (INT8)(bFutureAim / 2) ); + sAPCosts = CalcTotalAPsToAttack( pSoldier, usMapPos, TRUE, (INT8)(bFutureAim / 2) ); // Determine if we can afford! if ( EnoughPoints( pSoldier, sAPCosts, 0, FALSE ) ) @@ -2351,7 +2349,7 @@ void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos ) if ( bFutureAim <= REFINE_KNIFE_2 ) { - sAPCosts = CalcTotalAPsToAttack( pSoldier, sMapPos, TRUE, (INT8)(bFutureAim / 2) ); + sAPCosts = CalcTotalAPsToAttack( pSoldier, usMapPos, TRUE, (INT8)(bFutureAim / 2) ); // Determine if we can afford! if ( EnoughPoints( pSoldier, sAPCosts, 0, FALSE ) ) diff --git a/Tactical/UI Cursors.h b/Tactical/UI Cursors.h index cf82e75c..fb1c9437 100644 --- a/Tactical/UI Cursors.h +++ b/Tactical/UI Cursors.h @@ -9,11 +9,11 @@ #define REFINE_KNIFE_2 6 -UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT16 sMapPos, BOOLEAN fActivated ); +UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated ); void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc ); void HandleLeftClickCursor( SOLDIERTYPE *pSoldier ); -void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos ); +void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos ); UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier ); diff --git a/Tactical/Vehicles.cpp b/Tactical/Vehicles.cpp index 92e8d8f1..a5a40c89 100644 --- a/Tactical/Vehicles.cpp +++ b/Tactical/Vehicles.cpp @@ -206,7 +206,7 @@ void SetVehicleValuesIntoSoldierType( SOLDIERTYPE *pVehicle ) pVehicle->ubWhatKindOfMercAmI = MERC_TYPE__VEHICLE; } -INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT16 sGridNo, UINT8 ubType ) +INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT32 sGridNo, UINT8 ubType ) { // insert this vehicle into the list // how many vehicles are there? @@ -310,7 +310,6 @@ INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT16 sGridNo, UINT8 ubType ) Assert( 0 ); } - // HEADROCK HAM 3.1: An INI setting allows us to turn the Hummer into a true offroad vehicle. It will use the // "TRUCK" type movement, which allows it to go into mild non-road terrain. I wish I could come with a more // subtle method than this crude override, but this is what I've got at the moment. @@ -1521,7 +1520,7 @@ BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier ) { SOLDIERTYPE *pVehicle; UINT8 ubDirection; - INT16 sGridNo; + INT32 sGridNo; // Get vehicle from soldier... pVehicle = GetVehicleSoldierPointerFromPassenger( pSoldier ); @@ -1535,8 +1534,8 @@ BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier ) if ( pVehicle->flags.uiStatusFlags & SOLDIER_VEHICLE ) { sGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 5, &ubDirection, 3, pVehicle ); - - if ( sGridNo == NOWHERE ) + + if (TileIsOutOfBounds(sGridNo)) { // ATE: BUT we need a place, widen the search sGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 20, &ubDirection, 3, pVehicle ); @@ -1594,7 +1593,7 @@ void AddPassangersToTeamPanel( INT32 iId ) } -void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT16 sGridNo, UINT8 ubAttackerID ) +void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT32 sGridNo, UINT8 ubAttackerID ) { if ( ubReason != TAKE_DAMAGE_GAS ) { @@ -1623,7 +1622,7 @@ void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT16 sGridNo } -void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT16 sGridNo, UINT8 ubAttackerID ) +void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridNo, UINT8 ubAttackerID ) { // check state the armor was s'posed to be in vs. the current state..the difference / orig state is % chance // that a critical hit will occur diff --git a/Tactical/Vehicles.h b/Tactical/Vehicles.h index 6af3de2d..650ef12e 100644 --- a/Tactical/Vehicles.h +++ b/Tactical/Vehicles.h @@ -61,7 +61,7 @@ typedef struct INT16 sSectorY; // Y position on the Stategic Map INT16 sSectorZ; BOOLEAN fBetweenSectors; // between sectors? - INT16 sGridNo; // location in tactical + INT32 sGridNo; // location in tactical SOLDIERTYPE *pPassengers[ MAXPASSENGERS ]; UINT8 ubDriver; INT16 sInternalHitLocations[ NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE ]; @@ -94,7 +94,7 @@ extern INT32 iMvtTypes[]; void SetVehicleValuesIntoSoldierType( SOLDIERTYPE *pVehicle ); // add vehicle to list and return id value -INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT16 sGridNo, UINT8 ubType ); +INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT32 sGridNo, UINT8 ubType ); // remove this vehicle from the list BOOLEAN RemoveVehicleFromList( INT32 iId ); @@ -169,7 +169,7 @@ BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier ); void AddPassangersToTeamPanel( INT32 iId ); -void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT16 sGridNo , UINT8 ubAttackerID ); +void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT32 sGridNo , UINT8 ubAttackerID ); // the soldiertype containing this tactical incarnation of this vehicle SOLDIERTYPE * GetSoldierStructureForVehicle( INT32 iId ); @@ -180,7 +180,7 @@ void AdjustVehicleAPs( SOLDIERTYPE *pSoldier, INT16 *pubPoints ); //INT16 GetOrigInternalArmorValueForVehicleInLocation( UINT8 ubID, UINT8 ubLocation ); // handle crit hit to vehicle in this location -void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT16 sGridNo, UINT8 ubAttackerID ); +void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridNo, UINT8 ubAttackerID ); // ste up armor values for this vehicle void SetUpArmorForVehicle( UINT8 ubID ); diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index 14ff6dd7..f9232e9e 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -96,10 +96,10 @@ extern BOOLEAN gfNextFireJam; BOOLEAN WillExplosiveWeaponFail( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj ); -BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ); -BOOLEAN UseBlade( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ); -BOOLEAN UseThrown( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ); -BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ); +BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo ); +BOOLEAN UseBlade( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo ); +BOOLEAN UseThrown( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo ); +BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo ); INT32 HTHImpact( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget, INT32 iHitBy, BOOLEAN fBladeAttack ); @@ -710,8 +710,9 @@ BOOLEAN ReadInWeaponStats(STR fileName) //Debug code; make sure that what we got from the file is the same as what's there // Open a new file hFile = FileOpen( "TABLEDATA\\~Weapons out.xml", FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE ); - if ( !hFile ) - return( FALSE ); + THROWIFFALSE(hFile, BuildString().add(L"Couls not open/create file : ").add(L"TABLEDATA\\~Weapons out.xml").get()); + //if ( !hFile ) + // return( FALSE ); { UINT32 cnt; @@ -1309,7 +1310,7 @@ BOOLEAN OKFireWeapon( SOLDIERTYPE *pSoldier ) } -BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ) +BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo ) { // ignore passed in target gridno for now DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("FireWeapon")); @@ -1451,7 +1452,7 @@ BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ) } -void GetTargetWorldPositions( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, FLOAT *pdXPos, FLOAT *pdYPos, FLOAT *pdZPos ) +void GetTargetWorldPositions( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, FLOAT *pdXPos, FLOAT *pdYPos, FLOAT *pdZPos ) { FLOAT dTargetX; FLOAT dTargetY; @@ -1559,7 +1560,7 @@ void GetTargetWorldPositions( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, FLOAT } -BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ) +BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo ) { UINT32 uiHitChance, uiDiceRoll; INT16 sXMapPos, sYMapPos; @@ -1572,7 +1573,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ) UINT8 ubVolume; CHAR8 zBurstString[512]; UINT8 ubDirection; - INT16 sNewGridNo; + INT32 sNewGridNo; UINT8 ubMerc; BOOLEAN fGonnaHit = FALSE; UINT16 usExpGain = 0; @@ -1950,13 +1951,13 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ) { CreateItem( Item[usItemNum].discardedlauncheritem , pSoldier->inv[ HANDPOS ][0]->data.objectStatus,&(pSoldier->inv[ HANDPOS ] ) ); DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 ); - IgniteExplosion( pSoldier->ubID, (INT16)CenterX( pSoldier->sGridNo ), (INT16)CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, C1, pSoldier->pathing.bLevel ); + IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, C1, pSoldier->pathing.bLevel ); } else { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("StructureHit: RPG7 item: %d, Ammo: %d",pSoldier->inv[HANDPOS].usItem , pSoldier->inv[HANDPOS][0]->data.gun.usGunAmmoItem ) ); - IgniteExplosion( pSoldier->ubID, (INT16)CenterX( pSoldier->sGridNo ), (INT16)CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem, pSoldier->pathing.bLevel ); + IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem, pSoldier->pathing.bLevel ); pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem = NONE; } // Reduce again for attack end 'cause it has been incremented for a normal attack @@ -1998,7 +1999,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ) // Direction to center of explosion ubDirection = gOppositeDirection[ pSoldier->ubDirection ]; - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, (UINT16)(1 * DirectionInc( ubDirection ) ) ); + sNewGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)(1 * DirectionInc( ubDirection ) ) ); // Check if a person exists here and is not prone.... ubMerc = WhoIsThere2( sNewGridNo, pSoldier->pathing.bLevel ); @@ -2068,7 +2069,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ) return( TRUE ); } -BOOLEAN UseBlade( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ) +BOOLEAN UseBlade( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo ) { SOLDIERTYPE * pTargetSoldier; INT32 iHitChance, iDiceRoll; @@ -2247,7 +2248,7 @@ BOOLEAN UseBlade( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ) } -BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, BOOLEAN fStealing ) +BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStealing ) { SOLDIERTYPE * pTargetSoldier; INT32 iHitChance, iDiceRoll; @@ -2591,7 +2592,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, BOOLEAN fStea return( TRUE ); } -BOOLEAN UseThrown( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo ) +BOOLEAN UseThrown( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo ) { UINT32 uiHitChance, uiDiceRoll; INT8 bLoop; @@ -2715,7 +2716,7 @@ BOOLEAN UseThrown( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo ) } -BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo ) +BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo ) { UINT32 uiHitChance, uiDiceRoll; INT16 sAPCost = 0; @@ -2769,7 +2770,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo ) // So we still should have ABC > 0 // Begin explosion due to failure... - IgniteExplosion( pSoldier->ubID, (INT16)CenterX( pSoldier->sGridNo ), (INT16)CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, Launchable.usItem, pSoldier->pathing.bLevel ); + IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, Launchable.usItem, pSoldier->pathing.bLevel ); // Reduce again for attack end 'cause it has been incremented for a normal attack // Nope, not anymore. @@ -2834,6 +2835,15 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo ) iID = CreatePhysicalObject( pSoldier->pTempObject, pSoldier->pThrowParams->dLifeSpan, pSoldier->pThrowParams->dX, pSoldier->pThrowParams->dY, pSoldier->pThrowParams->dZ, pSoldier->pThrowParams->dForceX, pSoldier->pThrowParams->dForceY, pSoldier->pThrowParams->dForceZ, pSoldier->ubID, pSoldier->pThrowParams->ubActionCode, pSoldier->pThrowParams->uiActionData, FALSE ); + // OJW - 20091002 - Explosives + if (is_networked && is_client) + { + if (pSoldier->bTeam == 0 || (pSoldier->bTeam == 1 && is_server)) + { + send_grenade( pSoldier->pTempObject , pSoldier->pThrowParams->dLifeSpan, pSoldier->pThrowParams->dX, pSoldier->pThrowParams->dY, pSoldier->pThrowParams->dZ, pSoldier->pThrowParams->dForceX, pSoldier->pThrowParams->dForceY, pSoldier->pThrowParams->dForceZ, sTargetGridNo, pSoldier->ubID, pSoldier->pThrowParams->ubActionCode, pSoldier->pThrowParams->uiActionData, iID , false); + } + } + pObject = &( ObjectSlots[ iID ] ); //pObject->fPotentialForDebug = TRUE; @@ -2852,7 +2862,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo ) return( TRUE ); } -BOOLEAN DoSpecialEffectAmmoMiss( UINT8 ubAttackerID, INT16 sGridNo, INT16 sXPos, INT16 sYPos, INT16 sZPos, BOOLEAN fSoundOnly, BOOLEAN fFreeupAttacker, INT32 iBullet ) +BOOLEAN DoSpecialEffectAmmoMiss( UINT8 ubAttackerID, INT32 sGridNo, INT16 sXPos, INT16 sYPos, INT16 sZPos, BOOLEAN fSoundOnly, BOOLEAN fFreeupAttacker, INT32 iBullet ) { ANITILE_PARAMS AniParams; UINT8 ubAmmoType; @@ -2888,8 +2898,8 @@ BOOLEAN DoSpecialEffectAmmoMiss( UINT8 ubAttackerID, INT16 sGridNo, INT16 sXPos, // FreeUpAttacker( (UINT8) ubAttackerID ); } } - - if ( sGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(sGridNo)) { PlayJA2Sample( SMALL_EXPLODE_1 , RATE_11025, SoundVolume( (INT8)HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) ); } @@ -2925,8 +2935,8 @@ BOOLEAN DoSpecialEffectAmmoMiss( UINT8 ubAttackerID, INT16 sGridNo, INT16 sXPos, // FreeUpAttacker( (UINT8) ubAttackerID ); } } - - if ( sGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(sGridNo)) { PlayJA2Sample( EXPLOSION_1 , RATE_11025, SoundVolume( (INT8)HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) ); } @@ -2962,8 +2972,8 @@ BOOLEAN DoSpecialEffectAmmoMiss( UINT8 ubAttackerID, INT16 sGridNo, INT16 sXPos, // FreeUpAttacker( (UINT8) ubAttackerID ); } } - - if ( sGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(sGridNo)) { PlayJA2Sample( EXPLOSION_BLAST_2 , RATE_11025, SoundVolume( (INT8)HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) ); } @@ -3033,26 +3043,26 @@ void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 s { if ( Item[usWeaponIndex].singleshotrocketlauncher ) { - IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, (INT16) (GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos )), C1, pTargetSoldier->pathing.bLevel ); + IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos ), C1, pTargetSoldier->pathing.bLevel ); } // changed rpg type to work only with two flags matching else if ( !Item[usWeaponIndex].singleshotrocketlauncher && Item[usWeaponIndex].rocketlauncher) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("WeaponHit: RPG7 item: %d, Ammo: %d",pSoldier->inv[HANDPOS].usItem , pSoldier->inv[HANDPOS][0]->data.gun.usGunAmmoItem ) ); - IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, (INT16) (GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos )), pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem, pTargetSoldier->pathing.bLevel ); + IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos ), pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem, pTargetSoldier->pathing.bLevel ); pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem = NONE; } else if ( AmmoTypes[pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.ubGunAmmoType].explosionSize > 1) { // re-routed the Highexplosive value to define exposion type - IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, (INT16) (GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos )), AmmoTypes[pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.ubGunAmmoType].highExplosive , pTargetSoldier->pathing.bLevel ); + IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos ), AmmoTypes[pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.ubGunAmmoType].highExplosive , pTargetSoldier->pathing.bLevel ); // pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem = NONE; } } else // tank cannon { - IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, (INT16) (GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos )), TANK_SHELL, pTargetSoldier->pathing.bLevel ); + IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos ), TANK_SHELL, pTargetSoldier->pathing.bLevel ); } // 0verhaul: No longer necessary @@ -3084,7 +3094,7 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN { BOOLEAN fDoMissForGun = FALSE; ANITILE *pNode; - INT16 sGridNo; + INT32 sGridNo; ANITILE_PARAMS AniParams; UINT16 usMissTileIndex, usMissTileType; STRUCTURE *pStructure = NULL; @@ -3155,19 +3165,19 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN // FreeUpAttacker( ubAttackerID ); if ( Item[usWeaponIndex].singleshotrocketlauncher ) { - IgniteExplosion( ubAttackerID, (INT16)CenterX( sGridNo ), (INT16)CenterY( sGridNo ), 0, sGridNo, C1, (INT8)( sZPos >= WALL_HEIGHT ) ); + IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, C1, (INT8)( sZPos >= WALL_HEIGHT ) ); } // changed too to use 2 flag to determine else if ( !Item[usWeaponIndex].singleshotrocketlauncher && Item[usWeaponIndex].rocketlauncher) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("StructureHit: RPG7 item: %d, Ammo: %d",pAttacker->inv[HANDPOS].usItem , pAttacker->inv[HANDPOS][0]->data.gun.usGunAmmoItem ) ); - IgniteExplosion( ubAttackerID, (INT16)CenterX( sGridNo ), (INT16)CenterY( sGridNo ), 0, sGridNo, pAttacker->inv[pAttacker->ubAttackingHand ][0]->data.gun.usGunAmmoItem , (INT8)( sZPos >= WALL_HEIGHT ) ); + IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, pAttacker->inv[pAttacker->ubAttackingHand ][0]->data.gun.usGunAmmoItem , (INT8)( sZPos >= WALL_HEIGHT ) ); pAttacker->inv[pAttacker->ubAttackingHand ][0]->data.gun.usGunAmmoItem = NONE; } else if ( AmmoTypes[pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.ubGunAmmoType].explosionSize > 1) { // re-routed the Highexplosive value to define exposion type - IgniteExplosion( ubAttackerID, (INT16)CenterX( sGridNo ), (INT16)CenterY( sGridNo ), 0, sGridNo, AmmoTypes[pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.ubGunAmmoType].highExplosive , (INT8)( sZPos >= WALL_HEIGHT ) ); + IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, AmmoTypes[pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.ubGunAmmoType].highExplosive , (INT8)( sZPos >= WALL_HEIGHT ) ); // pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem = NONE; } @@ -3183,7 +3193,7 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN //DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - end of TANK fire") ); //FreeUpAttacker( ubAttackerID ); - IgniteExplosion( ubAttackerID, (INT16)CenterX( sGridNo ), (INT16)CenterY( sGridNo ), 0, sGridNo, TANK_SHELL, (INT8)( sZPos >= WALL_HEIGHT ) ); + IgniteExplosion( ubAttackerID, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, TANK_SHELL, (INT8)( sZPos >= WALL_HEIGHT ) ); //FreeUpAttacker( (UINT8) ubAttackerID ); // Moved here to keep ABC >0 as long as possible @@ -3383,11 +3393,11 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN } } -void WindowHit( INT16 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce ) +void WindowHit( INT32 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce ) { STRUCTURE * pWallAndWindow; DB_STRUCTURE * pWallAndWindowInDB; - INT16 sShatterGridNo; + INT32 sShatterGridNo; UINT16 usTileIndex; ANITILE * pNode; ANITILE_PARAMS AniParams; @@ -3509,9 +3519,9 @@ void WindowHit( INT16 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, B } -BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT16 sGridNo ) +BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { - INT16 sRange; + INT32 sRange; UINT16 usInHand; DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("InRange")); @@ -3521,7 +3531,7 @@ BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT16 sGridNo ) if ( pItemInHand->usItemClass == IC_GUN || pItemInHand->usItemClass == IC_THROWING_KNIFE || (pItemInHand->rocketlauncher && !pItemInHand->singleshotrocketlauncher)) { // Determine range - sRange = (INT16)GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo ); + sRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo ); if ( pItemInHand->usItemClass == IC_THROWING_KNIFE ) { @@ -3543,7 +3553,7 @@ BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT16 sGridNo ) return( FALSE ); } -UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 ubAimTime, UINT8 ubAimPos ) +UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos ) { //SOLDIERTYPE *vicpSoldier; SOLDIERTYPE * pTarget; @@ -4479,7 +4489,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 ubAimTime, return (iChance); } -UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 ubAimTime, UINT8 ubAimPos ) +UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos ) { UINT16 usTrueState; UINT32 uiChance; @@ -5216,7 +5226,7 @@ void ShotMiss( UINT8 ubAttackerID, INT32 iBullet ) if ( pAttacker->bTeam == gbPlayerNum ) { - LocateGridNo( (INT16)pBullet->sGridNo ); + LocateGridNo( pBullet->sGridNo ); } } @@ -5822,7 +5832,7 @@ INT32 CalcMaxTossRange( SOLDIERTYPE * pSoldier, UINT16 usItem, BOOLEAN fArmed ) } -UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 ubAimTime, UINT8 ubAimPos ) +UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos ) { INT32 iChance, iMaxRange, iRange; UINT16 usHandItem; @@ -5930,7 +5940,7 @@ UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 ubAimTi } // calculate actual range (in world units) - iRange = (INT16)GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo ); + iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo ); //NumMessage("ACTUAL RANGE = ",range); @@ -6102,8 +6112,8 @@ void DishoutQueenSwipeDamage( SOLDIERTYPE *pQueenSoldier ) { if ( pSoldier->ubID != pQueenSoldier->ubID ) { - // ATE: Ok, lets check for some basic things here! - if ( pSoldier->stats.bLife >= OKLIFE && pSoldier->sGridNo != NOWHERE && pSoldier->bActive && pSoldier->bInSector ) + // ATE: Ok, lets check for some basic things here! + if ( pSoldier->stats.bLife >= OKLIFE && !TileIsOutOfBounds(pSoldier->sGridNo) && pSoldier->bActive && pSoldier->bInSector ) { // Get Pyth spaces away.... if ( GetRangeInCellCoordsFromGridNoDiff( pQueenSoldier->sGridNo, pSoldier->sGridNo ) <= Weapon[ CREATURE_QUEEN_TENTACLES].usRange ) @@ -6400,4 +6410,4 @@ void EstimateBulletsLeft( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj ) swprintf(gBulletCount, L"%d", usRealBulletCount); return; -} \ No newline at end of file +} diff --git a/Tactical/Weapons.h b/Tactical/Weapons.h index faf075e3..d1d57b6a 100644 --- a/Tactical/Weapons.h +++ b/Tactical/Weapons.h @@ -342,15 +342,15 @@ extern BOOLEAN WriteWeaponStats(); extern INT32 EffectiveArmour( OBJECTTYPE * pObj ); extern INT8 ArmourVersusExplosivesPercent( SOLDIERTYPE * pSoldier ); -extern BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ); +extern BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo ); extern void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 usDirection, INT16 sXPos, INT16 sYPos, INT16 sZPos, INT16 sRange , UINT8 ubAttackerID, BOOLEAN fHit, UINT8 ubSpecial, UINT8 ubHitLocation ); extern void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UINT8 ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped ); -extern void WindowHit( INT16 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce ); +extern void WindowHit( INT32 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce ); extern INT32 BulletImpact( SOLDIERTYPE *pFirer, SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 iImpact, INT16 sHitBy, UINT8 * pubSpecial ); -extern BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT16 sGridNo ); +extern BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT32 sGridNo ); extern void ShotMiss( UINT8 ubAttackerID, INT32 iBullet ); -extern UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 ubAimTime, UINT8 ubAimPos ); -extern UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 ubAimTime, UINT8 ubAimPos ); +extern UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos ); +extern UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos ); extern UINT32 CalcChanceToPunch(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, INT16 ubAimTime); extern UINT32 CalcChanceToStab(SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, INT16 ubAimTime); UINT32 CalcChanceToSteal(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, INT16 ubAimTime); @@ -366,17 +366,17 @@ extern INT32 CalcBodyImpactReduction( UINT8 ubAmmoType, UINT8 ubHitLocation ); extern INT32 TotalArmourProtection( SOLDIERTYPE *pFirer, SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 iImpact, UINT8 ubAmmoType ); extern INT32 ArmourPercent( SOLDIERTYPE * pSoldier ); -extern void GetTargetWorldPositions( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, FLOAT *pdXPos, FLOAT *pdYPos, FLOAT *pdZPos ); +extern void GetTargetWorldPositions( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, FLOAT *pdXPos, FLOAT *pdYPos, FLOAT *pdZPos ); extern BOOLEAN OKFireWeapon( SOLDIERTYPE *pSoldier ); extern BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier ); extern INT32 CalcMaxTossRange( SOLDIERTYPE * pSoldier, UINT16 usItem, BOOLEAN fArmed ); -extern UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 ubAimTime, UINT8 ubAimPos ); +extern UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos ); extern void ChangeWeaponMode( SOLDIERTYPE * pSoldier ); -extern BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo, BOOLEAN fStealing ); +extern BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo, BOOLEAN fStealing ); void DishoutQueenSwipeDamage( SOLDIERTYPE *pQueenSoldier ); diff --git a/Tactical/World Items.cpp b/Tactical/World Items.cpp index dc121c36..cb0e20c5 100644 --- a/Tactical/World Items.cpp +++ b/Tactical/World Items.cpp @@ -28,6 +28,7 @@ #include "Quests.h" #include "Soldier Profile.h" #include "message.h" +#include "connect.h" #endif //Global dynamic array of all of the items in a loaded map. @@ -43,6 +44,24 @@ void DeleteWorldItemsBelongingToQueenIfThere( void ); extern UINT16 StandardGunListAmmoReplacement( UINT16 usAmmo ); extern UINT8 GetDealerItemCategoryNumber( UINT16 usItemIndex ); +//dnl ch33 120909 +OLD_WORLDITEM_101& OLD_WORLDITEM_101::operator=(WORLDITEM& src) +{ + if((void*)this != (void*)&src) + { + memset(this, 0, sizeof(OLD_WORLDITEM_101)); + this->fExists = src.fExists; + this->sGridNo = src.sGridNo; + this->ubLevel = src.ubLevel; + this->usFlags = src.usFlags; + this->bRenderZHeightAboveLevel = src.bRenderZHeightAboveLevel; + this->bVisible = src.bVisible; + this->ubNonExistChance = src.ubNonExistChance; + this->oldObject = src.object; + } + return(*this); +} + bool WORLDITEM::operator<(WORLDITEM& compare) { if ( this->fExists == false || this->object.exists() == false) { @@ -132,6 +151,23 @@ WORLDITEM& WORLDITEM::operator=(OLD_WORLDITEM_101& src) return *this; } +WORLDITEM& WORLDITEM::operator=(_OLD_WORLDITEM& src)//dnl ch42 280909 +{ + if((void*)this != (void*)&src) + { + fExists = src.fExists; + sGridNo = src.sGridNo; + ubLevel = src.ubLevel; + usFlags = src.usFlags; + bRenderZHeightAboveLevel = src.bRenderZHeightAboveLevel; + bVisible = src.bVisible; + ubNonExistChance = src.ubNonExistChance; + soldierID = -1; + object = src.object; + } + return(*this); +} + WORLDITEM& WORLDITEM::operator=(const WORLDITEM& src) { this->fExists = src.fExists; @@ -236,7 +272,7 @@ void RemoveBombFromWorldByItemIndex( INT32 iItemIndex ) } } -INT32 FindWorldItemForBombInGridNo( INT16 sGridNo, INT8 bLevel ) +INT32 FindWorldItemForBombInGridNo( INT32 sGridNo, INT8 bLevel ) { UINT32 uiBombIndex; @@ -258,7 +294,7 @@ void FindPanicBombsAndTriggers( void ) UINT32 uiBombIndex; OBJECTTYPE * pObj; STRUCTURE * pSwitch; - INT16 sGridNo = NOWHERE; + INT32 sGridNo = NOWHERE; INT8 bPanicIndex; for (uiBombIndex = 0; uiBombIndex < guiNumWorldBombs; uiBombIndex++) { @@ -383,13 +419,13 @@ UINT32 GetNumUsedWorldItems( void ) -INT32 AddItemToWorld( INT16 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, INT8 soldierID ) +INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, INT8 soldierID ) { UINT32 iItemIndex; INT32 iReturn; - // ATE: Check if the gridno is OK - if ( (sGridNo) == NOWHERE ) + // ATE: Check if the gridno is OK + if ( TileIsOutOfBounds(sGridNo)) { // Display warning..... #ifdef JA2BETAVERSION @@ -419,6 +455,30 @@ INT32 AddItemToWorld( INT16 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 { return( -1 ); } + else + { + // OJW - 20091002 - Explosives + if (is_networked && is_client) + { + if (soldierID == -1) + soldierID = gWorldItems[ iItemIndex ].object[0]->data.misc.ubBombOwner - 2; // undo the hack + + SOLDIERTYPE* pSoldier = MercPtrs[ soldierID ]; + if (pSoldier != NULL) + { + // if soldier is on our team, or is AI and we are the server + if (pSoldier->bTeam == 0 || (pSoldier->bTeam == 1 && is_server)) + { + // this is a local bomb, so init it that way + gWorldBombs[iReturn].iMPWorldItemIndex = 0; + gWorldBombs[iReturn].ubMPTeamIndex = pSoldier->bTeam; + gWorldBombs[iReturn].bIsFromRemotePlayer = false; + // the 99 is a hack..though probably doesnt matter + send_plant_explosive(soldierID , pObject->usItem , 99 , usFlags , sGridNo , ubLevel , iItemIndex ); + } + } + } + } } return ( iItemIndex ); @@ -462,25 +522,30 @@ void TrashWorldItems() } } - -void SaveWorldItemsToMap( HWFILE fp ) +//dnl ch33 150909 +void SaveWorldItemsToMap(HWFILE fp, float dMajorMapVersion, UINT8 ubMinorMapVersion) { - UINT32 i, uiBytesWritten; - UINT32 uiActualNumWorldItems; + UINT32 i, uiBytesWritten, uiActualNumWorldItems; + OLD_WORLDITEM_101 oldWorldItem; - - uiActualNumWorldItems = GetNumUsedWorldItems( ); - - FileWrite( fp, &uiActualNumWorldItems, 4, &uiBytesWritten ); - - for( i = 0; i < guiNumWorldItems; i++ ) + uiActualNumWorldItems = GetNumUsedWorldItems(); + FileWrite(fp, &uiActualNumWorldItems, sizeof(UINT32), &uiBytesWritten); + for(i=0; iusFlags & ( BULLET_FLAG_KNIFE ) ) { - AniParams.sGridNo = (INT16)pBullet->sGridNo; + AniParams.sGridNo = pBullet->sGridNo; AniParams.ubLevelID = ANI_STRUCT_LEVEL; AniParams.sDelay = 100; AniParams.sStartFrame = 3; @@ -249,7 +249,7 @@ void LocateBullet( INT32 iBulletIndex ) //Only if we are in turnbased and noncombat if ( gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT) ) { - LocateGridNo( (INT16)gBullets[ iBulletIndex ].sGridNo ); + LocateGridNo( gBullets[ iBulletIndex ].sGridNo ); } } } @@ -493,7 +493,7 @@ void AddMissileTrail( BULLET *pBullet, FIXEDPT qCurrX, FIXEDPT qCurrY, FIXEDPT q memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) ); - AniParams.sGridNo = (INT16)pBullet->sGridNo; + AniParams.sGridNo = pBullet->sGridNo; AniParams.ubLevelID = ANI_STRUCT_LEVEL; AniParams.sDelay = (INT16)( 100 + Random( 100 ) ); AniParams.sStartFrame = 0; diff --git a/Tactical/fov.cpp b/Tactical/fov.cpp index 3c52fa2c..b843eb21 100644 --- a/Tactical/fov.cpp +++ b/Tactical/fov.cpp @@ -42,12 +42,14 @@ extern INT16 DirIncrementer[8]; -UINT8 gubGridNoMarkers[ WORLD_MAX ]; +//UINT8 gubGridNoMarkers[ WORLD_MAX ]; +UINT8 * gubGridNoMarkers = NULL; UINT8 gubGridNoValue = 254; #ifdef _DEBUG -UINT8 gubFOVDebugInfoInfo[ WORLD_MAX ]; +//UINT8 gubFOVDebugInfoInfo[ WORLD_MAX ]; +UINT8 * gubFOVDebugInfoInfo = NULL; #endif @@ -177,7 +179,7 @@ void BuildSightDir(UINT32 dir, UINT32 *One, UINT32 *Two, UINT32 *Three, UINT32 * typedef struct { - INT16 sGridNo; + INT32 sGridNo; BOOLEAN fAllocated; } SLANT_ROOF_FOV_TYPE; @@ -231,7 +233,7 @@ void ClearSlantRoofs( void ) guiNumSlantRoofs = 0; } -BOOLEAN FindSlantRoofSlot( INT16 sGridNo ) +BOOLEAN FindSlantRoofSlot( INT32 sGridNo ) { UINT32 uiCount; @@ -249,7 +251,7 @@ BOOLEAN FindSlantRoofSlot( INT16 sGridNo ) return( FALSE ); } -void AddSlantRoofFOVSlot( INT16 sGridNo ) +void AddSlantRoofFOVSlot( INT32 sGridNo ) { INT32 iSlantRoofSlot; SLANT_ROOF_FOV_TYPE *pSlantRoof; @@ -288,36 +290,36 @@ void ExamineSlantRoofFOVSlots( ) void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLocators, UINT8 ubLevel, BOOLEAN fForce ) { - UINT32 maincnt,markercnt,marker,tilesLeftToSee,prevmarker; - UINT8 cnt; - INT32 Inc[6],Dir[6]; - INT8 itemVisible = FALSE; - INT8 Blocking,twoMoreTiles,markerDir; - INT8 nextDir=0; - UINT8 who; //,itemIndex; // for each square checked - UINT8 dir,range,Path2; - UINT8 ubRoomNo; - BOOLEAN fCheckForRooms = FALSE; - ITEM_POOL *pItemPool; - BOOLEAN fHiddenStructVisible; - UINT8 ubMovementCost; - BOOLEAN fTravelCostObs; - BOOLEAN fGoneThroughDoor = FALSE; - BOOLEAN fThroughWindow = FALSE; - BOOLEAN fItemsQuoteSaid = FALSE; - UINT16 usIndex; - BOOLEAN fRevealItems = TRUE; - BOOLEAN fStopRevealingItemsAfterThisTile = FALSE; - INT8 bTallestStructureHeight; - INT32 iDoorGridNo; - STRUCTURE * pStructure, *pDummy; - INT8 bStructHeight; - INT8 bThroughWindowDirection; + INT32 maincnt,markercnt,marker,tilesLeftToSee,prevmarker; + UINT8 cnt; + INT32 Inc[6],Dir[6]; + INT8 itemVisible = FALSE; + INT8 Blocking,twoMoreTiles,markerDir; + INT8 nextDir=0; + UINT8 who; //,itemIndex; // for each square checked + UINT8 dir,range,Path2; + UINT8 ubRoomNo; + BOOLEAN fCheckForRooms = FALSE; + ITEM_POOL *pItemPool; + BOOLEAN fHiddenStructVisible; + UINT8 ubMovementCost; + BOOLEAN fTravelCostObs; + BOOLEAN fGoneThroughDoor = FALSE; + BOOLEAN fThroughWindow = FALSE; + BOOLEAN fItemsQuoteSaid = FALSE; + UINT16 usIndex; + BOOLEAN fRevealItems = TRUE; + BOOLEAN fStopRevealingItemsAfterThisTile = FALSE; + INT8 bTallestStructureHeight; + INT32 iDoorGridNo; + STRUCTURE *pStructure, *pDummy; + INT8 bStructHeight; + INT8 bThroughWindowDirection; if ( pSoldier->flags.uiStatusFlags & SOLDIER_ENEMY ) { - //pSoldier->needToLookForItems = FALSE; - return; + //pSoldier->needToLookForItems = FALSE; + return; } if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) @@ -325,10 +327,10 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo return; } - // Return if this guy has no gridno, has bad life, etc - if( pSoldier->sGridNo == NOWHERE || !pSoldier->bInSector || pSoldier->stats.bLife < OKLIFE ) + // Return if this guy has no gridno, has bad life, etc + if(TileIsOutOfBounds(pSoldier->sGridNo) || !pSoldier->bInSector || pSoldier->stats.bLife < OKLIFE ) { - return; + return; } if (pSoldier->bBlindedCounter > 0) @@ -337,14 +339,14 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo } - gubGridNoValue++; + gubGridNoValue++; - if ( gubGridNoValue == 255 ) - { + if ( gubGridNoValue == 255 ) + { // Reset! memset( gubGridNoMarkers, 0, sizeof( gubGridNoMarkers ) ); gubGridNoValue = 1; - } + } // OK, look for doors @@ -354,7 +356,7 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo who = pSoldier->ubID; dir = pSoldier->ubDirection; - //NumMessage("good old reveal",dir); + //NumMessage("good old reveal",dir); // a gassed merc can only see 1 tile away due to blurred vision if ( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) @@ -363,7 +365,7 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo } else { - range = pSoldier->bViewRange; + range = pSoldier->bViewRange; // balance item viewing range between normal and the limit set by opplist-type functions -- CJC range = (AdjustMaxSightRangeForEnvEffects( pSoldier, LightTrueLevel( pSoldier->sGridNo, pSoldier->pathing.bLevel), range ) + range) / 2; } @@ -379,9 +381,9 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo Dir[5] = pSoldier->ubDirection; if (dir % 2 == 1) /* even numbers use ViewPath2 */ - Path2 = TRUE; + Path2 = TRUE; else - Path2 = FALSE; + Path2 = FALSE; // ATE: if in this special cercumstance... our guys are moving on their own... @@ -395,161 +397,157 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo for (maincnt = 0; maincnt < MAXVIEWPATHS; maincnt++) { - marker = pSoldier->sGridNo; - Blocking = FALSE; - twoMoreTiles = FALSE; - tilesLeftToSee = 99; - fRevealItems = TRUE; - fStopRevealingItemsAfterThisTile = FALSE; - -#ifdef _DEBUG - if ( _KeyDown( NUM_LOCK ) ) - { - memset( gubFOVDebugInfoInfo, 0, sizeof( gubFOVDebugInfoInfo ) ); - - SetRenderFlags( RENDER_FLAG_FULL ); - RenderWorld( ); - } -#endif - - for (markercnt = 0; markercnt < range; markercnt++) - { - - //fGoneThroughDoor = FALSE; - //fThroughWindow = FALSE; - - - prevmarker = marker; - - nextDir = 99; - fCheckForRooms = FALSE; - fTravelCostObs = FALSE; - if ( fStopRevealingItemsAfterThisTile ) - { - fRevealItems = FALSE; - fStopRevealingItemsAfterThisTile = FALSE; - } - - - if (Path2) - { - markerDir = ViewPath2[maincnt][markercnt]; - if (markercnt < 12) - nextDir = ViewPath2[maincnt][markercnt+1]; - } - else - { - markerDir = ViewPath[maincnt][markercnt]; - if (markercnt < 12) - nextDir = ViewPath[maincnt][markercnt+1]; - } - - - // OK, check flags for going through door/window last tile - if ( fThroughWindow == 1 ) - { - // ATE: Make sure we are going through the same direction! - // THis is to solve the drassen SAM problem with seeing through walls - if ( Dir[markerDir] == bThroughWindowDirection) - { - fThroughWindow = 2; - } - else - { - fThroughWindow = 0; - } - } - else if ( fThroughWindow == 2 ) - { - // We've overstayed our welcome - remove! - fThroughWindow = 0; - } - - - if ( fGoneThroughDoor == 1 ) - { - fGoneThroughDoor = 2; - } - else if ( fGoneThroughDoor == 2 ) - { - // We've overstayed our welcome - remove! - fGoneThroughDoor = 0; - } - - - - //ATE CHECK FOR NOVIEW! - if ( nextDir == NOVIEW ) - { - nextDir = 99; - } - - marker = NewGridNo((INT16)marker,(INT16)Inc[markerDir]); - - if ( marker == 12426 ) - { - int i = 0; - } - - // End if this is a no view... - if ( markerDir == NOVIEW && markercnt != 0 ) - { - break; - } + marker = pSoldier->sGridNo; + Blocking = FALSE; + twoMoreTiles = FALSE; + tilesLeftToSee = 99; + fRevealItems = TRUE; + fStopRevealingItemsAfterThisTile = FALSE; #ifdef _DEBUG if ( _KeyDown( NUM_LOCK ) ) { - int cnt = GetJA2Clock( ); - - gubFOVDebugInfoInfo[ marker ] = (UINT8)markercnt; - - StartFrameBufferRender(); - - RenderFOVDebug( ); - - SetFont( LARGEFONT1 ); - SetFontBackground( FONT_MCOLOR_BLACK ); - SetFontForeground( FONT_MCOLOR_WHITE ); - mprintf( 10, 10 , L"%d", maincnt ); - //mprintf( 10, 20 , L"%d", marker ); - //mprintf( 50, 20 , L"%d", pSoldier->sGridNo ); - - InvalidateScreen( ); - EndFrameBufferRender(); - RefreshScreen( NULL ); - - do - { - - } while( ( GetJA2Clock( ) - cnt ) < 250 ); + memset( gubFOVDebugInfoInfo, 0, sizeof( gubFOVDebugInfoInfo ) ); + SetRenderFlags( RENDER_FLAG_FULL ); + RenderWorld( ); } #endif - // Check if we can get to this gridno from our direction in - ubMovementCost = gubWorldMovementCosts[ marker ][ Dir[ markerDir ] ][ ubLevel ]; - - // ATE: Added: If our current sector is below ground, ignore any blocks! - if ( gfCaves && ubMovementCost != TRAVELCOST_CAVEWALL ) - { - ubMovementCost = TRAVELCOST_FLAT; - } - - if ( IS_TRAVELCOST_DOOR( ubMovementCost ) ) + for (markercnt = 0; markercnt < range; markercnt++) { - ubMovementCost = DoorTravelCost( pSoldier, marker, ubMovementCost, (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), &iDoorGridNo ); - pStructure = FindStructure( (INT16) iDoorGridNo, STRUCTURE_ANYDOOR ); - if ( pStructure != NULL && pStructure->fFlags & STRUCTURE_TRANSPARENT) + //fGoneThroughDoor = FALSE; + //fThroughWindow = FALSE; + + + prevmarker = marker; + + nextDir = 99; + fCheckForRooms = FALSE; + fTravelCostObs = FALSE; + if ( fStopRevealingItemsAfterThisTile ) + { + fRevealItems = FALSE; + fStopRevealingItemsAfterThisTile = FALSE; + } + + + if (Path2) + { + markerDir = ViewPath2[maincnt][markercnt]; + if (markercnt < 12) + nextDir = ViewPath2[maincnt][markercnt+1]; + } + else + { + markerDir = ViewPath[maincnt][markercnt]; + if (markercnt < 12) + nextDir = ViewPath[maincnt][markercnt+1]; + } + + // OK, check flags for going through door/window last tile + if ( fThroughWindow == 1 ) + { + // ATE: Make sure we are going through the same direction! + // THis is to solve the drassen SAM problem with seeing through walls + if ( Dir[markerDir] == bThroughWindowDirection) + { + fThroughWindow = 2; + } + else + { + fThroughWindow = 0; + } + } + else if ( fThroughWindow == 2 ) + { + // We've overstayed our welcome - remove! + fThroughWindow = 0; + } + + + if ( fGoneThroughDoor == 1 ) + { + fGoneThroughDoor = 2; + } + else if ( fGoneThroughDoor == 2 ) + { + // We've overstayed our welcome - remove! + fGoneThroughDoor = 0; + } + + //ATE CHECK FOR NOVIEW! + if ( nextDir == NOVIEW ) + { + nextDir = 99; + } + + marker = NewGridNo(marker,(INT16)Inc[markerDir]); + + if ( marker == 12426 ) + { + int i = 0; + } + + // End if this is a no view... + if ( markerDir == NOVIEW && markercnt != 0 ) + { + break; + } + +#ifdef _DEBUG + if ( _KeyDown( NUM_LOCK ) ) + { + int cnt = GetJA2Clock( ); + + gubFOVDebugInfoInfo[ marker ] = (UINT8)markercnt; + + StartFrameBufferRender(); + + RenderFOVDebug( ); + + SetFont( LARGEFONT1 ); + SetFontBackground( FONT_MCOLOR_BLACK ); + SetFontForeground( FONT_MCOLOR_WHITE ); + mprintf( 10, 10 , L"%d", maincnt ); + //mprintf( 10, 20 , L"%d", marker ); + //mprintf( 50, 20 , L"%d", pSoldier->sGridNo ); + + InvalidateScreen( ); + EndFrameBufferRender(); + RefreshScreen( NULL ); + + do + { + + } while( ( GetJA2Clock( ) - cnt ) < 250 ); + + } +#endif + + // Check if we can get to this gridno from our direction in + ubMovementCost = gubWorldMovementCosts[ marker ][ Dir[ markerDir ] ][ ubLevel ]; + + // ATE: Added: If our current sector is below ground, ignore any blocks! + if ( gfCaves && ubMovementCost != TRAVELCOST_CAVEWALL ) { - // cell door or somehow otherwise transparent; allow merc to see through ubMovementCost = TRAVELCOST_FLAT; } - } - // If we have hit an obstacle, STOP HERE - if ( ubMovementCost >= TRAVELCOST_BLOCKED ) - { + if ( IS_TRAVELCOST_DOOR( ubMovementCost ) ) + { + ubMovementCost = DoorTravelCost( pSoldier, marker, ubMovementCost, (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), &iDoorGridNo ); + pStructure = FindStructure( iDoorGridNo, STRUCTURE_ANYDOOR ); + if ( pStructure != NULL && pStructure->fFlags & STRUCTURE_TRANSPARENT) + { + // cell door or somehow otherwise transparent; allow merc to see through + ubMovementCost = TRAVELCOST_FLAT; + } + } + + // If we have hit an obstacle, STOP HERE + if ( ubMovementCost >= TRAVELCOST_BLOCKED ) + { // We have an obstacle here... // If it is bigger than a breadbox... err... taller than a man... @@ -567,7 +565,7 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo else { // walls are handled above, so the blocking object is guaranteed not to be a wall - bTallestStructureHeight = GetTallestStructureHeight( (INT16) marker, FALSE ); + bTallestStructureHeight = GetTallestStructureHeight( marker, FALSE ); if (bTallestStructureHeight >= 3) { fTravelCostObs = TRUE; @@ -582,9 +580,6 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo } - - - if ( (Dir[markerDir] % 2) == 1 ) { // diagonal @@ -595,7 +590,7 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo else { - bTallestStructureHeight = GetTallestStructureHeight( (INT16) marker, FALSE ); + bTallestStructureHeight = GetTallestStructureHeight( marker, FALSE ); if (bTallestStructureHeight >= 3) { fTravelCostObs = TRUE; @@ -608,89 +603,88 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo } } - } - - - // Check if it's been done already! - if ( gubGridNoMarkers[ marker ] != gubGridNoValue ) - { - - // Mark gridno - gubGridNoMarkers[ marker ] = gubGridNoValue; - - // check and see if the gridno changed - // if the gridno is the same, avoid redundancy and break - if (marker==prevmarker && markercnt != 0 ) - { - } - else // it changed + + // Check if it's been done already! + if ( gubGridNoMarkers[ marker ] != gubGridNoValue ) { - // Skip others if we have gone through a door but are too far away.... - if ( fGoneThroughDoor ) + // Mark gridno + gubGridNoMarkers[ marker ] = gubGridNoValue; + + // check and see if the gridno changed + // if the gridno is the same, avoid redundancy and break + if (marker==prevmarker && markercnt != 0 ) { - if (markercnt > 5 ) // Are we near the door? + + } + else // it changed + { + + // Skip others if we have gone through a door but are too far away.... + if ( fGoneThroughDoor ) { - break; + if (markercnt > 5 ) // Are we near the door? + { + break; + } + } + // DO MINE FINDING STUFF + // GET INDEX FOR ITEM HERE + // if there IS a direction after this one, nextdir WILL NOT be 99 + if (nextDir != 99) + { + Blocking = GetBlockingStructureInfo( marker, (INT8)Dir[ markerDir ], (INT8)Dir[ nextDir ], ubLevel, &bStructHeight, &pDummy, FALSE ); + } + else // no "next" direction, so pass in a NOWHERE so that + // "SpecialViewObstruction" will know not to take it UINT32o consideration + { + Blocking = GetBlockingStructureInfo( marker, (INT8)Dir[markerDir], (INT8)30, ubLevel, &bStructHeight, &pDummy, FALSE ); } - } - // DO MINE FINDING STUFF - // GET INDEX FOR ITEM HERE - // if there IS a direction after this one, nextdir WILL NOT be 99 - if (nextDir != 99) - { - Blocking = GetBlockingStructureInfo( (INT16)marker, (INT8)Dir[ markerDir ], (INT8)Dir[ nextDir ], ubLevel, &bStructHeight, &pDummy, FALSE ); - } - else // no "next" direction, so pass in a NOWHERE so that - // "SpecialViewObstruction" will know not to take it UINT32o consideration - { - Blocking = GetBlockingStructureInfo( (INT16)marker, (INT8)Dir[markerDir], (INT8)30, ubLevel, &bStructHeight, &pDummy, FALSE ); - } - if ( gfCaves ) - { - Blocking = NOTHING_BLOCKING; - } + if ( gfCaves ) + { + Blocking = NOTHING_BLOCKING; + } - // CHECK FOR ROOMS - if ( Blocking == BLOCKING_TOPLEFT_WINDOW || Blocking == BLOCKING_TOPLEFT_OPEN_WINDOW ) - { + // CHECK FOR ROOMS + if ( Blocking == BLOCKING_TOPLEFT_WINDOW || Blocking == BLOCKING_TOPLEFT_OPEN_WINDOW ) + { // CHECK FACING DIRECTION! if ( Dir[markerDir] == NORTH || Dir[markerDir] == SOUTH ) { if (markercnt <= 1 ) // Are we right beside it? { fThroughWindow = TRUE; - bThroughWindowDirection = ( INT8 ) Dir[ markerDir ]; + bThroughWindowDirection = ( INT8 ) Dir[ markerDir ]; } } - } - if ( Blocking == BLOCKING_TOPRIGHT_WINDOW || Blocking == BLOCKING_TOPRIGHT_OPEN_WINDOW ) - { + } + if ( Blocking == BLOCKING_TOPRIGHT_WINDOW || Blocking == BLOCKING_TOPRIGHT_OPEN_WINDOW ) + { // CHECK FACING DIRECTION! if ( Dir[markerDir] == EAST || Dir[markerDir] == WEST ) { if (markercnt <= 1 ) // Are we right beside it? { fThroughWindow = TRUE; - bThroughWindowDirection = ( INT8 ) Dir[ markerDir ]; + bThroughWindowDirection = ( INT8 ) Dir[ markerDir ]; } } - } + } - if ( Blocking == BLOCKING_TOPLEFT_DOOR ) - { + if ( Blocking == BLOCKING_TOPLEFT_DOOR ) + { fGoneThroughDoor = TRUE; - } - if ( Blocking == BLOCKING_TOPRIGHT_DOOR ) - { + } + if ( Blocking == BLOCKING_TOPRIGHT_DOOR ) + { fGoneThroughDoor = TRUE; - } + } - // ATE: If we hit this tile, find item always! - //if (Blocking < FULL_BLOCKING ) - { + // ATE: If we hit this tile, find item always! + //if (Blocking < FULL_BLOCKING ) + { // Handle special things for our mercs, like uncovering roofs // and revealing objects... @@ -702,70 +696,68 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo if (itemsToo && fRevealItems ) // && itemIndex < MAXOBJECTLIST) { - // OK, look for corpses... - LookForAndMayCommentOnSeeingCorpse( pSoldier, (INT16)marker, ubLevel ); + // OK, look for corpses... + LookForAndMayCommentOnSeeingCorpse( pSoldier, marker, ubLevel ); - if ( GetItemPool( (INT16)marker, &pItemPool, ubLevel ) ) + if ( GetItemPool( marker, &pItemPool, ubLevel ) ) + { + itemVisible = pItemPool->bVisible; + + if ( SetItemPoolVisibilityOn( pItemPool, INVISIBLE, fShowLocators ) ) { - itemVisible = pItemPool->bVisible; + SetRenderFlags(RENDER_FLAG_FULL); - if ( SetItemPoolVisibilityOn( pItemPool, INVISIBLE, fShowLocators ) ) + if ( fShowLocators ) + { + // Set makred render flags + //gpWorldLevelData[marker].uiFlags|=MAPELEMENT_REDRAW; + //gpWorldLevelData[gusCurMousePos].pTopmostHead->uiFlags |= LEVELNODE_DYNAMIC; + + //SetRenderFlags(RENDER_FLAG_MARKED); + SetRenderFlags(RENDER_FLAG_FULL); + + // Hault soldier + // ATE: Only if in combat... + if ( gTacticalStatus.uiFlags & INCOMBAT ) { - SetRenderFlags(RENDER_FLAG_FULL); - - if ( fShowLocators ) - { - // Set makred render flags - //gpWorldLevelData[marker].uiFlags|=MAPELEMENT_REDRAW; - //gpWorldLevelData[gusCurMousePos].pTopmostHead->uiFlags |= LEVELNODE_DYNAMIC; - - //SetRenderFlags(RENDER_FLAG_MARKED); - SetRenderFlags(RENDER_FLAG_FULL); - - // Hault soldier - // ATE: Only if in combat... - if ( gTacticalStatus.uiFlags & INCOMBAT ) - { - pSoldier->HaultSoldierFromSighting( FALSE ); - } - else - { - // ATE: Make sure we show locators... - gTacticalStatus.fLockItemLocators = FALSE; - } - - if ( !fItemsQuoteSaid && gTacticalStatus.fLockItemLocators == FALSE ) - { - gTacticalStatus.fLockItemLocators = TRUE; - - if ( gTacticalStatus.ubAttackBusyCount > 0 && ( gTacticalStatus.uiFlags & INCOMBAT ) ) - { - gTacticalStatus.fItemsSeenOnAttack = TRUE; - gTacticalStatus.ubItemsSeenOnAttackSoldier = pSoldier->ubID; - gTacticalStatus.sItemsSeenOnAttackGridNo = (INT16)(marker); - } - else - { - // Display quote! - if ( !AM_AN_EPC( pSoldier ) ) - { - TacticalCharacterDialogueWithSpecialEvent( pSoldier, (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ), DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START, (INT16)(marker), 0 ); - } - else - { - // Turn off item lock for locators... - gTacticalStatus.fLockItemLocators = FALSE; - // Slide to location! - SlideToLocation( 0, (INT16)(marker) ); - } - } - fItemsQuoteSaid = TRUE; - } - - } + pSoldier->HaultSoldierFromSighting( FALSE ); + } + else + { + // ATE: Make sure we show locators... + gTacticalStatus.fLockItemLocators = FALSE; } - } + if ( !fItemsQuoteSaid && gTacticalStatus.fLockItemLocators == FALSE ) + { + gTacticalStatus.fLockItemLocators = TRUE; + + if ( gTacticalStatus.ubAttackBusyCount > 0 && ( gTacticalStatus.uiFlags & INCOMBAT ) ) + { + gTacticalStatus.fItemsSeenOnAttack = TRUE; + gTacticalStatus.ubItemsSeenOnAttackSoldier = pSoldier->ubID; + gTacticalStatus.usItemsSeenOnAttackGridNo = marker; + } + else + { + // Display quote! + if ( !AM_AN_EPC( pSoldier ) ) + { + TacticalCharacterDialogueWithSpecialEvent( pSoldier, (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ), DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START, marker, 0 ); + } + else + { + // Turn off item lock for locators... + gTacticalStatus.fLockItemLocators = FALSE; + // Slide to location! + SlideToLocation( 0, marker ); + } + } + fItemsQuoteSaid = TRUE; + } + } + } + } } // if blood here, let the user see it now... @@ -775,135 +767,129 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo //DoRoofs(marker,gpSoldier); tilesLeftToSee--; - } - - // CHECK FOR HIDDEN STRUCTS - // IF we had a hidden struct here that is not visible ( which will still be true because - // we set it revealed below... - if ( DoesGridnoContainHiddenStruct( (INT16)marker, &fHiddenStructVisible ) ) - { - if ( !fHiddenStructVisible ) - { - gpWorldLevelData[marker].uiFlags|=MAPELEMENT_REDRAW; - SetRenderFlags(RENDER_FLAG_MARKED); - RecompileLocalMovementCosts( (INT16)marker ); } - } - if (tilesLeftToSee <= 0) - break; - - if ( Blocking == FULL_BLOCKING || ( fTravelCostObs && !fThroughWindow ) ) - { - break; - } - - //if ( Blocking == NOTHING_BLOCKING || Blocking == BLOCKING_NEXT_TILE ) - if ( Blocking == NOTHING_BLOCKING ) - { - fCheckForRooms = TRUE; - } - - if ( ubLevel != 0 ) - { - fCheckForRooms = FALSE; - } - - - // CHECK FOR SLANT ROOF! - { - STRUCTURE *pStructure, *pBase; - - pStructure = FindStructure( (INT16)marker, STRUCTURE_SLANTED_ROOF ); - - if ( pStructure != NULL ) + // CHECK FOR HIDDEN STRUCTS + // IF we had a hidden struct here that is not visible ( which will still be true because + // we set it revealed below... + if ( DoesGridNoContainHiddenStruct( marker, &fHiddenStructVisible ) ) { - pBase = FindBaseStructure( pStructure ); - - // ADD TO SLANTED ROOF LIST! - AddSlantRoofFOVSlot( (INT16)marker ); - } - } - - - // Set gridno as revealed - if ( ubLevel == FIRST_LEVEL ) - { - if ( gfBasement || gfCaves ) - { - // OK, if we are underground, we don't want to reveal stuff if - // 1 ) there is a roof over us and - // 2 ) we are not in a room - if ( gubWorldRoomInfo[ marker ] == NO_ROOM && TypeRangeExistsInRoofLayer( marker, FIRSTROOF, FOURTHROOF, &usIndex ) ) + if ( !fHiddenStructVisible ) { - int i = 0; + gpWorldLevelData[marker].uiFlags|=MAPELEMENT_REDRAW; + SetRenderFlags(RENDER_FLAG_MARKED); + RecompileLocalMovementCosts( marker ); + } + } + + if (tilesLeftToSee <= 0) + break; + + if ( Blocking == FULL_BLOCKING || ( fTravelCostObs && !fThroughWindow ) ) + { + break; + } + + //if ( Blocking == NOTHING_BLOCKING || Blocking == BLOCKING_NEXT_TILE ) + if ( Blocking == NOTHING_BLOCKING ) + { + fCheckForRooms = TRUE; + } + + if ( ubLevel != 0 ) + { + fCheckForRooms = FALSE; + } + + // CHECK FOR SLANT ROOF! + { + STRUCTURE *pStructure, *pBase; + + pStructure = FindStructure( marker, STRUCTURE_SLANTED_ROOF ); + + if ( pStructure != NULL ) + { + pBase = FindBaseStructure( pStructure ); + + // ADD TO SLANTED ROOF LIST! + AddSlantRoofFOVSlot( marker ); + } + } + + // Set gridno as revealed + if ( ubLevel == FIRST_LEVEL ) + { + if ( gfBasement || gfCaves ) + { + // OK, if we are underground, we don't want to reveal stuff if + // 1 ) there is a roof over us and + // 2 ) we are not in a room + if ( gubWorldRoomInfo[ marker ] == NO_ROOM && TypeRangeExistsInRoofLayer( marker, FIRSTROOF, FOURTHROOF, &usIndex ) ) + { + int i = 0; + } + else + { + gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED; + if( gfCaves ) + { + RemoveFogFromGridNo( marker ); + } + } } else { gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED; - if( gfCaves ) + } + + // CHECK FOR ROOMS + //if ( fCheckForRooms ) + { + if ( InAHiddenRoom( marker, &ubRoomNo ) ) { - RemoveFogFromGridNo( marker ); + RemoveRoomRoof( marker, ubRoomNo, pSoldier ); + if ( ubRoomNo == ROOM_SURROUNDING_BOXING_RING && gWorldSectorX == BOXING_SECTOR_X && gWorldSectorY == BOXING_SECTOR_Y && gbWorldSectorZ == BOXING_SECTOR_Z ) + { + // reveal boxing ring at same time + RemoveRoomRoof( marker, BOXING_RING, pSoldier ); + } } } } else { - gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED; + gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED_ROOF; } - // CHECK FOR ROOMS - //if ( fCheckForRooms ) + // Check for blood.... + UpdateBloodGraphics( marker, ubLevel ); + + if ( Blocking != NOTHING_BLOCKING && Blocking != BLOCKING_TOPLEFT_DOOR && Blocking != BLOCKING_TOPRIGHT_DOOR && Blocking != BLOCKING_TOPLEFT_WINDOW && Blocking != BLOCKING_TOPRIGHT_WINDOW && Blocking != BLOCKING_TOPRIGHT_OPEN_WINDOW && Blocking != BLOCKING_TOPLEFT_OPEN_WINDOW) { - if ( InAHiddenRoom( (INT16)marker, &ubRoomNo ) ) - { - RemoveRoomRoof( (INT16)marker, ubRoomNo, pSoldier ); - if ( ubRoomNo == ROOM_SURROUNDING_BOXING_RING && gWorldSectorX == BOXING_SECTOR_X && gWorldSectorY == BOXING_SECTOR_Y && gbWorldSectorZ == BOXING_SECTOR_Z ) - { - // reveal boxing ring at same time - RemoveRoomRoof( (INT16)marker, BOXING_RING, pSoldier ); - } - } + break; } + + //gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_SHADELAND; } - else - { - gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED_ROOF; - } - - // Check for blood.... - UpdateBloodGraphics( (INT16)marker, ubLevel ); - - - if ( Blocking != NOTHING_BLOCKING && Blocking != BLOCKING_TOPLEFT_DOOR && Blocking != BLOCKING_TOPRIGHT_DOOR && Blocking != BLOCKING_TOPLEFT_WINDOW && Blocking != BLOCKING_TOPRIGHT_WINDOW && Blocking != BLOCKING_TOPRIGHT_OPEN_WINDOW && Blocking != BLOCKING_TOPLEFT_OPEN_WINDOW) + } // End of duplicate check + else + { + if ( fTravelCostObs ) { break; } - - //gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_SHADELAND; - } - } // End of duplicate check - else - { - if ( fTravelCostObs ) - { - break; - } - } - } // end of one path - - - } // end of path loop + } // end of one path + } // end of path loop // Loop through all availible slant roofs we collected and perform cool stuff on them ExamineSlantRoofFOVSlots( ); //pSoldier->needToLookForItems = FALSE; - //LookForDoors(pSoldier,UNAWARE); + //LookForDoors(pSoldier,UNAWARE); } //#endif diff --git a/Tactical/fov.h b/Tactical/fov.h index eba47db1..c1e115f6 100644 --- a/Tactical/fov.h +++ b/Tactical/fov.h @@ -8,8 +8,8 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo INT32 GetFreeSlantRoof( void ); void RecountSlantRoofs( void ); void ClearSlantRoofs( void ); -BOOLEAN FindSlantRoofSlot( INT16 sGridNo ); -void AddSlantRoofFOVSlot( INT16 sGridNo ); +BOOLEAN FindSlantRoofSlot( INT32 sGridNo ); +void AddSlantRoofFOVSlot( INT32 sGridNo ); void ExamineSlantRoofFOVSlots( ); diff --git a/Tactical/interface Dialogue.h b/Tactical/interface Dialogue.h index 4e911989..8693d97c 100644 --- a/Tactical/interface Dialogue.h +++ b/Tactical/interface Dialogue.h @@ -52,7 +52,7 @@ extern NPC_DIALOGUE_TYPE gTalkPanel; BOOLEAN InitiateConversation( SOLDIERTYPE *pDestSoldier, SOLDIERTYPE *pSrcSoldier, INT8 bApproach, UINT32 uiApproachData ); // THis fuction will allocate and setup an NPCDiaogue structure. Loads the face for the character.. -BOOLEAN InitTalkingMenu( UINT8 ubCharacterNum, INT16 sGridNo ); +BOOLEAN InitTalkingMenu( UINT8 ubCharacterNum, INT32 sGridNo ); // Begins quote of NPC Dialogue BOOLEAN TalkingMenuDialogue( UINT16 usQuoteNum ); @@ -75,7 +75,7 @@ BOOLEAN TalkingMenuGiveItem( UINT8 ubNPC, OBJECTTYPE *pObject, INT8 bInvPos ); // Triggers an NPC record BOOLEAN NPCTriggerNPC( UINT8 ubTargetNPC, UINT8 ubTargetRecord, UINT8 ubTargetApproach, BOOLEAN fShowDialogueMenu ); // NPC goto gridno -BOOLEAN NPCGotoGridNo( UINT8 ubTargetNPC, INT16 sGridNo, UINT8 ubQuoteNum ); +BOOLEAN NPCGotoGridNo( UINT8 ubTargetNPC, INT32 usGridNo, UINT8 ubQuoteNum ); // NPC Do action BOOLEAN NPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum ); @@ -87,7 +87,7 @@ void HandleWaitTimerForNPCTrigger( ); void HandleNPCClosePanel( ); void HandleNPCItemGiven( UINT8 ubNPC, OBJECTTYPE *pObject, INT8 bInvPos ); void HandleNPCTriggerNPC( UINT8 ubTargetNPC, UINT8 ubTargetRecord, BOOLEAN fShowDialogueMenu, UINT8 ubTargetApproach ); -void HandleNPCGotoGridNo( UINT8 ubTargetNPC, INT16 sGridNo, UINT8 ubRecordNum ); +void HandleNPCGotoGridNo( UINT8 ubTargetNPC, INT32 usGridNo, UINT8 ubRecordNum ); void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum ); BOOLEAN ProfileCurrentlyTalkingInDialoguePanel( UINT8 ubProfile ); diff --git a/Tactical/merc entering.h b/Tactical/merc entering.h index 44b8c485..4bff8df5 100644 --- a/Tactical/merc entering.h +++ b/Tactical/merc entering.h @@ -5,7 +5,7 @@ void ResetHeliSeats( ); void AddMercToHeli( UINT8 ubID ); -void StartHelicopterRun( INT16 sGridNoSweetSpot ); +void StartHelicopterRun( INT32 sGridNoSweetSpot ); void HandleHeliDrop( ); diff --git a/Tactical/opplist.cpp b/Tactical/opplist.cpp index ff8d1c14..b73e0a5d 100644 --- a/Tactical/opplist.cpp +++ b/Tactical/opplist.cpp @@ -49,6 +49,7 @@ #include "Sound Control.h" #include "drugs and alcohol.h" #include "Interface.h" + #include "Explosion Control.h"//dnl ch40 200909 #endif //rain @@ -61,16 +62,16 @@ extern void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier ); // HEADROCK HAM 3.6: Moved to header //void MakeBloodcatsHostile( void ); -void OurNoise( UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType ); -void TheirNoise(UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType ); -void ProcessNoise(UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType); -UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT8 ubNoiseType, UINT8 ubBaseVolume, UINT8 bCheckTerrain, UINT8 ubTerrType1, UINT8 ubTerrType2); -void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 *ubSeen); -void TellPlayerAboutNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 ubNoiseDir ); +void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType ); +void TheirNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType ); +void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType); +UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubNoiseType, UINT8 ubBaseVolume, UINT8 bCheckTerrain, UINT8 ubTerrType1, UINT8 ubTerrType2); +void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 *ubSeen); +void TellPlayerAboutNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 ubNoiseDir ); void OurTeamSeesSomeone( SOLDIERTYPE * pSoldier, INT8 bNumReRevealed, INT8 bNumNewEnemies ); -void IncrementWatchedLoc( UINT8 ubID, INT16 sGridNo, INT8 bLevel ); -void SetWatchedLocAsUsed( UINT8 ubID, INT16 sGridNo, INT8 bLevel ); +void IncrementWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel ); +void SetWatchedLocAsUsed( UINT8 ubID, INT32 sGridNo, INT8 bLevel ); void DecayWatchedLocs( INT8 bTeam ); void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT8 * pPersOL, INT8 * pbPublOL ); @@ -117,12 +118,12 @@ UINT8 gubInterruptProvoker = NOBODY; INT8 gbPublicOpplist[MAXTEAMS][TOTAL_SOLDIERS]; INT8 gbSeenOpponents[TOTAL_SOLDIERS][TOTAL_SOLDIERS]; -INT16 gsLastKnownOppLoc[TOTAL_SOLDIERS][TOTAL_SOLDIERS]; // merc vs. merc +INT32 gsLastKnownOppLoc[TOTAL_SOLDIERS][TOTAL_SOLDIERS]; // merc vs. merc INT8 gbLastKnownOppLevel[TOTAL_SOLDIERS][TOTAL_SOLDIERS]; -INT16 gsPublicLastKnownOppLoc[MAXTEAMS][TOTAL_SOLDIERS]; // team vs. merc +INT32 gsPublicLastKnownOppLoc[MAXTEAMS][TOTAL_SOLDIERS]; // team vs. merc INT8 gbPublicLastKnownOppLevel[MAXTEAMS][TOTAL_SOLDIERS]; UINT8 gubPublicNoiseVolume[MAXTEAMS]; -INT16 gsPublicNoiseGridno[MAXTEAMS]; +INT32 gsPublicNoiseGridNo[MAXTEAMS]; INT8 gbPublicNoiseLevel[MAXTEAMS]; UINT8 gubKnowledgeValue[10][10] = @@ -157,7 +158,7 @@ UINT8 gubKnowledgeValue[10][10] = #define MAX_WATCHED_LOC_POINTS 4 #define WATCHED_LOC_RADIUS 1 -INT16 gsWatchedLoc[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ]; +INT32 gsWatchedLoc[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ]; INT8 gbWatchedLocLevel[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ]; UINT8 gubWatchedLocPoints[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ]; BOOLEAN gfWatchedLocReset[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ]; @@ -1106,7 +1107,7 @@ INT16 MaxNormalDistanceVisible( void ) return( STRAIGHT * 2 ); } -INT16 SOLDIERTYPE::GetMaxDistanceVisible(INT16 sGridNo, INT8 bLevel, int calcAsType) +INT16 SOLDIERTYPE::GetMaxDistanceVisible(INT32 sGridNo, INT8 bLevel, int calcAsType) { if (sGridNo == -1) { return MaxNormalDistanceVisible(); @@ -1123,7 +1124,7 @@ INT16 SOLDIERTYPE::GetMaxDistanceVisible(INT16 sGridNo, INT8 bLevel, int calcAsT } } -INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT16 sSubjectGridNo, INT8 bLevel ) +INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT32 sSubjectGridNo, INT8 bLevel ) { INT16 sDistVisible; INT8 bLightLevel; @@ -1226,8 +1227,8 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, // highest number the light can be // If we're about to ask for a light level for a location outside of our - // valid map references then use the ambient light level instead. - if(0 > sSubjectGridNo || sSubjectGridNo > WORLD_MAX) + // valid map references then use the ambient light level instead. + if ( TileIsOutOfBounds( sSubjectGridNo ) ) { DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("113/UC Warning! Tried to detect the light level when character %ls[%d] looks at a location outside of the valid map (gridno %d). Assigning default %d", pSoldier->name, pSoldier->ubID, pSoldier->sGridNo, ubAmbientLightLevel)); @@ -1305,12 +1306,15 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[ bLevel ] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS) ) { -// if ( pSoldier->inv[HEAD1POS].usItem != GASMASK && pSoldier->inv[HEAD2POS].usItem != GASMASK ) - if ( FindGasMask (pSoldier) == NO_SLOT ) + //dnl ch40 200909 + INT8 bPosOfMask = FindGasMask(pSoldier); + if(bPosOfMask == HEAD1POS || bPosOfMask == HEAD2POS) { - // in gas without a gas mask; reduce max distance visible to 2 tiles at most - sDistVisible = __min( sDistVisible, 2 ); + if(pSoldier->inv[bPosOfMask][0]->data.objectStatus < GASMASK_MIN_STATUS) + sDistVisible = __min(sDistVisible, 2+pSoldier->inv[bPosOfMask][0]->data.objectStatus/15); } + else + sDistVisible = __min(sDistVisible, 2); } if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[ bLevel ] & MAPELEMENT_EXT_BURNABLEGAS ) { @@ -1348,8 +1352,8 @@ void EndMuzzleFlash( SOLDIERTYPE * pSoldier ) if ( pOtherSoldier != NULL ) { if ( pOtherSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY ) - { - if ( pOtherSoldier->sGridNo != NOWHERE ) + { + if (!TileIsOutOfBounds(pOtherSoldier->sGridNo)) { if ( PythSpacesAway( pOtherSoldier->sGridNo, pSoldier->sGridNo ) > pOtherSoldier->GetMaxDistanceVisible(pSoldier->sGridNo, pSoldier->pathing.bLevel, CALC_FROM_WANTED_DIR ) ) { @@ -1555,7 +1559,7 @@ void AllTeamsLookForAll(UINT8 ubAllowInterrupts) // if a door was recently opened/closed (doesn't matter if we could see it) // this is done here so we can first handle everyone looking through the // door, and deal with the resulting opplist changes, interrupts, etc. - if (Status.doorCreakedGridno != NOWHERE) + if ( !TileIsOutOfBounds(Status.doorCreakedGridno)) { // opening/closing a door makes a bit of noise (constant volume) MakeNoise(Status.doorCreakedGuynum,Status.doorCreakedGridno,TTypeList[Grid[Status.doorCreakedGridno].land],DOOR_NOISE_VOLUME,NOISE_CREAKING,EXPECTED_NOSEND); @@ -1780,8 +1784,8 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall - // if we're somehow looking for a guy who is inactive, at base, or already dead - if (!pOpponent->bActive || !pOpponent->bInSector || pOpponent->stats.bLife <= 0 || pOpponent->sGridNo == NOWHERE ) + // if we're somehow looking for a guy who is inactive, at base, or already dead + if (!pOpponent->bActive || !pOpponent->bInSector || pOpponent->stats.bLife <= 0 || TileIsOutOfBounds(pOpponent->sGridNo)) { /* #ifdef BETAVERSION @@ -1992,7 +1996,7 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall -void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT16 sOppGridno, INT8 bOppLevel, UINT8 ubCaller, UINT8 ubCaller2) +void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo, INT8 bOppLevel, UINT8 ubCaller, UINT8 ubCaller2) { INT8 bDoLocate = FALSE; BOOLEAN fNewOpponent = FALSE; @@ -2375,7 +2379,7 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT16 sOppGridno, // if the looker hasn't seen this opponent at all earlier this turn, OR // if the opponent is not where the looker last thought him to be if ((pSoldier->aiData.bOppList[pOpponent->ubID] != SEEN_THIS_TURN) || - (gsLastKnownOppLoc[pSoldier->ubID][pOpponent->ubID] != sOppGridno)) + (gsLastKnownOppLoc[pSoldier->ubID][pOpponent->ubID] != sOppGridNo)) { SetNewSituation( pSoldier ); // force the looker to re-evaluate } @@ -2406,7 +2410,7 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT16 sOppGridno, #endif //bOldOppValue = pSoldier->aiData.bOppList[ pOpponent->ubID ]; // remember that the soldier is currently seen and his new location - UpdatePersonal(pSoldier,pOpponent->ubID,SEEN_CURRENTLY,sOppGridno,bOppLevel); + UpdatePersonal(pSoldier,pOpponent->ubID,SEEN_CURRENTLY,sOppGridNo,bOppLevel); if ( ubCaller2 == MANLOOKSFOROTHERTEAMS || ubCaller2 == OTHERTEAMSLOOKFORMAN || ubCaller2 == CALLER_UNKNOWN ) // unknown->hearing { @@ -2822,7 +2826,7 @@ IAN COMMENTED THIS OUT MAY 1997 - DO WE NEED THIS? -void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT16 sGridno, INT8 bLevel) +void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel) { INT32 cnt; INT8 *pbPublOL; @@ -2846,7 +2850,7 @@ void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT16 sGridno, INT // always update the gridno, no matter what - gsPublicLastKnownOppLoc[ubTeam][ubID] = sGridno; + gsPublicLastKnownOppLoc[ubTeam][ubID] = sGridNo; gbPublicLastKnownOppLevel[ubTeam][ubID] = bLevel; // if team has been told about a guy the team was completely unaware of @@ -2883,7 +2887,7 @@ void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT16 sGridno, INT -void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT8 ubID, INT8 bNewOpplist, INT16 sGridno, INT8 bLevel) +void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel) { /* #ifdef RECORDOPPLIST @@ -2903,7 +2907,7 @@ void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT8 ubID, INT8 bNewOpplist, INT16 s } // always update the gridno, no matter what - gsLastKnownOppLoc[pSoldier->ubID][ubID] = sGridno; + gsLastKnownOppLoc[pSoldier->ubID][ubID] = sGridNo; gbLastKnownOppLevel[pSoldier->ubID][ubID] = bLevel; } @@ -3052,7 +3056,7 @@ void InitOpponentKnowledgeSystem(void) for (iTeam=0; iTeam < MAXTEAMS; iTeam++) { gubPublicNoiseVolume[iTeam] = 0; - gsPublicNoiseGridno[iTeam] = NOWHERE; + gsPublicNoiseGridNo[iTeam] = NOWHERE; gbPublicNoiseLevel[iTeam] = 0; for (cnt = 0; cnt < MAX_NUM_SOLDIERS; cnt++) { @@ -3610,7 +3614,7 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3, if (pSoldier->aiData.ubNoiseVolume > gubPublicNoiseVolume[ubTeamToRadioTo]) { // replace the soldier's team's public noise with his - gsPublicNoiseGridno[ubTeamToRadioTo] = pSoldier->aiData.sNoiseGridno; + gsPublicNoiseGridNo[ubTeamToRadioTo] = pSoldier->aiData.sNoiseGridno; gbPublicNoiseLevel[ubTeamToRadioTo] = pSoldier->bNoiseLevel; gubPublicNoiseVolume[ubTeamToRadioTo] = pSoldier->aiData.ubNoiseVolume; } @@ -3655,7 +3659,7 @@ void DebugSoldierPage1( ) SOLDIERTYPE *pSoldier; UINT16 usSoldierIndex; UINT32 uiMercFlags; - INT16 sMapPos; + INT32 usMapPos; UINT8 ubLine=0; if ( FindSoldierFromMouse( &usSoldierIndex, &uiMercFlags ) ) @@ -3815,7 +3819,7 @@ void DebugSoldierPage1( ) gprintf( 400, LINE_HEIGHT * ubLine, L"%d", pSoldier->flags.bHasKeys ); ubLine++; } - else if ( GetMouseMapPos( &sMapPos ) ) + else if ( GetMouseMapPos( &usMapPos ) ) { SetFont( LARGEFONT1 ); gprintf( 0,0,L"DEBUG LAND PAGE ONE" ); @@ -3838,7 +3842,7 @@ void DebugSoldierPage2( ) SOLDIERTYPE *pSoldier; UINT16 usSoldierIndex; UINT32 uiMercFlags; - INT16 sMapPos; + INT32 usMapPos; TILE_ELEMENT TileElem; LEVELNODE *pNode; UINT8 ubLine; @@ -3974,17 +3978,17 @@ void DebugSoldierPage2( ) gprintf( 150, LINE_HEIGHT * ubLine, L"%s", ShortItemNames[pSoldier->inv[SECONDHANDPOS].usItem] ); ubLine++; - if ( GetMouseMapPos( &sMapPos ) ) + if ( GetMouseMapPos( &usMapPos ) ) { SetFontShade(LARGEFONT1, FONT_SHADE_GREEN); gprintf( 0, LINE_HEIGHT * ubLine, L"CurrGridNo:"); SetFontShade(LARGEFONT1, FONT_SHADE_NEUTRAL); - gprintf( 150, LINE_HEIGHT * ubLine, L"%d", sMapPos ); + gprintf( 150, LINE_HEIGHT * ubLine, L"%d", usMapPos ); ubLine++; } } - else if ( GetMouseMapPos( &sMapPos ) ) + else if ( GetMouseMapPos( &usMapPos ) ) { SetFont( LARGEFONT1 ); gprintf( 0,0,L"DEBUG LAND PAGE TWO" ); @@ -3995,24 +3999,24 @@ void DebugSoldierPage2( ) SetFontColors(COLOR1); mprintf( 0, LINE_HEIGHT * ubLine, L"Land Raised:"); SetFontColors(COLOR2); - mprintf( 150, LINE_HEIGHT * ubLine, L"%d", gpWorldLevelData[ sMapPos ].sHeight ); + mprintf( 150, LINE_HEIGHT * ubLine, L"%d", gpWorldLevelData[ usMapPos ].sHeight ); ubLine++; SetFontColors(COLOR1); mprintf( 0, LINE_HEIGHT * ubLine, L"Land Node:"); SetFontColors(COLOR2); - mprintf( 150, LINE_HEIGHT * ubLine, L"%x", gpWorldLevelData[ sMapPos ].pLandHead ); + mprintf( 150, LINE_HEIGHT * ubLine, L"%x", gpWorldLevelData[ usMapPos ].pLandHead ); ubLine++; - if ( gpWorldLevelData[ sMapPos ].pLandHead != NULL ) + if ( gpWorldLevelData[ usMapPos ].pLandHead != NULL ) { SetFontColors(COLOR1); mprintf( 0, LINE_HEIGHT * ubLine, L"Land Node:"); SetFontColors(COLOR2); - mprintf( 150, LINE_HEIGHT * ubLine, L"%d", gpWorldLevelData[ sMapPos ].pLandHead->usIndex ); + mprintf( 150, LINE_HEIGHT * ubLine, L"%d", gpWorldLevelData[ usMapPos ].pLandHead->usIndex ); ubLine++; - TileElem = gTileDatabase[ gpWorldLevelData[ sMapPos ].pLandHead->usIndex ]; + TileElem = gTileDatabase[ gpWorldLevelData[ usMapPos ].pLandHead->usIndex ]; // Check for full tile SetFontColors(COLOR1); @@ -4025,19 +4029,19 @@ void DebugSoldierPage2( ) SetFontColors(COLOR1); mprintf( 0, LINE_HEIGHT * ubLine, L"Land St Node:"); SetFontColors(COLOR2); - mprintf( 150, LINE_HEIGHT * ubLine, L"%x", gpWorldLevelData[ sMapPos ].pLandStart ); + mprintf( 150, LINE_HEIGHT * ubLine, L"%x", gpWorldLevelData[ usMapPos ].pLandStart ); ubLine++; SetFontColors(COLOR1); mprintf( 0, LINE_HEIGHT * ubLine, L"GRIDNO:"); SetFontColors(COLOR2); - mprintf( 150, LINE_HEIGHT * ubLine, L"%d", sMapPos ); + mprintf( 150, LINE_HEIGHT * ubLine, L"%d", usMapPos ); ubLine++; - if ( gpWorldLevelData[ sMapPos ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) + if ( gpWorldLevelData[ usMapPos ].uiFlags & MAPELEMENT_MOVEMENT_RESERVED ) { SetFontColors(COLOR2); - mprintf( 0, LINE_HEIGHT * ubLine, L"Merc: %d", gpWorldLevelData[ sMapPos ].ubReservedSoldierID ); + mprintf( 0, LINE_HEIGHT * ubLine, L"Merc: %d", gpWorldLevelData[ usMapPos ].ubReservedSoldierID ); SetFontColors(COLOR2); mprintf( 150, LINE_HEIGHT * ubLine, L"RESERVED MOVEMENT FLAG ON:" ); ubLine++; @@ -4056,7 +4060,7 @@ void DebugSoldierPage2( ) } - if ( gpWorldLevelData[ sMapPos ].uiFlags & MAPELEMENT_REVEALED ) + if ( gpWorldLevelData[ usMapPos ].uiFlags & MAPELEMENT_REVEALED ) { SetFontColors(COLOR2); //mprintf( 0, LINE_HEIGHT * 9, L"Merc: %d", gpWorldLevelData[ sMapPos ].ubReservedSoldierID ); @@ -4065,7 +4069,7 @@ void DebugSoldierPage2( ) ubLine++; } - if ( gpWorldLevelData[ sMapPos ].uiFlags & MAPELEMENT_RAISE_LAND_START ) + if ( gpWorldLevelData[ usMapPos ].uiFlags & MAPELEMENT_RAISE_LAND_START ) { SetFontColors(COLOR2); //mprintf( 0, LINE_HEIGHT * 9, L"Merc: %d", gpWorldLevelData[ sMapPos ].ubReservedSoldierID ); @@ -4074,25 +4078,25 @@ void DebugSoldierPage2( ) ubLine++; } - if ( gpWorldLevelData[ sMapPos ].uiFlags & MAPELEMENT_RAISE_LAND_END ) + if ( gpWorldLevelData[ usMapPos ].uiFlags & MAPELEMENT_RAISE_LAND_END ) { SetFontColors(COLOR2); - //mprintf( 0, LINE_HEIGHT * 9, L"Merc: %d", gpWorldLevelData[ sMapPos ].ubReservedSoldierID ); + //mprintf( 0, LINE_HEIGHT * 9, L"Merc: %d", gpWorldLevelData[ usMapPos ].ubReservedSoldierID ); SetFontColors(COLOR2); mprintf( 150, LINE_HEIGHT * ubLine, L"Raise Land End" ); ubLine++; } - if (gubWorldRoomInfo[ sMapPos ] != NO_ROOM ) + if (gubWorldRoomInfo[ usMapPos ] != NO_ROOM ) { SetFontColors(COLOR2); mprintf( 0, LINE_HEIGHT * ubLine, L"Room Number" ); SetFontColors(COLOR2); - mprintf( 150, LINE_HEIGHT * ubLine, L"%d", gubWorldRoomInfo[ sMapPos ] ); + mprintf( 150, LINE_HEIGHT * ubLine, L"%d", gubWorldRoomInfo[ usMapPos ] ); ubLine++; } - if ( gpWorldLevelData[ sMapPos ].ubExtFlags[0] & MAPELEMENT_EXT_NOBURN_STRUCT ) + if ( gpWorldLevelData[ usMapPos ].ubExtFlags[0] & MAPELEMENT_EXT_NOBURN_STRUCT ) { SetFontColors(COLOR2); mprintf( 0, LINE_HEIGHT * ubLine, L"Don't Use Burn Through For Soldier" ); @@ -4109,7 +4113,7 @@ void DebugSoldierPage3( ) SOLDIERTYPE *pSoldier; UINT16 usSoldierIndex; UINT32 uiMercFlags; - INT16 sMapPos; + INT32 usMapPos; UINT8 ubLine; if ( FindSoldierFromMouse( &usSoldierIndex, &uiMercFlags ) ) @@ -4311,12 +4315,12 @@ void DebugSoldierPage3( ) gprintf( 0, LINE_HEIGHT * ubLine, L"NPC Opinion:"); SetFontShade(LARGEFONT1, FONT_SHADE_NEUTRAL); if (OKToCheckOpinion(MercPtrs[ gusSelectedSoldier ]->ubProfile)) - gprintf( 150, LINE_HEIGHT * ubLine, L"%d", gMercProfiles[ pSoldier->ubProfile ].bMercOpinion[ MercPtrs[ gusSelectedSoldier ]->ubProfile ] ); + gprintf( 150, LINE_HEIGHT * ubLine, L"%d", gMercProfiles[ pSoldier->ubProfile ].bMercOpinion[ MercPtrs[ gusSelectedSoldier ]->ubProfile ] ); ubLine++; } } - else if ( GetMouseMapPos( &sMapPos ) ) + else if ( GetMouseMapPos( &usMapPos ) ) { DOOR_STATUS *pDoorStatus; STRUCTURE *pStructure; @@ -4326,7 +4330,7 @@ void DebugSoldierPage3( ) SetFont( LARGEFONT1 ); // OK, display door information here..... - pDoorStatus = GetDoorStatus( sMapPos ); + pDoorStatus = GetDoorStatus( usMapPos ); ubLine = 1; @@ -4343,7 +4347,7 @@ void DebugSoldierPage3( ) SetFontColors(COLOR1); mprintf( 0, LINE_HEIGHT * ubLine, L"Door Status Found:"); SetFontColors(COLOR2); - mprintf( 150, LINE_HEIGHT * ubLine, L" %d", sMapPos ); + mprintf( 150, LINE_HEIGHT * ubLine, L" %d", usMapPos ); ubLine++; SetFontColors(COLOR1); @@ -4384,7 +4388,7 @@ void DebugSoldierPage3( ) } //Find struct data and se what it says...... - pStructure = FindStructure( sMapPos, STRUCTURE_ANYDOOR ); + pStructure = FindStructure( usMapPos, STRUCTURE_ANYDOOR ); if ( pStructure == NULL ) { @@ -5134,7 +5138,7 @@ UINT8 MovementNoise( SOLDIERTYPE *pSoldier ) UINT8 DoorOpeningNoise( SOLDIERTYPE *pSoldier ) { - INT16 sGridNo; + INT32 sGridNo; DOOR_STATUS * pDoorStatus; UINT8 ubDoorNoise; @@ -5163,7 +5167,7 @@ UINT8 DoorOpeningNoise( SOLDIERTYPE *pSoldier ) } } -void MakeNoise(UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType ) +void MakeNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType ) { EV_S_NOISE SNoise; @@ -5259,7 +5263,7 @@ void MakeNoise(UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrType, } -void OurNoise( UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType ) +void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType ) { SOLDIERTYPE *pSoldier; @@ -5297,7 +5301,7 @@ void OurNoise( UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrType, -void TheirNoise(UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, +void TheirNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType ) { // SOLDIERTYPE *pSoldier; @@ -5359,7 +5363,7 @@ void TheirNoise(UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrType -void ProcessNoise(UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType) +void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType) { SOLDIERTYPE *pSoldier; UINT8 bLoop, bTeam; @@ -5812,7 +5816,7 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrTy -UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT8 ubNoiseType, UINT8 ubBaseVolume, +UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubNoiseType, UINT8 ubBaseVolume, UINT8 bCheckTerrain, UINT8 ubTerrType1, UINT8 ubTerrType2) { INT32 iEffVolume, iDistance; @@ -5959,7 +5963,7 @@ UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT8 ubN -void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubVolume, +void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 *ubSeen) { INT16 sNoiseX, sNoiseY; @@ -6286,7 +6290,7 @@ void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bL } } -void TellPlayerAboutNoise( SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 ubNoiseDir ) +void TellPlayerAboutNoise( SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 ubNoiseDir ) { UINT8 ubVolumeIndex; @@ -6657,7 +6661,7 @@ void DecayPublicOpplist(INT8 bTeam) if (gubPublicNoiseVolume[bTeam] <= 0) { - gsPublicNoiseGridno[bTeam] = NOWHERE; + gsPublicNoiseGridNo[bTeam] = NOWHERE; } } @@ -7031,7 +7035,10 @@ INT8 FindUnusedWatchedLoc( UINT8 ubID ) for ( bLoop = 0; bLoop < NUM_WATCHED_LOCS; bLoop++ ) { - if ( gsWatchedLoc[ ubID ][ bLoop ] == NOWHERE ) + // WANNE: I think this was a bug, should be != NOWHERE! + //if ( gsWatchedLoc[ ubID ][ bLoop ] == NOWHERE ) + + if (!TileIsOutOfBounds(gsWatchedLoc[ ubID ][ bLoop ])) { return( bLoop ); } @@ -7044,8 +7051,8 @@ INT8 FindWatchedLocWithLessThanXPointsLeft( UINT8 ubID, UINT8 ubPointLimit ) INT8 bLoop; for ( bLoop = 0; bLoop < NUM_WATCHED_LOCS; bLoop++ ) - { - if ( gsWatchedLoc[ ubID ][ bLoop ] != NOWHERE && gubWatchedLocPoints[ ubID ][ bLoop ] <= ubPointLimit ) + { + if (!TileIsOutOfBounds(gsWatchedLoc[ ubID ][ bLoop ]) && gubWatchedLocPoints[ ubID ][ bLoop ] <= ubPointLimit ) { return( bLoop ); } @@ -7053,13 +7060,13 @@ INT8 FindWatchedLocWithLessThanXPointsLeft( UINT8 ubID, UINT8 ubPointLimit ) return( -1 ); } -INT8 FindWatchedLoc( UINT8 ubID, INT16 sGridNo, INT8 bLevel ) +INT8 FindWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel ) { INT8 bLoop; for ( bLoop = 0; bLoop < NUM_WATCHED_LOCS; bLoop++ ) - { - if ( gsWatchedLoc[ ubID ][ bLoop ] != NOWHERE && gbWatchedLocLevel[ ubID ][ bLoop ] == bLevel ) + { + if (!TileIsOutOfBounds(gsWatchedLoc[ ubID ][ bLoop ]) && gbWatchedLocLevel[ ubID ][ bLoop ] == bLevel ) { if ( SpacesAway( gsWatchedLoc[ ubID ][ bLoop ], sGridNo ) <= WATCHED_LOC_RADIUS ) { @@ -7070,7 +7077,7 @@ INT8 FindWatchedLoc( UINT8 ubID, INT16 sGridNo, INT8 bLevel ) return( -1 ); } -INT8 GetWatchedLocPoints( UINT8 ubID, INT16 sGridNo, INT8 bLevel ) +INT8 GetWatchedLocPoints( UINT8 ubID, INT32 sGridNo, INT8 bLevel ) { INT8 bLoc; @@ -7102,8 +7109,8 @@ INT8 GetHighestVisibleWatchedLoc( UINT8 ubID ) INT8 bHighestPoints = 0; for ( bLoop = 0; bLoop < NUM_WATCHED_LOCS; bLoop++ ) - { - if ( gsWatchedLoc[ ubID ][ bLoop ] != NOWHERE && gubWatchedLocPoints[ ubID ][ bLoop ] > bHighestPoints ) + { + if (!TileIsOutOfBounds(gsWatchedLoc[ ubID ][ bLoop ]) && gubWatchedLocPoints[ ubID ][ bLoop ] > bHighestPoints ) { // look at standing height if ( SoldierTo3DLocationLineOfSightTest( MercPtrs[ ubID ], gsWatchedLoc[ ubID ][ bLoop ], gbWatchedLocLevel[ ubID ][ bLoop ], 3, TRUE, CALC_FROM_WANTED_DIR ) ) @@ -7122,8 +7129,8 @@ INT8 GetHighestWatchedLocPoints( UINT8 ubID ) INT8 bHighestPoints = 0; for ( bLoop = 0; bLoop < NUM_WATCHED_LOCS; bLoop++ ) - { - if ( gsWatchedLoc[ ubID ][ bLoop ] != NOWHERE && gubWatchedLocPoints[ ubID ][ bLoop ] > bHighestPoints ) + { + if (!TileIsOutOfBounds(gsWatchedLoc[ ubID ][ bLoop ]) && gubWatchedLocPoints[ ubID ][ bLoop ] > bHighestPoints ) { bHighestPoints = gubWatchedLocPoints[ ubID ][ bLoop ]; } @@ -7132,7 +7139,7 @@ INT8 GetHighestWatchedLocPoints( UINT8 ubID ) } -void CommunicateWatchedLoc( UINT8 ubID, INT16 sGridNo, INT8 bLevel, UINT8 ubPoints ) +void CommunicateWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel, UINT8 ubPoints ) { UINT8 ubLoop; INT8 bTeam, bLoopPoint, bPoint; @@ -7177,7 +7184,7 @@ void CommunicateWatchedLoc( UINT8 ubID, INT16 sGridNo, INT8 bLevel, UINT8 ubPoin } -void IncrementWatchedLoc( UINT8 ubID, INT16 sGridNo, INT8 bLevel ) +void IncrementWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel ) { INT8 bPoint; @@ -7216,7 +7223,7 @@ void IncrementWatchedLoc( UINT8 ubID, INT16 sGridNo, INT8 bLevel ) } } -void SetWatchedLocAsUsed( UINT8 ubID, INT16 sGridNo, INT8 bLevel ) +void SetWatchedLocAsUsed( UINT8 ubID, INT32 sGridNo, INT8 bLevel ) { INT8 bPoint; @@ -7227,11 +7234,12 @@ void SetWatchedLocAsUsed( UINT8 ubID, INT16 sGridNo, INT8 bLevel ) } } -BOOLEAN WatchedLocLocationIsEmpty( INT16 sGridNo, INT8 bLevel, INT8 bTeam ) +BOOLEAN WatchedLocLocationIsEmpty( INT32 sGridNo, INT8 bLevel, INT8 bTeam ) { // look to see if there is anyone near the watched loc who is not on this team UINT8 ubID; - INT16 sTempGridNo, sX, sY; + INT32 sTempGridNo; + INT16 sX, sY; for ( sY = -WATCHED_LOC_RADIUS; sY <= WATCHED_LOC_RADIUS; sY++ ) { @@ -7261,8 +7269,8 @@ void DecayWatchedLocs( INT8 bTeam ) { // for each watched location for ( cnt2 = 0; cnt2 < NUM_WATCHED_LOCS; cnt2++ ) - { - if ( gsWatchedLoc[ cnt ][ cnt2 ] != NOWHERE && WatchedLocLocationIsEmpty( gsWatchedLoc[ cnt ][ cnt2 ], gbWatchedLocLevel[ cnt ][ cnt2 ], bTeam ) ) + { + if (!TileIsOutOfBounds(gsWatchedLoc[ cnt ][ cnt2 ]) && WatchedLocLocationIsEmpty( gsWatchedLoc[ cnt ][ cnt2 ], gbWatchedLocLevel[ cnt ][ cnt2 ], bTeam ) ) { // if the reset flag is still set, then we should decay this point if (gfWatchedLocReset[ cnt ][ cnt2 ]) @@ -7299,12 +7307,12 @@ void MakeBloodcatsHostile( void ) { if ( pSoldier->ubBodyType == BLOODCAT && pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 ) { - SetSoldierNonNeutral( pSoldier ); - RecalculateOppCntsDueToNoLongerNeutral( pSoldier ); - if ( ( gTacticalStatus.uiFlags & INCOMBAT ) ) - { - CheckForPotentialAddToBattleIncrement( pSoldier ); - } + SetSoldierNonNeutral( pSoldier ); + RecalculateOppCntsDueToNoLongerNeutral( pSoldier ); + if ( ( gTacticalStatus.uiFlags & INCOMBAT ) ) + { + CheckForPotentialAddToBattleIncrement( pSoldier ); + } } } diff --git a/Tactical/opplist.h b/Tactical/opplist.h index 227eeb08..c1c9a09a 100644 --- a/Tactical/opplist.h +++ b/Tactical/opplist.h @@ -60,12 +60,12 @@ enum extern INT8 gbPublicOpplist[MAXTEAMS][ TOTAL_SOLDIERS ]; extern INT8 gbSeenOpponents[TOTAL_SOLDIERS][TOTAL_SOLDIERS]; -extern INT16 gsLastKnownOppLoc[TOTAL_SOLDIERS][TOTAL_SOLDIERS]; // merc vs. merc +extern INT32 gsLastKnownOppLoc[TOTAL_SOLDIERS][TOTAL_SOLDIERS]; // merc vs. merc extern INT8 gbLastKnownOppLevel[TOTAL_SOLDIERS][TOTAL_SOLDIERS]; -extern INT16 gsPublicLastKnownOppLoc[MAXTEAMS][TOTAL_SOLDIERS]; // team vs. merc +extern INT32 gsPublicLastKnownOppLoc[MAXTEAMS][TOTAL_SOLDIERS]; // team vs. merc extern INT8 gbPublicLastKnownOppLevel[MAXTEAMS][TOTAL_SOLDIERS]; extern UINT8 gubPublicNoiseVolume[MAXTEAMS]; -extern INT16 gsPublicNoiseGridno[MAXTEAMS]; +extern INT32 gsPublicNoiseGridNo[MAXTEAMS]; extern INT8 gbPublicNoiseLevel[MAXTEAMS]; extern UINT8 gubKnowledgeValue[10][10]; extern INT8 gbLookDistance[8][8]; @@ -75,7 +75,7 @@ extern BOOLEAN gfPlayerTeamSawJoey; extern BOOLEAN gfMikeShouldSayHi; -extern INT16 gsWatchedLoc[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ]; +extern INT32 gsWatchedLoc[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ]; extern INT8 gbWatchedLocLevel[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ]; extern UINT8 gubWatchedLocPoints[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ]; extern BOOLEAN gfWatchedLocReset[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ]; @@ -94,13 +94,13 @@ void GloballyDecideWhoSeesWho(void); UINT16 GetClosestMerc( UINT16 usSoldierIndex ); void ManLooksForOtherTeams(SOLDIERTYPE *pSoldier); void OtherTeamsLookForMan(SOLDIERTYPE *pOpponent); -void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT16 sOppGridno, INT8 bOppLevel, UINT8 ubCaller, UINT8 ubCaller2); +void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo, INT8 bOppLevel, UINT8 ubCaller, UINT8 ubCaller2); void DecideTrueVisibility(SOLDIERTYPE *pSoldier, UINT8 ubLocate); void AddOneOpponent(SOLDIERTYPE *pSoldier); void RemoveOneOpponent(SOLDIERTYPE *pSoldier); -void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT8 ubID, INT8 bNewOpplist, INT16 sGridno, INT8 bLevel); +void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel); INT16 MaxNormalDistanceVisible( void ); -INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT16 sSubjectGridNo, INT8 bLevel ); +INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT32 sSubjectGridNo, INT8 bLevel ); void ResetLastKnownLocs(SOLDIERTYPE *ptr); void RecalculateOppCntsDueToNoLongerNeutral( SOLDIERTYPE * pSoldier ); void ReevaluateBestSightingPosition( SOLDIERTYPE * pSoldier, INT8 bInterruptDuelPts ); @@ -110,7 +110,7 @@ void InitOpponentKnowledgeSystem(void); void InitSoldierOppList(SOLDIERTYPE *pSoldier); void BetweenTurnsVisibilityAdjustments(void); void RemoveManAsTarget(SOLDIERTYPE *pSoldier); -void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT16 sGridno, INT8 bLevel ); +void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel ); void RadioSightings(SOLDIERTYPE *pSoldier, UINT8 ubAbout, UINT8 ubTeamToRadioTo ); void OurTeamRadiosRandomlyAbout(UINT8 ubAbout); void DebugSoldierPage1( ); @@ -120,8 +120,8 @@ void DebugSoldierPage4( ); UINT8 MovementNoise( SOLDIERTYPE *pSoldier ); UINT8 DoorOpeningNoise( SOLDIERTYPE *pSoldier ); -void MakeNoise(UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType ); -void OurNoise( UINT8 ubNoiseMaker, INT16 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType ); +void MakeNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType ); +void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType ); void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType); @@ -132,7 +132,7 @@ void NoticeUnseenAttacker( SOLDIERTYPE * pAttacker, SOLDIERTYPE * pDefender, INT BOOLEAN MercSeesCreature( SOLDIERTYPE * pSoldier ); -INT8 GetWatchedLocPoints( UINT8 ubID, INT16 sGridNo, INT8 bLevel ); +INT8 GetWatchedLocPoints( UINT8 ubID, INT32 sGridNo, INT8 bLevel ); INT8 GetHighestVisibleWatchedLoc( UINT8 ubID ); INT8 GetHighestWatchedLocPoints( UINT8 ubID ); diff --git a/Tactical/soldier profile type.h b/Tactical/soldier profile type.h index be60c9b6..89571ca6 100644 --- a/Tactical/soldier profile type.h +++ b/Tactical/soldier profile type.h @@ -92,6 +92,7 @@ inline bool OKToCheckOpinion(int profileNumber) { return (profileNumber < DontUseMeDirectly::MaxIDToCheckForMorale); } + typedef enum { NO_SKILLTRAIT = 0, @@ -367,6 +368,7 @@ public: INT8 bTown; INT8 bTownAttachment; UINT16 usOptionalGearCost; + // See above note near the definition of MaxIDToCheckForMorale INT8 bMercOpinion[DontUseMeDirectly::MaxIDToCheckForMorale]; @@ -535,6 +537,216 @@ public: + // BODY TYPE SUBSITUTIONS + UINT32 uiBodyTypeSubFlags; + + INT16 sSalary; + INT8 bLife; + INT8 bDexterity; // dexterity (hand coord) value + INT8 bPersonalityTrait; + INT8 bSkillTrait; + + INT8 bReputationTolerance; + INT8 bExplosive; + INT8 bSkillTrait2; + INT8 bLeadership; + + INT8 bBuddy[5]; + INT8 bHated[5]; + INT8 bExpLevel; // general experience level + + INT8 bMarksmanship; + UINT8 bMinService; + INT8 bWisdom; + UINT8 bResigned; + UINT8 bActive; + + UINT16 usApproachFactor[4]; + + INT8 bMainGunAttractiveness; + INT8 bAgility; // agility (speed) value + + BOOLEAN fUseProfileInsertionInfo; // Set to various flags, ( contained in TacticalSave.h ) +// INT16 sGridNo; // The Gridno the NPC was in before leaving the sector + INT16 _old_sGridNo; // WANNE - BMP: DONE! (Structure) // The Gridno the NPC was in before leaving the sector + UINT8 ubQuoteActionID; + INT8 bMechanical; + + UINT8 ubInvUndroppable; + UINT8 ubRoomRangeStart[2]; + INT8 bMercTownReputation[ 20 ]; + + UINT16 usStatChangeChances[ 12 ]; // used strictly for balancing, never shown! + UINT16 usStatChangeSuccesses[ 12 ]; // used strictly for balancing, never shown! + + UINT8 ubStrategicInsertionCode; + + UINT8 ubRoomRangeEnd[2]; + + UINT8 ubLastQuoteSaid; + + INT8 bRace; + INT8 bNationality; + INT8 bAppearance; + INT8 bAppearanceCareLevel; + INT8 bRefinement; + INT8 bRefinementCareLevel; + INT8 bHatedNationality; + INT8 bHatedNationalityCareLevel; + INT8 bRacist; + UINT32 uiWeeklySalary; + UINT32 uiBiWeeklySalary; + INT8 bMedicalDeposit; + INT8 bAttitude; + INT8 bBaseMorale; + UINT16 sMedicalDepositAmount; + + INT8 bLearnToLike; + UINT8 ubApproachVal[4]; + UINT8 ubApproachMod[3][4]; + INT8 bTown; + INT8 bTownAttachment; + UINT16 usOptionalGearCost; + INT8 bMercOpinion[75]; + INT8 bApproached; + INT8 bMercStatus; //The status of the merc. If negative, see flags at the top of this file. Positive: The number of days the merc is away for. 0: Not hired but ready to be. + INT8 bHatedTime[5]; + INT8 bLearnToLikeTime; + INT8 bLearnToHateTime; + INT8 bHatedCount[5]; + INT8 bLearnToLikeCount; + INT8 bLearnToHateCount; + UINT8 ubLastDateSpokenTo; + UINT8 bLastQuoteSaidWasSpecial; + INT8 bSectorZ; + UINT16 usStrategicInsertionData; + INT8 bFriendlyOrDirectDefaultResponseUsedRecently; + INT8 bRecruitDefaultResponseUsedRecently; + INT8 bThreatenDefaultResponseUsedRecently; + INT8 bNPCData; // NPC specific + INT32 iBalance; + INT16 sTrueSalary; // for use when the person is working for us for free but has a positive salary value + UINT8 ubCivilianGroup; + UINT8 ubNeedForSleep; + UINT32 uiMoney; + INT8 bNPCData2; // NPC specific + + UINT8 ubMiscFlags3; + + UINT8 ubDaysOfMoraleHangover; // used only when merc leaves team while having poor morale + UINT8 ubNumTimesDrugUseInLifetime; // The # times a drug has been used in the player's lifetime... + + // Flags used for the precedent to repeating oneself in Contract negotiations. Used for quote 80 - ~107. Gets reset every day + UINT32 uiPrecedentQuoteSaid; + UINT32 uiProfileChecksum; +// INT16 sPreCombatGridNo; + INT16 _old_sPreCombatGridNo; // WANNE - BMP: DONE! (Structure) + UINT8 ubTimeTillNextHatedComplaint; + UINT8 ubSuspiciousDeath; + + INT32 iMercMercContractLength; //Used for MERC mercs, specifies how many days the merc has gone since last page + + UINT32 uiTotalCostToDate; // The total amount of money that has been paid to the merc for their salary + + //SB: extended fields + INT32 sGridNo; // WANNE - BMP: DONE! (Structure) + INT32 sPreCombatGridNo; // WANNE - BMO: DONE! (Structure) + // + // New and OO stuff goes after here. Above this point any changes will goof up reading from files. + // + + char endOfPOD; // marker for end of POD (plain old data) + + std::vector inv; + std::vector bInvStatus; + std::vector bInvNumber; +}; // MERCPROFILESTRUCT; + +// WANNE - BMP: DONE! +class _OLD_MERCPROFILESTRUCT { +public: + CHAR16 zName[ NAME_LENGTH ]; + CHAR16 zNickname[ NICKNAME_LENGTH ]; + UINT32 uiAttnSound; + UINT32 uiCurseSound; + UINT32 uiDieSound; + UINT32 uiGoodSound; + UINT32 uiGruntSound; + UINT32 uiGrunt2Sound; + UINT32 uiOkSound; + UINT8 ubFaceIndex; + PaletteRepID PANTS; + PaletteRepID VEST; + PaletteRepID SKIN; + PaletteRepID HAIR; + INT8 bSex; + INT8 bArmourAttractiveness; + UINT8 ubMiscFlags2; + INT8 bEvolution; + UINT8 ubMiscFlags; + UINT8 bSexist; + INT8 bLearnToHate; + + // skills + INT8 bStealRate; + INT8 bVocalVolume; + UINT8 ubQuoteRecord; + INT8 bDeathRate; + INT8 bScientific; + + INT16 sExpLevelGain; + INT16 sLifeGain; + INT16 sAgilityGain; + INT16 sDexterityGain; + INT16 sWisdomGain; + INT16 sMarksmanshipGain; + INT16 sMedicalGain; + INT16 sMechanicGain; + INT16 sExplosivesGain; + + UINT8 ubBodyType; + INT8 bMedical; + + UINT16 usEyesX; + UINT16 usEyesY; + UINT16 usMouthX; + UINT16 usMouthY; + UINT32 uiEyeDelay; + UINT32 uiMouthDelay; + UINT32 uiBlinkFrequency; + UINT32 uiExpressionFrequency; + UINT16 sSectorX; + UINT16 sSectorY; + + UINT32 uiDayBecomesAvailable; //day the merc will be available. used with the bMercStatus + + INT8 bStrength; + + INT8 bLifeMax; + INT8 bExpLevelDelta; + INT8 bLifeDelta; + INT8 bAgilityDelta; + INT8 bDexterityDelta; + INT8 bWisdomDelta; + INT8 bMarksmanshipDelta; + INT8 bMedicalDelta; + INT8 bMechanicDelta; + INT8 bExplosivesDelta; + INT8 bStrengthDelta; + INT8 bLeadershipDelta; + UINT16 usKills; + UINT16 usAssists; + UINT16 usShotsFired; + UINT16 usShotsHit; + UINT16 usBattlesFought; + UINT16 usTimesWounded; + UINT16 usTotalDaysServed; + + INT16 sLeadershipGain; + INT16 sStrengthGain; + + + // BODY TYPE SUBSITUTIONS UINT32 uiBodyTypeSubFlags; @@ -604,6 +816,7 @@ public: INT8 bTown; INT8 bTownAttachment; UINT16 usOptionalGearCost; + // See above note near the definition of MaxIDToCheckForMorale INT8 bMercOpinion[DontUseMeDirectly::MaxIDToCheckForMorale]; @@ -655,9 +868,10 @@ public: std::vector inv; std::vector bInvStatus; std::vector bInvNumber; -}; // MERCPROFILESTRUCT; +}; // _OLD_MERCPROFILESTRUCT; #define SIZEOF_MERCPROFILESTRUCT_POD offsetof( MERCPROFILESTRUCT, endOfPOD ) +#define _OLD_SIZEOF_MERCPROFILESTRUCT_POD offsetof( _OLD_MERCPROFILESTRUCT, endOfPOD ) #define TIME_BETWEEN_HATED_COMPLAINTS 24 diff --git a/Tactical/soldier tile.h b/Tactical/soldier tile.h index f3c20a38..66ebf4cf 100644 --- a/Tactical/soldier tile.h +++ b/Tactical/soldier tile.h @@ -9,21 +9,21 @@ -INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 bLevel ); +INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT32 sGridNo, INT8 bLevel ); -void MarkMovementReserved( SOLDIERTYPE *pSoldier, INT16 sGridNo ); +void MarkMovementReserved( SOLDIERTYPE *pSoldier, INT32 sGridNo ); void UnMarkMovementReserved( SOLDIERTYPE *pSoldier ); -BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT16 sFinalDestTile ); +BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT32 sGridNo, INT32 sFinalDestTile );//dnl ch53 111009 BOOLEAN HandleNextTileWaiting( SOLDIERTYPE *pSoldier ); -BOOLEAN TeleportSoldier( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fForce ); +BOOLEAN TeleportSoldier( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fForce ); void SwapMercPositions( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2 ); -void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT16 sCauseGridNo, INT8 bValue ); +void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT32 sCauseGridNo, INT8 bValue ); BOOLEAN CanExchangePlaces( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2, BOOLEAN fShow ); diff --git a/TacticalAI/AIInternals.h b/TacticalAI/AIInternals.h index ef4f6af5..711d295a 100644 --- a/TacticalAI/AIInternals.h +++ b/TacticalAI/AIInternals.h @@ -29,7 +29,7 @@ extern BOOLEAN gfTurnBasedAI; //Kris: November 10, 1997 //Please don't change this value from 10. It will invalidate all of the maps and soldiers. -#define MAXPATROLGRIDS 10 +//#define MAXPATROLGRIDS 10//dnl ch33 200909 already defined in Soldier Control.h #define NOWATER 0 #define WATEROK 1 @@ -107,7 +107,7 @@ enum typedef struct { SOLDIERTYPE * pOpponent; - INT16 sGridNo; + INT32 sGridNo; INT32 iValue; INT32 iAPs; INT32 iCertainty; @@ -127,7 +127,7 @@ typedef struct INT16 ubChanceToReallyHit; // chance to hit * chance to get through cover //END STRUCTURE CHANGE BY GOTTHARD 7/14/07 INT32 iAttackValue; // relative worthiness of this type of attack - INT16 sTarget; // target gridno of this attack + INT32 sTarget; // target gridno of this attack INT8 bTargetLevel; // target level of this attack INT16 ubAPCost; // how many APs the attack will use up INT8 bWeaponIn; // the inv slot of the weapon in question @@ -160,14 +160,14 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow); void CalcTentacleAttack(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab ); INT16 CalcSpreadBurst( SOLDIERTYPE * pSoldier, INT16 sFirstTarget, INT8 bTargetLevel ); -INT32 CalcManThreatValue(SOLDIERTYPE *pSoldier, INT16 sMyGrid, UINT8 ubReduceForCover, SOLDIERTYPE * pMe ); +INT32 CalcManThreatValue(SOLDIERTYPE *pSoldier, INT32 sMyGrid, UINT8 ubReduceForCover, SOLDIERTYPE * pMe ); INT8 CanNPCAttack(SOLDIERTYPE *pSoldier); void CheckIfTossPossible(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow); -BOOLEAN ClimbingNecessary( SOLDIERTYPE * pSoldier, INT16 sDestGridNo, INT8 bDestLevel ); +BOOLEAN ClimbingNecessary( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT8 bDestLevel ); INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier ); -INT16 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, BOOLEAN * pfChangeLevel ); -INT16 ClosestReachableFriendInTrouble(SOLDIERTYPE *pSoldier, BOOLEAN * pfClimbingNecessary); -INT16 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT16 * psGridNo, INT8 * pbLevel); +INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, BOOLEAN * pfChangeLevel ); +INT32 ClosestReachableFriendInTrouble(SOLDIERTYPE *pSoldier, BOOLEAN * pfClimbingNecessary); +INT32 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel); void CreatureCall( SOLDIERTYPE * pCaller ); INT8 CreatureDecideAction( SOLDIERTYPE * pCreature ); void CreatureDecideAlertStatus( SOLDIERTYPE *pCreature ); @@ -178,31 +178,31 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction ); INT32 EstimateShotDamage(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT16 ubChanceToHit); INT32 EstimateStabDamage(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT16 ubChanceToHit, BOOLEAN fBladeAttack); -INT32 EstimateThrowDamage(SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *pOpponent, INT16 sGridno); -INT16 EstimatePathCostToLocation( SOLDIERTYPE * pSoldier, INT16 sDestGridNo, INT8 bDestLevel, BOOLEAN fAddCostAfterClimbingUp, BOOLEAN * pfClimbingNecessary, INT16 * psClimbGridNo ); +INT32 EstimateThrowDamage(SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *pOpponent, INT32 sGridNo); +INT16 EstimatePathCostToLocation( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT8 bDestLevel, BOOLEAN fAddCostAfterClimbingUp, BOOLEAN * pfClimbingNecessary, INT32 * psClimbGridNo ); BOOLEAN FindBetterSpotForItem( SOLDIERTYPE * pSoldier, INT8 bSlot ); -INT16 FindClosestClimbPointAvailableToAI( SOLDIERTYPE * pSoldier, INT16 sStartGridNo, INT16 sDesiredGridNo, BOOLEAN fClimbUp ); -INT16 FindRouteBackOntoMap( SOLDIERTYPE * pSoldier, INT16 sDestGridNo ); -INT16 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing ); -INT16 GetInterveningClimbingLocation( SOLDIERTYPE * pSoldier, INT16 sDestGridNo, INT8 bDestLevel, BOOLEAN * pfClimbingNecessary ); +INT32 FindClosestClimbPointAvailableToAI( SOLDIERTYPE * pSoldier, INT32 sStartGridNo, INT32 sDesiredGridNo, BOOLEAN fClimbUp ); +INT32 FindRouteBackOntoMap( SOLDIERTYPE * pSoldier, INT32 sDestGridNo ); +INT32 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing ); +INT32 GetInterveningClimbingLocation( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT8 bDestLevel, BOOLEAN * pfClimbingNecessary ); UINT8 GetTraversalQuoteActionID( INT8 bDirection ); -INT16 GoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, INT8 bAction); +INT32 GoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, INT8 bAction); INT8 HeadForTheStairCase( SOLDIERTYPE * pSoldier ); -BOOLEAN InGas( SOLDIERTYPE *pSoldier, INT16 sGridNo ); -BOOLEAN InGasOrSmoke( SOLDIERTYPE *pSoldier, INT16 sGridNo ); -BOOLEAN InWaterGasOrSmoke( SOLDIERTYPE *pSoldier, INT16 sGridNo ); +BOOLEAN InGas( SOLDIERTYPE *pSoldier, INT32 sGridNo ); +BOOLEAN InGasOrSmoke( SOLDIERTYPE *pSoldier, INT32 sGridNo ); +BOOLEAN InWaterGasOrSmoke( SOLDIERTYPE *pSoldier, INT32 sGridNo ); void InitAttackType(ATTACKTYPE *pAttack); -INT16 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, INT16 bReserveAPs, INT8 bAction, INT8 fFlags ); +INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, INT16 bReserveAPs, INT8 bAction, INT8 fFlags ); -int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubPathMode, UINT8 ubWaterOK, UINT8 fFlags); +int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridno, UINT8 ubPathMode, UINT8 ubWaterOK, UINT8 fFlags); void LoadWeaponIfNeeded(SOLDIERTYPE *pSoldier); -INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN * pfClimbingNecessary, BOOLEAN * pfReachable ); -INT16 NPCConsiderInitiatingConv( SOLDIERTYPE * pNPC, UINT8 * pubDesiredMerc ); +INT32 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN * pfClimbingNecessary, BOOLEAN * pfReachable ); +INT32 NPCConsiderInitiatingConv( SOLDIERTYPE * pNPC, UINT8 * pubDesiredMerc ); void NPCDoesAct(SOLDIERTYPE *pSoldier); void NPCDoesNothing(SOLDIERTYPE *pSoldier); INT8 OKToAttack(SOLDIERTYPE *ptr, int target); @@ -218,18 +218,18 @@ UINT16 RunAway( SOLDIERTYPE * pSoldier ); INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem ); UINT8 ShootingStanceChange( SOLDIERTYPE * pSoldier, ATTACKTYPE * pAttack, INT8 bDesiredDirection ); UINT8 StanceChange( SOLDIERTYPE * pSoldier, INT16 ubAttackAPCost ); -INT16 TrackScent( SOLDIERTYPE * pSoldier ); +INT32 TrackScent( SOLDIERTYPE * pSoldier ); void RefreshAI(SOLDIERTYPE *pSoldier); -BOOLEAN InLightAtNight( INT16 sGridNo, INT8 bLevel ); +BOOLEAN InLightAtNight( INT32 sGridNo, INT8 bLevel ); INT16 FindNearbyDarkerSpot( SOLDIERTYPE *pSoldier ); BOOLEAN ArmySeesOpponents( void ); void CheckIfShotPossible(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN suppressionFire); -INT16 FindBestCoverNearTheGridNo(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubSearchRadius ); +INT32 FindBestCoverNearTheGridNo(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubSearchRadius ); -INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel); +INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel); // HEADROCK HAM B2.7: Functions to assist group AI // WANNE: Headrock informed me that I should disable these 3 functions in code, because they need a lot of CPU during AI calculation. diff --git a/TacticalAI/AIMain.cpp b/TacticalAI/AIMain.cpp index 53dc2b23..2122cd3c 100644 --- a/TacticalAI/AIMain.cpp +++ b/TacticalAI/AIMain.cpp @@ -558,8 +558,8 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) if (pSoldier->aiData.bAction >= FIRST_MOVEMENT_ACTION && pSoldier->aiData.bAction <= LAST_MOVEMENT_ACTION && !pSoldier->flags.fDelayedMovement) { if (pSoldier->pathing.usPathIndex == pSoldier->pathing.usPathDataSize) - { - if (pSoldier->sAbsoluteFinalDestination != NOWHERE) + { + if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination)) { if ( !ACTING_ON_SCHEDULE( pSoldier ) && SpacesAway( pSoldier->sGridNo, pSoldier->sAbsoluteFinalDestination ) < 4 ) { @@ -897,7 +897,7 @@ void StartNPCAI(SOLDIERTYPE *pSoldier) -BOOLEAN DestNotSpokenFor(SOLDIERTYPE *pSoldier, INT16 sGridno) +BOOLEAN DestNotSpokenFor(SOLDIERTYPE *pSoldier, INT32 sGridNo) { INT32 cnt; SOLDIERTYPE *pOurTeam; @@ -909,7 +909,7 @@ BOOLEAN DestNotSpokenFor(SOLDIERTYPE *pSoldier, INT16 sGridno) { if ( pOurTeam->bActive ) { - if (pOurTeam->sGridNo == sGridno || pOurTeam->aiData.usActionData == sGridno) + if (pOurTeam->sGridNo == sGridNo || pOurTeam->aiData.usActionData == sGridNo) return(FALSE); } } @@ -918,25 +918,25 @@ BOOLEAN DestNotSpokenFor(SOLDIERTYPE *pSoldier, INT16 sGridno) } -INT16 FindAdjacentSpotBeside(SOLDIERTYPE *pSoldier, INT16 sGridno) +INT32 FindAdjacentSpotBeside(SOLDIERTYPE *pSoldier, INT32 sGridNo) { INT32 cnt; - INT16 mods[4] = {-1,-MAPWIDTH,1,MAPWIDTH}; - INT16 sTempGridno,sCheapestCost=500,sMovementCost,sCheapestDest=NOWHERE; - + INT16 mods[4] = {-1,-WORLD_COLS,1,WORLD_COLS}; + INT32 sTempGridNo = NOWHERE, sCheapestDest = MAX_MAP_POS; + INT16 sCheapestCost=500, sMovementCost; for (cnt=0; cnt < 4; cnt++) { - sTempGridno = sGridno + mods[cnt]; - if (!OutOfBounds(sGridno,sTempGridno)) + sTempGridNo = sGridNo + mods[cnt]; + if (!OutOfBounds(sGridNo,sTempGridNo)) { - if (NewOKDestination(pSoldier,sTempGridno,PEOPLETOO, pSoldier->pathing.bLevel ) && DestNotSpokenFor(pSoldier,sTempGridno)) + if (NewOKDestination(pSoldier,sTempGridNo,PEOPLETOO, pSoldier->pathing.bLevel ) && DestNotSpokenFor(pSoldier,sTempGridNo)) { - sMovementCost = PlotPath(pSoldier,sTempGridno,FALSE,FALSE,FALSE,WALKING,FALSE,FALSE,0); + sMovementCost = PlotPath(pSoldier,sTempGridNo,FALSE,FALSE,FALSE,WALKING,FALSE,FALSE,0); if (sMovementCost < sCheapestCost) { sCheapestCost = sMovementCost; - sCheapestDest = sTempGridno; + sCheapestDest = sTempGridNo; } } @@ -1486,8 +1486,8 @@ pSoldier->aiData.bActionTimeout = 0; INT16 ActionInProgress(SOLDIERTYPE *pSoldier) { - // if NPC has a desired destination, but isn't currently going there - if ((pSoldier->pathing.sFinalDestination != NOWHERE) && (pSoldier->pathing.sDestination != pSoldier->pathing.sFinalDestination)) + // if NPC has a desired destination, but isn't currently going there + if ((!TileIsOutOfBounds(pSoldier->pathing.sFinalDestination)) && (pSoldier->pathing.sDestination != pSoldier->pathing.sFinalDestination)) { // return success (TRUE) if we successfully resume the movement return(TryToResumeMovement(pSoldier,pSoldier->pathing.sFinalDestination)); @@ -1870,8 +1870,8 @@ void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier) // the item pool index was stored in the special data field pSoldier->aiData.uiPendingActionData1 = pSoldier->iNextActionSpecialData; } - } - else if ( pSoldier->sAbsoluteFinalDestination != NOWHERE ) + } + else if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination)) { if ( ACTING_ON_SCHEDULE( pSoldier ) ) { @@ -1948,8 +1948,8 @@ void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier) // perform the chosen action pSoldier->aiData.bActionInProgress = ExecuteAction(pSoldier); // if started, mark us as busy - - if ( !pSoldier->aiData.bActionInProgress && pSoldier->sAbsoluteFinalDestination != NOWHERE ) + + if ( !pSoldier->aiData.bActionInProgress && !TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination)) { // turn based... abort this guy's turn EndAIGuysTurn( pSoldier ); @@ -2201,12 +2201,12 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier) } if ( gfTurnBasedAI && pSoldier->aiData.bAlertStatus < STATUS_BLACK ) - { - if ( pSoldier->sLastTwoLocations[0] == NOWHERE ) + { + if (TileIsOutOfBounds(pSoldier->sLastTwoLocations[0])) { pSoldier->sLastTwoLocations[0] = pSoldier->sGridNo; - } - else if ( pSoldier->sLastTwoLocations[1] == NOWHERE ) + } + else if (TileIsOutOfBounds(pSoldier->sLastTwoLocations[1])) { pSoldier->sLastTwoLocations[1] = pSoldier->sGridNo; } @@ -2246,8 +2246,8 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier) // optimization - Ian (if up-to-date path is known, do not check again) if (!pSoldier->pathing.bPathStored) - { - if ( (pSoldier->sAbsoluteFinalDestination != NOWHERE || gTacticalStatus.fAutoBandageMode) && !(gTacticalStatus.uiFlags & INCOMBAT) ) + { + if ( (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination) || gTacticalStatus.fAutoBandageMode) && !(gTacticalStatus.uiFlags & INCOMBAT) ) { // NPC system move, allow path through if (LegalNPCDestination(pSoldier,pSoldier->aiData.usActionData,ENSURE_PATH,WATEROK, PATH_THROUGH_PEOPLE )) @@ -2268,8 +2268,8 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier) // if we STILL don't have a path if ( !pSoldier->pathing.bPathStored ) { - // Check if we were told to move by NPC stuff - if ( pSoldier->sAbsoluteFinalDestination != NOWHERE && !(gTacticalStatus.uiFlags & INCOMBAT) ) + // Check if we were told to move by NPC stuff + if ( !TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination) && !(gTacticalStatus.uiFlags & INCOMBAT) ) { //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_ERROR, L"AI %s failed to get path for dialogue-related move!", pSoldier->name ); @@ -2586,9 +2586,9 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier) { STRUCTURE * pStructure; UINT8 ubDirection; - INT16 sDoorGridNo; + INT32 sDoorGridNo; - ubDirection = GetDirectionFromGridNo( (INT16)pSoldier->aiData.usActionData, pSoldier ); + ubDirection = GetDirectionFromGridNo( pSoldier->aiData.usActionData, pSoldier ); if (ubDirection == EAST || ubDirection == SOUTH) { sDoorGridNo = pSoldier->sGridNo; @@ -2697,8 +2697,8 @@ void CheckForChangingOrders(SOLDIERTYPE *pSoldier) { case STATUS_GREEN: if ( !CREATURE_OR_BLOODCAT( pSoldier ) ) - { - if ( pSoldier->bTeam == CIV_TEAM && pSoldier->ubProfile != NO_PROFILE && pSoldier->aiData.bNeutral && gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo != NOWHERE && pSoldier->ubCivilianGroup != QUEENS_CIV_GROUP ) + { + if ( pSoldier->bTeam == CIV_TEAM && pSoldier->ubProfile != NO_PROFILE && pSoldier->aiData.bNeutral && !TileIsOutOfBounds(gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo) && pSoldier->ubCivilianGroup != QUEENS_CIV_GROUP ) { // must make them uncower first, then return to start location pSoldier->aiData.bNextAction = AI_ACTION_END_COWER_AND_MOVE; diff --git a/TacticalAI/AIUtils.cpp b/TacticalAI/AIUtils.cpp index 98f98cf7..9edd44f0 100644 --- a/TacticalAI/AIUtils.cpp +++ b/TacticalAI/AIUtils.cpp @@ -124,7 +124,7 @@ INT8 OKToAttack(SOLDIERTYPE * pSoldier, int target) BOOLEAN ConsiderProne( SOLDIERTYPE * pSoldier ) { - INT16 sOpponentGridNo; + INT32 sOpponentGridNo; INT8 bOpponentLevel; INT32 iRange; @@ -366,7 +366,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction ) } } -void NewDest(SOLDIERTYPE *pSoldier, UINT16 usGridNo) +void NewDest(SOLDIERTYPE *pSoldier, INT32 usGridNo) { // ATE: Setting sDestination? Tis does not make sense... //pSoldier->pathing.sDestination = usGridNo; @@ -411,8 +411,8 @@ void NewDest(SOLDIERTYPE *pSoldier, UINT16 usGridNo) default: /* if ( PreRandom( 5 - SoldierDifficultyLevel( pSoldier ) ) == 0 ) { - INT16 sClosestNoise = (INT16) MostImportantNoiseHeard( pSoldier, NULL, NULL, NULL ); - if ( sClosestNoise != NOWHERE && PythSpacesAway( pSoldier->sGridNo, sClosestNoise ) < MaxDistanceVisible() + 10 ) + INT32 sClosestNoise = (INT16) MostImportantNoiseHeard( pSoldier, NULL, NULL, NULL ); + if ( !TileIsOutOfBounds(sClosestNoise) && PythSpacesAway( pSoldier->sGridNo, sClosestNoise ) < MaxDistanceVisible() + 10 ) { pSoldier->usUIMovementMode = SWATTING; fSet = TRUE; @@ -591,12 +591,12 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier) UINT8 ubDirsLeft; BOOLEAN fDirChecked[8]; BOOLEAN fRangeRestricted = FALSE, fFound = FALSE; - UINT16 usDest, usOrigin; + INT32 usDest, usOrigin; SOLDIERTYPE * pFriend; // obtain maximum roaming distance from soldier's origin - usMaxDist = RoamingRange(pSoldier, (INT16 *)&usOrigin); + usMaxDist = RoamingRange(pSoldier,&usOrigin); // if our movement range is restricted @@ -726,10 +726,10 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier) } -INT16 RandDestWithinRange(SOLDIERTYPE *pSoldier) +INT32 RandDestWithinRange(SOLDIERTYPE *pSoldier) { - INT16 sRandDest = NOWHERE; - UINT16 usOrigin, usMaxDist; + INT32 sRandDest = NOWHERE; + INT32 usOrigin, usMaxDist; UINT8 ubTriesLeft; BOOLEAN fLimited = FALSE, fFound = FALSE; INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXRange, sYRange, sXOffset, sYOffset; @@ -752,7 +752,7 @@ INT16 RandDestWithinRange(SOLDIERTYPE *pSoldier) ubTriesLeft = 1; } - usMaxDist = RoamingRange(pSoldier, (INT16 *)&usOrigin); + usMaxDist = RoamingRange(pSoldier,&usOrigin); if ( pSoldier->aiData.bOrders <= CLOSEPATROL && (pSoldier->bTeam == CIV_TEAM || pSoldier->ubProfile != NO_PROFILE ) ) { @@ -828,11 +828,12 @@ INT16 RandDestWithinRange(SOLDIERTYPE *pSoldier) { if (fLimited) { - sXOffset = ((INT16)Random(sXRange)) - sMaxLeft; - sYOffset = ((INT16)Random(sYRange)) - sMaxUp; - - sRandDest = usOrigin + sXOffset + (MAXCOL * sYOffset); - + do//dnl ch53 111009 This loop should increase search performance, but probably need some counter to prevent eventual endless loop + { + sXOffset = ((INT16)Random(sXRange)) - sMaxLeft; + sYOffset = ((INT16)Random(sYRange)) - sMaxUp; + sRandDest = usOrigin + sXOffset + (MAXCOL * sYOffset); + }while(!GridNoOnVisibleWorldTile(sRandDest)); #ifdef BETAVERSION if ((sRandDest < 0) || (sRandDest >= GRIDSIZE)) { @@ -843,7 +844,10 @@ INT16 RandDestWithinRange(SOLDIERTYPE *pSoldier) } else { - sRandDest = (INT16) PreRandom(GRIDSIZE); + do//dnl ch53 111009 This loop should increase search performance, but probably need some counter to prevent eventual endless loop + { + sRandDest = PreRandom(GRIDSIZE); + }while(!GridNoOnVisibleWorldTile(sRandDest)); } if ( ubRoom && InARoom( sRandDest, &ubTempRoom ) && ubTempRoom != ubRoom ) @@ -868,33 +872,33 @@ INT16 RandDestWithinRange(SOLDIERTYPE *pSoldier) return(sRandDest); // defaults to NOWHERE } -INT16 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, BOOLEAN * pfChangeLevel ) +INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, BOOLEAN * pfChangeLevel ) { - INT16 *psLastLoc, *pusNoiseGridNo; + INT32 *psLastLoc, *pusNoiseGridNo; INT8 *pbLastLevel; - INT16 sGridNo=-1; + INT32 sGridNo=-1; INT8 bLevel, bClosestLevel = -1; BOOLEAN fClimbingNecessary, fClosestClimbingNecessary = FALSE; INT32 iPathCost; - INT16 sClosestDisturbance = NOWHERE; + INT32 sClosestDisturbance = NOWHERE; UINT32 uiLoop; - UINT16 closestConscious = NOWHERE,closestUnconscious = NOWHERE; + UINT32 closestConscious = NOWHERE,closestUnconscious = NOWHERE; INT32 iShortestPath = 1000; INT32 iShortestPathConscious = 1000,iShortestPathUnconscious = 1000; UINT8 *pubNoiseVolume; INT8 *pbNoiseLevel; INT8 *pbPersOL,*pbPublOL; - INT16 sClimbGridNo; + INT32 sClimbGridNo; SOLDIERTYPE * pOpp; // CJC: can't trace a path to every known disturbance! // for starters, try the closest one as the crow flies - INT16 sClosestEnemy = NOWHERE, sDistToClosestEnemy = 1000, sDistToEnemy; + INT32 sClosestEnemy = NOWHERE, sDistToClosestEnemy = 1000, sDistToEnemy; *pfChangeLevel = FALSE; pubNoiseVolume = &gubPublicNoiseVolume[pSoldier->bTeam]; - pusNoiseGridNo = &gsPublicNoiseGridno[pSoldier->bTeam]; + pusNoiseGridNo = &gsPublicNoiseGridNo[pSoldier->bTeam]; pbNoiseLevel = &gbPublicNoiseLevel[pSoldier->bTeam]; // hang pointers at start of this guy's personal and public opponent opplists @@ -959,8 +963,8 @@ INT16 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, { continue; // next merc } - - if (sGridNo == NOWHERE) + + if (TileIsOutOfBounds(sGridNo)) { // huh? continue; @@ -975,8 +979,8 @@ INT16 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, } } - - if (sClosestEnemy != NOWHERE) + + if (!TileIsOutOfBounds(sClosestEnemy)) { iPathCost = EstimatePathCostToLocation( pSoldier, sClosestEnemy, bClosestLevel, FALSE, &fClimbingNecessary, &sClimbGridNo ); // if we can get there @@ -995,8 +999,8 @@ INT16 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, } } - // if any "misc. noise" was also heard recently - if (pSoldier->aiData.sNoiseGridno != NOWHERE && pSoldier->aiData.sNoiseGridno != sClosestDisturbance) + // if any "misc. noise" was also heard recently + if (!TileIsOutOfBounds(pSoldier->aiData.sNoiseGridno) && pSoldier->aiData.sNoiseGridno != sClosestDisturbance) { // test this gridno, too sGridNo = pSoldier->aiData.sNoiseGridno; @@ -1030,8 +1034,8 @@ INT16 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, } - // if any PUBLIC "misc. noise" was also heard recently - if (*pusNoiseGridNo != NOWHERE && *pusNoiseGridNo != sClosestDisturbance ) + // if any PUBLIC "misc. noise" was also heard recently + if (!TileIsOutOfBounds(*pusNoiseGridNo) && *pusNoiseGridNo != sClosestDisturbance ) { // test this gridno, too sGridNo = *pusNoiseGridNo; @@ -1066,8 +1070,8 @@ INT16 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, } } -#ifdef DEBUGDECISIONS - if (sClosestDisturbance != NOWHERE) +#ifdef DEBUGDECISIONS + if (!TileIsOutOfBounds(sClosestDisturbance)) { AINumMessage("CLOSEST DISTURBANCE is at gridno ",sClosestDisturbance); } @@ -1078,9 +1082,9 @@ INT16 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, } -INT16 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT16 * psGridNo, INT8 * pbLevel) +INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel) { - INT16 *psLastLoc,sGridNo, sClosestOpponent = NOWHERE; + INT32 *psLastLoc,sGridNo, sClosestOpponent = NOWHERE; UINT32 uiLoop; INT32 iRange, iClosestRange = 1500; INT8 *pbPersOL,*pbPublOL; @@ -1171,8 +1175,8 @@ INT16 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT16 * psGridNo, INT8 * pbLev } } -#ifdef DEBUGDECISIONS - if (sClosestOpponent != NOWHERE) +#ifdef DEBUGDECISIONS + if (!TileIsOutOfBounds(sClosestOpponent)) { AINumMessage("CLOSEST OPPONENT is at gridno ",sClosestOpponent); } @@ -1189,9 +1193,9 @@ INT16 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT16 * psGridNo, INT8 * pbLev return( sClosestOpponent ); } -INT16 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT16 * psGridNo, INT8 * pbLevel) +INT32 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel) { - INT16 sGridNo, sClosestOpponent = NOWHERE; + INT32 sGridNo, sClosestOpponent = NOWHERE; UINT32 uiLoop; INT32 iRange, iClosestRange = 1500; INT8 *pbPersOL; @@ -1261,8 +1265,8 @@ INT16 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT16 * psGridNo, INT8 * pbLeve } } -#ifdef DEBUGDECISIONS - if (sClosestOpponent != NOWHERE) +#ifdef DEBUGDECISIONS + if (!TileIsOutOfBounds(sClosestOpponent)) { AINumMessage("CLOSEST OPPONENT is at gridno ",sClosestOpponent); } @@ -1280,7 +1284,7 @@ INT16 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT16 * psGridNo, INT8 * pbLeve } -INT16 ClosestPC( SOLDIERTYPE *pSoldier, INT16 * psDistance ) +INT32 ClosestPC( SOLDIERTYPE *pSoldier, INT32 * psDistance ) { // used by NPCs... find the closest PC @@ -1288,9 +1292,9 @@ INT16 ClosestPC( SOLDIERTYPE *pSoldier, INT16 * psDistance ) UINT8 ubLoop; SOLDIERTYPE *pTargetSoldier; - INT16 sMinDist = (INT16)WORLD_MAX; - INT16 sDist; - INT16 sGridNo = NOWHERE; + INT32 sMinDist = WORLD_MAX; + INT32 sDist; + INT32 sGridNo = NOWHERE; // Loop through all mercs on player team ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; @@ -1339,10 +1343,10 @@ INT16 ClosestPC( SOLDIERTYPE *pSoldier, INT16 * psDistance ) return( sGridNo ); } -INT16 FindClosestClimbPointAvailableToAI( SOLDIERTYPE * pSoldier, INT16 sStartGridNo, INT16 sDesiredGridNo, BOOLEAN fClimbUp ) +INT32 FindClosestClimbPointAvailableToAI( SOLDIERTYPE * pSoldier, INT32 sStartGridNo, INT32 sDesiredGridNo, BOOLEAN fClimbUp ) { - INT16 sGridNo; - INT16 sRoamingOrigin; + INT32 sGridNo; + INT32 sRoamingOrigin; INT16 sRoamingRange; if ( pSoldier->flags.uiStatusFlags & SOLDIER_PC ) @@ -1371,7 +1375,7 @@ INT16 FindClosestClimbPointAvailableToAI( SOLDIERTYPE * pSoldier, INT16 sStartGr } } -BOOLEAN ClimbingNecessary( SOLDIERTYPE * pSoldier, INT16 sDestGridNo, INT8 bDestLevel ) +BOOLEAN ClimbingNecessary( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT8 bDestLevel ) { if (pSoldier->pathing.bLevel == bDestLevel) { @@ -1390,7 +1394,7 @@ BOOLEAN ClimbingNecessary( SOLDIERTYPE * pSoldier, INT16 sDestGridNo, INT8 bDest } } -INT16 GetInterveningClimbingLocation( SOLDIERTYPE * pSoldier, INT16 sDestGridNo, INT8 bDestLevel, BOOLEAN * pfClimbingNecessary ) +INT32 GetInterveningClimbingLocation( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT8 bDestLevel, BOOLEAN * pfClimbingNecessary ) { if (pSoldier->pathing.bLevel == bDestLevel) { @@ -1425,10 +1429,10 @@ INT16 GetInterveningClimbingLocation( SOLDIERTYPE * pSoldier, INT16 sDestGridNo, } } -INT16 EstimatePathCostToLocation( SOLDIERTYPE * pSoldier, INT16 sDestGridNo, INT8 bDestLevel, BOOLEAN fAddCostAfterClimbingUp, BOOLEAN * pfClimbingNecessary, INT16 * psClimbGridNo ) +INT16 EstimatePathCostToLocation( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT8 bDestLevel, BOOLEAN fAddCostAfterClimbingUp, BOOLEAN * pfClimbingNecessary, INT32 * psClimbGridNo ) { INT16 sPathCost; - INT16 sClimbGridNo; + INT32 sClimbGridNo; if (pSoldier->pathing.bLevel == bDestLevel) { @@ -1443,8 +1447,8 @@ INT16 EstimatePathCostToLocation( SOLDIERTYPE * pSoldier, INT16 sDestGridNo, INT { // different buildings! // yes, pass in same gridno twice... want closest climb-down spot for building we are on! - sClimbGridNo = FindClosestClimbPointAvailableToAI( pSoldier, sDestGridNo, pSoldier->sGridNo, FALSE ); - if (sClimbGridNo == NOWHERE) + sClimbGridNo = FindClosestClimbPointAvailableToAI( pSoldier, sDestGridNo, pSoldier->sGridNo, FALSE ); + if (TileIsOutOfBounds(sClimbGridNo)) { sPathCost = 0; } @@ -1486,8 +1490,8 @@ INT16 EstimatePathCostToLocation( SOLDIERTYPE * pSoldier, INT16 sDestGridNo, INT // got to go DOWN off building sClimbGridNo = FindClosestClimbPointAvailableToAI( pSoldier, sDestGridNo, pSoldier->sGridNo, FALSE ); } - - if (sClimbGridNo == NOWHERE) + + if (TileIsOutOfBounds(sClimbGridNo)) { sPathCost = 0; } @@ -1549,10 +1553,10 @@ BOOLEAN GuySawEnemyThisTurnOrBefore( SOLDIERTYPE * pSoldier ) return( FALSE ); } -INT16 ClosestReachableFriendInTrouble(SOLDIERTYPE *pSoldier, BOOLEAN * pfClimbingNecessary) +INT32 ClosestReachableFriendInTrouble(SOLDIERTYPE *pSoldier, BOOLEAN * pfClimbingNecessary) { UINT32 uiLoop; - INT16 sPathCost, sClosestFriend = NOWHERE, sShortestPath = 1000, sClimbGridNo; + INT32 sPathCost, sClosestFriend = NOWHERE, sShortestPath = 1000, sClimbGridNo; BOOLEAN fClimbingNecessary, fClosestClimbingNecessary = FALSE; SOLDIERTYPE *pFriend; @@ -1626,8 +1630,8 @@ INT16 ClosestReachableFriendInTrouble(SOLDIERTYPE *pSoldier, BOOLEAN * pfClimbin } -#ifdef DEBUGDECISIONS - if (sClosestFriend != NOWHERE) +#ifdef DEBUGDECISIONS + if (!TileIsOutOfBounds(sClosestFriend)) { AINumMessage("CLOSEST FRIEND is at gridno ",sClosestFriend); } @@ -1701,7 +1705,7 @@ INT16 DistanceToClosestFriend( SOLDIERTYPE * pSoldier ) return( sMinDist ); } -BOOLEAN InWaterGasOrSmoke( SOLDIERTYPE *pSoldier, INT16 sGridNo ) +BOOLEAN InWaterGasOrSmoke( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { if (WaterTooDeepForAttacks( sGridNo )) { @@ -1715,13 +1719,8 @@ BOOLEAN InWaterGasOrSmoke( SOLDIERTYPE *pSoldier, INT16 sGridNo ) } // tear/mustard gas - //if ( (gpWorldLevelData[sGridNo].ubExtFlags[ pSoldier->pathing.bLevel ] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) && - // (pSoldier->inv[HEAD1POS].usItem != GASMASK && pSoldier->inv[HEAD2POS].usItem != GASMASK) ) - if ( (gpWorldLevelData[sGridNo].ubExtFlags[ pSoldier->pathing.bLevel ] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) && - FindGasMask(pSoldier) == NO_SLOT ) - { - return( TRUE ); - } + if((gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS|MAPELEMENT_EXT_MUSTARDGAS)) && !DoesSoldierWearGasMask(pSoldier))//dnl ch40 200909 + return(TRUE); if ( gpWorldLevelData[sGridNo].ubExtFlags[ pSoldier->pathing.bLevel ] & MAPELEMENT_EXT_BURNABLEGAS ) { return( TRUE ); @@ -1730,22 +1729,11 @@ BOOLEAN InWaterGasOrSmoke( SOLDIERTYPE *pSoldier, INT16 sGridNo ) return(FALSE); } -BOOLEAN InGasOrSmoke( SOLDIERTYPE *pSoldier, INT16 sGridNo ) +BOOLEAN InGasOrSmoke( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { - // smoke - if (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_SMOKE) - { - return( TRUE ); - } - - // tear/mustard gas - //if ( (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) && - // (pSoldier->inv[HEAD1POS].usItem != GASMASK && pSoldier->inv[HEAD2POS].usItem != GASMASK) ) - if ( (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) && - FindGasMask(pSoldier) == NO_SLOT ) - { - return( TRUE ); - } + // smoke/tear/mustard gas + if((gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_SMOKE|MAPELEMENT_EXT_TEARGAS|MAPELEMENT_EXT_MUSTARDGAS)) && !DoesSoldierWearGasMask(pSoldier))//dnl ch40 230909 + return(TRUE); if ( gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS ) { return( TRUE ); @@ -1755,7 +1743,7 @@ BOOLEAN InGasOrSmoke( SOLDIERTYPE *pSoldier, INT16 sGridNo ) } -INT16 InWaterOrGas(SOLDIERTYPE *pSoldier, INT16 sGridNo) +INT16 InWaterOrGas(SOLDIERTYPE *pSoldier, INT32 sGridNo) { if (WaterTooDeepForAttacks( sGridNo )) { @@ -1763,11 +1751,8 @@ INT16 InWaterOrGas(SOLDIERTYPE *pSoldier, INT16 sGridNo) } // tear/mustard gas - if ( (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) && - FindGasMask(pSoldier) == NO_SLOT ) - { - return( TRUE ); - } + if((gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS|MAPELEMENT_EXT_MUSTARDGAS)) && !DoesSoldierWearGasMask(pSoldier))//dnl ch40 200909 + return(TRUE); if ( gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS ) { return( TRUE ); @@ -1776,14 +1761,11 @@ INT16 InWaterOrGas(SOLDIERTYPE *pSoldier, INT16 sGridNo) return(FALSE); } -BOOLEAN InGas( SOLDIERTYPE *pSoldier, INT16 sGridNo ) +BOOLEAN InGas( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { // tear/mustard gas - if ( (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) && - FindGasMask(pSoldier) == NO_SLOT ) - { - return( TRUE ); - } + if((gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS|MAPELEMENT_EXT_MUSTARDGAS)) && !DoesSoldierWearGasMask(pSoldier))//dnl ch40 200909 + return(TRUE); if ( gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS ) { return( TRUE ); @@ -1823,7 +1805,7 @@ BOOLEAN WearGasMaskIfAvailable( SOLDIERTYPE * pSoldier ) return( TRUE ); } -BOOLEAN InLightAtNight( INT16 sGridNo, INT8 bLevel ) +BOOLEAN InLightAtNight( INT32 sGridNo, INT8 bLevel ) { UINT8 ubBackgroundLightLevel; @@ -2113,7 +2095,7 @@ INT8 CalcMorale(SOLDIERTYPE *pSoldier) return(bMoraleCategory); } -INT32 CalcManThreatValue( SOLDIERTYPE *pEnemy, INT16 sMyGrid, UINT8 ubReduceForCover, SOLDIERTYPE * pMe ) +INT32 CalcManThreatValue( SOLDIERTYPE *pEnemy, INT32 sMyGrid, UINT8 ubReduceForCover, SOLDIERTYPE * pMe ) { INT32 iThreatValue = 0; BOOLEAN fForCreature = CREATURE_OR_BLOODCAT( pMe ); @@ -2182,8 +2164,8 @@ INT32 CalcManThreatValue( SOLDIERTYPE *pEnemy, INT16 sMyGrid, UINT8 ubReduceForC iThreatValue -= pEnemy->aiData.bShock; } - // if I have a specifically defined spot where I'm at (sometime I don't!) - if (sMyGrid != NOWHERE) + // if I have a specifically defined spot where I'm at (sometime I don't!) + if (!TileIsOutOfBounds(sMyGrid)) { // ADD 10% if man's already been shooting at me if (pEnemy->sLastTarget == sMyGrid) @@ -2203,8 +2185,8 @@ INT32 CalcManThreatValue( SOLDIERTYPE *pEnemy, INT16 sMyGrid, UINT8 ubReduceForC // if this man is conscious if (pEnemy->stats.bLife >= OKLIFE) { - // and we were told to reduce threat for my cover - if (ubReduceForCover && (sMyGrid != NOWHERE)) + // and we were told to reduce threat for my cover + if (ubReduceForCover && (!TileIsOutOfBounds(sMyGrid))) { // Reduce iThreatValue to same % as the chance HE has shoot through at ME //iThreatValue = (iThreatValue * ChanceToGetThrough( pEnemy, myGrid, FAKE, ACTUAL, TESTWALLS, 9999, M9PISTOL, NOT_FOR_LOS)) / 100; @@ -2251,7 +2233,7 @@ INT32 CalcManThreatValue( SOLDIERTYPE *pEnemy, INT16 sMyGrid, UINT8 ubReduceForC return(iThreatValue); } -INT16 RoamingRange(SOLDIERTYPE *pSoldier, INT16 * pusFromGridNo) +INT16 RoamingRange(SOLDIERTYPE *pSoldier, INT32 * pusFromGridNo) { if ( CREATURE_OR_BLOODCAT( pSoldier ) ) { diff --git a/TacticalAI/Attacks.cpp b/TacticalAI/Attacks.cpp index 63a3afcf..eefa83f7 100644 --- a/TacticalAI/Attacks.cpp +++ b/TacticalAI/Attacks.cpp @@ -389,9 +389,9 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns } // JA2Gold: added -BOOLEAN CloseEnoughForGrenadeToss( INT16 sGridNo, INT16 sGridNo2 ) +BOOLEAN CloseEnoughForGrenadeToss( INT32 sGridNo, INT32 sGridNo2 ) { - INT16 sTempGridNo; + INT32 sTempGridNo; UINT8 ubDirection; INT16 sXPos, sYPos, sXPos2, sYPos2; UINT8 ubMovementCost; @@ -459,7 +459,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow) UINT8 ubLoop, ubLoop2; INT32 iAttackValue; INT32 iHitRate, iThreatValue, iTotalThreatValue,iOppThreatValue[MAXMERCS]; - INT16 sGridNo, sEndGridNo, sFriendTile[MAXMERCS], sOpponentTile[MAXMERCS]; + INT32 sGridNo, sEndGridNo, sFriendTile[MAXMERCS], sOpponentTile[MAXMERCS]; INT8 bFriendLevel[MAXMERCS], bOpponentLevel[MAXMERCS]; INT32 iEstDamage; UINT8 ubFriendCnt = 0,ubOpponentCnt = 0, ubOpponentID[MAXMERCS]; @@ -1544,7 +1544,7 @@ void CalcTentacleAttack(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab ) } } -UINT8 NumMercsCloseTo( INT16 sGridNo, UINT8 ubMaxDist ) +UINT8 NumMercsCloseTo( INT32 sGridNo, UINT8 ubMaxDist ) { INT8 bNumber = 0; UINT32 uiLoop; @@ -1705,14 +1705,14 @@ INT32 EstimateShotDamage(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT16 ub return( iDamage ); } -INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *pOpponent, INT16 sGridno ) +INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *pOpponent, INT32 sGridNo ) { UINT16 ubExplosiveIndex; INT32 iExplosDamage, iBreathDamage, iArmourAmount, iDamage = 0; INT8 bSlot; - if( pSoldier == NULL || pOpponent == NULL || ubItemPos > pSoldier->inv.size() || sGridno > NUMBEROFTILES ) + if( pSoldier == NULL || pOpponent == NULL || ubItemPos > pSoldier->inv.size() || sGridNo > NUMBEROFTILES ) return 0; if( pSoldier->inv[ubItemPos].exists() == false ) @@ -1762,7 +1762,7 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE * if ( Explosive[ ubExplosiveIndex ].ubType == EXPLOSV_TEARGAS || Explosive[ ubExplosiveIndex ].ubType == EXPLOSV_MUSTGAS ) { // if target gridno is outdoors (where tear gas lasts only 1-2 turns) - if (gpWorldLevelData[sGridno].ubTerrainID != FLAT_FLOOR) + if (gpWorldLevelData[sGridNo].ubTerrainID != FLAT_FLOOR) iBreathDamage /= 2; // reduce effective breath damage by 1/2 bSlot = FindObj( pOpponent, GASMASK ); @@ -1777,7 +1777,7 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE * if ( Explosive[ ubExplosiveIndex ].ubType == EXPLOSV_BURNABLEGAS ) { // if target gridno is outdoors (where tear gas lasts only 1-2 turns) - if (gpWorldLevelData[sGridno].ubTerrainID != FLAT_FLOOR) + if (gpWorldLevelData[sGridNo].ubTerrainID != FLAT_FLOOR) iBreathDamage /= 2; // reduce effective breath damage by 1/2 } else if (iExplosDamage) diff --git a/TacticalAI/CreatureDecideAction.cpp b/TacticalAI/CreatureDecideAction.cpp index 9aac8f9c..0e22ccf0 100644 --- a/TacticalAI/CreatureDecideAction.cpp +++ b/TacticalAI/CreatureDecideAction.cpp @@ -216,8 +216,8 @@ INT8 CreatureDecideActionGreen( SOLDIERTYPE * pSoldier ) if ( /*bInWater || */ bInGas) { pSoldier->aiData.usActionData = FindNearestUngassedLand(pSoldier); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS STR16 tempstr; @@ -285,8 +285,8 @@ INT8 CreatureDecideActionGreen( SOLDIERTYPE * pSoldier ) if ( /*bInWater ||*/ ((INT16) PreRandom(100) < iChance)) { pSoldier->aiData.usActionData = RandDestWithinRange(pSoldier); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS STR16 tempstr; @@ -443,7 +443,7 @@ INT8 CreatureDecideActionYellow( SOLDIERTYPE * pSoldier ) { // monster AI - heard something UINT8 ubNoiseDir; - INT16 sNoiseGridNo; + INT32 sNoiseGridNo; INT32 iNoiseValue; INT32 iChance, iSneaky; BOOLEAN fClimb; @@ -458,8 +458,8 @@ INT8 CreatureDecideActionYellow( SOLDIERTYPE * pSoldier ) // determine the most important noise heard, and its relative value sNoiseGridNo = MostImportantNoiseHeard(pSoldier,&iNoiseValue,&fClimb, &fReachable); //NumMessage("iNoiseValue = ",iNoiseValue); - - if (sNoiseGridNo == NOWHERE) + + if (TileIsOutOfBounds(sNoiseGridNo)) { // then we have no business being under YELLOW status any more! #ifdef RECORDNET @@ -564,8 +564,8 @@ INT8 CreatureDecideActionYellow( SOLDIERTYPE * pSoldier ) if ((INT16) PreRandom(100) < iChance) { pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards(pSoldier,sNoiseGridNo, AI_ACTION_SEEK_NOISE); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS STR16 tempstr; @@ -603,14 +603,14 @@ INT8 CreatureDecideActionYellow( SOLDIERTYPE * pSoldier ) INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) { // monster AI - hostile mammals somewhere around! - INT16 iChance, sClosestOpponent /*,sClosestOpponent,sClosestFriend*/; - INT16 sClosestDisturbance; - INT16 sDistVisible; + INT32 iChance, sClosestOpponent /*,sClosestOpponent,sClosestFriend*/; + INT32 sClosestDisturbance; + INT32 sDistVisible; UINT8 ubCanMove,ubOpponentDir; //INT8 bInWater; INT8 bInGas; INT8 bSeekPts = 0, bHelpPts = 0, bHidePts = 0; - INT16 sAdjustedGridNo; + INT32 sAdjustedGridNo; BOOLEAN fChangeLevel; // if we have absolutely no action points, we can't do a thing under RED! @@ -643,8 +643,8 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) if (bInGas && ubCanMove) { pSoldier->aiData.usActionData = FindNearestUngassedLand(pSoldier); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS STR16 tempstr; @@ -742,8 +742,8 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) // probably a baby bug... run away! run away! // look for best place to RUN AWAY to (farthest from the closest threat) pSoldier->aiData.usActionData = FindSpotMaxDistFromOpponents( pSoldier ); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { return(AI_ACTION_RUN_AWAY); } @@ -765,8 +765,8 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) else { pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, pSoldier->aiData.sCallerGridNo, -1, AI_ACTION_SEEK_FRIEND, FLAG_STOPSHORT); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS STR16 tempstr; @@ -781,8 +781,8 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) // get the location of the closest reachable opponent sClosestDisturbance = ClosestReachableDisturbance(pSoldier,ubUnconsciousOK, &fChangeLevel); - // if there is an opponent reachable - if (sClosestDisturbance != NOWHERE) + // if there is an opponent reachable + if (!TileIsOutOfBounds(sClosestDisturbance)) { ////////////////////////////////////////////////////////////////////// // SEEK CLOSEST DISTURBANCE: GO DIRECTLY TOWARDS CLOSEST KNOWN OPPONENT @@ -791,8 +791,8 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) // try to move towards him pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards(pSoldier,sClosestDisturbance,AI_ACTION_SEEK_OPPONENT); - // if it's possible - if (pSoldier->aiData.usActionData != NOWHERE) + // if it's possible + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS // do it! @@ -815,7 +815,7 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) // need smell/visibility check? if (PythSpacesAway( pSoldier->sGridNo, pSoldier->aiData.usActionData) < MAX_EAT_DIST ) { - INT16 sGridNo; + INT32 sGridNo; sGridNo = FindAdjacentGridEx( pSoldier, pSoldier->aiData.usActionData, &ubOpponentDir, &sAdjustedGridNo, FALSE, FALSE ); @@ -844,8 +844,8 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) // determine the location of the known closest opponent // (don't care if he's conscious, don't care if he's reachable at all) sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL); - - if (sClosestOpponent != NOWHERE) + + if (!TileIsOutOfBounds(sClosestOpponent)) { // determine direction from this soldier to the closest opponent ubOpponentDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent)); @@ -907,8 +907,9 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier ) { // monster AI - hostile mammals in sense range - INT16 sClosestOpponent,sBestCover = NOWHERE; - INT16 sClosestDisturbance,ubMinAPCost; + INT32 sClosestOpponent,sBestCover = NOWHERE; + INT32 sClosestDisturbance; + INT16 ubMinAPCost; UINT8 ubCanMove/*,bInWater*/,bInGas; INT8 bDirection; UINT8 ubBestAttackAction; @@ -1013,8 +1014,8 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier ) { // look for best place to RUN AWAY to (farthest from the closest threat) pSoldier->aiData.usActionData = FindSpotMaxDistFromOpponents(pSoldier); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS STR16 tempstr; @@ -1038,7 +1039,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier ) { pSoldier->aiData.usActionData = FindNearestUngassedLand(pSoldier); - if (pSoldier->aiData.usActionData != NOWHERE) + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS STR16 tempstr; @@ -1161,8 +1162,8 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier ) // get the location of the closest CONSCIOUS reachable opponent sClosestDisturbance = ClosestReachableDisturbance(pSoldier,FALSE,&fChangeLevel); - // if we found one - if (sClosestDisturbance != NOWHERE) + // if we found one + if (!TileIsOutOfBounds(sClosestDisturbance)) { // don't bother checking GRENADES/KNIVES, he can't have conscious targets #ifdef RECORDNET @@ -1379,15 +1380,15 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier ) // determine the location of the known closest opponent // (don't care if he's conscious, don't care if he's reachable at all) sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL); - // if we have a closest reachable opponent - if (sClosestOpponent != NOWHERE) + // if we have a closest reachable opponent + if (!TileIsOutOfBounds(sClosestOpponent)) { if ( ubCanMove && PythSpacesAway( pSoldier->sGridNo, sClosestOpponent ) > 2 ) { if ( bSpitIn != NO_SLOT ) { - pSoldier->aiData.usActionData = AdvanceToFiringRange( pSoldier, sClosestOpponent ); - if (pSoldier->aiData.usActionData == NOWHERE) + pSoldier->aiData.usActionData = AdvanceToFiringRange( pSoldier, sClosestOpponent ); + if (TileIsOutOfBounds(pSoldier->aiData.usActionData)) { pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards(pSoldier,sClosestOpponent,AI_ACTION_SEEK_OPPONENT); } @@ -1401,8 +1402,8 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier ) { pSoldier->aiData.usActionData = NOWHERE; } - - if (pSoldier->aiData.usActionData != NOWHERE) // charge! + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) // charge! { return( AI_ACTION_SEEK_OPPONENT ); } @@ -1435,8 +1436,8 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier ) // look for best place to RUN AWAY to (farthest from the closest threat) //pSoldier->aiData.usActionData = RunAway( pSoldier ); pSoldier->aiData.usActionData = FindSpotMaxDistFromOpponents( pSoldier ); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { return(AI_ACTION_RUN_AWAY); } @@ -1585,8 +1586,8 @@ void CreatureDecideAlertStatus( SOLDIERTYPE *pSoldier ) { // if we are NOT aware of any uninvestigated noises right now // and we are not currently in the middle of an action - // (could still be on his way heading to investigate a noise!) - if ((MostImportantNoiseHeard(pSoldier,&iDummy,&fClimbDummy,&fReachableDummy) == NOWHERE) && !pSoldier->aiData.bActionInProgress) + // (could still be on his way heading to investigate a noise!) + if (( TileIsOutOfBounds(MostImportantNoiseHeard(pSoldier,&iDummy,&fClimbDummy,&fReachableDummy))) && !pSoldier->aiData.bActionInProgress) { // then drop back to GREEN status pSoldier->aiData.bAlertStatus = STATUS_GREEN; @@ -1602,8 +1603,8 @@ void CreatureDecideAlertStatus( SOLDIERTYPE *pSoldier ) } else { - // if we ARE aware of any uninvestigated noises right now - if (MostImportantNoiseHeard(pSoldier,&iDummy,&fClimbDummy,&fReachableDummy) != NOWHERE) + // if we ARE aware of any uninvestigated noises right now + if ( !TileIsOutOfBounds(MostImportantNoiseHeard(pSoldier,&iDummy,&fClimbDummy,&fReachableDummy))) { // then move up to YELLOW status pSoldier->aiData.bAlertStatus = STATUS_YELLOW; @@ -1656,9 +1657,9 @@ void CreatureDecideAlertStatus( SOLDIERTYPE *pSoldier ) // force a NEW decision so that he can get some rest SetNewSituation( pSoldier ); - // current action will be canceled. if noise is no longer important + // current action will be canceled. if noise is no longer important if ((pSoldier->aiData.bAlertStatus == STATUS_YELLOW) && - (MostImportantNoiseHeard(pSoldier,&iDummy,&fClimbDummy,&fReachableDummy) == NOWHERE)) + (TileIsOutOfBounds(MostImportantNoiseHeard(pSoldier,&iDummy,&fClimbDummy,&fReachableDummy)))) { // then drop back to GREEN status pSoldier->aiData.bAlertStatus = STATUS_GREEN; @@ -1690,14 +1691,14 @@ INT8 CrowDecideActionRed( SOLDIERTYPE * pSoldier ) INT8 CrowDecideActionGreen( SOLDIERTYPE * pSoldier ) { - INT16 sCorpseGridNo; + INT32 sCorpseGridNo; UINT8 ubDirection; INT16 sFacingDir; // Look for a corse! sCorpseGridNo = FindNearestRottingCorpse( pSoldier ); - - if ( sCorpseGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(sCorpseGridNo)) { // Are we close, if so , peck! if ( SpacesAway( pSoldier->sGridNo, sCorpseGridNo ) < 2 ) @@ -1723,8 +1724,8 @@ INT8 CrowDecideActionGreen( SOLDIERTYPE * pSoldier ) else { // Walk to nearest one! - pSoldier->aiData.usActionData = FindGridNoFromSweetSpot( pSoldier, sCorpseGridNo, 4, &ubDirection ); - if ( pSoldier->aiData.usActionData != NOWHERE ) + pSoldier->aiData.usActionData = FindGridNoFromSweetSpot( pSoldier, sCorpseGridNo, 4, &ubDirection ); + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { return( AI_ACTION_GET_CLOSER ); } diff --git a/TacticalAI/DecideAction.cpp b/TacticalAI/DecideAction.cpp index 0362ea4a..3b0079d8 100644 --- a/TacticalAI/DecideAction.cpp +++ b/TacticalAI/DecideAction.cpp @@ -72,7 +72,7 @@ INT8 DecideActionSchedule( SOLDIERTYPE * pSoldier ) SCHEDULENODE * pSchedule; INT32 iScheduleIndex; UINT8 ubScheduleAction; - UINT16 usGridNo1, usGridNo2; + INT32 usGridNo1, usGridNo2; INT16 sX, sY; INT8 bDirection; STRUCTURE * pStructure; @@ -140,8 +140,8 @@ INT8 DecideActionSchedule( SOLDIERTYPE * pSoldier ) case 1: // start the door open: find the door... usGridNo1 = FindDoorAtGridNoOrAdjacent( usGridNo1 ); - - if ( usGridNo1 == NOWHERE ) + + if (TileIsOutOfBounds(usGridNo1)) { // do nothing right now! return( AI_ACTION_NONE ); @@ -205,13 +205,13 @@ INT8 DecideActionSchedule( SOLDIERTYPE * pSoldier ) pSoldier->bAIScheduleProgress++; // fall through - case 2: - if (pSoldier->sGridNo == usGridNo2 || pSoldier->sGridNo == NOWHERE) + case 2: + if (pSoldier->sGridNo == usGridNo2 || TileIsOutOfBounds(pSoldier->sGridNo)) { // NOWHERE indicates we were supposed to go off map and have done so DoneScheduleAction( pSoldier ); - - if ( pSoldier->sGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(pSoldier->sGridNo)) { pSoldier->aiData.sPatrolGrid[0] = pSoldier->sGridNo; } @@ -256,8 +256,8 @@ INT8 DecideActionSchedule( SOLDIERTYPE * pSoldier ) case 1: // start the door open: find the door... usGridNo1 = FindDoorAtGridNoOrAdjacent( usGridNo1 ); - - if ( usGridNo1 == NOWHERE ) + + if (TileIsOutOfBounds(usGridNo1)) { // do nothing right now! return( AI_ACTION_NONE ); @@ -350,12 +350,12 @@ INT8 DecideActionSchedule( SOLDIERTYPE * pSoldier ) pSoldier->bAIScheduleProgress++; // fall through - case 2: - if (pSoldier->sGridNo == usGridNo2 || pSoldier->sGridNo == NOWHERE) + case 2: + if (pSoldier->sGridNo == usGridNo2 || TileIsOutOfBounds(pSoldier->sGridNo)) { // NOWHERE indicates we were supposed to go off map and have done so - DoneScheduleAction( pSoldier ); - if ( pSoldier->sGridNo != NOWHERE ) + DoneScheduleAction( pSoldier ); + if (!TileIsOutOfBounds(pSoldier->sGridNo)) { pSoldier->aiData.sPatrolGrid[0] = pSoldier->sGridNo; } @@ -380,8 +380,8 @@ INT8 DecideActionSchedule( SOLDIERTYPE * pSoldier ) if ( pSoldier->sGridNo == usGridNo1 ) { // done! - DoneScheduleAction( pSoldier ); - if ( pSoldier->sGridNo != NOWHERE ) + DoneScheduleAction( pSoldier ); + if (!TileIsOutOfBounds(pSoldier->sGridNo)) { pSoldier->aiData.sPatrolGrid[0] = pSoldier->sGridNo; } @@ -401,8 +401,8 @@ INT8 DecideActionSchedule( SOLDIERTYPE * pSoldier ) case 0: // start the action pSoldier->aiData.usActionData = FindNearestEdgePoint( pSoldier->sGridNo ); - - if (pSoldier->aiData.usActionData == NOWHERE) + + if (TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef JA2BETAVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Civilian could not find path to map edge!" ); @@ -428,7 +428,8 @@ INT8 DecideActionSchedule( SOLDIERTYPE * pSoldier ) case 1: // near edge pSoldier->aiData.usActionData = FindNearbyPointOnEdgeOfMap( pSoldier, &bDirection ); - if (pSoldier->aiData.usActionData == NOWHERE) + + if (TileIsOutOfBounds(pSoldier->aiData.usActionData)) { // what the heck?? // ABORT! @@ -475,7 +476,8 @@ INT8 DecideActionSchedule( SOLDIERTYPE * pSoldier ) if (pSoldier->sGridNo == usGridNo1) { DoneScheduleAction( pSoldier ); - if ( pSoldier->sGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(pSoldier->sGridNo)) { pSoldier->aiData.sPatrolGrid[0] = pSoldier->sGridNo; } @@ -513,7 +515,8 @@ INT8 DecideActionSchedule( SOLDIERTYPE * pSoldier ) // Sleep pSoldier->aiData.fAIFlags |= AI_ASLEEP; DoneScheduleAction( pSoldier ); - if ( pSoldier->sGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(pSoldier->sGridNo)) { pSoldier->aiData.sPatrolGrid[0] = pSoldier->sGridNo; } @@ -534,7 +537,7 @@ INT8 DecideActionSchedule( SOLDIERTYPE * pSoldier ) INT8 DecideActionBoxerEnteringRing(SOLDIERTYPE *pSoldier) { UINT8 ubRoom; - INT16 sDesiredMercLoc; + INT32 sDesiredMercLoc; UINT8 ubDesiredMercDir; #ifdef DEBUGDECISIONS STR16 tempstr; @@ -546,7 +549,8 @@ INT8 DecideActionBoxerEnteringRing(SOLDIERTYPE *pSoldier) { // look towards nearest player sDesiredMercLoc = ClosestPC( pSoldier, NULL ); - if ( sDesiredMercLoc != NOWHERE ) + + if (!TileIsOutOfBounds(sDesiredMercLoc)) { // see if we are facing this person ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sDesiredMercLoc),CenterY(sDesiredMercLoc)); @@ -580,10 +584,10 @@ INT8 DecideActionBoxerEnteringRing(SOLDIERTYPE *pSoldier) INT8 DecideActionNamedNPC( SOLDIERTYPE * pSoldier ) { - INT16 sDesiredMercLoc; + INT32 sDesiredMercLoc; UINT8 ubDesiredMercDir; UINT8 ubDesiredMerc; - INT16 sDesiredMercDist; + INT32 sDesiredMercDist; #ifdef DEBUGDECISIONS STR16 tempstr; #endif @@ -596,7 +600,8 @@ INT8 DecideActionNamedNPC( SOLDIERTYPE * pSoldier ) if (pSoldier->ubQuoteRecord && pSoldier->ubQuoteActionID == QUOTE_ACTION_ID_TURNTOWARDSPLAYER ) { sDesiredMercLoc = ClosestPC( pSoldier, &sDesiredMercDist ); - if (sDesiredMercLoc != NOWHERE ) + + if (!TileIsOutOfBounds(sDesiredMercLoc)) { if ( sDesiredMercDist <= NPC_TALK_RADIUS * 2) { @@ -636,7 +641,8 @@ INT8 DecideActionNamedNPC( SOLDIERTYPE * pSoldier ) // CHECK TO SEE IF WE WANT TO GO UP TO PERSON AND SAY SOMETHING /////////////// pSoldier->aiData.usActionData = NPCConsiderInitiatingConv( pSoldier, &ubDesiredMerc ); - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { return( AI_ACTION_APPROACH_MERC ); } @@ -651,7 +657,8 @@ INT8 DecideActionNamedNPC( SOLDIERTYPE * pSoldier ) case OLGA: case TYRONE: sDesiredMercLoc = ClosestPC( pSoldier, &sDesiredMercDist ); - if (sDesiredMercLoc != NOWHERE ) + + if (!TileIsOutOfBounds(sDesiredMercLoc)) { if ( sDesiredMercDist <= NPC_TALK_RADIUS * 2 ) { @@ -663,7 +670,8 @@ INT8 DecideActionNamedNPC( SOLDIERTYPE * pSoldier ) else { pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards( pSoldier, sDesiredMercLoc, AI_ACTION_APPROACH_MERC ); - if ( pSoldier->aiData.usActionData != NOWHERE ) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { return( AI_ACTION_APPROACH_MERC ); } @@ -738,7 +746,9 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier) // character then didn't trigger the end of boxing record // (and we know from the if statement above that we're // still in a boxing state of some sort...) - // HEADROCK HAM 3.6: The NULL here causes issues of non-payment! + //TriggerEndOfBoxingRecord( NULL ); + + // HEADROCK HAM 3.6: This should trigger Darren's script TriggerEndOfBoxingRecord( pSoldier ); } } @@ -893,8 +903,8 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier) if (bInWater || bInGas) { pSoldier->aiData.usActionData = FindNearestUngassedLand(pSoldier); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS sprintf(tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->aiData.usActionData); @@ -997,8 +1007,8 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier) pSoldier->aiData.usActionData = FindClosestClimbPoint(pSoldier, fUp ); // Added the check here because sniper militia who are locked inside of a building without keys // will still have a >100% chance to want to climb, which means an infinite loop. In fact, any - // time a move is desired, there probably also will be a need to check for a path. - if ( pSoldier->aiData.usActionData != NOWHERE && + // time a move is desired, there probably also will be a need to check for a path. + if ( !TileIsOutOfBounds(pSoldier->aiData.usActionData) && LegalNPCDestination(pSoldier,pSoldier->aiData.usActionData,ENSURE_PATH,WATEROK, 0 )) { return( AI_ACTION_MOVE_TO_CLIMB ); @@ -1068,13 +1078,13 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier) if (bInWater || ((INT16) PreRandom(100) < iChance)) { pSoldier->aiData.usActionData = RandDestWithinRange(pSoldier); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards( pSoldier, pSoldier->aiData.usActionData, AI_ACTION_RANDOM_PATROL ); } - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS sprintf(tempstr,"%s - RANDOM PATROL to grid %d",pSoldier->name,pSoldier->aiData.usActionData); @@ -1242,15 +1252,15 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier) INT32 iNoiseValue; BOOLEAN fClimb; BOOLEAN fReachable; - INT16 sNoiseGridNo = MostImportantNoiseHeard(pSoldier,&iNoiseValue, &fClimb, &fReachable); + INT32 sNoiseGridNo = MostImportantNoiseHeard(pSoldier,&iNoiseValue, &fClimb, &fReachable); UINT8 ubNoiseDir; - - if (sNoiseGridNo == NOWHERE || + + if (TileIsOutOfBounds(sNoiseGridNo) || (ubNoiseDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sNoiseGridNo),CenterY(sNoiseGridNo)) ) == pSoldier->ubDirection ) { - pSoldier->aiData.usActionData = (UINT16)PreRandom(8); + pSoldier->aiData.usActionData = PreRandom(8); } else { @@ -1298,10 +1308,10 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier) { INT32 iDummy; UINT8 ubNoiseDir; - INT16 sNoiseGridNo; + INT32 sNoiseGridNo; INT32 iNoiseValue; INT32 iChance, iSneaky; - INT16 sClosestFriend; + INT32 sClosestFriend; BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP || pSoldier->aiData.bNeutral || (pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) ); BOOLEAN fClimb; BOOLEAN fReachable; @@ -1339,8 +1349,8 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier) // determine the most important noise heard, and its relative value sNoiseGridNo = MostImportantNoiseHeard(pSoldier,&iNoiseValue, &fClimb, &fReachable); //NumMessage("iNoiseValue = ",iNoiseValue); - - if (sNoiseGridNo == NOWHERE) + + if (TileIsOutOfBounds(sNoiseGridNo)) { // then we have no business being under YELLOW status any more! #ifdef RECORDNET @@ -1480,8 +1490,9 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier) } //continue flanking - INT16 tempGridNo; - if ( sNoiseGridNo == NOWHERE ) + INT32 tempGridNo; + + if (TileIsOutOfBounds(sNoiseGridNo)) tempGridNo = pSoldier->lastFlankSpot; else tempGridNo = sNoiseGridNo; @@ -1502,8 +1513,8 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier) } else { - pSoldier->aiData.usActionData = FindFlankingSpot (pSoldier, tempGridNo , AI_ACTION_FLANK_LEFT); - if ( pSoldier->aiData.usActionData != NOWHERE ) //&& (currDir - origDir) < 2 ) + pSoldier->aiData.usActionData = FindFlankingSpot (pSoldier, tempGridNo , AI_ACTION_FLANK_LEFT); + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData) ) //&& (currDir - origDir) < 2 ) return AI_ACTION_FLANK_LEFT ; else pSoldier->numFlanks = MAX_FLANKS_YELLOW; @@ -1520,8 +1531,8 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier) } else { - pSoldier->aiData.usActionData = FindFlankingSpot (pSoldier, tempGridNo , AI_ACTION_FLANK_RIGHT); - if ( pSoldier->aiData.usActionData != NOWHERE )//&& (origDir - currDir) < 2 ) + pSoldier->aiData.usActionData = FindFlankingSpot (pSoldier, tempGridNo , AI_ACTION_FLANK_RIGHT); + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))//&& (origDir - currDir) < 2 ) return AI_ACTION_FLANK_RIGHT ; else pSoldier->numFlanks = MAX_FLANKS_YELLOW; @@ -1617,8 +1628,8 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier) { pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards(pSoldier,sNoiseGridNo,AI_ACTION_SEEK_NOISE); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS sprintf(tempstr,"%s - INVESTIGATING NOISE at grid %d, moving to %d", @@ -1650,8 +1661,8 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier) else { // pSoldier->aiData.usActionData = FindClosestClimbPoint(pSoldier, pSoldier->sGridNo , sNoiseGridNo , fUp ); - pSoldier->aiData.usActionData = sNoiseGridNo; - //if ( pSoldier->aiData.usActionData != NOWHERE ) + pSoldier->aiData.usActionData = sNoiseGridNo; + //if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { return( AI_ACTION_MOVE_TO_CLIMB ); } @@ -1684,8 +1695,8 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier) return AI_ACTION_SEEK_NOISE ; pSoldier->aiData.usActionData = FindFlankingSpot (pSoldier, sNoiseGridNo, action ); - - if ( pSoldier->aiData.usActionData == NOWHERE || pSoldier->numFlanks >= MAX_FLANKS_YELLOW ) + + if (TileIsOutOfBounds(pSoldier->aiData.usActionData) || pSoldier->numFlanks >= MAX_FLANKS_YELLOW ) { pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards(pSoldier,sNoiseGridNo,AI_ACTION_SEEK_NOISE); //pSoldier->numFlanks = 0; @@ -1723,8 +1734,8 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier) sClosestFriend = ClosestReachableFriendInTrouble(pSoldier, &fClimb); - // if there is a friend alive & reachable who last radioed in - if (sClosestFriend != NOWHERE) + // if there is a friend alive & reachable who last radioed in + if (!TileIsOutOfBounds(sClosestFriend)) { // there a chance enemy soldier choose to go "help" his friend iChance = 50 - SpacesAway(pSoldier->sGridNo,sClosestFriend); @@ -1762,8 +1773,8 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier) if ((INT16)PreRandom(100) < iChance) { pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards(pSoldier,sClosestFriend,AI_ACTION_SEEK_FRIEND); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS sprintf(tempstr,"%s - SEEKING FRIEND at %d, MOVING to %d", @@ -1794,8 +1805,8 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier) else { //pSoldier->aiData.usActionData = FindClosestClimbPoint(pSoldier, pSoldier->sGridNo , sClosestFriend , fUp ); - pSoldier->aiData.usActionData = sClosestFriend; - //if ( pSoldier->aiData.usActionData != NOWHERE ) + pSoldier->aiData.usActionData = sClosestFriend; + //if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { return( AI_ACTION_MOVE_TO_CLIMB ); } @@ -1862,8 +1873,8 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier) { pSoldier->aiData.bAIMorale = CalcMorale( pSoldier ); pSoldier->aiData.usActionData = FindBestNearbyCover(pSoldier,pSoldier->aiData.bAIMorale,&iDummy); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS sprintf(tempstr,"%s - TAKING COVER at grid %d",pSoldier->name,pSoldier->aiData.usActionData); @@ -1933,8 +1944,8 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) { INT8 bActionReturned; INT32 iDummy; - INT16 iChance,sClosestOpponent,sClosestFriend; - INT16 sClosestDisturbance, sDistVisible, sCheckGridNo; + INT32 iChance,sClosestOpponent,sClosestFriend; + INT32 sClosestDisturbance, sDistVisible, sCheckGridNo; UINT8 ubCanMove,ubOpponentDir; INT8 bInWater, bInDeepWater, bInGas; INT8 bSeekPts = 0, bHelpPts = 0, bHidePts = 0, bWatchPts = 0; @@ -2021,6 +2032,9 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) } } + if(WearGasMaskIfAvailable(pSoldier))//dnl ch40 200909 + bInGas = InGasOrSmoke(pSoldier, pSoldier->sGridNo); + //////////////////////////////////////////////////////////////////////////// // WHEN IN GAS, GO TO NEAREST REACHABLE SPOT OF UNGASSED LAND //////////////////////////////////////////////////////////////////////////// @@ -2028,8 +2042,8 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) if (bInGas && ubCanMove) { pSoldier->aiData.usActionData = FindNearestUngassedLand(pSoldier); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS sprintf(tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->aiData.usActionData); @@ -2060,8 +2074,8 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) else { // set up next action to run away - pSoldier->aiData.usNextActionData = FindSpotMaxDistFromOpponents( pSoldier ); - if ( pSoldier->aiData.usNextActionData != NOWHERE ) + pSoldier->aiData.usNextActionData = FindSpotMaxDistFromOpponents( pSoldier ); + if (!TileIsOutOfBounds(pSoldier->aiData.usNextActionData)) { pSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY; pSoldier->aiData.usActionData = ANIM_STAND; @@ -2127,8 +2141,8 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) else { // set up next action to run away - pSoldier->aiData.usNextActionData = FindSpotMaxDistFromOpponents( pSoldier ); - if ( pSoldier->aiData.usNextActionData != NOWHERE ) + pSoldier->aiData.usNextActionData = FindSpotMaxDistFromOpponents( pSoldier ); + if (!TileIsOutOfBounds(pSoldier->aiData.usNextActionData)) { pSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY; pSoldier->aiData.usActionData = ANIM_STAND; @@ -2177,8 +2191,8 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) //////////////////////////////////////////////////////////////////////// // IF POSSIBLE, FIRE LONG RANGE WEAPONS AT TARGETS REPORTED BY RADIO //////////////////////////////////////////////////////////////////////// -if(!is_networked)//hayden -{ +//if(!is_networked)//hayden +//{ // can't do this in realtime, because the player could be shooting a gun or whatever at the same time! if (gfTurnBasedAI && !fCivilian && !bInWater && !bInGas && !(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) && (CanNPCAttack(pSoldier) == TRUE)) { @@ -2223,7 +2237,7 @@ if(!is_networked)//hayden sCheckGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( gOppositeDirection[ ubOpponentDir ] ) ); if ( OKFallDirection( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ ubOpponentDir ], pSoldier->usAnimState ) ) { - pSoldier->aiData.usActionData = (UINT16) sCheckGridNo; + pSoldier->aiData.usActionData = sCheckGridNo; return( AI_ACTION_GET_CLOSER ); } @@ -2259,7 +2273,7 @@ if(!is_networked)//hayden } } - }//hayden + //}//hayden @@ -2450,7 +2464,7 @@ if(!is_networked)//hayden if ( ubCanMove && InLightAtNight( pSoldier->sGridNo, pSoldier->pathing.bLevel ) && pSoldier->aiData.bOrders != STATIONARY ) { pSoldier->aiData.usActionData = FindNearbyDarkerSpot( pSoldier ); - if ( pSoldier->aiData.usActionData != NOWHERE ) + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { // move as if leaving water or gas return( AI_ACTION_LEAVE_WATER_GAS ); @@ -2507,8 +2521,8 @@ if(!is_networked)//hayden // look for best place to RUN AWAY to (farthest from the closest threat) pSoldier->aiData.usActionData = FindSpotMaxDistFromOpponents(pSoldier); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS sprintf(tempstr,"%s RUNNING AWAY to grid %d",pSoldier->name,pSoldier->aiData.usActionData); @@ -2615,8 +2629,9 @@ if(!is_networked)//hayden DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: check to continue flanking"); // continue flanking - INT16 tempGridNo; - if ( sClosestDisturbance == NOWHERE ) + INT32 tempGridNo; + + if (TileIsOutOfBounds(sClosestDisturbance)) tempGridNo = pSoldier->lastFlankSpot; else tempGridNo = sClosestDisturbance; @@ -2639,7 +2654,8 @@ if(!is_networked)//hayden else { pSoldier->aiData.usActionData = FindFlankingSpot (pSoldier, tempGridNo , AI_ACTION_FLANK_LEFT); - if ( pSoldier->aiData.usActionData != NOWHERE ) //&& (currDir - origDir) < 2 ) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData) ) //&& (currDir - origDir) < 2 ) return AI_ACTION_FLANK_LEFT ; else pSoldier->numFlanks = MAX_FLANKS_RED; @@ -2657,7 +2673,8 @@ if(!is_networked)//hayden else { pSoldier->aiData.usActionData = FindFlankingSpot (pSoldier, tempGridNo , AI_ACTION_FLANK_RIGHT); - if ( pSoldier->aiData.usActionData != NOWHERE )//&& (origDir - currDir) < 2 ) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData) )//&& (origDir - currDir) < 2 ) return AI_ACTION_FLANK_RIGHT ; else pSoldier->numFlanks = MAX_FLANKS_RED; @@ -2676,7 +2693,8 @@ if(!is_networked)//hayden { // reserve APs for a possible crouch plus a shot pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, tempGridNo, (INT8) (MinAPsToAttack( pSoldier, tempGridNo, ADDTURNCOST) + APBPConstants[AP_CROUCH]), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS ); - if ( pSoldier->aiData.usActionData != NOWHERE ) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { pSoldier->aiData.fAIFlags |= AI_CAUTIOUS; pSoldier->aiData.bNextAction = AI_ACTION_END_TURN; @@ -2788,8 +2806,8 @@ if(!is_networked)//hayden guiRedSeekTimeTotal += (uiEndTime - uiStartTime); guiRedSeekCounter++; #endif - // if there is an opponent reachable - if (sClosestDisturbance != NOWHERE && gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE ) + // if there is an opponent reachable + if (!TileIsOutOfBounds(sClosestDisturbance) && gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: seek opponent"); ////////////////////////////////////////////////////////////////////// @@ -2798,8 +2816,8 @@ if(!is_networked)//hayden // try to move towards him pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier,sClosestDisturbance,APBPConstants[AP_CROUCH],AI_ACTION_SEEK_OPPONENT,0); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { // Check for a trap if ( !ArmySeesOpponents() ) @@ -2812,8 +2830,8 @@ if(!is_networked)//hayden } } - // if it's possible - if (pSoldier->aiData.usActionData != NOWHERE) + // if it's possible + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS // do it! @@ -2852,8 +2870,8 @@ if(!is_networked)//hayden // necessary. The returned grid # in sClosestDisturbance is that climb point. So if climb is // set, then use sClosestDisturbance as is. //INT16 usClimbPoint = FindClosestClimbPoint(pSoldier, pSoldier->sGridNo , sClosestDisturbance , fUp ); - INT16 usClimbPoint = sClosestDisturbance; - if ( usClimbPoint != NOWHERE ) + INT32 usClimbPoint = sClosestDisturbance; + if (!TileIsOutOfBounds(usClimbPoint)) { pSoldier->aiData.usActionData = usClimbPoint; return( AI_ACTION_MOVE_TO_CLIMB ); @@ -2896,8 +2914,8 @@ if(!is_networked)//hayden return AI_ACTION_SEEK_OPPONENT ; pSoldier->aiData.usActionData = FindFlankingSpot (pSoldier, sClosestDisturbance, action ); - - if ( pSoldier->aiData.usActionData == NOWHERE || pSoldier->numFlanks >= MAX_FLANKS_RED ) + + if (TileIsOutOfBounds(pSoldier->aiData.usActionData) || pSoldier->numFlanks >= MAX_FLANKS_RED ) { pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier,sClosestDisturbance,APBPConstants[AP_CROUCH], AI_ACTION_SEEK_OPPONENT,0); //pSoldier->numFlanks = 0; @@ -2905,7 +2923,8 @@ if(!is_networked)//hayden { // reserve APs for a possible crouch plus a shot pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sClosestDisturbance, (INT8) (MinAPsToAttack( pSoldier, sClosestDisturbance, ADDTURNCOST) + APBPConstants[AP_CROUCH]), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS ); - if ( pSoldier->aiData.usActionData != NOWHERE ) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { pSoldier->aiData.fAIFlags |= AI_CAUTIOUS; pSoldier->aiData.bNextAction = AI_ACTION_END_TURN; @@ -2942,7 +2961,8 @@ if(!is_networked)//hayden { // reserve APs for a possible crouch plus a shot pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sClosestDisturbance, (INT8) (MinAPsToAttack( pSoldier, sClosestDisturbance, ADDTURNCOST) + APBPConstants[AP_CROUCH]), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS ); - if ( pSoldier->aiData.usActionData != NOWHERE ) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { pSoldier->aiData.fAIFlags |= AI_CAUTIOUS; pSoldier->aiData.bNextAction = AI_ACTION_END_TURN; @@ -3032,15 +3052,15 @@ if(!is_networked)//hayden guiRedHelpTimeTotal += (uiEndTime - uiStartTime); guiRedHelpCounter++; #endif - - if (sClosestFriend != NOWHERE) + + if (!TileIsOutOfBounds(sClosestFriend)) { ////////////////////////////////////////////////////////////////////// // GO DIRECTLY TOWARDS CLOSEST FRIEND UNDER FIRE OR WHO LAST RADIOED ////////////////////////////////////////////////////////////////////// pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier,sClosestFriend,APBPConstants[AP_CROUCH], AI_ACTION_SEEK_OPPONENT,0); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS sprintf(tempstr,"%s - SEEKING FRIEND at %d, MOVING to %d", @@ -3071,8 +3091,8 @@ if(!is_networked)//hayden else { pSoldier->aiData.usActionData = sClosestFriend; - //INT16 sClimbPoint = FindClosestClimbPoint(pSoldier, pSoldier->sGridNo , sClosestFriend , fUp ); - //if ( sClimbPoint != NOWHERE ) + //INT32 sClimbPoint = FindClosestClimbPoint(pSoldier, pSoldier->sGridNo , sClosestFriend , fUp ); + //if (!TileIsOutOfBounds(sClimbPoint)) { //pSoldier->aiData.usActionData = sClimbPoint; return( AI_ACTION_MOVE_TO_CLIMB ); @@ -3102,8 +3122,8 @@ if(!is_networked)//hayden if ((bHidePts > -90) && (bHidePts >= bSeekPts) && (bHidePts >= bHelpPts) && (bHidePts >= bWatchPts )) { sClosestOpponent = ClosestKnownOpponent( pSoldier, NULL, NULL ); - // if an opponent is known (not necessarily reachable or conscious) - if (!SkipCoverCheck && sClosestOpponent != NOWHERE ) + // if an opponent is known (not necessarily reachable or conscious) + if (!SkipCoverCheck && !TileIsOutOfBounds(sClosestOpponent)) { ////////////////////////////////////////////////////////////////////// // TAKE BEST NEARBY COVER FROM ALL KNOWN OPPONENTS @@ -3120,11 +3140,11 @@ if(!is_networked)//hayden guiRedHideCounter++; #endif - // let's be a bit cautious about going right up to a location without enough APs to shoot - if ( pSoldier->aiData.usActionData != NOWHERE ) + // let's be a bit cautious about going right up to a location without enough APs to shoot + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { - sClosestDisturbance = ClosestReachableDisturbance(pSoldier, ubUnconsciousOK, &fClimb); - if ( sClosestDisturbance != NOWHERE && ( SpacesAway( pSoldier->aiData.usActionData, sClosestDisturbance ) < 5 || SpacesAway( pSoldier->aiData.usActionData, sClosestDisturbance ) + 5 < SpacesAway( pSoldier->sGridNo, sClosestDisturbance ) ) ) + sClosestDisturbance = ClosestReachableDisturbance(pSoldier, ubUnconsciousOK, &fClimb); + if (!TileIsOutOfBounds(sClosestDisturbance) && ( SpacesAway( pSoldier->aiData.usActionData, sClosestDisturbance ) < 5 || SpacesAway( pSoldier->aiData.usActionData, sClosestDisturbance ) + 5 < SpacesAway( pSoldier->sGridNo, sClosestDisturbance ) ) ) { // either moving significantly closer or into very close range // ensure will we have enough APs for a possible crouch plus a shot @@ -3181,8 +3201,8 @@ if(!is_networked)//hayden { // look for best place to RUN AWAY to (farthest from the closest threat) pSoldier->aiData.usActionData = FindSpotMaxDistFromOpponents(pSoldier); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS sprintf(tempstr,"%s RUNNING AWAY to grid %d",pSoldier->name,pSoldier->aiData.usActionData); @@ -3243,8 +3263,8 @@ if(!is_networked)//hayden // determine the location of the known closest opponent // (don't care if he's conscious, don't care if he's reachable at all) sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL); - - if (sClosestOpponent != NOWHERE) + + if (!TileIsOutOfBounds(sClosestOpponent)) { // determine direction from this soldier to the closest opponent ubOpponentDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent)); @@ -3305,7 +3325,8 @@ if(!is_networked)//hayden if (!gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints) { sClosestDisturbance = MostImportantNoiseHeard( pSoldier, NULL, NULL, NULL ); - if ( sClosestDisturbance != NOWHERE ) + + if (!TileIsOutOfBounds(sClosestDisturbance)) { ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) ); if ( pSoldier->ubDirection == ubOpponentDir ) @@ -3397,8 +3418,8 @@ if(!is_networked)//hayden // SWITCH TO GREEN: soldier does ordinary regular patrol, seeks friends //////////////////////////////////////////////////////////////////////////// - // if not in combat or under fire, and we COULD have moved, just chose not to - if ( (pSoldier->aiData.bAlertStatus != STATUS_BLACK) && !pSoldier->aiData.bUnderFire && ubCanMove && (!gfTurnBasedAI || pSoldier->bActionPoints >= pSoldier->bInitialActionPoints) && ( ClosestReachableDisturbance(pSoldier, TRUE, &fClimb) == NOWHERE) ) + // if not in combat or under fire, and we COULD have moved, just chose not to + if ( (pSoldier->aiData.bAlertStatus != STATUS_BLACK) && !pSoldier->aiData.bUnderFire && ubCanMove && (!gfTurnBasedAI || pSoldier->bActionPoints >= pSoldier->bInitialActionPoints) && ( TileIsOutOfBounds(ClosestReachableDisturbance(pSoldier, TRUE, &fClimb))) ) { // addition: if soldier is bleeding then reduce bleeding and do nothing if ( pSoldier->bBleeding > MIN_BLEEDING_THRESHOLD ) @@ -3430,8 +3451,8 @@ if(!is_networked)//hayden { sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL); - //if ( (sClosestOpponent != NOWHERE && PythSpacesAway( pSoldier->sGridNo, sClosestOpponent ) < (MaxNormalDistanceVisible() * 3) / 2 ) || PreRandom( 4 ) == 0 ) - if ( (sClosestOpponent != NOWHERE && PythSpacesAway( pSoldier->sGridNo, sClosestOpponent ) < (pSoldier->GetMaxDistanceVisible(sClosestOpponent) * 3) / 2 ) || PreRandom( 4 ) == 0 ) + //if ( ( !TileIsOutOfBounds(sClosestOpponent) && PythSpacesAway( pSoldier->sGridNo, sClosestOpponent ) < (MaxNormalDistanceVisible() * 3) / 2 ) || PreRandom( 4 ) == 0 ) + if ( (!TileIsOutOfBounds(sClosestOpponent) && PythSpacesAway( pSoldier->sGridNo, sClosestOpponent ) < (pSoldier->GetMaxDistanceVisible(sClosestOpponent) * 3) / 2 ) || PreRandom( 4 ) == 0 ) { if (!gfTurnBasedAI || GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) <= pSoldier->bActionPoints) { @@ -3454,7 +3475,8 @@ if(!is_networked)//hayden if ( !fCivilian && pSoldier->aiData.bUnderFire && pSoldier->bActionPoints >= (pSoldier->bInitialActionPoints - GetAPsToLook( pSoldier ) ) && IsValidStance( pSoldier, ANIM_PRONE ) ) { sClosestDisturbance = MostImportantNoiseHeard( pSoldier, NULL, NULL, NULL ); - if ( sClosestDisturbance != NOWHERE ) + + if (!TileIsOutOfBounds(sClosestDisturbance)) { ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) ); if ( pSoldier->ubDirection != ubOpponentDir ) @@ -3512,8 +3534,9 @@ if(!is_networked)//hayden INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) { INT32 iCoverPercentBetter, iOffense, iDefense, iChance; - INT16 sClosestOpponent,sBestCover = NOWHERE; - INT16 sClosestDisturbance,ubMinAPCost; + INT32 sClosestOpponent,sBestCover = NOWHERE; + INT32 sClosestDisturbance; +INT16 ubMinAPCost; UINT8 ubCanMove; INT8 bInWater,bInDeepWater,bInGas; INT8 bDirection; @@ -3533,7 +3556,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) BOOLEAN fClimb; INT16 ubBurstAPs; UINT8 ubOpponentDir; - INT16 sCheckGridNo; + INT32 sCheckGridNo; BOOLEAN fAllowCoverCheck = FALSE; @@ -3640,6 +3663,9 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) } } + if(WearGasMaskIfAvailable(pSoldier))//dnl ch40 200909 + bInGas = InGasOrSmoke(pSoldier, pSoldier->sGridNo); + //////////////////////////////////////////////////////////////////////////// // IF GASSED, OR REALLY TIRED (ON THE VERGE OF COLLAPSING), TRY TO RUN AWAY //////////////////////////////////////////////////////////////////////////// @@ -3652,8 +3678,8 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) { // look for best place to RUN AWAY to (farthest from the closest threat) pSoldier->aiData.usActionData = FindSpotMaxDistFromOpponents(pSoldier); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS sprintf(tempstr,"%s - GASSED or LOW ON BREATH (%d), RUNNING AWAY to grid %d",pSoldier->name,pSoldier->bBreath,pSoldier->aiData.usActionData); @@ -3686,8 +3712,8 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) if ( ( bInDeepWater || bInGas ) && ubCanMove) { pSoldier->aiData.usActionData = FindNearestUngassedLand(pSoldier); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS sprintf(tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->aiData.usActionData); @@ -3701,8 +3727,8 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) // look for best place to RUN AWAY to (farthest from the closest threat) pSoldier->aiData.usActionData = FindSpotMaxDistFromOpponents(pSoldier); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS sprintf(tempstr,"%s - NO LAND NEAR, RUNNING AWAY to grid %d",pSoldier->name,pSoldier->aiData.usActionData); @@ -3780,7 +3806,8 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) { // set up next action to run away pSoldier->aiData.usNextActionData = FindSpotMaxDistFromOpponents( pSoldier ); - if ( pSoldier->aiData.usNextActionData != NOWHERE ) + + if (!TileIsOutOfBounds(pSoldier->aiData.usNextActionData)) { pSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY; pSoldier->aiData.usActionData = ANIM_STAND; @@ -3937,8 +3964,8 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) // get the location of the closest CONSCIOUS reachable opponent sClosestDisturbance = ClosestReachableDisturbance(pSoldier,FALSE, &fClimb); - // if we found one - if (sClosestDisturbance != NOWHERE) + // if we found one + if (!TileIsOutOfBounds(sClosestDisturbance)) { // don't bother checking GRENADES/KNIVES, he can't have conscious targets #ifdef RECORDNET @@ -3978,8 +4005,8 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) // this looks for throwables, and sets BestThrow.ubPossible if it can be done //if ( !gfHiddenInterrupt ) // { - if(!is_networked) //disable for mp ai - { + //if(!is_networked) //disable for mp ai + //{ CheckIfTossPossible(pSoldier,&BestThrow); if (BestThrow.ubPossible) @@ -3990,7 +4017,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) ubOpponentDir = (UINT8)GetDirectionFromGridNo( BestThrow.sTarget, pSoldier ); // Get new gridno! - sCheckGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, (UINT16)DirectionInc( ubOpponentDir ) ); + sCheckGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)DirectionInc( ubOpponentDir ) ); if ( !OKFallDirection( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, ubOpponentDir, pSoldier->usAnimState ) ) { @@ -3998,7 +4025,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) BestThrow.ubPossible = FALSE; // try behind us, see if there's room to move back - sCheckGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, (UINT16)DirectionInc( gOppositeDirection[ ubOpponentDir ] ) ); + sCheckGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)DirectionInc( gOppositeDirection[ ubOpponentDir ] ) ); if ( OKFallDirection( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ ubOpponentDir ], pSoldier->usAnimState ) ) { pSoldier->aiData.usActionData = sCheckGridNo; @@ -4016,7 +4043,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) } - } + //} @@ -4220,13 +4247,13 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) { // make militia a bit more cautious // 3 (UINT16) CONVERSIONS HERE TO AVOID ERRORS. GOTTHARD 7/15/08 - if ( ( (pSoldier->bTeam == MILITIA_TEAM) && (PreRandom( 20 ) > (UINT16)BestAttack.ubChanceToReallyHit) ) - || ( (pSoldier->bTeam != MILITIA_TEAM) && (PreRandom( 40 ) > (UINT16)BestAttack.ubChanceToReallyHit) ) ) + if ( ( (pSoldier->bTeam == MILITIA_TEAM) && ((INT16)(PreRandom( 20 )) > BestAttack.ubChanceToReallyHit) ) + || ( (pSoldier->bTeam != MILITIA_TEAM) && ((INT16)(PreRandom( 40 )) > BestAttack.ubChanceToReallyHit) ) ) { //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"AI %d allowing cover check, chance to hit is only %d, at range %d", BestAttack.ubChanceToReallyHit, PythSpacesAway( pSoldier->sGridNo, BestAttack.sTarget ) ); // maybe taking cover would be better! fAllowCoverCheck = TRUE; - if ( PreRandom( 10 ) > (UINT16)BestAttack.ubChanceToReallyHit ) + if ( (INT16)(PreRandom( 10 )) > BestAttack.ubChanceToReallyHit ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack: can't hit so screw the attack"); // screw the attack! @@ -4266,8 +4293,8 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) // IF NECESSARY, DECIDE BETWEEN ATTACKING AND DEFENDING (TAKING COVER) ////////////////////////////////////////////////////////////////////////// - // if both are possible - if ((ubBestAttackAction != AI_ACTION_NONE) && (sBestCover != NOWHERE)) + // if both are possible + if ((ubBestAttackAction != AI_ACTION_NONE) && ( !TileIsOutOfBounds(sBestCover))) { // gotta compare their merits and select the more desirable option iOffense = BestAttack.ubChanceToReallyHit; @@ -4734,7 +4761,8 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) if ( ubCanMove ) { sClosestOpponent = ClosestSeenOpponent(pSoldier, NULL, NULL); - if ( sClosestOpponent != NOWHERE ) + + if (!TileIsOutOfBounds(sClosestOpponent)) { // temporarily make boxer have orders of CLOSEPATROL rather than STATIONARY // And make him patrol the ring, not his usual place @@ -4745,7 +4773,8 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards( pSoldier, sClosestOpponent, AI_ACTION_GET_CLOSER ); pSoldier->aiData.sPatrolGrid[0] = tgrd; pSoldier->aiData.bOrders = STATIONARY; - if ( pSoldier->aiData.usActionData != NOWHERE ) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { // truncate path to 1 step pSoldier->aiData.usActionData = pSoldier->sGridNo + DirectionInc( (UINT8) pSoldier->pathing.usPathingData[0] ); @@ -4762,8 +4791,8 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) //////////////////////////////////////////////////////////////////////////// // IF A LOCATION WITH BETTER COVER IS AVAILABLE & REACHABLE, GO FOR IT! //////////////////////////////////////////////////////////////////////////// - - if (sBestCover != NOWHERE) + + if (!TileIsOutOfBounds(sBestCover)) { #ifdef DEBUGDECISIONS STR tempstr=""; @@ -4790,8 +4819,8 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) // look for best place to RUN AWAY to (farthest from the closest threat) //pSoldier->aiData.usActionData = RunAway( pSoldier ); pSoldier->aiData.usActionData = FindSpotMaxDistFromOpponents(pSoldier); - - if (pSoldier->aiData.usActionData != NOWHERE) + + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS sprintf(tempstr,"%s - RUNNING AWAY to grid %d",pSoldier->name,pSoldier->aiData.usActionData); @@ -4859,8 +4888,8 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) // (don't care if he's conscious, don't care if he's reachable at all) sClosestOpponent = ClosestSeenOpponent(pSoldier, NULL, NULL); - // if we have a closest seen opponent - if (sClosestOpponent != NOWHERE) + // if we have a closest seen opponent + if (!TileIsOutOfBounds(sClosestOpponent)) { bDirection = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent)); @@ -4917,8 +4946,8 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) sClosestOpponent = ClosestSeenOpponent(pSoldier, NULL, NULL); - // if we have a closest reachable opponent - if (sClosestOpponent != NOWHERE) + // if we have a closest reachable opponent + if (!TileIsOutOfBounds(sClosestOpponent)) { bDirection = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent)); @@ -5183,8 +5212,8 @@ INT8 DecideActionEscort(SOLDIERTYPE *pSoldier) STR16 tempstr; #endif - // if he has a place to go, and isn't already there... go! - if (pSoldier->aiData.usActionData != NOWHERE && (pSoldier->sGridNo != pSoldier->aiData.usActionData)) + // if he has a place to go, and isn't already there... go! + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData) && (pSoldier->sGridNo != pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS sprintf(tempstr,"%s - ESCORTED NPC GOING to grid %d",pSoldier->name,pSoldier->aiData.usActionData); @@ -5254,8 +5283,8 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier ) { // if we are NOT aware of any uninvestigated noises right now // and we are not currently in the middle of an action - // (could still be on his way heading to investigate a noise!) - if ((MostImportantNoiseHeard(pSoldier,&iDummy,&fClimbDummy,&fReachableDummy) == NOWHERE) && !pSoldier->aiData.bActionInProgress) + // (could still be on his way heading to investigate a noise!) + if (( TileIsOutOfBounds(MostImportantNoiseHeard(pSoldier,&iDummy,&fClimbDummy,&fReachableDummy))) && !pSoldier->aiData.bActionInProgress) { // then drop back to GREEN status pSoldier->aiData.bAlertStatus = STATUS_GREEN; @@ -5272,8 +5301,8 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier ) } else { - // if we ARE aware of any uninvestigated noises right now - if (MostImportantNoiseHeard(pSoldier,&iDummy,&fClimbDummy,&fReachableDummy) != NOWHERE) + // if we ARE aware of any uninvestigated noises right now + if (!TileIsOutOfBounds(MostImportantNoiseHeard(pSoldier,&iDummy,&fClimbDummy,&fReachableDummy))) { // then move up to YELLOW status pSoldier->aiData.bAlertStatus = STATUS_YELLOW; @@ -5307,8 +5336,8 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier ) // if he just dropped back from alert status, and it's a GUARD if ((oldStatus >= STATUS_RED) && (pSoldier->manCategory == MAN_GUARD)) - { - if (pSoldier->whereIWas == NOWHERE) // not assigned to any trees + { + if (TileIsOutOfBounds(pSoldier->whereIWas)) // not assigned to any trees // FUTURE ENHANCEMENT: Look for unguarded trees with tappers pSoldier->orders = ONCALL; else // assigned to trees @@ -5371,9 +5400,9 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier ) // force a NEW decision so that he can get some rest SetNewSituation( pSoldier ); - // current action will be canceled. if noise is no longer important + // current action will be canceled. if noise is no longer important if ((pSoldier->aiData.bAlertStatus == STATUS_YELLOW) && - (MostImportantNoiseHeard(pSoldier,&iDummy,&fClimbDummy,&fReachableDummy) == NOWHERE)) + ( TileIsOutOfBounds(MostImportantNoiseHeard(pSoldier,&iDummy,&fClimbDummy,&fReachableDummy)))) { // then drop back to GREEN status pSoldier->aiData.bAlertStatus = STATUS_GREEN; diff --git a/TacticalAI/FindLocations.cpp b/TacticalAI/FindLocations.cpp index 1d89b73e..168d311b 100644 --- a/TacticalAI/FindLocations.cpp +++ b/TacticalAI/FindLocations.cpp @@ -33,8 +33,9 @@ #include "PathAIDebug.h" + INT16 * gsCoverValue = NULL; #ifdef _DEBUG - INT16 gsCoverValue[WORLD_MAX]; + INT16 gsBestCover; #ifndef PATHAI_VISIBLE_DEBUG // NB Change this to true to get visible cover debug -- CJC @@ -105,7 +106,7 @@ INT32 CalcPercentBetter(INT32 iOldValue, INT32 iNewValue, INT32 iOldScale, INT32 return(iPercentBetter); } -void AICenterXY( INT16 sGridNo, FLOAT * pdX, FLOAT * pdY ) +void AICenterXY( INT32 sGridNo, FLOAT * pdX, FLOAT * pdY ) { INT16 sXPos, sYPos; @@ -116,7 +117,7 @@ void AICenterXY( INT16 sGridNo, FLOAT * pdX, FLOAT * pdY ) *pdY = (FLOAT) (sYPos * CELL_Y_SIZE + CELL_Y_SIZE / 2); } -INT8 CalcWorstCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT16 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft ) +INT8 CalcWorstCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft ) { // When considering a gridno for cover, we want to take into account cover if we // lie down, so we return the LOWEST chance to get through for that location. @@ -155,7 +156,7 @@ INT8 CalcWorstCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT16 sOpp return( bWorstCTGT ); } -INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT16 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft ) +INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft ) { // When considering a gridno for cover, we want to take into account cover if we // lie down, so we return the LOWEST chance to get through for that location. @@ -189,13 +190,13 @@ INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT16 sO } -INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, UINT8 ubOppID, INT16 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft ) +INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, UINT8 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft ) { // NOTE: CTGT stands for "ChanceToGetThrough..." // using only ints for maximum execution speed here // CJC: Well, so much for THAT idea! - INT16 sCentralGridNo, sAdjSpot, sNorthGridNo, sSouthGridNo, sCheckSpot, sOKTest; + INT32 sCentralGridNo, sAdjSpot, sNorthGridNo, sSouthGridNo, sCheckSpot, sOKTest; INT8 bThisCTGT, bBestCTGT = 0; @@ -270,7 +271,7 @@ INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, UINT8 ubOppID, INT16 sOppGridNo, INT8 } -INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT16 sMyGridNo, INT32 iMyThreat, INT32 iMyAPsLeft, +INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyAPsLeft, UINT32 uiThreatIndex, INT32 iRange, INT32 morale, INT32 *iTotalScale) { DebugMsg(TOPIC_JA2AI,DBG_LEVEL_3,String("CalcCoverValue")); @@ -278,7 +279,7 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT16 sMyGridNo, INT32 iMyThreat, INT32 i // all 32-bit integers for max. speed INT32 iMyPosValue, iHisPosValue, iCoverValue; INT32 iReductionFactor, iThisScale; - INT16 sHisGridNo, sMyRealGridNo = NOWHERE, sHisRealGridNo = NOWHERE; + INT32 sHisGridNo, sMyRealGridNo = NOWHERE, sHisRealGridNo = NOWHERE; INT16 sTempX, sTempY; FLOAT dMyX, dMyY, dHisX, dHisY; INT8 bHisBestCTGT, bHisActualCTGT, bHisCTGT, bMyCTGT; @@ -339,8 +340,8 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT16 sMyGridNo, INT32 iMyThreat, INT32 i if (bHisActualCTGT < 100) { // if we didn't remember his real gridno earlier up above, we got to now, - // because calculating worst case is about to play with it in a big way! - if (sHisRealGridNo == NOWHERE) + // because calculating worst case is about to play with it in a big way! + if (TileIsOutOfBounds(sHisRealGridNo)) { sHisRealGridNo = pHim->sGridNo; // remember where he REALLY is dHisX = pHim->dXPos; @@ -390,15 +391,15 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT16 sMyGridNo, INT32 iMyThreat, INT32 i } } - // UNDO ANY TEMPORARY "DAMAGE" DONE ABOVE - if (sMyRealGridNo != NOWHERE) + // UNDO ANY TEMPORARY "DAMAGE" DONE ABOVE + if (!TileIsOutOfBounds(sMyRealGridNo)) { pMe->sGridNo = sMyRealGridNo; // put me back where I belong! pMe->dXPos = dMyX; // also change the 'x' pMe->dYPos = dMyY; // and the 'y' } - - if (sHisRealGridNo != NOWHERE) + + if (!TileIsOutOfBounds(sHisRealGridNo)) { pHim->sGridNo = sHisRealGridNo; // put HIM back where HE belongs! pHim->dXPos = dHisX; // also change the 'x' @@ -507,10 +508,10 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT16 sMyGridNo, INT32 iMyThreat, INT32 i } -UINT8 NumberOfTeamMatesAdjacent( SOLDIERTYPE * pSoldier, INT16 sGridNo ) +UINT8 NumberOfTeamMatesAdjacent( SOLDIERTYPE * pSoldier, INT32 sGridNo ) { - UINT8 ubLoop, ubCount, ubWhoIsThere; - INT16 sTempGridNo; + UINT8 ubLoop, ubCount, ubWhoIsThere; + INT32 sTempGridNo; ubCount = 0; @@ -530,7 +531,7 @@ UINT8 NumberOfTeamMatesAdjacent( SOLDIERTYPE * pSoldier, INT16 sGridNo ) return( ubCount ); } -INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentBetter) +INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentBetter) { DebugMsg(TOPIC_JA2AI,DBG_LEVEL_3,String("FindBestNearbyCover")); @@ -539,18 +540,18 @@ INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB INT32 iCurrentCoverValue, iCoverValue, iBestCoverValue; INT32 iCurrentScale = -1, iCoverScale = -1, iBestCoverScale = -1; INT32 iDistFromOrigin, iDistCoverFromOrigin, iThreatCertainty; - INT16 sGridNo, sBestCover = NOWHERE; + INT32 sGridNo, sBestCover = NOWHERE; INT32 iPathCost; INT32 iThreatRange, iClosestThreatRange = 1500; // INT16 sClosestThreatGridno = NOWHERE; INT32 iMyThreatValue; - INT16 sThreatLoc; + INT32 sThreatLoc; INT32 iMaxThreatRange; UINT32 uiThreatCnt = 0; INT32 iMaxMoveTilesLeft, iSearchRange, iRoamRange; INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset; - INT16 sOrigin; // has to be a short, need a pointer - INT16 * pusLastLoc; + INT32 sOrigin; // has to be a short, need a pointer + INT32 * pusLastLoc; INT8 * pbPersOL; INT8 * pbPublOL; SOLDIERTYPE *pOpponent; @@ -795,22 +796,22 @@ INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB #endif // determine maximum horizontal limits - sMaxLeft = (INT16) min(iSearchRange,(pSoldier->sGridNo % MAXCOL)); + sMaxLeft = min(iSearchRange,(pSoldier->sGridNo % MAXCOL)); //NumMessage("sMaxLeft = ",sMaxLeft); - sMaxRight = (INT16) min(iSearchRange,MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); + sMaxRight = min(iSearchRange,MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); //NumMessage("sMaxRight = ",sMaxRight); // determine maximum vertical limits - sMaxUp = (INT16) min(iSearchRange,(pSoldier->sGridNo / MAXROW)); + sMaxUp = min(iSearchRange,(pSoldier->sGridNo / MAXROW)); //NumMessage("sMaxUp = ",sMaxUp); - sMaxDown = (INT16) min(iSearchRange,MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); + sMaxDown = min(iSearchRange,MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); //NumMessage("sMaxDown = ",sMaxDown); iRoamRange = RoamingRange(pSoldier,&sOrigin); - // if status isn't black (life & death combat), and roaming range is limited + // if status isn't black (life & death combat), and roaming range is limited if ((pSoldier->aiData.bAlertStatus != STATUS_BLACK) && (iRoamRange < MAX_ROAMING_RANGE) && - (sOrigin != NOWHERE)) + (!TileIsOutOfBounds(sOrigin))) { // must try to stay within or return to the point of origin iDistFromOrigin = SpacesAway(sOrigin,pSoldier->sGridNo); @@ -869,7 +870,7 @@ INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB } } - FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_TAKE_COVER ), COPYREACHABLE_AND_APS, 0 ); + FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_TAKE_COVER ), COPYREACHABLE_AND_APS, 0 );//dnl ch50 071009 // Turn off the "reachable" flag for his current location // so we don't consider it @@ -1072,8 +1073,8 @@ INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB } #endif - // if a better cover location was found - if (sBestCover != NOWHERE) + // if a better cover location was found + if (!TileIsOutOfBounds(sBestCover)) { #if defined( _DEBUG ) && !defined( PATHAI_VISIBLE_DEBUG ) gsBestCover = sBestCover; @@ -1096,25 +1097,25 @@ INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB SnuggleDebug(pSoldier,"Found Cover"); #endif - return((INT16)sBestCover); // return the gridno of that cover + return(sBestCover); // return the gridno of that cover } } return(NOWHERE); // return that no suitable cover was found } -INT16 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier) +INT32 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier) { - INT16 sGridNo; - INT16 sBestSpot = NOWHERE; + INT32 sGridNo; + INT32 sBestSpot = NOWHERE; UINT32 uiLoop; INT32 iThreatRange,iClosestThreatRange = 1500, iSpotClosestThreatRange; - INT16 sThreatLoc, sThreatGridNo[MAXMERCS]; + INT32 sThreatLoc, sThreatGridNo[MAXMERCS]; UINT32 uiThreatCnt = 0; INT32 iSearchRange; INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset; INT8 * pbPersOL,*pbPublOL, bEscapeDirection, bBestEscapeDirection = -1; SOLDIERTYPE *pOpponent; - INT16 sOrigin; + INT32 sOrigin; INT32 iRoamRange; // BUILD A LIST OF THREATENING GRID #s FROM PERSONAL & PUBLIC opplistS @@ -1250,15 +1251,15 @@ INT16 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier) //NumMessage("gubNPCAPBudget = ",gubNPCAPBudget); // determine maximum horizontal limits - sMaxLeft = (INT16) min( iSearchRange, (pSoldier->sGridNo % MAXCOL)); + sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL)); //NumMessage("sMaxLeft = ",sMaxLeft); - sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); + sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); //NumMessage("sMaxRight = ",sMaxRight); // determine maximum vertical limits - sMaxUp = (INT16) min( iSearchRange, (pSoldier->sGridNo / MAXROW)); + sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW)); //NumMessage("sMaxUp = ",sMaxUp); - sMaxDown = (INT16) min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); + sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); //NumMessage("sMaxDown = ",sMaxDown); // Call FindBestPath to set flags in all locations that we can @@ -1282,7 +1283,7 @@ INT16 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier) } } - FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_RUN_AWAY ), COPYREACHABLE, 0 ); + FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_RUN_AWAY ), COPYREACHABLE, 0 );//dnl ch50 121009 // Turn off the "reachable" flag for his current location // so we don't consider it @@ -1390,9 +1391,9 @@ INT16 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier) return( sBestSpot ); } -INT16 FindNearestUngassedLand(SOLDIERTYPE *pSoldier) +INT32 FindNearestUngassedLand(SOLDIERTYPE *pSoldier) { - INT16 sGridNo,sClosestLand = NOWHERE,sPathCost,sShortestPath = 1000; + INT32 sGridNo,sClosestLand = NOWHERE,sPathCost,sShortestPath = 1000; INT16 sMaxLeft,sMaxRight,sMaxUp,sMaxDown,sXOffset,sYOffset; INT32 iSearchRange; @@ -1405,15 +1406,15 @@ INT16 FindNearestUngassedLand(SOLDIERTYPE *pSoldier) //NumMessage("Trying iSearchRange = ", iSearchRange); // determine maximum horizontal limits - sMaxLeft = (INT16) min(iSearchRange,(pSoldier->sGridNo % MAXCOL)); + sMaxLeft = min(iSearchRange,(pSoldier->sGridNo % MAXCOL)); //NumMessage("sMaxLeft = ",sMaxLeft); - sMaxRight = (INT16) min(iSearchRange,MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); + sMaxRight = min(iSearchRange,MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); //NumMessage("sMaxRight = ",sMaxRight); // determine maximum vertical limits - sMaxUp = (INT16) min(iSearchRange,(pSoldier->sGridNo / MAXROW)); + sMaxUp = min(iSearchRange,(pSoldier->sGridNo / MAXROW)); //NumMessage("sMaxUp = ",sMaxUp); - sMaxDown = (INT16) min(iSearchRange,MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); + sMaxDown = min(iSearchRange,MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); //NumMessage("sMaxDown = ",sMaxDown); // Call FindBestPath to set flags in all locations that we can @@ -1437,7 +1438,7 @@ INT16 FindNearestUngassedLand(SOLDIERTYPE *pSoldier) } } - FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_LEAVE_WATER_GAS ), COPYREACHABLE, 0 ); + FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_LEAVE_WATER_GAS ), COPYREACHABLE, 0 );//dnl ch50 071009 // Turn off the "reachable" flag for his current location // so we don't consider it @@ -1470,7 +1471,7 @@ INT16 FindNearestUngassedLand(SOLDIERTYPE *pSoldier) // CJC: here, unfortunately, we must calculate a path so we have an AP cost // obviously, we're looking for LAND, so water is out! - sPathCost = (INT16) LegalNPCDestination(pSoldier,sGridNo,ENSURE_PATH_COST,NOWATER,0); + sPathCost = LegalNPCDestination(pSoldier,sGridNo,ENSURE_PATH_COST,NOWATER,0); if (!sPathCost) { @@ -1490,8 +1491,8 @@ INT16 FindNearestUngassedLand(SOLDIERTYPE *pSoldier) } } - // if we found a piece of land in this search area - if (sClosestLand != NOWHERE) // quit now, no need to look any farther + // if we found a piece of land in this search area + if (!TileIsOutOfBounds(sClosestLand)) // quit now, no need to look any farther break; } @@ -1501,13 +1502,13 @@ INT16 FindNearestUngassedLand(SOLDIERTYPE *pSoldier) INT16 FindNearbyDarkerSpot( SOLDIERTYPE *pSoldier ) { - INT16 sGridNo, sClosestSpot = NOWHERE, sPathCost; + INT32 sGridNo, sClosestSpot = NOWHERE, sPathCost; INT32 iSpotValue, iBestSpotValue = 1000; INT16 sMaxLeft,sMaxRight,sMaxUp,sMaxDown,sXOffset,sYOffset; INT32 iSearchRange; INT8 bLightLevel, bCurrLightLevel, bLightDiff; INT32 iRoamRange; - INT16 sOrigin; + INT32 sOrigin; bCurrLightLevel = LightTrueLevel( pSoldier->sGridNo, pSoldier->pathing.bLevel ); @@ -1518,15 +1519,15 @@ INT16 FindNearbyDarkerSpot( SOLDIERTYPE *pSoldier ) for (iSearchRange = 5; iSearchRange <= 15; iSearchRange += 5) { // determine maximum horizontal limits - sMaxLeft = (INT16) min(iSearchRange,(pSoldier->sGridNo % MAXCOL)); + sMaxLeft = min(iSearchRange,(pSoldier->sGridNo % MAXCOL)); //NumMessage("sMaxLeft = ",sMaxLeft); - sMaxRight = (INT16) min(iSearchRange,MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); + sMaxRight = min(iSearchRange,MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); //NumMessage("sMaxRight = ",sMaxRight); // determine maximum vertical limits - sMaxUp = (INT16) min(iSearchRange,(pSoldier->sGridNo / MAXROW)); + sMaxUp = min(iSearchRange,(pSoldier->sGridNo / MAXROW)); //NumMessage("sMaxUp = ",sMaxUp); - sMaxDown = (INT16) min(iSearchRange,MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); + sMaxDown = min(iSearchRange,MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); //NumMessage("sMaxDown = ",sMaxDown); // Call FindBestPath to set flags in all locations that we can @@ -1550,7 +1551,7 @@ INT16 FindNearbyDarkerSpot( SOLDIERTYPE *pSoldier ) } } - FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_LEAVE_WATER_GAS ), COPYREACHABLE, 0 ); + FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_LEAVE_WATER_GAS ), COPYREACHABLE, 0 );//dnl ch50 071009 // Turn off the "reachable" flag for his current location // so we don't consider it @@ -1600,7 +1601,7 @@ INT16 FindNearbyDarkerSpot( SOLDIERTYPE *pSoldier ) // CJC: here, unfortunately, we must calculate a path so we have an AP cost - sPathCost = (INT16) LegalNPCDestination(pSoldier,sGridNo,ENSURE_PATH_COST,NOWATER,0); + sPathCost = LegalNPCDestination(pSoldier,sGridNo,ENSURE_PATH_COST,NOWATER,0); if (!sPathCost) { @@ -1622,8 +1623,8 @@ INT16 FindNearbyDarkerSpot( SOLDIERTYPE *pSoldier ) } } - // if we found a piece of land in this search area - if (sClosestSpot != NOWHERE) // quit now, no need to look any farther + // if we found a piece of land in this search area + if (!TileIsOutOfBounds(sClosestSpot)) // quit now, no need to look any farther { break; } @@ -1640,8 +1641,8 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem ) INT32 iSearchRange; INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset; - INT16 sGridNo; - INT16 sBestSpot = NOWHERE; + INT32 sGridNo; + INT32 sBestSpot = NOWHERE; INT32 iTempValue, iValue, iBestValue = 0; ITEM_POOL * pItemPool; OBJECTTYPE * pObj; @@ -1695,15 +1696,15 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem ) iSearchRange /= 2; // determine maximum horizontal limits - sMaxLeft = (INT16) min( iSearchRange, (pSoldier->sGridNo % MAXCOL)); + sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL)); //NumMessage("sMaxLeft = ",sMaxLeft); - sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); + sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); //NumMessage("sMaxRight = ",sMaxRight); // determine maximum vertical limits - sMaxUp = (INT16) min( iSearchRange, (pSoldier->sGridNo / MAXROW)); + sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW)); //NumMessage("sMaxUp = ",sMaxUp); - sMaxDown = (INT16) min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); + sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); //NumMessage("sMaxDown = ",sMaxDown); // Call FindBestPath to set flags in all locations that we can @@ -1731,7 +1732,7 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem ) } } - FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_PICKUP_ITEM ), COPYREACHABLE, 0 ); + FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_PICKUP_ITEM ), COPYREACHABLE, 0 );//dnl ch50 071009 // SET UP DOUBLE-LOOP TO STEP THROUGH POTENTIAL GRID #s for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++) @@ -1914,7 +1915,10 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem ) } break; default: - break; + // WANNE: Fix a vanilla bug: When an enemy soldier is looking for items and finds a non-helmet/vest/leggings piece of armour it was incorrectly considered for pickup. + // Fixed by Tron (Stracciatella): Revision: 5719 + // break; + continue; } } else @@ -1941,8 +1945,8 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem ) } } } - - if (sBestSpot != NOWHERE) + + if (!TileIsOutOfBounds(sBestSpot)) { DebugAI( String( "%d decides to pick up %S", pSoldier->ubID, ItemNames[ gWorldItems[ iBestItemIndex ].object.usItem ] ) ); if (Item[gWorldItems[ iBestItemIndex ].object.usItem].usItemClass == IC_GUN) @@ -1982,26 +1986,26 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem ) return( AI_ACTION_NONE ); } -INT16 FindClosestDoor( SOLDIERTYPE * pSoldier ) +INT32 FindClosestDoor( SOLDIERTYPE * pSoldier ) { - INT16 sClosestDoor = NOWHERE; + INT32 sClosestDoor = NOWHERE; INT32 iSearchRange; INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset; - INT16 sGridNo; + INT32 sGridNo; INT32 iDist, iClosestDist = 10; iSearchRange = 5; // determine maximum horizontal limits - sMaxLeft = (INT16) min( iSearchRange, (pSoldier->sGridNo % MAXCOL)); + sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL)); //NumMessage("sMaxLeft = ",sMaxLeft); - sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); + sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); //NumMessage("sMaxRight = ",sMaxRight); // determine maximum vertical limits - sMaxUp = (INT16) min( iSearchRange, (pSoldier->sGridNo / MAXROW)); + sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW)); //NumMessage("sMaxUp = ",sMaxUp); - sMaxDown = (INT16) min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); + sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); //NumMessage("sMaxDown = ",sMaxDown); // SET UP DOUBLE-LOOP TO STEP THROUGH POTENTIAL GRID #s for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++) @@ -2025,12 +2029,12 @@ INT16 FindClosestDoor( SOLDIERTYPE * pSoldier ) return( sClosestDoor ); } -INT16 FindNearestEdgepointOnSpecifiedEdge( INT16 sGridNo, INT8 bEdgeCode ) +INT32 FindNearestEdgepointOnSpecifiedEdge( INT32 sGridNo, INT8 bEdgeCode ) { INT32 iLoop; - INT16 *psEdgepointArray; + INT32 *psEdgepointArray; INT32 iEdgepointArraySize; - INT16 sClosestSpot = NOWHERE, sClosestDist = 0x7FFF, sTempDist; + INT32 sClosestSpot = NOWHERE, sClosestDist = 0x7FFF, sTempDist; switch( bEdgeCode ) { @@ -2071,16 +2075,16 @@ INT16 FindNearestEdgepointOnSpecifiedEdge( INT16 sGridNo, INT8 bEdgeCode ) return( sClosestSpot ); } -INT16 FindNearestEdgePoint( INT16 sGridNo ) +INT32 FindNearestEdgePoint( INT32 sGridNo ) { INT16 sGridX, sGridY; INT16 sScreenX, sScreenY, sMaxScreenX, sMaxScreenY; INT16 sDist[5], sMinDist; INT32 iLoop; INT8 bMinIndex; - INT16 * psEdgepointArray; + INT32 * psEdgepointArray; INT32 iEdgepointArraySize; - INT16 sClosestSpot = NOWHERE, sClosestDist = 0x7FFF, sTempDist; + INT32 sClosestSpot = NOWHERE, sClosestDist = 0x7FFF, sTempDist; ConvertGridNoToXY( sGridNo, &sGridX, &sGridY ); GetWorldXYAbsoluteScreenXY( sGridX, sGridY, &sScreenX, &sScreenY ); @@ -2146,12 +2150,12 @@ INT16 FindNearestEdgePoint( INT16 sGridNo ) #define EDGE_OF_MAP_SEARCH 5 -INT16 FindNearbyPointOnEdgeOfMap( SOLDIERTYPE * pSoldier, INT8 * pbDirection ) +INT32 FindNearbyPointOnEdgeOfMap( SOLDIERTYPE * pSoldier, INT8 * pbDirection ) { INT32 iSearchRange; INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset; - INT16 sGridNo, sClosestSpot = NOWHERE; + INT32 sGridNo, sClosestSpot = NOWHERE; INT8 bDirection, bClosestDirection; INT32 iPathCost, iClosestPathCost = 1000; @@ -2166,15 +2170,15 @@ INT16 FindNearbyPointOnEdgeOfMap( SOLDIERTYPE * pSoldier, INT8 * pbDirection ) iSearchRange = EDGE_OF_MAP_SEARCH; // determine maximum horizontal limits - sMaxLeft = (INT16) min( iSearchRange, (pSoldier->sGridNo % MAXCOL)); + sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL)); //NumMessage("sMaxLeft = ",sMaxLeft); - sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); + sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); //NumMessage("sMaxRight = ",sMaxRight); // determine maximum vertical limits - sMaxUp = (INT16) min( iSearchRange, (pSoldier->sGridNo / MAXROW)); + sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW)); //NumMessage("sMaxUp = ",sMaxUp); - sMaxDown = (INT16) min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); + sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); // reset the "reachable" flags in the region we're looking at for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++) @@ -2191,7 +2195,7 @@ INT16 FindNearbyPointOnEdgeOfMap( SOLDIERTYPE * pSoldier, INT8 * pbDirection ) } } - FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, WALKING, COPYREACHABLE, 0 ); + FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, WALKING, COPYREACHABLE, 0 );//dnl ch50 071009 // Turn off the "reachable" flag for his current location // so we don't consider it @@ -2233,7 +2237,7 @@ INT16 FindNearbyPointOnEdgeOfMap( SOLDIERTYPE * pSoldier, INT8 * pbDirection ) return( sClosestSpot ); } -INT16 FindRouteBackOntoMap( SOLDIERTYPE * pSoldier, INT16 sDestGridNo ) +INT32 FindRouteBackOntoMap( SOLDIERTYPE * pSoldier, INT32 sDestGridNo ) { // the first thing to do is restore the soldier's gridno from the X and Y // values @@ -2251,12 +2255,12 @@ INT16 FindRouteBackOntoMap( SOLDIERTYPE * pSoldier, INT16 sDestGridNo ) } -INT16 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing ) +INT32 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing ) { INT32 iSearchRange; INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset; - INT16 sGridNo, sClosestSpot = NOWHERE; + INT32 sGridNo, sClosestSpot = NOWHERE; INT32 iDistance, iClosestDistance = 9999; UINT8 ubRoom; @@ -2264,9 +2268,9 @@ INT16 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing ) iSearchRange = 7; // determine maximum horizontal limits - sMaxLeft = (INT16) min( iSearchRange, (pSoldier->sGridNo % MAXCOL)); + sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL)); //NumMessage("sMaxLeft = ",sMaxLeft); - sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); + sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); //NumMessage("sMaxRight = ",sMaxRight); if ( (pSoldier->bTeam == gbPlayerNum) && (fInRing == FALSE) ) @@ -2276,9 +2280,9 @@ INT16 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing ) } // determine maximum vertical limits - sMaxUp = (INT16) min( iSearchRange, (pSoldier->sGridNo / MAXROW)); + sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW)); //NumMessage("sMaxUp = ",sMaxUp); - sMaxDown = (INT16) min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); + sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++) { @@ -2305,12 +2309,12 @@ INT16 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing ) return( sClosestSpot ); } -INT16 FindNearestOpenableNonDoor( INT16 sStartGridNo ) +INT32 FindNearestOpenableNonDoor( INT32 sStartGridNo ) { INT32 iSearchRange; INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset; - INT16 sGridNo, sClosestSpot = NOWHERE; + INT32 sGridNo, sClosestSpot = NOWHERE; INT32 iDistance, iClosestDistance = 9999; STRUCTURE * pStructure; @@ -2318,15 +2322,15 @@ INT16 FindNearestOpenableNonDoor( INT16 sStartGridNo ) iSearchRange = 7; // determine maximum horizontal limits - sMaxLeft = (INT16) min( iSearchRange, (sStartGridNo % MAXCOL)); + sMaxLeft = min( iSearchRange, (sStartGridNo % MAXCOL)); //NumMessage("sMaxLeft = ",sMaxLeft); - sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((sStartGridNo % MAXCOL) + 1)); + sMaxRight = min( iSearchRange, MAXCOL - ((sStartGridNo % MAXCOL) + 1)); //NumMessage("sMaxRight = ",sMaxRight); // determine maximum vertical limits - sMaxUp = (INT16) min( iSearchRange, (sStartGridNo / MAXROW)); + sMaxUp = min( iSearchRange, (sStartGridNo / MAXROW)); //NumMessage("sMaxUp = ",sMaxUp); - sMaxDown = (INT16) min( iSearchRange, MAXROW - ((sStartGridNo / MAXROW) + 1)); + sMaxDown = min( iSearchRange, MAXROW - ((sStartGridNo / MAXROW) + 1)); for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++) { @@ -2367,10 +2371,10 @@ INT16 FindNearestOpenableNonDoor( INT16 sStartGridNo ) -INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction ) +INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction ) { - INT16 sGridNo; - INT16 sBestSpot = NOWHERE; + INT32 sGridNo; + INT32 sBestSpot = NOWHERE; INT32 iSearchRange = 4; INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset; @@ -2425,15 +2429,15 @@ INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction ) // stay away from the edges // determine maximum horizontal limits - sMaxLeft = (INT16) min( iSearchRange, (pSoldier->sGridNo % MAXCOL)); + sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL)); //NumMessage("sMaxLeft = ",sMaxLeft); - sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); + sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); //NumMessage("sMaxRight = ",sMaxRight); // determine maximum vertical limits - sMaxUp = (INT16) min( iSearchRange, (pSoldier->sGridNo / MAXROW)); + sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW)); //NumMessage("sMaxUp = ",sMaxUp); - sMaxDown = (INT16) min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); + sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); //NumMessage("sMaxDown = ",sMaxDown); // Call FindBestPath to set flags in all locations that we can @@ -2457,7 +2461,7 @@ INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction ) } } - FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, bAction ), COPYREACHABLE, 0 ); + FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, bAction ), COPYREACHABLE, 0 );//dnl ch50 071009 // Turn off the "reachable" flag for his current location // so we don't consider it @@ -2500,7 +2504,7 @@ INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction ) // calculate the next potential gridno sGridNo = pSoldier->sGridNo + sXOffset + (MAXCOL * sYOffset); sTempDir = GetDirectionFromGridNo ( sGridNo, pSoldier ); - sTempDist = (INT16) GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo , sGridNo ); + sTempDist = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo , sGridNo ); //NumMessage("Testing gridno #",gridno); if ( !(sGridNo >=0 && sGridNo < WORLD_MAX) ) @@ -2566,9 +2570,9 @@ INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction ) -INT16 FindClosestClimbPoint (SOLDIERTYPE *pSoldier, BOOLEAN fClimbUp ) +INT32 FindClosestClimbPoint (SOLDIERTYPE *pSoldier, BOOLEAN fClimbUp ) { - INT16 sBestSpot = NOWHERE; + INT32 sBestSpot = NOWHERE; //DebugMsg( TOPIC_JA2AI , DBG_LEVEL_3 , "FindClosestClimbPoint"); @@ -2581,7 +2585,7 @@ INT16 FindClosestClimbPoint (SOLDIERTYPE *pSoldier, BOOLEAN fClimbUp ) if (fClimbUp) { // For the climb up case, search the nearby limits for a climb up point and take the closest. - INT16 sGridNo; + INT32 sGridNo; static const INT32 iSearchRange = 20; INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset; UINT8 ubTestDir; @@ -2631,7 +2635,7 @@ INT16 FindClosestClimbPoint (SOLDIERTYPE *pSoldier, BOOLEAN fClimbUp ) // Search for the destination climb point on the roof for (ubTestDir=0; ubTestDir < 8; ubTestDir += 2) { - INT16 sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir)); + INT32 sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir)); // And see if it or the ground location is occupied if (gpWorldLevelData[ sTestGridNo ].ubExtFlags[1] & MAPELEMENT_EXT_CLIMBPOINT && (WhoIsThere2( sTestGridNo, 1 ) == NOBODY) && @@ -2668,7 +2672,7 @@ BOOLEAN CanClimbFromHere (SOLDIERTYPE * pSoldier, BOOLEAN fUp ) return FindDirectionForClimbing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel) != DIRECTION_IRRELEVANT; #else BUILDING * pBuilding; - INT16 i; + INT32 i; INT32 iSearchRange = 1; INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset; @@ -2676,14 +2680,14 @@ BOOLEAN CanClimbFromHere (SOLDIERTYPE * pSoldier, BOOLEAN fUp ) // determine maximum horizontal limits - sMaxLeft = (INT16) min( iSearchRange, (pSoldier->sGridNo % MAXCOL)); - sMaxRight = (INT16) min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); + sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL)); + sMaxRight = min( iSearchRange, MAXCOL - ((pSoldier->sGridNo % MAXCOL) + 1)); // determine maximum vertical limits - sMaxUp = (INT16) min( iSearchRange, (pSoldier->sGridNo / MAXROW)); - sMaxDown = (INT16) min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); + sMaxUp = min( iSearchRange, (pSoldier->sGridNo / MAXROW)); + sMaxDown = min( iSearchRange, MAXROW - ((pSoldier->sGridNo / MAXROW) + 1)); - INT16 sGridNo=NOWHERE; + INT32 sGridNo=NOWHERE; for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++) { @@ -2783,7 +2787,7 @@ extern BUILDING gBuildings[ MAX_BUILDINGS ]; extern UINT8 gubNumberOfBuildings; -INT16 FindBestCoverNearTheGridNo(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubSearchRadius ) +INT32 FindBestCoverNearTheGridNo(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubSearchRadius ) { INT32 iPercentBetter; // INT16 sTrueGridNo; @@ -2798,18 +2802,18 @@ INT16 FindBestCoverNearTheGridNo(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubS pSoldier->stats.bWisdom = bRealWisdom; // pSoldier->sGridNo = sTrueGridNo; - - if( sResultGridNo != NOWHERE ) + + if(!TileIsOutOfBounds(sResultGridNo)) return sResultGridNo; else return sGridNo; } -INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel ) +INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel ) { UINT8 ubClimbDir; - INT16 sClimbSpot; + INT32 sClimbSpot; if (bLevel == 0) { diff --git a/TacticalAI/Knowledge.cpp b/TacticalAI/Knowledge.cpp index 51506742..db79d3b8 100644 --- a/TacticalAI/Knowledge.cpp +++ b/TacticalAI/Knowledge.cpp @@ -12,7 +12,7 @@ #include "Soldier macros.h" #endif -void CallAvailableEnemiesTo( INT16 sGridNo ) +void CallAvailableEnemiesTo( INT32 sGridNo ) { INT32 iLoop; INT32 iLoop2; @@ -28,7 +28,7 @@ void CallAvailableEnemiesTo( INT16 sGridNo ) if (!(gTacticalStatus.Team[iLoop].bHuman) && (iLoop != CIV_TEAM)) { // make this team (publicly) aware of the "noise" - gsPublicNoiseGridno[iLoop] = sGridNo; + gsPublicNoiseGridNo[iLoop] = sGridNo; gubPublicNoiseVolume[iLoop] = MAX_MISC_NOISE_DURATION; // new situation for everyone; @@ -49,7 +49,7 @@ void CallAvailableEnemiesTo( INT16 sGridNo ) } } -void CallAvailableTeamEnemiesTo( INT16 sGridno, INT8 bTeam ) +void CallAvailableTeamEnemiesTo( INT32 sGridNo, INT8 bTeam ) { INT32 iLoop2; SOLDIERTYPE * pSoldier; @@ -62,7 +62,7 @@ void CallAvailableTeamEnemiesTo( INT16 sGridno, INT8 bTeam ) if (!(gTacticalStatus.Team[bTeam].bHuman) && (bTeam != CIV_TEAM)) { // make this team (publicly) aware of the "noise" - gsPublicNoiseGridno[bTeam] = sGridno; + gsPublicNoiseGridNo[bTeam] = sGridNo; gubPublicNoiseVolume[bTeam] = MAX_MISC_NOISE_DURATION; // new situation for everyone; @@ -80,7 +80,7 @@ void CallAvailableTeamEnemiesTo( INT16 sGridno, INT8 bTeam ) } } -void CallAvailableKingpinMenTo( INT16 sGridNo ) +void CallAvailableKingpinMenTo( INT32 sGridNo ) { // like call all enemies, but only affects civgroup KINGPIN guys with // NO PROFILE @@ -93,7 +93,7 @@ void CallAvailableKingpinMenTo( INT16 sGridNo ) if (gTacticalStatus.Team[CIV_TEAM].bTeamActive) { // make this team (publicly) aware of the "noise" - gsPublicNoiseGridno[CIV_TEAM] = sGridNo; + gsPublicNoiseGridNo[CIV_TEAM] = sGridNo; gubPublicNoiseVolume[CIV_TEAM] = MAX_MISC_NOISE_DURATION; // new situation for everyone... @@ -109,7 +109,7 @@ void CallAvailableKingpinMenTo( INT16 sGridNo ) } } -void CallEldinTo( INT16 sGridNo ) +void CallEldinTo( INT32 sGridNo ) { // like call all enemies, but only affects Eldin SOLDIERTYPE * pSoldier; @@ -150,24 +150,24 @@ void CallEldinTo( INT16 sGridNo ) } -INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN * pfClimbingNecessary, BOOLEAN * pfReachable ) +INT32 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN * pfClimbingNecessary, BOOLEAN * pfReachable ) { UINT32 uiLoop; INT8 * pbPersOL, * pbPublOL; - INT16 *psLastLoc,*psNoiseGridNo; + INT32 *psLastLoc,*psNoiseGridNo; INT8 * pbNoiseLevel; INT8 *pbLastLevel; UINT8 *pubNoiseVolume; INT32 iDistAway; INT32 iNoiseValue, iBestValue = -10000; - INT16 sBestGridNo = NOWHERE; + INT32 sBestGridNo = NOWHERE; INT8 bBestLevel = 0; - INT16 sClimbingGridNo; + INT32 sClimbingGridNo; BOOLEAN fClimbingNecessary = FALSE; SOLDIERTYPE * pTemp; pubNoiseVolume = &gubPublicNoiseVolume[pSoldier->bTeam]; - psNoiseGridNo = &gsPublicNoiseGridno[pSoldier->bTeam]; + psNoiseGridNo = &gsPublicNoiseGridNo[pSoldier->bTeam]; pbNoiseLevel = &gbPublicNoiseLevel[pSoldier->bTeam]; psLastLoc = gsLastKnownOppLoc[pSoldier->ubID]; @@ -226,8 +226,8 @@ INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN } - // if any "misc. noise" was also heard recently - if (pSoldier->aiData.sNoiseGridno != NOWHERE) + // if any "misc. noise" was also heard recently + if (!TileIsOutOfBounds(pSoldier->aiData.sNoiseGridno)) { if ( pSoldier->bNoiseLevel != pSoldier->pathing.bLevel || PythSpacesAway( pSoldier->sGridNo, pSoldier->aiData.sNoiseGridno ) >= 6 || SoldierTo3DLocationLineOfSightTest( pSoldier, pSoldier->aiData.sNoiseGridno, pSoldier->bNoiseLevel, 0, FALSE, NO_DISTANCE_LIMIT ) == 0 ) { @@ -253,9 +253,8 @@ INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN // if any recent PUBLIC "misc. noise" is also known if ( (pSoldier->bTeam != CIV_TEAM) || ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) ) - { - - if (*psNoiseGridNo != NOWHERE) + { + if (!TileIsOutOfBounds(*psNoiseGridNo)) { // if we are NOT there (at the noise gridno) if ( *pbNoiseLevel != pSoldier->pathing.bLevel || PythSpacesAway( pSoldier->sGridNo, *psNoiseGridNo ) >= 6 || SoldierTo3DLocationLineOfSightTest( pSoldier, *psNoiseGridNo, *pbNoiseLevel, 0, FALSE, NO_DISTANCE_LIMIT ) == 0 ) @@ -274,8 +273,8 @@ INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN } } - - if (sBestGridNo != NOWHERE && pfReachable ) + + if (!TileIsOutOfBounds(sBestGridNo) && pfReachable ) { *pfReachable = TRUE; @@ -300,8 +299,8 @@ INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN // of where we have to climb to instead sClimbingGridNo = GetInterveningClimbingLocation( pSoldier, sBestGridNo, bBestLevel, &fClimbingNecessary ); if ( fClimbingNecessary ) - { - if ( sClimbingGridNo == NOWHERE ) + { + if (TileIsOutOfBounds(sClimbingGridNo)) { // can't investigate! *pfReachable = FALSE; @@ -329,8 +328,8 @@ INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN *pfClimbingNecessary = fClimbingNecessary; } -#ifdef DEBUGDECISIONS - if (sBestGridNo != NOWHERE) +#ifdef DEBUGDECISIONS + if (!TileIsOutOfBounds(sBestGridNo)) AINumMessage("MOST IMPORTANT NOISE HEARD FROM GRID #",sBestGridNo); #endif diff --git a/TacticalAI/Medical.cpp b/TacticalAI/Medical.cpp index 6ec35637..6ad26b7c 100644 --- a/TacticalAI/Medical.cpp +++ b/TacticalAI/Medical.cpp @@ -38,7 +38,7 @@ BOOLEAN CanCharacterBeAutoBandagedByTeammate( SOLDIERTYPE *pSoldier ); //c an this grunt help anyone else out? BOOLEAN CanCharacterAutoBandageTeammate( SOLDIERTYPE *pSoldier ); -BOOLEAN FindAutobandageClimbPoint( INT16 sDesiredGridNo, BOOLEAN fClimbUp ) +BOOLEAN FindAutobandageClimbPoint( INT32 sDesiredGridNo, BOOLEAN fClimbUp ) { // checks for existance of location to climb up to building, not occupied by a medic BUILDING * pBuilding; @@ -230,16 +230,16 @@ BOOLEAN CanCharacterBeAutoBandagedByTeammate( SOLDIERTYPE *pSoldier ) INT8 FindBestPatient( SOLDIERTYPE * pSoldier, BOOLEAN * pfDoClimb ) { UINT8 cnt, cnt2; - INT16 bBestPriority = 0, sBestAdjGridNo = NOWHERE; - INT16 sPatientGridNo = NOWHERE, sBestPatientGridNo = NOWHERE; + INT32 bBestPriority = 0, sBestAdjGridNo = NOWHERE; + INT32 sPatientGridNo = NOWHERE, sBestPatientGridNo = NOWHERE; INT16 sShortestPath = 1000, sPathCost, sOtherMedicPathCost; SOLDIERTYPE * pPatient; SOLDIERTYPE * pBestPatient = NULL; SOLDIERTYPE * pOtherMedic; INT8 bPatientPriority; UINT8 ubDirection; - INT16 sAdjustedGridNo, sAdjacentGridNo, sOtherAdjacentGridNo; - INT16 sClimbGridNo, sBestClimbGridNo = NOWHERE, sShortestClimbPath = 1000; + INT32 sAdjustedGridNo, sAdjacentGridNo, sOtherAdjacentGridNo; + INT32 sClimbGridNo, sBestClimbGridNo = NOWHERE, sShortestClimbPath = 1000; BOOLEAN fClimbingNecessary; gubGlobalPathFlags = PATH_THROUGH_PEOPLE; @@ -394,8 +394,8 @@ INT8 FindBestPatient( SOLDIERTYPE * pSoldier, BOOLEAN * pfDoClimb ) pSoldier->aiData.usActionData = sBestAdjGridNo; return( AI_ACTION_GET_CLOSER ); } - } - else if (sBestClimbGridNo != NOWHERE ) + } + else if (!TileIsOutOfBounds(sBestClimbGridNo)) { *pfDoClimb = TRUE; pSoldier->aiData.usActionData = sBestClimbGridNo; diff --git a/TacticalAI/Movement.cpp b/TacticalAI/Movement.cpp index d963a50d..7e60dbf4 100644 --- a/TacticalAI/Movement.cpp +++ b/TacticalAI/Movement.cpp @@ -34,32 +34,29 @@ extern INT16 DirYIncrementer[8]; // GoAsFarAsPossibleTowards - C.O. stuff related to current animation esp first aid // SetCivilianDestination - C.O. stuff for if we don't control the civ -int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubPathMode, UINT8 ubWaterOK, UINT8 fFlags) +int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubPathMode, UINT8 ubWaterOK, UINT8 fFlags) { BOOLEAN fSkipTilesWithMercs; - if ((sGridno < 0) || (sGridno >= GRIDSIZE)) + if ((sGridNo < 0) || (sGridNo >= GRIDSIZE)) { #ifdef RECORDNET - fprintf(NetDebugFile,"LegalNPC->pathing.sDestination: ERROR - rcvd invalid gridno %d",gridno); + fprintf(NetDebugFile,"LegalNPC->pathing.sDestination: ERROR - rcvd invalid gridno %d",GridNo); #endif #ifdef BETAVERSION - NumMessage("LegalNPC->pathing.sDestination: ERROR - rcvd invalid gridno ",gridno); + NumMessage("LegalNPC->pathing.sDestination: ERROR - rcvd invalid gridno ",GridNo); #endif return(FALSE); } - // return false if gridno on different level from merc - if ( GridNoOnVisibleWorldTile( pSoldier->sGridNo ) && gpWorldLevelData[ pSoldier->sGridNo ].sHeight != gpWorldLevelData[ sGridno ].sHeight ) - { - return( FALSE ); - } - + //dnl ch53 121009 Return false if gridno on different level from merc or inside unvisible area + if ((GridNoOnVisibleWorldTile(pSoldier->sGridNo) && gpWorldLevelData[pSoldier->sGridNo].sHeight != gpWorldLevelData[sGridNo].sHeight) || !GridNoOnVisibleWorldTile(sGridNo)) + return(FALSE); // skip mercs if turnbased and adjacent AND not doing an IGNORE_PATH check (which is used almost exclusively by GoAsFarAsPossibleTowards) - fSkipTilesWithMercs = (gfTurnBasedAI && ubPathMode != IGNORE_PATH && SpacesAway( pSoldier->sGridNo, sGridno ) == 1 ); + fSkipTilesWithMercs = (gfTurnBasedAI && ubPathMode != IGNORE_PATH && SpacesAway( pSoldier->sGridNo, sGridNo ) == 1 ); // if this gridno is an OK destination // AND the gridno is NOT in a tear-gassed tile when we have no gas mask @@ -68,10 +65,10 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubPathMode, // AND the gridno hasn't been black-listed for us // Nov 28 98: skip people in destination tile if in turnbased - if ( ( NewOKDestination(pSoldier, sGridno, fSkipTilesWithMercs, pSoldier->pathing.bLevel ) ) && - ( !InGas( pSoldier, sGridno ) ) && - ( sGridno != pSoldier->sGridNo ) && - ( sGridno != pSoldier->pathing.sBlackList ) ) + if ( ( NewOKDestination(pSoldier, sGridNo, fSkipTilesWithMercs, pSoldier->pathing.bLevel ) ) && + ( !InGas( pSoldier, sGridNo ) ) && + ( sGridNo != pSoldier->sGridNo ) && + ( sGridNo != pSoldier->pathing.sBlackList ) ) /* if ( ( NewOKDestination(pSoldier, sGridno, FALSE, pSoldier->pathing.bLevel ) ) && ( !(gpWorldLevelData[ sGridno ].ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) || ( pSoldier->inv[ HEAD1POS ].usItem == GASMASK || pSoldier->inv[ HEAD2POS ].usItem == GASMASK ) ) && @@ -86,16 +83,16 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubPathMode, { // if water's a problem, and gridno is in a water tile (bridges are OK) - if (!ubWaterOK && Water(sGridno)) + if (!ubWaterOK && Water(sGridNo)) return(FALSE); //Madd: added to prevent people from running into gas and fire - if ( (gpWorldLevelData[sGridno].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) && + if ( (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) && FindGasMask(pSoldier) == NO_SLOT ) { return( FALSE ); } - if ( gpWorldLevelData[sGridno].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS ) + if ( gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS ) { return( FALSE ); } @@ -108,7 +105,7 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubPathMode, // for example), don't bother case IGNORE_PATH : return(TRUE); - case ENSURE_PATH : if ( FindBestPath( pSoldier, sGridno, pSoldier->pathing.bLevel, WALKING, COPYROUTE, fFlags ) ) + case ENSURE_PATH : if ( FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, COPYROUTE, fFlags ) ) { return(TRUE); // legal destination } @@ -118,7 +115,7 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubPathMode, return(FALSE); } // *** NOTE: movement mode hardcoded to WALKING !!!!! - case ENSURE_PATH_COST: return(PlotPath(pSoldier,sGridno,FALSE,FALSE,FALSE,WALKING,FALSE,FALSE,0)); + case ENSURE_PATH_COST: return(PlotPath(pSoldier,sGridNo,FALSE,FALSE,FALSE,WALKING,FALSE,FALSE,0)); default : #ifdef BETAVERSION @@ -134,7 +131,7 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubPathMode, -int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT16 sGridno) +int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT32 sGridNo) { UINT8 ubGottaCancel = FALSE; UINT8 ubSuccess = FALSE; @@ -142,7 +139,7 @@ int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT16 sGridno) // have to make sure the old destination is still legal (somebody may // have occupied the destination gridno in the meantime!) - if (LegalNPCDestination(pSoldier,sGridno,ENSURE_PATH,WATEROK,0)) + if (LegalNPCDestination(pSoldier,sGridNo,ENSURE_PATH,WATEROK,0)) { #ifdef DEBUGDECISIONS STR tempstr; @@ -153,12 +150,12 @@ int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT16 sGridno) pSoldier->pathing.bPathStored = TRUE; // optimization - Ian // make him go to it (needed to continue movement across multiple turns) - NewDest(pSoldier,sGridno); + NewDest(pSoldier,sGridNo); ubSuccess = TRUE; // make sure that it worked (check that pSoldier->pathing.sDestination == pSoldier->sGridNo) - if (pSoldier->pathing.sDestination == sGridno) + if (pSoldier->pathing.sDestination == sGridNo) { ubSuccess = TRUE; } @@ -207,26 +204,26 @@ int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT16 sGridno) { // this is an escorted NPC, don't want to just completely stop // moving, try to find a nearby "next best" destination if possible - pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards(pSoldier,sGridno,pSoldier->aiData.bAction); + pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards(pSoldier,sGridNo,pSoldier->aiData.bAction); - // if it's not possible to get any closer - if (pSoldier->aiData.usActionData == NOWHERE) + // if it's not possible to get any closer + if (TileIsOutOfBounds(pSoldier->aiData.usActionData)) { ubGottaCancel = TRUE; } else { // change his desired destination to this new one - sGridno = pSoldier->aiData.usActionData; + sGridNo = pSoldier->aiData.usActionData; // GoAsFar... sets pathStored TRUE only if he could go all the way // make him go to it (needed to continue movement across multiple turns) - NewDest(pSoldier,sGridno); + NewDest(pSoldier,sGridNo); // make sure that it worked (check that pSoldier->pathing.sDestination == pSoldier->sGridNo) - if (pSoldier->pathing.sDestination == sGridno) + if (pSoldier->pathing.sDestination == sGridNo) ubSuccess = TRUE; else ubGottaCancel = TRUE; @@ -248,7 +245,7 @@ int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT16 sGridno) -INT16 NextPatrolPoint(SOLDIERTYPE *pSoldier) +INT32 NextPatrolPoint(SOLDIERTYPE *pSoldier) { // patrol slot 0 is UNUSED, so max patrolCnt is actually only 9 if ((pSoldier->aiData.bPatrolCnt < 1) || (pSoldier->aiData.bPatrolCnt >= MAXPATROLGRIDS)) @@ -276,7 +273,7 @@ INT16 NextPatrolPoint(SOLDIERTYPE *pSoldier) INT8 PointPatrolAI(SOLDIERTYPE *pSoldier) { - INT16 sPatrolPoint; + INT32 sPatrolPoint; INT8 bOldOrders; #ifdef DEBUGDECISIONS STR16 tempstr; @@ -291,8 +288,8 @@ INT8 PointPatrolAI(SOLDIERTYPE *pSoldier) do { sPatrolPoint = NextPatrolPoint(pSoldier); - } - while ((sPatrolPoint != NOWHERE) && (NewOKDestination(pSoldier,sPatrolPoint,IGNOREPEOPLE, pSoldier->pathing.bLevel) < 1)); + } + while (( !TileIsOutOfBounds(sPatrolPoint)) && (NewOKDestination(pSoldier,sPatrolPoint,IGNOREPEOPLE, pSoldier->pathing.bLevel) < 1)); // if we're back where we started, then ALL other patrol points are junk! if (pSoldier->sGridNo == sPatrolPoint) @@ -305,8 +302,8 @@ INT8 PointPatrolAI(SOLDIERTYPE *pSoldier) } } - // if we don't have a legal patrol point - if (sPatrolPoint == NOWHERE) + // if we don't have a legal patrol point + if (TileIsOutOfBounds(sPatrolPoint)) { #ifdef BETAVERSION NumMessage("PointPatrolAI: ERROR - no legal patrol point for %d",pSoldier->ubID); @@ -336,8 +333,8 @@ INT8 PointPatrolAI(SOLDIERTYPE *pSoldier) pSoldier->aiData.bOrders = bOldOrders; - // if it's not possible to get any closer, that's OK, but fail this call - if (pSoldier->aiData.usActionData == NOWHERE) + // if it's not possible to get any closer, that's OK, but fail this call + if (TileIsOutOfBounds(pSoldier->aiData.usActionData)) return(FALSE); } @@ -356,7 +353,7 @@ INT8 RandomPointPatrolAI(SOLDIERTYPE *pSoldier) #ifdef DEBUGDECISIONS STR16 tempstr; #endif - INT16 sPatrolPoint; + INT32 sPatrolPoint; INT8 bOldOrders, bPatrolIndex; INT8 bCnt; @@ -375,8 +372,8 @@ INT8 RandomPointPatrolAI(SOLDIERTYPE *pSoldier) bPatrolIndex = (INT8) PreRandom( pSoldier->aiData.bPatrolCnt ) + 1; sPatrolPoint = pSoldier->aiData.sPatrolGrid[ bPatrolIndex]; bCnt++; - } - while ( (sPatrolPoint == pSoldier->sGridNo) || ( (sPatrolPoint != NOWHERE) && (bCnt < pSoldier->aiData.bPatrolCnt) && (NewOKDestination(pSoldier,sPatrolPoint,IGNOREPEOPLE, pSoldier->pathing.bLevel ) < 1)) ); + } + while ( (sPatrolPoint == pSoldier->sGridNo) || ( (!TileIsOutOfBounds(sPatrolPoint)) && (bCnt < pSoldier->aiData.bPatrolCnt) && (NewOKDestination(pSoldier,sPatrolPoint,IGNOREPEOPLE, pSoldier->pathing.bLevel ) < 1)) ); if (bCnt == pSoldier->aiData.bPatrolCnt) { @@ -385,8 +382,8 @@ INT8 RandomPointPatrolAI(SOLDIERTYPE *pSoldier) do { sPatrolPoint = NextPatrolPoint(pSoldier); - } - while ((sPatrolPoint != NOWHERE) && (NewOKDestination(pSoldier,sPatrolPoint,IGNOREPEOPLE, pSoldier->pathing.bLevel) < 1)); + } + while ((!TileIsOutOfBounds(sPatrolPoint)) && (NewOKDestination(pSoldier,sPatrolPoint,IGNOREPEOPLE, pSoldier->pathing.bLevel) < 1)); } // do nothing this time around @@ -396,8 +393,8 @@ INT8 RandomPointPatrolAI(SOLDIERTYPE *pSoldier) } } - // if we don't have a legal patrol point - if (sPatrolPoint == NOWHERE) + // if we don't have a legal patrol point + if (TileIsOutOfBounds(sPatrolPoint)) { #ifdef BETAVERSION NumMessage("PointPatrolAI: ERROR - no legal patrol point for %d",pSoldier->ubID); @@ -426,8 +423,8 @@ INT8 RandomPointPatrolAI(SOLDIERTYPE *pSoldier) pSoldier->aiData.bOrders = bOldOrders; - // if it's not possible to get any closer, that's OK, but fail this call - if (pSoldier->aiData.usActionData == NOWHERE) + // if it's not possible to get any closer, that's OK, but fail this call + if (TileIsOutOfBounds(pSoldier->aiData.usActionData)) return(FALSE); } @@ -443,14 +440,14 @@ INT8 RandomPointPatrolAI(SOLDIERTYPE *pSoldier) -INT16 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, INT16 bReserveAPs, INT8 bAction, INT8 fFlags ) +INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, INT16 bReserveAPs, INT8 bAction, INT8 fFlags ) { #ifdef DEBUGDECISIONS STR16 tempstr; #endif - INT16 sLoop,sAPCost; - INT16 sTempDest,sGoToGrid; - INT16 sOrigin; + INT32 sLoop,sAPCost; + INT32 sTempDest,sGoToGrid; + INT32 sOrigin; UINT16 usMaxDist; UINT8 ubDirection,ubDirsLeft,ubDirChecked[8],fFound = FALSE; INT8 bAPsLeft, fPathFlags; @@ -483,8 +480,8 @@ INT16 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, IN { if ( InARoom( pSoldier->aiData.sPatrolGrid[0], &ubRoomRequired ) ) { - // make sure this doesn't interfere with pathing for scripts - if ( pSoldier->sAbsoluteFinalDestination != NOWHERE ) + // make sure this doesn't interfere with pathing for scripts + if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination)) { ubRoomRequired = 0; } @@ -787,14 +784,14 @@ INT16 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, IN } } -INT16 GoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, INT8 bAction) +INT32 GoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, INT8 bAction) { return( InternalGoAsFarAsPossibleTowards( pSoldier, sDesGrid, -1, bAction, 0 ) ); } void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier) { - INT16 sNewGridNo,bAPCost; + INT32 usNewGridNo,bAPCost; // turn off the flag now that we're going to do something about it... @@ -807,7 +804,7 @@ void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier) return; } - if (pSoldier->aiData.usActionData >= NOWHERE) + if (TileIsOutOfBounds(pSoldier->aiData.usActionData)) { CancelAIAction(pSoldier,DONTFORCE); return; @@ -844,15 +841,15 @@ void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier) #endif } - sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ); + usNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ); // Find out how much it takes to move here! - bAPCost = EstimateActionPointCost( pSoldier, sNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], pSoldier->usUIMovementMode, (INT8) pSoldier->pathing.usPathIndex, (INT8) pSoldier->pathing.usPathDataSize ); + bAPCost = EstimateActionPointCost( pSoldier, usNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], pSoldier->usUIMovementMode, (INT8) pSoldier->pathing.usPathIndex, (INT8) pSoldier->pathing.usPathDataSize ); - if (pSoldier->bActionPoints >= bAPCost ) + if (pSoldier->bActionPoints >= bAPCost) { // seems to have enough points... - NewDest(pSoldier,sNewGridNo); + NewDest(pSoldier,usNewGridNo); // maybe we didn't actually start the action last turn... pSoldier->aiData.bActionInProgress = TRUE; #ifdef TESTAI @@ -913,7 +910,7 @@ void HaltMoveForSoldierOutOfPoints(SOLDIERTYPE *pSoldier) } } -void SetCivilianDestination(UINT8 ubWho, INT16 sGridno) +void SetCivilianDestination(UINT8 ubWho, INT32 sGridNo) { SOLDIERTYPE *pSoldier; @@ -926,10 +923,10 @@ void SetCivilianDestination(UINT8 ubWho, INT16 sGridno) { */ // if the destination is different from what he has now - if (pSoldier->aiData.usActionData != sGridno) + if (pSoldier->aiData.usActionData != sGridNo) { // store his new destination - pSoldier->aiData.usActionData = sGridno; + pSoldier->aiData.usActionData = sGridNo; // and cancel any movement in progress that he was still engaged in pSoldier->aiData.bAction = AI_ACTION_NONE; @@ -964,7 +961,7 @@ void SetCivilianDestination(UINT8 ubWho, INT16 sGridno) #define RADIUS 3 -INT16 TrackScent( SOLDIERTYPE * pSoldier ) +INT32 TrackScent( SOLDIERTYPE * pSoldier ) { // This function returns the best gridno to go to based on the scent being followed, // and the soldier (creature/animal)'s current direction (which is used to resolve @@ -1037,8 +1034,8 @@ INT16 TrackScent( SOLDIERTYPE * pSoldier ) } } else if (ubStrength == ubBestStrength) - { - if (iBestGridNo == NOWHERE) + { + if (TileIsOutOfBounds(iBestGridNo)) { // first place we've found with the same strength iBestGridNo = iGridNo; @@ -1074,11 +1071,11 @@ INT16 TrackScent( SOLDIERTYPE * pSoldier ) else { // who else can track? - } - if (iBestGridNo != NOWHERE ) + } + if (!TileIsOutOfBounds(iBestGridNo)) { - pSoldier->aiData.usActionData = (INT16) iBestGridNo; - return( (INT16) iBestGridNo ); + pSoldier->aiData.usActionData = iBestGridNo; + return( iBestGridNo ); } return( 0 ); } diff --git a/TacticalAI/NPC.cpp b/TacticalAI/NPC.cpp index 51818a2e..16b3337d 100644 --- a/TacticalAI/NPC.cpp +++ b/TacticalAI/NPC.cpp @@ -53,6 +53,9 @@ class OBJECTTYPE; class SOLDIERTYPE; +// WANNE - BMP: DONE! +//SB: new .npc format +#define NPCEX_SIGNATURE 0x00070000 #define NUM_CIVQUOTE_SECTORS 20 #define MINERS_CIV_QUOTE_INDEX 16 @@ -82,13 +85,13 @@ INT16 gsCivQuoteSector[NUM_CIVQUOTE_SECTORS][2] = 0, 0, }; -#define NO_FACT (MAX_FACTS - 1) -#define NO_QUEST 255 +#define NO_FACT (MAX_FACTS - 1) +#define NO_QUEST 255 #define QUEST_NOT_STARTED_NUM 100 -#define QUEST_DONE_NUM 200 -#define NO_QUOTE 255 -#define IRRELEVANT 255 -#define NO_MOVE 65535 +#define QUEST_DONE_NUM 200 +#define NO_QUOTE 255 +#define IRRELEVANT 255 +#define NO_MOVE NOWHERE//dnl ch46 031009 NPCQuoteInfo * gpNPCQuoteInfoArray[NUM_PROFILES] = { NULL }; NPCQuoteInfo * gpBackupNPCQuoteInfoArray[NUM_PROFILES] = { NULL }; @@ -125,6 +128,7 @@ extern void PayOffSkyriderDebtIfAny( ); // NPC QUOTE LOW LEVEL ROUTINES // +// WANNE - BMP: DONE! NPCQuoteInfo * LoadQuoteFile( UINT8 ubNPC ) { CHAR8 zFileName[255]; @@ -132,6 +136,7 @@ NPCQuoteInfo * LoadQuoteFile( UINT8 ubNPC ) NPCQuoteInfo * pFileData; UINT32 uiBytesRead; UINT32 uiFileSize; + DWORD uiSignature = 0; // SB // WANNE - BMP: DONE! if ( ubNPC == PETER || ubNPC == ALBERTO || ubNPC == CARLO ) { @@ -169,31 +174,107 @@ NPCQuoteInfo * LoadQuoteFile( UINT8 ubNPC ) hFile = FileOpen( zFileName, FILE_ACCESS_READ, FALSE ); CHECKN( hFile ); - uiFileSize = sizeof( NPCQuoteInfo ) * NUM_NPC_QUOTE_RECORDS; - pFileData = (NPCQuoteInfo *)MemAlloc( uiFileSize ); - if (pFileData) + // WANNE - BMP: DONE! + // new script format + if (!FileRead( hFile, &uiSignature, sizeof(uiSignature), &uiBytesRead ) || uiBytesRead != sizeof(uiSignature) ) + return NULL; + + if(uiSignature == NPCEX_SIGNATURE)//new fmt { - if (!FileRead( hFile, pFileData, uiFileSize, &uiBytesRead ) || uiBytesRead != uiFileSize ) + uiFileSize = sizeof( NPCQuoteInfo ) * NUM_NPC_QUOTE_RECORDS; + pFileData = (NPCQuoteInfo *)MemAlloc( uiFileSize ); + if (pFileData) { - MemFree( pFileData ); - pFileData = NULL; + if (!FileRead( hFile, pFileData, uiFileSize, &uiBytesRead ) || uiBytesRead != uiFileSize ) + { + MemFree( pFileData ); + pFileData = NULL; + } } + + FileClose( hFile ); + } + else //old fmt - make conversion + { + int iRecord; + _old_NPCQuoteInfo * pFileData_old_; + uiFileSize = sizeof( _old_NPCQuoteInfo ) * NUM_NPC_QUOTE_RECORDS; + pFileData_old_ = ( _old_NPCQuoteInfo * )MemAlloc( uiFileSize ); + FileSeek(hFile, 0, FILE_SEEK_FROM_START); + if (pFileData_old_) + { + if (!FileRead( hFile, pFileData_old_, uiFileSize, &uiBytesRead ) || uiBytesRead != uiFileSize ) + { + MemFree( pFileData_old_ ); + pFileData_old_ = NULL; + } + } + + FileClose( hFile ); + //check for Russian script & make a runtime conversion of it to International + if( *(DWORD*)pFileData_old_ == 0x00350039 ) + { + //just offset records 4 bytes backward + _old_NPCQuoteInfo * pEnglishScript = ( _old_NPCQuoteInfo * )MemAlloc( uiFileSize ); + memcpy( pEnglishScript, ((char*)pFileData_old_)+4, uiFileSize-4 ); + MemFree( pFileData_old_ ); + pFileData_old_ = pEnglishScript; + } + + // Now it's time for conversion + uiFileSize = sizeof(NPCQuoteInfo) * NUM_NPC_QUOTE_RECORDS; + pFileData = (NPCQuoteInfo*)MemAlloc(uiFileSize); + for(iRecord=0; iRecord check for Russian script & make a runtime conversion of it to International :D -// just offset ptr 4 bytes backward - if( *(DWORD*)pFileData == 0x00350039 ) - { - NPCQuoteInfo * pEnglishScript = (NPCQuoteInfo *) MemAlloc( uiFileSize ); - memcpy( pEnglishScript, ((char*)pFileData)+4, uiFileSize-4 ); - MemFree( pFileData ); - return( pEnglishScript ); - } -// + // + // new script format return( pFileData ); } +//dnl ch46 021009 +NPCQuoteInfo& NPCQuoteInfo::operator=(const _old_NPCQuoteInfo& src) +{ + if((void*)this != (void*)&src) + { + fFlags = src.fFlags; + if(src.sRequiredGridno < 0) + { + sRequiredItem = NOTHING; + sRequiredGridNo = -src.sRequiredGridno; + } + else + { + sRequiredItem = src.sRequiredItem; + sRequiredGridNo = NOWHERE; + } + usFactMustBeTrue = src.usFactMustBeTrue; + usFactMustBeFalse = src.usFactMustBeFalse; + ubQuest = src.ubQuest; + ubFirstDay = src.ubFirstDay; + ubLastDay = src.ubLastDay; + ubApproachRequired = src.ubApproachRequired; + ubOpinionRequired = src.ubOpinionRequired; + ubUnused = 0; + ubQuoteNum = src.ubQuoteNum; + ubNumQuotes = src.ubNumQuotes; + ubStartQuest = src.ubStartQuest; + ubEndQuest = src.ubEndQuest; + ubTriggerNPC = src.ubTriggerNPC; + ubTriggerNPCRec = src.ubTriggerNPCRec; + usSetFactTrue = src.usSetFactTrue; + usGiftItem = src.usGiftItem; + sActionData = src.sActionData; + if(src.usGoToGridno >= OLD_WORLD_MAX) + usGoToGridNo = NOWHERE; + else + usGoToGridNo = src.usGoToGridno; + } + return(*this); +} + void RevertToOriginalQuoteFile( UINT8 ubNPC ) { if ( gpBackupNPCQuoteInfoArray[ ubNPC ] && gpNPCQuoteInfoArray[ubNPC] ) @@ -718,13 +799,11 @@ UINT8 NPCConsiderTalking( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach, UINT8 ubRec { continue; } - } - else if ( pNPCQuoteInfo->sRequiredGridno < 0 ) + } + else if(!TileIsOutOfBounds(pNPCQuoteInfo->sRequiredGridNo))//dnl ch46 031009 { - if ( pSoldier->sGridNo != -(pNPCQuoteInfo->sRequiredGridno) ) - { + if(pSoldier->sGridNo != pNPCQuoteInfo->sRequiredGridNo) continue; - } } if ( NPCConsiderQuote( ubNPC, ubMerc, bApproach, ubLoop, ubTalkDesire, pNPCQuoteInfoArray ) ) @@ -1462,7 +1541,7 @@ UINT8 NPCConsiderQuote( UINT8 ubNPC, UINT8 ubMerc, UINT8 ubApproach, UINT8 ubQuo } -void ReplaceLocationInNPCData( NPCQuoteInfo * pNPCQuoteInfoArray, INT16 sOldGridNo, INT16 sNewGridNo ) +void ReplaceLocationInNPCData( NPCQuoteInfo * pNPCQuoteInfoArray, INT32 sOldGridNo, INT32 sNewGridNo ) { UINT8 ubFirstQuoteRecord, ubLastQuoteRecord, ubLoop; NPCQuoteInfo * pNPCQuoteInfo; @@ -1472,18 +1551,16 @@ void ReplaceLocationInNPCData( NPCQuoteInfo * pNPCQuoteInfoArray, INT16 sOldGrid for (ubLoop = ubFirstQuoteRecord; ubLoop <= ubLastQuoteRecord; ubLoop++) { pNPCQuoteInfo = &(pNPCQuoteInfoArray[ ubLoop ]); - if (sOldGridNo == -pNPCQuoteInfo->sRequiredGridno) + if(sOldGridNo == pNPCQuoteInfo->sRequiredGridNo)//dnl ch46 031009 + pNPCQuoteInfo->sRequiredGridNo = sNewGridNo; + if (sOldGridNo == pNPCQuoteInfo->usGoToGridNo) { - pNPCQuoteInfo->sRequiredGridno = -sNewGridNo; - } - if (sOldGridNo == pNPCQuoteInfo->usGoToGridno) - { - pNPCQuoteInfo->usGoToGridno = sNewGridNo; + pNPCQuoteInfo->usGoToGridNo = sNewGridNo; } } } -void ReplaceLocationInNPCDataFromProfileID( UINT8 ubNPC, INT16 sOldGridNo, INT16 sNewGridNo ) +void ReplaceLocationInNPCDataFromProfileID( UINT8 ubNPC, INT32 sOldGridNo, INT32 sNewGridNo ) { NPCQuoteInfo * pNPCQuoteInfoArray; @@ -2066,7 +2143,7 @@ void Converse( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach, UINT32 uiApproachData } NPCDoAction( ubNPC, (UINT16) -(pQuotePtr->sActionData), ubRecordNum ); } - else if ( pQuotePtr->usGoToGridno == NO_MOVE && pQuotePtr->sActionData > 0 ) + else if ( pQuotePtr->usGoToGridNo == NO_MOVE && pQuotePtr->sActionData > 0 ) { pSoldier = FindSoldierByProfileID( ubNPC, FALSE ); ZEROTIMECOUNTER( pSoldier->timeCounters.AICounter ); @@ -2079,7 +2156,7 @@ void Converse( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach, UINT32 uiApproachData } // Movement? - if ( pQuotePtr->usGoToGridno != NO_MOVE ) + if ( pQuotePtr->usGoToGridNo != NO_MOVE ) { pSoldier = FindSoldierByProfileID( ubNPC, FALSE ); @@ -2089,7 +2166,7 @@ void Converse( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach, UINT32 uiApproachData // make sure he has keys pSoldier->flags.bHasKeys = TRUE; } - if (pSoldier && pSoldier->sGridNo == pQuotePtr->usGoToGridno ) + if (pSoldier && pSoldier->sGridNo == pQuotePtr->usGoToGridNo ) { // search for quotes to trigger immediately! pSoldier->ubQuoteRecord = ubRecordNum + 1; // add 1 so that the value is guaranteed nonzero @@ -2108,14 +2185,14 @@ void Converse( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach, UINT32 uiApproachData if (pQuotePtr->sActionData == NPC_ACTION_TELEPORT_NPC) { - BumpAnyExistingMerc( pQuotePtr->usGoToGridno ); - TeleportSoldier( pSoldier, pQuotePtr->usGoToGridno, FALSE ); + BumpAnyExistingMerc( pQuotePtr->usGoToGridNo ); + TeleportSoldier( pSoldier, pQuotePtr->usGoToGridNo, FALSE ); // search for quotes to trigger immediately! NPCReachedDestination( pSoldier, FALSE ); } else { - NPCGotoGridNo( ubNPC, pQuotePtr->usGoToGridno, ubRecordNum ); + NPCGotoGridNo( ubNPC, pQuotePtr->usGoToGridNo, ubRecordNum ); } } } @@ -2178,9 +2255,9 @@ void Converse( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach, UINT32 uiApproachData } } -INT16 NPCConsiderInitiatingConv( SOLDIERTYPE * pNPC, UINT8 * pubDesiredMerc ) +INT32 NPCConsiderInitiatingConv( SOLDIERTYPE * pNPC, UINT8 * pubDesiredMerc ) { - INT16 sMyGridNo, sDist, sDesiredMercDist = 100; + INT32 sMyGridNo, sDist, sDesiredMercDist = 100; UINT8 ubNPC, ubMerc, ubDesiredMerc = NOBODY; UINT8 ubTalkDesire, ubHighestTalkDesire = 0; SOLDIERTYPE * pMerc; @@ -2352,7 +2429,7 @@ void NPCReachedDestination( SOLDIERTYPE * pNPC, BOOLEAN fAlreadyThere ) // (indicated by a negative gridno in the has-item field) // or an action to perform once we reached this gridno - if ( pNPC->sGridNo == pQuotePtr->usGoToGridno ) + if ( pNPC->sGridNo == pQuotePtr->usGoToGridNo ) { // check for an after-move action if ( pQuotePtr->sActionData > 0) @@ -2364,7 +2441,7 @@ void NPCReachedDestination( SOLDIERTYPE * pNPC, BOOLEAN fAlreadyThere ) for ( ubLoop = 0; ubLoop < NUM_NPC_QUOTE_RECORDS; ubLoop++ ) { pQuotePtr = &(pNPCQuoteInfoArray[ubLoop]); - if ( pNPC->sGridNo == -(pQuotePtr->sRequiredGridno ) ) + if ( pNPC->sGridNo == pQuotePtr->sRequiredGridNo )//dnl ch46 031009 { if ( NPCConsiderQuote( ubNPC, 0, TRIGGER_NPC, ubLoop, 0, pNPCQuoteInfoArray ) ) { @@ -2468,7 +2545,7 @@ void PCsNearNPC( UINT8 ubNPC ) for ( ubLoop = 0; ubLoop < NUM_NPC_QUOTE_RECORDS; ubLoop++ ) { pQuotePtr = &(pNPCQuoteInfoArray[ubLoop]); - if ( pSoldier->sGridNo == -(pQuotePtr->sRequiredGridno ) ) + if ( pSoldier->sGridNo == pQuotePtr->sRequiredGridNo )//dnl ch46 031009 { if ( NPCConsiderQuote( ubNPC, 0, TRIGGER_NPC, ubLoop, 0, pNPCQuoteInfoArray ) ) { @@ -3337,7 +3414,7 @@ void UpdateDarrelScriptToGoTo( SOLDIERTYPE * pSoldier ) { // change destination in Darrel record 10 to go to a gridno adjacent to the // soldier's gridno, and destination in record 11 - INT16 sAdjustedGridNo; + INT32 sAdjustedGridNo; UINT8 ubDummyDirection; SOLDIERTYPE * pDarrel; @@ -3348,12 +3425,12 @@ void UpdateDarrelScriptToGoTo( SOLDIERTYPE * pSoldier ) } // find a spot to an alternate location nearby - sAdjustedGridNo = FindGridNoFromSweetSpotExcludingSweetSpot( pDarrel, pSoldier->sGridNo, 5, &ubDummyDirection ); - if (sAdjustedGridNo == NOWHERE) + sAdjustedGridNo = FindGridNoFromSweetSpotExcludingSweetSpot( pDarrel, pSoldier->sGridNo, 5, &ubDummyDirection ); + if (TileIsOutOfBounds(sAdjustedGridNo)) { // yikes! try again with a bigger radius! - sAdjustedGridNo = FindGridNoFromSweetSpotExcludingSweetSpot( pDarrel, pSoldier->sGridNo, 10, &ubDummyDirection ); - if (sAdjustedGridNo == NOWHERE) + sAdjustedGridNo = FindGridNoFromSweetSpotExcludingSweetSpot( pDarrel, pSoldier->sGridNo, 10, &ubDummyDirection ); + if (TileIsOutOfBounds(sAdjustedGridNo)) { // ok, now we're completely foobar return; @@ -3361,8 +3438,8 @@ void UpdateDarrelScriptToGoTo( SOLDIERTYPE * pSoldier ) } EnsureQuoteFileLoaded( DARREL ); - gpNPCQuoteInfoArray[ DARREL ][ 10 ].usGoToGridno = sAdjustedGridNo; - gpNPCQuoteInfoArray[ DARREL ][ 11 ].sRequiredGridno = -(sAdjustedGridNo); + gpNPCQuoteInfoArray[ DARREL ][ 10 ].usGoToGridNo = sAdjustedGridNo; + gpNPCQuoteInfoArray[ DARREL ][ 11 ].sRequiredGridNo = sAdjustedGridNo;//dnl ch46 031009 gpNPCQuoteInfoArray[ DARREL ][ 11 ].ubTriggerNPC = pSoldier->ubProfile; } diff --git a/TacticalAI/NPC.h b/TacticalAI/NPC.h index 90a512b6..9735c6bd 100644 --- a/TacticalAI/NPC.h +++ b/TacticalAI/NPC.h @@ -33,6 +33,8 @@ #define ACCEPT_ANY_ITEM 1000 #define ANY_RIFLE 1001 + +//WANNE - BMP: DONE! typedef struct { //SB: unify structure for all versions @@ -76,7 +78,45 @@ typedef struct UINT8 ubUnused[4]; //#endif -} NPCQuoteInfo; // 32 bytes +} _old_NPCQuoteInfo; // 32 bytes + +//dnl ch46 021009 +class NPCQuoteInfo +{ +public: + //UINT8 ubIdentifier[4]; + + UINT16 fFlags; + + // conditions + INT16 sRequiredItem; // item NPC must have to say quote + INT32 sRequiredGridNo; // location for NPC req'd to say quote + + UINT16 usFactMustBeTrue; // ...before saying quote + UINT16 usFactMustBeFalse; // ...before saying quote + UINT8 ubQuest; // quest must be current to say quote + UINT8 ubFirstDay; // first day quote can be said + UINT8 ubLastDay; // last day quote can be said + UINT8 ubApproachRequired; // must use this approach to generate quote + UINT8 ubOpinionRequired; // opinion needed for this quote + UINT8 ubUnused; + + // quote to say (if any) + UINT8 ubQuoteNum; // this is the quote to say + UINT8 ubNumQuotes; // total # of quotes to say + + // actions + UINT8 ubStartQuest; + UINT8 ubEndQuest; + UINT8 ubTriggerNPC; + UINT8 ubTriggerNPCRec; + UINT16 usSetFactTrue; + UINT16 usGiftItem; // item NPC gives to merc after saying quote + INT16 sActionData; // special action value + INT32 usGoToGridNo; +public: + NPCQuoteInfo& operator=(const _old_NPCQuoteInfo& src); +}; typedef enum { @@ -169,7 +209,7 @@ BOOLEAN LoadNPCInfoFromSavedGameFile( HWFILE hFile, UINT32 uiSaveGameVersion ); extern void TriggerFriendWithHostileQuote( UINT8 ubNPC ); -extern void ReplaceLocationInNPCDataFromProfileID( UINT8 ubNPC, INT16 sOldGridNo, INT16 sNewGridNo ); +extern void ReplaceLocationInNPCDataFromProfileID( UINT8 ubNPC, INT32 sOldGridNo, INT32 sNewGridNo ); extern UINT8 ActionIDForMovementRecord( UINT8 ubNPC, UINT8 ubRecord ); diff --git a/TacticalAI/PanicButtons.cpp b/TacticalAI/PanicButtons.cpp index fdbd19c8..9c868ab8 100644 --- a/TacticalAI/PanicButtons.cpp +++ b/TacticalAI/PanicButtons.cpp @@ -22,7 +22,7 @@ void MakeClosestEnemyChosenOne() UINT8 ubClosestEnemy = NOBODY; SOLDIERTYPE * pSoldier; INT8 bPanicTrigger; - INT16 sPanicTriggerGridNo; + INT32 sPanicTriggerGridNo; if ( ! (gTacticalStatus.fPanicFlags & PANIC_TRIGGERS_HERE) ) { @@ -101,8 +101,8 @@ void MakeClosestEnemyChosenOne() continue; // next soldier } - sPanicTriggerGridNo = gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ]; - if (sPanicTriggerGridNo == NOWHERE) + sPanicTriggerGridNo = gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ]; + if (TileIsOutOfBounds(sPanicTriggerGridNo)) { // this should never happen! continue; @@ -186,7 +186,7 @@ void PossiblyMakeThisEnemyChosenOne( SOLDIERTYPE * pSoldier ) INT32 iAPCost, iPathCost; //INT8 bOldKeys; INT8 bPanicTrigger; - INT16 sPanicTriggerGridNo; + INT32 sPanicTriggerGridNo; UINT32 uiPercentEnemiesKilled; if ( ! (gTacticalStatus.fPanicFlags & PANIC_TRIGGERS_HERE) ) @@ -252,7 +252,7 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove) INT8 bSlot; INT32 iPathCost; INT8 bPanicTrigger; - INT16 sPanicTriggerGridNo; + INT32 sPanicTriggerGridNo; #ifdef DEBUGDECISIONS STR16 tempstr; #endif @@ -431,8 +431,8 @@ INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier ) uiPercentEnemiesKilled = (UINT32)( 100 * (UINT32)(gTacticalStatus.ubArmyGuysKilled) / (UINT32)( gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector + gTacticalStatus.ubArmyGuysKilled ) ); for ( bLoop = 0; bLoop < NUM_PANIC_TRIGGERS; bLoop++ ) - { - if ( gTacticalStatus.sPanicTriggerGridNo[ bLoop ] != NOWHERE ) + { + if (!TileIsOutOfBounds(gTacticalStatus.sPanicTriggerGridNo[ bLoop ])) { if ( gTacticalStatus.ubPanicTolerance[ bLoop ] > uiPercentEnemiesKilled ) @@ -450,8 +450,8 @@ INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier ) break; } - // screen out the second/later panic trigger if the first one hasn't been triggered - if ( bLoop > 0 && gTacticalStatus.sPanicTriggerGridNo[ bLoop - 1 ] != NOWHERE ) + // screen out the second/later panic trigger if the first one hasn't been triggered + if ( bLoop > 0 && !TileIsOutOfBounds(gTacticalStatus.sPanicTriggerGridNo[ bLoop - 1 ]) ) { break; } @@ -500,8 +500,8 @@ BOOLEAN NeedToRadioAboutPanicTrigger( void ) for ( bLoop = 0; bLoop < NUM_PANIC_TRIGGERS; bLoop++ ) { - // if the bomb exists and its tolerance has been exceeded - if ( (gTacticalStatus.sPanicTriggerGridNo[ bLoop ] != NOWHERE) && ( uiPercentEnemiesKilled >= gTacticalStatus.ubPanicTolerance[ bLoop ] ) ) + // if the bomb exists and its tolerance has been exceeded + if ( (!TileIsOutOfBounds(gTacticalStatus.sPanicTriggerGridNo[ bLoop ])) && ( uiPercentEnemiesKilled >= gTacticalStatus.ubPanicTolerance[ bLoop ] ) ) { return( TRUE ); } diff --git a/TacticalAI/Realtime.cpp b/TacticalAI/Realtime.cpp index 962b1282..fa38aa0c 100644 --- a/TacticalAI/Realtime.cpp +++ b/TacticalAI/Realtime.cpp @@ -200,8 +200,8 @@ void RTHandleAI( SOLDIERTYPE * pSoldier ) // the item pool index was stored in the special data field pSoldier->aiData.uiPendingActionData1 = pSoldier->iNextActionSpecialData; } - } - else if ( pSoldier->sAbsoluteFinalDestination != NOWHERE ) + } + else if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination)) { if ( ACTING_ON_SCHEDULE( pSoldier ) ) { diff --git a/TacticalAI/TacticalAI.dep b/TacticalAI/TacticalAI.dep deleted file mode 100644 index a60fc8db..00000000 --- a/TacticalAI/TacticalAI.dep +++ /dev/null @@ -1,1826 +0,0 @@ -# Microsoft Developer Studio Generated Dependency File, included by TacticalAI.mak - -.\AIList.cpp : \ - "..\builddefines.h"\ - "..\gamescreen.h"\ - "..\GameSettings.h"\ - "..\jascreens.h"\ - "..\Language Defines.h"\ - "..\Laptop\finances.h"\ - "..\Laptop\Store Inventory.h"\ - "..\local.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\Debug.h"\ - "..\Standard Gaming Platform\DirectDraw Calls.h"\ - "..\Standard Gaming Platform\DirectX Common.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\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\random.h"\ - "..\Standard Gaming Platform\sgp.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\vsurface.h"\ - "..\Standard Gaming Platform\WCheck.h"\ - "..\Strategic\Assignments.h"\ - "..\Strategic\Campaign Types.h"\ - "..\Strategic\Game Clock.h"\ - "..\Strategic\Map Screen Interface Map.h"\ - "..\Strategic\mapscreen.h"\ - "..\strategic\meanwhile.h"\ - "..\Strategic\Queen Command.h"\ - "..\Strategic\Quests.h"\ - "..\Strategic\Scheduling.h"\ - "..\Strategic\Strategic Movement.h"\ - "..\Strategic\Strategic Pathing.h"\ - "..\Strategic\Strategic Town Loyalty.h"\ - "..\Strategic\strategic.h"\ - "..\Strategic\strategicmap.h"\ - "..\Sys Globals.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\civ quotes.h"\ - "..\tactical\dialogue control.h"\ - "..\tactical\faces.h"\ - "..\Tactical\Handle Items.h"\ - "..\Tactical\Handle UI.h"\ - "..\tactical\interface dialogue.h"\ - "..\Tactical\interface panels.h"\ - "..\Tactical\Interface.h"\ - "..\Tactical\Item Types.h"\ - "..\Tactical\Items.h"\ - "..\Tactical\Keys.h"\ - "..\Tactical\los.h"\ - "..\Tactical\Merc Hiring.h"\ - "..\Tactical\opplist.h"\ - "..\Tactical\overhead types.h"\ - "..\Tactical\Overhead.h"\ - "..\Tactical\PATHAI.H"\ - "..\Tactical\points.h"\ - "..\tactical\rotting corpses.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 functions.h"\ - "..\Tactical\Soldier Init List.h"\ - "..\Tactical\Soldier macros.h"\ - "..\Tactical\soldier profile type.h"\ - "..\Tactical\Soldier Profile.h"\ - "..\tactical\soldier tile.h"\ - "..\Tactical\Spread burst.h"\ - "..\tactical\structure wrap.h"\ - "..\Tactical\Tactical Save.h"\ - "..\Tactical\TeamTurns.h"\ - "..\Tactical\Vehicles.h"\ - "..\Tactical\weapons.h"\ - "..\Tactical\World Items.h"\ - "..\TileEngine\Buildings.h"\ - "..\TileEngine\environment.h"\ - "..\tileengine\explosion control.h"\ - "..\TileEngine\Interactive Tiles.h"\ - "..\TileEngine\Isometric Utils.h"\ - "..\TileEngine\lighting.h"\ - "..\TileEngine\Map Edgepoints.h"\ - "..\tileengine\phys math.h"\ - "..\tileengine\physics.h"\ - "..\TileEngine\Render Fun.h"\ - "..\TileEngine\renderworld.h"\ - "..\TileEngine\Smell.h"\ - "..\TileEngine\Structure Internals.h"\ - "..\TileEngine\structure.h"\ - "..\TileEngine\Tile Animation.h"\ - "..\TileEngine\TileDat.h"\ - "..\TileEngine\tiledef.h"\ - "..\TileEngine\worlddef.h"\ - "..\TileEngine\worldman.h"\ - "..\Utils\Event Manager.h"\ - "..\Utils\Event Pump.h"\ - "..\Utils\Font Control.h"\ - "..\Utils\message.h"\ - "..\Utils\Text.h"\ - "..\Utils\Timer Control.h"\ - ".\AI All.h"\ - ".\ai.h"\ - ".\AIInternals.h"\ - ".\AIList.h"\ - ".\NPC.h"\ - ".\QuestDebug.h"\ - "c:\program files\microsoft visual studio\vc98\include\basetsd.h"\ - - -.\AIMain.cpp : \ - "..\builddefines.h"\ - "..\gamescreen.h"\ - "..\GameSettings.h"\ - "..\jascreens.h"\ - "..\Language Defines.h"\ - "..\Laptop\finances.h"\ - "..\Laptop\Store Inventory.h"\ - "..\local.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\Debug.h"\ - "..\Standard Gaming Platform\DirectDraw Calls.h"\ - "..\Standard Gaming Platform\DirectX Common.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\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\random.h"\ - "..\Standard Gaming Platform\sgp.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\vsurface.h"\ - "..\Standard Gaming Platform\WCheck.h"\ - "..\Strategic\Assignments.h"\ - "..\Strategic\Campaign Types.h"\ - "..\Strategic\Game Clock.h"\ - "..\Strategic\Map Screen Interface Map.h"\ - "..\Strategic\mapscreen.h"\ - "..\strategic\meanwhile.h"\ - "..\Strategic\Queen Command.h"\ - "..\Strategic\Quests.h"\ - "..\Strategic\Scheduling.h"\ - "..\Strategic\Strategic Movement.h"\ - "..\Strategic\Strategic Pathing.h"\ - "..\Strategic\Strategic Town Loyalty.h"\ - "..\Strategic\strategic.h"\ - "..\Strategic\strategicmap.h"\ - "..\Sys Globals.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\civ quotes.h"\ - "..\tactical\dialogue control.h"\ - "..\tactical\faces.h"\ - "..\Tactical\Handle Items.h"\ - "..\Tactical\Handle UI.h"\ - "..\tactical\interface dialogue.h"\ - "..\Tactical\interface panels.h"\ - "..\Tactical\Interface.h"\ - "..\Tactical\Item Types.h"\ - "..\Tactical\Items.h"\ - "..\Tactical\Keys.h"\ - "..\Tactical\los.h"\ - "..\Tactical\Merc Hiring.h"\ - "..\Tactical\opplist.h"\ - "..\Tactical\overhead types.h"\ - "..\Tactical\Overhead.h"\ - "..\Tactical\PATHAI.H"\ - "..\Tactical\points.h"\ - "..\tactical\rotting corpses.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 functions.h"\ - "..\Tactical\Soldier Init List.h"\ - "..\Tactical\Soldier macros.h"\ - "..\Tactical\soldier profile type.h"\ - "..\Tactical\Soldier Profile.h"\ - "..\tactical\soldier tile.h"\ - "..\Tactical\Spread burst.h"\ - "..\tactical\structure wrap.h"\ - "..\Tactical\Tactical Save.h"\ - "..\Tactical\TeamTurns.h"\ - "..\Tactical\Vehicles.h"\ - "..\Tactical\weapons.h"\ - "..\Tactical\World Items.h"\ - "..\TileEngine\Buildings.h"\ - "..\TileEngine\environment.h"\ - "..\tileengine\explosion control.h"\ - "..\TileEngine\Interactive Tiles.h"\ - "..\TileEngine\Isometric Utils.h"\ - "..\TileEngine\lighting.h"\ - "..\TileEngine\Map Edgepoints.h"\ - "..\tileengine\phys math.h"\ - "..\tileengine\physics.h"\ - "..\TileEngine\Render Fun.h"\ - "..\TileEngine\renderworld.h"\ - "..\TileEngine\Smell.h"\ - "..\TileEngine\Structure Internals.h"\ - "..\TileEngine\structure.h"\ - "..\TileEngine\Tile Animation.h"\ - "..\TileEngine\TileDat.h"\ - "..\TileEngine\tiledef.h"\ - "..\TileEngine\worlddef.h"\ - "..\TileEngine\worldman.h"\ - "..\Utils\Debug Control.h"\ - "..\Utils\Event Manager.h"\ - "..\Utils\Event Pump.h"\ - "..\Utils\Font Control.h"\ - "..\Utils\message.h"\ - "..\Utils\Sound Control.h"\ - "..\Utils\Text.h"\ - "..\Utils\Timer Control.h"\ - ".\AI All.h"\ - ".\ai.h"\ - ".\AIInternals.h"\ - ".\AIList.h"\ - ".\NPC.h"\ - ".\QuestDebug.h"\ - "c:\program files\microsoft visual studio\vc98\include\basetsd.h"\ - - -.\AIUtils.cpp : \ - "..\builddefines.h"\ - "..\gamescreen.h"\ - "..\GameSettings.h"\ - "..\jascreens.h"\ - "..\Language Defines.h"\ - "..\Laptop\finances.h"\ - "..\Laptop\Store Inventory.h"\ - "..\local.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\Debug.h"\ - "..\Standard Gaming Platform\DirectDraw Calls.h"\ - "..\Standard Gaming Platform\DirectX Common.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\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\random.h"\ - "..\Standard Gaming Platform\sgp.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\vsurface.h"\ - "..\Standard Gaming Platform\WCheck.h"\ - "..\Strategic\Assignments.h"\ - "..\Strategic\Campaign Types.h"\ - "..\Strategic\Game Clock.h"\ - "..\Strategic\Map Screen Interface Map.h"\ - "..\Strategic\mapscreen.h"\ - "..\strategic\meanwhile.h"\ - "..\Strategic\Queen Command.h"\ - "..\Strategic\Quests.h"\ - "..\Strategic\Scheduling.h"\ - "..\Strategic\Strategic Movement.h"\ - "..\Strategic\Strategic Pathing.h"\ - "..\Strategic\Strategic Town Loyalty.h"\ - "..\Strategic\strategic.h"\ - "..\Strategic\strategicmap.h"\ - "..\Sys Globals.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\civ quotes.h"\ - "..\tactical\dialogue control.h"\ - "..\tactical\faces.h"\ - "..\Tactical\Handle Items.h"\ - "..\Tactical\Handle UI.h"\ - 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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/TacticalAI/TacticalAI_2005Express.vcproj b/TacticalAI/TacticalAI_2005Express.vcproj index 45b7060b..b8236337 100644 --- a/TacticalAI/TacticalAI_2005Express.vcproj +++ b/TacticalAI/TacticalAI_2005Express.vcproj @@ -1,7 +1,7 @@ + + + + + + + + + + + + + + + + + diff --git a/TacticalAI/TacticalAI_VS2008.vcproj b/TacticalAI/TacticalAI_VS2008.vcproj index ae27e6c9..3be2d51d 100644 --- a/TacticalAI/TacticalAI_VS2008.vcproj +++ b/TacticalAI/TacticalAI_VS2008.vcproj @@ -268,6 +268,70 @@ Name="VCPostBuildEventTool" /> + + + + + + + + + + + + + + + + + diff --git a/TacticalAI/ai.h b/TacticalAI/ai.h index 8e162403..4f024ce3 100644 --- a/TacticalAI/ai.h +++ b/TacticalAI/ai.h @@ -11,7 +11,8 @@ extern INT16 gubAIPathCosts[19][19]; #define AI_PATHCOST_RADIUS 9 extern BOOLEAN gfDisplayCoverValues; -extern INT16 gsCoverValue[WORLD_MAX]; +//extern INT16 gsCoverValue[WORLD_MAX]; +extern INT16 * gsCoverValue; // AI actions @@ -145,17 +146,17 @@ INT16 ActionInProgress(SOLDIERTYPE *pSoldier); INT8 CalcMorale(SOLDIERTYPE *pSoldier); INT32 CalcPercentBetter(INT32 iOldValue, INT32 iNewValue, INT32 iOldScale, INT32 iNewScale); -void CallAvailableEnemiesTo(INT16 sGridno); -void CallAvailableKingpinMenTo( INT16 sGridNo ); -void CallAvailableTeamEnemiesTo( INT16 sGridno, INT8 bTeam ); -void CallEldinTo( INT16 sGridNo ); +void CallAvailableEnemiesTo(INT32 sGridNo); +void CallAvailableKingpinMenTo( INT32 sGridNo ); +void CallAvailableTeamEnemiesTo( INT32 sGridNo, INT8 bTeam ); +void CallEldinTo( INT32 sGridNo ); void CancelAIAction(SOLDIERTYPE *pSoldier, UINT8 ubForce); void CheckForChangingOrders(SOLDIERTYPE *pSoldier ); INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier ); -INT16 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT16 * psGridNo, INT8 * pbLevel); -INT16 ClosestPC( SOLDIERTYPE *pSoldier, INT16 * psDistance ); +INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel); +INT32 ClosestPC( SOLDIERTYPE *pSoldier, INT32 * psDistance ); BOOLEAN CanAutoBandage( BOOLEAN fDoFullCheck ); void DebugAI( STR szOutput ); @@ -173,11 +174,11 @@ void EndAIGuysTurn( SOLDIERTYPE *pSoldier ); INT8 ExecuteAction(SOLDIERTYPE *pSoldier); -INT16 FindAdjacentSpotBeside(SOLDIERTYPE *pSoldier, INT16 sGridno); -INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *pPercentBetter); -INT16 FindClosestDoor( SOLDIERTYPE * pSoldier ); -INT16 FindNearbyPointOnEdgeOfMap( SOLDIERTYPE * pSoldier, INT8 * pbDirection ); -INT16 FindNearestEdgePoint( INT16 sGridNo ); +INT32 FindAdjacentSpotBeside(SOLDIERTYPE *pSoldier, INT32 sGridNo); +INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *pPercentBetter); +INT32 FindClosestDoor( SOLDIERTYPE * pSoldier ); +INT32 FindNearbyPointOnEdgeOfMap( SOLDIERTYPE * pSoldier, INT8 * pbDirection ); +INT32 FindNearestEdgePoint( INT32 sGridNo ); //Kris: Added these as I need specific searches on certain sides. enum @@ -187,12 +188,12 @@ enum SOUTH_EDGEPOINT_SEARCH, WEST_EDGEPOINT_SEARCH, }; -INT16 FindNearestEdgepointOnSpecifiedEdge( INT16 sGridNo, INT8 bEdgeCode ); +INT32 FindNearestEdgepointOnSpecifiedEdge( INT32 sGridNo, INT8 bEdgeCode ); -INT16 FindNearestUngassedLand(SOLDIERTYPE *pSoldier); +INT32 FindNearestUngassedLand(SOLDIERTYPE *pSoldier); BOOLEAN FindRoofClimbingPoints( SOLDIERTYPE * pSoldier, INT16 sDesiredSpot ); -INT16 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier); -INT16 FindSweetCoverSpot(SOLDIERTYPE *pSoldier); +INT32 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier); +INT32 FindSweetCoverSpot(SOLDIERTYPE *pSoldier); void FreeUpNPCFromAttacking(UINT8 ubID); void FreeUpNPCFromPendingAction( SOLDIERTYPE * pSoldier ); @@ -208,40 +209,40 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ); void HandleInitialRedAlert( INT8 bTeam, UINT8 ubCommunicate); void InitPanicSystem(); -INT16 InWaterOrGas(SOLDIERTYPE *pSoldier, INT16 sGridno); +INT16 InWaterOrGas(SOLDIERTYPE *pSoldier, INT32 sGridno); BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier); BOOLEAN InitAI( void ); void MakeClosestEnemyChosenOne(); void ManChecksOnFriends(SOLDIERTYPE *pSoldier); -void NewDest(SOLDIERTYPE *pSoldier, UINT16 sGridno); -INT16 NextPatrolPoint(SOLDIERTYPE *pSoldier); +void NewDest(SOLDIERTYPE *pSoldier, INT32 sGridNo); +INT32 NextPatrolPoint(SOLDIERTYPE *pSoldier); INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove); void HaltMoveForSoldierOutOfPoints(SOLDIERTYPE *pSoldier); -INT16 RandDestWithinRange(SOLDIERTYPE *pSoldier); +INT32 RandDestWithinRange(SOLDIERTYPE *pSoldier); INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier); -INT16 RoamingRange(SOLDIERTYPE *pSoldier, INT16 * pFromGridno); +INT16 RoamingRange(SOLDIERTYPE *pSoldier, INT32 *pFromGridNo); -void SetCivilianDestination(UINT8 ubWho, INT16 sGridno); +void SetCivilianDestination(UINT8 ubWho, INT32 sGridNo); void SetNewSituation( SOLDIERTYPE * pSoldier ); UINT8 SoldierDifficultyLevel( SOLDIERTYPE * pSoldier ); void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier); void StartNPCAI(SOLDIERTYPE *pSoldier); void TempHurt(SOLDIERTYPE *pVictim, SOLDIERTYPE *pAttacker); -int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT16 sGridno); +int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT32 sGridNo); BOOLEAN ValidCreatureTurn( SOLDIERTYPE * pCreature, INT8 bNewDirection ); BOOLEAN WearGasMaskIfAvailable( SOLDIERTYPE * pSoldier ); INT16 WhatIKnowThatPublicDont(SOLDIERTYPE *pSoldier, UINT8 ubInSightOnly); -INT16 FindClosestClimbPoint (SOLDIERTYPE *pSoldier, BOOLEAN fClimbUp ); -INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction ); +INT32 FindClosestClimbPoint (SOLDIERTYPE *pSoldier, BOOLEAN fClimbUp ); +INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction ); BOOLEAN CanClimbFromHere (SOLDIERTYPE * pSoldier, BOOLEAN fUp ); #endif diff --git a/TileEngine/Buildings.cpp b/TileEngine/Buildings.cpp index 3544b34c..c1c52cb5 100644 --- a/TileEngine/Buildings.cpp +++ b/TileEngine/Buildings.cpp @@ -16,20 +16,242 @@ #include "AIInternals.h" - - #define ROOF_LOCATION_CHANCE 8 -UINT8 gubBuildingInfo[ WORLD_MAX ]; +UINT8* gubBuildingInfo = NULL; BUILDING gBuildings[ MAX_BUILDINGS ]; -UINT8 gubNumberOfBuildings; +UINT8 gubNumberOfBuildings; #ifdef ROOF_DEBUG -extern INT16 gsCoverValue[WORLD_MAX]; -#include "video.h" -#include "renderworld.h" + extern INT16 gsCoverValue[WORLD_MAX]; + #include "video.h" + #include "renderworld.h" #endif +// WANNE: Overhauls new building climbing only works with A* enabled +// ------------------------- +// A* building climbing - BEGIN +// ------------------------- +#ifdef USE_ASTAR_PATHS + +BUILDING * CreateNewBuilding( UINT8 * pubBuilding ) +{ + if (gubNumberOfBuildings + 1 >= MAX_BUILDINGS) + { + return( NULL ); + } + + // increment # of buildings + gubNumberOfBuildings++; + + // clear entry + gBuildings[ gubNumberOfBuildings ].ubNumClimbSpots = 0; + *pubBuilding = gubNumberOfBuildings; + + // return pointer (have to subtract 1 since we just added 1 + return( &(gBuildings[ gubNumberOfBuildings ]) ); +} + +BUILDING * FindBuilding( INT32 sGridNo ) +{ + UINT8 ubBuildingID; + + if ( TileIsOutOfBounds( sGridNo ) ) + { + return( NULL ); + } + + // id 0 indicates no building + ubBuildingID = gubBuildingInfo[ sGridNo ]; + + if ( ubBuildingID == NO_BUILDING ) + { + return( NULL ); + + /* + // need extra checks to see if is valid spot... + // must have valid room information and be a flat-roofed + // building + if ( InARoom( sGridNo, &ubRoomNo ) && (FindStructure( sGridNo, STRUCTURE_NORMAL_ROOF ) != NULL) ) + { + return( GenerateBuilding( sGridNo ) ); + } + else + { + return( NULL ); + } + */ + } + else if ( ubBuildingID > gubNumberOfBuildings ) // huh? + { + return( NULL ); + } + + return( &(gBuildings[ ubBuildingID ]) ); +} + +BOOLEAN InBuilding( INT32 sGridNo ) +{ + if ( FindBuilding( sGridNo ) == NULL ) + { + return( FALSE ); + } + return( TRUE ); +} + +BOOLEAN SameBuilding( INT32 sGridNo1, INT32 sGridNo2 ) +{ + if ( gubBuildingInfo[ sGridNo1 ] == NO_BUILDING ) + { + return( FALSE ); + } + if ( gubBuildingInfo[ sGridNo2 ] == NO_BUILDING ) + { + return( FALSE ); + } + return( (BOOLEAN) (gubBuildingInfo[ sGridNo1] == gubBuildingInfo[ sGridNo2 ]) ); +} + +BUILDING * GenerateBuilding( INT32 sDesiredSpot ) +{ + BUILDING * pBuilding; + UINT8 ubBuildingID = 0; + + pBuilding = CreateNewBuilding( &ubBuildingID ); + if (!pBuilding) + { + return( NULL ); + } + + // Set reachable + RoofReachableTest( sDesiredSpot, ubBuildingID ); + + // 0verhaul: The RoofReachableTest now finds ALL of the climb points for each climbable building, instead of a max of + // 21 climb points (and a min of 0) for each building. It claims an extended map flag to mark a tile as a climb point. + // So the array of up-climbs and down-climbs is now obsolete. FindClosestClimbPoint is now updated to search the map + // for these flags. + return( pBuilding ); +} + +void GenerateBuildings( void ) +{ + INT32 uiLoop; + + // init building structures and variables + memset( gubBuildingInfo, 0, WORLD_MAX * sizeof( UINT8 ) ); + memset( &gBuildings, 0, MAX_BUILDINGS * sizeof( BUILDING ) ); + gubNumberOfBuildings = 0; + + if ( (gbWorldSectorZ > 0) || gfEditMode) + { + return; + } + +#ifdef ROOF_DEBUG + memset( gsCoverValue, 0x7F, sizeof( INT16 ) * WORLD_MAX ); +#endif + + // reset ALL reachable flags + // do once before we start building generation for + // whole map + for ( uiLoop = 0; uiLoop < WORLD_MAX; uiLoop++ ) + { + gpWorldLevelData[ uiLoop ].uiFlags &= ~(MAPELEMENT_REACHABLE); + gpWorldLevelData[ uiLoop ].ubExtFlags[0] &= ~(MAPELEMENT_EXT_ROOFCODE_VISITED); + } + + // search through world + // for each location in a room try to find building info + for ( uiLoop = 0; uiLoop < WORLD_MAX; uiLoop++ ) + { + if ( (gubWorldRoomInfo[ uiLoop ] != NO_ROOM) && (gubBuildingInfo[ uiLoop ] == NO_BUILDING) && (FindStructure( uiLoop, STRUCTURE_NORMAL_ROOF ) != NULL) ) + { + GenerateBuilding( uiLoop ); + } + } +} + +INT32 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT32 sStartGridNo, INT32 sDesiredGridNo, BOOLEAN fClimbUp ) +{ + BUILDING * pBuilding; + INT32 sGridNo; + INT32 sTestGridNo; + UINT8 ubTestDir; + INT32 sDistance, sClosestDistance = 1000, sClosestSpot= NOWHERE; + + pBuilding = FindBuilding( sDesiredGridNo ); + if (!pBuilding) + { + return( NOWHERE ); + } + + for (sGridNo = 0; sGridNo < WORLD_MAX; sGridNo++) + { + if (gubBuildingInfo[ sGridNo ] == gubBuildingInfo[ sDesiredGridNo ] && + gpWorldLevelData[ sGridNo ].ubExtFlags[1] & MAPELEMENT_EXT_CLIMBPOINT) + { + // Found a climb point for this building + if (fClimbUp) + { + for (ubTestDir = 0; ubTestDir < 8; ubTestDir += 2) + { + sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir)); + if (gpWorldLevelData[ sTestGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT) + { + // Found a matching climb point + if ( (WhoIsThere2( sTestGridNo, 0 ) == NOBODY || sTestGridNo == pSoldier->sGridNo) + && (WhoIsThere2( sGridNo, 1 ) == NOBODY) && + (!pSoldier || !InGas( pSoldier, sTestGridNo ) ) ) + { + // And it's open + sDistance = PythSpacesAway( sStartGridNo, sTestGridNo ); + if (sDistance < sClosestDistance ) + { + sClosestDistance = sDistance; + sClosestSpot = sTestGridNo; + } + } + } + } + } + else + { + for (ubTestDir = 0; ubTestDir < 8; ubTestDir += 2) + { + sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir)); + if (gpWorldLevelData[ sTestGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT) + { + // Found a matching climb point + if ( (WhoIsThere2( sTestGridNo, 0 ) == NOBODY) && + (WhoIsThere2( sGridNo, 1 ) == NOBODY || sGridNo == pSoldier->sGridNo) && + (!pSoldier || !InGas( pSoldier, sTestGridNo ) ) ) + { + // And it's open + sDistance = PythSpacesAway( sStartGridNo, sGridNo ); + if (sDistance < sClosestDistance ) + { + sClosestDistance = sDistance; + sClosestSpot = sGridNo; + } + } + } + } + } + } + } + + return( sClosestSpot ); +} + +// ------------------------- +// A* building climbing - END +// ------------------------- + +// ------------------------- +// JA2 vanilla building climbing - BEGIN +// ------------------------- +#else + BUILDING * CreateNewBuilding( UINT8 * pubBuilding ) { if (gubNumberOfBuildings + 1 >= MAX_BUILDINGS) @@ -38,33 +260,31 @@ BUILDING * CreateNewBuilding( UINT8 * pubBuilding ) } // increment # of buildings gubNumberOfBuildings++; + // clear entry gBuildings[ gubNumberOfBuildings ].ubNumClimbSpots = 0; *pubBuilding = gubNumberOfBuildings; + // return pointer (have to subtract 1 since we just added 1 return( &(gBuildings[ gubNumberOfBuildings ]) ); } -BUILDING * GenerateBuilding( INT16 sDesiredSpot ) +BUILDING * GenerateBuilding( INT32 sDesiredSpot ) { - -#ifdef VANILLA_BUILDING_CLIMBING - UINT32 uiLoop; - UINT32 uiLoop2; - INT16 sTempGridNo, sNextTempGridNo, sVeryTemporaryGridNo; - INT16 sStartGridNo, sCurrGridNo, sPrevGridNo = NOWHERE, sRightGridNo; - UINT8 ubDirection, ubTempDirection; - BOOLEAN fFoundDir, fFoundWall; - UINT32 uiChanceIn = ROOF_LOCATION_CHANCE; // chance of a location being considered - INT16 sWallGridNo; - INT8 bDesiredOrientation; - INT8 bSkipSpots = 0; + INT32 uiLoop; + INT32 uiLoop2; + INT32 sTempGridNo, sNextTempGridNo, sVeryTemporaryGridNo; + INT32 sStartGridNo, sCurrGridNo, sPrevGridNo = NOWHERE, sRightGridNo; + UINT8 ubDirection, ubTempDirection; + BOOLEAN fFoundDir, fFoundWall; + UINT32 uiChanceIn = ROOF_LOCATION_CHANCE; // chance of a location being considered + INT32 sWallGridNo; + INT8 bDesiredOrientation; + INT8 bSkipSpots = 0; SOLDIERTYPE FakeSoldier; -INT32 iLoopCount = 0; -#endif BUILDING * pBuilding; - UINT8 ubBuildingID = 0; - //INT32 iLoopCount = 0; + UINT8 ubBuildingID = 0; + INT32 iLoopCount = 0; pBuilding = CreateNewBuilding( &ubBuildingID ); if (!pBuilding) @@ -72,24 +292,13 @@ INT32 iLoopCount = 0; return( NULL ); } - // WDS - Clean up inventory handling - // set up fake soldier for location testing -// memset( &FakeSoldier, 0, SIZEOF_SOLDIERTYPE ); -#ifdef VANILLA_BUILDING_CLIMBING - FakeSoldier.initialize(); FakeSoldier.sGridNo = sDesiredSpot; FakeSoldier.pathing.bLevel = 1; FakeSoldier.bTeam = 1; -#endif // Set reachable RoofReachableTest( sDesiredSpot, ubBuildingID ); - // 0verhaul: The RoofReachableTest now finds ALL of the climb points for each climbable building, instead of a max of - // 21 climb points (and a min of 0) for each building. It claims an extended map flag to mark a tile as a climb point. - // So the array of up-climbs and down-climbs is now obsolete. FindClosestClimbPoint is now updated to search the map - // for these flags. -#ifdef VANILLA_BUILDING_CLIMBING // From sGridNo, search until we find a spot that isn't part of the building ubDirection = NORTHWEST; sTempGridNo = sDesiredSpot; @@ -210,7 +419,7 @@ INT32 iLoopCount = 0; gsCoverValue[sCurrGridNo]++; } - //DebugAI( String( "Roof code visits %d", sCurrGridNo ) ); + DebugAI( String( "Roof code visits %d", sCurrGridNo ) ); #endif if (sCurrGridNo == sStartGridNo) @@ -232,13 +441,12 @@ INT32 iLoopCount = 0; // if the direction is east or north, the wall would be in our gridno; // if south or west, the wall would be in the gridno two clockwise fFoundWall = FALSE; -#ifndef VANILLA_BUILDING_CLIMBING + // There must not be roof here either. There are places where a pitched roof butts up against a flat roof. // Don't mark such a border as a climb point. Otherwise AI units will get stuck. if (FindStructure( sCurrGridNo, STRUCTURE_ROOF ) == NULL && NewOKDestination( &FakeSoldier, sCurrGridNo, FALSE, 0 ) ) { -#endif switch( ubDirection ) { case NORTH: @@ -250,11 +458,11 @@ INT32 iLoopCount = 0; bDesiredOrientation = OUTSIDE_TOP_LEFT; break; case SOUTH: - sWallGridNo = (INT16) ( sCurrGridNo + DirectionInc( gTwoCDirection[ ubDirection ] ) ); + sWallGridNo = ( sCurrGridNo + DirectionInc( gTwoCDirection[ ubDirection ] ) ); bDesiredOrientation = OUTSIDE_TOP_RIGHT; break; case WEST: - sWallGridNo = (INT16) ( sCurrGridNo + DirectionInc( gTwoCDirection[ ubDirection ] ) ); + sWallGridNo = ( sCurrGridNo + DirectionInc( gTwoCDirection[ ubDirection ] ) ); bDesiredOrientation = OUTSIDE_TOP_LEFT; break; default: @@ -276,9 +484,7 @@ INT32 iLoopCount = 0; fFoundWall = TRUE; } } -#ifndef VANILLA_BUILDING_CLIMBING } -#endif if (fFoundWall) { #ifdef ROOF_DEBUG @@ -289,7 +495,7 @@ INT32 iLoopCount = 0; bSkipSpots--; } else if ( Random( uiChanceIn ) == 0 ) - { + { pBuilding->sUpClimbSpots[ pBuilding->ubNumClimbSpots ] = sCurrGridNo; pBuilding->sDownClimbSpots[ pBuilding->ubNumClimbSpots ] = sRightGridNo; pBuilding->ubNumClimbSpots++; @@ -307,7 +513,7 @@ INT32 iLoopCount = 0; #endif // skip the next spot bSkipSpots = 1; - } + } else { // didn't pick this location, so increase chance that next location @@ -316,12 +522,12 @@ INT32 iLoopCount = 0; { uiChanceIn--; } - } + } } else { - // can't select this spot - if ( (sPrevGridNo != NOWHERE) && (pBuilding->ubNumClimbSpots > 0) ) + // can't select this spot + if ( ( !TileIsOutOfBounds(sPrevGridNo)) && (pBuilding->ubNumClimbSpots > 0) ) { if ( pBuilding->sDownClimbSpots[ pBuilding->ubNumClimbSpots - 1 ] == sCurrGridNo ) { @@ -348,37 +554,24 @@ INT32 iLoopCount = 0; { UINT8 x = 0; UINT8 y = 0; - while((sDesiredSpot - ((y + 1) * 160)) >= 0) + while((sDesiredSpot - ((y + 1) * WORLD_COLS)) >= 0) { y++; } - x = sDesiredSpot - (y * 160); + x = sDesiredSpot - (y * WORLD_COLS); DebugMsg (TOPIC_JA2,DBG_LEVEL_2,String( "113/UC Warning! Building Walk Algorithm has covered the entire map! Building %d located at [%d,%d] must be bogus.", ubBuildingID, x, y )); } - // at end could prune # of locations if there are too many -/* -#ifdef ROOF_DEBUG - SetRenderFlags( RENDER_FLAG_FULL ); - RenderWorld(); - //RenderCoverDebug( ); - InvalidateScreen( ); - EndFrameBufferRender(); - RefreshScreen( NULL ); -#endif -*/ -#endif return( pBuilding ); } -BUILDING * FindBuilding( INT16 sGridNo ) +BUILDING * FindBuilding( INT32 sGridNo ) { UINT8 ubBuildingID; - //UINT8 ubRoomNo; - - if (sGridNo <= 0 || sGridNo > WORLD_MAX) + + if ( TileIsOutOfBounds( sGridNo ) ) { return( NULL ); } @@ -389,6 +582,7 @@ BUILDING * FindBuilding( INT16 sGridNo ) if ( ubBuildingID == NO_BUILDING ) { return( NULL ); + /* // need extra checks to see if is valid spot... // must have valid room information and be a flat-roofed @@ -411,7 +605,7 @@ BUILDING * FindBuilding( INT16 sGridNo ) return( &(gBuildings[ ubBuildingID ]) ); } -BOOLEAN InBuilding( INT16 sGridNo ) +BOOLEAN InBuilding( INT32 sGridNo ) { if ( FindBuilding( sGridNo ) == NULL ) { @@ -423,7 +617,7 @@ BOOLEAN InBuilding( INT16 sGridNo ) void GenerateBuildings( void ) { - UINT32 uiLoop; + INT32 uiLoop; // init building structures and variables memset( gubBuildingInfo, 0, WORLD_MAX * sizeof( UINT8 ) ); @@ -452,26 +646,17 @@ void GenerateBuildings( void ) // for each location in a room try to find building info for ( uiLoop = 0; uiLoop < WORLD_MAX; uiLoop++ ) { - if ( (gubWorldRoomInfo[ uiLoop ] != NO_ROOM) && (gubBuildingInfo[ uiLoop ] == NO_BUILDING) && (FindStructure( (INT16) uiLoop, STRUCTURE_NORMAL_ROOF ) != NULL) ) + if ( (gubWorldRoomInfo[ uiLoop ] != NO_ROOM) && (gubBuildingInfo[ uiLoop ] == NO_BUILDING) && (FindStructure( uiLoop, STRUCTURE_NORMAL_ROOF ) != NULL) ) { - GenerateBuilding( (INT16) uiLoop ); + GenerateBuilding( uiLoop ); } } } -INT16 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT16 sStartGridNo, INT16 sDesiredGridNo, BOOLEAN fClimbUp ) +INT32 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT32 sStartGridNo, INT32 sDesiredGridNo, BOOLEAN fClimbUp ) { - BUILDING * pBuilding; -#ifndef VANILLA_BUILDING_CLIMBING - INT16 sGridNo; - INT16 sTestGridNo; - UINT8 ubTestDir; -#else - UINT8 ubNumClimbSpots; - INT16 * psClimbSpots; - UINT8 ubLoop; -#endif - INT16 sDistance, sClosestDistance = 1000, sClosestSpot= NOWHERE; + BUILDING * pBuilding; + INT32 sDistance, sClosestDistance = 1000, sClosestSpot= NOWHERE; pBuilding = FindBuilding( sDesiredGridNo ); if (!pBuilding) @@ -479,11 +664,16 @@ INT16 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT16 sStartGridNo, INT16 sD return( NOWHERE ); } -#ifndef VANILLA_BUILDING_CLIMBING + // WANNE: This code is from Overhauls A* climbing building, but also works here. + /* + INT32 sTestGridNo; + UINT8 ubTestDir; + INT32 sGridNo; + for (sGridNo = 0; sGridNo < WORLD_MAX; sGridNo++) { - if (gubBuildingInfo[ sGridNo ] == gubBuildingInfo[ sDesiredGridNo ] && - gpWorldLevelData[ sGridNo ].ubExtFlags[1] & MAPELEMENT_EXT_CLIMBPOINT) + if (gubBuildingInfo[ sGridNo ] == gubBuildingInfo[ sDesiredGridNo ]) //&& + //gpWorldLevelData[ sGridNo ].ubExtFlags[1] & MAPELEMENT_EXT_CLIMBPOINT) { // Found a climb point for this building if (fClimbUp) @@ -491,7 +681,7 @@ INT16 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT16 sStartGridNo, INT16 sD for (ubTestDir = 0; ubTestDir < 8; ubTestDir += 2) { sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir)); - if (gpWorldLevelData[ sTestGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT) + //if (gpWorldLevelData[ sTestGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT) { // Found a matching climb point if ( (WhoIsThere2( sTestGridNo, 0 ) == NOBODY || sTestGridNo == pSoldier->sGridNo) @@ -514,7 +704,7 @@ INT16 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT16 sStartGridNo, INT16 sD for (ubTestDir = 0; ubTestDir < 8; ubTestDir += 2) { sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir)); - if (gpWorldLevelData[ sTestGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT) + //if (gpWorldLevelData[ sTestGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT) { // Found a matching climb point if ( (WhoIsThere2( sTestGridNo, 0 ) == NOBODY) && @@ -534,7 +724,15 @@ INT16 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT16 sStartGridNo, INT16 sD } } } -#else + + return( sClosestSpot ); + */ + + // WANNE: This code is from "vanilla" climbing + UINT8 ubNumClimbSpots; + INT32 * psClimbSpots; + UINT8 ubLoop; + ubNumClimbSpots = pBuilding->ubNumClimbSpots; if (fClimbUp) @@ -560,12 +758,11 @@ INT16 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT16 sStartGridNo, INT16 sD } } } -#endif - + return( sClosestSpot ); } -BOOLEAN SameBuilding( INT16 sGridNo1, INT16 sGridNo2 ) +BOOLEAN SameBuilding( INT32 sGridNo1, INT32 sGridNo2 ) { if ( gubBuildingInfo[ sGridNo1 ] == NO_BUILDING ) { @@ -577,3 +774,8 @@ BOOLEAN SameBuilding( INT16 sGridNo1, INT16 sGridNo2 ) } return( (BOOLEAN) (gubBuildingInfo[ sGridNo1] == gubBuildingInfo[ sGridNo2 ]) ); } + +#endif +// ------------------------- +// JA2 vanilla building climbing - END +// ------------------------- diff --git a/TileEngine/Buildings.h b/TileEngine/Buildings.h index 0d89102f..b23c0887 100644 --- a/TileEngine/Buildings.h +++ b/TileEngine/Buildings.h @@ -12,33 +12,21 @@ #define NO_BUILDING 0 #define MAX_BUILDINGS 31 -// WANNE: If this is defined, this fixes the bug, that soldiers do not -// climb on roofs anymore if ASTAR is disabled. -// The "Bug" was introduced in Revision 1534 (TileEngine\Buildings.cpp) -// Overhaul wanted to improve the climbing on buildings, but introduced this bug -// If the VANILLA_BUILDING_CLIMBING is not defined, it uses Overhaul code, -// where enemies do not climb on buildings!! - -// PS: I did not looked in Overhaul's Building code was causes the problem. -// If someone has time to debug and fixes the problem, Overhaul's code should -// be used -> Disable the define! -#define VANILLA_BUILDING_CLIMBING - - typedef struct BUILDING { - INT16 sUpClimbSpots[MAX_CLIMBSPOTS_PER_BUILDING]; - INT16 sDownClimbSpots[MAX_CLIMBSPOTS_PER_BUILDING]; + INT32 sUpClimbSpots[MAX_CLIMBSPOTS_PER_BUILDING]; + INT32 sDownClimbSpots[MAX_CLIMBSPOTS_PER_BUILDING]; UINT8 ubNumClimbSpots; } BUILDING; -extern UINT8 gubBuildingInfo[ WORLD_MAX ]; +//extern UINT8 gubBuildingInfo[ WORLD_MAX ]; +extern UINT8 * gubBuildingInfo; -BOOLEAN InBuilding( INT16 sGridNo ); -BUILDING * GenerateBuilding( INT16 sDesiredSpot ); -BUILDING * FindBuilding( INT16 sGridNo ); +BOOLEAN InBuilding( INT32 sGridNo ); +BUILDING * GenerateBuilding( INT32 sDesiredSpot ); +BUILDING * FindBuilding( INT32 sGridNo ); void GenerateBuildings( void ); -INT16 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT16 sStartGridNo, INT16 sDesiredGridNo, BOOLEAN fClimbUp ); -BOOLEAN SameBuilding( INT16 sGridNo1, INT16 sGridNo2 ); +INT32 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT32 sStartGridNo, INT32 sDesiredGridNo, BOOLEAN fClimbUp ); +BOOLEAN SameBuilding( INT32 sGridNo1, INT32 sGridNo2 ); #endif \ No newline at end of file diff --git a/TileEngine/Exit Grids.cpp b/TileEngine/Exit Grids.cpp index 485dd87b..be49cf3d 100644 --- a/TileEngine/Exit Grids.cpp +++ b/TileEngine/Exit Grids.cpp @@ -30,35 +30,46 @@ EXITGRID gExitGrid = {0,1,1,0}; BOOLEAN gfOverrideInsertionWithExitGrid = FALSE; -INT32 ConvertExitGridToINT32( EXITGRID *pExitGrid ) -{ - INT32 iExitGridInfo; - iExitGridInfo = (pExitGrid->ubGotoSectorX-1)<< 28; - iExitGridInfo += (pExitGrid->ubGotoSectorY-1)<< 24; - iExitGridInfo += pExitGrid->ubGotoSectorZ << 20; - iExitGridInfo += pExitGrid->sGridNo & 0x0000ffff; - return iExitGridInfo; -} +// -void ConvertINT32ToExitGrid( INT32 iExitGridInfo, EXITGRID *pExitGrid ) -{ - //convert the int into 4 unsigned bytes. - pExitGrid->ubGotoSectorX = (UINT8)(((iExitGridInfo & 0xf0000000)>>28)+1); - pExitGrid->ubGotoSectorY = (UINT8)(((iExitGridInfo & 0x0f000000)>>24)+1); - pExitGrid->ubGotoSectorZ = (UINT8)((iExitGridInfo & 0x00f00000)>>20); - pExitGrid->sGridNo = (INT16)(iExitGridInfo & 0x0000ffff); -} +#define MAX_EXITGRIDS 4096 -BOOLEAN GetExitGrid( INT16 sMapIndex, EXITGRID *pExitGrid ) +EXITGRID gpExitGrids[MAX_EXITGRIDS]; +UINT guiExitGridsCount = 0; + + +//INT32 ConvertExitGridToINT32( EXITGRID *pExitGrid ) +//{ +// INT32 iExitGridInfo; +// iExitGridInfo = (pExitGrid->ubGotoSectorX-1)<< 28; +// iExitGridInfo += (pExitGrid->ubGotoSectorY-1)<< 24; +// iExitGridInfo += pExitGrid->ubGotoSectorZ << 20; +// iExitGridInfo += pExitGrid->usGridNo & 0x0000ffff; +// return iExitGridInfo; +//} +// +//void ConvertINT32ToExitGrid( INT32 iExitGridInfo, EXITGRID *pExitGrid ) +//{ +// //convert the int into 4 unsigned bytes. +// pExitGrid->ubGotoSectorX = (UINT8)(((iExitGridInfo & 0xf0000000)>>28)+1); +// pExitGrid->ubGotoSectorY = (UINT8)(((iExitGridInfo & 0x0f000000)>>24)+1); +// pExitGrid->ubGotoSectorZ = (UINT8)((iExitGridInfo & 0x00f00000)>>20); +// pExitGrid->usGridNo = (UINT16)(iExitGridInfo & 0x0000ffff); +//} + +BOOLEAN GetExitGrid( UINT32 usMapIndex, EXITGRID *pExitGrid ) { LEVELNODE *pShadow; - pShadow = gpWorldLevelData[ sMapIndex ].pShadowHead; + pShadow = gpWorldLevelData[ usMapIndex ].pShadowHead; //Search through object layer for an exitgrid while( pShadow ) { if ( pShadow->uiFlags & LEVELNODE_EXITGRID ) { - ConvertINT32ToExitGrid( pShadow->iExitGridInfo, pExitGrid ); +// +// ConvertINT32ToExitGrid( pShadow->iExitGridInfo, pExitGrid ); + memcpy(pExitGrid, pShadow->pExitGridInfo, sizeof(EXITGRID)); +// return TRUE; } pShadow = pShadow->pNext; @@ -66,14 +77,14 @@ BOOLEAN GetExitGrid( INT16 sMapIndex, EXITGRID *pExitGrid ) pExitGrid->ubGotoSectorX = 0; pExitGrid->ubGotoSectorY = 0; pExitGrid->ubGotoSectorZ = 0; - pExitGrid->sGridNo = 0; + pExitGrid->usGridNo = 0; return FALSE; } -BOOLEAN ExitGridAtGridNo( INT16 sMapIndex ) +BOOLEAN ExitGridAtGridNo( UINT32 usMapIndex ) { LEVELNODE *pShadow; - pShadow = gpWorldLevelData[ sMapIndex ].pShadowHead; + pShadow = gpWorldLevelData[ usMapIndex ].pShadowHead; //Search through object layer for an exitgrid while( pShadow ) { @@ -86,10 +97,10 @@ BOOLEAN ExitGridAtGridNo( INT16 sMapIndex ) return FALSE; } -BOOLEAN GetExitGridLevelNode( INT16 sMapIndex, LEVELNODE **ppLevelNode ) +BOOLEAN GetExitGridLevelNode( UINT32 usMapIndex, LEVELNODE **ppLevelNode ) { LEVELNODE *pShadow; - pShadow = gpWorldLevelData[ sMapIndex ].pShadowHead; + pShadow = gpWorldLevelData[ usMapIndex ].pShadowHead; //Search through object layer for an exitgrid while( pShadow ) { @@ -115,7 +126,12 @@ void AddExitGridToWorld( INT32 iMapIndex, EXITGRID *pExitGrid ) tail = pShadow; if( pShadow->uiFlags & LEVELNODE_EXITGRID ) { //we have found an existing exitgrid in this node, so replace it with the new information. - pShadow->iExitGridInfo = ConvertExitGridToINT32( pExitGrid ); +// +// pShadow->iExitGridInfo = ConvertExitGridToINT32( pExitGrid ); + memcpy(gpExitGrids + guiExitGridsCount, pExitGrid, sizeof(EXITGRID)); + pShadow->pExitGridInfo = gpExitGrids + guiExitGridsCount; + guiExitGridsCount++; +// //SmoothExitGridRadius( (INT16)iMapIndex, 0 ); return; } @@ -128,13 +144,18 @@ void AddExitGridToWorld( INT32 iMapIndex, EXITGRID *pExitGrid ) pShadow = gpWorldLevelData[ iMapIndex ].pShadowHead; //fill in the information for the new exitgrid levelnode. - pShadow->iExitGridInfo = ConvertExitGridToINT32( pExitGrid ); +// +// pShadow->iExitGridInfo = ConvertExitGridToINT32( pExitGrid ); + memcpy(gpExitGrids + guiExitGridsCount, pExitGrid, sizeof(EXITGRID)); + pShadow->pExitGridInfo = gpExitGrids + guiExitGridsCount; + guiExitGridsCount++; +// pShadow->uiFlags |= ( LEVELNODE_EXITGRID | LEVELNODE_HIDDEN ); //Add the exit grid to the sector, only if we call ApplyMapChangesToMapTempFile() first. if( !gfEditMode && !gfLoadingExitGrids ) { - AddExitGridToMapTempFile( (INT16)iMapIndex, pExitGrid, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); + AddExitGridToMapTempFile( iMapIndex, pExitGrid, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); } } @@ -147,50 +168,114 @@ void RemoveExitGridFromWorld( INT32 iMapIndex ) } } -void SaveExitGrids( HWFILE fp, UINT16 usNumExitGrids ) +//dnl ch42 250909 +EXITGRID& EXITGRID::operator=(const _OLD_EXITGRID& src) { - EXITGRID exitGrid; - UINT16 usNumSaved = 0; - UINT16 x; - UINT32 uiBytesWritten; - FileWrite( fp, &usNumExitGrids, 2, &uiBytesWritten ); - for( x = 0; x < WORLD_MAX; x++ ) + if((void*)this != (void*)&src) { - if( GetExitGrid( x, &exitGrid ) ) + usGridNo = src.usGridNo; + ubGotoSectorX = src.ubGotoSectorX; + ubGotoSectorY = src.ubGotoSectorY; + ubGotoSectorZ = src.ubGotoSectorZ; + } + return(*this); + +} + +BOOLEAN EXITGRID::Load(INT8** hBuffer, FLOAT dMajorMapVersion) +{ + if(dMajorMapVersion < 7.0) + { + _OLD_EXITGRID OldExitGrid; + LOADDATA(&OldExitGrid, *hBuffer, 5);// Never use sizeof(_OLD_EXITGRID) because return 6 and all maps was saved with 5 bytes + *this = OldExitGrid; + } + else + LOADDATA(this, *hBuffer, sizeof(EXITGRID)); + return(TRUE); +} + +BOOLEAN EXITGRID::Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion) +{ + PTR pData = this; + UINT32 uiBytesToWrite = sizeof(EXITGRID); + _OLD_EXITGRID OldExitGrid; + if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION) + { + OldExitGrid.usGridNo = usGridNo; + OldExitGrid.ubGotoSectorX = ubGotoSectorX; + OldExitGrid.ubGotoSectorY = ubGotoSectorY; + OldExitGrid.ubGotoSectorZ = ubGotoSectorZ; + pData = &OldExitGrid; + uiBytesToWrite = 5;// Never use sizeof(_OLD_EXITGRID) because return 6 and all maps was saved with 5 bytes + } + UINT32 uiBytesWritten = 0; + FileWrite(hFile, pData, uiBytesToWrite, &uiBytesWritten); + if(uiBytesToWrite == uiBytesWritten) + return(TRUE); + return(FALSE); +} + +void LoadExitGrids(INT8** hBuffer, FLOAT dMajorMapVersion) +{ + UINT16 usNumExitGrids; + INT32 usMapIndex; + EXITGRID ExitGrid; + + // New world is loading so trash all old EXITGRID's + memset(gpExitGrids, 0, sizeof(gpExitGrids)); + guiExitGridsCount = 0; + + gfLoadingExitGrids = TRUE; + LOADDATA(&usNumExitGrids, *hBuffer, sizeof(usNumExitGrids)); + for(int i=0; isGridNo, DirectionInc( WEST ) ); - pNewNode = GetWallLevelNodeAndStructOfSameOrientationAtGridno( sNewGridNo, pCurrent->ubWallOrientation, &pWallStruct ); + pNewNode = GetWallLevelNodeAndStructOfSameOrientationAtGridNo( sNewGridNo, pCurrent->ubWallOrientation, &pWallStruct ); if ( pNewNode != NULL ) { @@ -842,7 +860,7 @@ BOOLEAN ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNe // Move in EAST sNewGridNo = NewGridNo( pBase->sGridNo, DirectionInc( EAST ) ); - pNewNode = GetWallLevelNodeAndStructOfSameOrientationAtGridno( sNewGridNo, pCurrent->ubWallOrientation, &pWallStruct ); + pNewNode = GetWallLevelNodeAndStructOfSameOrientationAtGridNo( sNewGridNo, pCurrent->ubWallOrientation, &pWallStruct ); if ( pNewNode != NULL ) { @@ -957,7 +975,7 @@ BOOLEAN ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNe // Move in NORTH sNewGridNo = NewGridNo( pBase->sGridNo, DirectionInc( NORTH ) ); - pNewNode = GetWallLevelNodeAndStructOfSameOrientationAtGridno( sNewGridNo, pCurrent->ubWallOrientation, &pWallStruct ); + pNewNode = GetWallLevelNodeAndStructOfSameOrientationAtGridNo( sNewGridNo, pCurrent->ubWallOrientation, &pWallStruct ); if ( pNewNode != NULL ) { @@ -988,7 +1006,7 @@ BOOLEAN ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNe // Move in SOUTH sNewGridNo = NewGridNo( pBase->sGridNo, DirectionInc( SOUTH ) ); - pNewNode = GetWallLevelNodeAndStructOfSameOrientationAtGridno( sNewGridNo, pCurrent->ubWallOrientation, &pWallStruct ); + pNewNode = GetWallLevelNodeAndStructOfSameOrientationAtGridNo( sNewGridNo, pCurrent->ubWallOrientation, &pWallStruct ); if ( pNewNode != NULL ) { @@ -1101,11 +1119,11 @@ BOOLEAN ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNe if ( !fInRoom ) { // try to south - fInRoom = InARoom( (INT16)( sGridNo + DirectionInc( SOUTH ) ), &ubRoom ); + fInRoom = InARoom( sGridNo + DirectionInc( SOUTH ) , &ubRoom ); if ( !fInRoom ) { // try to east - fInRoom = InARoom( (INT16)( sGridNo + DirectionInc( EAST ) ), &ubRoom ); + fInRoom = InARoom( sGridNo + DirectionInc( EAST ) , &ubRoom ); } } @@ -1214,19 +1232,27 @@ BOOLEAN ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNe STRUCTURE *gStruct; -void ExplosiveDamageGridNo( INT16 sGridNo, INT16 sWoundAmt, UINT32 uiDist, BOOLEAN *pfRecompileMovementCosts, BOOLEAN fOnlyWalls, INT8 bMultiStructSpecialFlag, BOOLEAN fSubSequentMultiTilesTransitionDamage, UINT8 ubOwner, INT8 bLevel ) +void ExplosiveDamageGridNo( INT32 sGridNo, INT16 sWoundAmt, UINT32 uiDist, BOOLEAN *pfRecompileMovementCosts, BOOLEAN fOnlyWalls, INT8 bMultiStructSpecialFlag, BOOLEAN fSubSequentMultiTilesTransitionDamage, UINT8 ubOwner, INT8 bLevel ) { - STRUCTURE * pCurrent, *pNextCurrent, *pStructure; - STRUCTURE * pBaseStructure; - INT16 sDesiredLevel; - DB_STRUCTURE_TILE **ppTile; - UINT8 ubLoop, ubLoop2; - INT16 sNewGridNo, sNewGridNo2, sBaseGridNo; - BOOLEAN fToBreak = FALSE; - BOOLEAN fMultiStructure = FALSE; - UINT8 ubNumberOfTiles; - BOOLEAN fMultiStructSpecialFlag = FALSE; - BOOLEAN fExplodeDamageReturn = FALSE; +#ifdef JA2BETAVERSION + if (is_networked) { + CHAR tmpMPDbgString[512]; + sprintf(tmpMPDbgString,"ExplosiveDamageGridNo ( sGridNo : %i , sWoundAmt : %i , uiDist : %i , fRecompileMoveCosts : %i , fOnlyWalls : %i , MultiStructSpecialFlag : %i ,fSubsequentMultiTilesTransDmg : %i , ubOwner : %i , bLevel : %i )\n",sGridNo, sWoundAmt , (int)*pfRecompileMovementCosts , (int)fOnlyWalls , bMultiStructSpecialFlag , (int)fSubSequentMultiTilesTransitionDamage , ubOwner , bLevel ); + MPDebugMsg(tmpMPDbgString); + } +#endif + + STRUCTURE *pCurrent, *pNextCurrent, *pStructure; + STRUCTURE *pBaseStructure; + INT16 sDesiredLevel; + DB_STRUCTURE_TILE **ppTile = NULL; + UINT8 ubLoop, ubLoop2; + INT32 sNewGridNo, sNewGridNo2, sBaseGridNo = NOWHERE; + BOOLEAN fToBreak = FALSE; + BOOLEAN fMultiStructure = FALSE; + UINT8 ubNumberOfTiles = 0xff; + BOOLEAN fMultiStructSpecialFlag = FALSE; + BOOLEAN fExplodeDamageReturn = FALSE; // Based on distance away, damage any struct at this gridno // OK, loop through structures and damage! @@ -1376,8 +1402,34 @@ void ExplosiveDamageGridNo( INT16 sGridNo, INT16 sWoundAmt, UINT32 uiDist, BOOLE } -BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT16 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent ) +BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent , BOOL fFromRemoteClient ) { + // OJW - 20091028 + if (is_networked && is_client) + { + SOLDIERTYPE* pSoldier = MercPtrs[ubPerson]; + if (pSoldier != NULL) + { + // only the owner of a merc may send damage (as this takes into account equipped armor) + if (IsOurSoldier(pSoldier) || (pSoldier->bTeam == 1 && is_server) && !fFromRemoteClient) + { + // let this function proceed, we will send damage towards the end + } + else if (!fFromRemoteClient) + { + // skip executing locally because we want the random number generator to be aligned + // with the client that spawns set off the explosion/grenade/whatever + return FALSE; + } + } +#ifdef JA2BETAVERSION + CHAR tmpMPDbgString[512]; + sprintf(tmpMPDbgString,"DamageSoldierFromBlast ( ubPerson : %i , ubOwner : %i , sBombGridNo : %i , sWoundAmt : %i , sBreathAmt : %i , uiDist : %i , usItem : %i , sSubs : %i , fFromRemoteClient : %i )\n",ubPerson, ubOwner , sBombGridNo , sWoundAmt , sBreathAmt , uiDist , usItem , sSubsequent , fFromRemoteClient ); + MPDebugMsg(tmpMPDbgString); +#endif + } + + SOLDIERTYPE *pSoldier; INT16 sNewWoundAmt = 0; UINT8 ubDirection; @@ -1400,7 +1452,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT16 sBombGridNo // Lesh: if flashbang // check if soldier is outdoor and situated farther that half explosion radius and not underground usHalfExplosionRadius = Explosive[Item[usItem].ubClassIndex].ubRadius / 2; - if ( fFlashbang && !gbWorldSectorZ && !fInBuilding && (UINT16)uiDist > usHalfExplosionRadius ) + if ( fFlashbang && !gbWorldSectorZ && !fInBuilding && uiDist > usHalfExplosionRadius ) { // HEADROCK HAM 3.3: Flashbang at half distance causes up to 6 suppression points. Roughly equivalent of being // "lightly" shot at. @@ -1432,7 +1484,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT16 sBombGridNo ubSpecial = DetermineFlashbangEffect( pSoldier, ubDirection, fInBuilding); } - // HEADROCK HAM 3.3: Explosions cause suppression based on distance. +// HEADROCK HAM 3.3: Explosions cause suppression based on distance. if (gGameExternalOptions.usExplosionSuppressionEffect > 0) { pSoldier->ubSuppressionPoints += ((__max(0,((Explosive[Item[usItem].ubClassIndex].ubRadius * 3) - uiDist)))* gGameExternalOptions.usExplosionSuppressionEffect) / 100; @@ -1442,8 +1494,19 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT16 sBombGridNo } } - pSoldier->EVENT_SoldierGotHit( usItem, sNewWoundAmt, sBreathAmt, ubDirection, (INT16)uiDist, ubOwner, ubSpecial, ANIM_CROUCH, sSubsequent, sBombGridNo ); + if (is_networked && is_client) + { + if (IsOurSoldier(pSoldier) || (pSoldier->bTeam == 1 && is_server) && !fFromRemoteClient) + { + // if it gets here then we can let the other clients know our merc took damage + send_explosivedamage( ubPerson , ubOwner , sBombGridNo , sNewWoundAmt , sBreathAmt , uiDist , usItem , sSubsequent ); + } + } + + // OJW - 20091028 - If from a remote client, use unadjusted damage amount + pSoldier->EVENT_SoldierGotHit( usItem, (fFromRemoteClient ? sWoundAmt : sNewWoundAmt) , sBreathAmt, ubDirection, (INT16)uiDist, ubOwner, ubSpecial, ANIM_CROUCH, sSubsequent, sBombGridNo ); + pSoldier->ubMiscSoldierFlags |= SOLDIER_MISC_HURT_BY_EXPLOSION; if ( ubOwner != NOBODY && MercPtrs[ ubOwner ]->bTeam == gbPlayerNum && pSoldier->bTeam != gbPlayerNum ) @@ -1454,8 +1517,29 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT16 sBombGridNo return( TRUE ); } -BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner ) +BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner , BOOL fFromRemoteClient ) { + // OJW - 20091028 + if (is_networked && is_client) + { + // only the owner of a merc may send damage (as this takes into account equipped gas mask) + if (IsOurSoldier(pSoldier) || (pSoldier->bTeam == 1 && is_server) && !fFromRemoteClient) + { + // allow this function to proceed, we will send it later, when we are sure we take damage this turn and from this function call + } + else if (!fFromRemoteClient) + { + // skip executing locally because we want the random number generator to be aligned + // with the client that spawns set off the explosion/grenade/whatever + return FALSE; + } +#ifdef JA2BETAVERSION + CHAR tmpMPDbgString[512]; + sprintf(tmpMPDbgString,"DishOutGasDamage ( ubSoldierID : %i , ubExplosiveType : %i , sSubsequent : %i , recompileMoveCosts : %i , sWoundAmt : %i , sBreathAmt : %i , ubOwner : %i , fRemote : %i)\n", pSoldier->ubID , pExplosive->ubType , sSubsequent , fRecompileMovementCosts , sWoundAmt , sBreathAmt , ubOwner , fFromRemoteClient ); + MPDebugMsg(tmpMPDbgString); +#endif + } + INT8 bPosOfMask = NO_SLOT; if (!pSoldier->bActive || !pSoldier->bInSector || !pSoldier->stats.bLife || AM_A_ROBOT( pSoldier ) ) @@ -1513,8 +1597,16 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN } } + else if(pExplosive->ubType == EXPLOSV_SMOKE)//dnl ch40 200909 + { + // ignore whether subsequent or not if hit this turn + if(AM_A_ROBOT(pSoldier) || (pSoldier->flags.fHitByGasFlags & HIT_BY_SMOKEGAS)) + return(fRecompileMovementCosts); + } bPosOfMask = FindGasMask(pSoldier); + if(!DoesSoldierWearGasMask(pSoldier))//dnl ch40 200909 + bPosOfMask = NO_SLOT; if ( bPosOfMask == NO_SLOT || pSoldier->inv[ bPosOfMask ][0]->data.objectStatus < USABLE ) { bPosOfMask = NO_SLOT; @@ -1597,6 +1689,9 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN case EXPLOSV_BURNABLEGAS: pSoldier->flags.fHitByGasFlags |= HIT_BY_BURNABLEGAS; break; + case EXPLOSV_SMOKE://dnl ch40 200909 + pSoldier->flags.fHitByGasFlags |= HIT_BY_SMOKEGAS; + break; default: break; } @@ -1606,6 +1701,17 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN // a gas effect, take damage directly... pSoldier->SoldierTakeDamage( ANIM_STAND, sWoundAmt, sBreathAmt, TAKE_DAMAGE_GAS, NOBODY, NOWHERE, 0, TRUE ); + if (is_networked && is_client) + { + // if it gets here we are supposed to send it. + // let all the other clients know that our merc got gassed + // and align them with our random number generator + if (IsOurSoldier(pSoldier) || (pSoldier->bTeam == 1 && is_server) && !fFromRemoteClient) + { + send_gasdamage( pSoldier , pExplosive->uiIndex , sSubsequent , fRecompileMovementCosts , sWoundAmt , sBreathAmt , ubOwner ); + } + } + if ( pSoldier->stats.bLife >= CONSCIOUSNESS ) { pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + Random( 2 ) ) ); @@ -1619,8 +1725,16 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN return( fRecompileMovementCosts ); } -BOOLEAN ExpAffect( INT16 sBombGridNo, INT16 sGridNo, UINT32 uiDist, UINT16 usItem, UINT8 ubOwner, INT16 sSubsequent, BOOLEAN *pfMercHit, INT8 bLevel, INT32 iSmokeEffectID ) +BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usItem, UINT8 ubOwner, INT16 sSubsequent, BOOLEAN *pfMercHit, INT8 bLevel, INT32 iSmokeEffectID ) { +#ifdef JA2BETAVERSION + if (is_networked) { + CHAR tmpMPDbgString[512]; + sprintf(tmpMPDbgString,"ExpAffect ( sBombGridNo : %i , sGridNo : %i , uiDist : %i , usItem : %i , ubOwner : %i , sSubsequent : %i , fMercHit : %i , bLevel : %i , iSmokeEffectID : %i )\n",sBombGridNo, sGridNo , uiDist , usItem , ubOwner , sSubsequent , (int)*pfMercHit , bLevel , iSmokeEffectID ); + MPDebugMsg(tmpMPDbgString); + } +#endif + INT16 sWoundAmt = 0,sBreathAmt = 0, /* sNewWoundAmt = 0, sNewBreathAmt = 0, */ sStructDmgAmt; UINT8 ubPerson; SOLDIERTYPE *pSoldier; @@ -1632,7 +1746,7 @@ BOOLEAN ExpAffect( INT16 sBombGridNo, INT16 sGridNo, UINT32 uiDist, UINT16 usIte BOOLEAN fBlastEffect = TRUE; BOOLEAN fBloodEffect = FALSE; INT8 bSmokeEffectType = 0; - INT16 sNewGridNo; + INT32 sNewGridNo; ITEM_POOL * pItemPool, * pItemPoolNext; UINT32 uiRoll; @@ -2041,7 +2155,7 @@ void GetRayStopInfo( UINT32 uiNewSpot, UINT8 ubDir, INT8 bLevel, BOOLEAN fSmokeE INT8 Blocking, BlockingTemp; BOOLEAN fTravelCostObs = FALSE; UINT32 uiRangeReduce; - INT16 sNewGridNo; + INT32 sNewGridNo; STRUCTURE * pBlockingStructure; BOOLEAN fBlowWindowSouth = FALSE; BOOLEAN fReduceRay = TRUE; @@ -2068,7 +2182,7 @@ void GetRayStopInfo( UINT32 uiNewSpot, UINT8 ubDir, INT8 bLevel, BOOLEAN fSmokeE } - Blocking = GetBlockingStructureInfo( (INT16)uiNewSpot, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure, TRUE ); + Blocking = GetBlockingStructureInfo( uiNewSpot, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure, TRUE );//dnl ch53 111009 if ( pBlockingStructure ) { @@ -2094,7 +2208,7 @@ void GetRayStopInfo( UINT32 uiNewSpot, UINT8 ubDir, INT8 bLevel, BOOLEAN fSmokeE STRUCTURE * pStructure; // Check for roof here.... - pStructure = FindStructure( (INT16)uiNewSpot, STRUCTURE_ROOF ); + pStructure = FindStructure( uiNewSpot, STRUCTURE_ROOF ); if ( pStructure == NULL ) { @@ -2119,9 +2233,9 @@ void GetRayStopInfo( UINT32 uiNewSpot, UINT8 ubDir, INT8 bLevel, BOOLEAN fSmokeE { // ATE: For windows, check to the west and north for a broken window, as movement costs // will override there... - sNewGridNo = NewGridNo( (INT16)uiNewSpot, DirectionInc( WEST ) ); + sNewGridNo = NewGridNo( uiNewSpot, DirectionInc( WEST ) ); - BlockingTemp = GetBlockingStructureInfo( (INT16)sNewGridNo, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure, TRUE ); + BlockingTemp = GetBlockingStructureInfo( sNewGridNo, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure, TRUE ); if ( BlockingTemp == BLOCKING_TOPRIGHT_OPEN_WINDOW || BlockingTemp == BLOCKING_TOPLEFT_OPEN_WINDOW ) { // If open, fTravelCostObs set to false and reduce range.... @@ -2137,9 +2251,9 @@ void GetRayStopInfo( UINT32 uiNewSpot, UINT8 ubDir, INT8 bLevel, BOOLEAN fSmokeE if ( fTravelCostObs ) { - sNewGridNo = NewGridNo( (INT16)uiNewSpot, DirectionInc( NORTH ) ); + sNewGridNo = NewGridNo( uiNewSpot, DirectionInc( NORTH ) ); - BlockingTemp = GetBlockingStructureInfo( (INT16)sNewGridNo, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure, TRUE ); + BlockingTemp = GetBlockingStructureInfo( sNewGridNo, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure, TRUE ); if ( BlockingTemp == BLOCKING_TOPRIGHT_OPEN_WINDOW || BlockingTemp == BLOCKING_TOPLEFT_OPEN_WINDOW ) { // If open, fTravelCostObs set to false and reduce range.... @@ -2169,15 +2283,15 @@ void GetRayStopInfo( UINT32 uiNewSpot, UINT8 ubDir, INT8 bLevel, BOOLEAN fSmokeE if ( pBlockingStructure != NULL ) { - WindowHit( (INT16)uiNewSpot, pBlockingStructure->usStructureID, fBlowWindowSouth, TRUE ); + WindowHit( uiNewSpot, pBlockingStructure->usStructureID, fBlowWindowSouth, TRUE ); } } // ATE: For windows, check to the west and north for a broken window, as movement costs // will override there... - sNewGridNo = NewGridNo( (INT16)uiNewSpot, DirectionInc( WEST ) ); + sNewGridNo = NewGridNo( uiNewSpot, DirectionInc( WEST ) ); - BlockingTemp = GetBlockingStructureInfo( (INT16)sNewGridNo, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure , TRUE ); + BlockingTemp = GetBlockingStructureInfo( sNewGridNo, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure , TRUE ); if ( pBlockingStructure && pBlockingStructure->pDBStructureRef->pDBStructure->ubDensity <= 15 ) { fTravelCostObs = FALSE; @@ -2191,8 +2305,8 @@ void GetRayStopInfo( UINT32 uiNewSpot, UINT8 ubDir, INT8 bLevel, BOOLEAN fSmokeE } } - sNewGridNo = NewGridNo( (INT16)uiNewSpot, DirectionInc( NORTH ) ); - BlockingTemp = GetBlockingStructureInfo( (INT16)sNewGridNo, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure, TRUE ); + sNewGridNo = NewGridNo( uiNewSpot, DirectionInc( NORTH ) ); + BlockingTemp = GetBlockingStructureInfo( sNewGridNo, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure, TRUE ); if ( pBlockingStructure && pBlockingStructure->pDBStructureRef->pDBStructure->ubDensity <= 15 ) { @@ -2274,8 +2388,39 @@ void GetRayStopInfo( UINT32 uiNewSpot, UINT8 ubDir, INT8 bLevel, BOOLEAN fSmokeE -void SpreadEffect( INT16 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID ) +void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID , BOOL fFromRemoteClient , BOOL fNewSmokeEffect ) { + if (is_networked && is_client) + { + SOLDIERTYPE* pAttacker = MercPtrs[ubOwner]; + if (pAttacker != NULL) + { + if (IsOurSoldier(pAttacker) || (pAttacker->bTeam == 1 && is_server)) + { + // dont send SpreadEffect if it was just called from NewSmokeEffect - as now we sync that seperately + if (!fNewSmokeEffect) + { + // let all the other clients know we are spawning this effect + // and align them with our random number generator + send_spreadeffect(sGridNo,ubRadius,usItem,ubOwner,fSubsequent,bLevel,iSmokeEffectID); + } + } + else if (!fFromRemoteClient) + { + // skip executing locally because we want the random number generator to be aligned + // with the client that spawns set off the explosion/grenade/whatever + return; + } + } +#ifdef JA2BETAVERSION + CHAR tmpMPDbgString[512]; + sprintf(tmpMPDbgString,"SpreadEffect ( sGridNo : %i , ubRadius : %i , usItem : %i , ubOwner : %i , fSubsequent : %i , bLevel : %i , iSmokeEffectID : %i , fFromRemote : %i , fNewSmoke : %i )\n",sGridNo, ubRadius , usItem , ubOwner , (int)fSubsequent , bLevel , iSmokeEffectID , fFromRemoteClient , fNewSmokeEffect ); + MPDebugMsg(tmpMPDbgString); + gfMPDebugOutputRandoms = true; +#endif + } + + INT32 uiNewSpot, uiTempSpot, uiBranchSpot, cnt, branchCnt; INT32 uiTempRange, ubBranchRange; UINT8 ubDir,ubBranchDir, ubKeepGoing; @@ -2296,11 +2441,11 @@ void SpreadEffect( INT16 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, fSmokeEffect = TRUE; break; } -if(is_networked) +/*if(is_networked) { ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, L"explosives not coded in MP"); return; -} +}*/ // Set values for recompile region to optimize area we need to recompile for MPs gsRecompileAreaTop = sGridNo / WORLD_COLS; gsRecompileAreaLeft = sGridNo % WORLD_COLS; @@ -2334,7 +2479,7 @@ if(is_networked) while( cnt <= uiTempRange) // end of range loop { // move one tile in direction - uiNewSpot = NewGridNo( (INT16)uiTempSpot, DirectionInc( ubDir ) ); + uiNewSpot = NewGridNo( uiTempSpot, DirectionInc( ubDir ) ); // see if this was a different spot & if we should be able to reach // this spot @@ -2354,7 +2499,7 @@ if(is_networked) //DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Explosion affects %d", uiNewSpot) ); // ok, do what we do here... - if ( ExpAffect( sGridNo, (INT16)uiNewSpot, cnt / 2, usItem, ubOwner, fSubsequent, &fAnyMercHit, bLevel, iSmokeEffectID ) ) + if ( ExpAffect( sGridNo, uiNewSpot, cnt / 2, usItem, ubOwner, fSubsequent, &fAnyMercHit, bLevel, iSmokeEffectID ) ) { fRecompileMovement = TRUE; } @@ -2382,7 +2527,7 @@ if(is_networked) while( branchCnt <= ubBranchRange) // end of range loop { ubKeepGoing = TRUE; - uiNewSpot = NewGridNo( (INT16)uiBranchSpot, DirectionInc(ubBranchDir)); + uiNewSpot = NewGridNo( uiBranchSpot, DirectionInc(ubBranchDir)); if (uiNewSpot != uiBranchSpot) { @@ -2393,7 +2538,7 @@ if(is_networked) { // ok, do what we do here //DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Explosion affects %d", uiNewSpot) ); - if ( ExpAffect( sGridNo, (INT16)uiNewSpot, (INT16)((cnt + branchCnt) / 2), usItem, ubOwner, fSubsequent, &fAnyMercHit, bLevel, iSmokeEffectID ) ) + if ( ExpAffect( sGridNo, uiNewSpot, (INT16)((cnt + branchCnt) / 2), usItem, ubOwner, fSubsequent, &fAnyMercHit, bLevel, iSmokeEffectID ) ) { fRecompileMovement = TRUE; } @@ -2447,7 +2592,7 @@ if(is_networked) INT16 sX, sY; // DO wireframes as well - ConvertGridNoToXY( (INT16)sGridNo, &sX, &sY ); + ConvertGridNoToXY( sGridNo, &sX, &sY ); SetRecalculateWireFrameFlagRadius( sX, sY, ubRadius ); CalculateWorldWireFrameTiles( FALSE ); @@ -2494,6 +2639,8 @@ if(is_networked) MakeNoise( NOBODY, sGridNo, bLevel, gpWorldLevelData[sGridNo].ubTerrainID, (UINT8)Explosive[ Item [ usItem ].ubClassIndex ].ubVolume, NOISE_EXPLOSION ); } + + gfMPDebugOutputRandoms = false; } void ToggleActionItemsByFrequency( INT8 bFrequency ) @@ -2527,7 +2674,7 @@ void ToggleActionItemsByFrequency( INT8 bFrequency ) } } -void TogglePressureActionItemsInGridNo( INT16 sGridNo ) +void TogglePressureActionItemsInGridNo( INT32 sGridNo ) { UINT32 uiWorldBombIndex; OBJECTTYPE * pObj; @@ -2595,7 +2742,7 @@ BOOLEAN HookerInRoom( UINT8 ubRoom ) return( FALSE ); } -void PerformItemAction( INT16 sGridNo, OBJECTTYPE * pObj ) +void PerformItemAction( INT32 sGridNo, OBJECTTYPE * pObj ) { STRUCTURE * pStructure; @@ -2925,8 +3072,8 @@ void PerformItemAction( INT16 sGridNo, OBJECTTYPE * pObj ) } - - if ( sDoorSpot != NOWHERE && sTeleportSpot != NOWHERE ) + + if (!TileIsOutOfBounds(sDoorSpot) && !TileIsOutOfBounds(sTeleportSpot) ) { // close the door... DoorCloser[0]->data.misc.bActionValue = ACTION_ITEM_CLOSE_DOOR; @@ -2990,13 +3137,54 @@ void PerformItemAction( INT16 sGridNo, OBJECTTYPE * pObj ) } } -void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp ) +void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp, BOOL fFromRemoteClient ) { if (gubElementsOnExplosionQueue == MAX_BOMB_QUEUE) { return; } + // 20091002 - OJW - MP Explosives + if (is_networked && is_client) + { + /*if (gWorldBombs[uiWorldBombIndex].bIsFromRemotePlayer && !fFromRemoteClient) + { + return; + } + else + { + // this is the world item index + UINT32 iWorldIndex = gWorldBombs[uiWorldBombIndex].iItemIndex; + WORLDITEM wi = gWorldItems[iWorldIndex]; + if (wi.fExists) + { + INT8 soldierID = wi.soldierID; + if (soldierID == -1) + soldierID = wi.object[0]->data.misc.ubBombOwner - 2; // undo the hack + + send_detonate_explosive(iWorldIndex,soldierID); + } + }*/ + UINT32 iWorldIndex = gWorldBombs[uiWorldBombIndex].iItemIndex; + WORLDITEM wi = gWorldItems[iWorldIndex]; + if (wi.fExists) + { + INT8 soldierID = wi.soldierID; // bomb's owner + if (soldierID == -1) + soldierID = wi.object[0]->data.misc.ubBombOwner - 2; // undo the hack + + if (IsOurSoldier(gubPersonToSetOffExplosions) || IsOurSoldier(soldierID)) + { + // we set off the bomb (could be failed disarm) or we own it, tell the other clients we are setting it off + send_detonate_explosive(iWorldIndex,gubPersonToSetOffExplosions); + } + else if (gWorldBombs[uiWorldBombIndex].bIsFromRemotePlayer && !fFromRemoteClient) + { + return; // dont explode bombs which arent originating from our client unless we were told to + } + } + } + gExplosionQueue[gubElementsOnExplosionQueue].uiWorldBombIndex = uiWorldBombIndex; gExplosionQueue[gubElementsOnExplosionQueue].uiTimeStamp = uiTimeStamp; gExplosionQueue[gubElementsOnExplosionQueue].fExists = TRUE; @@ -3016,7 +3204,7 @@ void HandleExplosionQueue( void ) UINT32 uiIndex; UINT32 uiWorldBombIndex; UINT32 uiCurrentTime; - INT16 sGridNo; + INT32 sGridNo; OBJECTTYPE * pObj; UINT8 ubLevel; @@ -3134,7 +3322,8 @@ void HandleExplosionQueue( void ) // unlock UI //UnSetUIBusy( (UINT8)gusSelectedSoldier ); - if ( !(gTacticalStatus.uiFlags & INCOMBAT) || gTacticalStatus.ubCurrentTeam == gbPlayerNum ) + // OJW - 20091028 - fix explosion UI lock bug on unoriginating clients + if ( !(gTacticalStatus.uiFlags & INCOMBAT) || gTacticalStatus.ubCurrentTeam == gbPlayerNum || (is_networked && gTacticalStatus.ubCurrentTeam != 1) ) { // don't end UI lock when it's a computer turn guiPendingOverrideEvent = LU_ENDUILOCK; @@ -3165,8 +3354,6 @@ void DecayBombTimers( void ) (*pObj)[0]->data.misc.bDelay--; if ((*pObj)[0]->data.misc.bDelay == 0) { - // put this bomb on the queue - AddBombToQueue( uiWorldBombIndex, uiTimeStamp ); // ATE: CC black magic.... if ( (*pObj)[0]->data.misc.ubBombOwner > 1 ) { @@ -3177,6 +3364,9 @@ void DecayBombTimers( void ) gubPersonToSetOffExplosions = NOBODY; } + // put this bomb on the queue + AddBombToQueue( uiWorldBombIndex, uiTimeStamp ); + if (pObj->usItem != ACTION_ITEM || (*pObj)[0]->data.misc.bActionValue == ACTION_ITEM_BLOW_UP) { uiTimeStamp += BOMB_QUEUE_DELAY; @@ -3224,10 +3414,10 @@ void SetOffBombsByFrequency( UINT8 ubID, INT8 bFrequency ) void SetOffPanicBombs( UINT8 ubID, INT8 bPanicTrigger ) { // need to turn off gridnos & flags in gTacticalStatus - gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ] = NOWHERE; - if ( (gTacticalStatus.sPanicTriggerGridNo[0] == NOWHERE) && - (gTacticalStatus.sPanicTriggerGridNo[1] == NOWHERE) && - (gTacticalStatus.sPanicTriggerGridNo[2] == NOWHERE) ) + gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ] = NOWHERE; + if ( ( TileIsOutOfBounds(gTacticalStatus.sPanicTriggerGridNo[0])) && + ( TileIsOutOfBounds(gTacticalStatus.sPanicTriggerGridNo[1])) && + ( TileIsOutOfBounds(gTacticalStatus.sPanicTriggerGridNo[2])) ) { gTacticalStatus.fPanicFlags &= ~(PANIC_TRIGGERS_HERE); } @@ -3259,7 +3449,7 @@ void SetOffPanicBombs( UINT8 ubID, INT8 bPanicTrigger ) } } -BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT16 sGridNo, BOOLEAN fAllBombs, INT8 bLevel ) +BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8 bLevel ) { UINT32 uiWorldBombIndex; UINT32 uiTimeStamp; @@ -3326,7 +3516,7 @@ BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT16 sGridNo, BOOLEAN fAllBombs, INT8 return( fFoundMine ); } -void ActivateSwitchInGridNo( UINT8 ubID, INT16 sGridNo ) +void ActivateSwitchInGridNo( UINT8 ubID, INT32 sGridNo ) { UINT32 uiWorldBombIndex; OBJECTTYPE * pObj; @@ -3497,7 +3687,7 @@ BOOLEAN LoadExplosionTableFromSavedGameFile( HWFILE hFile ) -BOOLEAN DoesSAMExistHere( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT16 sGridNo ) +BOOLEAN DoesSAMExistHere( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT32 sGridNo ) { INT32 cnt; INT16 sSectorNo; @@ -3527,7 +3717,7 @@ BOOLEAN DoesSAMExistHere( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT16 } -void UpdateAndDamageSAMIfFound( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT16 sGridNo, UINT8 ubDamage ) +void UpdateAndDamageSAMIfFound( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT32 sGridNo, UINT8 ubDamage ) { INT16 sSectorNo; @@ -3622,7 +3812,7 @@ void UpdateSAMDoneRepair( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ ) // loop through civ team and find // anybody who is an NPC and // see if they get angry -void HandleBuldingDestruction( INT16 sGridNo, UINT8 ubOwner ) +void HandleBuldingDestruction( INT32 sGridNo, UINT8 ubOwner ) { SOLDIERTYPE * pSoldier; UINT8 cnt; diff --git a/TileEngine/Explosion Control.h b/TileEngine/Explosion Control.h index 18767413..5af67d2d 100644 --- a/TileEngine/Explosion Control.h +++ b/TileEngine/Explosion Control.h @@ -23,7 +23,7 @@ typedef struct INT16 sX; // World X ( optional ) INT16 sY; // World Y ( optional ) INT16 sZ; // World Z ( optional ) - INT16 sGridNo; // World GridNo + INT32 sGridNo; // World GridNo BOOLEAN fLocate; INT8 bLevel; // World level UINT8 ubUnsed[1]; @@ -98,26 +98,22 @@ extern EXPLOSIONTYPE gExplosionData[ NUM_EXPLOSION_SLOTS ]; extern UINT8 gubElementsOnExplosionQueue; extern BOOLEAN gfExplosionQueueActive; -void IgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT16 sGridNo, UINT16 usItem, INT8 bLevel ); -void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT16 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel ); +void IgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, INT8 bLevel ); +void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel ); void GenerateExplosion( EXPLOSION_PARAMS *pExpParams ); -void SpreadEffect( INT16 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectNum ); - -void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp ); - void DecayBombTimers( void ); void SetOffBombsByFrequency( UINT8 ubID, INT8 bFrequency ); -BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT16 sGridNo, BOOLEAN fAllBombs, INT8 bLevel ); -void ActivateSwitchInGridNo( UINT8 ubID, INT16 sGridNo ); +BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8 bLevel ); +void ActivateSwitchInGridNo( UINT8 ubID, INT32 sGridNo ); void SetOffPanicBombs( UINT8 ubID, INT8 bPanicTrigger ); void UpdateExplosionFrame( INT32 iIndex, INT16 sCurrentFrame ); void RemoveExplosionData( INT32 iIndex ); -void UpdateAndDamageSAMIfFound( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT16 sGridNo, UINT8 ubDamage ); +void UpdateAndDamageSAMIfFound( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT32 sGridNo, UINT8 ubDamage ); void UpdateSAMDoneRepair( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ ); @@ -131,6 +127,10 @@ void RemoveAllActiveTimedBombs( void ); #define GASMASK_MIN_STATUS 70 -BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner ); +// OJW - 20091028 - Explosion damage sync +BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent , BOOL fFromRemoteClient = FALSE ); +BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner , BOOL fFromRemoteClient = FALSE ); +void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectNum , BOOL fFromRemoteClient = FALSE , BOOL fNewSmokeEffect = FALSE ); +void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp, BOOL fFromRemoteClient = FALSE ); #endif \ No newline at end of file diff --git a/TileEngine/Fog Of War.cpp b/TileEngine/Fog Of War.cpp index b7e6a65a..18bfa786 100644 --- a/TileEngine/Fog Of War.cpp +++ b/TileEngine/Fog Of War.cpp @@ -12,7 +12,7 @@ //When line of sight reaches a gridno, and there is a light there, it turns it on. //This is only done in the cave levels. -void RemoveFogFromGridNo( UINT32 uiGridNo ) +void RemoveFogFromGridNo( INT32 uiGridNo ) { INT32 i; INT32 x, y; diff --git a/TileEngine/Fog Of War.h b/TileEngine/Fog Of War.h index 5408151b..a36fe26f 100644 --- a/TileEngine/Fog Of War.h +++ b/TileEngine/Fog Of War.h @@ -7,6 +7,6 @@ void InitializeFogInWorld(); //Removes and smooths the adjacent tiles. -void RemoveFogFromGridNo( UINT32 uiGridNo ); +void RemoveFogFromGridNo( INT32 uiGridNo ); #endif \ No newline at end of file diff --git a/TileEngine/Interactive Tiles.cpp b/TileEngine/Interactive Tiles.cpp index d7afcbe1..f11c2708 100644 --- a/TileEngine/Interactive Tiles.cpp +++ b/TileEngine/Interactive Tiles.cpp @@ -46,14 +46,14 @@ typedef struct { - INT16 sGridNo; + INT32 sGridNo; UINT8 ubFlags; INT16 sTileIndex; INT16 sMaxScreenY; INT16 sHeighestScreenY; BOOLEAN fFound; LEVELNODE *pFoundNode; - INT16 sFoundGridNo; + INT32 sFoundGridNo; UINT16 usStructureID; BOOLEAN fStructure; @@ -83,9 +83,9 @@ UINT16 gusINTOldMousePosX = 0; UINT16 gusINTOldMousePosY = 0; -BOOLEAN RefinePointCollisionOnStruct( INT16 sGridNo, INT16 sTestX, INT16 sTestY, INT16 sSrcX, INT16 sSrcY, LEVELNODE *pNode ); +BOOLEAN RefinePointCollisionOnStruct( INT32 sGridNo, INT16 sTestX, INT16 sTestY, INT16 sSrcX, INT16 sSrcY, LEVELNODE *pNode ); BOOLEAN CheckVideoObjectScreenCoordinateInData( HVOBJECT hSrcVObject, UINT16 usIndex, INT32 iTextX, INT32 iTestY ); -BOOLEAN RefineLogicOnStruct( INT16 sGridNo, LEVELNODE *pNode ); +BOOLEAN RefineLogicOnStruct( INT32 sGridNo, LEVELNODE *pNode ); BOOLEAN InitInteractiveTileManagement( ) @@ -97,12 +97,12 @@ void ShutdownInteractiveTileManagement( ) { } -BOOLEAN AddInteractiveTile( INT16 sGridNo, LEVELNODE *pLevelNode, UINT32 uiFlags, UINT16 usType ) +BOOLEAN AddInteractiveTile( INT32 sGridNo, LEVELNODE *pLevelNode, UINT32 uiFlags, UINT16 usType ) { return( TRUE ); } -BOOLEAN StartInteractiveObject( INT16 sGridNo, UINT16 usStructureID, SOLDIERTYPE *pSoldier, UINT8 ubDirection ) +BOOLEAN StartInteractiveObject( INT32 sGridNo, UINT16 usStructureID, SOLDIERTYPE *pSoldier, UINT8 ubDirection ) { STRUCTURE * pStructure; @@ -144,7 +144,7 @@ BOOLEAN StartInteractiveObject( INT16 sGridNo, UINT16 usStructureID, SOLDIERTYPE } -BOOLEAN CalcInteractiveObjectAPs( INT16 sGridNo, STRUCTURE * pStructure, INT16 *psAPCost, INT16 *psBPCost ) +BOOLEAN CalcInteractiveObjectAPs( INT32 sGridNo, STRUCTURE * pStructure, INT16 *psAPCost, INT16 *psBPCost ) { if (pStructure == NULL) { @@ -199,7 +199,7 @@ BOOLEAN SoldierHandleInteractiveObject( SOLDIERTYPE *pSoldier ) { STRUCTURE *pStructure; UINT16 usStructureID; - INT16 sGridNo; + INT32 sGridNo; sGridNo = pSoldier->aiData.sPendingActionData2; @@ -216,7 +216,7 @@ BOOLEAN SoldierHandleInteractiveObject( SOLDIERTYPE *pSoldier ) return( HandleOpenableStruct( pSoldier, sGridNo, pStructure ) ); } -void HandleStructChangeFromGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo ) +void HandleStructChangeFromGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { STRUCTURE *pStructure, *pNewStructure; ITEM_POOL *pItemPool; @@ -267,7 +267,7 @@ void HandleStructChangeFromGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo ) // LOOK for item pool here... - if ( GetItemPool( (INT16)sGridNo, &pItemPool, pSoldier->pathing.bLevel ) ) + if ( GetItemPool( sGridNo, &pItemPool, pSoldier->pathing.bLevel ) ) { // Update visiblity.... if ( !( pStructure->fFlags & STRUCTURE_OPEN ) ) @@ -354,7 +354,7 @@ UINT32 GetInteractiveTileCursor( UINT32 uiOldCursor, BOOLEAN fConfirm ) { LEVELNODE *pIntNode; STRUCTURE *pStructure; - INT16 sGridNo; + INT32 sGridNo; // OK, first see if we have an in tile... pIntNode = GetCurInteractiveTileGridNoAndStructure( &sGridNo, &pStructure ); @@ -403,7 +403,7 @@ void SetActionModeDoorCursorText( ) { LEVELNODE *pIntNode; STRUCTURE *pStructure; - INT16 sGridNo; + INT32 sGridNo; // If we are over a merc, don't if ( gfUIFullTargetFound ) @@ -424,7 +424,7 @@ void SetActionModeDoorCursorText( ) } -void GetLevelNodeScreenRect( LEVELNODE *pNode, SGPRect *pRect, INT16 sXPos, INT16 sYPos, INT16 sGridNo ) +void GetLevelNodeScreenRect( LEVELNODE *pNode, SGPRect *pRect, INT16 sXPos, INT16 sYPos, INT32 sGridNo ) { INT16 sScreenX, sScreenY; INT16 sOffsetX, sOffsetY; @@ -511,7 +511,7 @@ void CompileInteractiveTiles( ) } -void LogMouseOverInteractiveTile( INT16 sGridNo ) +void LogMouseOverInteractiveTile( INT32 sGridNo ) { SGPRect aRect; INT16 sXMapPos, sYMapPos, sScreenX, sScreenY; @@ -649,7 +649,7 @@ LEVELNODE *GetCurInteractiveTile( ) } -LEVELNODE *GetCurInteractiveTileGridNo( INT16 *psGridNo ) +LEVELNODE *GetCurInteractiveTileGridNo( INT32 *psGridNo ) { LEVELNODE *pNode; @@ -669,7 +669,7 @@ LEVELNODE *GetCurInteractiveTileGridNo( INT16 *psGridNo ) -LEVELNODE *ConditionalGetCurInteractiveTileGridNoAndStructure( INT16 *psGridNo, STRUCTURE **ppStructure, BOOLEAN fRejectOnTopItems ) +LEVELNODE *ConditionalGetCurInteractiveTileGridNoAndStructure( INT32 *psGridNo, STRUCTURE **ppStructure, BOOLEAN fRejectOnTopItems ) { LEVELNODE *pNode; STRUCTURE *pStructure; @@ -708,7 +708,7 @@ LEVELNODE *ConditionalGetCurInteractiveTileGridNoAndStructure( INT16 *psGridNo, } -LEVELNODE *GetCurInteractiveTileGridNoAndStructure( INT16 *psGridNo, STRUCTURE **ppStructure ) +LEVELNODE *GetCurInteractiveTileGridNoAndStructure( INT32 *psGridNo, STRUCTURE **ppStructure ) { return( ConditionalGetCurInteractiveTileGridNoAndStructure( psGridNo, ppStructure, TRUE ) ); } @@ -777,7 +777,7 @@ void EndCurInteractiveTileCheck( ) } -BOOLEAN RefineLogicOnStruct( INT16 sGridNo, LEVELNODE *pNode ) +BOOLEAN RefineLogicOnStruct( INT32 sGridNo, LEVELNODE *pNode ) { TILE_ELEMENT *TileElem; STRUCTURE *pStructure; @@ -845,8 +845,8 @@ BOOLEAN RefineLogicOnStruct( INT16 sGridNo, LEVELNODE *pNode ) // IF we are a switch, reject in another direction... if ( pStructure->fFlags & STRUCTURE_SWITCH ) { - // Find a new gridno based on switch's orientation... - INT16 sNewGridNo = NOWHERE; + // Find a new gridno based on switch's orientation... + INT32 sNewGridNo = NOWHERE; switch( pStructure->pDBStructureRef->pDBStructure->ubWallOrientation ) { @@ -865,8 +865,8 @@ BOOLEAN RefineLogicOnStruct( INT16 sGridNo, LEVELNODE *pNode ) break; } - - if ( sNewGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(sNewGridNo)) { // If we are hidden by a roof, reject it! if ( !gfBasement && IsRoofVisible2( sNewGridNo ) && !( gTacticalStatus.uiFlags&SHOW_ALL_ITEMS ) ) @@ -900,7 +900,7 @@ BOOLEAN RefineLogicOnStruct( INT16 sGridNo, LEVELNODE *pNode ) } -BOOLEAN RefinePointCollisionOnStruct( INT16 sGridNo, INT16 sTestX, INT16 sTestY, INT16 sSrcX, INT16 sSrcY, LEVELNODE *pNode ) +BOOLEAN RefinePointCollisionOnStruct( INT32 sGridNo, INT16 sTestX, INT16 sTestY, INT16 sSrcX, INT16 sSrcY, LEVELNODE *pNode ) { TILE_ELEMENT *TileElem; @@ -1102,7 +1102,7 @@ BOOLEAN ShouldCheckForMouseDetections( ) } -void CycleIntTileFindStack( INT16 sMapPos ) +void CycleIntTileFindStack( INT32 usMapPos ) { gfCycleIntTile = TRUE; diff --git a/TileEngine/Interactive Tiles.h b/TileEngine/Interactive Tiles.h index eb9ab4f9..ebbad98d 100644 --- a/TileEngine/Interactive Tiles.h +++ b/TileEngine/Interactive Tiles.h @@ -14,34 +14,34 @@ extern BOOLEAN gfOverIntTile; -void GetLevelNodeScreenRect( LEVELNODE *pNode, SGPRect *pRect, INT16 sXPos, INT16 sYPos, INT16 sGridNo ); +void GetLevelNodeScreenRect( LEVELNODE *pNode, SGPRect *pRect, INT16 sXPos, INT16 sYPos, INT32 sGridNo ); BOOLEAN InitInteractiveTileManagement( ); void ShutdownInteractiveTileManagement( ); -BOOLEAN AddInteractiveTile( INT16 sGridNo, LEVELNODE *pLevelNode, UINT32 uiFlags, UINT16 usType ); -BOOLEAN StartInteractiveObject( INT16 sGridNo, UINT16 usStructureID, SOLDIERTYPE *pSoldier, UINT8 ubDirection ); +BOOLEAN AddInteractiveTile( INT32 sGridNo, LEVELNODE *pLevelNode, UINT32 uiFlags, UINT16 usType ); +BOOLEAN StartInteractiveObject( INT32 sGridNo, UINT16 usStructureID, SOLDIERTYPE *pSoldier, UINT8 ubDirection ); BOOLEAN StartInteractiveObjectFromMouse( SOLDIERTYPE *pSoldier, UINT8 ubDirection ); void CompileInteractiveTiles( ); UINT32 GetInteractiveTileCursor( UINT32 uiOldCursor, BOOLEAN fConfirm ); BOOLEAN InteractWithInteractiveObject( SOLDIERTYPE *pSoldier, STRUCTURE *pStructure, UINT8 ubDirection ); BOOLEAN SoldierHandleInteractiveObject( SOLDIERTYPE *pSoldier ); -BOOLEAN CalcInteractiveObjectAPs( INT16 sGridNo, STRUCTURE * pStructure, INT16 *psAPCost, INT16 *psBPCost ); +BOOLEAN CalcInteractiveObjectAPs( INT32 sGridNo, STRUCTURE * pStructure, INT16 *psAPCost, INT16 *psBPCost ); -void HandleStructChangeFromGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo ); +void HandleStructChangeFromGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo ); void BeginCurInteractiveTileCheck( UINT8 bCheckFlags ); void EndCurInteractiveTileCheck( ); -void LogMouseOverInteractiveTile( INT16 sGridNo ); +void LogMouseOverInteractiveTile( INT32 sGridNo ); BOOLEAN ShouldCheckForMouseDetections( ); -void CycleIntTileFindStack( INT16 sMapPos ); +void CycleIntTileFindStack( INT32 usMapPos ); void SetActionModeDoorCursorText( ); LEVELNODE *GetCurInteractiveTile( ); -LEVELNODE *GetCurInteractiveTileGridNo( INT16 *psGridNo ); -LEVELNODE *GetCurInteractiveTileGridNoAndStructure( INT16 *psGridNo, STRUCTURE **ppStructure ); -LEVELNODE *ConditionalGetCurInteractiveTileGridNoAndStructure( INT16 *psGridNo, STRUCTURE **ppStructure, BOOLEAN fRejectOnTopItems ); +LEVELNODE *GetCurInteractiveTileGridNo( INT32 *psGridNo ); +LEVELNODE *GetCurInteractiveTileGridNoAndStructure( INT32 *psGridNo, STRUCTURE **ppStructure ); +LEVELNODE *ConditionalGetCurInteractiveTileGridNoAndStructure( INT32 *psGridNo, STRUCTURE **ppStructure, BOOLEAN fRejectOnTopItems ); diff --git a/TileEngine/Isometric Utils.cpp b/TileEngine/Isometric Utils.cpp index 8686bf60..1a5bb5c7 100644 --- a/TileEngine/Isometric Utils.cpp +++ b/TileEngine/Isometric Utils.cpp @@ -24,17 +24,16 @@ UINT32 guiForceRefreshMousePositionCalculation = 0; // GLOBALS INT16 DirIncrementer[8] = - { - -MAPWIDTH, //N - 1-MAPWIDTH, //NE - 1, //E - 1+MAPWIDTH, //SE - MAPWIDTH, //S - MAPWIDTH-1, //SW - -1, //W - -MAPWIDTH-1 //NW - - }; +{ + -WORLD_COLS, //N + 1-WORLD_COLS, //NE + 1, //E + 1+WORLD_COLS, //SE + WORLD_COLS, //S + WORLD_COLS-1, //SW + -1, //W + -WORLD_COLS-1 //NW +}; // Opposite directions UINT8 gOppositeDirection[ NUM_WORLD_DIRECTIONS ] = @@ -341,22 +340,22 @@ BOOLEAN GetMouseWorldCoordsInCenter( INT16 *psMouseX, INT16 *psMouseY ) // I did that (or actually uncasted a bunch of stuff and re-typed others to correct them), so // no worries // (jonathanl) to save me having to cast all the previous code -BOOLEAN GetMouseMapPos( INT16 *psMapPos ) +BOOLEAN GetMouseMapPos( UINT32 *psMapPos ) { - return GetMouseMapPos( (INT16 *)psMapPos ); + return GetMouseMapPos( (INT32 *)psMapPos ); } #endif -BOOLEAN GetMouseMapPos( INT16 *pusMapPos ) +BOOLEAN GetMouseMapPos( INT32 *psMapPos ) { INT16 sWorldX, sWorldY; - static INT16 sSameCursorPos; + static INT32 sSameCursorPos; static UINT32 uiOldFrameNumber = 99999; // Check if this is the same frame as before, return already calculated value if so! if ( uiOldFrameNumber == guiGameCycleCounter && !guiForceRefreshMousePositionCalculation ) { - ( *pusMapPos ) = sSameCursorPos; + ( *psMapPos ) = sSameCursorPos; if ( sSameCursorPos == 0 ) { @@ -371,14 +370,14 @@ BOOLEAN GetMouseMapPos( INT16 *pusMapPos ) if ( GetMouseXY( &sWorldX, &sWorldY ) ) { - *pusMapPos = MAPROWCOLTOPOS( sWorldY, sWorldX ); - sSameCursorPos = (*pusMapPos); + *psMapPos = MAPROWCOLTOPOS( sWorldY, sWorldX ); + sSameCursorPos = (*psMapPos); return( TRUE ); } else { - *pusMapPos = 0; - sSameCursorPos = (*pusMapPos); + *psMapPos = 0; + sSameCursorPos = (*psMapPos); return( FALSE ); } @@ -386,14 +385,14 @@ BOOLEAN GetMouseMapPos( INT16 *pusMapPos ) -BOOLEAN ConvertMapPosToWorldTileCenter( INT16 sMapPos, INT16 *psXPos, INT16 *psYPos ) +BOOLEAN ConvertMapPosToWorldTileCenter( INT32 usMapPos, INT16 *psXPos, INT16 *psYPos ) { INT16 sWorldX, sWorldY; INT16 sCellX, sCellY; // Get X, Y world GRID Coordinates - sWorldY = ( sMapPos / WORLD_COLS ); - sWorldX = sMapPos - ( sWorldY * WORLD_COLS ); + sWorldY = ( usMapPos / WORLD_COLS ); + sWorldX = usMapPos - ( sWorldY * WORLD_COLS ); // Convert into cell coords sCellY = sWorldY * CELL_Y_SIZE; @@ -444,7 +443,7 @@ void GetScreenXYWorldCell( INT16 sScreenX, INT16 sScreenY, INT16 *psWorldCellX, } -void GetScreenXYGridNo( INT16 sScreenX, INT16 sScreenY, INT16 *psMapPos ) +void GetScreenXYGridNo( INT16 sScreenX, INT16 sScreenY, INT32 *psMapPos ) { INT16 sWorldX, sWorldY; @@ -460,8 +459,8 @@ void GetWorldXYAbsoluteScreenXY( INT32 sWorldCellX, INT32 sWorldCellY, INT16 *ps INT16 sDistToCenterY, sDistToCenterX; // Find the diustance from render center to true world center - sDistToCenterX = (INT16) ( ( sWorldCellX * CELL_X_SIZE ) - gCenterWorldX); - sDistToCenterY = (INT16) ( ( sWorldCellY * CELL_Y_SIZE ) - gCenterWorldY); + sDistToCenterX = ( sWorldCellX * CELL_X_SIZE ) - gCenterWorldX; + sDistToCenterY = ( sWorldCellY * CELL_Y_SIZE ) - gCenterWorldY; // From render center in world coords, convert to render center in "screen" coords @@ -503,27 +502,27 @@ void GetFromAbsoluteScreenXYWorldXY( INT32 *psWorldCellX, INT32* psWorldCellY, I // UTILITY FUNTIONS -INT32 OutOfBounds(INT16 sGridno, INT16 sProposedGridno) +INT32 OutOfBounds(INT32 sGridNo, INT32 sProposedGridNo) { - INT16 sMod,sPropMod; + INT32 sMod,sPropMod; // get modulas of our origin - sMod = sGridno % MAXCOL; + sMod = sGridNo % MAXCOL; if (sMod != 0) // if we're not on leftmost grid if (sMod != RIGHTMOSTGRID) // if we're not on rightmost grid - if (sGridno < LASTROWSTART) // if we're above bottom row - if (sGridno > MAXCOL) // if we're below top row + if (sGridNo < LASTROWSTART) // if we're above bottom row + if (sGridNo > MAXCOL) // if we're below top row // Everything's OK - we're not on the edge of the map return(FALSE); // if we've got this far, there's a potential problem - check it out! - if (sProposedGridno < 0) + if (sProposedGridNo < 0) return(TRUE); - sPropMod = sProposedGridno % MAXCOL; + sPropMod = sProposedGridNo % MAXCOL; if (sMod == 0 && sPropMod == RIGHTMOSTGRID) return(TRUE); @@ -531,24 +530,36 @@ INT32 OutOfBounds(INT16 sGridno, INT16 sProposedGridno) if (sMod == RIGHTMOSTGRID && sPropMod == 0) return(TRUE); else - if (sGridno >= LASTROWSTART && sProposedGridno >= GRIDSIZE) + if (sGridNo >= LASTROWSTART && sProposedGridNo >= GRIDSIZE) return(TRUE); else return(FALSE); } - - -INT16 NewGridNo(INT16 sGridno, INT16 sDirInc) +//Lalien: This function should be used to check if the tile is not inside map array, +// it will return FALSE if the tile index is NOWHERE (-1) too. +// If the tile index has some special meaning ("-1" = does not exist) the check for NOWHERE should be used +BOOLEAN TileIsOutOfBounds(INT32 sGridNo) { - INT16 sProposedGridno = sGridno + sDirInc; + if( (sGridNo < 0) || (sGridNo >= MAX_MAP_POS) ) + { + return TRUE; + } + + return FALSE; +} + + +INT32 NewGridNo(INT32 sGridNo, INT16 sDirInc) +{ + INT32 sProposedGridNo = sGridNo + sDirInc; // now check for out-of-bounds - if (OutOfBounds(sGridno,sProposedGridno)) + if (OutOfBounds(sGridNo,sProposedGridNo)) // return ORIGINAL gridno to user - sProposedGridno = sGridno; + sProposedGridNo = sGridNo; - return(sProposedGridno); + return(sProposedGridNo); } @@ -586,13 +597,13 @@ INT16 sDeltaScreenX, sDeltaScreenY; } -void ConvertGridNoToXY( INT16 sGridNo, INT16 *sXPos, INT16 *sYPos ) +void ConvertGridNoToXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos ) { *sYPos = sGridNo / WORLD_COLS; *sXPos = ( sGridNo - ( *sYPos * WORLD_COLS ) ); } -void ConvertGridNoToCellXY( INT16 sGridNo, INT16 *sXPos, INT16 *sYPos ) +void ConvertGridNoToCellXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos ) { *sYPos = ( sGridNo / WORLD_COLS ); *sXPos = sGridNo - ( *sYPos * WORLD_COLS ); @@ -601,7 +612,7 @@ void ConvertGridNoToCellXY( INT16 sGridNo, INT16 *sXPos, INT16 *sYPos ) *sXPos = ( *sXPos * CELL_X_SIZE ); } -void ConvertGridNoToCenterCellXY( INT16 sGridNo, INT16 *sXPos, INT16 *sYPos ) +void ConvertGridNoToCenterCellXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos ) { *sYPos = ( sGridNo / WORLD_COLS ); *sXPos = ( sGridNo - ( *sYPos * WORLD_COLS ) ); @@ -610,7 +621,7 @@ void ConvertGridNoToCenterCellXY( INT16 sGridNo, INT16 *sXPos, INT16 *sYPos ) *sXPos = ( *sXPos * CELL_X_SIZE ) + ( CELL_X_SIZE / 2 ); } -INT32 GetRangeFromGridNoDiff( INT16 sGridNo1, INT16 sGridNo2 ) +INT32 GetRangeFromGridNoDiff( INT32 sGridNo1, INT32 sGridNo2 ) { INT32 uiDist; INT16 sXPos, sYPos, sXPos2, sYPos2; @@ -621,12 +632,12 @@ INT32 GetRangeFromGridNoDiff( INT16 sGridNo1, INT16 sGridNo2 ) // Convert our grid-not into an XY ConvertGridNoToXY( sGridNo2, &sXPos2, &sYPos2 ); - uiDist = (INT16)sqrt((double) ( sXPos2 - sXPos )*( sXPos2 - sXPos ) + ( sYPos2 - sYPos ) * ( sYPos2 - sYPos ) ); + uiDist = sqrt((double) ( sXPos2 - sXPos )*( sXPos2 - sXPos ) + ( sYPos2 - sYPos ) * ( sYPos2 - sYPos ) ); return( uiDist ); } -INT32 GetRangeInCellCoordsFromGridNoDiff( INT16 sGridNo1, INT16 sGridNo2 ) +INT32 GetRangeInCellCoordsFromGridNoDiff( INT32 sGridNo1, INT32 sGridNo2 ) { INT16 sXPos, sYPos, sXPos2, sYPos2; @@ -656,7 +667,7 @@ BOOLEAN IsPointInScreenRectWithRelative( INT16 sXPos, INT16 sYPos, SGPRect *pRec { if ( (sXPos >= pRect->iLeft) && (sXPos <= pRect->iRight) && (sYPos >= pRect->iTop) && (sYPos <= pRect->iBottom) ) { - (*sXRel) = (INT16) pRect->iLeft - sXPos; + (*sXRel) = pRect->iLeft - sXPos; (*sYRel) = sYPos - (INT16)pRect->iTop; return( TRUE ); @@ -668,12 +679,12 @@ BOOLEAN IsPointInScreenRectWithRelative( INT16 sXPos, INT16 sYPos, SGPRect *pRec } -INT16 PythSpacesAway(INT16 sOrigin, INT16 sDest) +INT16 PythSpacesAway(INT32 sOrigin, INT32 sDest) { INT16 sRows,sCols,sResult; - sRows = (INT16) abs((sOrigin / MAXCOL) - (sDest / MAXCOL)); - sCols = (INT16) abs((sOrigin % MAXROW) - (sDest % MAXROW)); + sRows = abs((sOrigin / MAXCOL) - (sDest / MAXCOL)); + sCols = abs((sOrigin % MAXROW) - (sDest % MAXROW)); // apply Pythagoras's theorem for right-handed triangle: @@ -684,23 +695,23 @@ INT16 PythSpacesAway(INT16 sOrigin, INT16 sDest) } -INT16 SpacesAway(INT16 sOrigin, INT16 sDest) +INT16 SpacesAway(INT32 sOrigin, INT32 sDest) { INT16 sRows,sCols; - sRows = (INT16) abs((sOrigin / MAXCOL) - (sDest / MAXCOL)); - sCols = (INT16) abs((sOrigin % MAXROW) - (sDest % MAXROW)); + sRows = abs((sOrigin / MAXCOL) - (sDest / MAXCOL)); + sCols = abs((sOrigin % MAXROW) - (sDest % MAXROW)); return( __max( sRows, sCols ) ); } -INT16 CardinalSpacesAway(INT16 sOrigin, INT16 sDest) +INT16 CardinalSpacesAway(INT32 sOrigin, INT32 sDest) // distance away, ignoring diagonals! { INT16 sRows,sCols; - sRows = (INT16) abs((sOrigin / MAXCOL) - (sDest / MAXCOL)); - sCols = (INT16) abs((sOrigin % MAXROW) - (sDest % MAXROW)); + sRows = abs((sOrigin / MAXCOL) - (sDest / MAXCOL)); + sCols = abs((sOrigin % MAXROW) - (sDest % MAXROW)); return( (INT16)( sRows + sCols ) ); } @@ -748,10 +759,10 @@ INT8 FindNumTurnsBetweenDirs( INT8 sDir1, INT8 sDir2 ) } -BOOLEAN FindHeigherLevel( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDir, INT8 *pbDirection ) +BOOLEAN FindHeigherLevel( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir, INT8 *pbDirection ) { INT32 cnt; - INT16 sNewGridNo; + INT32 sNewGridNo; BOOLEAN fFound = FALSE; UINT8 bMinNumTurns = 100; INT8 bNumTurns; @@ -767,7 +778,7 @@ BOOLEAN FindHeigherLevel( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDi // LOOP THROUGH ALL 8 DIRECTIONS for ( cnt = 0; cnt < 8; cnt+= 2 ) { - sNewGridNo = NewGridNo( (INT16)sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) ); + sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) ); if ( NewOKDestination( pSoldier, sNewGridNo, TRUE, 1 ) ) { @@ -797,10 +808,10 @@ BOOLEAN FindHeigherLevel( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDi return( FALSE ); } -BOOLEAN FindLowerLevel( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDir, INT8 *pbDirection ) +BOOLEAN FindLowerLevel( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir, INT8 *pbDirection ) { INT32 cnt; - INT16 sNewGridNo; + INT32 sNewGridNo; BOOLEAN fFound = FALSE; UINT8 bMinNumTurns = 100; INT8 bNumTurns; @@ -809,7 +820,7 @@ BOOLEAN FindLowerLevel( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDir, // LOOP THROUGH ALL 8 DIRECTIONS for ( cnt = 0; cnt < 8; cnt+= 2 ) { - sNewGridNo = NewGridNo( (INT16)sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) ); + sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) ); // Make sure there is NOT a roof here... // Check OK destination @@ -907,9 +918,9 @@ INT16 ExtQuickestDirection(INT16 origin, INT16 dest) // Returns the (center ) cell coordinates in X -INT16 CenterX( INT16 sGridNo ) +INT16 CenterX( INT32 sGridNo ) { - INT16 sYPos, sXPos; + INT32 sYPos, sXPos; sYPos = sGridNo / WORLD_COLS; sXPos = ( sGridNo - ( sYPos * WORLD_COLS ) ); @@ -919,9 +930,9 @@ INT16 CenterX( INT16 sGridNo ) // Returns the (center ) cell coordinates in Y -INT16 CenterY( INT16 sGridNo ) +INT16 CenterY( INT32 sGridNo ) { - INT16 sYPos, sXPos; + INT32 sYPos, sXPos; sYPos = sGridNo / WORLD_COLS; sXPos = ( sGridNo - ( sYPos * WORLD_COLS ) ); @@ -930,9 +941,9 @@ INT16 CenterY( INT16 sGridNo ) } -INT16 MapX( INT16 sGridNo ) +INT16 MapX( INT32 sGridNo ) { - INT16 sYPos, sXPos; + INT32 sYPos, sXPos; sYPos = sGridNo / WORLD_COLS; sXPos = ( sGridNo - ( sYPos * WORLD_COLS ) ); @@ -941,9 +952,9 @@ INT16 MapX( INT16 sGridNo ) } -INT16 MapY( INT16 sGridNo ) +INT16 MapY( INT32 sGridNo ) { - INT16 sYPos, sXPos; + INT32 sYPos, sXPos; sYPos = sGridNo / WORLD_COLS; sXPos = ( sGridNo - ( sYPos * WORLD_COLS ) ); @@ -953,7 +964,7 @@ INT16 MapY( INT16 sGridNo ) -BOOLEAN GridNoOnVisibleWorldTile( INT16 sGridNo ) +BOOLEAN GridNoOnVisibleWorldTile( INT32 sGridNo ) { INT16 sWorldX; INT16 sWorldY; @@ -964,9 +975,11 @@ BOOLEAN GridNoOnVisibleWorldTile( INT16 sGridNo ) // Get screen coordinates for current position of soldier GetWorldXYAbsoluteScreenXY( sXMapPos, sYMapPos, &sWorldX, &sWorldY); - - if ( sWorldX > 0 && sWorldX < ( gsTRX - gsTLX - 20 ) && - sWorldY > 20 && sWorldY < ( gsBLY - gsTLY - 20 ) ) +#if 0//dnl ch53 151009 + if ( sWorldX > 0 && sWorldX < ( gsTRX - gsTLX - 20 ) && sWorldY > 20 && sWorldY < ( gsBLY - gsTLY - 20 ) ) +#else + if ( sWorldX >= 30 && sWorldX <= (gsTRX - gsTLX - 30) && sWorldY >= 20 && sWorldY <= (gsBLY - gsTLY - 10) ) +#endif { return( TRUE ); } @@ -974,11 +987,11 @@ BOOLEAN GridNoOnVisibleWorldTile( INT16 sGridNo ) return( FALSE ); } - +#if 0//dnl ch53 101009 // This function is used when we care about astetics with the top Y portion of the // gma eplay area // mostly due to UI bar that comes down.... -BOOLEAN GridNoOnVisibleWorldTileGivenYLimits( INT16 sGridNo ) +BOOLEAN GridNoOnVisibleWorldTileGivenYLimits( INT32 sGridNo ) { INT16 sWorldX; INT16 sWorldY; @@ -998,9 +1011,9 @@ BOOLEAN GridNoOnVisibleWorldTileGivenYLimits( INT16 sGridNo ) return( FALSE ); } +#endif - -BOOLEAN GridNoOnEdgeOfMap( INT16 sGridNo, INT8 * pbDirection ) +BOOLEAN GridNoOnEdgeOfMap( INT32 sGridNo, INT8 * pbDirection ) { INT8 bDir; @@ -1019,17 +1032,17 @@ BOOLEAN GridNoOnEdgeOfMap( INT16 sGridNo, INT8 * pbDirection ) } -BOOLEAN FindFenceJumpDirection( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDir, INT8 *pbDirection ) +BOOLEAN FindFenceJumpDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir, INT8 *pbDirection ) { INT32 cnt; - INT16 sNewGridNo, sOtherSideOfFence; + INT32 sNewGridNo, sOtherSideOfFence; BOOLEAN fFound = FALSE; UINT8 bMinNumTurns = 100; INT8 bNumTurns; INT8 bMinDirection = 0; // IF there is a fence in this gridno, return false! - if ( IsJumpableFencePresentAtGridno( sGridNo ) ) + if ( IsJumpableFencePresentAtGridNo( sGridNo ) ) { return( FALSE ); } @@ -1038,8 +1051,8 @@ BOOLEAN FindFenceJumpDirection( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStar for ( cnt = 0; cnt < 8; cnt+= 2 ) { // go out *2* tiles - sNewGridNo = NewGridNo( (INT16)sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) ); - sOtherSideOfFence = NewGridNo( (INT16)sNewGridNo, (UINT16)DirectionInc( (UINT8)cnt ) ); + sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) ); + sOtherSideOfFence = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)cnt ) ); if ( NewOKDestination( pSoldier, sOtherSideOfFence, TRUE, 0 ) ) { @@ -1047,7 +1060,7 @@ BOOLEAN FindFenceJumpDirection( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStar // Check if we have a fence here - if ( IsJumpableFencePresentAtGridno( sNewGridNo ) ) + if ( IsJumpableFencePresentAtGridNo( sNewGridNo ) ) { fFound = TRUE; @@ -1073,7 +1086,7 @@ BOOLEAN FindFenceJumpDirection( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStar } //Simply chooses a random gridno within valid boundaries (for dropping things in unloaded sectors) -INT16 RandomGridNo() +INT32 RandomGridNo() { INT32 iMapXPos, iMapYPos, iMapIndex; do @@ -1081,6 +1094,6 @@ INT16 RandomGridNo() iMapXPos = Random( WORLD_COLS ); iMapYPos = Random( WORLD_ROWS ); iMapIndex = iMapYPos * WORLD_COLS + iMapXPos; - }while( !GridNoOnVisibleWorldTile( (INT16)iMapIndex ) ); - return (INT16)iMapIndex; + }while( !GridNoOnVisibleWorldTile( iMapIndex ) ); + return iMapIndex; } diff --git a/TileEngine/Isometric Utils.h b/TileEngine/Isometric Utils.h index c068dcf6..db1f4791 100644 --- a/TileEngine/Isometric Utils.h +++ b/TileEngine/Isometric Utils.h @@ -9,11 +9,16 @@ #define GRIDSIZE (MAXCOL * MAXROW) #define RIGHTMOSTGRID (MAXCOL - 1) #define LASTROWSTART (GRIDSIZE - MAXCOL) -#define NOWHERE (GRIDSIZE + 1) -//#define NO_MAP_POS NOWHERE -#define MAPWIDTH (WORLD_COLS) -#define MAPHEIGHT (WORLD_ROWS) -#define MAPLENGTH (MAPHEIGHT*MAPWIDTH) +//SB: NOWHERE must be constant +//#define NOWHERE (GRIDSIZE + 1) //Lalien: old definition, replaced with -1 +//#define NOWHERE MAXLONG +#define NOWHERE -1 +//#define NO_MAP_POS NOWHERE //Lalien: replaced with NOWHERE +#define MAX_MAP_POS (GRIDSIZE) //MAX_MAP_POS will be used only to track the changes made for the big map project, should be replaced with GRIDSIZE later + +//#define MAPWIDTH (WORLD_COLS) //Lalien: replaced with WORLD_COLS +//#define MAPHEIGHT (WORLD_ROWS) //Lalien: replaced with WORLD_ROWS +//#define MAPLENGTH (MAPHEIGHT*MAPWIDTH) //Lalien: replaced with WORLD_MAX #define ADJUST_Y_FOR_HEIGHT( pos, y ) ( y -= gpWorldLevelData[ pos ].sHeight ) @@ -31,26 +36,27 @@ extern UINT8 gPurpendicularDirection[ NUM_WORLD_DIRECTIONS ][ NUM_WORLD_DIRECTIO // |Check for map bounds------------------------------------------| |Invalid-| |Valid-------------------| -#define MAPROWCOLTOPOS( r, c ) ( ( (r < 0) || (r >= WORLD_ROWS) || (c < 0) || (c >= WORLD_COLS) ) ? ( 0xffff ) : ( (r) * WORLD_COLS + (c) ) ) +#define MAPROWCOLTOPOS( r, c ) ( ( (r < 0) || (r >= WORLD_ROWS) || (c < 0) || (c >= WORLD_COLS) ) ? ( 0xFFFFFFFF ) : ( (INT32)(r) * WORLD_COLS + (c) ) ) -#define GETWORLDINDEXFROMWORLDCOORDS( y, x ) ( (INT16) ( x / CELL_X_SIZE ) ) + WORLD_COLS * ( (INT16) ( y / CELL_Y_SIZE ) ) +#define GETWORLDINDEXFROMWORLDCOORDS( y, x ) ( (INT32) ( x / CELL_X_SIZE ) ) + WORLD_COLS * ( (INT32) ( y / CELL_Y_SIZE ) ) -void ConvertGridNoToXY( INT16 sGridNo, INT16 *sXPos, INT16 *sYPos ); -void ConvertGridNoToCellXY( INT16 sGridNo, INT16 *sXPos, INT16 *sYPos ); -void ConvertGridNoToCenterCellXY( INT16 sGridNo, INT16 *sXPos, INT16 *sYPos ); +void ConvertGridNoToXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos ); +void ConvertGridNoToCellXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos ); +void ConvertGridNoToCenterCellXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos ); // GRID NO MANIPULATION FUNCTIONS -INT16 NewGridNo(INT16 sGridno, INT16 sDirInc); +INT32 NewGridNo(INT32 sGridNo, INT16 sDirInc); INT16 DirectionInc(UINT8 ubDirection); -INT32 OutOfBounds(INT16 sGridno, INT16 sProposedGridno); +INT32 OutOfBounds(INT32 sGridNo, INT32 sProposedGridNo); +BOOLEAN TileIsOutOfBounds(INT32 sGridNo); // Functions BOOLEAN GetMouseCell( INT32 *piMouseMapPos ); BOOLEAN GetMouseXY( INT16 *psMouseX, INT16 *psMouseY ); BOOLEAN GetMouseWorldCoords( INT16 *psMouseX, INT16 *psMouseY ); -BOOLEAN GetMouseMapPos( INT16 *psMapPos ); +BOOLEAN GetMouseMapPos( INT32 *psMapPos ); BOOLEAN GetMouseWorldCoordsInCenter( INT16 *psMouseX, INT16 *psMouseY ); BOOLEAN GetMouseXYWithRemainder( INT16 *psMouseX, INT16 *psMouseY, INT16 *psCellX, INT16 *psCellY ); @@ -58,7 +64,7 @@ BOOLEAN GetMouseXYWithRemainder( INT16 *psMouseX, INT16 *psMouseY, INT16 *psCell void GetScreenXYWorldCoords( INT16 sScreenX, INT16 sScreenY, INT16 *pWorldX, INT16 *psWorldY ); void GetScreenXYWorldCell( INT16 sScreenX, INT16 sScreenY, INT16 *psWorldCellX, INT16 *psWorldCellY ); -void GetScreenXYGridNo( INT16 sScreenX, INT16 sScreenY, INT16 *psMapPos ); +void GetScreenXYGridNo( INT16 sScreenX, INT16 sScreenY, INT32 *psMapPos ); void GetWorldXYAbsoluteScreenXY( INT32 sWorldCellX, INT32 sWorldCellY, INT16 *psWorldScreenX, INT16 *psWorldScreenY ); void GetFromAbsoluteScreenXYWorldXY( INT32 *psWorldCellX, INT32* psWorldCellY, INT16 sWorldScreenX, INT16 sWorldScreenY ); @@ -70,44 +76,44 @@ void FromScreenToCellCoordinates( INT16 sScreenX, INT16 sScreenY, INT16 *psCellX void FloatFromCellToScreenCoordinates( FLOAT dCellX, FLOAT dCellY, FLOAT *pdScreenX, FLOAT *pdScreenY ); void FloatFromScreenToCellCoordinates( FLOAT dScreenX, FLOAT dScreenY, FLOAT *pdCellX, FLOAT *pdCellY ); -BOOLEAN GridNoOnVisibleWorldTile( INT16 sGridNo ); -BOOLEAN GridNoOnVisibleWorldTileGivenYLimits( INT16 sGridNo ); -BOOLEAN GridNoOnEdgeOfMap( INT16 sGridNo, INT8 * pbDirection ); +BOOLEAN GridNoOnVisibleWorldTile( INT32 sGridNo ); +BOOLEAN GridNoOnVisibleWorldTileGivenYLimits( INT32 sGridNo ); +BOOLEAN GridNoOnEdgeOfMap( INT32 sGridNo, INT8 * pbDirection ); -BOOLEAN ConvertMapPosToWorldTileCenter( INT16 sMapPos, INT16 *psXPos, INT16 *psYPos ); +BOOLEAN ConvertMapPosToWorldTileCenter( INT32 usMapPos, INT16 *psXPos, INT16 *psYPos ); BOOLEAN CellXYToScreenXY(INT16 sCellX, INT16 sCellY, INT16 *sScreenX, INT16 *sScreenY); -INT32 GetRangeFromGridNoDiff( INT16 sGridNo1, INT16 sGridNo2 ); -INT32 GetRangeInCellCoordsFromGridNoDiff( INT16 sGridNo1, INT16 sGridNo2 ); +INT32 GetRangeFromGridNoDiff( INT32 sGridNo1, INT32 sGridNo2 ); +INT32 GetRangeInCellCoordsFromGridNoDiff( INT32 sGridNo1, INT32 sGridNo2 ); BOOLEAN IsPointInScreenRect( INT16 sXPos, INT16 sYPos, SGPRect *pRect ); BOOLEAN IsPointInScreenRectWithRelative( INT16 sXPos, INT16 sYPos, SGPRect *pRect, INT16 *sXRel, INT16 *sRelY ); -INT16 PythSpacesAway(INT16 sOrigin, INT16 sDest); -INT16 SpacesAway(INT16 sOrigin, INT16 sDest); -INT16 CardinalSpacesAway(INT16 sOrigin, INT16 sDest); +INT16 PythSpacesAway(INT32 sOrigin, INT32 sDest); +INT16 SpacesAway(INT32 sOrigin, INT32 sDest); +INT16 CardinalSpacesAway(INT32 sOrigin, INT32 sDest); INT8 FindNumTurnsBetweenDirs( INT8 sDir1, INT8 sDir2 ); -BOOLEAN FindHeigherLevel( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDir, INT8 *pbDirection ); -BOOLEAN FindLowerLevel( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDir, INT8 *pbDirection ); +BOOLEAN FindHeigherLevel( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir, INT8 *pbDirection ); +BOOLEAN FindLowerLevel( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir, INT8 *pbDirection ); INT16 QuickestDirection(INT16 origin, INT16 dest); INT16 ExtQuickestDirection(INT16 origin, INT16 dest); // Returns the (center ) cell coordinates in X -INT16 CenterX( INT16 sGridno ); +INT16 CenterX( INT32 sGridNo ); // Returns the (center ) cell coordinates in Y -INT16 CenterY( INT16 sGridno ); +INT16 CenterY( INT32 sGridNo ); -INT16 MapX( INT16 sGridNo ); -INT16 MapY( INT16 sGridNo ); -BOOLEAN FindFenceJumpDirection( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDir, INT8 *pbDirection ); +INT16 MapX( INT32 sGridNo ); +INT16 MapY( INT32 sGridNo ); +BOOLEAN FindFenceJumpDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir, INT8 *pbDirection ); //Simply chooses a random gridno within valid boundaries (for dropping things in unloaded sectors) -INT16 RandomGridNo(); +INT32 RandomGridNo(); extern UINT32 guiForceRefreshMousePositionCalculation; @@ -123,13 +129,15 @@ extern UINT32 guiForceRefreshMousePositionCalculation; class GridNode { public: - typedef GridNode MapXY_t[WORLD_MAX]; + // WANNE - BMP: DONE! + //typedef GridNode MapXY_t[WORLD_MAX]; + typedef GridNode MapXY_t[MAX_ALLOWED_WORLD_MAX]; static MapXY_t MapXY; INT16 x; INT16 y; - static MapXY_t *initGridNodes() { for (INT16 i=0; i gsTRGridNo ) + for(i=0; i<5; i++) { - sGridNo++; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stNorthEdgepointArraySize++ ] = sGridNo; - sGridNo -= 160; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stNorthEdgepointArraySize++ ] = sGridNo; + x = 0 + i; + y = WORLD_ROWS/2-1 + i; + for(x, y; x gsTRGridNo + 161 ) + if(gus1stNorthEdgepointArraySize) { - sGridNo++; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stNorthEdgepointArraySize++ ] = sGridNo; - sGridNo -= 160; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stNorthEdgepointArraySize++ ] = sGridNo; - } - if( gus1stNorthEdgepointArraySize ) - { - //Allocate and copy over the valid gridnos. - gps1stNorthEdgepointArray = (INT16*)MemAlloc( gus1stNorthEdgepointArraySize * sizeof( INT16) ); - for( i = 0; i < gus1stNorthEdgepointArraySize; i++ ) - gps1stNorthEdgepointArray[ i ] = sVGridNo[ i ]; + gps1stNorthEdgepointArray = (INT32*)MemAlloc(sizeof(INT32)*gus1stNorthEdgepointArraySize); + Assert(gps1stNorthEdgepointArray); + memcpy(gps1stNorthEdgepointArray, sVGridNo, sizeof(INT32)*gus1stNorthEdgepointArraySize); } } - //Calculate the east edges - if( gMapInformation.sEastGridNo != -1 ) + // Calculate the east edges + if(gMapInformation.sEastGridNo != NOWHERE) { - //1st row - sGridNo = gsTRGridNo; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stEastEdgepointArraySize++ ] = sGridNo; - while( sGridNo < gsBRGridNo ) + for(i=0; i<3; i++) { - sGridNo += 160; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stEastEdgepointArraySize++ ] = sGridNo; - sGridNo++; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stEastEdgepointArraySize++ ] = sGridNo; + x = WORLD_COLS/2 - i; + y = 0 + i; + for(x, y; x gsBRGridNo ) + for(i=0; i<3; i++) { - sGridNo++; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stSouthEdgepointArraySize++ ] = sGridNo; - sGridNo -= 160; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stSouthEdgepointArraySize++ ] = sGridNo; + x = WORLD_COLS-1 - i; + y = WORLD_ROWS/2 - i; + for(x, y; x>=WORLD_COLS/2-i; x--, y++) + { + sGridNo = x + y * WORLD_COLS; + if(gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_REACHABLE && (!gubWorldRoomInfo[sGridNo] || gfBasement)) + sVGridNo[gus1stSouthEdgepointArraySize++] = sGridNo; + --sGridNo; + if(gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_REACHABLE && (!gubWorldRoomInfo[sGridNo] || gfBasement)) + sVGridNo[gus1stSouthEdgepointArraySize++] = sGridNo; + } } - //2nd row - gus1stSouthEdgepointMiddleIndex = gus1stSouthEdgepointArraySize; - sGridNo = gsBLGridNo - 161; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stSouthEdgepointArraySize++ ] = sGridNo; - while( sGridNo > gsBRGridNo - 161 ) + if(gus1stSouthEdgepointArraySize) { - sGridNo++; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stSouthEdgepointArraySize++ ] = sGridNo; - sGridNo -= 160; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stSouthEdgepointArraySize++ ] = sGridNo; - } - if( gus1stSouthEdgepointArraySize ) - { //Allocate and copy over the valid gridnos. - gps1stSouthEdgepointArray = (INT16*)MemAlloc( gus1stSouthEdgepointArraySize * sizeof( INT16) ); - for( i = 0; i < gus1stSouthEdgepointArraySize; i++ ) - gps1stSouthEdgepointArray[ i ] = sVGridNo[ i ]; + gps1stSouthEdgepointArray = (INT32*)MemAlloc(sizeof(INT32)*gus1stSouthEdgepointArraySize); + Assert(gps1stSouthEdgepointArray); + memcpy(gps1stSouthEdgepointArray, sVGridNo, sizeof(INT32)*gus1stSouthEdgepointArraySize); } } - //Calculate the west edges - if( gMapInformation.sWestGridNo != -1 ) + // Calculate the west edges + if(gMapInformation.sWestGridNo != NOWHERE) { - //1st row - sGridNo = gsTLGridNo; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stWestEdgepointArraySize++ ] = sGridNo; - while( sGridNo < gsBLGridNo ) + for(i=0; i<3; i++) { - sGridNo++; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stWestEdgepointArraySize++ ] = sGridNo; - sGridNo += 160; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stWestEdgepointArraySize++ ] = sGridNo; + x = WORLD_COLS/2-1 + i; + y = WORLD_ROWS-1 - i; + for(x, y; x>=0+i; x--, y--) + { + sGridNo = x + y * WORLD_COLS; + if(gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_REACHABLE && (!gubWorldRoomInfo[sGridNo] || gfBasement)) + sVGridNo[gus1stWestEdgepointArraySize++] = sGridNo; + sGridNo -= WORLD_COLS; + if(gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_REACHABLE && (!gubWorldRoomInfo[sGridNo] || gfBasement)) + sVGridNo[gus1stWestEdgepointArraySize++] = sGridNo; + } } - //2nd row - gus1stWestEdgepointMiddleIndex = gus1stWestEdgepointArraySize; - sGridNo = gsTLGridNo - 159; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stWestEdgepointArraySize++ ] = sGridNo; - while( sGridNo < gsBLGridNo - 159 ) + if(gus1stWestEdgepointArraySize) { - sGridNo++; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stWestEdgepointArraySize++ ] = sGridNo; - sGridNo += 160; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus1stWestEdgepointArraySize++ ] = sGridNo; - } - if( gus1stWestEdgepointArraySize ) - { //Allocate and copy over the valid gridnos. - gps1stWestEdgepointArray = (INT16*)MemAlloc( gus1stWestEdgepointArraySize * sizeof( INT16) ); - for( i = 0; i < gus1stWestEdgepointArraySize; i++ ) - gps1stWestEdgepointArray[ i ] = sVGridNo[ i ]; + gps1stWestEdgepointArray = (INT32*)MemAlloc(sizeof(INT32)*gus1stWestEdgepointArraySize); + Assert(gps1stWestEdgepointArray); + memcpy(gps1stWestEdgepointArray, sVGridNo, sizeof(INT32)*gus1stWestEdgepointArraySize); } } - //CHECK FOR ISOLATED EDGEPOINTS (but only if the entrypoint is ISOLATED!!!) - if( gMapInformation.sIsolatedGridNo != -1 && !(gpWorldLevelData[ gMapInformation.sIsolatedGridNo ].uiFlags & MAPELEMENT_REACHABLE) ) + // CHECK FOR ISOLATED EDGEPOINTS (but only if the entrypoint is ISOLATED!!!) + if(gMapInformation.sIsolatedGridNo != NOWHERE && !(gpWorldLevelData[gMapInformation.sIsolatedGridNo].uiFlags & MAPELEMENT_REACHABLE)) { - GlobalReachableTest( gMapInformation.sIsolatedGridNo ); - if( gMapInformation.sNorthGridNo != -1 ) + GlobalReachableTest(gMapInformation.sIsolatedGridNo); + // Calculate the north isolated edges + if(gMapInformation.sNorthGridNo != NOWHERE) { - //1st row - sGridNo = gsTLGridNo; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndNorthEdgepointArraySize++ ] = sGridNo; - while( sGridNo > gsTRGridNo ) + for(i=0; i<5; i++) { - sGridNo++; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndNorthEdgepointArraySize++ ] = sGridNo; - sGridNo -= 160; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndNorthEdgepointArraySize++ ] = sGridNo; + x = 0 + i; + y = WORLD_ROWS/2-1 + i; + for(x, y; x gsTRGridNo + 161 ) + if(gus2ndNorthEdgepointArraySize) { - sGridNo++; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndNorthEdgepointArraySize++ ] = sGridNo; - sGridNo -= 160; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndNorthEdgepointArraySize++ ] = sGridNo; - } - if( gus2ndNorthEdgepointArraySize ) - { - //Allocate and copy over the valid gridnos. - gps2ndNorthEdgepointArray = (INT16*)MemAlloc( gus2ndNorthEdgepointArraySize * sizeof( INT16) ); - for( i = 0; i < gus2ndNorthEdgepointArraySize; i++ ) - gps2ndNorthEdgepointArray[ i ] = sVGridNo[ i ]; + gps2ndNorthEdgepointArray = (INT32*)MemAlloc(sizeof(INT32)*gus2ndNorthEdgepointArraySize); + Assert(gps2ndNorthEdgepointArray); + memcpy(gps2ndNorthEdgepointArray, sVGridNo, sizeof(INT32)*gus2ndNorthEdgepointArraySize); } } - //Calculate the east edges - if( gMapInformation.sEastGridNo != -1 ) + // Calculate the east isolated edges + if(gMapInformation.sEastGridNo != NOWHERE) { - //1st row - sGridNo = gsTRGridNo; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndEastEdgepointArraySize++ ] = sGridNo; - while( sGridNo < gsBRGridNo ) + for(i=0; i<3; i++) { - sGridNo += 160; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndEastEdgepointArraySize++ ] = sGridNo; - sGridNo++; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndEastEdgepointArraySize++ ] = sGridNo; + x = WORLD_COLS/2 - i; + y = 0 + i; + for(x, y; x gsBRGridNo ) + for(i=0; i<3; i++) { - sGridNo++; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndSouthEdgepointArraySize++ ] = sGridNo; - sGridNo -= 160; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndSouthEdgepointArraySize++ ] = sGridNo; + x = WORLD_COLS-1 - i; + y = WORLD_ROWS/2 - i; + for(x, y; x>=WORLD_COLS/2-i; x--, y++) + { + sGridNo = x + y * WORLD_COLS; + if(gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_REACHABLE && (!gubWorldRoomInfo[sGridNo] || gfBasement)) + sVGridNo[gus2ndSouthEdgepointArraySize++] = sGridNo; + --sGridNo; + if(gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_REACHABLE && (!gubWorldRoomInfo[sGridNo] || gfBasement)) + sVGridNo[gus2ndSouthEdgepointArraySize++] = sGridNo; + } } - //2nd row - gus2ndSouthEdgepointMiddleIndex = gus2ndSouthEdgepointArraySize; - sGridNo = gsBLGridNo - 161; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndSouthEdgepointArraySize++ ] = sGridNo; - while( sGridNo > gsBRGridNo - 161 ) + if(gus2ndSouthEdgepointArraySize) { - sGridNo++; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndSouthEdgepointArraySize++ ] = sGridNo; - sGridNo -= 160; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndSouthEdgepointArraySize++ ] = sGridNo; - } - if( gus2ndSouthEdgepointArraySize ) - { //Allocate and copy over the valid gridnos. - gps2ndSouthEdgepointArray = (INT16*)MemAlloc( gus2ndSouthEdgepointArraySize * sizeof( INT16) ); - for( i = 0; i < gus2ndSouthEdgepointArraySize; i++ ) - gps2ndSouthEdgepointArray[ i ] = sVGridNo[ i ]; + gps2ndSouthEdgepointArray = (INT32*)MemAlloc(sizeof(INT32)*gus2ndSouthEdgepointArraySize); + Assert(gps2ndSouthEdgepointArray); + memcpy(gps2ndSouthEdgepointArray, sVGridNo, sizeof(INT32)*gus2ndSouthEdgepointArraySize); } } - //Calculate the west edges - if( gMapInformation.sWestGridNo != -1 ) + // Calculate the west isolated edges + if(gMapInformation.sWestGridNo != NOWHERE) { - //1st row - sGridNo = gsTLGridNo; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndWestEdgepointArraySize++ ] = sGridNo; - while( sGridNo < gsBLGridNo ) + for(i=0; i<3; i++) { - sGridNo++; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndWestEdgepointArraySize++ ] = sGridNo; - sGridNo += 160; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndWestEdgepointArraySize++ ] = sGridNo; + x = WORLD_COLS/2-1 + i; + y = WORLD_ROWS-1 - i; + for(x, y; x>=0+i; x--, y--) + { + sGridNo = x + y * WORLD_COLS; + if(gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_REACHABLE && (!gubWorldRoomInfo[sGridNo] || gfBasement)) + sVGridNo[gus2ndWestEdgepointArraySize++] = sGridNo; + sGridNo -= WORLD_COLS; + if(gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_REACHABLE && (!gubWorldRoomInfo[sGridNo] || gfBasement)) + sVGridNo[gus2ndWestEdgepointArraySize++] = sGridNo; + } } - //2nd row - gus2ndWestEdgepointMiddleIndex = gus2ndWestEdgepointArraySize; - sGridNo = gsTLGridNo - 159; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndWestEdgepointArraySize++ ] = sGridNo; - while( sGridNo < gsBLGridNo - 159 ) + if(gus2ndWestEdgepointArraySize) { - sGridNo++; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndWestEdgepointArraySize++ ] = sGridNo; - sGridNo += 160; - if( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE && - (!gubWorldRoomInfo[ sGridNo ] || gfBasement) ) - sVGridNo[ gus2ndWestEdgepointArraySize++ ] = sGridNo; - } - if( gus2ndWestEdgepointArraySize ) - { //Allocate and copy over the valid gridnos. - gps2ndWestEdgepointArray = (INT16*)MemAlloc( gus2ndWestEdgepointArraySize * sizeof( INT16) ); - for( i = 0; i < gus2ndWestEdgepointArraySize; i++ ) - gps2ndWestEdgepointArray[ i ] = sVGridNo[ i ]; + gps2ndWestEdgepointArray = (INT32*)MemAlloc(sizeof(INT32)*gus2ndWestEdgepointArraySize); + Assert(gps2ndWestEdgepointArray); + memcpy(gps2ndWestEdgepointArray, sVGridNo, sizeof(INT32)*gus2ndWestEdgepointArraySize); } } } - //Eliminates any edgepoints not accessible to the edge of the world. This is done to the primary edgepoints - ValidateEdgepoints(); - //Second step is to process the primary edgepoints and determine if any of the edgepoints aren't accessible from - //the associated entrypoint. These edgepoints that are rejected are placed in the secondary list. - if( gMapInformation.sIsolatedGridNo != -1 ) - { //only if there is an isolated gridno in the map. There is a flaw in the design of this system. The classification - //process will automatically assign areas to be isolated if there is an obstacle between one normal edgepoint and another - //causing a 5 tile connection check to fail. So, all maps with isolated edgepoints will need to be checked manually to - //make sure there are no obstacles causing this to happen (except for obstacles between normal areas and the isolated area) + // Eliminates any edgepoints not accessible to the edge of the world. This is done to the primary edgepoints + if(fValidate)//dnl ch43 290909 Vaildate only before saving map + ValidateEdgepoints(); + // Second step is to process the primary edgepoints and determine if any of the edgepoints aren't accessible from the associated entrypoint. These edgepoints that are rejected are placed in the secondary list. + if(gMapInformation.sIsolatedGridNo != NOWHERE) + { + // Only if there is an isolated gridno in the map. There is a flaw in the design of this system. The classification + // process will automatically assign areas to be isolated if there is an obstacle between one normal edgepoint and another + // causing a 5 tile connection check to fail. So, all maps with isolated edgepoints will need to be checked manually to + // make sure there are no obstacles causing this to happen (except for obstacles between normal areas and the isolated area) - //Good thing most maps don't have isolated sections. This is one expensive function to call! Maybe 200MI! + // Good thing most maps don't have isolated sections. This is one expensive function to call! Maybe 200MI! ClassifyEdgepoints(); } - gfGeneratingMapEdgepoints = FALSE; + MemFree(sVGridNo);//dnl ch43 290909 } -void SaveMapEdgepoints( HWFILE fp ) +//dnl ch33 240909 +void WriteMapEdgepoints(HWFILE fp, INT16 EdgepointArraySize, INT16 EdgepointMiddleIndex, INT32* EdgepointArray, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion) +{ + UINT32 uiBytesWritten; + FileWrite(fp, &EdgepointArraySize, sizeof(INT16), &uiBytesWritten); + FileWrite(fp, &EdgepointMiddleIndex, sizeof(INT16), &uiBytesWritten); + if(!EdgepointArraySize) + return; + if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION) + { + INT16* OldEdgepointArray = new INT16[EdgepointArraySize]; + Assert(OldEdgepointArray); + TranslateArrayFields(OldEdgepointArray, EdgepointArray, EdgepointArraySize, INT32_INT16); + FileWrite(fp, OldEdgepointArray, EdgepointArraySize*sizeof(INT16), NULL); + delete [] OldEdgepointArray; + } + else + FileWrite(fp, EdgepointArray, EdgepointArraySize*sizeof(INT32), NULL); +} + +void SaveMapEdgepoints(HWFILE fp, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion) { //1st priority edgepoints -- for common entry -- tactical placement gui uses only these points. - FileWrite( fp, &gus1stNorthEdgepointArraySize, 2, NULL ); - FileWrite( fp, &gus1stNorthEdgepointMiddleIndex, 2, NULL ); - if( gus1stNorthEdgepointArraySize ) - FileWrite( fp, gps1stNorthEdgepointArray, gus1stNorthEdgepointArraySize * sizeof( INT16 ), NULL ); - FileWrite( fp, &gus1stEastEdgepointArraySize, 2, NULL ); - FileWrite( fp, &gus1stEastEdgepointMiddleIndex, 2, NULL ); - if( gus1stEastEdgepointArraySize ) - FileWrite( fp, gps1stEastEdgepointArray, gus1stEastEdgepointArraySize * sizeof( INT16 ), NULL ); - FileWrite( fp, &gus1stSouthEdgepointArraySize, 2, NULL ); - FileWrite( fp, &gus1stSouthEdgepointMiddleIndex, 2, NULL ); - if( gus1stSouthEdgepointArraySize ) - FileWrite( fp, gps1stSouthEdgepointArray, gus1stSouthEdgepointArraySize * sizeof( INT16 ), NULL ); - FileWrite( fp, &gus1stWestEdgepointArraySize, 2, NULL ); - FileWrite( fp, &gus1stWestEdgepointMiddleIndex, 2, NULL ); - if( gus1stWestEdgepointArraySize ) - FileWrite( fp, gps1stWestEdgepointArray, gus1stWestEdgepointArraySize * sizeof( INT16 ), NULL ); + WriteMapEdgepoints(fp, gus1stNorthEdgepointArraySize, gus1stNorthEdgepointMiddleIndex, gps1stNorthEdgepointArray, dMajorMapVersion, ubMinorMapVersion); + WriteMapEdgepoints(fp, gus1stEastEdgepointArraySize, gus1stEastEdgepointMiddleIndex, gps1stEastEdgepointArray, dMajorMapVersion, ubMinorMapVersion); + WriteMapEdgepoints(fp, gus1stSouthEdgepointArraySize, gus1stSouthEdgepointMiddleIndex, gps1stSouthEdgepointArray, dMajorMapVersion, ubMinorMapVersion); + WriteMapEdgepoints(fp, gus1stWestEdgepointArraySize, gus1stWestEdgepointMiddleIndex, gps1stWestEdgepointArray, dMajorMapVersion, ubMinorMapVersion); //2nd priority edgepoints -- for isolated areas. Okay to be zero - FileWrite( fp, &gus2ndNorthEdgepointArraySize, 2, NULL ); - FileWrite( fp, &gus2ndNorthEdgepointMiddleIndex, 2, NULL ); - if( gus2ndNorthEdgepointArraySize ) - FileWrite( fp, gps2ndNorthEdgepointArray, gus2ndNorthEdgepointArraySize * sizeof( INT16 ), NULL ); - FileWrite( fp, &gus2ndEastEdgepointArraySize, 2, NULL ); - FileWrite( fp, &gus2ndEastEdgepointMiddleIndex, 2, NULL ); - if( gus2ndEastEdgepointArraySize ) - FileWrite( fp, gps2ndEastEdgepointArray, gus2ndEastEdgepointArraySize * sizeof( INT16 ), NULL ); - FileWrite( fp, &gus2ndSouthEdgepointArraySize, 2, NULL ); - FileWrite( fp, &gus2ndSouthEdgepointMiddleIndex, 2, NULL ); - if( gus2ndSouthEdgepointArraySize ) - FileWrite( fp, gps2ndSouthEdgepointArray, gus2ndSouthEdgepointArraySize * sizeof( INT16 ), NULL ); - FileWrite( fp, &gus2ndWestEdgepointArraySize, 2, NULL ); - FileWrite( fp, &gus2ndWestEdgepointMiddleIndex, 2, NULL ); - if( gus2ndWestEdgepointArraySize ) - FileWrite( fp, gps2ndWestEdgepointArray, gus2ndWestEdgepointArraySize * sizeof( INT16 ), NULL ); + WriteMapEdgepoints(fp, gus2ndNorthEdgepointArraySize, gus2ndNorthEdgepointMiddleIndex, gps2ndNorthEdgepointArray, dMajorMapVersion, ubMinorMapVersion); + WriteMapEdgepoints(fp, gus2ndEastEdgepointArraySize, gus2ndEastEdgepointMiddleIndex, gps2ndEastEdgepointArray, dMajorMapVersion, ubMinorMapVersion); + WriteMapEdgepoints(fp, gus2ndSouthEdgepointArraySize, gus2ndSouthEdgepointMiddleIndex, gps2ndSouthEdgepointArray, dMajorMapVersion, ubMinorMapVersion); + WriteMapEdgepoints(fp, gus2ndWestEdgepointArraySize, gus2ndWestEdgepointMiddleIndex, gps2ndWestEdgepointArray, dMajorMapVersion, ubMinorMapVersion); } +// WANNE - BMP: DONE! void OldLoadMapEdgepoints( INT8 **hBuffer ) { LOADDATA( &gus1stNorthEdgepointArraySize, *hBuffer, 2 ); LOADDATA( &gus1stNorthEdgepointMiddleIndex, *hBuffer, 2 ); if( gus1stNorthEdgepointArraySize ) { - gps1stNorthEdgepointArray = (INT16*)MemAlloc( gus1stNorthEdgepointArraySize * sizeof( INT16 ) ); + gps1stNorthEdgepointArray = (INT32*)MemAlloc( gus1stNorthEdgepointArraySize * sizeof( INT32 ) ); Assert( gps1stNorthEdgepointArray ); - LOADDATA( gps1stNorthEdgepointArray, *hBuffer, gus1stNorthEdgepointArraySize * sizeof( INT16 ) ); + LOADDATA( gps1stNorthEdgepointArray, *hBuffer, gus1stNorthEdgepointArraySize * sizeof( INT32 ) ); } LOADDATA( &gus1stEastEdgepointArraySize, *hBuffer, 2 ); LOADDATA( &gus1stEastEdgepointMiddleIndex, *hBuffer, 2 ); if( gus1stEastEdgepointArraySize ) { - gps1stEastEdgepointArray = (INT16*)MemAlloc( gus1stEastEdgepointArraySize * sizeof( INT16 ) ); + gps1stEastEdgepointArray = (INT32*)MemAlloc( gus1stEastEdgepointArraySize * sizeof( INT32 ) ); Assert( gps1stEastEdgepointArray ); - LOADDATA( gps1stEastEdgepointArray, *hBuffer, gus1stEastEdgepointArraySize * sizeof( INT16 ) ); + LOADDATA( gps1stEastEdgepointArray, *hBuffer, gus1stEastEdgepointArraySize * sizeof( INT32 ) ); } LOADDATA( &gus1stSouthEdgepointArraySize, *hBuffer, 2 ); LOADDATA( &gus1stSouthEdgepointMiddleIndex, *hBuffer, 2 ); if( gus1stSouthEdgepointArraySize ) { - gps1stSouthEdgepointArray = (INT16*)MemAlloc( gus1stSouthEdgepointArraySize * sizeof( INT16 ) ); + gps1stSouthEdgepointArray = (INT32*)MemAlloc( gus1stSouthEdgepointArraySize * sizeof( INT32 ) ); Assert( gps1stSouthEdgepointArray ); - LOADDATA( gps1stSouthEdgepointArray, *hBuffer, gus1stSouthEdgepointArraySize * sizeof( INT16 ) ); + LOADDATA( gps1stSouthEdgepointArray, *hBuffer, gus1stSouthEdgepointArraySize * sizeof( INT32 ) ); } LOADDATA( &gus1stWestEdgepointArraySize, *hBuffer, 2 ); LOADDATA( &gus1stWestEdgepointMiddleIndex, *hBuffer, 2 ); if( gus1stWestEdgepointArraySize ) { - gps1stWestEdgepointArray = (INT16*)MemAlloc( gus1stWestEdgepointArraySize * sizeof( INT16 ) ); + gps1stWestEdgepointArray = (INT32*)MemAlloc( gus1stWestEdgepointArraySize * sizeof( INT32 ) ); Assert( gps1stWestEdgepointArray ); - LOADDATA( gps1stWestEdgepointArray, *hBuffer, gus1stWestEdgepointArraySize * sizeof( INT16 ) ); + LOADDATA( gps1stWestEdgepointArray, *hBuffer, gus1stWestEdgepointArraySize * sizeof( INT32 ) ); } } -BOOLEAN LoadMapEdgepoints( INT8 **hBuffer ) +// WANNE - BMP: DONE! +BOOLEAN LoadMapEdgepoints( INT8 **hBuffer, FLOAT dMajorMapVersion ) { TrashMapEdgepoints(); if( gMapInformation.ubMapVersion < 17 ) - { //To prevent invalidation of older maps, which only used one layer of edgepoints, and a UINT8 for + { + //To prevent invalidation of older maps, which only used one layer of edgepoints, and a UINT8 for //containing the size, we will preserve that paradigm, then kill the loaded edgepoints and //regenerate them. OldLoadMapEdgepoints( hBuffer ); @@ -970,66 +878,152 @@ BOOLEAN LoadMapEdgepoints( INT8 **hBuffer ) LOADDATA( &gus1stNorthEdgepointMiddleIndex, *hBuffer, 2 ); if( gus1stNorthEdgepointArraySize ) { - gps1stNorthEdgepointArray = (INT16*)MemAlloc( gus1stNorthEdgepointArraySize * sizeof( INT16 ) ); + gps1stNorthEdgepointArray = (INT32*)MemAlloc( gus1stNorthEdgepointArraySize * sizeof( INT32 ) ); Assert( gps1stNorthEdgepointArray ); - LOADDATA( gps1stNorthEdgepointArray, *hBuffer, gus1stNorthEdgepointArraySize * sizeof( INT16 ) ); + memset( gps1stNorthEdgepointArray, 0, gus1stNorthEdgepointArraySize * sizeof( INT32 ) ); + if(dMajorMapVersion < 7.0) + { + int i; + INT16 * gpsOldEdgepointArray = (INT16*)MemAlloc( gus1stNorthEdgepointArraySize * sizeof( INT16 ) ); + memset( gpsOldEdgepointArray, 0, gus1stNorthEdgepointArraySize * sizeof( INT16 ) ); + LOADDATA( gpsOldEdgepointArray, *hBuffer, gus1stNorthEdgepointArraySize * sizeof( INT16 ) ); + for(i=0; i 0 && ubNumDesiredPoints <= 32, @@ -1160,8 +1165,8 @@ void ChooseMapEdgepoints( MAPEDGEPOINTINFO *pMapEdgepointInfo, UINT8 ubStrategic // JA2 Gold: don't place people in the water. // If any of the waypoints is on a water spot, we're going to have to remove it - psTempArray = (INT16 *) MemAlloc( sizeof(INT16) * usArraySize ); - memcpy(psTempArray, psArray, sizeof(INT16) * usArraySize ); + psTempArray = (INT32 *) MemAlloc( sizeof(INT32) * usArraySize ); + memcpy(psTempArray, psArray, sizeof(INT32) * usArraySize ); psArray = psTempArray; for (i = 0; i < usArraySize; i++) { @@ -1215,307 +1220,172 @@ void ChooseMapEdgepoints( MAPEDGEPOINTINFO *pMapEdgepointInfo, UINT8 ubStrategic } -INT16 *gpReservedGridNos = NULL; -INT16 gsReservedIndex = 0; + +//dnl ch48 051009 Start +INT32* gpReservedGridNos = NULL; +INT16 gsReservedLen = 0; +INT16 gsReservedIndex = 0; void BeginMapEdgepointSearch() { - INT16 sGridNo; - - //Create the reserved list - AssertMsg( !gpReservedGridNos, "Attempting to BeginMapEdgepointSearch that has already been created." ); - gpReservedGridNos = (INT16*)MemAlloc( 20 * sizeof( INT16 ) ); - Assert( gpReservedGridNos ); + INT32 sGridNo; + INT32 iNum1 = gus1stNorthEdgepointArraySize + gus1stEastEdgepointArraySize + gus1stWestEdgepointArraySize + gus1stSouthEdgepointArraySize; + INT32 iNum2 = gus2ndNorthEdgepointArraySize + gus2ndEastEdgepointArraySize + gus2ndWestEdgepointArraySize + gus2ndSouthEdgepointArraySize; + gsReservedLen = __max(iNum1, iNum2); + gsReservedLen = __max(gsReservedLen, TOTAL_SOLDIERS); + // Create the reserved list + AssertMsg(!gpReservedGridNos, "Attempting to BeginMapEdgepointSearch that has already been created."); + gpReservedGridNos = (INT32*)MemAlloc(sizeof(INT32) * gsReservedLen); + Assert(gpReservedGridNos); gsReservedIndex = 0; - - if( gMapInformation.sNorthGridNo != -1 ) + if(gMapInformation.sNorthGridNo != -1) sGridNo = gMapInformation.sNorthGridNo; - else if( gMapInformation.sEastGridNo != -1 ) + else if(gMapInformation.sEastGridNo != -1) sGridNo = gMapInformation.sEastGridNo; - else if( gMapInformation.sSouthGridNo != -1 ) + else if(gMapInformation.sSouthGridNo != -1) sGridNo = gMapInformation.sSouthGridNo; - else if( gMapInformation.sWestGridNo != -1 ) + else if(gMapInformation.sWestGridNo != -1) sGridNo = gMapInformation.sWestGridNo; else return; - - GlobalReachableTest( sGridNo ); - - //Now, we have the path values calculated. Now, we can check for closest edgepoints. + GlobalReachableTest(sGridNo); + // Now, we have the path values calculated. Now, we can check for closest edgepoints. } void EndMapEdgepointSearch() { - AssertMsg( gpReservedGridNos, "Attempting to EndMapEdgepointSearch that has already been removed." ); - MemFree( gpReservedGridNos ); + AssertMsg(gpReservedGridNos, "Attempting to EndMapEdgepointSearch that has already been removed."); + MemFree(gpReservedGridNos); gpReservedGridNos = NULL; + gsReservedLen = 0; gsReservedIndex = 0; } - -//THIS CODE ISN'T RECOMMENDED FOR TIME CRITICAL AREAS. -INT16 SearchForClosestPrimaryMapEdgepoint( INT16 sGridNo, UINT8 ubInsertionCode, UINT8 defaultICode, UINT8 *storedICode ) +INT32 FindClosestMapEdgepoint(INT32 sGridNo, INT32* psArray, UINT16 usArraySize) { - INT32 i, iDirectionLoop; - INT16 *psArray=NULL; - INT16 sRadius, sDistance, sDirection, sOriginalGridNo; - UINT16 usArraySize=0; - BOOLEAN fReserved; - - if( gsReservedIndex >= 20 ) - { //Everything is reserved. - AssertMsg( 0, "All closest map edgepoints have been reserved. We should only have 20 soldiers maximum..."); + INT16 sOrigX, sOrigY, sEdgeX, sEdgeY; + INT32 iDiff, iCalc; + INT32 sOriginalGridNo = sGridNo; + if(gsReservedIndex >= gsReservedLen)// Check if everything is reserved. + AssertMsg(0, "All closest map edgepoints have been reserved!!!"); + sGridNo = NOWHERE; + ConvertGridNoToXY(sOriginalGridNo, &sOrigX, &sOrigY); + iDiff = 0x0FFFFFFF; + for(UINT16 i=0; i= WORLD_MAX ) - continue; - //Check the gridno, to see if it is available and an edgepoint. - fReserved = FALSE; - for( i = 0; i < gsReservedIndex; i++ ) - { - if( gpReservedGridNos[ i ] == sGridNo ) - { - fReserved = TRUE; - break; - } - } - if( !fReserved ) - { //Not reserved, so see if we can find this gridno in the edgepoint array. - for( i = 0 ; i < usArraySize; i++ ) - { - if( psArray[ i ] == sGridNo ) - { //Yes, the gridno is in the edgepoint array. - gpReservedGridNos[ gsReservedIndex ] = sGridNo; - gsReservedIndex++; - return sGridNo; - } - } - } - } - } - sRadius++; - } - return NOWHERE ; + if(!usArraySize) + return(NOWHERE); + return(FindClosestMapEdgepoint(sGridNo, psArray, usArraySize)); } -INT16 SearchForClosestSecondaryMapEdgepoint( INT16 sGridNo, UINT8 ubInsertionCode ) +INT32 SearchForClosestSecondaryMapEdgepoint(INT32 sGridNo, UINT8 ubInsertionCode) { - INT32 i, iDirectionLoop; - INT16 *psArray=NULL; - INT16 sRadius, sDistance, sDirection, sOriginalGridNo; - UINT16 usArraySize=0; - BOOLEAN fReserved; - - if( gsReservedIndex >= 20 ) - { //Everything is reserved. - AssertMsg( 0, "All closest map edgepoints have been reserved. We should only have 20 soldiers maximum..."); - } - switch( ubInsertionCode ) + INT32* psArray = NULL; + UINT16 usArraySize = 0; + switch(ubInsertionCode) { - case INSERTION_CODE_NORTH: - psArray = gps2ndNorthEdgepointArray; - usArraySize = gus2ndNorthEdgepointArraySize; - if( !usArraySize ) - AssertMsg( 0, String( "Sector %c%d level %d doesn't have any isolated north mapedgepoints. KM:1", - gWorldSectorY + 'A' - 1, gWorldSectorX, gbWorldSectorZ ) ); - break; - case INSERTION_CODE_EAST: - psArray = gps2ndEastEdgepointArray; - usArraySize = gus2ndEastEdgepointArraySize; - if( !usArraySize ) - AssertMsg( 0, String( "Sector %c%d level %d doesn't have any isolated east mapedgepoints. KM:1", - gWorldSectorY + 'A' - 1, gWorldSectorX, gbWorldSectorZ ) ); - break; - case INSERTION_CODE_SOUTH: - psArray = gps2ndSouthEdgepointArray; - usArraySize = gus2ndSouthEdgepointArraySize; - if( !usArraySize ) - AssertMsg( 0, String( "Sector %c%d level %d doesn't have any isolated south mapedgepoints. KM:1", - gWorldSectorY + 'A' - 1, gWorldSectorX, gbWorldSectorZ ) ); - break; - case INSERTION_CODE_WEST: - psArray = gps2ndWestEdgepointArray; - usArraySize = gus2ndWestEdgepointArraySize; - if( !usArraySize ) - AssertMsg( 0, String( "Sector %c%d level %d doesn't have any isolated west mapedgepoints. KM:1", - gWorldSectorY + 'A' - 1, gWorldSectorX, gbWorldSectorZ ) ); - break; + case INSERTION_CODE_NORTH: + psArray = gps2ndNorthEdgepointArray; + usArraySize = gus2ndNorthEdgepointArraySize; + if(!usArraySize) + AssertMsg(0, String("Sector %c%d level %d doesn't have any isolated north mapedgepoints. KM:1", gWorldSectorY+'A'-1, gWorldSectorX, gbWorldSectorZ)); + break; + case INSERTION_CODE_EAST: + psArray = gps2ndEastEdgepointArray; + usArraySize = gus2ndEastEdgepointArraySize; + if(!usArraySize) + AssertMsg(0, String("Sector %c%d level %d doesn't have any isolated east mapedgepoints. KM:1", gWorldSectorY+'A'-1, gWorldSectorX, gbWorldSectorZ)); + break; + case INSERTION_CODE_SOUTH: + psArray = gps2ndSouthEdgepointArray; + usArraySize = gus2ndSouthEdgepointArraySize; + if(!usArraySize) + AssertMsg(0, String("Sector %c%d level %d doesn't have any isolated south mapedgepoints. KM:1", gWorldSectorY+'A'-1, gWorldSectorX, gbWorldSectorZ)); + break; + case INSERTION_CODE_WEST: + psArray = gps2ndWestEdgepointArray; + usArraySize = gus2ndWestEdgepointArraySize; + if(!usArraySize) + AssertMsg(0, String("Sector %c%d level %d doesn't have any isolated west mapedgepoints. KM:1", gWorldSectorY+'A'-1, gWorldSectorX, gbWorldSectorZ)); + break; } - if( !usArraySize ) - { - return NOWHERE; - } - - //Check the initial gridno, to see if it is available and an edgepoint. - fReserved = FALSE; - for( i = 0; i < gsReservedIndex; i++ ) - { - if( gpReservedGridNos[ i ] == sGridNo ) - { - fReserved = TRUE; - break; - } - } - if( !fReserved ) - { //Not reserved, so see if we can find this gridno in the edgepoint array. - for( i = 0 ; i < usArraySize; i++ ) - { - if( psArray[ i ] == sGridNo ) - { //Yes, the gridno is in the edgepoint array. - gpReservedGridNos[ gsReservedIndex ] = sGridNo; - gsReservedIndex++; - return sGridNo; - } - } - } - - //spiral outwards, until we find an unreserved mapedgepoint. - // - // 09 08 07 06 - // 10 01 00 05 - // 11 02 03 04 - // 12 13 14 15 .. - sRadius = 1; - sDirection = WORLD_COLS; - sOriginalGridNo = sGridNo; - while( sRadius < (INT16)(gbWorldSectorZ ? 30 : 10) ) - { - sGridNo = sOriginalGridNo + (-1 - WORLD_COLS)*sRadius; //start at the TOP-LEFT gridno - for( iDirectionLoop = 0; iDirectionLoop < 4; iDirectionLoop++ ) - { - switch( iDirectionLoop ) - { - case 0: sDirection = WORLD_COLS; break; - case 1: sDirection = 1; break; - case 2: sDirection = -WORLD_COLS; break; - case 3: sDirection = -1; break; - } - sDistance = sRadius * 2; - while( sDistance-- ) - { - sGridNo += sDirection; - if( sGridNo < 0 || sGridNo >= WORLD_MAX ) - continue; - //Check the gridno, to see if it is available and an edgepoint. - fReserved = FALSE; - for( i = 0; i < gsReservedIndex; i++ ) - { - if( gpReservedGridNos[ i ] == sGridNo ) - { - fReserved = TRUE; - break; - } - } - if( !fReserved ) - { //Not reserved, so see if we can find this gridno in the edgepoint array. - for( i = 0 ; i < usArraySize; i++ ) - { - if( psArray[ i ] == sGridNo ) - { //Yes, the gridno is in the edgepoint array. - gpReservedGridNos[ gsReservedIndex ] = sGridNo; - gsReservedIndex++; - return sGridNo; - } - } - } - } - } - sRadius++; - } - return NOWHERE ; + if(!usArraySize) + return(NOWHERE); + return(FindClosestMapEdgepoint(sGridNo, psArray, usArraySize)); } +//dnl ch48 051009 Finish #define EDGE_OF_MAP_SEARCH 5 -BOOLEAN VerifyEdgepoint( SOLDIERTYPE * pSoldier, INT16 sEdgepoint ) +BOOLEAN VerifyEdgepoint( SOLDIERTYPE * pSoldier, INT32 sEdgepoint ) { INT32 iSearchRange; INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset; - INT16 sGridNo; + INT32 sGridNo; INT8 bDirection; pSoldier->sGridNo = sEdgepoint; @@ -1549,7 +1419,7 @@ BOOLEAN VerifyEdgepoint( SOLDIERTYPE * pSoldier, INT16 sEdgepoint ) } } - FindBestPath( pSoldier, NOWHERE, pSoldier->pathing.bLevel, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE ); + FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE );//dnl ch50 071009 // Turn off the "reachable" flag for the current location // so we don't consider it @@ -1580,11 +1450,11 @@ BOOLEAN VerifyEdgepoint( SOLDIERTYPE * pSoldier, INT16 sEdgepoint ) return FALSE; } -BOOLEAN EdgepointsClose( SOLDIERTYPE *pSoldier, INT16 sEdgepoint1, INT16 sEdgepoint2 ) +BOOLEAN EdgepointsClose( SOLDIERTYPE *pSoldier, INT32 sEdgepoint1, INT32 sEdgepoint2 ) { INT32 iSearchRange; INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset; - INT16 sGridNo; + INT32 sGridNo; pSoldier->sGridNo = sEdgepoint1; @@ -1631,14 +1501,14 @@ BOOLEAN EdgepointsClose( SOLDIERTYPE *pSoldier, INT16 sEdgepoint1, INT16 sEdgepo return FALSE; } -UINT8 CalcMapEdgepointClassInsertionCode( INT16 sGridNo ) +UINT8 CalcMapEdgepointClassInsertionCode( INT32 sGridNo ) { SOLDIERTYPE Soldier; INT32 iLoop; - INT16 *psEdgepointArray1, *psEdgepointArray2; + INT32 *psEdgepointArray1, *psEdgepointArray2; INT32 iEdgepointArraySize1, iEdgepointArraySize2; - INT16 sClosestSpot1 = NOWHERE, sClosestDist1 = 0x7FFF, sTempDist; - INT16 sClosestSpot2 = NOWHERE, sClosestDist2 = 0x7FFF; + INT32 sClosestSpot1 = NOWHERE, sClosestDist1 = 0x7FFFFFFF, sTempDist = NOWHERE; + INT32 sClosestSpot2 = NOWHERE, sClosestDist2 = 0x7FFFFFFF; BOOLEAN fPrimaryValid = FALSE, fSecondaryValid = FALSE; Soldier.bTeam = 1; diff --git a/TileEngine/Map Edgepoints.h b/TileEngine/Map Edgepoints.h index b9c9ee6e..2d6e564b 100644 --- a/TileEngine/Map Edgepoints.h +++ b/TileEngine/Map Edgepoints.h @@ -10,21 +10,26 @@ typedef struct MAPEDGEPOINTINFO { UINT8 ubNumPoints; UINT8 ubStrategicInsertionCode; - INT16 sGridNo[ LARGEST_NUMBER_IN_ANY_GROUP ]; + INT32 sGridNo[ LARGEST_NUMBER_IN_ANY_GROUP ]; }MAPEDGEPOINTINFO; -UINT16 ChooseMapEdgepoint( UINT8 *ubStrategicInsertionCode, UINT8 lastValidICode ); +INT32 ChooseMapEdgepoint( UINT8 *ubStrategicInsertionCode, UINT8 lastValidICode ); void ChooseMapEdgepoints( MAPEDGEPOINTINFO *pMapEdgepointInfo, UINT8 ubStrategicInsertionCode, UINT8 ubNumDesiredPoints ); -void GenerateMapEdgepoints(); -void SaveMapEdgepoints( HWFILE fp ); -BOOLEAN LoadMapEdgepoints( INT8 **hBuffer ); +void GenerateMapEdgepoints(BOOLEAN fValidate=FALSE); +void SaveMapEdgepoints(HWFILE fp, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);//dnl ch33 240909 +BOOLEAN LoadMapEdgepoints( INT8 **hBuffer, FLOAT dMajorMapVersion ); void TrashMapEdgepoints(); //dynamic arrays that contain the valid gridno's for each edge -extern INT16 *gps1stNorthEdgepointArray; -extern INT16 *gps1stEastEdgepointArray; -extern INT16 *gps1stSouthEdgepointArray; -extern INT16 *gps1stWestEdgepointArray; +extern INT32 *gps1stNorthEdgepointArray; +extern INT32 *gps1stEastEdgepointArray; +extern INT32 *gps1stSouthEdgepointArray; +extern INT32 *gps1stWestEdgepointArray; + +// WANNE - MP: Center +extern INT32 *gps1stCenterEdgepointArray; +extern UINT16 gus1stCenterEdgepointArraySize; + //contains the size for each array extern UINT16 gus1stNorthEdgepointArraySize; extern UINT16 gus1stEastEdgepointArraySize; @@ -39,10 +44,10 @@ extern UINT16 gus1stSouthEdgepointMiddleIndex; extern UINT16 gus1stWestEdgepointMiddleIndex; //dynamic arrays that contain the valid gridno's for each edge -extern INT16 *gps2ndNorthEdgepointArray; -extern INT16 *gps2ndEastEdgepointArray; -extern INT16 *gps2ndSouthEdgepointArray; -extern INT16 *gps2ndWestEdgepointArray; +extern INT32 *gps2ndNorthEdgepointArray; +extern INT32 *gps2ndEastEdgepointArray; +extern INT32 *gps2ndSouthEdgepointArray; +extern INT32 *gps2ndWestEdgepointArray; //contains the size for each array extern UINT16 gus2ndNorthEdgepointArraySize; extern UINT16 gus2ndEastEdgepointArraySize; @@ -64,8 +69,8 @@ extern UINT16 gus2ndWestEdgepointMiddleIndex; //code shouldn't be used for enemies or anybody else. void BeginMapEdgepointSearch(); void EndMapEdgepointSearch(); -INT16 SearchForClosestPrimaryMapEdgepoint( INT16 sGridNo, UINT8 ubInsertionCode, UINT8 defaultICode = INSERTION_CODE_GRIDNO, UINT8 *storedICode = NULL ); -INT16 SearchForClosestSecondaryMapEdgepoint( INT16 sGridNo, UINT8 ubInsertionCode ); +INT32 SearchForClosestPrimaryMapEdgepoint( INT32 sGridNo, UINT8 ubInsertionCode, UINT8 defaultICode = INSERTION_CODE_GRIDNO, UINT8 *storedICode = NULL ); +INT32 SearchForClosestSecondaryMapEdgepoint( INT32 sGridNo, UINT8 ubInsertionCode ); //There are two classes of edgepoints. //PRIMARY : The default list of edgepoints. This list includes edgepoints that are easily accessible from the @@ -74,7 +79,7 @@ INT16 SearchForClosestSecondaryMapEdgepoint( INT16 sGridNo, UINT8 ubInsertionCod // to these areas is possible. Examples would be isolated sections of Grumm or Alma, which you can't // immediately // -UINT8 CalcMapEdgepointClassInsertionCode( INT16 sGridNo ); +UINT8 CalcMapEdgepointClassInsertionCode( INT32 sGridNo ); #ifdef JA2EDITOR void ShowMapEdgepoints(); diff --git a/TileEngine/Render Fun.cpp b/TileEngine/Render Fun.cpp index 43d5c960..3ac5417c 100644 --- a/TileEngine/Render Fun.cpp +++ b/TileEngine/Render Fun.cpp @@ -24,13 +24,14 @@ #endif // Room Information -UINT8 gubWorldRoomInfo[ WORLD_MAX ]; +//UINT8 gubWorldRoomInfo[ WORLD_MAX ]; +UINT8* gubWorldRoomInfo = NULL; UINT8 gubWorldRoomHidden[ MAX_ROOMS ]; BOOLEAN InitRoomDatabase( ) { - memset( gubWorldRoomInfo, NO_ROOM, sizeof( gubWorldRoomInfo ) ); + //memset( gubWorldRoomInfo, NO_ROOM, sizeof( gubWorldRoomInfo ) ); memset( gubWorldRoomHidden, TRUE, sizeof( gubWorldRoomHidden ) ); return( TRUE ); } @@ -40,7 +41,7 @@ void ShutdownRoomDatabase( ) } -void SetTileRoomNum( INT16 sGridNo, UINT8 ubRoomNum ) +void SetTileRoomNum( INT32 sGridNo, UINT8 ubRoomNum ) { // Add to global room list gubWorldRoomInfo[ sGridNo ] = ubRoomNum; @@ -54,13 +55,13 @@ void SetTileRangeRoomNum( SGPRect *pSelectRegion, UINT8 ubRoomNum ) { for ( cnt2 = pSelectRegion->iLeft; cnt2 <= pSelectRegion->iRight; cnt2++ ) { - gubWorldRoomInfo[ (INT16)MAPROWCOLTOPOS( cnt1, cnt2 ) ] = ubRoomNum; + gubWorldRoomInfo[ MAPROWCOLTOPOS( cnt1, cnt2 ) ] = ubRoomNum; } } } -BOOLEAN InARoom( INT16 sGridNo, UINT8 *pubRoomNo ) +BOOLEAN InARoom( INT32 sGridNo, UINT8 *pubRoomNo ) { if ( gubWorldRoomInfo[ sGridNo ] != NO_ROOM ) { @@ -75,7 +76,7 @@ BOOLEAN InARoom( INT16 sGridNo, UINT8 *pubRoomNo ) } -BOOLEAN InAHiddenRoom( INT16 sGridNo, UINT8 *pubRoomNo ) +BOOLEAN InAHiddenRoom( INT32 sGridNo, UINT8 *pubRoomNo ) { if ( gubWorldRoomInfo[ sGridNo ] != NO_ROOM ) { @@ -109,7 +110,7 @@ void SetRecalculateWireFrameFlagRadius(INT16 sX, INT16 sY, INT16 sRadius) } -void SetGridNoRevealedFlag( INT16 sGridNo ) +void SetGridNoRevealedFlag( INT32 sGridNo ) { // UINT32 cnt; // ITEM_POOL *pItemPool; @@ -125,13 +126,13 @@ void SetGridNoRevealedFlag( INT16 sGridNo ) { SetStructAframeFlags( sGridNo, LEVELNODE_HIDDEN ); // Find gridno one east as well... - - if ( ( sGridNo + WORLD_COLS ) < NOWHERE ) + + if ( ( sGridNo + WORLD_COLS ) < MAX_MAP_POS ) { SetStructAframeFlags( sGridNo + WORLD_COLS, LEVELNODE_HIDDEN ); } - if ( ( sGridNo + 1 ) < NOWHERE ) + if ( ( sGridNo + 1 ) < MAX_MAP_POS ) { SetStructAframeFlags( sGridNo + 1, LEVELNODE_HIDDEN ); } @@ -146,7 +147,7 @@ void SetGridNoRevealedFlag( INT16 sGridNo ) // ATE: If there are any structs here, we can render them with the obscured flag! // Look for anything but walls pn this gridno! - pStructure = gpWorldLevelData[ (INT16)sGridNo ].pStructureHead; + pStructure = gpWorldLevelData[ sGridNo ].pStructureHead; while ( pStructure != NULL ) { @@ -188,13 +189,13 @@ void SetGridNoRevealedFlag( INT16 sGridNo ) } -void ExamineGridNoForSlantRoofExtraGraphic( INT16 sCheckGridNo ) +void ExamineGridNoForSlantRoofExtraGraphic( INT32 sCheckGridNo ) { LEVELNODE *pNode = NULL; STRUCTURE *pStructure, *pBase; UINT8 ubLoop; DB_STRUCTURE_TILE ** ppTile; - INT16 sGridNo; + INT32 sGridNo; UINT16 usIndex; BOOLEAN fChanged = FALSE; @@ -257,9 +258,9 @@ void ExamineGridNoForSlantRoofExtraGraphic( INT16 sCheckGridNo ) } -void RemoveRoomRoof( INT16 sGridNo, UINT8 bRoomNum, SOLDIERTYPE *pSoldier ) +void RemoveRoomRoof( INT32 sGridNo, UINT8 bRoomNum, SOLDIERTYPE *pSoldier ) { - UINT32 cnt; + INT32 cnt; ITEM_POOL *pItemPool; INT16 sX, sY; BOOLEAN fSaidItemSeenQuote = FALSE; @@ -272,12 +273,12 @@ void RemoveRoomRoof( INT16 sGridNo, UINT8 bRoomNum, SOLDIERTYPE *pSoldier ) if ( gubWorldRoomInfo[ cnt ] == bRoomNum ) { - SetGridNoRevealedFlag( (INT16)cnt ); + SetGridNoRevealedFlag( cnt );//dnl ch56 141009 - RemoveRoofIndexFlagsFromTypeRange( cnt, FIRSTROOF, SECONDSLANTROOF, LEVELNODE_REVEAL ); + RemoveRoofIndexFlagsFromTypeRange( cnt, FIRSTROOF, SECONDSLANTROOF, LEVELNODE_REVEAL ); // Reveal any items if here! - if ( GetItemPoolFromGround( (INT16)cnt, &pItemPool ) ) + if ( GetItemPoolFromGround( cnt, &pItemPool ) ) { // Set visible! ( only if invisible... ) if ( SetItemPoolVisibilityOn( pItemPool, INVISIBLE, TRUE ) ) @@ -296,7 +297,7 @@ void RemoveRoomRoof( INT16 sGridNo, UINT8 bRoomNum, SOLDIERTYPE *pSoldier ) // OK, re-set writeframes ( in a radius ) // Get XY - ConvertGridNoToXY( (INT16)cnt, &sX, &sY ); + ConvertGridNoToXY( cnt, &sX, &sY ); SetRecalculateWireFrameFlagRadius( sX, sY, 2 ); } @@ -329,7 +330,7 @@ BOOLEAN AddSpecialTileRange( SGPRect *pSelectRegion ) { for ( cnt2 = pSelectRegion->iLeft; cnt2 <= pSelectRegion->iRight; cnt2++ ) { - AddObjectToHead( (INT16)MAPROWCOLTOPOS( cnt1, cnt2 ), SPECIALTILE_MAPEXIT ); + AddObjectToHead( MAPROWCOLTOPOS( cnt1, cnt2 ), SPECIALTILE_MAPEXIT ); } } @@ -345,7 +346,7 @@ BOOLEAN RemoveSpecialTileRange( SGPRect *pSelectRegion ) { for ( cnt2 = pSelectRegion->iLeft; cnt2 <= pSelectRegion->iRight; cnt2++ ) { - RemoveObject( (INT16)MAPROWCOLTOPOS( cnt1, cnt2 ), SPECIALTILE_MAPEXIT ); + RemoveObject( MAPROWCOLTOPOS( cnt1, cnt2 ), SPECIALTILE_MAPEXIT ); } } diff --git a/TileEngine/Render Fun.h b/TileEngine/Render Fun.h index 9387f7c1..a16c0f22 100644 --- a/TileEngine/Render Fun.h +++ b/TileEngine/Render Fun.h @@ -9,22 +9,22 @@ extern UINT8 gubWorldRoomHidden[ MAX_ROOMS ]; -extern UINT8 gubWorldRoomInfo[ WORLD_MAX ]; +extern UINT8* gubWorldRoomInfo; BOOLEAN InitRoomDatabase( ); void ShutdownRoomDatabase( ); -void SetTileRoomNum( INT16 sGridNo, UINT8 ubRoomNum ); +void SetTileRoomNum( INT32 sGridNo, UINT8 ubRoomNum ); void SetTileRangeRoomNum( SGPRect *pSelectRegion, UINT8 ubRoomNum ); -void RemoveRoomRoof( INT16 sGridNo, UINT8 bRoomNum, SOLDIERTYPE *pSoldier ); -BOOLEAN InARoom( INT16 sGridNo, UINT8 *pubRoomNo ); -BOOLEAN InAHiddenRoom( INT16 sGridNo, UINT8 *pubRoomNo ); +void RemoveRoomRoof( INT32 sGridNo, UINT8 bRoomNum, SOLDIERTYPE *pSoldier ); +BOOLEAN InARoom( INT32 sGridNo, UINT8 *pubRoomNo ); +BOOLEAN InAHiddenRoom( INT32 sGridNo, UINT8 *pubRoomNo ); -void SetGridNoRevealedFlag( INT16 sGridNo ); +void SetGridNoRevealedFlag( INT32 sGridNo ); -void ExamineGridNoForSlantRoofExtraGraphic( INT16 sCheckGridNo ); +void ExamineGridNoForSlantRoofExtraGraphic( INT32 sCheckGridNo ); void SetRecalculateWireFrameFlagRadius(INT16 sX, INT16 sY, INT16 sRadius); diff --git a/TileEngine/SaveLoadMap.cpp b/TileEngine/SaveLoadMap.cpp index 671b0978..09d707c1 100644 --- a/TileEngine/SaveLoadMap.cpp +++ b/TileEngine/SaveLoadMap.cpp @@ -21,8 +21,8 @@ #endif #include "VFS/vfs.h" - -#define NUM_REVEALED_BYTES 3200 +//SB: make size of gpRevealedMap dependable from variable tactical map dimensions +#define NUM_REVEALED_BYTES (WORLD_MAX/8) extern BOOLEAN gfLoadingExitGrids; @@ -35,13 +35,13 @@ UINT8 *gpRevealedMap; -void RemoveSavedStructFromMap( UINT32 uiMapIndex, UINT16 usIndex ); -void AddObjectFromMapTempFileToMap( UINT32 uiMapIndex, UINT16 usIndex ); +void RemoveSavedStructFromMap( INT32 uiMapIndex, UINT16 usIndex ); +void AddObjectFromMapTempFileToMap( INT32 uiMapIndex, UINT16 usIndex ); void AddBloodOrSmellFromMapTempFileToMap( MODIFY_MAP *pMap ); -void SetSectorsRevealedBit( INT16 sMapIndex ); +void SetSectorsRevealedBit( UINT32 usMapIndex ); void SetMapRevealedStatus(); void DamageStructsFromMapTempFile( MODIFY_MAP * pMap ); -BOOLEAN ModifyWindowStatus( UINT32 uiMapIndex ); +BOOLEAN ModifyWindowStatus( INT32 uiMapIndex ); //ppp @@ -176,7 +176,7 @@ BOOLEAN LoadAllMapChangesFromMapTempFileAndApplyThem( ) case SLM_OBJECT: GetTileIndexFromTypeSubIndex( pMap->usImageType, pMap->usSubImageIndex, &usIndex ); - AddObjectFromMapTempFileToMap( pMap->sGridNo, usIndex ); + AddObjectFromMapTempFileToMap( pMap->usGridNo, usIndex ); // Save this struct back to the temp file SaveModifiedMapStructToMapTempFile( pMap, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); @@ -188,7 +188,7 @@ BOOLEAN LoadAllMapChangesFromMapTempFileAndApplyThem( ) case SLM_STRUCT: GetTileIndexFromTypeSubIndex( pMap->usImageType, pMap->usSubImageIndex, &usIndex ); - AddStructFromMapTempFileToMap( pMap->sGridNo, usIndex ); + AddStructFromMapTempFileToMap( pMap->usGridNo, usIndex ); // Save this struct back to the temp file SaveModifiedMapStructToMapTempFile( pMap, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); @@ -221,12 +221,12 @@ BOOLEAN LoadAllMapChangesFromMapTempFileAndApplyThem( ) if ( pMap->usImageType >= FIRSTDOOR && pMap->usImageType <= FOURTHDOOR ) { // Remove ANY door... - RemoveAllStructsOfTypeRange( pMap->sGridNo, FIRSTDOOR, FOURTHDOOR ); + RemoveAllStructsOfTypeRange( pMap->usGridNo, FIRSTDOOR, FOURTHDOOR ); } else { GetTileIndexFromTypeSubIndex( pMap->usImageType, pMap->usSubImageIndex, &usIndex ); - RemoveSavedStructFromMap( pMap->sGridNo, usIndex ); + RemoveSavedStructFromMap( pMap->usGridNo, usIndex ); } // Save this struct back to the temp file @@ -259,12 +259,12 @@ BOOLEAN LoadAllMapChangesFromMapTempFileAndApplyThem( ) { EXITGRID ExitGrid; gfLoadingExitGrids = TRUE; - ExitGrid.sGridNo = pMap->usSubImageIndex; + ExitGrid.usGridNo = pMap->usSubImageIndex; ExitGrid.ubGotoSectorX = (UINT8) pMap->usImageType; ExitGrid.ubGotoSectorY = (UINT8) ( pMap->usImageType >> 8 ) ; ExitGrid.ubGotoSectorZ = pMap->ubExtra; - AddExitGridToWorld( pMap->sGridNo, &ExitGrid ); + AddExitGridToWorld( pMap->usGridNo, &ExitGrid ); gfLoadingExitGrids = FALSE; // Save this struct back to the temp file @@ -276,11 +276,11 @@ BOOLEAN LoadAllMapChangesFromMapTempFileAndApplyThem( ) break; case SLM_OPENABLE_STRUCT: - SetOpenableStructStatusFromMapTempFile( pMap->sGridNo, (BOOLEAN)pMap->usImageType ); + SetOpenableStructStatusFromMapTempFile( pMap->usGridNo, (BOOLEAN)pMap->usImageType ); break; case SLM_WINDOW_HIT: - if ( ModifyWindowStatus( pMap->sGridNo ) ) + if ( ModifyWindowStatus( pMap->usGridNo ) ) { // Save this struct back to the temp file SaveModifiedMapStructToMapTempFile( pMap, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); @@ -323,7 +323,7 @@ BOOLEAN LoadAllMapChangesFromMapTempFileAndApplyThem( ) -void AddStructToMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ) +void AddStructToMapTempFile( INT32 uiMapIndex, UINT16 usIndex ) { MODIFY_MAP Map; UINT32 uiType; @@ -341,7 +341,7 @@ void AddStructToMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ) memset( &Map, 0, sizeof( MODIFY_MAP ) ); - Map.sGridNo = (INT16)uiMapIndex; + Map.usGridNo = uiMapIndex; // Map.usIndex = usIndex; Map.usImageType = (UINT16)uiType; Map.usSubImageIndex = usSubIndex; @@ -352,13 +352,13 @@ void AddStructToMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ) } -void AddStructFromMapTempFileToMap( UINT32 uiMapIndex, UINT16 usIndex ) +void AddStructFromMapTempFileToMap( INT32 uiMapIndex, UINT16 usIndex ) { AddStructToTailCommon( uiMapIndex, usIndex, TRUE ); } -void AddObjectToMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ) +void AddObjectToMapTempFile( INT32 uiMapIndex, UINT16 usIndex ) { MODIFY_MAP Map; UINT32 uiType; @@ -375,7 +375,7 @@ void AddObjectToMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ) memset( &Map, 0, sizeof( MODIFY_MAP ) ); - Map.sGridNo = (INT16)uiMapIndex; + Map.usGridNo = uiMapIndex; // Map.usIndex = usIndex; Map.usImageType = (UINT16)uiType; Map.usSubImageIndex = usSubIndex; @@ -386,12 +386,12 @@ void AddObjectToMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ) } -void AddObjectFromMapTempFileToMap( UINT32 uiMapIndex, UINT16 usIndex ) +void AddObjectFromMapTempFileToMap( INT32 uiMapIndex, UINT16 usIndex ) { AddObjectToHead( uiMapIndex, usIndex ); } -void AddRemoveObjectToMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ) +void AddRemoveObjectToMapTempFile( INT32 uiMapIndex, UINT16 usIndex ) { MODIFY_MAP Map; UINT32 uiType; @@ -408,7 +408,7 @@ void AddRemoveObjectToMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ) memset( &Map, 0, sizeof( MODIFY_MAP ) ); - Map.sGridNo = (INT16)uiMapIndex; + Map.usGridNo = uiMapIndex; // Map.usIndex = usIndex; Map.usImageType = (UINT16)uiType; Map.usSubImageIndex = usSubIndex; @@ -419,7 +419,7 @@ void AddRemoveObjectToMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ) } -void RemoveStructFromMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ) +void RemoveStructFromMapTempFile( INT32 uiMapIndex, UINT16 usIndex ) { MODIFY_MAP Map; UINT32 uiType; @@ -436,7 +436,7 @@ void RemoveStructFromMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ) memset( &Map, 0, sizeof( MODIFY_MAP ) ); - Map.sGridNo = (INT16)uiMapIndex; + Map.usGridNo = uiMapIndex; // Map.usIndex = usIndex; Map.usImageType = (UINT16)uiType; Map.usSubImageIndex = usSubIndex; @@ -448,7 +448,7 @@ void RemoveStructFromMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ) } -void RemoveSavedStructFromMap( UINT32 uiMapIndex, UINT16 usIndex ) +void RemoveSavedStructFromMap( INT32 uiMapIndex, UINT16 usIndex ) { RemoveStruct( uiMapIndex, usIndex ); } @@ -459,7 +459,7 @@ void RemoveSavedStructFromMap( UINT32 uiMapIndex, UINT16 usIndex ) void SaveBloodSmellAndRevealedStatesFromMapToTempFile() { MODIFY_MAP Map; - UINT16 cnt; + INT32 cnt; STRUCTURE * pStructure; @@ -478,7 +478,7 @@ void SaveBloodSmellAndRevealedStatesFromMapToTempFile() // Save the BloodInfo in the bottom byte and the smell info in the upper byte - Map.sGridNo = (INT16)cnt; + Map.usGridNo = cnt; // Map.usIndex = gpWorldLevelData[cnt].ubBloodInfo | ( gpWorldLevelData[cnt].ubSmellInfo << 8 ); Map.usImageType = gpWorldLevelData[cnt].ubBloodInfo; Map.usSubImageIndex = gpWorldLevelData[cnt].ubSmellInfo; @@ -521,7 +521,7 @@ void SaveBloodSmellAndRevealedStatesFromMapToTempFile() memset( &Map, 0, sizeof( MODIFY_MAP ) ); // Save the Damaged value - Map.sGridNo = (INT16)cnt; + Map.usGridNo = cnt; // Map.usIndex = StructureFlagToType( pCurrent->fFlags ) | ( pCurrent->ubHitPoints << 8 ); Map.usImageType = StructureFlagToType( pCurrent->fFlags ); Map.usSubImageIndex = pCurrent->ubHitPoints; @@ -560,19 +560,19 @@ void SaveBloodSmellAndRevealedStatesFromMapToTempFile() // The BloodInfo is saved in the bottom byte and the smell info in the upper byte void AddBloodOrSmellFromMapTempFileToMap( MODIFY_MAP *pMap ) { - gpWorldLevelData[ pMap->sGridNo ].ubBloodInfo = (UINT8)pMap->usImageType; + gpWorldLevelData[ pMap->usGridNo ].ubBloodInfo = (UINT8)pMap->usImageType; //if the blood and gore option IS set, add blood if( gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] ) { // Update graphics for both levels... - gpWorldLevelData[ pMap->sGridNo ].uiFlags |= MAPELEMENT_REEVALUATEBLOOD; - UpdateBloodGraphics( pMap->sGridNo, 0 ); - gpWorldLevelData[ pMap->sGridNo ].uiFlags |= MAPELEMENT_REEVALUATEBLOOD; - UpdateBloodGraphics( pMap->sGridNo, 1 ); + gpWorldLevelData[ pMap->usGridNo ].uiFlags |= MAPELEMENT_REEVALUATEBLOOD; + UpdateBloodGraphics( pMap->usGridNo, 0 ); + gpWorldLevelData[ pMap->usGridNo ].uiFlags |= MAPELEMENT_REEVALUATEBLOOD; + UpdateBloodGraphics( pMap->usGridNo, 1 ); } - gpWorldLevelData[ pMap->sGridNo ].ubSmellInfo = (UINT8)pMap->usSubImageIndex; + gpWorldLevelData[ pMap->usGridNo ].ubSmellInfo = (UINT8)pMap->usSubImageIndex; } @@ -686,13 +686,13 @@ BOOLEAN LoadRevealedStatusArrayFromRevealedTempFile() return( TRUE ); } -void SetSectorsRevealedBit( INT16 sMapIndex ) +void SetSectorsRevealedBit( UINT32 usMapIndex ) { UINT16 usByteNumber; UINT8 ubBitNumber; - usByteNumber = sMapIndex / 8; - ubBitNumber = sMapIndex % 8; + usByteNumber = usMapIndex / 8; + ubBitNumber = usMapIndex % 8; gpRevealedMap[ usByteNumber ] |= 1 << ubBitNumber; } @@ -701,9 +701,9 @@ void SetSectorsRevealedBit( INT16 sMapIndex ) void SetMapRevealedStatus() { - UINT16 usByteCnt; + UINT32 usByteCnt; UINT8 ubBitCnt; - INT16 sMapIndex; + UINT32 usMapIndex; if( gpRevealedMap == NULL ) AssertMsg( 0, "gpRevealedMap is NULL. DF 1" ); @@ -717,16 +717,16 @@ void SetMapRevealedStatus() //loop through all the bits in the byte for( ubBitCnt=0; ubBitCnt<8; ubBitCnt++) { - sMapIndex = ( usByteCnt * 8 ) + ubBitCnt; + usMapIndex = ( usByteCnt * 8 ) + ubBitCnt; if( gpRevealedMap[ usByteCnt ] & ( 1 << ubBitCnt ) ) { - gpWorldLevelData[ sMapIndex ].uiFlags |= MAPELEMENT_REVEALED; - SetGridNoRevealedFlag( sMapIndex ); + gpWorldLevelData[ usMapIndex ].uiFlags |= MAPELEMENT_REVEALED; + SetGridNoRevealedFlag( usMapIndex ); } else { - gpWorldLevelData[ sMapIndex ].uiFlags &= (~MAPELEMENT_REVEALED ); + gpWorldLevelData[ usMapIndex ].uiFlags &= (~MAPELEMENT_REVEALED ); } } } @@ -748,7 +748,7 @@ void DamageStructsFromMapTempFile( MODIFY_MAP * pMap ) //Find the base structure - pCurrent = FindStructure( (INT16)pMap->sGridNo, STRUCTURE_BASE_TILE ); + pCurrent = FindStructure( pMap->usGridNo, STRUCTURE_BASE_TILE ); if( pCurrent == NULL ) return; @@ -759,7 +759,7 @@ void DamageStructsFromMapTempFile( MODIFY_MAP * pMap ) //Check to see if the desired strucure node is in this tile - pCurrent = FindStructureBySavedInfo( pMap->sGridNo, ubType, ubWallOrientation, bLevel ); + pCurrent = FindStructureBySavedInfo( pMap->usGridNo, ubType, ubWallOrientation, bLevel ); if( pCurrent != NULL ) { @@ -774,7 +774,7 @@ void DamageStructsFromMapTempFile( MODIFY_MAP * pMap ) ////////////// -void AddStructToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ) +void AddStructToUnLoadedMapTempFile( INT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ) { MODIFY_MAP Map; UINT32 uiType; @@ -788,7 +788,7 @@ void AddStructToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sS memset( &Map, 0, sizeof( MODIFY_MAP ) ); - Map.sGridNo = (INT16)uiMapIndex; + Map.usGridNo = uiMapIndex; // Map.usIndex = usIndex; Map.usImageType = (UINT16)uiType; Map.usSubImageIndex = usSubIndex; @@ -799,7 +799,7 @@ void AddStructToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sS SaveModifiedMapStructToMapTempFile( &Map, sSectorX, sSectorY, ubSectorZ ); } -void AddObjectToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ) +void AddObjectToUnLoadedMapTempFile( INT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ) { MODIFY_MAP Map; UINT32 uiType; @@ -813,7 +813,7 @@ void AddObjectToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sS memset( &Map, 0, sizeof( MODIFY_MAP ) ); - Map.sGridNo = (INT16)uiMapIndex; + Map.usGridNo = uiMapIndex; // Map.usIndex = usIndex; Map.usImageType = (UINT16)uiType; Map.usSubImageIndex = usSubIndex; @@ -824,7 +824,7 @@ void AddObjectToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sS } -void RemoveStructFromUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ) +void RemoveStructFromUnLoadedMapTempFile( INT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ) { MODIFY_MAP Map; UINT32 uiType; @@ -838,7 +838,7 @@ void RemoveStructFromUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT memset( &Map, 0, sizeof( MODIFY_MAP ) ); - Map.sGridNo = (INT16)uiMapIndex; + Map.usGridNo = uiMapIndex; // Map.usIndex = usIndex; Map.usImageType = (UINT16)uiType; Map.usSubImageIndex = usSubIndex; @@ -849,7 +849,7 @@ void RemoveStructFromUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT } -void AddRemoveObjectToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ) +void AddRemoveObjectToUnLoadedMapTempFile( INT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ) { MODIFY_MAP Map; UINT32 uiType; @@ -863,7 +863,7 @@ void AddRemoveObjectToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, IN memset( &Map, 0, sizeof( MODIFY_MAP ) ); - Map.sGridNo = (INT16)uiMapIndex; + Map.usGridNo = uiMapIndex; // Map.usIndex = usIndex; Map.usImageType = (UINT16)uiType; Map.usSubImageIndex = usSubIndex; @@ -874,7 +874,7 @@ void AddRemoveObjectToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, IN } -void AddExitGridToMapTempFile( INT16 sGridNo, EXITGRID *pExitGrid, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ) +void AddExitGridToMapTempFile( INT32 usGridNo, EXITGRID *pExitGrid, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ) { MODIFY_MAP Map; @@ -889,11 +889,11 @@ void AddExitGridToMapTempFile( INT16 sGridNo, EXITGRID *pExitGrid, INT16 sSector memset( &Map, 0, sizeof( MODIFY_MAP ) ); - Map.sGridNo = sGridNo; + Map.usGridNo = usGridNo; // Map.usIndex = pExitGrid->ubGotoSectorX; Map.usImageType = pExitGrid->ubGotoSectorX | ( pExitGrid->ubGotoSectorY << 8 ); - Map.usSubImageIndex = pExitGrid->sGridNo; + Map.usSubImageIndex = pExitGrid->usGridNo; Map.ubExtra = pExitGrid->ubGotoSectorZ; Map.ubType = SLM_EXIT_GRIDS; @@ -901,7 +901,7 @@ void AddExitGridToMapTempFile( INT16 sGridNo, EXITGRID *pExitGrid, INT16 sSector SaveModifiedMapStructToMapTempFile( &Map, sSectorX, sSectorY, ubSectorZ ); } -BOOLEAN RemoveGraphicFromTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ) +BOOLEAN RemoveGraphicFromTempFile( INT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ) { CHAR8 zMapName[ 128 ]; HWFILE hFile; @@ -977,7 +977,7 @@ BOOLEAN RemoveGraphicFromTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSec pMap = &pTempArrayOfMaps[ cnt ]; //if this is the peice we are looking for - if( pMap->sGridNo == uiMapIndex && pMap->usImageType == uiType && pMap->usSubImageIndex == usSubIndex ) + if( pMap->usGridNo == uiMapIndex && pMap->usImageType == uiType && pMap->usSubImageIndex == usSubIndex ) { //Do nothin fRetVal = TRUE; @@ -994,13 +994,13 @@ BOOLEAN RemoveGraphicFromTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSec -void AddOpenableStructStatusToMapTempFile( UINT32 uiMapIndex, BOOLEAN fOpened ) +void AddOpenableStructStatusToMapTempFile( INT32 uiMapIndex, BOOLEAN fOpened ) { MODIFY_MAP Map; memset( &Map, 0, sizeof( MODIFY_MAP ) ); - Map.sGridNo = (INT16)uiMapIndex; + Map.usGridNo = uiMapIndex; Map.usImageType = fOpened; Map.ubType = SLM_OPENABLE_STRUCT; @@ -1008,41 +1008,41 @@ void AddOpenableStructStatusToMapTempFile( UINT32 uiMapIndex, BOOLEAN fOpened ) SaveModifiedMapStructToMapTempFile( &Map, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); } -void AddWindowHitToMapTempFile( UINT32 uiMapIndex ) +void AddWindowHitToMapTempFile( INT32 uiMapIndex ) { MODIFY_MAP Map; memset( &Map, 0, sizeof( MODIFY_MAP ) ); - Map.sGridNo = (INT16)uiMapIndex; + Map.usGridNo = uiMapIndex; Map.ubType = SLM_WINDOW_HIT; SaveModifiedMapStructToMapTempFile( &Map, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); } -BOOLEAN ModifyWindowStatus( UINT32 uiMapIndex ) +BOOLEAN ModifyWindowStatus( INT32 uiMapIndex ) { STRUCTURE * pStructure; - pStructure = FindStructure( (INT16) uiMapIndex, STRUCTURE_WALLNWINDOW ); + pStructure = FindStructure( uiMapIndex, STRUCTURE_WALLNWINDOW ); if (pStructure) { - SwapStructureForPartner( (INT16) uiMapIndex, pStructure ); + SwapStructureForPartner( uiMapIndex, pStructure ); return( TRUE ); } // else forget it, window could be destroyed return( FALSE ); } -void SetOpenableStructStatusFromMapTempFile( UINT32 uiMapIndex, BOOLEAN fOpened ) +void SetOpenableStructStatusFromMapTempFile( INT32 uiMapIndex, BOOLEAN fOpened ) { STRUCTURE * pStructure; STRUCTURE * pBase; BOOLEAN fStatusOnTheMap; ITEM_POOL *pItemPool; - INT16 sBaseGridNo = (INT16)uiMapIndex; + INT32 sBaseGridNo = uiMapIndex; - pStructure = FindStructure( (INT16)uiMapIndex, STRUCTURE_OPENABLE ); + pStructure = FindStructure( uiMapIndex, STRUCTURE_OPENABLE ); if( pStructure == NULL ) { @@ -1063,7 +1063,7 @@ void SetOpenableStructStatusFromMapTempFile( UINT32 uiMapIndex, BOOLEAN fOpened sBaseGridNo = pBase->sGridNo; } - if(SwapStructureForPartnerWithoutTriggeringSwitches( (INT16)uiMapIndex, pStructure ) == NULL ) + if(SwapStructureForPartnerWithoutTriggeringSwitches( uiMapIndex, pStructure ) == NULL ) { //an error occured } @@ -1093,7 +1093,7 @@ void SetOpenableStructStatusFromMapTempFile( UINT32 uiMapIndex, BOOLEAN fOpened -BOOLEAN ChangeStatusOfOpenableStructInUnloadedSector( UINT16 usSectorX, UINT16 usSectorY, INT8 bSectorZ, INT16 sGridNo, BOOLEAN fChangeToOpen ) +BOOLEAN ChangeStatusOfOpenableStructInUnloadedSector( UINT16 usSectorX, UINT16 usSectorY, INT8 bSectorZ, INT32 usGridNo, BOOLEAN fChangeToOpen ) { // STRUCTURE * pStructure; // MODIFY_MAP Map; @@ -1170,7 +1170,7 @@ BOOLEAN ChangeStatusOfOpenableStructInUnloadedSector( UINT16 usSectorX, UINT16 u if( pMap->ubType == SLM_OPENABLE_STRUCT ) { //if its on the same gridno - if( pMap->sGridNo == sGridNo ) + if( pMap->usGridNo == usGridNo ) { //Change to the desired settings pMap->usImageType = fChangeToOpen; diff --git a/TileEngine/SaveLoadMap.h b/TileEngine/SaveLoadMap.h index f2aeba69..7e648c38 100644 --- a/TileEngine/SaveLoadMap.h +++ b/TileEngine/SaveLoadMap.h @@ -47,7 +47,7 @@ enum typedef struct { - UINT16 sGridNo; //The gridno the graphic will be applied to + INT32 usGridNo; //The gridno the graphic will be applied to UINT16 usImageType; //graphic index UINT16 usSubImageIndex; // // UINT16 usIndex; @@ -66,22 +66,22 @@ BOOLEAN SaveModifiedMapStructToMapTempFile( MODIFY_MAP *pMap, INT16 sSectorX, IN //Applies a change TO THE MAP TEMP file -void AddStructToMapTempFile( UINT32 iMapIndex, UINT16 usIndex ); +void AddStructToMapTempFile( INT32 iMapIndex, UINT16 usIndex ); //Applies a change TO THE MAP from the temp file -void AddStructFromMapTempFileToMap( UINT32 iMapIndex, UINT16 usIndex ); +void AddStructFromMapTempFileToMap( INT32 iMapIndex, UINT16 usIndex ); -void AddObjectToMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ); +void AddObjectToMapTempFile( INT32 uiMapIndex, UINT16 usIndex ); BOOLEAN LoadAllMapChangesFromMapTempFileAndApplyThem( ); -void RemoveStructFromMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ); +void RemoveStructFromMapTempFile( INT32 uiMapIndex, UINT16 usIndex ); -void AddRemoveObjectToMapTempFile( UINT32 uiMapIndex, UINT16 usIndex ); +void AddRemoveObjectToMapTempFile( INT32 uiMapIndex, UINT16 usIndex ); void SaveBloodSmellAndRevealedStatesFromMapToTempFile(); @@ -91,25 +91,25 @@ BOOLEAN SaveRevealedStatusArrayToRevealedTempFile( INT16 sSectorX, INT16 sSector BOOLEAN LoadRevealedStatusArrayFromRevealedTempFile(); -void AddRemoveObjectToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ); -void RemoveStructFromUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ); -void AddObjectToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ); -void AddStructToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ); +void AddRemoveObjectToUnLoadedMapTempFile( INT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ); +void RemoveStructFromUnLoadedMapTempFile( INT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ); +void AddObjectToUnLoadedMapTempFile( INT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ); +void AddStructToUnLoadedMapTempFile( INT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ); //Adds the exit grid to -void AddExitGridToMapTempFile( INT16 sGridNo, EXITGRID *pExitGrid, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ); +void AddExitGridToMapTempFile( INT32 usGridNo, EXITGRID *pExitGrid, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ); //This function removes a struct with the same MapIndex and graphic index from the given sectors temp file -BOOLEAN RemoveGraphicFromTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ); +BOOLEAN RemoveGraphicFromTempFile( INT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ ); -void SetOpenableStructStatusFromMapTempFile( UINT32 uiMapIndex, BOOLEAN fOpened ); -void AddOpenableStructStatusToMapTempFile( UINT32 uiMapIndex, BOOLEAN fOpened ); +void SetOpenableStructStatusFromMapTempFile( INT32 uiMapIndex, BOOLEAN fOpened ); +void AddOpenableStructStatusToMapTempFile( INT32 uiMapIndex, BOOLEAN fOpened ); -void AddWindowHitToMapTempFile( UINT32 uiMapIndex ); +void AddWindowHitToMapTempFile( INT32 uiMapIndex ); -BOOLEAN ChangeStatusOfOpenableStructInUnloadedSector( UINT16 usSectorX, UINT16 usSectorY, INT8 bSectorZ, INT16 sGridNo, BOOLEAN fChangeToOpen ); +BOOLEAN ChangeStatusOfOpenableStructInUnloadedSector( UINT16 usSectorX, UINT16 usSectorY, INT8 bSectorZ, INT32 usGridNo, BOOLEAN fChangeToOpen ); #endif diff --git a/TileEngine/Smell.cpp b/TileEngine/Smell.cpp index 403e6dd3..b330dd99 100644 --- a/TileEngine/Smell.cpp +++ b/TileEngine/Smell.cpp @@ -13,6 +13,7 @@ #include "Map Information.h" #include "Game Clock.h" #include "Overhead.h" + #include "debug control.h" #endif /* @@ -140,7 +141,7 @@ UINT8 ubBloodGraphicLUT [ ] = { 3, 3, 2, 2, 1, 1, 0, 0 }; (s) = BLOOD_ROOF_TYPE( ntr ) | (s & 0xFD); \ } -void RemoveBlood( INT16 sGridNo, INT8 bLevel ) +void RemoveBlood( INT32 sGridNo, INT8 bLevel ) { gpWorldLevelData[ sGridNo ].ubBloodInfo = 0; @@ -152,7 +153,7 @@ void RemoveBlood( INT16 sGridNo, INT8 bLevel ) void DecaySmells( void ) { - UINT32 uiLoop; + INT32 uiLoop; MAP_ELEMENT * pMapElement; //return; @@ -176,7 +177,7 @@ void DecaySmells( void ) void DecayBlood() { - UINT32 uiLoop; + INT32 uiLoop; MAP_ELEMENT * pMapElement; for (uiLoop = 0, pMapElement = gpWorldLevelData; uiLoop < WORLD_MAX; uiLoop++, pMapElement++) @@ -354,8 +355,12 @@ void DropSmell( SOLDIERTYPE * pSoldier ) } -void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStrength, INT8 bVisible ) +void InternalDropBlood( INT32 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStrength, INT8 bVisible ) { + CHAR tmpMPDbgString[512]; + sprintf(tmpMPDbgString,"InternalDropBlood ( %i , %i , %i , %i , %i )\n",sGridNo, bLevel , ubType , ubStrength , bVisible ); + MPDebugMsg(tmpMPDbgString); + MAP_ELEMENT * pMapElement; UINT8 ubOldStrength=0; UINT8 ubNewStrength=0; @@ -373,8 +378,8 @@ void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStreng return; } - // ATE: Send warning if dropping blood nowhere.... - if ( sGridNo == NOWHERE ) + // ATE: Send warning if dropping blood nowhere.... + if (TileIsOutOfBounds(sGridNo)) { #ifdef JA2BETAVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Attempting to drop blood NOWHERE" ); @@ -499,7 +504,7 @@ void DropBlood( SOLDIERTYPE * pSoldier, UINT8 ubStrength, INT8 bVisible ) -void UpdateBloodGraphics( INT16 sGridNo, INT8 bLevel ) +void UpdateBloodGraphics( INT32 sGridNo, INT8 bLevel ) { MAP_ELEMENT * pMapElement; INT8 bValue; diff --git a/TileEngine/Smell.h b/TileEngine/Smell.h index 4d4b2610..c4bbfb34 100644 --- a/TileEngine/Smell.h +++ b/TileEngine/Smell.h @@ -19,6 +19,6 @@ void DecaySmells( void ); void DecayBloodAndSmells( UINT32 uiTime ); void DropSmell( SOLDIERTYPE * pSoldier ); void DropBlood( SOLDIERTYPE * pSoldier, UINT8 ubStrength, INT8 bVisible ); -void UpdateBloodGraphics( INT16 sGridNo, INT8 bLevel ); -void RemoveBlood( INT16 sGridNo, INT8 bLevel ); -void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStrength, INT8 bVisible ); +void UpdateBloodGraphics( INT32 sGridNo, INT8 bLevel ); +void RemoveBlood( INT32 sGridNo, INT8 bLevel ); +void InternalDropBlood( INT32 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStrength, INT8 bVisible ); diff --git a/TileEngine/SmokeEffects.cpp b/TileEngine/SmokeEffects.cpp index 00191957..f0d7043b 100644 --- a/TileEngine/SmokeEffects.cpp +++ b/TileEngine/SmokeEffects.cpp @@ -29,6 +29,9 @@ #endif #include "SaveLoadGame.h" +#include "debug control.h" + +#include "connect.h" //forward declarations of common classes to eliminate includes class OBJECTTYPE; @@ -41,9 +44,6 @@ UINT16 FromSmokeTypeToWorldFlags( INT8 bType ); -#define NUM_SMOKE_EFFECT_SLOTS 25 - - // GLOBAL FOR SMOKE LISTING SMOKEEFFECT gSmokeEffectData[ NUM_SMOKE_EFFECT_SLOTS ]; UINT32 guiNumSmokeEffects = 0; @@ -88,7 +88,7 @@ void RecountSmokeEffects( void ) // Returns NO_SMOKE_EFFECT if none there... -INT8 GetSmokeEffectOnTile( INT16 sGridNo, INT8 bLevel ) +INT8 GetSmokeEffectOnTile( INT32 sGridNo, INT8 bLevel ) { UINT16 ubExtFlags; @@ -171,7 +171,7 @@ UINT16 FromSmokeTypeToWorldFlags( INT8 bType ) -INT32 NewSmokeEffect( INT16 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner ) +INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, BOOL fFromRemoteClient ) { SMOKEEFFECT *pSmoke; INT32 iSmokeIndex; @@ -180,6 +180,33 @@ INT32 NewSmokeEffect( INT16 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner ) if( ( iSmokeIndex = GetFreeSmokeEffect() )==(-1) ) return(-1); + // OJW - 20091027 - Syncronising smoke effect start for multiplayer + if (is_networked && is_client) + { + SOLDIERTYPE* pSoldier = MercPtrs[ubOwner]; + if (pSoldier != NULL) + { + if (pSoldier->bTeam == 0 || (pSoldier->bTeam == 1 && is_server)) + { + // let all the other clients know we are spawning this effect + // and align them with our random number generator + send_newsmokeeffect(sGridNo,usItem,ubOwner,bLevel,iSmokeIndex); + } + else if (!fFromRemoteClient) + { + // skip executing locally because we want the random number generator to be aligned + // with the client that spawns set off the smoke effect + return -1; + } + } +#ifdef JA2BETAVERSION + CHAR tmpMPDbgString[512]; + sprintf(tmpMPDbgString,"NewSmokeEffect ( sGridNo : %i , usItem : %i , ubOwner : %i , bLevel : %i , iSmokeEffectID : %i )\n",sGridNo, usItem , ubOwner , bLevel , iSmokeIndex ); + MPDebugMsg(tmpMPDbgString); + gfMPDebugOutputRandoms = true; +#endif + } + memset( &gSmokeEffectData[ iSmokeIndex ], 0, sizeof( SMOKEEFFECT ) ); pSmoke = &gSmokeEffectData[ iSmokeIndex ]; @@ -257,7 +284,7 @@ INT32 NewSmokeEffect( INT16 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner ) } // ATE: FALSE into subsequent-- it's the first one! - SpreadEffect( pSmoke->sGridNo, pSmoke->ubRadius, pSmoke->usItem, pSmoke->ubOwner, FALSE, bLevel, iSmokeIndex ); + SpreadEffect( pSmoke->sGridNo, pSmoke->ubRadius, pSmoke->usItem, pSmoke->ubOwner, FALSE, bLevel, iSmokeIndex , fFromRemoteClient , TRUE ); return( iSmokeIndex ); } @@ -265,8 +292,14 @@ INT32 NewSmokeEffect( INT16 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner ) // Add smoke to gridno // ( Replacement algorithm uses distance away ) -void AddSmokeEffectToTile( INT32 iSmokeEffectID, INT8 bType, INT16 sGridNo, INT8 bLevel ) +void AddSmokeEffectToTile( INT32 iSmokeEffectID, INT8 bType, INT32 sGridNo, INT8 bLevel ) { +#ifdef JA2BETAVERSION + CHAR tmpMPDbgString[512]; + sprintf(tmpMPDbgString,"AddSmokeEffectToTile ( iSmokeEffectID : %i , bType : %i , sGridNo : %i , bLevel : %i )\n", iSmokeEffectID, bType , sGridNo , bLevel ); + MPDebugMsg(tmpMPDbgString); +#endif + ANITILE_PARAMS AniParams; ANITILE *pAniTile; SMOKEEFFECT *pSmoke; @@ -444,8 +477,14 @@ void AddSmokeEffectToTile( INT32 iSmokeEffectID, INT8 bType, INT16 sGridNo, INT8 SetRenderFlags(RENDER_FLAG_FULL); } -void RemoveSmokeEffectFromTile( INT16 sGridNo, INT8 bLevel ) +void RemoveSmokeEffectFromTile( INT32 sGridNo, INT8 bLevel ) { +#ifdef JA2BETAVERSION + CHAR tmpMPDbgString[512]; + sprintf(tmpMPDbgString,"RemoveSmokeEffectFromTile ( sGridNo : %i , bLevel : %i )\n", sGridNo, bLevel ); + MPDebugMsg(tmpMPDbgString); +#endif + ANITILE *pAniTile; UINT8 ubLevelID; diff --git a/TileEngine/SmokeEffects.h b/TileEngine/SmokeEffects.h index 66a7f7b6..e73efd31 100644 --- a/TileEngine/SmokeEffects.h +++ b/TileEngine/SmokeEffects.h @@ -17,10 +17,11 @@ enum #define SMOKE_EFFECT_ON_ROOF 0x02 #define SMOKE_EFFECT_MARK_FOR_UPDATE 0x04 +#define NUM_SMOKE_EFFECT_SLOTS 25 // OJW - 20091027 - moved here to allow global access typedef struct TAG_SMOKE_EFFECT { - INT16 sGridNo; // gridno at which the tear gas cloud is centered + INT32 sGridNo; // gridno at which the tear gas cloud is centered UINT8 ubDuration; // the number of turns gas will remain effective UINT8 ubRadius; // the current radius of the cloud in map tiles @@ -32,24 +33,26 @@ typedef struct TAG_SMOKE_EFFECT UINT8 ubOwner; UINT8 ubPadding; UINT32 uiTimeOfLastUpdate; - + INT8 iMPTeamIndex; + INT32 iMPSmokeEffectID; } SMOKEEFFECT; - +extern SMOKEEFFECT gSmokeEffectData[ NUM_SMOKE_EFFECT_SLOTS ]; +extern UINT32 guiNumSmokeEffects; // Returns NO_SMOKE_EFFECT if none there... -INT8 GetSmokeEffectOnTile( INT16 sGridNo, INT8 bLevel ); +INT8 GetSmokeEffectOnTile( INT32 sGridNo, INT8 bLevel ); // Decays all smoke effects... void DecaySmokeEffects( UINT32 uiTime ); // Add smoke to gridno // ( Replacement algorithm uses distance away ) -void AddSmokeEffectToTile( INT32 iSmokeEffectID, INT8 bType, INT16 sGridNo, INT8 bLevel ); +void AddSmokeEffectToTile( INT32 iSmokeEffectID, INT8 bType, INT32 sGridNo, INT8 bLevel ); -void RemoveSmokeEffectFromTile( INT16 sGridNo, INT8 bLevel ); +void RemoveSmokeEffectFromTile( INT32 sGridNo, INT8 bLevel ); -INT32 NewSmokeEffect( INT16 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner ); +INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, BOOL fFromRemoteClient = 0 ); BOOLEAN SaveSmokeEffectsToSaveGameFile( HWFILE hFile ); diff --git a/TileEngine/Structure Internals.h b/TileEngine/Structure Internals.h index 42498660..3d86fe57 100644 --- a/TileEngine/Structure Internals.h +++ b/TileEngine/Structure Internals.h @@ -160,33 +160,31 @@ typedef struct TAG_DB_STRUCTURE_REF DB_STRUCTURE_TILE ** ppTile; // dynamic array } DB_STRUCTURE_REF; // 8 bytes -typedef struct TAG_STRUCTURE +//dnl ch46 031009 +typedef struct TAG_STRUCTURE { - struct TAG_STRUCTURE * pPrev; - struct TAG_STRUCTURE * pNext; - INT16 sGridNo; - UINT16 usStructureID; - DB_STRUCTURE_REF * pDBStructureRef; + struct TAG_STRUCTURE* pPrev; + struct TAG_STRUCTURE* pNext; + DB_STRUCTURE_REF* pDBStructureRef; + PROFILE* pShape; + UINT32 fFlags;// need to have something to indicate base tile/not + INT32 sGridNo; union { struct { - UINT8 ubHitPoints; - UINT8 ubLockStrength; + UINT8 ubHitPoints; + UINT8 ubLockStrength; }; - //struct - //{ - INT16 sBaseGridNo; - //}; - }; // 2 bytes - INT16 sCubeOffset;// height of bottom of object in profile "cubes" - UINT32 fFlags; // need to have something to indicate base tile/not - PROFILE * pShape; - UINT8 ubWallOrientation; - UINT8 ubVehicleHitLocation; - UINT8 ubStructureHeight; // if 0, then unset; otherwise stores height of structure when last calculated - UINT8 ubUnused[1]; -} STRUCTURE; // 32 bytes + INT32 sBaseGridNo; + }; + UINT16 usStructureID; + INT16 sCubeOffset;// height of bottom of object in profile "cubes" + UINT8 ubWallOrientation; + UINT8 ubVehicleHitLocation; + UINT8 ubStructureHeight;// if 0, then unset; otherwise stores height of structure when last calculated + UINT8 ubUnused; +}STRUCTURE;// 36 bytes typedef struct TAG_STRUCTURE_FILE_REF { diff --git a/TileEngine/Tactical Placement GUI.cpp b/TileEngine/Tactical Placement GUI.cpp index 75877272..3dfa5aa4 100644 --- a/TileEngine/Tactical Placement GUI.cpp +++ b/TileEngine/Tactical Placement GUI.cpp @@ -48,7 +48,7 @@ #include "connect.h" #include "saveloadscreen.h" #include "Map Edgepoints.h" - +#include "renderworld.h"//dnl ch45 051009 typedef struct MERCPLACEMENT { @@ -71,8 +71,12 @@ enum }; UINT32 iTPButtons[ NUM_TP_BUTTONS ]; +//dnl ch45 051009 +#define PLACEMENT_OFFSET 150 +extern INT32 giXA, giYA; + extern BOOLEAN gfOverheadMapDirty; -extern BOOLEAN GetOverheadMouseGridNo( INT16 *psGridNo ); +extern BOOLEAN GetOverheadMouseGridNo( INT32 *psGridNo ); extern UINT16 iOffsetHorizontal; extern UINT16 iOffsetVertical; @@ -90,6 +94,13 @@ INT32 giPlacements = 0; BOOLEAN gfTacticalPlacementGUIDirty = FALSE; BOOLEAN gfValidLocationsChanged = FALSE; SGPRect gTPClipRect = {0,0,0,0}; + +// WANNE - MP: Center +SGPRect gTPClipRectCenterLeft = {0,0,0,0}; +SGPRect gTPClipRectCenterTop = {0,0,0,0}; +SGPRect gTPClipRectCenterRight = {0,0,0,0}; +SGPRect gTPClipRectCenterBottom = {0,0,0,0}; + BOOLEAN gfValidCursor = FALSE; BOOLEAN gfEveryonePlaced = FALSE; @@ -104,6 +115,9 @@ SOLDIERTYPE *gpTacticalPlacementHilightedSoldier = NULL; BOOLEAN gfNorth, gfEast, gfSouth, gfWest; +// WANNE - MP: Center +BOOLEAN gfCenter; + void DoneOverheadPlacementClickCallback( GUI_BUTTON *btn, INT32 reason ); void SpreadPlacementsCallback ( GUI_BUTTON *btn, INT32 reason ); void GroupPlacementsCallback( GUI_BUTTON *btn, INT32 reason ); @@ -150,7 +164,7 @@ void FindValidInsertionCode( UINT8 *pubStrategicInsertionCode ) iOffsetHorizontal + 30, iOffsetVertical + 160, 600, FONT10ARIALBOLD, FONT_YELLOW, FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED ); RefreshScreen( NULL ); - GenerateMapEdgepoints(); + GenerateMapEdgepoints(TRUE);//dnl ch43 290909 switch( *pubStrategicInsertionCode ) { case INSERTION_CODE_NORTH: @@ -234,7 +248,9 @@ void InitTacticalPlacementGUI() gfTacticalPlacementGUIDirty = TRUE; gfValidLocationsChanged = TRUE; gfTacticalPlacementFirstTime = TRUE; - gfNorth = gfEast = gfSouth = gfWest = FALSE; + + // WANNE - MP: Center + gfNorth = gfEast = gfSouth = gfWest = gfCenter = FALSE; #ifdef JA2BETAVERSION gfNorthValid = gfEastValid = gfSouthValid = gfWestValid = FALSE; gfChangedEntrySide = FALSE; @@ -318,7 +334,6 @@ void InitTacticalPlacementGUI() SpecifyButtonHilitedTextColors( iTPButtons[ GROUP_BUTTON ], FONT_WHITE, FONT_NEARBLACK ); SpecifyButtonHilitedTextColors( iTPButtons[ DONE_BUTTON ], FONT_WHITE, FONT_NEARBLACK ); - //First pass: Count the number of mercs that are going to be placed by the player. // This determines the size of the array we will allocate. giPlacements = 0; @@ -357,7 +372,6 @@ void InitTacticalPlacementGUI() { MercPtrs[ i ]->ubStrategicInsertionCode = GetValidInsertionDirectionForMP(MercPtrs[ i ]->ubStrategicInsertionCode); } - // ATE: If we are in a vehicle - remove ourselves from it! //if ( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) //{ @@ -372,7 +386,6 @@ void InitTacticalPlacementGUI() gMercPlacement[ giPlacements ].pSoldier = MercPtrs[ i ]; gMercPlacement[ giPlacements ].ubStrategicInsertionCode = MercPtrs[ i ]->ubStrategicInsertionCode; gMercPlacement[ giPlacements ].fPlaced = FALSE; - #ifdef JA2BETAVERSION CheckForValidMapEdge( &MercPtrs[ i ]->ubStrategicInsertionCode ); #else @@ -380,7 +393,6 @@ void InitTacticalPlacementGUI() if (is_networked) CheckForValidMapEdge( &MercPtrs[ i ]->ubStrategicInsertionCode ); #endif - switch( MercPtrs[ i ]->ubStrategicInsertionCode ) { case INSERTION_CODE_NORTH: @@ -396,6 +408,13 @@ void InitTacticalPlacementGUI() gfWest = TRUE; break; } + + // WANNE - MP: Center + if (is_networked && MercPtrs[ i ]->ubStrategicInsertionCode == INSERTION_CODE_CENTER) + { + gfCenter = TRUE; + } + giPlacements++; } } @@ -497,7 +516,12 @@ UINT8 GetValidInsertionDirectionForMP(UINT8 currentInsertionPoint) validInsertionDirection = INSERTION_CODE_WEST; } break; - } + // WANNE - MP: Center + case INSERTION_CODE_CENTER: + foundValidDirection = true; + validInsertionDirection = INSERTION_CODE_CENTER; + break; + } // Find alternate insertion direction by looping through all directions (N, S, E, W) if (!foundValidDirection) @@ -560,7 +584,6 @@ UINT8 GetValidInsertionDirectionForMP(UINT8 currentInsertionPoint) return validInsertionDirection; } - void RenderTacticalPlacementGUI() { INT32 i, xp, yp, width, height; @@ -681,12 +704,42 @@ void RenderTacticalPlacementGUI() gfValidLocationsChanged--; BlitBufferToBuffer( guiSAVEBUFFER, FRAME_BUFFER, iOffsetHorizontal, iOffsetVertical, 640, 320 ); InvalidateRegion( iOffsetHorizontal, iOffsetVertical, iOffsetHorizontal + 640, iOffsetVertical + 320 ); + + //dnl ch45 051009 + gTPClipRect.iLeft = iOffsetHorizontal + 1; + gTPClipRect.iTop = iOffsetVertical + 1; + gTPClipRect.iBottom = iOffsetVertical + 318; + gTPClipRect.iRight = iOffsetHorizontal + 634; + if( gbCursorMercID == -1 ) { - gTPClipRect.iLeft = gfWest ? iOffsetHorizontal + 30 : iOffsetHorizontal; - gTPClipRect.iTop = gfNorth ? iOffsetVertical + 30 + 3 : iOffsetVertical + 3; - gTPClipRect.iRight = gfEast ? iOffsetHorizontal + 610 : iOffsetHorizontal + 634; // 636 - gTPClipRect.iBottom = gfSouth ? iOffsetVertical + 290 : iOffsetVertical + 320; + // WANNE - MP: Center + if (is_networked && gfCenter) + { + // Left black border + gTPClipRectCenterLeft.iLeft = iOffsetHorizontal; + gTPClipRectCenterLeft.iTop = iOffsetVertical + 3; + gTPClipRectCenterLeft.iBottom = iOffsetVertical + 320; + gTPClipRectCenterLeft.iRight = iOffsetHorizontal + 250; + + // Top black border + gTPClipRectCenterTop.iLeft = iOffsetHorizontal; + gTPClipRectCenterTop.iTop = iOffsetVertical + 3; + gTPClipRectCenterTop.iBottom = iOffsetVertical + 130; + gTPClipRectCenterTop.iRight = iOffsetHorizontal + 634; + + // Right black border + gTPClipRectCenterRight.iLeft = iOffsetHorizontal + 634 - 250; + gTPClipRectCenterRight.iTop = iOffsetVertical + 3; + gTPClipRectCenterRight.iBottom = iOffsetVertical + 320; + gTPClipRectCenterRight.iRight = iOffsetHorizontal + 634; + + // Bottom black border + gTPClipRectCenterBottom.iLeft = iOffsetHorizontal; + gTPClipRectCenterBottom.iTop = iOffsetVertical + 320 - 130; + gTPClipRectCenterBottom.iBottom = iOffsetVertical + 320; + gTPClipRectCenterBottom.iRight = iOffsetHorizontal + 634; + } } else { @@ -696,33 +749,101 @@ void RenderTacticalPlacementGUI() gMercPlacement[ gbCursorMercID ].ubStrategicInsertionCode = GetValidInsertionDirectionForMP(gMercPlacement[ gbCursorMercID ].ubStrategicInsertionCode); } - gTPClipRect.iLeft = iOffsetHorizontal; - gTPClipRect.iTop = iOffsetVertical + 3; - //gTPClipRect.iRight = iOffsetHorizontal + 640; - gTPClipRect.iRight = iOffsetHorizontal + 634; // 635 - gTPClipRect.iBottom = iOffsetVertical + 320; - - - switch( gMercPlacement[ gbCursorMercID ].ubStrategicInsertionCode ) + //dnl ch45 051009 + INT16 sWorldScreenX, sX; + INT16 sWorldScreenY, sY; + sX = giXA; + sY = giYA; + GetWorldXYAbsoluteScreenXY(sX, sY, &sWorldScreenX, &sWorldScreenY); + sWorldScreenX += 20;// Correction from invisible area X + sWorldScreenY += 35;// Correction from invisible area Y + switch(gMercPlacement[gbCursorMercID].ubStrategicInsertionCode) { - case INSERTION_CODE_NORTH: - gTPClipRect.iTop = iOffsetVertical + 30 + 3; - break; - case INSERTION_CODE_EAST: - gTPClipRect.iRight = iOffsetHorizontal + 610; - break; - case INSERTION_CODE_SOUTH: - gTPClipRect.iBottom = iOffsetVertical + 290; - break; - case INSERTION_CODE_WEST: - gTPClipRect.iLeft = iOffsetHorizontal + 30; - break; + case INSERTION_CODE_NORTH: + if(sWorldScreenY <= PLACEMENT_OFFSET) + { + sY = (PLACEMENT_OFFSET - sWorldScreenY) / 5; + gTPClipRect.iTop += sY; + } + break; + case INSERTION_CODE_EAST: + if((sWorldScreenX + NORMAL_MAP_SCREEN_WIDTH) >= (MAPWIDTH - PLACEMENT_OFFSET)) + { + sX = ((sWorldScreenX + NORMAL_MAP_SCREEN_WIDTH) - (MAPWIDTH - PLACEMENT_OFFSET)) / 5; + gTPClipRect.iRight -= sX; + } + break; + case INSERTION_CODE_SOUTH: + if((sWorldScreenY + NORMAL_MAP_SCREEN_HEIGHT) >= (MAPHEIGHT - PLACEMENT_OFFSET)) + { + sY = ((sWorldScreenY + NORMAL_MAP_SCREEN_HEIGHT) - (MAPHEIGHT - PLACEMENT_OFFSET)) / 5; + gTPClipRect.iBottom -= sY; + } + break; + case INSERTION_CODE_WEST: + if(sWorldScreenX <= PLACEMENT_OFFSET) + { + sX = (PLACEMENT_OFFSET - sWorldScreenX) / 5; + gTPClipRect.iLeft += sX; + } + break; + } + + // WANNE - MP: Center + if (is_networked && gfCenter) + { + // Left black border + gTPClipRectCenterLeft.iLeft = iOffsetHorizontal; + gTPClipRectCenterLeft.iTop = iOffsetVertical + 3; + gTPClipRectCenterLeft.iBottom = iOffsetVertical + 320; + gTPClipRectCenterLeft.iRight = iOffsetHorizontal + 250; + + // Top black border + gTPClipRectCenterTop.iLeft = iOffsetHorizontal; + gTPClipRectCenterTop.iTop = iOffsetVertical + 3; + gTPClipRectCenterTop.iBottom = iOffsetVertical + 130; + gTPClipRectCenterTop.iRight = iOffsetHorizontal + 634; + + // Right black border + gTPClipRectCenterRight.iLeft = iOffsetHorizontal + 634 - 250; + gTPClipRectCenterRight.iTop = iOffsetVertical + 3; + gTPClipRectCenterRight.iBottom = iOffsetVertical + 320; + gTPClipRectCenterRight.iRight = iOffsetHorizontal + 634; + + // Bottom black border + gTPClipRectCenterBottom.iLeft = iOffsetHorizontal; + gTPClipRectCenterBottom.iTop = iOffsetVertical + 320 - 130; + gTPClipRectCenterBottom.iBottom = iOffsetVertical + 320; + gTPClipRectCenterBottom.iRight = iOffsetHorizontal + 634; } } + pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES ); - Blt16BPPBufferLooseHatchRectWithColor( (UINT16*)pDestBuf, uiDestPitchBYTES, &gTPClipRect, usHatchColor ); + + if (!gfCenter) + Blt16BPPBufferLooseHatchRectWithColor( (UINT16*)pDestBuf, uiDestPitchBYTES, &gTPClipRect, usHatchColor ); + // WANNE - MP: Center + else + { + Blt16BPPBufferLooseHatchRectWithColor( (UINT16*)pDestBuf, uiDestPitchBYTES, &gTPClipRectCenterLeft, usHatchColor ); + Blt16BPPBufferLooseHatchRectWithColor( (UINT16*)pDestBuf, uiDestPitchBYTES, &gTPClipRectCenterTop, usHatchColor ); + Blt16BPPBufferLooseHatchRectWithColor( (UINT16*)pDestBuf, uiDestPitchBYTES, &gTPClipRectCenterRight, usHatchColor ); + Blt16BPPBufferLooseHatchRectWithColor( (UINT16*)pDestBuf, uiDestPitchBYTES, &gTPClipRectCenterBottom, usHatchColor ); + } + + SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ); - RectangleDraw( TRUE, gTPClipRect.iLeft, gTPClipRect.iTop, gTPClipRect.iRight, gTPClipRect.iBottom, usHatchColor, pDestBuf ); + + if (!gfCenter) + RectangleDraw( TRUE, gTPClipRect.iLeft, gTPClipRect.iTop, gTPClipRect.iRight, gTPClipRect.iBottom, usHatchColor, pDestBuf ); + else + { + RectangleDraw( TRUE, gTPClipRectCenterLeft.iLeft, gTPClipRectCenterLeft.iTop, gTPClipRectCenterLeft.iRight, gTPClipRectCenterLeft.iBottom, usHatchColor, pDestBuf ); + RectangleDraw( TRUE, gTPClipRectCenterTop.iLeft, gTPClipRectCenterTop.iTop, gTPClipRectCenterTop.iRight, gTPClipRectCenterTop.iBottom, usHatchColor, pDestBuf ); + RectangleDraw( TRUE, gTPClipRectCenterRight.iLeft, gTPClipRectCenterRight.iTop, gTPClipRectCenterRight.iRight, gTPClipRectCenterRight.iBottom, usHatchColor, pDestBuf ); + RectangleDraw( TRUE, gTPClipRectCenterBottom.iLeft, gTPClipRectCenterBottom.iTop, gTPClipRectCenterBottom.iRight, gTPClipRectCenterBottom.iBottom, usHatchColor, pDestBuf ); + } + UnLockVideoSurface( FRAME_BUFFER ); } for( i = 0; i < giPlacements; i++ ) @@ -844,7 +965,7 @@ void TacticalPlacementHandle() EnsureDoneButtonStatus(); RenderTacticalPlacementGUI(); - + if (is_networked) lockui(0);//lockui before placement while clients loading //hayden @@ -863,13 +984,14 @@ void TacticalPlacementHandle() { #ifdef JA2TESTVERSION case ESC: - KillTacticalPlacementGUI(); + //if (!is_networked) + KillTacticalPlacementGUI(); break; #endif case ENTER: if( ButtonList[ iTPButtons[ DONE_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) { - if(!is_client)KillTacticalPlacementGUI(); + /*if(!is_client)KillTacticalPlacementGUI();*/ //if(is_client)send_donegui(0); only by mouse //hayden } break; @@ -891,11 +1013,13 @@ void TacticalPlacementHandle() case 'l'://hayden if( InputEvent.usKeyState & ALT_DOWN ) { + /* if (is_networked) { KillTacticalPlacementGUI(); DoQuickLoad(); } + */ } break; case '7': @@ -910,28 +1034,51 @@ void TacticalPlacementHandle() } gfValidCursor = FALSE; - if( gbSelectedMercID != -1 && gusMouseYPos < (iOffsetVertical + 320) && gusMouseYPos > iOffsetVertical - && gusMouseXPos > iOffsetHorizontal && gusMouseXPos < (iOffsetHorizontal + 640)) + if(gbSelectedMercID != -1 && gusMouseYPos < (iOffsetVertical + 320) && gusMouseYPos > iOffsetVertical && gusMouseXPos > iOffsetHorizontal && gusMouseXPos < (iOffsetHorizontal + 640)) { - switch( gMercPlacement[ gbCursorMercID ].ubStrategicInsertionCode ) + //dnl ch45 051009 + INT16 sWorldScreenX = (gusMouseXPos - iOffsetHorizontal) * 5; + INT16 sWorldScreenY = (gusMouseYPos - iOffsetVertical) * 5; + INT32 iCellX, iCellY; + GetFromAbsoluteScreenXYWorldXY(&iCellX, &iCellY, sWorldScreenX, sWorldScreenY); + iCellX = (iCellX / CELL_X_SIZE) + (giXA - 0); + iCellY = (iCellY / CELL_Y_SIZE) + (giYA - WORLD_ROWS/2); + GetWorldXYAbsoluteScreenXY(iCellX, iCellY, &sWorldScreenX, &sWorldScreenY); + switch(gMercPlacement[gbCursorMercID].ubStrategicInsertionCode) { - case INSERTION_CODE_NORTH: - if( gusMouseYPos <= (iOffsetVertical + 30) ) // 40 - gfValidCursor = TRUE; - break; - case INSERTION_CODE_EAST: - if( gusMouseXPos >= (iOffsetHorizontal + 610) ) // 600 - gfValidCursor = TRUE; - break; - case INSERTION_CODE_SOUTH: - if( gusMouseYPos >= (iOffsetVertical + 290) ) // 280 - gfValidCursor = TRUE; - break; - case INSERTION_CODE_WEST: - if( gusMouseXPos <= (iOffsetHorizontal + 30) ) // 40 - gfValidCursor = TRUE; - break; + case INSERTION_CODE_NORTH: + if(sWorldScreenY <= PLACEMENT_OFFSET) + gfValidCursor = TRUE; + break; + case INSERTION_CODE_EAST: + if(sWorldScreenX >= (MAPWIDTH - PLACEMENT_OFFSET)) + gfValidCursor = TRUE; + break; + case INSERTION_CODE_SOUTH: + if(sWorldScreenY >= (MAPHEIGHT - PLACEMENT_OFFSET)) + gfValidCursor = TRUE; + break; + case INSERTION_CODE_WEST: + if(sWorldScreenX <= PLACEMENT_OFFSET) + gfValidCursor = TRUE; + break; } + + // WANNE - MP: Center + if (is_networked && gfCenter) + { + if (gMercPlacement[ gbCursorMercID ].ubStrategicInsertionCode == INSERTION_CODE_CENTER ) + { + if (gusMouseYPos >= (iOffsetVertical + 130) && // N + gusMouseYPos <= (iOffsetVertical + 320 - 130) && // S + gusMouseXPos >= (iOffsetHorizontal + 250) && // W + gusMouseXPos <= (iOffsetHorizontal + 634 - 250)) // E + { + gfValidCursor = TRUE; + } + } + } + if( gubDefaultButton == GROUP_BUTTON ) { if( gfValidCursor ) @@ -972,6 +1119,8 @@ void TacticalPlacementHandle() { gfKillTacticalGUI = 1; } + + ScrollOverheadMap();//dnl ch45 021009 } void KillTacticalPlacementGUI() @@ -1045,7 +1194,8 @@ void ChooseRandomEdgepoints() if ( !( gMercPlacement[ i ].pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) { gMercPlacement[ i ].pSoldier->usStrategicInsertionData = ChooseMapEdgepoint( &gMercPlacement[ i ].ubStrategicInsertionCode, lastValidICode ); - if( gMercPlacement[ i ].pSoldier->usStrategicInsertionData != NOWHERE ) + + if( !TileIsOutOfBounds(gMercPlacement[ i ].pSoldier->usStrategicInsertionData)) { gMercPlacement[ i ].pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; lastValidICode = gMercPlacement[ i ].ubStrategicInsertionCode; @@ -1241,7 +1391,7 @@ void SelectNextUnplacedUnit() void HandleTacticalPlacementClicksInOverheadMap( MOUSE_REGION *reg, INT32 reason ) { INT32 i; - INT16 sGridNo; + INT32 sGridNo; BOOLEAN fInvalidArea = FALSE; UINT8 lastValidICode = INSERTION_CODE_GRIDNO; if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP ) @@ -1263,7 +1413,8 @@ void HandleTacticalPlacementClicksInOverheadMap( MOUSE_REGION *reg, INT32 reason if( gMercPlacement[ i ].pSoldier->ubGroupID == gubSelectedGroupID ) { gMercPlacement[ i ].pSoldier->usStrategicInsertionData = SearchForClosestPrimaryMapEdgepoint( sGridNo, gMercPlacement[ i ].ubStrategicInsertionCode, lastValidICode, &gMercPlacement[ i ].ubStrategicInsertionCode ); - if( gMercPlacement[ i ].pSoldier->usStrategicInsertionData == NOWHERE ) + + if(TileIsOutOfBounds(gMercPlacement[ i ].pSoldier->usStrategicInsertionData)) { fInvalidArea = TRUE; break; @@ -1288,7 +1439,8 @@ void HandleTacticalPlacementClicksInOverheadMap( MOUSE_REGION *reg, INT32 reason else { //This is a single merc placement. If valid, then place him, else report error. gMercPlacement[ gbSelectedMercID ].pSoldier->usStrategicInsertionData = SearchForClosestPrimaryMapEdgepoint( sGridNo, gMercPlacement[ gbSelectedMercID ].ubStrategicInsertionCode ); - if( gMercPlacement[ gbSelectedMercID ].pSoldier->usStrategicInsertionData != NOWHERE ) + + if( !TileIsOutOfBounds(gMercPlacement[ gbSelectedMercID ].pSoldier->usStrategicInsertionData)) { gMercPlacement[ gbSelectedMercID ].pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; PutDownMercPiece( gbSelectedMercID ); @@ -1355,7 +1507,8 @@ void SetCursorMerc( INT8 bPlacementID ) void PutDownMercPiece( INT32 iPlacement ) { - INT16 sGridNo, sCellX, sCellY; + INT32 sGridNo; + INT16 sCellX, sCellY; UINT8 ubDirection; SOLDIERTYPE *pSoldier; @@ -1384,7 +1537,8 @@ void PutDownMercPiece( INT32 iPlacement ) if( gMercPlacement[ iPlacement ].fPlaced ) PickUpMercPiece( iPlacement ); sGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->sInsertionGridNo, 4, &ubDirection ); - if( sGridNo != NOWHERE ) + + if(!TileIsOutOfBounds(sGridNo)) { ConvertGridNoToCellXY( sGridNo, &sCellX, &sCellY ); diff --git a/TileEngine/Tactical Placement GUI.h b/TileEngine/Tactical Placement GUI.h index cacd60bb..2ed54f86 100644 --- a/TileEngine/Tactical Placement GUI.h +++ b/TileEngine/Tactical Placement GUI.h @@ -16,6 +16,7 @@ UINT8 GetValidInsertionDirectionForMP(UINT8 currentInsertionPoint); extern BOOLEAN gfTacticalPlacementGUIActive; extern BOOLEAN gfEnterTacticalPlacementGUI; +extern BOOLEAN gfTacticalPlacementGUIDirty;//dnl ch45 071009 extern SOLDIERTYPE *gpTacticalPlacementSelectedSoldier; extern SOLDIERTYPE *gpTacticalPlacementHilightedSoldier; diff --git a/TileEngine/Tile Animation.cpp b/TileEngine/Tile Animation.cpp index b8404202..384434fb 100644 --- a/TileEngine/Tile Animation.cpp +++ b/TileEngine/Tile Animation.cpp @@ -41,7 +41,7 @@ ANITILE *CreateAnimationTile( ANITILE_PARAMS *pAniParams ) ANITILE *pNewAniNode; LEVELNODE *pNode; INT32 iCachedTile=-1; - INT16 sGridNo; + INT32 sGridNo; UINT8 ubLevel; INT16 usTileType; INT16 usTileIndex; @@ -803,7 +803,7 @@ void SetAniTileFrame( ANITILE *pAniTile, INT16 sFrame ) } -ANITILE *GetCachedAniTileOfType( INT16 sGridNo, UINT8 ubLevelID, UINT32 uiFlags ) +ANITILE *GetCachedAniTileOfType( INT32 sGridNo, UINT8 ubLevelID, UINT32 uiFlags ) { LEVELNODE *pNode = NULL; diff --git a/TileEngine/Tile Animation.h b/TileEngine/Tile Animation.h index 4833dccb..a428c77b 100644 --- a/TileEngine/Tile Animation.h +++ b/TileEngine/Tile Animation.h @@ -55,7 +55,7 @@ typedef struct TAG_anitile INT16 sRelativeX; INT16 sRelativeY; INT16 sRelativeZ; - INT16 sGridNo; + INT32 sGridNo; UINT16 usTileIndex; UINT16 usCachedTileSubIndex; // sub Index @@ -87,7 +87,7 @@ typedef struct TAG_anitile_params INT16 sX; // World X ( optional ) INT16 sY; // World Y ( optional ) INT16 sZ; // World Z ( optional ) - INT16 sGridNo; // World GridNo + INT32 sGridNo; // World GridNo LEVELNODE *pGivenLevelNode; // Levelnode for existing tile ( optional ) CHAR8 zCachedFile[ 100 ]; // Filename for cached tile name ( optional ) @@ -133,7 +133,7 @@ void DeleteAniTiles( ); void HideAniTile( ANITILE *pAniTile, BOOLEAN fHide ); void PauseAniTile( ANITILE *pAniTile, BOOLEAN fPause ); -ANITILE *GetCachedAniTileOfType( INT16 sGridNo, UINT8 ubLevelID, UINT32 uiFlags ); +ANITILE *GetCachedAniTileOfType( INT32 sGridNo, UINT8 ubLevelID, UINT32 uiFlags ); void PauseAllAniTilesOfType( UINT32 uiType, BOOLEAN fPause ); diff --git a/TileEngine/Tile Cache.cpp b/TileEngine/Tile Cache.cpp index d3b412d8..07cba377 100644 --- a/TileEngine/Tile Cache.cpp +++ b/TileEngine/Tile Cache.cpp @@ -314,7 +314,7 @@ STRUCTURE_FILE_REF *GetCachedTileStructureRefFromFilename( const STR8 cFilename } -void CheckForAndAddTileCacheStructInfo( LEVELNODE *pNode, INT16 sGridNo, UINT16 usIndex, UINT16 usSubIndex ) +void CheckForAndAddTileCacheStructInfo( LEVELNODE *pNode, INT32 sGridNo, UINT16 usIndex, UINT16 usSubIndex ) { STRUCTURE_FILE_REF *pStructureFileRef; diff --git a/TileEngine/Tile Cache.h b/TileEngine/Tile Cache.h index 64416cb1..d28ac11c 100644 --- a/TileEngine/Tile Cache.h +++ b/TileEngine/Tile Cache.h @@ -42,7 +42,7 @@ STRUCTURE_FILE_REF *GetCachedTileStructureRefFromFilename( const STR8 cFilename HVOBJECT GetCachedTileVideoObject( INT32 iIndex ); STRUCTURE_FILE_REF *GetCachedTileStructureRef( INT32 iIndex ); -void CheckForAndAddTileCacheStructInfo( LEVELNODE *pNode, INT16 sGridNo, UINT16 usIndex, UINT16 usSubIndex ); +void CheckForAndAddTileCacheStructInfo( LEVELNODE *pNode, INT32 sGridNo, UINT16 usIndex, UINT16 usSubIndex ); void CheckForAndDeleteTileCacheStructInfo( LEVELNODE *pNode, UINT16 usIndex ); void GetRootName( STR8 pDestStr, const STR8 pSrcStr ); diff --git a/TileEngine/TileEngine.dep b/TileEngine/TileEngine.dep deleted file mode 100644 index 254ac497..00000000 --- a/TileEngine/TileEngine.dep +++ /dev/null @@ -1,6034 +0,0 @@ -# Microsoft Developer Studio Generated Dependency File, included by TileEngine.mak - -".\Ambient Control.cpp" : \ - "..\builddefines.h"\ - "..\Editor\edit_sys.h"\ - "..\Editor\Editor Undo.h"\ - "..\Editor\EditorBuildings.h"\ - "..\Editor\EditorMapInfo.h"\ - "..\Editor\smooth.h"\ - "..\Editor\Smoothing Utils.h"\ - "..\Editor\Summary Info.h"\ - "..\gameloop.h"\ - "..\gamescreen.h"\ - "..\GameSettings.h"\ - "..\jascreens.h"\ - "..\Language Defines.h"\ - "..\Laptop\AimMembers.h"\ - "..\laptop\bobbyr.h"\ - "..\Laptop\email.h"\ - "..\Laptop\files.h"\ - "..\Laptop\insurance Contract.h"\ - "..\Laptop\mercs.h"\ - "..\Laptop\Store Inventory.h"\ - "..\local.h"\ - "..\MessageBoxScreen.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\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\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\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\Assignments.h"\ - "..\Strategic\Campaign Types.h"\ - "..\Strategic\Game Clock.h"\ - "..\Strategic\Game Event Hook.h"\ - "..\Strategic\Game Events.h"\ - "..\Strategic\Map Screen Interface Map Inventory.h"\ - "..\Strategic\mapscreen.h"\ - "..\strategic\meanwhile.h"\ - "..\Strategic\Quests.h"\ - "..\Strategic\Scheduling.h"\ - "..\Strategic\Strategic Event Handler.h"\ - "..\Strategic\Strategic Merc Handler.h"\ - "..\Strategic\Strategic Movement.h"\ - "..\Strategic\strategic.h"\ - "..\Strategic\strategicmap.h"\ - "..\Sys Globals.h"\ - "..\tactical\action items.h"\ - "..\Tactical\animation cache.h"\ - "..\Tactical\Animation Control.h"\ - "..\Tactical\Animation Data.h"\ - "..\tactical\bullets.h"\ - "..\tactical\dialogue control.h"\ - "..\tactical\faces.h"\ - "..\tactical\fov.h"\ - "..\tactical\handle doors.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.h"\ - "..\Tactical\Item Types.h"\ - "..\Tactical\Items.h"\ - "..\Tactical\Keys.h"\ - "..\Tactical\los.h"\ - "..\Tactical\Map Information.h"\ - "..\Tactical\Merc Hiring.h"\ - "..\Tactical\opplist.h"\ - "..\Tactical\overhead types.h"\ - "..\Tactical\Overhead.h"\ - "..\Tactical\PATHAI.H"\ - "..\Tactical\points.h"\ - "..\tactical\rotting corpses.h"\ - "..\Tactical\Soldier Add.h"\ - "..\Tactical\Soldier Control.h"\ - "..\Tactical\Soldier Create.h"\ - "..\tactical\soldier find.h"\ - "..\Tactical\Soldier Init List.h"\ - "..\Tactical\soldier profile type.h"\ - "..\Tactical\Soldier Profile.h"\ - "..\tactical\soldier tile.h"\ - "..\Tactical\Squads.h"\ - "..\tactical\structure wrap.h"\ - "..\Tactical\Tactical Save.h"\ - "..\Tactical\weapons.h"\ - "..\Tactical\World Items.h"\ - "..\TacticalAI\ai.h"\ - "..\TacticalAI\NPC.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\message.h"\ - "..\Utils\Music Control.h"\ - "..\Utils\Sound Control.h"\ - "..\Utils\Text.h"\ - "..\Utils\Timer Control.h"\ - "..\Utils\utilities.h"\ - "..\utils\wordwrap.h"\ - ".\Ambient Control.h"\ - ".\Ambient Types.h"\ - ".\Buildings.h"\ - ".\environment.h"\ - ".\Exit Grids.h"\ - ".\explosion control.h"\ - ".\Fog Of War.h"\ - ".\Interactive Tiles.h"\ - ".\Isometric Utils.h"\ - ".\lighteffects.h"\ - ".\lighting.h"\ - ".\Map Edgepoints.h"\ - ".\overhead map.h"\ - ".\phys math.h"\ - ".\physics.h"\ - ".\pits.h"\ - ".\Radar Screen.h"\ - ".\render dirty.h"\ - ".\Render Fun.h"\ - ".\renderworld.h"\ - ".\SaveLoadMap.h"\ - ".\Shade Table Util.h"\ - ".\Simple Render Utils.h"\ - ".\Smell.h"\ - ".\smokeeffects.h"\ - ".\Structure Internals.h"\ - ".\structure.h"\ - ".\sysutil.h"\ - ".\tactical placement gui.h"\ - ".\Tile Animation.h"\ - ".\tile cache.h"\ - ".\tile surface.h"\ - ".\TileDat.h"\ - ".\tiledef.h"\ - ".\TileEngine All.h"\ - ".\world tileset enums.h"\ - ".\WorldDat.h"\ - ".\worlddef.h"\ - ".\worldman.h"\ - "c:\program files\microsoft visual studio\vc98\include\basetsd.h"\ - - -.\Buildings.cpp : \ - "..\builddefines.h"\ - "..\Editor\edit_sys.h"\ - "..\Editor\Editor Undo.h"\ - "..\Editor\EditorBuildings.h"\ - "..\Editor\EditorMapInfo.h"\ - "..\Editor\smooth.h"\ - "..\Editor\Smoothing Utils.h"\ - "..\Editor\Summary Info.h"\ - "..\gameloop.h"\ - "..\gamescreen.h"\ - "..\GameSettings.h"\ - "..\jascreens.h"\ - "..\Language Defines.h"\ - "..\Laptop\AimMembers.h"\ - "..\laptop\bobbyr.h"\ - "..\Laptop\email.h"\ - "..\Laptop\files.h"\ - "..\Laptop\insurance Contract.h"\ - "..\Laptop\mercs.h"\ - "..\Laptop\Store Inventory.h"\ - "..\local.h"\ - "..\MessageBoxScreen.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\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\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\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\Assignments.h"\ - "..\Strategic\Campaign Types.h"\ - "..\Strategic\Game Clock.h"\ - "..\Strategic\Game Event Hook.h"\ - "..\Strategic\Game Events.h"\ - "..\Strategic\Map Screen Interface Map Inventory.h"\ - "..\Strategic\mapscreen.h"\ - "..\strategic\meanwhile.h"\ - "..\Strategic\Quests.h"\ - "..\Strategic\Scheduling.h"\ - "..\Strategic\Strategic Event Handler.h"\ - "..\Strategic\Strategic Merc Handler.h"\ - "..\Strategic\Strategic Movement.h"\ - "..\Strategic\strategic.h"\ - "..\Strategic\strategicmap.h"\ - "..\Sys Globals.h"\ - "..\tactical\action items.h"\ - "..\Tactical\animation cache.h"\ - "..\Tactical\Animation Control.h"\ - "..\Tactical\Animation Data.h"\ - "..\tactical\bullets.h"\ - "..\tactical\dialogue control.h"\ - "..\tactical\faces.h"\ - "..\tactical\fov.h"\ - "..\tactical\handle doors.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.h"\ - "..\Tactical\Item Types.h"\ - "..\Tactical\Items.h"\ - "..\Tactical\Keys.h"\ - "..\Tactical\los.h"\ - "..\Tactical\Map Information.h"\ - "..\Tactical\Merc Hiring.h"\ - "..\Tactical\opplist.h"\ - "..\Tactical\overhead types.h"\ - "..\Tactical\Overhead.h"\ - "..\Tactical\PATHAI.H"\ - "..\Tactical\points.h"\ - "..\tactical\rotting corpses.h"\ - "..\Tactical\Soldier Add.h"\ - "..\Tactical\Soldier Control.h"\ - "..\Tactical\Soldier Create.h"\ - "..\tactical\soldier find.h"\ - "..\Tactical\Soldier Init List.h"\ - "..\Tactical\soldier profile type.h"\ - "..\Tactical\Soldier Profile.h"\ - "..\tactical\soldier tile.h"\ - "..\Tactical\Squads.h"\ - "..\tactical\structure wrap.h"\ - "..\Tactical\Tactical Save.h"\ - "..\Tactical\weapons.h"\ - "..\Tactical\World Items.h"\ - "..\TacticalAI\ai.h"\ - "..\TacticalAI\NPC.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\message.h"\ - "..\Utils\Music Control.h"\ - "..\Utils\Sound Control.h"\ - "..\Utils\Text.h"\ - "..\Utils\Timer Control.h"\ - "..\Utils\utilities.h"\ - "..\utils\wordwrap.h"\ - ".\Ambient Control.h"\ - ".\Ambient Types.h"\ - ".\Buildings.h"\ - ".\environment.h"\ - ".\Exit Grids.h"\ - ".\explosion control.h"\ - ".\Fog Of War.h"\ - ".\Interactive Tiles.h"\ - ".\Isometric Utils.h"\ - ".\lighteffects.h"\ - ".\lighting.h"\ - ".\Map Edgepoints.h"\ - ".\overhead map.h"\ - ".\phys math.h"\ - ".\physics.h"\ - ".\pits.h"\ - ".\Radar Screen.h"\ - ".\render dirty.h"\ - ".\Render Fun.h"\ - ".\renderworld.h"\ - ".\SaveLoadMap.h"\ - ".\Shade Table Util.h"\ - ".\Simple Render Utils.h"\ - ".\Smell.h"\ - ".\smokeeffects.h"\ - ".\Structure Internals.h"\ - ".\structure.h"\ - ".\sysutil.h"\ - ".\tactical placement gui.h"\ - ".\Tile Animation.h"\ - ".\tile cache.h"\ - ".\tile surface.h"\ - ".\TileDat.h"\ - ".\tiledef.h"\ - ".\TileEngine All.h"\ - ".\world tileset enums.h"\ - ".\WorldDat.h"\ - ".\worlddef.h"\ - ".\worldman.h"\ - "c:\program files\microsoft visual studio\vc98\include\basetsd.h"\ - - -.\environment.cpp : \ - "..\builddefines.h"\ - "..\Editor\edit_sys.h"\ - "..\Editor\Editor Undo.h"\ - "..\Editor\EditorBuildings.h"\ - "..\Editor\EditorMapInfo.h"\ - "..\Editor\smooth.h"\ - "..\Editor\Smoothing Utils.h"\ - "..\Editor\Summary Info.h"\ - "..\gameloop.h"\ - "..\gamescreen.h"\ - "..\GameSettings.h"\ - "..\jascreens.h"\ - "..\Language Defines.h"\ - "..\Laptop\AimMembers.h"\ - "..\laptop\bobbyr.h"\ - "..\Laptop\email.h"\ - "..\Laptop\files.h"\ - "..\Laptop\insurance Contract.h"\ - "..\Laptop\mercs.h"\ - "..\Laptop\Store Inventory.h"\ - "..\local.h"\ - "..\MessageBoxScreen.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\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\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\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\Assignments.h"\ - "..\Strategic\Campaign Types.h"\ - "..\Strategic\Game Clock.h"\ - "..\Strategic\Game Event Hook.h"\ - "..\Strategic\Game Events.h"\ - "..\Strategic\Map Screen Interface Map Inventory.h"\ - "..\Strategic\mapscreen.h"\ - "..\strategic\meanwhile.h"\ - "..\Strategic\Quests.h"\ - "..\Strategic\Scheduling.h"\ - "..\Strategic\Strategic Event Handler.h"\ - "..\Strategic\Strategic Merc Handler.h"\ - "..\Strategic\Strategic Movement.h"\ - "..\Strategic\strategic.h"\ - "..\Strategic\strategicmap.h"\ - "..\Sys Globals.h"\ - "..\tactical\action items.h"\ - "..\Tactical\animation cache.h"\ - "..\Tactical\Animation Control.h"\ - "..\Tactical\Animation Data.h"\ - "..\tactical\bullets.h"\ - "..\tactical\dialogue control.h"\ - "..\tactical\faces.h"\ - "..\tactical\fov.h"\ - "..\tactical\handle doors.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.h"\ - "..\Tactical\Item Types.h"\ - "..\Tactical\Items.h"\ - "..\Tactical\Keys.h"\ - "..\Tactical\los.h"\ - "..\Tactical\Map Information.h"\ - "..\Tactical\Merc Hiring.h"\ - "..\Tactical\opplist.h"\ - "..\Tactical\overhead types.h"\ - "..\Tactical\Overhead.h"\ - "..\Tactical\PATHAI.H"\ - "..\Tactical\points.h"\ - "..\tactical\rotting corpses.h"\ - "..\Tactical\Soldier Add.h"\ - "..\Tactical\Soldier Control.h"\ - "..\Tactical\Soldier Create.h"\ - "..\tactical\soldier find.h"\ - "..\Tactical\Soldier Init List.h"\ - "..\Tactical\soldier profile type.h"\ - "..\Tactical\Soldier Profile.h"\ - "..\tactical\soldier tile.h"\ - "..\Tactical\Squads.h"\ - "..\tactical\structure wrap.h"\ - "..\Tactical\Tactical Save.h"\ - "..\Tactical\weapons.h"\ - "..\Tactical\World Items.h"\ - "..\TacticalAI\ai.h"\ - "..\TacticalAI\NPC.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\message.h"\ - "..\Utils\Music Control.h"\ - "..\Utils\Sound Control.h"\ - "..\Utils\Text.h"\ - "..\Utils\Timer Control.h"\ - "..\Utils\utilities.h"\ - "..\utils\wordwrap.h"\ - ".\Ambient Control.h"\ - ".\Ambient Types.h"\ - ".\Buildings.h"\ - ".\environment.h"\ - ".\Exit Grids.h"\ - ".\explosion control.h"\ - ".\Fog Of War.h"\ - ".\Interactive Tiles.h"\ - ".\Isometric Utils.h"\ - ".\lighteffects.h"\ - ".\lighting.h"\ - ".\Map Edgepoints.h"\ - ".\overhead map.h"\ - ".\phys math.h"\ - ".\physics.h"\ - ".\pits.h"\ - ".\Radar Screen.h"\ - ".\render dirty.h"\ - ".\Render Fun.h"\ - ".\renderworld.h"\ - ".\SaveLoadMap.h"\ - ".\Shade Table Util.h"\ - ".\Simple Render Utils.h"\ - ".\Smell.h"\ - ".\smokeeffects.h"\ - ".\Structure Internals.h"\ - ".\structure.h"\ - ".\sysutil.h"\ - ".\tactical placement gui.h"\ - ".\Tile Animation.h"\ - ".\tile cache.h"\ - ".\tile surface.h"\ - ".\TileDat.h"\ - ".\tiledef.h"\ - ".\TileEngine All.h"\ - ".\world tileset enums.h"\ - ".\WorldDat.h"\ - ".\worlddef.h"\ - ".\worldman.h"\ - "c:\program files\microsoft visual studio\vc98\include\basetsd.h"\ - - -".\Exit Grids.cpp" : \ - "..\builddefines.h"\ - "..\Editor\edit_sys.h"\ - "..\Editor\Editor Undo.h"\ - "..\Editor\EditorBuildings.h"\ - "..\Editor\EditorMapInfo.h"\ - "..\Editor\smooth.h"\ - "..\Editor\Smoothing Utils.h"\ - "..\Editor\Summary Info.h"\ - "..\gameloop.h"\ - "..\gamescreen.h"\ - "..\GameSettings.h"\ - "..\jascreens.h"\ - "..\Language Defines.h"\ - "..\Laptop\AimMembers.h"\ - "..\laptop\bobbyr.h"\ - "..\Laptop\email.h"\ - "..\Laptop\files.h"\ - "..\Laptop\insurance Contract.h"\ - "..\Laptop\mercs.h"\ - "..\Laptop\Store Inventory.h"\ - "..\local.h"\ - "..\MessageBoxScreen.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\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\line.h"\ - "..\Standard Gaming Platform\MemMan.h"\ - "..\Standard Gaming Platform\mousesystem.h"\ - "..\Standard Gaming Platform\mousesystem_macros.h"\ - "..\standard gaming platform\mss.h"\ - 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- -!IF "$(CFG)" == "TileEngine - Win32 Release" || "$(CFG)" == "TileEngine - Win32 Debug" || "$(CFG)" == "TileEngine - Win32 Release with Debug Info" || "$(CFG)" == "TileEngine - Win32 Bounds Checker" || "$(CFG)" == "TileEngine - Win32 Debug Demo" || "$(CFG)" == "TileEngine - Win32 Release Demo" || "$(CFG)" == "TileEngine - Win32 Demo Release with Debug Info" || "$(CFG)" == "TileEngine - Win32 Demo Bounds Checker" -SOURCE=".\Ambient Control.cpp" - -"$(INTDIR)\Ambient Control.obj" "$(INTDIR)\Ambient Control.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\Buildings.cpp - -"$(INTDIR)\Buildings.obj" "$(INTDIR)\Buildings.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\environment.cpp - -"$(INTDIR)\environment.obj" "$(INTDIR)\environment.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Exit Grids.cpp" - -"$(INTDIR)\Exit Grids.obj" "$(INTDIR)\Exit Grids.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Explosion Control.cpp" - -"$(INTDIR)\Explosion Control.obj" "$(INTDIR)\Explosion Control.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Fog Of War.cpp" - -"$(INTDIR)\Fog Of War.obj" "$(INTDIR)\Fog Of War.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Interactive Tiles.cpp" - -"$(INTDIR)\Interactive Tiles.obj" "$(INTDIR)\Interactive Tiles.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Isometric Utils.cpp" - -"$(INTDIR)\Isometric Utils.obj" "$(INTDIR)\Isometric Utils.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\LightEffects.cpp - -"$(INTDIR)\LightEffects.obj" "$(INTDIR)\LightEffects.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\lighting.cpp - -"$(INTDIR)\lighting.obj" "$(INTDIR)\lighting.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Map Edgepoints.cpp" - -"$(INTDIR)\Map Edgepoints.obj" "$(INTDIR)\Map Edgepoints.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\overhead map.cpp" - -"$(INTDIR)\overhead map.obj" "$(INTDIR)\overhead map.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\phys math.cpp" - -"$(INTDIR)\phys math.obj" "$(INTDIR)\phys math.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\physics.cpp - -"$(INTDIR)\physics.obj" "$(INTDIR)\physics.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\pits.cpp - -"$(INTDIR)\pits.obj" "$(INTDIR)\pits.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Radar Screen.cpp" - -"$(INTDIR)\Radar Screen.obj" "$(INTDIR)\Radar Screen.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Render Dirty.cpp" - -"$(INTDIR)\Render Dirty.obj" "$(INTDIR)\Render Dirty.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Render Fun.cpp" - -"$(INTDIR)\Render Fun.obj" "$(INTDIR)\Render Fun.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\renderworld.cpp - -"$(INTDIR)\renderworld.obj" "$(INTDIR)\renderworld.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\SaveLoadMap.cpp - -"$(INTDIR)\SaveLoadMap.obj" "$(INTDIR)\SaveLoadMap.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Shade Table Util.cpp" - -"$(INTDIR)\Shade Table Util.obj" "$(INTDIR)\Shade Table Util.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Simple Render Utils.cpp" - -"$(INTDIR)\Simple Render Utils.obj" "$(INTDIR)\Simple Render Utils.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\Smell.cpp - -"$(INTDIR)\Smell.obj" "$(INTDIR)\Smell.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\SmokeEffects.cpp - -"$(INTDIR)\SmokeEffects.obj" "$(INTDIR)\SmokeEffects.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\structure.cpp - -"$(INTDIR)\structure.obj" "$(INTDIR)\structure.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\sysutil.cpp - -"$(INTDIR)\sysutil.obj" "$(INTDIR)\sysutil.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Tactical Placement GUI.cpp" - -"$(INTDIR)\Tactical Placement GUI.obj" "$(INTDIR)\Tactical Placement GUI.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Tile Animation.cpp" - -"$(INTDIR)\Tile Animation.obj" "$(INTDIR)\Tile Animation.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Tile Cache.cpp" - -"$(INTDIR)\Tile Cache.obj" "$(INTDIR)\Tile Cache.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=".\Tile Surface.cpp" - -"$(INTDIR)\Tile Surface.obj" "$(INTDIR)\Tile Surface.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\TileDat.cpp - -"$(INTDIR)\TileDat.obj" "$(INTDIR)\TileDat.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\tiledef.cpp - -"$(INTDIR)\tiledef.obj" "$(INTDIR)\tiledef.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\WorldDat.cpp - -"$(INTDIR)\WorldDat.obj" "$(INTDIR)\WorldDat.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\worlddef.cpp - -"$(INTDIR)\worlddef.obj" "$(INTDIR)\worlddef.sbr" : $(SOURCE) "$(INTDIR)" - - -SOURCE=.\worldman.cpp - -"$(INTDIR)\worldman.obj" "$(INTDIR)\worldman.sbr" : $(SOURCE) "$(INTDIR)" - - - -!ENDIF - diff --git a/TileEngine/TileEngine.vcproj b/TileEngine/TileEngine.vcproj deleted file mode 100644 index d9832516..00000000 --- a/TileEngine/TileEngine.vcproj +++ /dev/null @@ -1,3121 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/TileEngine/TileEngine_2005Express.vcproj b/TileEngine/TileEngine_2005Express.vcproj index f2d3031e..f68f434d 100644 --- a/TileEngine/TileEngine_2005Express.vcproj +++ b/TileEngine/TileEngine_2005Express.vcproj @@ -267,6 +267,68 @@ Name="VCPostBuildEventTool" /> + + + + + + + + + + + + + + + + + diff --git a/TileEngine/TileEngine_VS2008.vcproj b/TileEngine/TileEngine_VS2008.vcproj index e9a9ee37..1aeb6162 100644 --- a/TileEngine/TileEngine_VS2008.vcproj +++ b/TileEngine/TileEngine_VS2008.vcproj @@ -268,6 +268,70 @@ Name="VCPostBuildEventTool" /> + + + + + + + + + + + + + + + + + diff --git a/TileEngine/WorldDat.cpp b/TileEngine/WorldDat.cpp index d996e3fe..a352e116 100644 --- a/TileEngine/WorldDat.cpp +++ b/TileEngine/WorldDat.cpp @@ -16,7 +16,6 @@ #include "VFS/vfs.h" #include "XMLWriter.h" - // THIS FILE CONTAINS DEFINITIONS FOR TILESET FILES void SetTilesetThreeTerrainValues(); @@ -48,7 +47,7 @@ void InitEngineTilesets( ) return; } - xmlw.OpenNode("JA2SET"); + xmlw.openNode("JA2SET"); // READ # TILESETS and compare // fread( &gubNumSets, sizeof( gubNumSets ), 1, hfile ); @@ -60,7 +59,7 @@ void InitEngineTilesets( ) SET_ERROR( "Too many tilesets in the data file" ); return; } - xmlw.AddAttributeToNextValue("numTilesets",(int)gubNumSets); + xmlw.addAttributeToNextValue("numTilesets",(int)gubNumSets); // READ #files // fread( &uiNumFiles, sizeof( uiNumFiles ), 1, hfile ); @@ -73,27 +72,27 @@ void InitEngineTilesets( ) SET_ERROR( "Number of tilesets slots in code does not match data file" ); return; } - xmlw.AddAttributeToNextValue("numFiles",(int)uiNumFiles); - xmlw.OpenNode("tilesets"); + xmlw.addAttributeToNextValue("numFiles",(int)uiNumFiles); + xmlw.openNode("tilesets"); // Loop through each tileset, load name then files for ( cnt = 0; cnt < gubNumSets; cnt++ ) { - xmlw.AddAttributeToNextValue("index",(int)cnt); - xmlw.OpenNode("Tileset"); + xmlw.addAttributeToNextValue("index",(int)cnt); + xmlw.openNode("Tileset"); //Read name // fread( &zName, sizeof( zName ), 1, hfile ); FileRead( hfile, &zName, sizeof( zName ), &uiNumBytesRead ); - xmlw.AddValue("Name",std::string(zName)); + xmlw.addValue("Name",std::string(zName)); // Read ambience value // fread( &(gTilesets[ cnt ].ubAmbientID), sizeof( UINT8), 1, hfile ); FileRead( hfile, &(gTilesets[ cnt ].ubAmbientID), sizeof( UINT8 ), &uiNumBytesRead ); - xmlw.AddValue("AmbientID",(int)gTilesets[ cnt ].ubAmbientID); + xmlw.addValue("AmbientID",(int)gTilesets[ cnt ].ubAmbientID); // Set into tileset swprintf( gTilesets[ cnt ].zName, L"%S", zName ); - xmlw.OpenNode("Files"); + xmlw.openNode("Files"); // Loop for files for ( cnt2 = 0; cnt2 < uiNumFiles; cnt2++ ) { @@ -102,25 +101,25 @@ void InitEngineTilesets( ) FileRead( hfile, &zName, sizeof( zName ), &uiNumBytesRead ); if(!std::string(zName).empty()) { - xmlw.AddAttributeToNextValue("index",(int)cnt2); - xmlw.AddValue("file",std::string(zName)); + xmlw.addAttributeToNextValue("index",(int)cnt2); + xmlw.addValue("file",std::string(zName)); } // Set into database strcpy( gTilesets[ cnt ].TileSurfaceFilenames[ cnt2 ], zName ); } - xmlw.CloseNode(); // Files - xmlw.CloseNode(); // tileset + xmlw.closeNode(); // Files + xmlw.closeNode(); // tileset } - xmlw.CloseNode(); + xmlw.closeNode(); // fclose( hfile ); FileClose( hfile ); - xmlw.CloseNode(); + xmlw.closeNode(); #ifdef USE_VFS - xmlw.WriteToFile("Ja2Set.dat.xml"); + xmlw.writeToFile("Ja2Set.dat.xml"); #endif // SET CALLBACK FUNTIONS!!!!!!!!!!!!! gTilesets[ TLS_CAVES_1 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetTwoTerrainValues; diff --git a/TileEngine/lighting.cpp b/TileEngine/lighting.cpp index 7e8b5602..867def25 100644 --- a/TileEngine/lighting.cpp +++ b/TileEngine/lighting.cpp @@ -495,12 +495,12 @@ UINT16 usTileNo, usSrcTileNo; usTileNo=MAPROWCOLTOPOS(iY, iX); usSrcTileNo=MAPROWCOLTOPOS(iSrcY, iSrcX); - if ( usTileNo >= NOWHERE ) + if (TileIsOutOfBounds(usTileNo)) { return( FALSE ); } - if ( usSrcTileNo >= NOWHERE ) + if (TileIsOutOfBounds(usSrcTileNo)) { return( FALSE ); } @@ -553,18 +553,13 @@ UINT8 ubTravelCost; { return( FALSE ); } - - //if ( usTileNo == 10125 || usTileNo == 10126 ) - //{ - // int i = 0; - //} - - if ( usTileNo >= NOWHERE ) + + if ( TileIsOutOfBounds(usTileNo)) { return( FALSE ); } - if ( usSrcTileNo >= NOWHERE ) + if ( TileIsOutOfBounds(usSrcTileNo)) { return( FALSE ); } @@ -744,7 +739,7 @@ INT32 iDx, iDy; Returns the light level at a particular level without fake lights ***************************************************************************************/ -UINT8 LightTrueLevel( INT16 sGridNo, INT16 bLevel ) +UINT8 LightTrueLevel( INT32 sGridNo, INT16 bLevel ) { LEVELNODE * pNode; INT32 iSum; @@ -860,8 +855,8 @@ BOOLEAN fFake; Assert(gpWorldLevelData!=NULL); uiTile= MAPROWCOLTOPOS( iY, iX ); - - if ( uiTile >= NOWHERE ) + + if ( TileIsOutOfBounds( uiTile ) ) { return( FALSE ); } @@ -1002,8 +997,8 @@ BOOLEAN fFake; // only passed in to land and roof layers; others get fed FALSE Assert(gpWorldLevelData!=NULL); uiTile= MAPROWCOLTOPOS( iY, iX ); - - if ( uiTile >= NOWHERE ) + + if ( TileIsOutOfBounds( uiTile ) ) { return( FALSE ); } @@ -1164,7 +1159,7 @@ UINT32 uiIndex; uiIndex = MAPROWCOLTOPOS( iY, iX ); - Assert(uiIndex!=0xffff); + Assert(uiIndex!=0xffffffff); ubShade=__max(SHADE_MAX, ubShade); ubShade=__min(SHADE_MIN, ubShade); @@ -1253,7 +1248,7 @@ UINT32 uiTile; uiTile = MAPROWCOLTOPOS( iY, iX ); - CHECKF(uiTile!=0xffff); + CHECKF(uiTile!=0xffffffff); pLand = gpWorldLevelData[uiTile].pLandHead; @@ -2320,7 +2315,7 @@ BOOLEAN LightRevealWall(INT16 sX, INT16 sY, INT16 sSrcX, INT16 sSrcY) fDoLeftWalls=FALSE; // IF A FENCE, RETURN FALSE - if ( IsFencePresentAtGridno( (INT16)uiTile ) ) + if ( IsFencePresentAtGridNo( uiTile ) ) { return( FALSE ); } diff --git a/TileEngine/lighting.h b/TileEngine/lighting.h index 7fc7f76b..5f2f2b8f 100644 --- a/TileEngine/lighting.h +++ b/TileEngine/lighting.h @@ -171,7 +171,7 @@ BOOLEAN CreateSoldierShadedPalette( SOLDIERTYPE *pSoldier, UINT32 uiBase, SGPPa UINT16 CreateSoldierPaletteTables(SOLDIERTYPE *pSoldier, UINT32 uiType); // returns the true light value at a tile (ignoring fake/merc lights) -UINT8 LightTrueLevel( INT16 sGridNo, INT16 bLevel ); +UINT8 LightTrueLevel( INT32 sGridNo, INT16 bLevel ); // system variables extern LIGHT_NODE *pLightList[MAX_LIGHT_TEMPLATES]; diff --git a/TileEngine/overhead map.cpp b/TileEngine/overhead map.cpp index 481a8d8c..39cd8bdc 100644 --- a/TileEngine/overhead map.cpp +++ b/TileEngine/overhead map.cpp @@ -49,18 +49,6 @@ extern SOLDIERINITNODE *gpSelected; #endif -// OK, these are values that are calculated in InitRenderParams( ) with normal view settings. -// These would be different if we change ANYTHING about the game worlkd map sizes... -#define NORMAL_MAP_SCREEN_WIDTH 3160 -#define NORMAL_MAP_SCREEN_HEIGHT 1540 -#define NORMAL_MAP_SCREEN_X 1580 -#define NORMAL_MAP_SCREEN_BY 2400 -#define NORMAL_MAP_SCREEN_TY 860 - - -#define FASTMAPROWCOLTOPOS( r, c ) ( (r) * WORLD_COLS + (c) ) - - typedef struct { @@ -91,17 +79,24 @@ BOOLEAN gfOverheadMapDirty = FALSE; extern BOOLEAN gfRadarCurrentGuyFlash; INT16 gsStartRestrictedX, gsStartRestrictedY; BOOLEAN gfOverItemPool = FALSE; -INT16 gsOveritemPoolGridNo; +INT32 gsOveritemPoolGridNo; UINT16 iOffsetHorizontal; // Horizontal start postion of the overview map UINT16 iOffsetVertical; // Vertical start position of the overview map +//dnl ch45 021009 Current position of map displayed in overhead map, (A=TopLeft, B=BottomLeft, C=TopRight) +#define MAXSCROLL 4 +INT32 giXA = 0, giYA = WORLD_ROWS/2; +INT32 giXB = (0 + OLD_WORLD_COLS/2), giYB = (WORLD_ROWS/2 + OLD_WORLD_ROWS/2); +INT32 giXC = (0 + OLD_WORLD_COLS/2), giYC = (WORLD_ROWS/2 - OLD_WORLD_ROWS/2); + +extern BOOLEAN gfValidLocationsChanged;//dnl ch45 051009 void HandleOverheadUI( ); void ClickOverheadRegionCallback(MOUSE_REGION *reg,INT32 reason); void MoveOverheadRegionCallback(MOUSE_REGION *reg,INT32 reason); void DeleteOverheadDB( ); -BOOLEAN GetOverheadMouseGridNoForFullSoldiersGridNo( INT16 *psGridNo ); +BOOLEAN GetOverheadMouseGridNoForFullSoldiersGridNo( INT32 *psGridNo ); extern BOOLEAN AnyItemsVisibleOnLevel( ITEM_POOL *pItemPool, INT8 bZLevel ); @@ -109,8 +104,8 @@ extern void HandleAnyMercInSquadHasCompatibleStuff( UINT8 ubSquad, OBJECTTYPE *p //Isometric utilities (for overhead stuff only) -BOOLEAN GetOverheadMouseGridNo( INT16 *psGridNo ); -void GetOverheadScreenXYFromGridNo( INT16 sGridNo, INT16 *psScreenX, INT16 *psScreenY ); +BOOLEAN GetOverheadMouseGridNo( INT32 *psGridNo ); +BOOLEAN GetOverheadScreenXYFromGridNo(INT32 sGridNo, INT16* psScreenX, INT16* psScreenY);//dnl ch45 041009 void CopyOverheadDBShadetablesFromTileset( ); void RenderOverheadOverlays(); @@ -217,7 +212,7 @@ void InitNewOverheadDB( UINT8 ubTilesetID ) INT16 sX1, sY1, sX2, sY2; CalculateRestrictedMapCoords( NORTH, &sX1, &sY1, &sX2, &gsStartRestrictedY, iOffsetHorizontal + 640, iOffsetVertical + 320 ); - CalculateRestrictedMapCoords( EAST, &sX1, &sY1, &gsStartRestrictedX, &sY2, iOffsetHorizontal + 640, iOffsetVertical + 320 ); + CalculateRestrictedMapCoords( WEST, &sX1, &sY1, &gsStartRestrictedX, &sY2, iOffsetHorizontal + 640, iOffsetVertical + 320 );//dnl ch49 061009 } // Copy over shade tables from main tileset @@ -237,12 +232,12 @@ void DeleteOverheadDB( ) } -BOOLEAN GetClosestItemPool( INT16 sSweetGridNo, ITEM_POOL **ppReturnedItemPool, UINT8 ubRadius, INT8 bLevel ) +BOOLEAN GetClosestItemPool( INT32 sSweetGridNo, ITEM_POOL **ppReturnedItemPool, UINT8 ubRadius, INT8 bLevel ) { INT16 sTop, sBottom; INT16 sLeft, sRight; INT16 cnt1, cnt2; - INT16 sGridNo; + INT32 sGridNo; INT32 uiRange, uiLowestRange = 999999; INT32 leftmost; BOOLEAN fFound = FALSE; @@ -286,12 +281,12 @@ BOOLEAN GetClosestItemPool( INT16 sSweetGridNo, ITEM_POOL **ppReturnedItemPool, return( fFound ); } -BOOLEAN GetClosestMercInOverheadMap( INT16 sSweetGridNo, SOLDIERTYPE **ppReturnedSoldier, UINT8 ubRadius ) +BOOLEAN GetClosestMercInOverheadMap( INT32 sSweetGridNo, SOLDIERTYPE **ppReturnedSoldier, UINT8 ubRadius ) { INT16 sTop, sBottom; INT16 sLeft, sRight; INT16 cnt1, cnt2; - INT16 sGridNo; + INT32 sGridNo; INT32 uiRange, uiLowestRange = 999999; INT32 leftmost; BOOLEAN fFound = FALSE; @@ -335,46 +330,48 @@ BOOLEAN GetClosestMercInOverheadMap( INT16 sSweetGridNo, SOLDIERTYPE **ppReturne return( fFound ); } - -void DisplayMercNameInOverhead( SOLDIERTYPE *pSoldier ) +//dnl ch45 041009 +void DisplayMercNameInOverhead(SOLDIERTYPE* pSoldier) { - INT16 sWorldScreenX, sX; - INT16 sWorldScreenY, sY; + INT16 sWorldScreenX, sX; + INT16 sWorldScreenY, sY; // Get Screen position of guy..... - GetWorldXYAbsoluteScreenXY( ( pSoldier->sX / CELL_X_SIZE ), ( pSoldier->sY / CELL_Y_SIZE ), &sWorldScreenX, &sWorldScreenY ); + sX = pSoldier->sX; + sY = pSoldier->sY; - sWorldScreenX = gsStartRestrictedX + ( sWorldScreenX / 5 ) + 5; - sWorldScreenY = gsStartRestrictedY + ( sWorldScreenY / 5 ) + ( pSoldier->sHeightAdjustment / 5 ) + (gpWorldLevelData[ pSoldier->sGridNo ].sHeight/5) - 8; + sX -= ((giXA - 0) * CELL_X_SIZE); + sY -= ((giYA - WORLD_ROWS/2) * CELL_Y_SIZE); + GetWorldXYAbsoluteScreenXY((sX/CELL_X_SIZE), (sY/CELL_Y_SIZE), &sWorldScreenX, &sWorldScreenY); + if(sWorldScreenX < 0 || sWorldScreenX > NORMAL_MAP_SCREEN_WIDTH || sWorldScreenY < 0 || sWorldScreenY > NORMAL_MAP_SCREEN_HEIGHT) + return; - sWorldScreenY += ( gsRenderHeight / 5 ); + sWorldScreenX = gsStartRestrictedX + (sWorldScreenX/5) + 5; + sWorldScreenY = gsStartRestrictedY + (sWorldScreenY/5) + (pSoldier->sHeightAdjustment/5) + (gpWorldLevelData[pSoldier->sGridNo].sHeight/5) - 8; + + sWorldScreenY += (gsRenderHeight/5); // Display name - SetFont( TINYFONT1 ); - SetFontBackground( FONT_MCOLOR_BLACK ); - SetFontForeground( FONT_MCOLOR_WHITE ); + SetFont(TINYFONT1); + SetFontBackground(FONT_MCOLOR_BLACK); + SetFontForeground(FONT_MCOLOR_WHITE); // Center here.... - FindFontCenterCoordinates( sWorldScreenX, sWorldScreenY, (INT16)( 1 ), 1, pSoldier->name, TINYFONT1, &sX, &sY ); + FindFontCenterCoordinates(sWorldScreenX, sWorldScreenY, (INT16)(1), 1, pSoldier->name, TINYFONT1, &sX, &sY); // Full size maps - if (gsStartRestrictedX == 0) - { + if(gsStartRestrictedX == 0) sX += iOffsetHorizontal; - } // Full size maps - if (gsStartRestrictedY == 0) - { + if(gsStartRestrictedY == 0) sY += iOffsetVertical; - } // OK, selected guy is here... - gprintfdirty( sX, sY, pSoldier->name ); - mprintf( sX, sY, pSoldier->name ); + gprintfdirty(sX, sY, pSoldier->name); + mprintf(sX, sY, pSoldier->name); } - void HandleOverheadMap( ) { static BOOLEAN fFirst = TRUE; @@ -417,8 +414,7 @@ void HandleOverheadMap( ) RestoreBackgroundRects( ); // Render the overhead map - RenderOverheadMap( 0, (WORLD_COLS / 2), iOffsetHorizontal, - iOffsetVertical, 640 + iOffsetHorizontal, 320 + iOffsetVertical, FALSE ); + RenderOverheadMap(giXA, giYA, iOffsetHorizontal, iOffsetVertical, 640+iOffsetHorizontal, 320+iOffsetVertical, FALSE);//dnl ch45 011009 HandleTalkingAutoFaces( ); @@ -456,22 +452,22 @@ void HandleOverheadMap( ) if( !gfEditMode && !gfTacticalPlacementGUIActive ) { - INT16 sMapPos; + INT32 usMapPos; ITEM_POOL *pItemPool; gfUIHandleSelectionAboveGuy = FALSE; HandleAnyMercInSquadHasCompatibleStuff( (INT8) CurrentSquad( ), NULL, TRUE ); - if ( GetOverheadMouseGridNo( &sMapPos ) ) + if ( GetOverheadMouseGridNo( &usMapPos ) ) { // ATE: Find the closest item pool within 5 tiles.... - if ( GetClosestItemPool( sMapPos, &pItemPool, 1, 0 ) ) + if ( GetClosestItemPool( usMapPos, &pItemPool, 1, 0 ) ) { STRUCTURE *pStructure = NULL; - INT16 sIntTileGridNo; + INT32 sIntTileGridNo; INT8 bZLevel = 0; - INT16 sActionGridNo = sMapPos; + INT32 sActionGridNo = usMapPos; // Get interactive tile... if ( ConditionalGetCurInteractiveTileGridNoAndStructure( &sIntTileGridNo , &pStructure, FALSE ) ) @@ -483,43 +479,42 @@ void HandleOverheadMap( ) if ( AnyItemsVisibleOnLevel( pItemPool, bZLevel ) ) { - DrawItemPoolList( pItemPool, sMapPos , ITEMLIST_DISPLAY, bZLevel, gusMouseXPos, gusMouseYPos ); + DrawItemPoolList( pItemPool, usMapPos , ITEMLIST_DISPLAY, bZLevel, gusMouseXPos, gusMouseYPos ); gfOverItemPool = TRUE; gsOveritemPoolGridNo = pItemPool->sGridNo; } } - if ( GetClosestItemPool( sMapPos, &pItemPool, 1, 1 ) ) + if ( GetClosestItemPool( usMapPos, &pItemPool, 1, 1 ) ) { INT8 bZLevel = 0; if ( AnyItemsVisibleOnLevel( pItemPool, bZLevel ) ) { - DrawItemPoolList( pItemPool, sMapPos , ITEMLIST_DISPLAY, bZLevel, gusMouseXPos, (UINT16)( gusMouseYPos - 5 ) ); + DrawItemPoolList( pItemPool, usMapPos , ITEMLIST_DISPLAY, bZLevel, gusMouseXPos, (UINT16)( gusMouseYPos - 5 ) ); gfOverItemPool = TRUE; gsOveritemPoolGridNo = pItemPool->sGridNo; } } - } + } - if ( GetOverheadMouseGridNoForFullSoldiersGridNo( &sMapPos ) ) + if ( GetOverheadMouseGridNoForFullSoldiersGridNo( &usMapPos ) ) + { + if ( GetClosestMercInOverheadMap( usMapPos, &pSoldier, 1 ) ) { - if ( GetClosestMercInOverheadMap( sMapPos, &pSoldier, 1 ) ) + if ( pSoldier->bTeam == gbPlayerNum ) { - if ( pSoldier->bTeam == gbPlayerNum ) - { - gfUIHandleSelectionAboveGuy = TRUE; - gsSelectedGuy = pSoldier->ubID; - } - - DisplayMercNameInOverhead( pSoldier ); + gfUIHandleSelectionAboveGuy = TRUE; + gsSelectedGuy = pSoldier->ubID; } + DisplayMercNameInOverhead( pSoldier ); } } + } // Soldier dummy and items ... RenderOverheadOverlays(); @@ -529,7 +524,7 @@ void HandleOverheadMap( ) { pSoldier = MercPtrs[ gusSelectedSoldier ]; - DisplayMercNameInOverhead( pSoldier ); + DisplayMercNameInOverhead( pSoldier ); } RenderButtons( ); @@ -559,6 +554,8 @@ void GoIntoOverheadMap( ) gfInOverheadMap = TRUE; + //dnl??? ch45 021009 Add here moving overhead map cords to your current position on big map + //RestoreExternBackgroundRect( INTERFACE_START_X, INTERFACE_START_Y, SCREEN_WIDTH, INTERFACE_HEIGHT ); // Overview map should be centered in the middle of the tactical screen. @@ -636,50 +633,133 @@ void GoIntoOverheadMap( ) } -void HandleOverheadUI( ) +//dnl ch45 021009 +void HandleOverheadUI(void) { - InputAtom InputEvent; - INT16 sMousePos=0; - UINT8 ubID; + INT32 sMousePos = 0; + InputAtom InputEvent; + UINT8 ubID; // CHECK FOR MOUSE OVER REGIONS... - if ( GetOverheadMouseGridNo( &sMousePos ) ) + if(GetOverheadMouseGridNo(&sMousePos)) { // Look quickly for a soldier.... - ubID = QuickFindSoldier( sMousePos ); - - if ( ubID != NOBODY ) + ubID = QuickFindSoldier(sMousePos); + if(ubID != NOBODY) { // OK, selected guy is here... // WANNE: Commented these lines out. //gprintfdirty( gusMouseXPos, gusMouseYPos, MercPtrs[ ubID ]->name ); //mprintf( gusMouseXPos, gusMouseYPos, MercPtrs[ ubID ]->name ); - } } - while (DequeueEvent(&InputEvent) == TRUE) + ScrollOverheadMap(); + + while(DequeueEvent(&InputEvent) == TRUE) { - if( ( InputEvent.usEvent == KEY_DOWN ) ) - { - switch( InputEvent.usParam ) + if(InputEvent.usEvent == KEY_DOWN || InputEvent.usEvent == KEY_REPEAT) + { + INT32 i = 1; + switch(InputEvent.usParam) { - case( ESC ): - case( INSERT ): - - KillOverheadMap(); + case ESC: + case INSERT: + KillOverheadMap(); break; - - case( 'x' ): - if( ( InputEvent.usKeyState & ALT_DOWN ) ) - { - HandleShortCutExitState( ); - } + case 'x': + if(InputEvent.usKeyState & ALT_DOWN) + HandleShortCutExitState(); break; } + } } +} + +void ScrollOverheadMap(void) +{ + if(WORLD_MAX == OLD_WORLD_MAX) + return; + UINT32 uiFlags = 0; + INT32 i; + if(_KeyDown(UPARROW)) + uiFlags |= SCROLL_UP; + if(_KeyDown(DNARROW)) + uiFlags |= SCROLL_DOWN; + if(_KeyDown(RIGHTARROW)) + uiFlags |= SCROLL_RIGHT; + if(_KeyDown(LEFTARROW)) + uiFlags |= SCROLL_LEFT; + if(uiFlags) + { + gfOverheadMapDirty = TRUE; + gfValidLocationsChanged = TRUE; + gfTacticalPlacementGUIDirty = TRUE; } + if(uiFlags & SCROLL_LEFT)// Scroll Left { Y = X + (3*WORLD_ROWS-WORLD_COLS)/4; --> p3 } + { + i = 1; + if(_KeyDown(SHIFT)) + i = MAXSCROLL; + while(i--) + { + if(giYA == (giXA + (3*WORLD_ROWS-WORLD_COLS)/4)) + break; + --giXA, ++giYA; + --giXB, ++giYB; + --giXC, ++giYC; + } + } + if(uiFlags & SCROLL_RIGHT)// Scroll Right { Y = X + (WORLD_ROWS-3*WORLD_COLS)/4; --> p3 } + { + i = 1; + if(_KeyDown(SHIFT)) + i = MAXSCROLL; + while(i--) + { + if(giYC == (giXC + (WORLD_ROWS-3*WORLD_COLS)/4)) + break; + ++giXA, --giYA; + ++giXB, --giYB; + ++giXC, --giYC; + } + } + if(uiFlags & SCROLL_UP)// Scroll Up { Y = -X + (WORLD_ROWS+WORLD_COLS)/4; --> p4 } + { + i = 1; + if(_KeyDown(SHIFT)) + i = MAXSCROLL; + while(i--) + { + if(giYA == (-giXA + (WORLD_ROWS+WORLD_COLS)/4)) + break; + --giXA, --giYA; + --giXB, --giYB; + --giXC, --giYC; + } + } + if(uiFlags & SCROLL_DOWN)// Scroll Down { Y = -X + 3*(WORLD_ROWS+WORLD_COLS)/4; --> p2 } + { + i = 1; + if(_KeyDown(SHIFT)) + i = MAXSCROLL; + while(i--) + { + if(giYB == (-giXB + 3*(WORLD_ROWS+WORLD_COLS)/4)) + break; + ++giXA, ++giYA; + ++giXB, ++giYB; + ++giXC, ++giYC; + } + } +} + +void ResetScrollOverheadMap(void) +{ + giXA = 0, giYA = WORLD_ROWS/2; + giXB = (0 + OLD_WORLD_COLS/2), giYB = (WORLD_ROWS/2 + OLD_WORLD_ROWS/2); + giXC = (0 + OLD_WORLD_COLS/2), giYC = (WORLD_ROWS/2 - OLD_WORLD_ROWS/2); } void KillOverheadMap() @@ -736,7 +816,7 @@ void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStart INT16 sTempPosX_M, sTempPosY_M; INT16 sTempPosX_S, sTempPosY_S; BOOLEAN fEndRenderRow = FALSE, fEndRenderCol = FALSE; - UINT32 usTileIndex; + INT32 usTileIndex; INT16 sX, sY; UINT32 uiDestPitchBYTES; UINT8 *pDestBuf; @@ -760,10 +840,13 @@ void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStart // Black color for the background! //ColorFillVideoSurfaceArea( FRAME_BUFFER, sStartPointX_S, sStartPointY_S, sEndXS, sEndYS, 0 ); - ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0 ); + if(gfTacticalPlacementGUIActive)//dnl ch45 021009 Skip overwrite buttons area which is not refresh during scroll + ColorFillVideoSurfaceArea(FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT-160, 0); + else + ColorFillVideoSurfaceArea(FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT-120, 0); fInterfacePanelDirty = DIRTYLEVEL2; - InvalidateScreen( ); + InvalidateScreen(); gfOverheadMapDirty = FALSE; // Begin Render Loop @@ -818,7 +901,6 @@ void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStart //BltVideoObjectFromIndex( FRAME_BUFFER, SGR1, gSmallTileDatabase[ gpWorldLevelData[ usTileIndex ].pLandHead->usIndex ], sX, sY, VO_BLT_SRCTRANSPARENCY, NULL ); //BltVideoObjectFromIndex( FRAME_BUFFER, SGR1, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL ); Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, pTile->vo, sX, sY, pTile->usSubIndex ); - pNode = pNode->pPrevNode; } @@ -1122,37 +1204,22 @@ void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStart ColorFillVideoSurfaceArea( FRAME_BUFFER, sX1, sY1, sX2, sY2, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) ); } - if ( !fFromMapUtility ) - { - // Render border! - BltVideoObjectFromIndex( FRAME_BUFFER, uiOVERMAP, 0, 0, 0, VO_BLT_SRCTRANSPARENCY, NULL ); - } + if(!fFromMapUtility) + BltVideoObjectFromIndex(FRAME_BUFFER, uiOVERMAP, 0, 0, 0, VO_BLT_SRCTRANSPARENCY, NULL);// Render border! - // Update the save buffer - { - UINT32 uiDestPitchBYTES, uiSrcPitchBYTES; - UINT8 *pDestBuf, *pSrcBuf; - UINT16 usWidth, usHeight; - UINT8 ubBitDepth; - - // Update saved buffer - do for the viewport size ony! - GetCurrentVideoSettings( &usWidth, &usHeight, &ubBitDepth ); - - pSrcBuf = LockVideoSurface(guiRENDERBUFFER, &uiSrcPitchBYTES); - pDestBuf = LockVideoSurface(guiSAVEBUFFER, &uiDestPitchBYTES); - - if(gbPixelDepth==16) - { - // BLIT HERE - Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, - (UINT16 *)pSrcBuf, uiSrcPitchBYTES, - 0, 0, 0, 0, usWidth, usHeight ); - } - - UnLockVideoSurface(guiRENDERBUFFER); - UnLockVideoSurface(guiSAVEBUFFER); - - } + // Update the save buffer + UINT32 uiDestPitchBYTES, uiSrcPitchBYTES; + UINT8 *pDestBuf, *pSrcBuf; + UINT16 usWidth, usHeight; + UINT8 ubBitDepth; + // Update saved buffer - do for the viewport size ony! + GetCurrentVideoSettings( &usWidth, &usHeight, &ubBitDepth ); + pSrcBuf = LockVideoSurface(guiRENDERBUFFER, &uiSrcPitchBYTES); + pDestBuf = LockVideoSurface(guiSAVEBUFFER, &uiDestPitchBYTES); + if(gbPixelDepth == 16)// BLIT HERE + Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, (UINT16 *)pSrcBuf, uiSrcPitchBYTES, 0, 0, 0, 0, usWidth, usHeight ); + UnLockVideoSurface(guiRENDERBUFFER); + UnLockVideoSurface(guiSAVEBUFFER); } } @@ -1192,8 +1259,9 @@ void RenderOverheadOverlays() continue; //Soldier is here. Calculate his screen position based on his current gridno. + if(!GetOverheadScreenXYFromGridNo(pSoldier->sGridNo, &sX, &sY))//dnl ch45 041009 + continue; - GetOverheadScreenXYFromGridNo( pSoldier->sGridNo, &sX, &sY ); //Now, draw his "doll" //adjust for position. @@ -1212,8 +1280,8 @@ void RenderOverheadOverlays() continue;// ie dont render } } - - if ( pSoldier->sGridNo == NOWHERE ) + + if (TileIsOutOfBounds(pSoldier->sGridNo)) { continue; } @@ -1272,8 +1340,7 @@ void RenderOverheadOverlays() else #endif if( !gfTacticalPlacementGUIActive ) - { - //normal + { //normal if(is_networked) { if(pSoldier->bTeam!=0) @@ -1301,15 +1368,12 @@ void RenderOverheadOverlays() // Color depends on the bTeam Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam ); } - // Color depends on the bTeam else - Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam ); - + Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam ); RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9)); } else if( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) - { - //vehicle + { //vehicle Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 9 ); RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, (INT16)(sX-6), (INT16)(sY), (INT16)(sX + 9), (INT16)(sY + 10)); } @@ -1318,20 +1382,17 @@ void RenderOverheadOverlays() // ubPassengers++; //} else if( gpTacticalPlacementSelectedSoldier == pSoldier ) - { - //tactical placement selected merc + { //tactical placement selected merc Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 7 ); RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, (INT16)(sX-2), (INT16)(sY-2), (INT16)(sX + 5), (INT16)(sY + 11)); } else if( gpTacticalPlacementHilightedSoldier == pSoldier && pSoldier->flags.uiStatusFlags ) - { - //tactical placement hilighted merc + { //tactical placement hilighted merc Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 8 ); RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, (INT16)(sX-2), (INT16)(sY-2), (INT16)(sX + 5), (INT16)(sY + 11)); } else - { - //normal + { //normal if(is_networked) { if(pSoldier->bTeam!=0) @@ -1355,12 +1416,9 @@ void RenderOverheadOverlays() Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam ); } else - // Color depends on the bTeam - Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam ); - + Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam ); RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9)); } - if( ubPassengers ) { SetFont( SMALLCOMPFONT ); @@ -1382,7 +1440,8 @@ void RenderOverheadOverlays() continue; } - GetOverheadScreenXYFromGridNo( pWorldItem->sGridNo, &sX, &sY ); + if(!GetOverheadScreenXYFromGridNo(pWorldItem->sGridNo, &sX, &sY))//dnl ch45 041009 + continue; //adjust for position. //sX += 2; @@ -1677,6 +1736,10 @@ void ClickOverheadRegionCallback(MOUSE_REGION *reg,INT32 reason) // Get new proposed center location. GetFromAbsoluteScreenXYWorldXY( (INT32 *)&uiCellX, (INT32 *)&uiCellY, sWorldScreenX, sWorldScreenY ); + //dnl ch45 021009 + uiCellX += ((giXA - 0) * CELL_X_SIZE); + uiCellY += ((giYA - WORLD_ROWS/2) * CELL_Y_SIZE); + SetRenderCenter( (INT16)uiCellX, (INT16)uiCellY ); KillOverheadMap(); @@ -1691,27 +1754,44 @@ void ClickOverheadRegionCallback(MOUSE_REGION *reg,INT32 reason) void MoveOverheadRegionCallback(MOUSE_REGION *reg,INT32 reason) { + ; } - -void GetOverheadScreenXYFromGridNo( INT16 sGridNo, INT16 *psScreenX, INT16 *psScreenY ) +//dnl ch45 041009 +BOOLEAN GetOverheadScreenXYFromGridNo(INT32 sGridNo, INT16* psScreenX, INT16* psScreenY) { - GetWorldXYAbsoluteScreenXY( (INT16)(CenterX( sGridNo ) / CELL_X_SIZE ), (INT16)( CenterY( sGridNo ) / CELL_Y_SIZE ), psScreenX, psScreenY ); + INT16 sWorldScreenX, sX; + INT16 sWorldScreenY, sY; + + ConvertGridNoToXY(sGridNo, &sX, &sY); + sX *= CELL_X_SIZE; + sY *= CELL_Y_SIZE; + + sX -= ((giXA - 0) * CELL_X_SIZE); + sY -= ((giYA - WORLD_ROWS/2) * CELL_Y_SIZE); + GetWorldXYAbsoluteScreenXY((sX/CELL_X_SIZE), (sY/CELL_Y_SIZE), &sWorldScreenX, &sWorldScreenY); + if(sWorldScreenX < 0 || sWorldScreenX > NORMAL_MAP_SCREEN_WIDTH || sWorldScreenY < 0 || sWorldScreenY > NORMAL_MAP_SCREEN_HEIGHT) + return(FALSE); + + *psScreenX = sWorldScreenX; + *psScreenY = sWorldScreenY; + *psScreenX /= 5; *psScreenY /= 5; - *psScreenX += 5; *psScreenY += 5; //Subtract the height.... - //*psScreenY -= gpWorldLevelData[ sGridNo ].sHeight / 5; + //*psScreenY -= gpWorldLevelData[sGridNo].sHeight / 5; + + return(TRUE); } // WANNE: Fixed bug from sir tech, which occured on smaller maps ;-) -BOOLEAN GetOverheadMouseGridNo( INT16 *psGridNo ) +BOOLEAN GetOverheadMouseGridNo( INT32 *psGridNo ) { - UINT32 uiCellX, uiCellY; + INT32 uiCellX, uiCellY; INT16 sWorldScreenX, sWorldScreenY; if ( ( OverheadRegion.uiFlags & MSYS_MOUSE_IN_AREA ) ) @@ -1743,16 +1823,19 @@ BOOLEAN GetOverheadMouseGridNo( INT16 *psGridNo ) GetFromAbsoluteScreenXYWorldXY( (INT32 *)&uiCellX, (INT32 *)&uiCellY, sWorldScreenX, sWorldScreenY ); // Get gridNo - (*psGridNo ) = (INT16)MAPROWCOLTOPOS( ( uiCellY / CELL_Y_SIZE ), ( uiCellX / CELL_X_SIZE ) ); + (*psGridNo ) = MAPROWCOLTOPOS( ( uiCellY / CELL_Y_SIZE ), ( uiCellX / CELL_X_SIZE ) ); // Adjust for height..... - sWorldScreenY =sWorldScreenY + gpWorldLevelData[ (*psGridNo) ].sHeight; + sWorldScreenY = sWorldScreenY + gpWorldLevelData[ (*psGridNo) ].sHeight; GetFromAbsoluteScreenXYWorldXY( (INT32 *)&uiCellX, (INT32 *)&uiCellY, sWorldScreenX, sWorldScreenY ); - // Get gridNo - (*psGridNo ) = (INT16)MAPROWCOLTOPOS( ( uiCellY / CELL_Y_SIZE ), ( uiCellX / CELL_X_SIZE ) ); + //dnl ch45 021009 + uiCellX += ((giXA - 0) * CELL_X_SIZE); + uiCellY += ((giYA - WORLD_ROWS/2) * CELL_Y_SIZE); + // Get gridNo + (*psGridNo ) = MAPROWCOLTOPOS( ( uiCellY / CELL_Y_SIZE ), ( uiCellX / CELL_X_SIZE ) ); return( TRUE ); } @@ -1764,9 +1847,9 @@ BOOLEAN GetOverheadMouseGridNo( INT16 *psGridNo ) // WANNE: Fixed bug from sir tech which occured on smaller maps ;-) -BOOLEAN GetOverheadMouseGridNoForFullSoldiersGridNo( INT16 *psGridNo ) +BOOLEAN GetOverheadMouseGridNoForFullSoldiersGridNo( INT32 *psGridNo ) { - UINT32 uiCellX, uiCellY; + INT32 uiCellX, uiCellY; INT16 sWorldScreenX, sWorldScreenY; if ( ( OverheadRegion.uiFlags & MSYS_MOUSE_IN_AREA ) ) @@ -1798,16 +1881,19 @@ BOOLEAN GetOverheadMouseGridNoForFullSoldiersGridNo( INT16 *psGridNo ) GetFromAbsoluteScreenXYWorldXY( (INT32 *)&uiCellX, (INT32 *)&uiCellY, sWorldScreenX, sWorldScreenY ); // Get gridNo - (*psGridNo ) = (INT16)MAPROWCOLTOPOS( ( uiCellY / CELL_Y_SIZE ), ( uiCellX / CELL_X_SIZE ) ); + (*psGridNo ) = MAPROWCOLTOPOS( ( uiCellY / CELL_Y_SIZE ), ( uiCellX / CELL_X_SIZE ) ); // Adjust for height..... - sWorldScreenY =sWorldScreenY + gpWorldLevelData[ (*psGridNo) ].sHeight; + sWorldScreenY = sWorldScreenY + gpWorldLevelData[ (*psGridNo) ].sHeight; GetFromAbsoluteScreenXYWorldXY( (INT32 *)&uiCellX, (INT32 *)&uiCellY, sWorldScreenX, sWorldScreenY ); - // Get gridNo - (*psGridNo ) = (INT16)MAPROWCOLTOPOS( ( uiCellY / CELL_Y_SIZE ), ( uiCellX / CELL_X_SIZE ) ); + //dnl ch45 021009 + uiCellX += ((giXA - 0) * CELL_X_SIZE); + uiCellY += ((giYA - WORLD_ROWS/2) * CELL_Y_SIZE); + // Get gridNo + (*psGridNo ) = MAPROWCOLTOPOS( ( uiCellY / CELL_Y_SIZE ), ( uiCellX / CELL_X_SIZE ) ); return( TRUE ); } @@ -1820,37 +1906,34 @@ BOOLEAN GetOverheadMouseGridNoForFullSoldiersGridNo( INT16 *psGridNo ) // This method is used for smaller overhead maps, to calculate the non visible borders to make them black // It is also used to get the starting (x and y coordinate) -void CalculateRestrictedMapCoords( INT8 bDirection, INT16 *psX1, INT16 *psY1, INT16 *psX2, INT16 *psY2, INT16 sEndXS, INT16 sEndYS ) +void CalculateRestrictedMapCoords(INT8 bDirection, INT16 *psX1, INT16 *psY1, INT16 *psX2, INT16 *psY2, INT16 sEndXS, INT16 sEndYS)//dnl ch49 061009 { - switch( bDirection ) + switch(bDirection) { - case NORTH: - *psX1 = iOffsetHorizontal; - *psX2 = sEndXS; - *psY1 = iOffsetVertical; - *psY2 = ( abs( NORMAL_MAP_SCREEN_TY - gsTLY ) / 5) + iOffsetVertical; - break; - - case EAST: - *psX1 = iOffsetHorizontal; - *psX2 = ( abs( -NORMAL_MAP_SCREEN_X - gsTLX ) / 5 ) + iOffsetHorizontal; - *psY1 = iOffsetVertical; - *psY2 = sEndYS; - break; - - case SOUTH: - *psX1 = iOffsetHorizontal; - *psX2 = sEndXS; - *psY1 = ( NORMAL_MAP_SCREEN_HEIGHT - abs( NORMAL_MAP_SCREEN_BY - gsBLY )) / 5 + iOffsetVertical ; - *psY2 = sEndYS; - break; - - case WEST: - *psX1 = ( NORMAL_MAP_SCREEN_WIDTH - abs( NORMAL_MAP_SCREEN_X - gsTRX )) / 5 + iOffsetHorizontal; - *psX2 = sEndXS; - *psY1 = iOffsetVertical; - *psY2 = sEndYS; - break; + case NORTH: + *psX1 = iOffsetHorizontal; + *psX2 = sEndXS; + *psY1 = iOffsetVertical; + *psY2 = (abs(NORMAL_MAP_SCREEN_TY - gsTLY) / 5) + iOffsetVertical; + break; + case WEST: + *psX1 = iOffsetHorizontal; + *psX2 = (abs(-NORMAL_MAP_SCREEN_X - gsTLX) / 5) + iOffsetHorizontal; + *psY1 = iOffsetVertical; + *psY2 = sEndYS; + break; + case SOUTH: + *psX1 = iOffsetHorizontal; + *psX2 = sEndXS; + *psY1 = ((NORMAL_MAP_SCREEN_HEIGHT - abs(NORMAL_MAP_SCREEN_BY - gsBLY)) / 5) + iOffsetVertical; + *psY2 = sEndYS; + break; + case EAST: + *psX1 = ((NORMAL_MAP_SCREEN_WIDTH - abs(NORMAL_MAP_SCREEN_X - gsTRX)) / 5) + iOffsetHorizontal; + *psX2 = sEndXS; + *psY1 = iOffsetVertical; + *psY2 = sEndYS; + break; } } diff --git a/TileEngine/overhead map.h b/TileEngine/overhead map.h index 4e5a0f9d..07238c7e 100644 --- a/TileEngine/overhead map.h +++ b/TileEngine/overhead map.h @@ -20,5 +20,19 @@ void CalculateRestrictedScaleFactors( INT16 *pScaleX, INT16 *pScaleY ); void TrashOverheadMap( ); +//dnl ch45 031009 +void ScrollOverheadMap(void); +void ResetScrollOverheadMap(void); + +// WANNE - BMP: I THINK THIS NEEDS TO CHANGE FOR BIG MAPS! +// OK, these are values that are calculated in InitRenderParams( ) with normal view settings. +// These would be different if we change ANYTHING about the game worlkd map sizes... +#define NORMAL_MAP_SCREEN_WIDTH 3160 +#define NORMAL_MAP_SCREEN_HEIGHT 1540 +#define NORMAL_MAP_SCREEN_X 1580 +#define NORMAL_MAP_SCREEN_BY 2400 +#define NORMAL_MAP_SCREEN_TY 860 + +#define FASTMAPROWCOLTOPOS( r, c ) ( (r) * WORLD_COLS + (c) ) #endif \ No newline at end of file diff --git a/TileEngine/physics.cpp b/TileEngine/physics.cpp index 3af7e8f4..3fc0f6df 100644 --- a/TileEngine/physics.cpp +++ b/TileEngine/physics.cpp @@ -37,6 +37,8 @@ #include "Campaign.h" #include "SkillCheck.h" +#include "connect.h" + //forward declarations of common classes to eliminate includes class OBJECTTYPE; class SOLDIERTYPE; @@ -107,16 +109,16 @@ void PhysicsDeleteObject( REAL_OBJECT *pObject ); BOOLEAN PhysicsHandleCollisions( REAL_OBJECT *pObject, INT32 *piCollisionID, real DeltaTime ); FLOAT CalculateForceFromRange( INT16 sRange, FLOAT dDegrees ); -INT16 RandomGridFromRadius( INT16 sSweetGridNo, INT8 ubMinRadius, INT8 ubMaxRadius ); +INT32 RandomGridFromRadius( INT32 sSweetGridNo, INT8 ubMinRadius, INT8 ubMaxRadius ); // Lesh: needed to fix item throwing through window extern INT16 DirIncrementer[8]; void HandleArmedObjectImpact( REAL_OBJECT *pObject ); -void ObjectHitWindow( INT16 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce ); -FLOAT CalculateObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vPosition, vector_3 *vForce, INT16 *psFinalGridNo ); -vector_3 FindBestForceForTrajectory( INT16 sSrcGridNo, INT16 sGridNo,INT16 sStartZ, INT16 sEndZ, real dzDegrees, OBJECTTYPE *pItem, INT16 *psGridNo, FLOAT *pzMagForce ); -INT32 ChanceToGetThroughObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vPosition, vector_3 *vForce, INT16 *psFinalGridNo, INT8 *pbLevel, BOOLEAN fFromUI ); +void ObjectHitWindow( INT32 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce ); +FLOAT CalculateObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vPosition, vector_3 *vForce, INT32 *psFinalGridNo ); +vector_3 FindBestForceForTrajectory( INT32 sSrcGridNo, INT32 sGridNo,INT16 sStartZ, INT16 sEndZ, real dzDegrees, OBJECTTYPE *pItem, INT32 *psGridNo, FLOAT *pzMagForce ); +INT32 ChanceToGetThroughObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vPosition, vector_3 *vForce, INT32 *psFinalGridNo, INT8 *pbLevel, BOOLEAN fFromUI ); FLOAT CalculateSoldierMaxForce( SOLDIERTYPE *pSoldier, FLOAT dDegrees, OBJECTTYPE *pObject, BOOLEAN fArmed ); BOOLEAN AttemptToCatchObject( REAL_OBJECT *pObject ); BOOLEAN CheckForCatchObject( REAL_OBJECT *pObject ); @@ -293,8 +295,8 @@ INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, r pObject->pNode = NULL; pObject->pShadow = NULL; - // If gridno not equal to NOWHERE, use sHeight of alnd.... - if ( pObject->sGridNo != NOWHERE ) + // If gridno not equal to NOWHERE, use sHeight of alnd.... + if (!TileIsOutOfBounds(pObject->sGridNo)) { pObject->Position.z += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ pObject->sGridNo ].sHeight ); pObject->EndedWithCollisionPosition.z += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ pObject->sGridNo ].sHeight ); @@ -793,7 +795,7 @@ BOOLEAN PhysicsCheckForCollisions( REAL_OBJECT *pObject, INT32 *piCollisionID ) FLOAT dElasity = 1; UINT16 usStructureID = -1; FLOAT dNormalX = 0.0, dNormalY = 0.0, dNormalZ = 1.0; - INT16 sGridNo = NOWHERE; + INT32 sGridNo = NOWHERE; // Checkf for collisions dX = pObject->Position.x; @@ -1244,7 +1246,7 @@ void PhysicsResolveCollision( REAL_OBJECT *pObject, vector_3 *pVelocity, vector_ BOOLEAN PhysicsMoveObject( REAL_OBJECT *pObject ) { LEVELNODE *pNode; - INT16 sNewGridNo, sTileIndex; + INT32 sNewGridNo, sTileIndex; ETRLEObject *pTrav; HVOBJECT hVObject; @@ -1288,7 +1290,7 @@ BOOLEAN PhysicsMoveObject( REAL_OBJECT *pObject ) { ANITILE_PARAMS AniParams; - AniParams.sGridNo = (INT16)sNewGridNo; + AniParams.sGridNo = sNewGridNo; AniParams.ubLevelID = ANI_STRUCT_LEVEL; AniParams.sDelay = (INT16)( 100 + PreRandom( 100 ) ); AniParams.sStartFrame = 0; @@ -1411,7 +1413,7 @@ BOOLEAN PhysicsMoveObject( REAL_OBJECT *pObject ) #if 0 { LEVELNODE *pNode; - INT16 sNewGridNo; + INT32 sNewGridNo; //Determine new gridno sNewGridNo = MAPROWCOLTOPOS( ( pObject->Position.y / CELL_Y_SIZE ), ( pObject->Position.x / CELL_X_SIZE ) ); @@ -1446,7 +1448,7 @@ BOOLEAN PhysicsMoveObject( REAL_OBJECT *pObject ) } #endif -void ObjectHitWindow( INT16 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce ) +void ObjectHitWindow( INT32 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce ) { EV_S_WINDOWHIT SWindowHit; SWindowHit.sGridNo = sGridNo; @@ -1460,7 +1462,7 @@ void ObjectHitWindow( INT16 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSo } -vector_3 FindBestForceForTrajectory( INT16 sSrcGridNo, INT16 sGridNo,INT16 sStartZ, INT16 sEndZ, real dzDegrees, OBJECTTYPE *pItem, INT16 *psGridNo, real *pdMagForce ) +vector_3 FindBestForceForTrajectory( INT32 sSrcGridNo, INT32 sGridNo,INT16 sStartZ, INT16 sEndZ, real dzDegrees, OBJECTTYPE *pItem, INT32 *psGridNo, real *pdMagForce ) { vector_3 vDirNormal, vPosition, vForce; INT16 sDestX, sDestY, sSrcX, sSrcY; @@ -1554,12 +1556,12 @@ vector_3 FindBestForceForTrajectory( INT16 sSrcGridNo, INT16 sGridNo,INT16 sStar } -INT16 FindFinalGridNoGivenDirectionGridNoForceAngle( INT16 sSrcGridNo, INT16 sGridNo, INT16 sStartZ, INT16 sEndZ, real dForce, real dzDegrees, OBJECTTYPE *pItem ) +INT32 FindFinalGridNoGivenDirectionGridNoForceAngle( INT32 sSrcGridNo, INT32 sGridNo, INT16 sStartZ, INT16 sEndZ, real dForce, real dzDegrees, OBJECTTYPE *pItem ) { vector_3 vDirNormal, vPosition, vForce; INT16 sDestX, sDestY, sSrcX, sSrcY; real dRange; - INT16 sEndGridNo; + INT32 sEndGridNo; // Get XY from gridno @@ -1596,7 +1598,7 @@ INT16 FindFinalGridNoGivenDirectionGridNoForceAngle( INT16 sSrcGridNo, INT16 sGr } -real FindBestAngleForTrajectory( INT16 sSrcGridNo, INT16 sGridNo,INT16 sStartZ, INT16 sEndZ, real dForce, OBJECTTYPE *pItem, INT16 *psGridNo ) +real FindBestAngleForTrajectory( INT32 sSrcGridNo, INT32 sGridNo,INT16 sStartZ, INT16 sEndZ, real dForce, OBJECTTYPE *pItem, INT32 *psGridNo ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"FindBestAngleForTrajectory"); @@ -1705,7 +1707,7 @@ real FindBestAngleForTrajectory( INT16 sSrcGridNo, INT16 sGridNo,INT16 sStartZ, } -void FindTrajectory( INT16 sSrcGridNo, INT16 sGridNo, INT16 sStartZ, INT16 sEndZ, real dForce, real dzDegrees, OBJECTTYPE *pItem, INT16 *psGridNo ) +void FindTrajectory( INT32 sSrcGridNo, INT32 sGridNo, INT16 sStartZ, INT16 sEndZ, real dForce, real dzDegrees, OBJECTTYPE *pItem, INT32 *psGridNo ) { vector_3 vDirNormal, vPosition, vForce; INT16 sDestX, sDestY, sSrcX, sSrcY; @@ -1743,13 +1745,13 @@ void FindTrajectory( INT16 sSrcGridNo, INT16 sGridNo, INT16 sStartZ, INT16 sEndZ // OK, this will, given a target Z, INVTYPE, source, target gridnos, initial force vector, will // return range -FLOAT CalculateObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vPosition, vector_3 *vForce, INT16 *psFinalGridNo ) +FLOAT CalculateObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vPosition, vector_3 *vForce, INT32 *psFinalGridNo ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CalculateObjectTrajectory"); INT32 iID; REAL_OBJECT *pObject; FLOAT dDiffX, dDiffY; - INT16 sGridNo; + INT32 sGridNo; //int cnt=0; if ( psFinalGridNo ) @@ -1805,7 +1807,7 @@ FLOAT CalculateObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vP } -INT32 ChanceToGetThroughObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vPosition, vector_3 *vForce, INT16 *psNewGridNo, INT8 *pbLevel, BOOLEAN fFromUI ) +INT32 ChanceToGetThroughObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vPosition, vector_3 *vForce, INT32 *psNewGridNo, INT8 *pbLevel, BOOLEAN fFromUI ) { INT32 iID; REAL_OBJECT *pObject; @@ -1868,7 +1870,7 @@ INT32 ChanceToGetThroughObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vec -FLOAT CalculateLaunchItemAngle( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubHeight, real dForce, OBJECTTYPE *pItem, INT16 *psGridNo ) +FLOAT CalculateLaunchItemAngle( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubHeight, real dForce, OBJECTTYPE *pItem, INT32 *psGridNo ) { real dAngle; INT16 sSrcX, sSrcY; @@ -1883,9 +1885,9 @@ FLOAT CalculateLaunchItemAngle( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubHe -void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, INT16 sGridNo, UINT8 ubLevel, INT16 sEndZ, FLOAT *pdMagForce, FLOAT *pdDegrees, INT16 *psFinalGridNo, BOOLEAN fArmed ) +void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, INT32 sGridNo, UINT8 ubLevel, INT16 sEndZ, FLOAT *pdMagForce, FLOAT *pdDegrees, INT32 *psFinalGridNo, BOOLEAN fArmed ) { - INT16 sInterGridNo; + INT32 sInterGridNo = NOWHERE; INT16 sStartZ; FLOAT dMagForce, dMaxForce, dMinForce; FLOAT dDegrees, dNewDegrees; @@ -1944,7 +1946,7 @@ void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, I fIndoors = TRUE; } - if ( ( IsRoofPresentAtGridno( pSoldier->sGridNo ) ) && pSoldier->pathing.bLevel == 0 ) + if ( ( IsRoofPresentAtGridNo( pSoldier->sGridNo ) ) && pSoldier->pathing.bLevel == 0 ) { // Adjust angle.... dDegrees = INDOORS_START_ANGLE; @@ -1952,7 +1954,7 @@ void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, I } // IS OUR TARGET INSIDE? - if ( IsRoofPresentAtGridno( sGridNo ) && ubLevel == 0 ) + if ( IsRoofPresentAtGridNo( sGridNo ) && ubLevel == 0 ) { // Adjust angle.... dDegrees = INDOORS_START_ANGLE; @@ -1981,8 +1983,8 @@ void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, I { sInterGridNo = NOWHERE; } - - if ( sInterGridNo != NOWHERE ) + + if (!TileIsOutOfBounds(sInterGridNo)) { // IF so, adjust target height, gridno.... ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Through a window!" ); @@ -2067,7 +2069,7 @@ void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, I } -BOOLEAN CalculateLaunchItemChanceToGetThrough( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, INT16 sGridNo, UINT8 ubLevel, INT16 sEndZ, INT16 *psFinalGridNo, BOOLEAN fArmed, INT8 *pbLevel, BOOLEAN fFromUI ) +BOOLEAN CalculateLaunchItemChanceToGetThrough( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, INT32 sGridNo, UINT8 ubLevel, INT16 sEndZ, INT32 *psFinalGridNo, BOOLEAN fArmed, INT8 *pbLevel, BOOLEAN fFromUI ) { FLOAT dForce, dDegrees; INT16 sDestX, sDestY, sSrcX, sSrcY; @@ -2132,8 +2134,8 @@ BOOLEAN CalculateLaunchItemChanceToGetThrough( SOLDIERTYPE *pSoldier, OBJECTTYPE FLOAT CalculateForceFromRange( INT16 sRange, FLOAT dDegrees ) { FLOAT dMagForce; - INT16 sSrcGridNo, sDestGridNo; - INT16 sFinalGridNo; + INT32 sSrcGridNo, sDestGridNo; + INT32 sFinalGridNo; // OK, use a fake gridno, find the new gridno based on range, use height of merc, end height of ground, // 45 degrees @@ -2171,12 +2173,12 @@ FLOAT CalculateSoldierMaxForce( SOLDIERTYPE *pSoldier, FLOAT dDegrees , OBJECTTY #define MIN_MISS_BY 1 #define MAX_MISS_RADIUS 5 -void CalculateLaunchItemParamsForThrow( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubLevel, INT16 sEndZ, OBJECTTYPE *pItem, INT8 bMissBy, UINT8 ubActionCode, UINT32 uiActionData ) +void CalculateLaunchItemParamsForThrow( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubLevel, INT16 sEndZ, OBJECTTYPE *pItem, INT8 bMissBy, UINT8 ubActionCode, UINT32 uiActionData ) { FLOAT dForce, dDegrees; INT16 sDestX, sDestY, sSrcX, sSrcY; vector_3 vForce, vDirNormal; - INT16 sFinalGridNo; + INT32 sFinalGridNo; BOOLEAN fArmed = FALSE; UINT16 usLauncher; INT16 sStartZ; @@ -2507,11 +2509,20 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject ) INT16 sZ; BOOLEAN fDoImpact = FALSE; BOOLEAN fCheckForDuds = FALSE; + bool fIsDud = FALSE; OBJECTTYPE *pObj; INT32 iTrapped = 0; UINT16 usFlags = 0; INT8 bLevel = 0; + if (is_networked && is_client) + { + if (pObject->mpIsFromRemoteClient && !pObject->mpHaveClientResult) + { + return; + } + } + // Calculate pixel position of z sZ = (INT16)CONVERT_HEIGHTUNITS_TO_PIXELS( (INT16)( pObject->Position.z ) ) - gpWorldLevelData[ pObject->sGridNo ].sHeight; @@ -2541,16 +2552,31 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject ) if ( fCheckForDuds ) { - // If we landed on anything other than the floor, always! go off... -#ifdef TESTDUDEXPLOSIVES - if ( sZ != 0 || pObject->fInWater ) -#else - if ( sZ != 0 || pObject->fInWater || ( (*pObj)[0]->data.objectStatus >= USABLE && ( PreRandom( 100 ) < (UINT32) (*pObj)[0]->data.objectStatus + PreRandom( 50 ) ) ) ) -#endif + // OJW - 20021002 - MP Explosives + if (is_networked && is_client && pObject->mpIsFromRemoteClient && pObject->mpHaveClientResult) { - fDoImpact = TRUE; + fIsDud = pObject->mpWasDud; } - else // didn't go off! + else + { + + // If we landed on anything other than the floor, always! go off... +#ifdef TESTDUDEXPLOSIVES + if ( sZ != 0 || pObject->fInWater ) +#else + if ( sZ != 0 || pObject->fInWater || ( (*pObj)[0]->data.objectStatus >= USABLE && ( PreRandom( 100 ) < (UINT32) (*pObj)[0]->data.objectStatus + PreRandom( 50 ) ) ) ) +#endif + { + fDoImpact = TRUE; + fIsDud = false; + } + else // didn't go off! + { + fIsDud = true; + } + } + + if (fIsDud) { #ifdef TESTDUDEXPLOSIVES if ( 1 ) @@ -2634,6 +2660,13 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject ) } } + // OJW - 20021002 - MP Explosives + if (is_networked && is_client && !pObject->mpIsFromRemoteClient) + { + // send results to other clients + send_grenade_result( (INT16)pObject->Position.x, (INT16)pObject->Position.y, sZ , pObject->sGridNo , pObject->ubOwner, pObject->iID, fIsDud); + } + } @@ -2717,10 +2750,10 @@ BOOLEAN LoadPhysicsTableFromSavedGameFile( HWFILE hFile ) } -INT16 RandomGridFromRadius( INT16 sSweetGridNo, INT8 ubMinRadius, INT8 ubMaxRadius ) +INT32 RandomGridFromRadius( INT32 sSweetGridNo, INT8 ubMinRadius, INT8 ubMaxRadius ) { INT16 sX, sY; - INT16 sGridNo = NOWHERE; + INT32 sGridNo = NOWHERE; INT32 leftmost; BOOLEAN fFound = FALSE; UINT32 cnt = 0; diff --git a/TileEngine/physics.h b/TileEngine/physics.h index cbc6c24c..45973374 100644 --- a/TileEngine/physics.h +++ b/TileEngine/physics.h @@ -39,7 +39,7 @@ public: vector_3 CollisionVelocity; real CollisionElasticity; - INT16 sGridNo; + INT32 sGridNo; INT32 iID; LEVELNODE *pNode; LEVELNODE *pShadow; @@ -52,7 +52,7 @@ public: FLOAT dLifeSpan; OLD_OBJECTTYPE_101 oldObj; BOOLEAN fFirstTimeMoved; - INT16 sFirstGridNo; + INT32 sFirstGridNo; UINT8 ubOwner; UINT8 ubActionCode; UINT32 uiActionData; @@ -66,7 +66,7 @@ public: vector_3 EndedWithCollisionPosition; BOOLEAN fHaveHitGround; BOOLEAN fPotentialForDebug; - INT16 sLevelNodeGridNo; + INT32 sLevelNodeGridNo; INT32 iSoundID; UINT8 ubLastTargetTakenDamage; UINT8 ubPadding[1]; @@ -108,7 +108,7 @@ public: vector_3 CollisionVelocity; real CollisionElasticity; - INT16 sGridNo; + INT32 sGridNo; INT32 iID; LEVELNODE *pNode; LEVELNODE *pShadow; @@ -120,7 +120,7 @@ public: FLOAT dLifeLength; FLOAT dLifeSpan; BOOLEAN fFirstTimeMoved; - INT16 sFirstGridNo; + INT32 sFirstGridNo; UINT8 ubOwner; UINT8 ubActionCode; UINT32 uiActionData; @@ -134,9 +134,15 @@ public: vector_3 EndedWithCollisionPosition; BOOLEAN fHaveHitGround; BOOLEAN fPotentialForDebug; - INT16 sLevelNodeGridNo; + INT32 sLevelNodeGridNo; INT32 iSoundID; UINT8 ubLastTargetTakenDamage; + // OJW - 20091002 - mp explosives + UINT8 mpTeam; // the intiating clients team + INT32 mpRealObjectID; // ID from the initiating client + bool mpIsFromRemoteClient; + bool mpHaveClientResult; + bool mpWasDud; char endOfPod; OBJECTTYPE Obj; @@ -153,13 +159,15 @@ extern REAL_OBJECT ObjectSlots[ NUM_OBJECT_SLOTS ]; INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject ); BOOLEAN RemoveObjectSlot( INT32 iObject ); void RemoveAllPhysicsObjects( ); +// OJW - 20091002 - mp explosives +extern void HandleArmedObjectImpact( REAL_OBJECT *pObject ); -FLOAT CalculateLaunchItemAngle( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubHeight, real dForce, OBJECTTYPE *pItem, INT16 *psGridNo ); +FLOAT CalculateLaunchItemAngle( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubHeight, real dForce, OBJECTTYPE *pItem, INT32 *psGridNo ); -BOOLEAN CalculateLaunchItemChanceToGetThrough( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, INT16 sGridNo, UINT8 ubLevel, INT16 sEndZ, INT16 *psFinalGridNo, BOOLEAN fArmed, INT8 *pbLevel, BOOLEAN fFromUI ); +BOOLEAN CalculateLaunchItemChanceToGetThrough( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, INT32 sGridNo, UINT8 ubLevel, INT16 sEndZ, INT32 *psFinalGridNo, BOOLEAN fArmed, INT8 *pbLevel, BOOLEAN fFromUI ); -void CalculateLaunchItemParamsForThrow( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubLevel, INT16 sZPos, OBJECTTYPE *pItem, INT8 bMissBy, UINT8 ubActionCode, UINT32 uiActionData ); +void CalculateLaunchItemParamsForThrow( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubLevel, INT16 sZPos, OBJECTTYPE *pItem, INT8 bMissBy, UINT8 ubActionCode, UINT32 uiActionData ); diff --git a/TileEngine/pits.cpp b/TileEngine/pits.cpp index cb7ee931..f8b699e7 100644 --- a/TileEngine/pits.cpp +++ b/TileEngine/pits.cpp @@ -29,31 +29,32 @@ void Add3X3Pit( INT32 iMapIndex ) EXITGRID ExitGrid; if( !gfEditMode ) ApplyMapChangesToMapTempFile( TRUE ); - AddObjectToTail( iMapIndex + 159, REGWATERTEXTURE1 ); - AddObjectToTail( iMapIndex - 1, REGWATERTEXTURE2 ); - AddObjectToTail( iMapIndex - 161, REGWATERTEXTURE3 ); - AddObjectToTail( iMapIndex + 160, REGWATERTEXTURE4 ); - AddObjectToTail( iMapIndex, REGWATERTEXTURE5 ); - AddObjectToTail( iMapIndex - 160, REGWATERTEXTURE6 ); - AddObjectToTail( iMapIndex + 161, REGWATERTEXTURE7 ); - AddObjectToTail( iMapIndex + 1, REGWATERTEXTURE8 ); - AddObjectToTail( iMapIndex - 159, REGWATERTEXTURE9 ); + AddObjectToTail( iMapIndex + WORLD_COLS-1, REGWATERTEXTURE1 ); + AddObjectToTail( iMapIndex - 1, REGWATERTEXTURE2 ); + AddObjectToTail( iMapIndex - WORLD_COLS+1, REGWATERTEXTURE3 ); + AddObjectToTail( iMapIndex + WORLD_COLS, REGWATERTEXTURE4 ); + AddObjectToTail( iMapIndex, REGWATERTEXTURE5 ); + AddObjectToTail( iMapIndex - WORLD_COLS, REGWATERTEXTURE6 ); + AddObjectToTail( iMapIndex + WORLD_COLS+1, REGWATERTEXTURE7 ); + AddObjectToTail( iMapIndex + 1, REGWATERTEXTURE8 ); + AddObjectToTail( iMapIndex - WORLD_COLS-1, REGWATERTEXTURE9 ); if( !gfEditMode ) - { //Add the exitgrids associated with the pit. + { + //Add the exitgrids associated with the pit. ExitGrid.ubGotoSectorX = (UINT8)gWorldSectorX; ExitGrid.ubGotoSectorY = (UINT8)gWorldSectorY; ExitGrid.ubGotoSectorZ = (UINT8)(gbWorldSectorZ+1); - ExitGrid.sGridNo = (INT16)iMapIndex; - AddExitGridToWorld( iMapIndex + 159, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 1, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 161, &ExitGrid ); - AddExitGridToWorld( iMapIndex + 160, &ExitGrid ); - AddExitGridToWorld( iMapIndex, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 160, &ExitGrid ); - AddExitGridToWorld( iMapIndex + 161, &ExitGrid ); - AddExitGridToWorld( iMapIndex + 1, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 159, &ExitGrid ); - RecompileLocalMovementCostsFromRadius( (INT16)iMapIndex, 2 ); + ExitGrid.usGridNo = iMapIndex; + AddExitGridToWorld( iMapIndex + WORLD_COLS-1, &ExitGrid ); + AddExitGridToWorld( iMapIndex - 1, &ExitGrid ); + AddExitGridToWorld( iMapIndex - WORLD_COLS+1, &ExitGrid ); + AddExitGridToWorld( iMapIndex + WORLD_COLS, &ExitGrid ); + AddExitGridToWorld( iMapIndex, &ExitGrid ); + AddExitGridToWorld( iMapIndex - WORLD_COLS, &ExitGrid ); + AddExitGridToWorld( iMapIndex + WORLD_COLS+1, &ExitGrid ); + AddExitGridToWorld( iMapIndex + 1, &ExitGrid ); + AddExitGridToWorld( iMapIndex - WORLD_COLS-1, &ExitGrid ); + RecompileLocalMovementCostsFromRadius( iMapIndex, 2 ); } MarkWorldDirty(); @@ -66,63 +67,63 @@ void Add5X5Pit( INT32 iMapIndex ) EXITGRID ExitGrid; if( !gfEditMode ) ApplyMapChangesToMapTempFile( TRUE ); - AddObjectToTail( iMapIndex + 318, REGWATERTEXTURE10 ); - AddObjectToTail( iMapIndex + 158, REGWATERTEXTURE11 ); - AddObjectToTail( iMapIndex - 2, REGWATERTEXTURE12 ); - AddObjectToTail( iMapIndex - 162, REGWATERTEXTURE13 ); - AddObjectToTail( iMapIndex - 322, REGWATERTEXTURE14 ); - AddObjectToTail( iMapIndex + 319, REGWATERTEXTURE15 ); - AddObjectToTail( iMapIndex + 159, REGWATERTEXTURE16 ); - AddObjectToTail( iMapIndex - 1, REGWATERTEXTURE17 ); - AddObjectToTail( iMapIndex - 161, REGWATERTEXTURE18 ); - AddObjectToTail( iMapIndex - 321, REGWATERTEXTURE19 ); - AddObjectToTail( iMapIndex + 320, REGWATERTEXTURE20 ); - AddObjectToTail( iMapIndex + 160, REGWATERTEXTURE21 ); - AddObjectToTail( iMapIndex, REGWATERTEXTURE22 ); - AddObjectToTail( iMapIndex - 160, REGWATERTEXTURE23 ); - AddObjectToTail( iMapIndex - 320, REGWATERTEXTURE24 ); - AddObjectToTail( iMapIndex + 321, REGWATERTEXTURE25 ); - AddObjectToTail( iMapIndex + 161, REGWATERTEXTURE26 ); - AddObjectToTail( iMapIndex + 1, REGWATERTEXTURE27 ); - AddObjectToTail( iMapIndex - 159, REGWATERTEXTURE28 ); - AddObjectToTail( iMapIndex - 319, REGWATERTEXTURE29 ); - AddObjectToTail( iMapIndex + 322, REGWATERTEXTURE30 ); - AddObjectToTail( iMapIndex + 162, REGWATERTEXTURE31 ); - AddObjectToTail( iMapIndex + 2, REGWATERTEXTURE32 ); - AddObjectToTail( iMapIndex - 158, REGWATERTEXTURE33 ); - AddObjectToTail( iMapIndex - 318, REGWATERTEXTURE34 ); + AddObjectToTail( iMapIndex + WORLD_COLS*2-2, REGWATERTEXTURE10 ); + AddObjectToTail( iMapIndex + WORLD_COLS-2, REGWATERTEXTURE11 ); + AddObjectToTail( iMapIndex - 2, REGWATERTEXTURE12 ); + AddObjectToTail( iMapIndex - WORLD_COLS+2, REGWATERTEXTURE13 ); + AddObjectToTail( iMapIndex - WORLD_COLS*2+2, REGWATERTEXTURE14 ); + AddObjectToTail( iMapIndex + WORLD_COLS*2-1, REGWATERTEXTURE15 ); + AddObjectToTail( iMapIndex + WORLD_COLS-1, REGWATERTEXTURE16 ); + AddObjectToTail( iMapIndex - 1, REGWATERTEXTURE17 ); + AddObjectToTail( iMapIndex - WORLD_COLS+1, REGWATERTEXTURE18 ); + AddObjectToTail( iMapIndex - WORLD_COLS*2+1, REGWATERTEXTURE19 ); + AddObjectToTail( iMapIndex + WORLD_COLS*2, REGWATERTEXTURE20 ); + AddObjectToTail( iMapIndex + WORLD_COLS, REGWATERTEXTURE21 ); + AddObjectToTail( iMapIndex, REGWATERTEXTURE22 ); + AddObjectToTail( iMapIndex - WORLD_COLS, REGWATERTEXTURE23 ); + AddObjectToTail( iMapIndex - WORLD_COLS*2, REGWATERTEXTURE24 ); + AddObjectToTail( iMapIndex + WORLD_COLS*2+1, REGWATERTEXTURE25 ); + AddObjectToTail( iMapIndex + WORLD_COLS+1, REGWATERTEXTURE26 ); + AddObjectToTail( iMapIndex + 1, REGWATERTEXTURE27 ); + AddObjectToTail( iMapIndex - WORLD_COLS-1, REGWATERTEXTURE28 ); + AddObjectToTail( iMapIndex - WORLD_COLS*2-1, REGWATERTEXTURE29 ); + AddObjectToTail( iMapIndex + WORLD_COLS*2+2, REGWATERTEXTURE30 ); + AddObjectToTail( iMapIndex + WORLD_COLS+2, REGWATERTEXTURE31 ); + AddObjectToTail( iMapIndex + 2, REGWATERTEXTURE32 ); + AddObjectToTail( iMapIndex - WORLD_COLS-2, REGWATERTEXTURE33 ); + AddObjectToTail( iMapIndex - WORLD_COLS*2-2, REGWATERTEXTURE34 ); if( !gfEditMode ) { //Add the exitgrids associated with the pit. ExitGrid.ubGotoSectorX = (UINT8)gWorldSectorX; ExitGrid.ubGotoSectorY = (UINT8)gWorldSectorY; ExitGrid.ubGotoSectorZ = (UINT8)(gbWorldSectorZ+1); - ExitGrid.sGridNo = (INT16)iMapIndex; - AddExitGridToWorld( iMapIndex + 318, &ExitGrid ); - AddExitGridToWorld( iMapIndex + 158, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 2, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 162, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 322, &ExitGrid ); - AddExitGridToWorld( iMapIndex + 319, &ExitGrid ); - AddExitGridToWorld( iMapIndex + 159, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 1, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 161, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 321, &ExitGrid ); - AddExitGridToWorld( iMapIndex + 320, &ExitGrid ); - AddExitGridToWorld( iMapIndex + 160, &ExitGrid ); - AddExitGridToWorld( iMapIndex, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 160, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 320, &ExitGrid ); - AddExitGridToWorld( iMapIndex + 321, &ExitGrid ); - AddExitGridToWorld( iMapIndex + 161, &ExitGrid ); - AddExitGridToWorld( iMapIndex + 1, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 159, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 319, &ExitGrid ); - AddExitGridToWorld( iMapIndex + 322, &ExitGrid ); - AddExitGridToWorld( iMapIndex + 162, &ExitGrid ); - AddExitGridToWorld( iMapIndex + 2, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 158, &ExitGrid ); - AddExitGridToWorld( iMapIndex - 318, &ExitGrid ); - RecompileLocalMovementCostsFromRadius( (INT16)iMapIndex, 3 ); + ExitGrid.usGridNo = iMapIndex; + AddExitGridToWorld( iMapIndex + WORLD_COLS*2-2, &ExitGrid ); + AddExitGridToWorld( iMapIndex + WORLD_COLS-2, &ExitGrid ); + AddExitGridToWorld( iMapIndex - 2, &ExitGrid ); + AddExitGridToWorld( iMapIndex - WORLD_COLS+2, &ExitGrid ); + AddExitGridToWorld( iMapIndex - WORLD_COLS*2+2, &ExitGrid ); + AddExitGridToWorld( iMapIndex + WORLD_COLS*2-1, &ExitGrid ); + AddExitGridToWorld( iMapIndex + WORLD_COLS-1, &ExitGrid ); + AddExitGridToWorld( iMapIndex - 1, &ExitGrid ); + AddExitGridToWorld( iMapIndex - WORLD_COLS+1, &ExitGrid ); + AddExitGridToWorld( iMapIndex - WORLD_COLS*2+1, &ExitGrid ); + AddExitGridToWorld( iMapIndex + WORLD_COLS*2, &ExitGrid ); + AddExitGridToWorld( iMapIndex + WORLD_COLS, &ExitGrid ); + AddExitGridToWorld( iMapIndex, &ExitGrid ); + AddExitGridToWorld( iMapIndex - WORLD_COLS, &ExitGrid ); + AddExitGridToWorld( iMapIndex - WORLD_COLS*2, &ExitGrid ); + AddExitGridToWorld( iMapIndex + WORLD_COLS*2+1, &ExitGrid ); + AddExitGridToWorld( iMapIndex + WORLD_COLS+1, &ExitGrid ); + AddExitGridToWorld( iMapIndex + 1, &ExitGrid ); + AddExitGridToWorld( iMapIndex - WORLD_COLS-1, &ExitGrid ); + AddExitGridToWorld( iMapIndex - WORLD_COLS*2-1, &ExitGrid ); + AddExitGridToWorld( iMapIndex + WORLD_COLS*2+2, &ExitGrid ); + AddExitGridToWorld( iMapIndex + WORLD_COLS+2, &ExitGrid ); + AddExitGridToWorld( iMapIndex + 2, &ExitGrid ); + AddExitGridToWorld( iMapIndex - WORLD_COLS-2, &ExitGrid ); + AddExitGridToWorld( iMapIndex - WORLD_COLS*2-2, &ExitGrid ); + RecompileLocalMovementCostsFromRadius( iMapIndex, 3 ); } MarkWorldDirty(); if( !gfEditMode ) @@ -131,45 +132,45 @@ void Add5X5Pit( INT32 iMapIndex ) void Remove3X3Pit( INT32 iMapIndex ) { - RemoveAllObjectsOfTypeRange( iMapIndex + 159, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 1, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 161, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex + 160, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 160, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex + 161, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex + 1, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 159, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS-1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - 1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS+1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS+1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + 1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS-1, REGWATERTEXTURE, REGWATERTEXTURE ); MarkWorldDirty(); } void Remove5X5Pit( INT32 iMapIndex ) { - RemoveAllObjectsOfTypeRange( iMapIndex + 318, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex + 158, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 2, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 162, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 322, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex + 319, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex + 159, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 1, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 161, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 321, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex + 320, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex + 160, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 160, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 320, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex + 321, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex + 161, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex + 1, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 159, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 319, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex + 322, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex + 162, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex + 2, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 158, REGWATERTEXTURE, REGWATERTEXTURE ); - RemoveAllObjectsOfTypeRange( iMapIndex - 318, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS*2-2, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS-2, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - 2, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS+2, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS*2+2, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS*2-1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS-1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - 1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS+1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS*2+1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS*2, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS*2, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS*2+1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS+1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + 1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS-1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS*2-1, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS*2+2, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS+2, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex + 2, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS-2, REGWATERTEXTURE, REGWATERTEXTURE ); + RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS*2-2, REGWATERTEXTURE, REGWATERTEXTURE ); MarkWorldDirty(); } @@ -203,9 +204,9 @@ void RemoveAllPits() } } -void SearchForOtherMembersWithinPitRadiusAndMakeThemFall( INT16 sGridNo, INT16 sRadius ) +void SearchForOtherMembersWithinPitRadiusAndMakeThemFall( INT32 sGridNo, INT16 sRadius ) { - INT16 x, y, sNewGridNo; + INT32 x, y, sNewGridNo; UINT8 ubID; SOLDIERTYPE *pSoldier; @@ -240,16 +241,16 @@ void HandleFallIntoPitFromAnimation( UINT8 ubID ) { SOLDIERTYPE *pSoldier = MercPtrs[ ubID ]; EXITGRID ExitGrid; - INT16 sPitGridNo; + INT32 sPitGridNo; // OK, get exit grid... - sPitGridNo = (INT16)pSoldier->aiData.uiPendingActionData4; + sPitGridNo = pSoldier->aiData.uiPendingActionData4; GetExitGrid( sPitGridNo, &ExitGrid ); // Given exit grid, make buddy move to next sector.... pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; - pSoldier->usStrategicInsertionData = ExitGrid.sGridNo; + pSoldier->usStrategicInsertionData = ExitGrid.usGridNo; pSoldier->sSectorX = ExitGrid.ubGotoSectorX; pSoldier->sSectorY = ExitGrid.ubGotoSectorY; diff --git a/TileEngine/pits.h b/TileEngine/pits.h index b5c72a71..0ffb99c1 100644 --- a/TileEngine/pits.h +++ b/TileEngine/pits.h @@ -6,7 +6,7 @@ void Add5X5Pit( INT32 iMapIndex ); void Remove3X3Pit( INT32 iMapIndex ); void Remove5X5Pit( INT32 iMapIndex ); -void SearchForOtherMembersWithinPitRadiusAndMakeThemFall( INT16 sGridNo, INT16 sRadius ); +void SearchForOtherMembersWithinPitRadiusAndMakeThemFall( INT32 sGridNo, INT16 sRadius ); void AddAllPits(); void RemoveAllPits(); diff --git a/TileEngine/renderworld.cpp b/TileEngine/renderworld.cpp index e3acb4df..26f5b5a4 100644 --- a/TileEngine/renderworld.cpp +++ b/TileEngine/renderworld.cpp @@ -584,12 +584,15 @@ void RenderRoomInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPoi #ifdef _DEBUG -extern UINT8 gubFOVDebugInfoInfo[ WORLD_MAX ]; -extern UINT8 gubGridNoMarkers[ WORLD_MAX ]; +//extern UINT8 gubFOVDebugInfoInfo[ WORLD_MAX ]; +//extern UINT8 gubGridNoMarkers[ WORLD_MAX ]; +extern UINT8 * gubFOVDebugInfoInfo; +extern UINT8 * gubGridNoMarkers; extern UINT8 gubGridNoValue; extern BOOLEAN gfDisplayCoverValues; extern BOOLEAN gfDisplayGridNoVisibleValues = 0; -extern INT16 gsCoverValue[ WORLD_MAX ]; +//extern INT16 gsCoverValue[ WORLD_MAX ]; +extern INT16 * gsCoverValue; extern INT16 gsBestCover; void RenderFOVDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS ); void RenderCoverDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS ); @@ -710,7 +713,7 @@ TILE_ELEMENT *TileElem; void ConcealAllWalls(void) { LEVELNODE *pStruct; -UINT32 uiCount; +INT32 uiCount; for(uiCount=0; uiCount < WORLD_MAX; uiCount++) { @@ -790,7 +793,7 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT INT32 iTempPosX_S, iTempPosY_S; FLOAT dOffsetX, dOffsetY; FLOAT dTempX_S, dTempY_S; - UINT32 uiTileIndex; + INT32 uiTileIndex; UINT16 usImageIndex, *pShadeTable, *pDirtyBackPtr; UINT32 uiBrushWidth, uiBrushHeight, uiDirtyFlags; INT16 sTileHeight, sXPos, sYPos, sZLevel; @@ -821,7 +824,7 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT UINT16 usOutlineColor=0; static INT32 iTileMapPos[ 500 ]; - UINT32 uiMapPosIndex; + INT32 uiMapPosIndex; UINT8 bBlitClipVal; INT8 bItemCount, bVisibleItemCount; //UINT16 us16BPPIndex; @@ -953,8 +956,8 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT uiTileIndex = iTileMapPos[ uiMapPosIndex ]; uiMapPosIndex++; - //if ( 0 ) - if ( uiTileIndex < GRIDSIZE ) + //if ( 0 ) + if (!TileIsOutOfBounds(uiTileIndex)) { // OK, we're searching through this loop anyway, might as well check for mouse position // over objects... @@ -963,7 +966,7 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT { if ( fCheckForMouseDetections && gpWorldLevelData[uiTileIndex].pStructHead != NULL ) { - LogMouseOverInteractiveTile( (INT16)uiTileIndex ); + LogMouseOverInteractiveTile( uiTileIndex ); } } @@ -2556,8 +2559,8 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT { if(!(uiFlags&TILES_DIRTY)) UnLockVideoSurface( FRAME_BUFFER ); - ColorFillVideoSurfaceArea( FRAME_BUFFER, iTempPosX_S, iTempPosY_S, (INT16)(iTempPosX_S + 40), - (INT16)( min( iTempPosY_S + 20, INTERFACE_START_Y )), Get16BPPColor( FROMRGB( 0, 0, 0 ) ) ); + ColorFillVideoSurfaceArea( FRAME_BUFFER, iTempPosX_S, iTempPosY_S, (iTempPosX_S + 40), + ( min( iTempPosY_S + 20, INTERFACE_START_Y )), Get16BPPColor( FROMRGB( 0, 0, 0 ) ) ); if(!(uiFlags&TILES_DIRTY)) pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES ); } @@ -3579,8 +3582,8 @@ void ScrollWorld( ) if ( gfIgnoreScrolling != 3 ) { - // Check for sliding - if ( gTacticalStatus.sSlideTarget != NOWHERE ) + // Check for sliding + if (!TileIsOutOfBounds(gTacticalStatus.sSlideTarget)) { // Ignore all input... // Check if we have reached out dest! @@ -4295,7 +4298,7 @@ BOOLEAN ApplyScrolling( INT16 sTempRenderCenterX, INT16 sTempRenderCenterY, BOOL void ClearMarkedTiles(void) { -UINT32 uiCount; + INT32 uiCount; for(uiCount=0; uiCount < WORLD_MAX; uiCount++) gpWorldLevelData[uiCount].uiFlags&=(~MAPELEMENT_REDRAW); @@ -4325,7 +4328,7 @@ void InvalidateWorldRedundencyRadius(INT16 sX, INT16 sY, INT16 sRadius) void InvalidateWorldRedundency( ) { - UINT32 uiCount; + INT32 uiCount; SetRenderFlags( RENDER_FLAG_CHECKZ ); @@ -6434,8 +6437,8 @@ void RenderRoomInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPoi INT16 sTempPosX_M, sTempPosY_M; INT16 sTempPosX_S, sTempPosY_S; BOOLEAN fEndRenderRow = FALSE, fEndRenderCol = FALSE; - UINT16 usTileIndex; INT16 sX, sY; + INT32 usTileIndex;//dnl ch56 141009 UINT32 uiDestPitchBYTES; UINT8 *pDestBuf; @@ -6757,8 +6760,8 @@ void RenderGridNoVisibleDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, I INT16 sTempPosX_M, sTempPosY_M; INT16 sTempPosX_S, sTempPosY_S; BOOLEAN fEndRenderRow = FALSE, fEndRenderCol = FALSE; - UINT16 usTileIndex; INT16 sX, sY; + INT32 usTileIndex;//dnl ch56 141009 UINT32 uiDestPitchBYTES; UINT8 *pDestBuf; diff --git a/TileEngine/renderworld.h b/TileEngine/renderworld.h index d8842cd6..02537da7 100644 --- a/TileEngine/renderworld.h +++ b/TileEngine/renderworld.h @@ -150,6 +150,10 @@ extern BOOLEAN fLandLayerDirty; extern BOOLEAN gfIgnoreScrollDueToCenterAdjust; +//dnl ch45 051009 +#define MAPWIDTH (gsTRX - gsTLX)// World Screen Width +#define MAPHEIGHT (gsBRY - gsTRY)// World Screen Height + // FUNCTIONS void ScrollWorld( ); diff --git a/TileEngine/structure.cpp b/TileEngine/structure.cpp index 863fec15..319e0ae0 100644 --- a/TileEngine/structure.cpp +++ b/TileEngine/structure.cpp @@ -527,7 +527,7 @@ STRUCTURE * CreateStructureFromDB( DB_STRUCTURE_REF * pDBStructureRef, UINT8 ubT return( pStructure ); } -BOOLEAN OkayToAddStructureToTile( INT16 sBaseGridNo, INT16 sCubeOffset, DB_STRUCTURE_REF * pDBStructureRef, UINT8 ubTileIndex, INT16 sExclusionID, BOOLEAN fIgnorePeople ) +BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUCTURE_REF * pDBStructureRef, UINT8 ubTileIndex, INT16 sExclusionID, BOOLEAN fIgnorePeople ) { // Verifies whether a structure is blocked from being added to the map at a particular point DB_STRUCTURE * pDBStructure; @@ -535,8 +535,8 @@ BOOLEAN OkayToAddStructureToTile( INT16 sBaseGridNo, INT16 sCubeOffset, DB_STRUC STRUCTURE * pExistingStructure; STRUCTURE * pOtherExistingStructure; INT8 bLoop, bLoop2; - INT16 sGridNo; - INT16 sOtherGridNo; + INT32 sGridNo; + INT32 sOtherGridNo; ppTile = pDBStructureRef->ppTile; sGridNo = sBaseGridNo + ppTile[ubTileIndex]->sPosRelToBase; @@ -761,7 +761,7 @@ BOOLEAN OkayToAddStructureToTile( INT16 sBaseGridNo, INT16 sCubeOffset, DB_STRUC return( TRUE ); } -BOOLEAN InternalOkayToAddStructureToWorld( INT16 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fIgnorePeople ) +BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fIgnorePeople ) { UINT8 ubLoop; INT16 sCubeOffset; @@ -804,7 +804,7 @@ BOOLEAN InternalOkayToAddStructureToWorld( INT16 sBaseGridNo, INT8 bLevel, DB_ST return( TRUE ); } -BOOLEAN OkayToAddStructureToWorld( INT16 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID ) +BOOLEAN OkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID ) { return( InternalOkayToAddStructureToWorld( sBaseGridNo, bLevel, pDBStructureRef, sExclusionID, (BOOLEAN)(sExclusionID == IGNORE_PEOPLE_STRUCTURE_ID) ) ); } @@ -836,10 +836,10 @@ BOOLEAN AddStructureToTile( MAP_ELEMENT * pMapElement, STRUCTURE * pStructure, U } -STRUCTURE * InternalAddStructureToWorld( INT16 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, LEVELNODE * pLevelNode ) +STRUCTURE * InternalAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, LEVELNODE * pLevelNode ) { // Adds a complete structure to the world at a location plus all other locations covered by the structure - INT16 sGridNo; + INT32 sGridNo; STRUCTURE ** ppStructure; STRUCTURE * pBaseStructure; DB_STRUCTURE * pDBStructure; @@ -1002,7 +1002,7 @@ STRUCTURE * InternalAddStructureToWorld( INT16 sBaseGridNo, INT8 bLevel, DB_STRU return( pBaseStructure ); } -BOOLEAN AddStructureToWorld( INT16 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, PTR pLevelN ) +BOOLEAN AddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, PTR pLevelN ) { STRUCTURE * pStructure; @@ -1068,12 +1068,12 @@ BOOLEAN DeleteStructureFromWorld( STRUCTURE * pStructure ) STRUCTURE * pCurrent; UINT8 ubLoop, ubLoop2; UINT8 ubNumberOfTiles; - INT16 sBaseGridNo, sGridNo; + INT32 sBaseGridNo, sGridNo; UINT16 usStructureID; BOOLEAN fMultiStructure; BOOLEAN fRecompileMPs; BOOLEAN fRecompileExtraRadius; // for doors... yuck - INT16 sCheckGridNo; + INT32 sCheckGridNo; CHECKF( pStructure ); @@ -1131,7 +1131,7 @@ BOOLEAN DeleteStructureFromWorld( STRUCTURE * pStructure ) return( TRUE ); } -STRUCTURE * InternalSwapStructureForPartner( INT16 sGridNo, STRUCTURE * pStructure, BOOLEAN fFlipSwitches, BOOLEAN fStoreInMap ) +STRUCTURE * InternalSwapStructureForPartner( INT32 sGridNo, STRUCTURE * pStructure, BOOLEAN fFlipSwitches, BOOLEAN fStoreInMap ) { // switch structure LEVELNODE * pLevelNode; @@ -1218,28 +1218,31 @@ STRUCTURE * InternalSwapStructureForPartner( INT16 sGridNo, STRUCTURE * pStructu return( pNewBaseStructure ); } -STRUCTURE * SwapStructureForPartner( INT16 sGridNo, STRUCTURE * pStructure ) +STRUCTURE * SwapStructureForPartner( INT32 sGridNo, STRUCTURE * pStructure ) { return( InternalSwapStructureForPartner( sGridNo, pStructure, TRUE, FALSE ) ); } -STRUCTURE * SwapStructureForPartnerWithoutTriggeringSwitches( INT16 sGridNo, STRUCTURE * pStructure ) +STRUCTURE * SwapStructureForPartnerWithoutTriggeringSwitches( INT32 sGridNo, STRUCTURE * pStructure ) { return( InternalSwapStructureForPartner( sGridNo, pStructure, FALSE, FALSE ) ); } -STRUCTURE * SwapStructureForPartnerAndStoreChangeInMap( INT16 sGridNo, STRUCTURE * pStructure ) +STRUCTURE * SwapStructureForPartnerAndStoreChangeInMap( INT32 sGridNo, STRUCTURE * pStructure ) { return( InternalSwapStructureForPartner( sGridNo, pStructure, TRUE, TRUE ) ); } -STRUCTURE * FindStructure( INT16 sGridNo, UINT32 fFlags ) +STRUCTURE * FindStructure( INT32 sGridNo, UINT32 fFlags ) { // finds a structure that matches any of the given flags STRUCTURE * pCurrent; - - if( sGridNo > WORLD_MAX-1 ) //bug fix for win98 crash when traveling between sectors + + //bug fix for win98 crash when traveling between sectors + if ( TileIsOutOfBounds( sGridNo ) ) + { return( NULL ); + } pCurrent = gpWorldLevelData[sGridNo].pStructureHead; while (pCurrent != NULL) @@ -1270,7 +1273,7 @@ STRUCTURE * FindNextStructure( STRUCTURE * pStructure, UINT32 fFlags ) return( NULL ); } -STRUCTURE * FindStructureByID( INT16 sGridNo, UINT16 usStructureID ) +STRUCTURE * FindStructureByID( INT32 sGridNo, UINT16 usStructureID ) { // finds a structure that matches any of the given flags STRUCTURE * pCurrent; @@ -1298,7 +1301,7 @@ STRUCTURE * FindBaseStructure( STRUCTURE * pStructure ) return( FindStructureByID( pStructure->sBaseGridNo, pStructure->usStructureID ) ); } -STRUCTURE * FindNonBaseStructure( INT16 sGridNo, STRUCTURE * pStructure ) +STRUCTURE * FindNonBaseStructure( INT32 sGridNo, STRUCTURE * pStructure ) { // finds a non-base structure in a location CHECKF( pStructure ); @@ -1376,7 +1379,7 @@ INT8 StructureHeight( STRUCTURE * pStructure ) return( bGreatestHeight + 1); } -INT8 GetTallestStructureHeight( INT16 sGridNo, BOOLEAN fOnRoof ) +INT8 GetTallestStructureHeight( INT32 sGridNo, BOOLEAN fOnRoof ) { STRUCTURE * pCurrent; INT8 iHeight; @@ -1408,7 +1411,7 @@ INT8 GetTallestStructureHeight( INT16 sGridNo, BOOLEAN fOnRoof ) } -INT8 GetStructureTargetHeight( INT16 sGridNo, BOOLEAN fOnRoof ) +INT8 GetStructureTargetHeight( INT32 sGridNo, BOOLEAN fOnRoof ) { STRUCTURE * pCurrent; INT8 iHeight; @@ -1550,7 +1553,7 @@ BOOLEAN StructureDensity( STRUCTURE * pStructure, UINT8 * pubLevel0, UINT8 * pub return( TRUE ); } -BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT16 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner ) +BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner ) { // do damage to a structure; returns TRUE if the structure should be removed @@ -1673,8 +1676,7 @@ void DebugStructurePage1( void ) STRUCTURE * pStructure; STRUCTURE * pBase; //LEVELNODE * pLand; - INT16 sGridNo; - INT16 sDesiredLevel; + INT32 sGridNo, sDesiredLevel; INT8 bHeight, bDens0, bDens1, bDens2, bDens3; INT8 bStructures; @@ -2179,7 +2181,7 @@ BOOLEAN FiniStructureDB( void ) } -INT8 GetBlockingStructureInfo( INT16 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock ) +INT8 GetBlockingStructureInfo( INT32 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock ) { STRUCTURE * pCurrent, *pStructure = 0; INT16 sDesiredLevel; @@ -2366,7 +2368,7 @@ UINT32 StructureTypeToFlag( UINT8 ubType ) return( uiFlag ); } -STRUCTURE * FindStructureBySavedInfo( INT16 sGridNo, UINT8 ubType, UINT8 ubWallOrientation, INT8 bLevel ) +STRUCTURE * FindStructureBySavedInfo( INT32 sGridNo, UINT8 ubType, UINT8 ubWallOrientation, INT8 bLevel ) { STRUCTURE * pCurrent; UINT32 uiTypeFlag; diff --git a/TileEngine/structure.h b/TileEngine/structure.h index 8e357a95..44516de8 100644 --- a/TileEngine/structure.h +++ b/TileEngine/structure.h @@ -35,38 +35,38 @@ BOOLEAN FreeStructureFile( STRUCTURE_FILE_REF * pStructureFile ); // // functions at the structure instance level // -BOOLEAN OkayToAddStructureToWorld( INT16 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID ); +BOOLEAN OkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID ); // for the PTR argument of AddStructureToWorld, pass in a LEVELNODE * please! -BOOLEAN AddStructureToWorld( INT16 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, PTR pLevelN ); +BOOLEAN AddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, PTR pLevelN ); BOOLEAN DeleteStructureFromWorld( STRUCTURE * pStructure ); // // functions to find a structure in a location // -STRUCTURE * FindStructure( INT16 sGridNo, UINT32 fFlags ); +STRUCTURE * FindStructure( INT32 sGridNo, UINT32 fFlags ); STRUCTURE * FindNextStructure( STRUCTURE * pStructure, UINT32 fFlags ); -STRUCTURE * FindStructureByID( INT16 sGridNo, UINT16 usStructureID ); +STRUCTURE * FindStructureByID( INT32 sGridNo, UINT16 usStructureID ); STRUCTURE * FindBaseStructure( STRUCTURE * pStructure ); -STRUCTURE * FindNonBaseStructure( INT16 sGridNo, STRUCTURE * pStructure ); +STRUCTURE * FindNonBaseStructure( INT32 sGridNo, STRUCTURE * pStructure ); // // functions related to interactive tiles // -STRUCTURE * SwapStructureForPartner( INT16 sGridNo, STRUCTURE * pStructure ); -STRUCTURE * SwapStructureForPartnerWithoutTriggeringSwitches( INT16 sGridNo, STRUCTURE * pStructure ); -STRUCTURE * SwapStructureForPartnerAndStoreChangeInMap( INT16 sGridNo, STRUCTURE * pStructure ); +STRUCTURE * SwapStructureForPartner( INT32 sGridNo, STRUCTURE * pStructure ); +STRUCTURE * SwapStructureForPartnerWithoutTriggeringSwitches( INT32 sGridNo, STRUCTURE * pStructure ); +STRUCTURE * SwapStructureForPartnerAndStoreChangeInMap( INT32 sGridNo, STRUCTURE * pStructure ); // // functions useful for AI that return info about heights // INT8 StructureHeight( STRUCTURE * pStructure ); INT8 StructureBottomLevel( STRUCTURE * pStructure ); -INT8 GetTallestStructureHeight( INT16 sGridNo, BOOLEAN fOnRoof ); -INT8 GetStructureTargetHeight( INT16 sGridNo, BOOLEAN fOnRoof ); +INT8 GetTallestStructureHeight( INT32 sGridNo, BOOLEAN fOnRoof ); +INT8 GetStructureTargetHeight( INT32 sGridNo, BOOLEAN fOnRoof ); BOOLEAN StructureDensity( STRUCTURE * pStructure, UINT8 * pubLevel0, UINT8 * pubLevel1, UINT8 * pubLevel2, UINT8 * pubLevel3 ); -BOOLEAN FindAndSwapStructure( INT16 sGridNo ); +BOOLEAN FindAndSwapStructure( INT32 sGridNo ); INT16 GetBaseTile( STRUCTURE * pStructure ); // // functions to work with the editor undo code @@ -77,9 +77,9 @@ void DebugStructurePage1( void ); BOOLEAN AddZStripInfoToVObject( HVOBJECT hVObject, STRUCTURE_FILE_REF * pStructureFileRef, BOOLEAN fFromAnimation, INT16 sSTIStartIndex ); // FUNCTIONS FOR DETERMINING STUFF THAT BLOCKS VIEW FOR TILE_bASED LOS -INT8 GetBlockingStructureInfo( INT16 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock ); +INT8 GetBlockingStructureInfo( INT32 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock ); -BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT16 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner ); +BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner ); // Material armour type enumeration enum @@ -118,7 +118,7 @@ enum extern INT32 guiMaterialHitSound[ NUM_MATERIAL_TYPES ]; -STRUCTURE *FindStructureBySavedInfo( INT16 sGridNo, UINT8 ubType, UINT8 ubWallOrientation, INT8 bLevel ); +STRUCTURE *FindStructureBySavedInfo( INT32 sGridNo, UINT8 ubType, UINT8 ubWallOrientation, INT8 bLevel ); UINT32 StructureTypeToFlag( UINT8 ubType ); UINT8 StructureFlagToType( UINT32 uiFlag ); diff --git a/TileEngine/worlddef.cpp b/TileEngine/worlddef.cpp index 281d38f6..d41b46ff 100644 --- a/TileEngine/worlddef.cpp +++ b/TileEngine/worlddef.cpp @@ -23,7 +23,7 @@ #include "lighting.h" #include "structure.h" #include "vobject.h" - + #include "Soldier Control.h" #include "isometric utils.h" #include "Interactive Tiles.h" #include "utilities.h" @@ -65,27 +65,25 @@ #include "SmokeEffects.h" #include "LightEffects.h" #include "meanwhile.h" + #include "LoadScreen.h"//dnl ch30 150909 + #include "Interface Cursors.h" + #include "Simple Render Utils.h"//dnl ch54 111009 #endif -//forward declarations of common classes to eliminate includes -class OBJECTTYPE; -class SOLDIERTYPE; - - #define SET_MOVEMENTCOST( a, b, c, d ) ( ( gubWorldMovementCosts[ a ][ b ][ c ] < d ) ? ( gubWorldMovementCosts[ a ][ b ][ c ] = d ) : 0 ); #define FORCE_SET_MOVEMENTCOST( a, b, c, d ) ( gubWorldMovementCosts[ a ][ b ][ c ] = d ) -#define SET_CURRMOVEMENTCOST( a, b ) SET_MOVEMENTCOST( sGridNo, a, 0, b ) +#define SET_CURRMOVEMENTCOST( a, b ) SET_MOVEMENTCOST( usGridNo, a, 0, b ) #define TEMP_FILE_FOR_TILESET_CHANGE "jatileS34.dat" #define MAP_FULLSOLDIER_SAVED 0x00000001 #define MAP_WORLDONLY_SAVED 0x00000002 #define MAP_WORLDLIGHTS_SAVED 0x00000004 -#define MAP_WORLDITEMS_SAVED 0x00000008 +#define MAP_WORLDITEMS_SAVED 0x00000008 #define MAP_EXITGRIDS_SAVED 0x00000010 #define MAP_DOORTABLE_SAVED 0x00000020 -#define MAP_EDGEPOINTS_SAVED 0x00000040 -#define MAP_AMBIENTLIGHTLEVEL_SAVED 0x00000080 +#define MAP_EDGEPOINTS_SAVED 0x00000040 +#define MAP_AMBIENTLIGHTLEVEL_SAVED 0x00000080 #define MAP_NPCSCHEDULES_SAVED 0x00000100 #ifdef JA2EDITOR @@ -93,6 +91,24 @@ class SOLDIERTYPE; extern CHAR16 gzErrorCatchString[256]; #endif +//dnl ch43 290909 +// variable map size +INT32 guiWorldCols = OLD_WORLD_COLS; +INT32 guiWorldRows = OLD_WORLD_ROWS; +// ðàçìåðû äîëæíû áûòü ïðîèçâåäåíèåì 8 +// size must be multiple of 8 +//SB: resize all service array due to tactical map size change +extern UINT8 *gubGridNoMarkers; +extern UINT8 *gubFOVDebugInfoInfo; +extern INT16 gsFullTileDirections[MAX_FULLTILE_DIRECTIONS]; +extern INT32 dirDelta[8]; +extern INT16 DirIncrementer[8]; +extern INT16 *gsCoverValue; +extern INT32 gsTempActionGridNo; +extern INT32 gsOverItemsGridNo; +extern INT32 gsOutOfRangeGridNo; +// + CHAR8 gubFilename[200]; // TEMP @@ -126,10 +142,10 @@ BOOLEAN LoadTileSurfaces( char pTileSurfaceFilenames[][32], UINT8 ubTilesetID ); BOOLEAN AddTileSurface( SGPFILENAME cFilename, UINT32 ubType, UINT8 ubTilesetID, BOOLEAN fGetFromRoot ); void DestroyTileSurfaces( void ); void ProcessTilesetNamesForBPP(void); -BOOLEAN IsRoofVisibleForWireframe( INT16 sMapPos ); +BOOLEAN IsRoofVisibleForWireframe( INT32 sMapPos ); -INT8 IsHiddenTileMarkerThere( INT16 sGridNo ); +INT8 IsHiddenTileMarkerThere( INT32 sGridNo ); extern void SetInterfaceHeightLevel( ); extern void GetRootName( STR8 pDestStr, const STR8 pSrcStr ); @@ -141,7 +157,8 @@ void LoadMapLights( INT8 **hBuffer ); MAP_ELEMENT *gpWorldLevelData; INT32 *gpDirtyData; UINT32 gSurfaceMemUsage; -UINT8 gubWorldMovementCosts[ WORLD_MAX ][MAXDIR][2]; +//UINT8 gubWorldMovementCosts[ WORLD_MAX ][MAXDIR][2]; +UINT8 (*gubWorldMovementCosts)[MAXDIR][2] = NULL;//dnl ch43 260909 // set to nonzero (locs of base gridno of structure are good) to have it defined by structure code INT16 gsRecompileAreaTop = 0; @@ -161,7 +178,7 @@ INT16 gsRecompileAreaBottom = 0; extern UINT32 uiNumImagesReloaded; #endif -BOOLEAN DoorAtGridNo( UINT32 iMapIndex ) +BOOLEAN DoorAtGridNo( INT32 iMapIndex ) { STRUCTURE *pStruct; pStruct = gpWorldLevelData[ iMapIndex ].pStructureHead; @@ -174,7 +191,7 @@ BOOLEAN DoorAtGridNo( UINT32 iMapIndex ) return FALSE; } -BOOLEAN OpenableAtGridNo( UINT32 iMapIndex ) +BOOLEAN OpenableAtGridNo( INT32 iMapIndex ) { STRUCTURE *pStruct; pStruct = gpWorldLevelData[ iMapIndex ].pStructureHead; @@ -187,7 +204,7 @@ BOOLEAN OpenableAtGridNo( UINT32 iMapIndex ) return FALSE; } -BOOLEAN FloorAtGridNo( UINT32 iMapIndex ) +BOOLEAN FloorAtGridNo( INT32 iMapIndex ) { LEVELNODE *pLand; UINT32 uiTileType; @@ -208,7 +225,7 @@ BOOLEAN FloorAtGridNo( UINT32 iMapIndex ) return FALSE; } -BOOLEAN GridNoIndoors( UINT32 iMapIndex ) +BOOLEAN GridNoIndoors( INT32 iMapIndex ) { if( gfBasement || gfCaves ) return TRUE; @@ -223,7 +240,7 @@ void DOIT( ) //LEVELNODE * pObject; LEVELNODE * pStruct, *pNewStruct; //LEVELNODE * pShadow; - UINT32 uiLoop; + INT32 uiLoop; // first level for( uiLoop = 0; uiLoop < WORLD_MAX; uiLoop++ ) @@ -300,28 +317,32 @@ BOOLEAN InitializeWorld( ) } - -void DeinitializeWorld( ) +//dnl ch43 290909 +void DeinitializeWorld() { TrashWorld(); - - if ( gpWorldLevelData != NULL ) - { - MemFree( gpWorldLevelData ); - } - - if ( gpDirtyData != NULL ) - { - MemFree( gpDirtyData ); - } - - DestroyTileSurfaces( ); - FreeAllStructureFiles( ); - - // Shutdown tile database data - DeallocateTileDatabase( ); - - ShutdownRoomDatabase( ); + if(gubGridNoMarkers) + MemFree(gubGridNoMarkers); + if(gsCoverValue) + MemFree(gsCoverValue); + if(gubBuildingInfo) + MemFree(gubBuildingInfo); + if(gubWorldRoomInfo) + MemFree(gubWorldRoomInfo); + if(gubWorldMovementCosts) + MemFree(gubWorldMovementCosts); + if(gpWorldLevelData) + MemFree(gpWorldLevelData); +#ifdef _DEBUG + if(gubFOVDebugInfoInfo) + MemFree(gubFOVDebugInfoInfo); +#endif + if(gpDirtyData) + MemFree(gpDirtyData); + DestroyTileSurfaces(); + FreeAllStructureFiles(); + DeallocateTileDatabase(); + ShutdownRoomDatabase(); } @@ -461,7 +482,7 @@ BOOLEAN LoadTileSurfaces( char ppTileSurfaceFilenames[][32], UINT8 ubTilesetID ) return( TRUE ); } -BOOLEAN AddTileSurface( STR8 cFilename, UINT32 ubType, UINT8 ubTilesetID, BOOLEAN fGetFromRoot ) +BOOLEAN AddTileSurface( STR8 cFilename, UINT32 ubType, UINT8 ubTilesetID, BOOLEAN fGetFromRoot ) { // Add tile surface PTILE_IMAGERY TileSurf; @@ -519,14 +540,14 @@ BOOLEAN AddTileSurface( STR8 cFilename, UINT32 ubType, UINT8 ubTilesetID, BOOLEA extern BOOLEAN gfLoadShadeTablesFromTextFile; -void BuildTileShadeTables( ) +void BuildTileShadeTables( ) { // BF //STRING512 DataDir; //STRING512 ShadeTableDir; - UINT32 uiLoop; - CHAR8 cRootFile[ 128 ]; - BOOLEAN fForceRebuildForSlot = FALSE; + UINT32 uiLoop; + CHAR8 cRootFile[ 128 ]; + BOOLEAN fForceRebuildForSlot = FALSE; #ifdef JA2TESTVERSION UINT32 uiStartTime; @@ -589,27 +610,27 @@ void BuildTileShadeTables( ) if ( gTileSurfaceArray[ uiLoop ] != NULL ) { // Don't Create shade tables if default were already used once! -#ifdef JA2EDITOR - if( gbNewTileSurfaceLoaded[ uiLoop ] || gfEditorForceShadeTableRebuild ) -#else - if( gbNewTileSurfaceLoaded[ uiLoop ] ) -#endif - { - fForceRebuildForSlot = FALSE; - - GetRootName( cRootFile, TileSurfaceFilenames[ uiLoop ] ); - - if ( strcmp( cRootFile, "grass2" ) == 0 ) + #ifdef JA2EDITOR + if( gbNewTileSurfaceLoaded[ uiLoop ] || gfEditorForceShadeTableRebuild ) + #else + if( gbNewTileSurfaceLoaded[ uiLoop ] ) + #endif { - fForceRebuildForSlot = TRUE; - } + fForceRebuildForSlot = FALSE; -#ifdef JA2TESTVERSION - uiNumImagesReloaded++; -#endif - RenderProgressBar( 0, uiLoop * 100 / NUMBEROFTILETYPES ); - CreateTilePaletteTables( gTileSurfaceArray[ uiLoop ]->vo, uiLoop, fForceRebuildForSlot ); - } + GetRootName( cRootFile, TileSurfaceFilenames[ uiLoop ] ); + + if ( strcmp( cRootFile, "grass2" ) == 0 ) + { + fForceRebuildForSlot = TRUE; + } + + #ifdef JA2TESTVERSION + uiNumImagesReloaded++; + #endif + RenderProgressBar( 0, uiLoop * 100 / NUMBEROFTILETYPES ); + CreateTilePaletteTables( gTileSurfaceArray[ uiLoop ]->vo, uiLoop, fForceRebuildForSlot ); + } } } @@ -621,9 +642,9 @@ void BuildTileShadeTables( ) ubLastGreen = gpLightColors[0].peGreen; ubLastBlue = gpLightColors[0].peBlue; -#ifdef JA2TESTVERSION - uiBuildShadeTableTime = GetJA2Clock() - uiStartTime; -#endif + #ifdef JA2TESTVERSION + uiBuildShadeTableTime = GetJA2Clock() - uiStartTime; + #endif } void DestroyTileShadeTables( ) @@ -666,11 +687,11 @@ void DestroyTileSurfaces( ) void CompileWorldTerrainIDs( void ) { - INT16 sGridNo; - INT16 sTempGridNo; - LEVELNODE * pNode; - TILE_ELEMENT * pTileElement; - UINT8 ubLoop; + INT32 sGridNo; + INT32 sTempGridNo; + LEVELNODE *pNode; + TILE_ELEMENT *pTileElement; + UINT8 ubLoop; for( sGridNo = 0; sGridNo < WORLD_MAX; sGridNo++ ) { @@ -714,7 +735,7 @@ void CompileWorldTerrainIDs( void ) } } -void CompileTileMovementCosts( INT16 sGridNo ) +void CompileTileMovementCosts( INT32 usGridNo ) { UINT8 ubTerrainID; TILE_ELEMENT TileElem; @@ -728,20 +749,20 @@ void CompileTileMovementCosts( INT16 sGridNo ) /* */ - if ( GridNoOnVisibleWorldTile( sGridNo ) ) + if ( GridNoOnVisibleWorldTile( usGridNo ) ) { // check for land of a different height in adjacent locations for ( ubDirLoop = 0; ubDirLoop < 8; ubDirLoop++ ) { - if ( gpWorldLevelData[ sGridNo ].sHeight != - gpWorldLevelData[ sGridNo + DirectionInc( ubDirLoop ) ].sHeight ) + if ( gpWorldLevelData[ usGridNo ].sHeight != + gpWorldLevelData[ usGridNo + DirectionInc( ubDirLoop ) ].sHeight ) { SET_CURRMOVEMENTCOST( ubDirLoop, TRAVELCOST_OBSTACLE ); } } // check for exit grids - if ( ExitGridAtGridNo( sGridNo ) ) + if ( ExitGridAtGridNo( usGridNo ) ) { for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++) { @@ -755,19 +776,19 @@ void CompileTileMovementCosts( INT16 sGridNo ) { for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++) { - SET_MOVEMENTCOST( sGridNo, ubDirLoop, 0, TRAVELCOST_OFF_MAP ); - SET_MOVEMENTCOST( sGridNo, ubDirLoop, 1, TRAVELCOST_OFF_MAP ); + SET_MOVEMENTCOST( usGridNo, ubDirLoop, 0, TRAVELCOST_OFF_MAP ); + SET_MOVEMENTCOST( usGridNo, ubDirLoop, 1, TRAVELCOST_OFF_MAP ); } - if (gpWorldLevelData[sGridNo].pStructureHead == NULL) + if (gpWorldLevelData[usGridNo].pStructureHead == NULL) { return; } } - if (gpWorldLevelData[sGridNo].pStructureHead != NULL) + if (gpWorldLevelData[usGridNo].pStructureHead != NULL) { // structures in tile // consider the land - pLand = gpWorldLevelData[ sGridNo ].pLandHead; + pLand = gpWorldLevelData[ usGridNo ].pLandHead; if ( pLand != NULL ) { // Set TEMPORARY cost here @@ -775,7 +796,7 @@ void CompileTileMovementCosts( INT16 sGridNo ) TileElem = gTileDatabase[ pLand->usIndex ]; // Get terrain type - ubTerrainID = gpWorldLevelData[sGridNo].ubTerrainID; // = GetTerrainType( (INT16)sGridNo ); + ubTerrainID = gpWorldLevelData[usGridNo].ubTerrainID; // = GetTerrainType( (INT16)usGridNo ); for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ubDirLoop++) { @@ -784,7 +805,7 @@ void CompileTileMovementCosts( INT16 sGridNo ) } // now consider all structures - pStructure = gpWorldLevelData[sGridNo].pStructureHead; + pStructure = gpWorldLevelData[usGridNo].pStructureHead; fStructuresOnRoof = FALSE; do { @@ -843,14 +864,14 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_OBSTACLE ); SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE ); // set values for the tiles EXITED from this location - FORCE_SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_NONE ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); - FORCE_SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_NONE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo - 1, WEST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); + FORCE_SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_NONE ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + FORCE_SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_NONE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo - 1, WEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); break; case OUTSIDE_TOP_RIGHT: @@ -865,21 +886,21 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_FENCE ); SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE ); // set values for the tiles EXITED from this location - SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); // make sure no obstacle costs exists before changing path cost to 0 - if ( gubWorldMovementCosts[ sGridNo + 1 ][ EAST ][ 0 ] < TRAVELCOST_BLOCKED ) + if ( gubWorldMovementCosts[ usGridNo + 1 ][ EAST ][ 0 ] < TRAVELCOST_BLOCKED ) { - FORCE_SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_NONE ); + FORCE_SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_NONE ); } - SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); - if ( gubWorldMovementCosts[ sGridNo - 1 ][ WEST ][ 0 ] < TRAVELCOST_BLOCKED ) + SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); + if ( gubWorldMovementCosts[ usGridNo - 1 ][ WEST ][ 0 ] < TRAVELCOST_BLOCKED ) { - FORCE_SET_MOVEMENTCOST( sGridNo - 1, WEST, 0, TRAVELCOST_NONE ); + FORCE_SET_MOVEMENTCOST( usGridNo - 1, WEST, 0, TRAVELCOST_NONE ); } - SET_MOVEMENTCOST( sGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); break; default: @@ -898,25 +919,25 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( ubDirLoop, TRAVELCOST_OBSTACLE ); } - if ( FindStructure( (INT16) (sGridNo - WORLD_COLS), STRUCTURE_OBSTACLE ) == FALSE && FindStructure( (INT16)(sGridNo + WORLD_COLS), STRUCTURE_OBSTACLE ) == FALSE ) + if ( FindStructure( (usGridNo - WORLD_COLS), STRUCTURE_OBSTACLE ) == FALSE && FindStructure( (usGridNo + WORLD_COLS), STRUCTURE_OBSTACLE ) == FALSE ) { - FORCE_SET_MOVEMENTCOST( sGridNo, NORTH, 0, TRAVELCOST_FENCE ); - FORCE_SET_MOVEMENTCOST( sGridNo, SOUTH, 0, TRAVELCOST_FENCE ); + FORCE_SET_MOVEMENTCOST( usGridNo, NORTH, 0, TRAVELCOST_FENCE ); + FORCE_SET_MOVEMENTCOST( usGridNo, SOUTH, 0, TRAVELCOST_FENCE ); } - if ( FindStructure( (INT16)(sGridNo - 1), STRUCTURE_OBSTACLE ) == FALSE && FindStructure( (INT16)(sGridNo + 1), STRUCTURE_OBSTACLE ) == FALSE ) + if ( FindStructure( (usGridNo - 1), STRUCTURE_OBSTACLE ) == FALSE && FindStructure( (usGridNo + 1), STRUCTURE_OBSTACLE ) == FALSE ) { - FORCE_SET_MOVEMENTCOST( sGridNo, EAST, 0, TRAVELCOST_FENCE ); - FORCE_SET_MOVEMENTCOST( sGridNo, WEST, 0, TRAVELCOST_FENCE ); + FORCE_SET_MOVEMENTCOST( usGridNo, EAST, 0, TRAVELCOST_FENCE ); + FORCE_SET_MOVEMENTCOST( usGridNo, WEST, 0, TRAVELCOST_FENCE ); } } else if ( (pStructure->fFlags & STRUCTURE_CAVEWALL ) ) - { + { for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ubDirLoop++) { SET_CURRMOVEMENTCOST( ubDirLoop, TRAVELCOST_CAVEWALL ); } - } + } else { for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ubDirLoop++) @@ -939,34 +960,34 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_WALL ); SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_DOOR_CLOSED_HERE ); SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + 1, NORTHEAST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_DOOR_CLOSED_W ); - SET_MOVEMENTCOST( sGridNo + 1, SOUTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_DOOR_CLOSED_W ); + SET_MOVEMENTCOST( usGridNo + 1, SOUTHEAST, 0, TRAVELCOST_WALL ); // corner - SET_MOVEMENTCOST( sGridNo + 1 + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + 1 + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_WALL ); } else { // door SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_DOOR_OPEN_W ); SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_DOOR_OPEN_W ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_OPEN_NW ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_DOOR_OPEN_NW ); - SET_MOVEMENTCOST( sGridNo + 1, NORTHEAST, 0, TRAVELCOST_DOOR_OPEN_W_W ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_DOOR_OPEN_NW_W ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_OPEN_NW ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_DOOR_OPEN_NW ); + SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_DOOR_OPEN_W_W ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_DOOR_OPEN_NW_W ); } break; case INSIDE_TOP_RIGHT: // doorpost SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + 1,NORTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + 1,NORTHEAST, 0, TRAVELCOST_WALL ); // door SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_DOOR_OPEN_HERE ); SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_DOOR_OPEN_HERE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_OPEN_N ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_DOOR_OPEN_N ); - SET_MOVEMENTCOST( sGridNo - 1, NORTHWEST, 0, TRAVELCOST_DOOR_OPEN_E ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_DOOR_OPEN_NE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_OPEN_N ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_DOOR_OPEN_N ); + SET_MOVEMENTCOST( usGridNo - 1, NORTHWEST, 0, TRAVELCOST_DOOR_OPEN_E ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_DOOR_OPEN_NE ); break; default: @@ -985,36 +1006,36 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_WALL ); SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_DOOR_CLOSED_HERE ); SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_CLOSED_N ) - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_WALL ); ; + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_CLOSED_N ) + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_WALL ); ; // corner - SET_MOVEMENTCOST( sGridNo + 1 ,NORTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + 1 ,NORTHEAST, 0, TRAVELCOST_WALL ); } else { // door SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_DOOR_OPEN_N ); SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_DOOR_OPEN_N ); - SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_DOOR_OPEN_NW ); - SET_MOVEMENTCOST( sGridNo + 1, NORTHEAST, 0, TRAVELCOST_DOOR_OPEN_NW ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_DOOR_OPEN_N_N ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_DOOR_OPEN_NW_N ); + SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_DOOR_OPEN_NW ); + SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_DOOR_OPEN_NW ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_DOOR_OPEN_N_N ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_DOOR_OPEN_NW_N ); } break; case INSIDE_TOP_LEFT: // doorpost SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_WALL ); // corner - SET_MOVEMENTCOST( sGridNo + 1 ,NORTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + 1 ,NORTHEAST, 0, TRAVELCOST_WALL ); // door SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_DOOR_OPEN_HERE ); SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_DOOR_OPEN_HERE ); - SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_DOOR_OPEN_W ); - SET_MOVEMENTCOST( sGridNo + 1, SOUTHEAST, 0, TRAVELCOST_DOOR_OPEN_W ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_DOOR_OPEN_S ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_DOOR_OPEN_SW ); + SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_DOOR_OPEN_W ); + SET_MOVEMENTCOST( usGridNo + 1, SOUTHEAST, 0, TRAVELCOST_DOOR_OPEN_W ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_DOOR_OPEN_S ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_DOOR_OPEN_SW ); break; default: // door with no orientation specified!? @@ -1033,9 +1054,9 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_WALL ); SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_DOOR_CLOSED_HERE ); SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_DOOR_CLOSED_HERE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_CLOSED_N ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_DOOR_CLOSED_N ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_CLOSED_N ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_DOOR_CLOSED_N ); } else @@ -1043,9 +1064,9 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_DOOR_CLOSED_HERE ); SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_DOOR_CLOSED_HERE ); SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_DOOR_CLOSED_N); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_CLOSED_N); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_DOOR_CLOSED_N); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_CLOSED_N); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_WALL ); } break; @@ -1058,9 +1079,9 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_DOOR_CLOSED_HERE ); SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_DOOR_CLOSED_HERE ); - SET_MOVEMENTCOST( sGridNo + 1, NORTHEAST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_DOOR_CLOSED_W ); - SET_MOVEMENTCOST( sGridNo + 1, SOUTHEAST, 0, TRAVELCOST_DOOR_CLOSED_W ); + SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_DOOR_CLOSED_W ); + SET_MOVEMENTCOST( usGridNo + 1, SOUTHEAST, 0, TRAVELCOST_DOOR_CLOSED_W ); } else { @@ -1068,9 +1089,9 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_DOOR_CLOSED_HERE ); SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + 1, NORTHEAST, 0, TRAVELCOST_DOOR_CLOSED_W ); - SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_DOOR_CLOSED_W ); - SET_MOVEMENTCOST( sGridNo + 1, SOUTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_DOOR_CLOSED_W ); + SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_DOOR_CLOSED_W ); + SET_MOVEMENTCOST( usGridNo + 1, SOUTHEAST, 0, TRAVELCOST_WALL ); } break; } @@ -1087,32 +1108,32 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_DOOR_CLOSED_HERE ); SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_CLOSED_N ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_CLOSED_N ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_WALL ); // DO CORNERS - SET_MOVEMENTCOST( sGridNo - 1, NORTHWEST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + 1, NORTHEAST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo - 1, NORTHWEST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_WALL ); //SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_OBSTACLE ); //SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE ); - //SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); - //SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); + //SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + //SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); // corner - //SET_MOVEMENTCOST( sGridNo + 1 ,NORTHEAST, 0, TRAVELCOST_OBSTACLE ); + //SET_MOVEMENTCOST( usGridNo + 1 ,NORTHEAST, 0, TRAVELCOST_OBSTACLE ); } else if (!(pStructure->fFlags & STRUCTURE_SLIDINGDOOR)) { // door SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_WALL ); SET_CURRMOVEMENTCOST( EAST, TRAVELCOST_DOOR_OPEN_N ); - SET_MOVEMENTCOST( sGridNo - 1, WEST, 0, TRAVELCOST_DOOR_OPEN_NE ); - SET_MOVEMENTCOST( sGridNo - 1, NORTHWEST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_DOOR_OPEN_N_N ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_DOOR_OPEN_NE_N ); + SET_MOVEMENTCOST( usGridNo - 1, WEST, 0, TRAVELCOST_DOOR_OPEN_NE ); + SET_MOVEMENTCOST( usGridNo - 1, NORTHWEST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_DOOR_OPEN_N_N ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_DOOR_OPEN_NE_N ); } break; @@ -1121,32 +1142,32 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_DOOR_CLOSED_HERE ); SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_CLOSED_N ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_CLOSED_N ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); // DO CORNERS - SET_MOVEMENTCOST( sGridNo - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); // doorframe //SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_OBSTACLE ); //SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE ); - //SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); - //SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); + //SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + //SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); // corner - //SET_MOVEMENTCOST( sGridNo + 1 ,NORTHEAST, 0, TRAVELCOST_OBSTACLE ); + //SET_MOVEMENTCOST( usGridNo + 1 ,NORTHEAST, 0, TRAVELCOST_OBSTACLE ); // door if (!(pStructure->fFlags & STRUCTURE_SLIDINGDOOR)) { SET_CURRMOVEMENTCOST( EAST, TRAVELCOST_DOOR_OPEN_HERE ); SET_CURRMOVEMENTCOST( SOUTHEAST, TRAVELCOST_DOOR_OPEN_HERE ); - SET_MOVEMENTCOST( sGridNo - 1, WEST, 0, TRAVELCOST_DOOR_OPEN_E ); - SET_MOVEMENTCOST( sGridNo - 1, SOUTHWEST, 0, TRAVELCOST_DOOR_OPEN_E ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTHEAST, 0, TRAVELCOST_DOOR_OPEN_S ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_DOOR_OPEN_SE ); + SET_MOVEMENTCOST( usGridNo - 1, WEST, 0, TRAVELCOST_DOOR_OPEN_E ); + SET_MOVEMENTCOST( usGridNo - 1, SOUTHWEST, 0, TRAVELCOST_DOOR_OPEN_E ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTHEAST, 0, TRAVELCOST_DOOR_OPEN_S ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_DOOR_OPEN_SE ); } break; @@ -1157,31 +1178,31 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_DOOR_CLOSED_HERE ); SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_DOOR_CLOSED_W ); - SET_MOVEMENTCOST( sGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_DOOR_CLOSED_W ); + SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); // DO CORNERS - SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); //SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_OBSTACLE ); //SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE ); - //SET_MOVEMENTCOST( sGridNo + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); - //SET_MOVEMENTCOST( sGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); + //SET_MOVEMENTCOST( usGridNo + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + //SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); // corner - //SET_MOVEMENTCOST( sGridNo + 1 + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + //SET_MOVEMENTCOST( usGridNo + 1 + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); } else if (!(pStructure->fFlags & STRUCTURE_SLIDINGDOOR)) { // door SET_CURRMOVEMENTCOST( SOUTH, TRAVELCOST_DOOR_OPEN_W ); SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_DOOR_OPEN_W ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_DOOR_OPEN_SW ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_DOOR_OPEN_SW ); - SET_MOVEMENTCOST( sGridNo + 1, SOUTHEAST, 0, TRAVELCOST_DOOR_OPEN_W_W ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_DOOR_OPEN_SW_W ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_DOOR_OPEN_SW ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_DOOR_OPEN_SW ); + SET_MOVEMENTCOST( usGridNo + 1, SOUTHEAST, 0, TRAVELCOST_DOOR_OPEN_W_W ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_DOOR_OPEN_SW_W ); } break; @@ -1190,34 +1211,34 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_DOOR_CLOSED_HERE ); SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_DOOR_CLOSED_W ); - SET_MOVEMENTCOST( sGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_DOOR_CLOSED_W ); + SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); // DO CORNERS - SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); // doorframe /* SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_OBSTACLE ); SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + 1,SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + 1,NORTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + 1,SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + 1,NORTHEAST, 0, TRAVELCOST_OBSTACLE ); // corner - SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); */ if (!(pStructure->fFlags & STRUCTURE_SLIDINGDOOR)) { // door SET_CURRMOVEMENTCOST( SOUTH, TRAVELCOST_DOOR_OPEN_HERE ); SET_CURRMOVEMENTCOST( SOUTHEAST, TRAVELCOST_DOOR_OPEN_HERE ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_DOOR_OPEN_S ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTHEAST, 0, TRAVELCOST_DOOR_OPEN_S ); - SET_MOVEMENTCOST( sGridNo - 1, SOUTHWEST, 0, TRAVELCOST_DOOR_OPEN_E ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_DOOR_OPEN_SE ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_DOOR_OPEN_S ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTHEAST, 0, TRAVELCOST_DOOR_OPEN_S ); + SET_MOVEMENTCOST( usGridNo - 1, SOUTHWEST, 0, TRAVELCOST_DOOR_OPEN_E ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_DOOR_OPEN_SE ); } break; @@ -1236,15 +1257,15 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_DOOR_CLOSED_HERE ); SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_CLOSED_N ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_DOOR_CLOSED_N ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); // DO CORNERS - SET_MOVEMENTCOST( sGridNo - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); break; case OUTSIDE_TOP_RIGHT: @@ -1253,15 +1274,15 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_DOOR_CLOSED_HERE ); SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_DOOR_CLOSED_W ); - SET_MOVEMENTCOST( sGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_DOOR_CLOSED_W ); + SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); // DO CORNERS - SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE ); break; default: @@ -1282,15 +1303,15 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_WALL ); SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_WALL ); SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_WALL ); // DO CORNERS - SET_MOVEMENTCOST( sGridNo - 1, NORTHWEST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + 1, NORTHEAST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo - 1, NORTHWEST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_WALL ); break; case OUTSIDE_TOP_RIGHT: @@ -1298,15 +1319,15 @@ void CompileTileMovementCosts( INT16 sGridNo ) SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_WALL ); SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_WALL ); SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + 1, SOUTHEAST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + 1, NORTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + 1, SOUTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_WALL ); // DO CORNERS - SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_WALL ); - SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_WALL ); + SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_WALL ); break; default: @@ -1319,7 +1340,7 @@ void CompileTileMovementCosts( INT16 sGridNo ) { if (!(pStructure->fFlags & STRUCTURE_PASSABLE || pStructure->fFlags & STRUCTURE_NORMAL_ROOF)) { - // DNS: Try a fix to prevent people from "permanently" blocking the roof + // DNS: Try a fix to prevent people from "permanently" blocking the roof if (!(pStructure->fFlags & STRUCTURE_PERSON)) { fStructuresOnRoof = TRUE; @@ -1330,20 +1351,20 @@ void CompileTileMovementCosts( INT16 sGridNo ) } while (pStructure != NULL); // HIGHEST LAYER - if ((gpWorldLevelData[ sGridNo ].pRoofHead != NULL)) + if ((gpWorldLevelData[ usGridNo ].pRoofHead != NULL)) { if (!fStructuresOnRoof) { for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++) { - SET_MOVEMENTCOST( sGridNo, ubDirLoop, 1, TRAVELCOST_FLAT ); + SET_MOVEMENTCOST( usGridNo, ubDirLoop, 1, TRAVELCOST_FLAT ); } } else { for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++) { - SET_MOVEMENTCOST( sGridNo, ubDirLoop, 1, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo, ubDirLoop, 1, TRAVELCOST_OBSTACLE ); } } } @@ -1351,7 +1372,7 @@ void CompileTileMovementCosts( INT16 sGridNo ) { for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++) { - SET_MOVEMENTCOST( sGridNo, ubDirLoop, 1, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo, ubDirLoop, 1, TRAVELCOST_OBSTACLE ); } } } @@ -1360,14 +1381,14 @@ void CompileTileMovementCosts( INT16 sGridNo ) // consider just the land // Get terrain type - ubTerrainID = gpWorldLevelData[sGridNo].ubTerrainID; // = GetTerrainType( (INT16)sGridNo ); + ubTerrainID = gpWorldLevelData[usGridNo].ubTerrainID; // = GetTerrainType( (INT16)usGridNo ); for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++) { - SET_MOVEMENTCOST( sGridNo ,ubDirLoop, 0, gTileTypeMovementCost[ ubTerrainID ] ); + SET_MOVEMENTCOST( usGridNo ,ubDirLoop, 0, gTileTypeMovementCost[ ubTerrainID ] ); } /* - pLand = gpWorldLevelData[ sGridNo ].pLandHead; + pLand = gpWorldLevelData[ usGridNo ].pLandHead; if ( pLand != NULL ) { // Set cost here @@ -1375,27 +1396,27 @@ void CompileTileMovementCosts( INT16 sGridNo ) TileElem = gTileDatabase[ pLand->usIndex ]; // Get terrain type - ubTerrainID = GetTerrainType( (INT16)sGridNo ); + ubTerrainID = GetTerrainType( (INT16)usGridNo ); for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++) { - SET_MOVEMENTCOST( sGridNo ,ubDirLoop, 0, gTileTypeMovementCost[ ubTerrainID ] ); + SET_MOVEMENTCOST( usGridNo ,ubDirLoop, 0, gTileTypeMovementCost[ ubTerrainID ] ); } } */ // HIGHEST LEVEL - if (gpWorldLevelData[ sGridNo ].pRoofHead != NULL) + if (gpWorldLevelData[ usGridNo ].pRoofHead != NULL) { for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++) { - SET_MOVEMENTCOST( sGridNo, ubDirLoop, 1, TRAVELCOST_FLAT ); + SET_MOVEMENTCOST( usGridNo, ubDirLoop, 1, TRAVELCOST_FLAT ); } } else { for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++) { - SET_MOVEMENTCOST( sGridNo, ubDirLoop, 1, TRAVELCOST_OBSTACLE ); + SET_MOVEMENTCOST( usGridNo, ubDirLoop, 1, TRAVELCOST_OBSTACLE ); } } } @@ -1403,9 +1424,9 @@ void CompileTileMovementCosts( INT16 sGridNo ) #define LOCAL_RADIUS 4 -void RecompileLocalMovementCosts( INT16 sCentreGridNo ) +void RecompileLocalMovementCosts( INT32 sCentreGridNo ) { - INT16 sGridNo; + INT32 usGridNo; INT16 sGridX, sGridY; INT16 sCentreGridX, sCentreGridY; INT8 bDirLoop; @@ -1415,15 +1436,15 @@ void RecompileLocalMovementCosts( INT16 sCentreGridNo ) { for( sGridX = sCentreGridX - LOCAL_RADIUS; sGridX < sCentreGridX + LOCAL_RADIUS; sGridX++ ) { - sGridNo = MAPROWCOLTOPOS( sGridY, sGridX ); + usGridNo = MAPROWCOLTOPOS( sGridY, sGridX ); // times 2 for 2 levels, times 2 for UINT16s -// memset( &(gubWorldMovementCosts[sGridNo]), 0, MAXDIR * 2 * 2 ); - if (sGridNo < WORLD_MAX) +// memset( &(gubWorldMovementCosts[usGridNo]), 0, MAXDIR * 2 * 2 ); + if (usGridNo < WORLD_MAX) { for( bDirLoop = 0; bDirLoop < MAXDIR; bDirLoop++) { - gubWorldMovementCosts[sGridNo][bDirLoop][0] = 0; - gubWorldMovementCosts[sGridNo][bDirLoop][1] = 0; + gubWorldMovementCosts[usGridNo][bDirLoop][0] = 0; + gubWorldMovementCosts[usGridNo][bDirLoop][1] = 0; } } } @@ -1435,19 +1456,19 @@ void RecompileLocalMovementCosts( INT16 sCentreGridNo ) { for( sGridX = sCentreGridX - LOCAL_RADIUS - 1; sGridX < sCentreGridX + LOCAL_RADIUS + 1; sGridX++ ) { - sGridNo = MAPROWCOLTOPOS( sGridY, sGridX ); - if (sGridNo < WORLD_MAX) + usGridNo = MAPROWCOLTOPOS( sGridY, sGridX ); + if (usGridNo < WORLD_MAX) { - CompileTileMovementCosts( sGridNo ); + CompileTileMovementCosts( usGridNo ); } } } } -void RecompileLocalMovementCostsFromRadius( INT16 sCentreGridNo, INT8 bRadius ) +void RecompileLocalMovementCostsFromRadius( INT32 sCentreGridNo, INT8 bRadius ) { - INT16 sGridNo; + INT32 usGridNo; INT16 sGridX, sGridY; INT16 sCentreGridX, sCentreGridY; INT8 bDirLoop; @@ -1469,15 +1490,15 @@ void RecompileLocalMovementCostsFromRadius( INT16 sCentreGridNo, INT8 bRadius ) { for( sGridX = sCentreGridX - bRadius; sGridX < sCentreGridX + bRadius; sGridX++ ) { - sGridNo = MAPROWCOLTOPOS( sGridY, sGridX ); + usGridNo = MAPROWCOLTOPOS( sGridY, sGridX ); // times 2 for 2 levels, times 2 for UINT16s - // memset( &(gubWorldMovementCosts[sGridNo]), 0, MAXDIR * 2 * 2 ); - if (sGridNo < WORLD_MAX) + // memset( &(gubWorldMovementCosts[usGridNo]), 0, MAXDIR * 2 * 2 ); + if (usGridNo < WORLD_MAX) { for( bDirLoop = 0; bDirLoop < MAXDIR; bDirLoop++) { - gubWorldMovementCosts[sGridNo][bDirLoop][0] = 0; - gubWorldMovementCosts[sGridNo][bDirLoop][1] = 0; + gubWorldMovementCosts[usGridNo][bDirLoop][0] = 0; + gubWorldMovementCosts[usGridNo][bDirLoop][1] = 0; } } } @@ -1489,19 +1510,19 @@ void RecompileLocalMovementCostsFromRadius( INT16 sCentreGridNo, INT8 bRadius ) { for( sGridX = sCentreGridX - bRadius - 1; sGridX < sCentreGridX + bRadius + 1; sGridX++ ) { - sGridNo = MAPROWCOLTOPOS( sGridY, sGridX ); - if (sGridNo < WORLD_MAX) + usGridNo = MAPROWCOLTOPOS( sGridY, sGridX ); + if (usGridNo < WORLD_MAX) { - CompileTileMovementCosts( sGridNo ); + CompileTileMovementCosts( usGridNo ); } } } } } -void AddTileToRecompileArea( INT16 sGridNo ) +void AddTileToRecompileArea( INT32 sGridNo ) { - INT16 sCheckGridNo; + INT32 sCheckGridNo; INT16 sCheckX; INT16 sCheckY; @@ -1542,7 +1563,7 @@ void AddTileToRecompileArea( INT16 sGridNo ) void RecompileLocalMovementCostsInAreaWithFlags( void ) { - INT16 sGridNo; + INT32 usGridNo; INT16 sGridX, sGridY; INT8 bDirLoop; @@ -1550,17 +1571,17 @@ void RecompileLocalMovementCostsInAreaWithFlags( void ) { for( sGridX = gsRecompileAreaLeft; sGridX < gsRecompileAreaRight; sGridX++ ) { - sGridNo = MAPROWCOLTOPOS( sGridY, sGridX ); - if ( sGridNo < WORLD_MAX && gpWorldLevelData[ sGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_RECALCULATE_MOVEMENT ) + usGridNo = MAPROWCOLTOPOS( sGridY, sGridX ); + if ( usGridNo < WORLD_MAX && gpWorldLevelData[ usGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_RECALCULATE_MOVEMENT ) { // wipe MPs in this tile! for( bDirLoop = 0; bDirLoop < MAXDIR; bDirLoop++) { - gubWorldMovementCosts[sGridNo][bDirLoop][0] = 0; - gubWorldMovementCosts[sGridNo][bDirLoop][1] = 0; + gubWorldMovementCosts[usGridNo][bDirLoop][0] = 0; + gubWorldMovementCosts[usGridNo][bDirLoop][1] = 0; } // reset flag - gpWorldLevelData[ sGridNo ].ubExtFlags[0] &= (~MAPELEMENT_EXT_RECALCULATE_MOVEMENT); + gpWorldLevelData[ usGridNo ].ubExtFlags[0] &= (~MAPELEMENT_EXT_RECALCULATE_MOVEMENT); } } } @@ -1569,20 +1590,21 @@ void RecompileLocalMovementCostsInAreaWithFlags( void ) { for( sGridX = gsRecompileAreaLeft; sGridX <= gsRecompileAreaRight; sGridX++ ) { - sGridNo = MAPROWCOLTOPOS( sGridY, sGridX ); - if (sGridNo < WORLD_MAX) + usGridNo = MAPROWCOLTOPOS( sGridY, sGridX ); + if (usGridNo < WORLD_MAX) { - CompileTileMovementCosts( sGridNo ); + CompileTileMovementCosts( usGridNo ); } } } } -void RecompileLocalMovementCostsForWall( INT16 sGridNo, UINT8 ubOrientation ) +void RecompileLocalMovementCostsForWall( INT32 sGridNo, UINT8 ubOrientation ) { INT8 bDirLoop; INT16 sUp, sDown, sLeft, sRight; - INT16 sX, sY, sTempGridNo; + INT16 sX, sY; + INT32 sTempGridNo; switch( ubOrientation ) { @@ -1620,43 +1642,35 @@ void RecompileLocalMovementCostsForWall( INT16 sGridNo, UINT8 ubOrientation ) } } - - // GLOBAL WORLD MANIPULATION FUNCTIONS -void CompileWorldMovementCosts( ) +void CompileWorldMovementCosts(void)//dnl ch56 151009 { - INT16 sGridNo; - - memset( gubWorldMovementCosts, 0, sizeof( gubWorldMovementCosts ) ); - + memset(gubWorldMovementCosts, 0, sizeof(UINT8)*WORLD_MAX*MAXDIR*2); CompileWorldTerrainIDs(); - for( sGridNo = 0; sGridNo < WORLD_MAX; sGridNo++ ) - { - CompileTileMovementCosts( sGridNo ); - } + for(INT32 usGridNo=0; usGridNo= 4.00 ) + //dnl ch33 150909 + FileWrite(hfile, &dMajorMapVersion, sizeof(FLOAT), &uiBytesWritten); + if(dMajorMapVersion >= 4.00) + FileWrite(hfile, &ubMinorMapVersion, sizeof(UINT8), &uiBytesWritten); + if(!(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION)) { - FileWrite( hfile, &gubMinorMapVersion, sizeof( UINT8 ), &uiBytesWritten ); + FileWrite(hfile, &WORLD_ROWS, sizeof(INT32), &uiBytesWritten); + FileWrite(hfile, &WORLD_COLS, sizeof(INT32), &uiBytesWritten); } // Write FLAGS FOR WORLD @@ -1705,6 +1728,7 @@ BOOLEAN SaveWorld( const STR8 puiFilename ) // Write tileset ID FileWrite( hfile, &giCurrentTilesetID, sizeof( INT32 ), &uiBytesWritten ); + // WDS - Clean up inventory handling // Write SOLDIER CONTROL SIZE uiSoldierSize = SIZEOF_SOLDIERTYPE_POD; //SIZEOF_SOLDIERTYPE; FileWrite( hfile, &uiSoldierSize, sizeof( INT32 ), &uiBytesWritten ); @@ -2089,7 +2113,7 @@ BOOLEAN SaveWorld( const STR8 puiFilename ) if ( uiFlags & MAP_WORLDITEMS_SAVED ) { // Write out item information - SaveWorldItemsToMap( hfile ); + SaveWorldItemsToMap(hfile, dMajorMapVersion, ubMinorMapVersion);//dnl ch33 150909 } if( uiFlags & MAP_AMBIENTLIGHTLEVEL_SAVED ) @@ -2105,42 +2129,47 @@ BOOLEAN SaveWorld( const STR8 puiFilename ) SaveMapLights( hfile ); } - if(gMapInformation.sCenterGridNo == -1 || (gMapInformation.sNorthGridNo == -1 && gMapInformation.sEastGridNo == -1 && gMapInformation.sSouthGridNo == -1 && gMapInformation.sWestGridNo == -1))//dnl + if(gMapInformation.sCenterGridNo == -1 || gMapInformation.ubEditorSmoothingType == SMOOTHING_NORMAL && (gMapInformation.sNorthGridNo == -1 && gMapInformation.sEastGridNo == -1 && gMapInformation.sSouthGridNo == -1 && gMapInformation.sWestGridNo == -1))//dnl ch17 290909 { - swprintf(gzErrorCatchString, L"SAVE ABORTED! Center entry point and at least one entry point (N,S,E,W) should be set."); + swprintf(gzErrorCatchString, L"SAVE ABORTED! Center and at least one of (N,S,E,W) entry point should be set."); gfErrorCatch = TRUE; FileClose(hfile); return(FALSE); } - - SaveMapInformation( hfile ); + SaveMapInformation(hfile, dMajorMapVersion, ubMinorMapVersion);//dnl ch33 150909 if( uiFlags & MAP_FULLSOLDIER_SAVED ) { - SaveSoldiersToMap( hfile ); + SaveSoldiersToMap(hfile, dMajorMapVersion, ubMinorMapVersion);//dnl ch33 150909 } if( uiFlags & MAP_EXITGRIDS_SAVED ) { - SaveExitGrids( hfile, usNumExitGrids ); + SaveExitGrids(hfile, usNumExitGrids, dMajorMapVersion, ubMinorMapVersion);//dnl ch33 240909 } if( uiFlags & MAP_DOORTABLE_SAVED ) { - SaveDoorTableToMap( hfile ); + SaveDoorTableToMap(hfile, dMajorMapVersion, ubMinorMapVersion);//dnl ch33 240909 } if( uiFlags & MAP_EDGEPOINTS_SAVED ) { CompileWorldMovementCosts(); - GenerateMapEdgepoints(); - SaveMapEdgepoints( hfile ); + GenerateMapEdgepoints(TRUE);//dnl ch43 290909 + SaveMapEdgepoints(hfile, dMajorMapVersion, ubMinorMapVersion);//dnl ch33 240909 } if( uiFlags & MAP_NPCSCHEDULES_SAVED ) { - SaveSchedules( hfile ); + SaveSchedules(hfile, dMajorMapVersion, ubMinorMapVersion);//dnl ch33 240909 } FileClose( hfile ); sprintf( gubFilename, puiFilename ); + + + for(i = 0; i= 4 ) - { - strcat( szFilename, "_a" ); - } - strcat( szFilename, ".dat" ); - sprintf( szDirFilename, "MAPS\\%s", szFilename ); - - if( gfMajorUpdate ) - { - if( !LoadWorld( szFilename, &oldMajorMapVersion, &oldMinorMapVersion ) ) //error - return FALSE; - FileClearAttributes( szDirFilename ); - SaveWorld( szFilename ); - } - - hfile = FileOpen( szDirFilename, FILE_ACCESS_READ, FALSE ); - if( !hfile ) - return FALSE; - - uiFileSize = FileGetSize( hfile ); - pBuffer = (INT8*)MemAlloc( uiFileSize ); + UINT32 uiFlags, uiFileSize, uiBytesRead; + INT32 i, cnt, iTilesetID; + CHAR16 str[2*FILENAME_BUFLEN]; + CHAR8 szDirFilename[2*FILENAME_BUFLEN], szFilename[FILENAME_BUFLEN]; + UINT8 ubCombine, ubMinorMapVersion; + UINT8 (*bCounts)[8] = NULL; + // Make sure the file exists... if not, then return false + sprintf(szFilename, pSector); + if(ubLevel % 4) + sprintf(szFilename+strlen(szFilename), "_b%d", ubLevel%4); + if(ubLevel >= 4) + strcat(szFilename, "_a"); + strcat(szFilename, ".dat"); + CHAR16 szFileName[40]; + swprintf(szFileName, L"%S", pSector); + if(ValidMapFileName(szFileName)) + strcpy(szFilename, pSector); + sprintf(szDirFilename, "MAPS\\%s", szFilename); + hfile = FileOpen(szDirFilename, FILE_ACCESS_READ, FALSE); + if(!hfile) + return(FALSE); + uiFileSize = FileGetSize(hfile); + pBuffer = (INT8*)MemAlloc(uiFileSize); pBufferHead = pBuffer; - FileRead( hfile, pBuffer, uiFileSize, &uiBytesRead ); - FileClose( hfile ); - - swprintf( str, L"Analyzing map %S", szFilename ); - if( !gfUpdatingNow ) - SetRelativeStartAndEndPercentage( 0, 0, 100, str ); + FileRead(hfile, pBuffer, uiFileSize, &uiBytesRead); + FileClose(hfile); + swprintf(str, L"Analyzing map %S", szFilename); + if(!gfUpdatingNow) + SetRelativeStartAndEndPercentage(0, 0, 100, str); else - SetRelativeStartAndEndPercentage( 0, (UINT16)MasterStart, (UINT16)MasterEnd, str ); - - RenderProgressBar( 0, 0 ); - //RenderProgressBar( 1, 0 ); - + SetRelativeStartAndEndPercentage(0, (UINT16)MasterStart, (UINT16)MasterEnd, str); + RenderProgressBar(0, 0); //clear the summary file info - pSummary = (SUMMARYFILE*)MemAlloc( sizeof( SUMMARYFILE ) ); - Assert( pSummary ); - memset( pSummary, 0, sizeof( SUMMARYFILE ) ); + pSummary = (SUMMARYFILE*)MemAlloc(sizeof(SUMMARYFILE)); + Assert(pSummary); + memset(pSummary, 0, sizeof(SUMMARYFILE)); pSummary->ubSummaryVersion = GLOBAL_SUMMARY_VERSION; - pSummary->dMajorMapVersion = gdMajorMapVersion; - - //skip JA2 Version ID - LOADDATA( &dMajorMapVersion, pBuffer, sizeof( FLOAT ) ); - if( dMajorMapVersion >= 4.00 ) + LOADDATA(&dMajorMapVersion, pBuffer, sizeof(FLOAT)); + pSummary->dMajorMapVersion = dMajorMapVersion; + if(dMajorMapVersion >= 4.00) + LOADDATA(&ubMinorMapVersion, pBuffer, sizeof(UINT8)); + INT32 iCurRowSize = WORLD_ROWS; + INT32 iCurColSize = WORLD_COLS; + if(dMajorMapVersion < 7.00) { - LOADDATA( &ubMinorMapVersion, pBuffer, sizeof( UINT8 ) ); + WORLD_ROWS = OLD_WORLD_ROWS; + WORLD_COLS = OLD_WORLD_COLS; } - - //Read FLAGS FOR WORLD - LOADDATA( &uiFlags, pBuffer, sizeof( INT32 ) ); - - //Read tilesetID - LOADDATA( &iTilesetID, pBuffer, sizeof( INT32 ) ); - pSummary->ubTilesetID = (UINT8)iTilesetID; - - //skip soldier size - pBuffer += sizeof( INT32 ); - - //skip height values - pBuffer += sizeof( INT16 ) * WORLD_MAX; - - //read layer counts - for ( cnt = 0; cnt < WORLD_MAX; cnt++ ) + else { - if( !( cnt % 2560 ) ) - { - RenderProgressBar( 0, (cnt / 2560)+1 ); //1 - 10 - //RenderProgressBar( 1, (cnt / 2560)+1 ); //1 - 10 - } + INT32 iRowSize, iColSize; + LOADDATA(&iRowSize, pBuffer, sizeof(INT32)); + LOADDATA(&iColSize, pBuffer, sizeof(INT32)); + WORLD_ROWS = iRowSize; + WORLD_COLS = iColSize; + } + gMapTrn.DisableTrn();//dnl ch44 290909 + // Read FLAGS FOR WORLD + LOADDATA(&uiFlags, pBuffer, sizeof(INT32)); + // Read tilesetID + LOADDATA(&iTilesetID, pBuffer, sizeof(INT32)); + pSummary->ubTilesetID = iTilesetID; + // Skip soldier size + pBuffer += sizeof(INT32); + // Skip height values + pBuffer += sizeof(INT16) * WORLD_MAX; + bCounts = (UINT8(*)[8])MemAlloc(WORLD_MAX*8); + memset(bCounts, 0, sizeof(UINT8)*WORLD_MAX*8); + // Read layer counts + for(cnt=0; cnt>4); + LOADDATA(&ubCombine, pBuffer, sizeof(UINT8)); + // Split + bCounts[cnt][0] = (UINT8)(ubCombine & 0x0F); + UINT16 uiFlags = (UINT8)((ubCombine & 0xF0) >> 4);//gpWorldLevelData[cnt].uiFlags |= (UINT8)((ubCombine & 0xF0) >> 4); // Read #objects, structs - LOADDATA( &ubCombine, pBuffer, sizeof( UINT8 ) ); - // split - bCounts[ cnt ][1] = (UINT8)(ubCombine&0xf); - bCounts[ cnt ][2] = (UINT8)((ubCombine&0xf0)>>4); + LOADDATA( &ubCombine, pBuffer, sizeof(UINT8)); + // Split + bCounts[cnt][1] = (UINT8)(ubCombine & 0x0F); + bCounts[cnt][2] = (UINT8)((ubCombine & 0xF0) >> 4); // Read shadows, roof - LOADDATA( &ubCombine, pBuffer, sizeof( UINT8 ) ); - // split - bCounts[ cnt ][3] = (UINT8)(ubCombine&0xf); - bCounts[ cnt ][4] = (UINT8)((ubCombine&0xf0)>>4); + LOADDATA(&ubCombine, pBuffer, sizeof(UINT8)); + // Split + bCounts[cnt][3] = (UINT8)(ubCombine & 0x0F); + bCounts[cnt][4] = (UINT8)((ubCombine & 0xF0) >> 4); // Read OnRoof, nothing - LOADDATA( &ubCombine, pBuffer, sizeof( UINT8 ) ); - // split - bCounts[ cnt ][5] = (UINT8)(ubCombine&0xf); - //bCounts[ cnt ][4] = (UINT8)((ubCombine&0xf0)>>4); - bCounts[ cnt ][6] = bCounts[cnt][0] + bCounts[cnt][1] + - bCounts[cnt][2] + bCounts[cnt][3] + - bCounts[cnt][4] + bCounts[cnt][5]; + LOADDATA(&ubCombine, pBuffer, sizeof(UINT8)); + // Split + bCounts[cnt][5] = (UINT8)(ubCombine & 0x0F); + bCounts[cnt][6] = bCounts[cnt][0] + bCounts[cnt][1] + bCounts[cnt][2] + bCounts[cnt][3] + bCounts[cnt][4] + bCounts[cnt][5]; } - //skip all layers - for( cnt = 0; cnt < WORLD_MAX; cnt++ ) + // Skip all layers + for(cnt = 0; cnt pSummary->ubNumRooms ) - { - pSummary->ubNumRooms = ubRoomNum; - } - } + LOADDATA(&ubRoomNum, pBuffer, sizeof(ubRoomNum)); + if(ubRoomNum > pSummary->ubNumRooms) + pSummary->ubNumRooms = ubRoomNum; } - if( uiFlags & MAP_WORLDITEMS_SAVED ) + if(uiFlags & MAP_WORLDITEMS_SAVED) { + RenderProgressBar(0, 91); + // Get number of items UINT32 temp; - RenderProgressBar( 0, 91 ); - //RenderProgressBar( 1, 91 ); - //get number of items (for now) - LOADDATA( &temp, pBuffer, 4 ); - pSummary->usNumItems = (UINT16)temp; - //Important: Saves the file position (byte offset) of the position where the numitems - // resides. Checking this value and comparing to usNumItems will ensure validity. - //ADB warning, even if the number of items is 0 we still need to store the position!!! - //if( pSummary->usNumItems ) - //{ - pSummary->uiNumItemsPosition = pBuffer - pBufferHead - 4; - //} - - //the size of WORLDITEM has changed at 6.27, 5.26 or earlier are outdated - if (dMajorMapVersion >= 6.0 && ubMinorMapVersion > 26) { - //Skip the contents of the world items. - WORLDITEM dummyItem; - for (int x = 0; x < pSummary->usNumItems; ++x) { - dummyItem.Load(&pBuffer, dMajorMapVersion, ubMinorMapVersion); - } - } - else { - //ADB Shouldn't happen, we just saved as newest version - //Skip the contents of the world items. - pBuffer += sizeof( OLD_WORLDITEM_101 ) * pSummary->usNumItems; - } + LOADDATA(&temp, pBuffer, 4); + pSummary->usNumItems = temp; + pSummary->uiNumItemsPosition = pBuffer - pBufferHead - 4; + // Skip the contents of the world items + WORLDITEM dummyItem; + for(i=0; i<(INT32)pSummary->usNumItems; i++) + dummyItem.Load(&pBuffer, dMajorMapVersion, ubMinorMapVersion); } - if( uiFlags & MAP_AMBIENTLIGHTLEVEL_SAVED ) - { + if(uiFlags & MAP_AMBIENTLIGHTLEVEL_SAVED) pBuffer += 3; - } - if( uiFlags & MAP_WORLDLIGHTS_SAVED ) + if(uiFlags & MAP_WORLDLIGHTS_SAVED) { + RenderProgressBar(0, 92); + // Skip number of light palette entries UINT8 ubTemp; - RenderProgressBar( 0, 92 ); - //RenderProgressBar( 1, 92 ); - //skip number of light palette entries - LOADDATA( &ubTemp, pBuffer, 1 ); - pBuffer += sizeof( SGPPaletteEntry ) * ubTemp; - //get number of lights - LOADDATA( &pSummary->usNumLights, pBuffer, 2 ); - //skip the light loading - for( cnt = 0; cnt < pSummary->usNumLights; cnt++ ) + LOADDATA(&ubTemp, pBuffer, sizeof(UINT8)); + pBuffer += sizeof(SGPPaletteEntry) * ubTemp; + // Get number of lights + UINT16 usNumLights; + LOADDATA(&usNumLights, pBuffer, sizeof(UINT16)); + pSummary->usNumLights = usNumLights; + // Skip the light loading + for(cnt=0; cnt<(INT32)pSummary->usNumLights; cnt++) { UINT8 ubStrLen; - pBuffer += sizeof( LIGHT_SPRITE ); - LOADDATA( &ubStrLen, pBuffer, 1 ); - if( ubStrLen ) - { + pBuffer += sizeof(LIGHT_SPRITE); + LOADDATA(&ubStrLen, pBuffer, sizeof(UINT8)); + if(ubStrLen) pBuffer += ubStrLen; - } } } - //read the mapinformation - LOADDATA( &mapInfo, pBuffer, sizeof( MAPCREATE_STRUCT ) ); + // Read Map Information + pSummary->MapInfo.Load(&pBuffer, dMajorMapVersion); - memcpy( &pSummary->MapInfo, &mapInfo, sizeof( MAPCREATE_STRUCT ) ); - pSummary->MapInfo.ubMapVersion = gubMinorMapVersion; - - if( uiFlags & MAP_FULLSOLDIER_SAVED ) + if(uiFlags & MAP_FULLSOLDIER_SAVED) { - TEAMSUMMARY *pTeam=NULL; + RenderProgressBar(0, 94); BASIC_SOLDIERCREATE_STRUCT basic; SOLDIERCREATE_STRUCT priority; - RenderProgressBar( 0, 94 ); - //RenderProgressBar( 1, 94 ); - + TEAMSUMMARY *pTeam = NULL; pSummary->uiEnemyPlacementPosition = pBuffer - pBufferHead; - - for( i=0; i < pSummary->MapInfo.ubNumIndividuals ; i++ ) + for(i=0; iMapInfo.ubNumIndividuals ; i++) { - LOADDATA( &basic, pBuffer, sizeof( BASIC_SOLDIERCREATE_STRUCT ) ); - - switch( basic.bTeam ) + basic.Load(&pBuffer, dMajorMapVersion); + switch(basic.bTeam) { - case ENEMY_TEAM: pTeam = &pSummary->EnemyTeam; break; - case CREATURE_TEAM: pTeam = &pSummary->CreatureTeam; break; - case MILITIA_TEAM: pTeam = &pSummary->RebelTeam; break; - case CIV_TEAM: pTeam = &pSummary->CivTeam; break; + case ENEMY_TEAM: + pTeam = &pSummary->EnemyTeam; + break; + case CREATURE_TEAM: + pTeam = &pSummary->CreatureTeam; + break; + case MILITIA_TEAM: + pTeam = &pSummary->RebelTeam; + break; + case CIV_TEAM: + pTeam = &pSummary->CivTeam; + break; } - if( basic.bOrders == RNDPTPATROL || basic.bOrders == POINTPATROL ) - { //make sure the placement has at least one waypoint. - if( !basic.bPatrolCnt ) - { + if(basic.bOrders == RNDPTPATROL || basic.bOrders == POINTPATROL) + { + //make sure the placement has at least one waypoint. + if(!basic.bPatrolCnt) pSummary->ubEnemiesReqWaypoints++; - } } - else if( basic.bPatrolCnt ) - { + else if(basic.bPatrolCnt) pSummary->ubEnemiesHaveWaypoints++; - } - if( basic.fPriorityExistance ) + if(basic.fPriorityExistance) pTeam->ubExistance++; - switch( basic.bRelativeAttributeLevel ) + switch(basic.bRelativeAttributeLevel) { - case 0: pTeam->ubBadA++; break; - case 1: pTeam->ubPoorA++; break; - case 2: pTeam->ubAvgA++; break; - case 3: pTeam->ubGoodA++; break; - case 4: pTeam->ubGreatA++; break; + case 0: + pTeam->ubBadA++; + break; + case 1: + pTeam->ubPoorA++; + break; + case 2: + pTeam->ubAvgA++; + break; + case 3: + pTeam->ubGoodA++; + break; + case 4: + pTeam->ubGreatA++; + break; } - switch( basic.bRelativeEquipmentLevel ) + switch(basic.bRelativeEquipmentLevel) { - case 0: pTeam->ubBadE++; break; - case 1: pTeam->ubPoorE++; break; - case 2: pTeam->ubAvgE++; break; - case 3: pTeam->ubGoodE++; break; - case 4: pTeam->ubGreatE++; break; + case 0: + pTeam->ubBadE++; + break; + case 1: + pTeam->ubPoorE++; + break; + case 2: + pTeam->ubAvgE++; + break; + case 3: + pTeam->ubGoodE++; + break; + case 4: + pTeam->ubGreatE++; + break; } - if( basic.fDetailedPlacement ) - { //skip static priority placement + if(basic.fDetailedPlacement) + { + // Skip static priority placement, Clean up inventory handling priority.Load(&pBuffer, dMajorMapVersion, ubMinorMapVersion); - if( priority.ubProfile != NO_PROFILE ) + if(priority.ubProfile != NO_PROFILE) pTeam->ubProfile++; else pTeam->ubDetailed++; - if( basic.bTeam == CIV_TEAM ) + if(basic.bTeam == CIV_TEAM) { - if( priority.ubScheduleID ) + if(priority.ubScheduleID) pSummary->ubCivSchedules++; - if( priority.bBodyType == COW ) + if(priority.bBodyType == COW) pSummary->ubCivCows++; - else if( priority.bBodyType == BLOODCAT ) + else if(priority.bBodyType == BLOODCAT) pSummary->ubCivBloodcats++; } } - if( basic.bTeam == ENEMY_TEAM ) + if(basic.bTeam == ENEMY_TEAM) { - switch( basic.ubSoldierClass ) + switch(basic.ubSoldierClass) { - case SOLDIER_CLASS_ADMINISTRATOR: - pSummary->ubNumAdmins++; - if( basic.fPriorityExistance ) - pSummary->ubAdminExistance++; - if( basic.fDetailedPlacement ) - { - if( priority.ubProfile != NO_PROFILE ) - pSummary->ubAdminProfile++; - else - pSummary->ubAdminDetailed++; - } - break; - case SOLDIER_CLASS_ELITE: - pSummary->ubNumElites++; - if( basic.fPriorityExistance ) - pSummary->ubEliteExistance++; - if( basic.fDetailedPlacement ) - { - if( priority.ubProfile != NO_PROFILE ) - pSummary->ubEliteProfile++; - else - pSummary->ubEliteDetailed++; - } - break; - case SOLDIER_CLASS_ARMY: - pSummary->ubNumTroops++; - if( basic.fPriorityExistance ) - pSummary->ubTroopExistance++; - if( basic.fDetailedPlacement ) - { - if( priority.ubProfile != NO_PROFILE ) - pSummary->ubTroopProfile++; - else - pSummary->ubTroopDetailed++; - } - break; + case SOLDIER_CLASS_ADMINISTRATOR: + pSummary->ubNumAdmins++; + if(basic.fPriorityExistance) + pSummary->ubAdminExistance++; + if(basic.fDetailedPlacement) + { + if(priority.ubProfile != NO_PROFILE) + pSummary->ubAdminProfile++; + else + pSummary->ubAdminDetailed++; + } + break; + case SOLDIER_CLASS_ELITE: + pSummary->ubNumElites++; + if(basic.fPriorityExistance) + pSummary->ubEliteExistance++; + if(basic.fDetailedPlacement) + { + if(priority.ubProfile != NO_PROFILE) + pSummary->ubEliteProfile++; + else + pSummary->ubEliteDetailed++; + } + break; + case SOLDIER_CLASS_ARMY: + pSummary->ubNumTroops++; + if(basic.fPriorityExistance) + pSummary->ubTroopExistance++; + if(basic.fDetailedPlacement) + { + if(priority.ubProfile != NO_PROFILE) + pSummary->ubTroopProfile++; + else + pSummary->ubTroopDetailed++; + } + break; } } - else if( basic.bTeam == CREATURE_TEAM ) + else if(basic.bTeam == CREATURE_TEAM) { - if( basic.bBodyType == BLOODCAT ) + if(basic.bBodyType == BLOODCAT) pTeam->ubNumAnimals++; } pTeam->ubTotal++; } - RenderProgressBar( 0, 96 ); - //RenderProgressBar( 1, 96 ); + RenderProgressBar(0, 96); } - if( uiFlags & MAP_EXITGRIDS_SAVED ) + if(uiFlags & MAP_EXITGRIDS_SAVED) { - EXITGRID exitGrid; - INT32 loop; - INT16 sMapIndex; + RenderProgressBar(0, 98); BOOLEAN fExitGridFound; - RenderProgressBar( 0, 98 ); - //RenderProgressBar( 1, 98 ); - - LOADDATA( &cnt, pBuffer, 2 ); - - for( i = 0; i < cnt; i++ ) + UINT16 usNumExitGrids; + UINT32 usMapIndex; + EXITGRID ExitGrid; + LOADDATA(&usNumExitGrids, pBuffer, sizeof(usNumExitGrids)); + for(i=0; iubNumExitGridDests; loop++ ) + if(dMajorMapVersion < 7.0) { - if( pSummary->ExitGrid[ loop ].sGridNo == exitGrid.sGridNo && - pSummary->ExitGrid[ loop ].ubGotoSectorX == exitGrid.ubGotoSectorX && - pSummary->ExitGrid[ loop ].ubGotoSectorY == exitGrid.ubGotoSectorY && - pSummary->ExitGrid[ loop ].ubGotoSectorZ == exitGrid.ubGotoSectorZ ) - { //same destination. - pSummary->usExitGridSize[ loop ]++; + UINT16 usOldMapIndex; + LOADDATA(&usOldMapIndex, pBuffer, sizeof(usOldMapIndex)); + usMapIndex = usOldMapIndex; + } + else + LOADDATA(&usMapIndex, pBuffer, sizeof(usMapIndex)); + ExitGrid.Load(&pBuffer, dMajorMapVersion); + fExitGridFound = FALSE; + for(cnt=0; cntubNumExitGridDests; cnt++) + { + if(pSummary->ExitGrid[cnt].usGridNo == ExitGrid.usGridNo && pSummary->ExitGrid[cnt].ubGotoSectorX == ExitGrid.ubGotoSectorX && pSummary->ExitGrid[cnt].ubGotoSectorY == ExitGrid.ubGotoSectorY && pSummary->ExitGrid[cnt].ubGotoSectorZ == ExitGrid.ubGotoSectorZ) + { + // Same destination + pSummary->usExitGridSize[cnt]++; fExitGridFound = TRUE; break; } } - if( !fExitGridFound ) + if(!fExitGridFound) { - if( loop >= 4 ) - { + if(cnt >= 4) pSummary->fTooManyExitGridDests = TRUE; - } else { pSummary->ubNumExitGridDests++; - pSummary->usExitGridSize[ loop ]++; - pSummary->ExitGrid[ loop ].sGridNo = exitGrid.sGridNo; - pSummary->ExitGrid[ loop ].ubGotoSectorX = exitGrid.ubGotoSectorX; - pSummary->ExitGrid[ loop ].ubGotoSectorY = exitGrid.ubGotoSectorY; - pSummary->ExitGrid[ loop ].ubGotoSectorZ = exitGrid.ubGotoSectorZ; - if( pSummary->ExitGrid[ loop ].ubGotoSectorX != exitGrid.ubGotoSectorX || - pSummary->ExitGrid[ loop ].ubGotoSectorY != exitGrid.ubGotoSectorY ) - { - pSummary->fInvalidDest[ loop ] = TRUE; - } + pSummary->usExitGridSize[cnt]++; + pSummary->ExitGrid[cnt].usGridNo = ExitGrid.usGridNo; + pSummary->ExitGrid[cnt].ubGotoSectorX = ExitGrid.ubGotoSectorX; + pSummary->ExitGrid[cnt].ubGotoSectorY = ExitGrid.ubGotoSectorY; + pSummary->ExitGrid[cnt].ubGotoSectorZ = ExitGrid.ubGotoSectorZ; + if(pSummary->ExitGrid[cnt].ubGotoSectorX != ExitGrid.ubGotoSectorX || pSummary->ExitGrid[cnt].ubGotoSectorY != ExitGrid.ubGotoSectorY) + pSummary->fInvalidDest[cnt] = TRUE; } } } } - if( uiFlags & MAP_DOORTABLE_SAVED ) + if(uiFlags & MAP_DOORTABLE_SAVED) { DOOR Door; - - LOADDATA( &pSummary->ubNumDoors, pBuffer, 1 ); - - for( cnt = 0; cnt < pSummary->ubNumDoors; cnt++ ) + UINT8 ubNumDoors; + LOADDATA(&ubNumDoors, pBuffer, sizeof(gubNumDoors)); + pSummary->ubNumDoors = ubNumDoors; + for(cnt=0; cntubNumDoors; cnt++) { - LOADDATA( &Door, pBuffer, sizeof( DOOR ) ); - - if( Door.ubTrapID && Door.ubLockID ) + Door.Load(&pBuffer, dMajorMapVersion); + if(Door.ubTrapID && Door.ubLockID) pSummary->ubNumDoorsLockedAndTrapped++; - else if( Door.ubLockID ) + else if(Door.ubLockID) pSummary->ubNumDoorsLocked++; - else if( Door.ubTrapID ) + else if(Door.ubTrapID) pSummary->ubNumDoorsTrapped++; } } - RenderProgressBar( 0, 100 ); - //RenderProgressBar( 1, 100 ); - - MemFree( pBufferHead ); - - WriteSectorSummaryUpdate( szFilename, ubLevel, pSummary ); - return TRUE; + RenderProgressBar(0, 100); + MemFree(pBufferHead); + MemFree(bCounts); + WriteSectorSummaryUpdate(szFilename, ubLevel, pSummary); + WORLD_ROWS = iCurRowSize; + WORLD_COLS = iCurColSize; + return(TRUE); } #endif extern UINT8 GetCurrentSummaryVersion(); extern void LoadShadeTablesFromTextFile(); - -BOOLEAN LoadWorld( const STR8 puiFilename, float* pMajorMapVersion, UINT8* pMinorMapVersion) +BOOLEAN LoadWorld(const STR8 puiFilename, FLOAT* pMajorMapVersion, UINT8* pMinorMapVersion)//dnl ch44 290909 { HWFILE hfile; FLOAT dMajorMapVersion; @@ -2672,24 +2661,25 @@ BOOLEAN LoadWorld( const STR8 puiFilename, float* pMajorMapVersion, UINT8* pMino UINT32 uiBytesRead; UINT32 uiSoldierSize; UINT32 uiFileSize; - UINT32 fp, offset; #ifdef JA2TESTVERSION UINT32 uiStartTime; UINT32 uiLoadWorldStartTime; #endif - INT32 cnt, cnt2; - INT32 iTilesetID; + INT32 cnt, cnt2; + INT32 iTilesetID; UINT16 usTileIndex; UINT16 usTypeSubIndex; - UINT8 ubType; - UINT8 ubSubIndex; - CHAR8 aFilename[ 50 ]; - UINT8 ubCombine; - UINT8 bCounts[ WORLD_MAX ][8]; - INT8 *pBuffer; - INT8 *pBufferHead; + UINT8 ubType; + UINT8 ubSubIndex; + CHAR8 aFilename[50]; + UINT8 ubCombine; + UINT8 (*bCounts)[8] = NULL; + INT8 *pBuffer; + INT8 *pBufferHead; BOOLEAN fGenerateEdgePoints = FALSE; - UINT8 ubMinorMapVersion; + UINT8 ubMinorMapVersion; + INT32 i; + #ifdef JA2TESTVERSION uiLoadWorldStartTime = GetJA2Clock(); #endif @@ -2697,572 +2687,419 @@ BOOLEAN LoadWorld( const STR8 puiFilename, float* pMajorMapVersion, UINT8* pMino LoadShadeTablesFromTextFile(); // Append exension to filename! - if ( gfForceLoad ) - { - sprintf( aFilename, "MAPS\\%s", gzForceLoadFile ); - } + if(gfForceLoad) + sprintf(aFilename, "MAPS\\%s", gzForceLoadFile); else + sprintf(aFilename, "MAPS\\%s", puiFilename); + // Open file + hfile = FileOpen(aFilename, FILE_ACCESS_READ, FALSE); + if(!hfile) { - sprintf( aFilename, "MAPS\\%s", puiFilename ); +#ifndef JA2EDITOR + SET_ERROR("Could not load map file %S", aFilename); +#endif + return(FALSE); } + // 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); // RESET FLAGS FOR OUTDOORS/INDOORS gfBasement = FALSE; gfCaves = FALSE; - // Open file - hfile = FileOpen( aFilename, FILE_ACCESS_READ, FALSE ); - - if ( !hfile ) - { - SET_ERROR( "Could not load map file %S", aFilename ); - return( FALSE ); - } - - SetRelativeStartAndEndPercentage( 0, 0, 1, L"Trashing world..." ); + SetRelativeStartAndEndPercentage(0, 0, 1, L"Trashing world..."); #ifdef JA2TESTVERSION uiStartTime = GetJA2Clock(); #endif - TrashWorld(); - #ifdef JA2TESTVERSION uiTrashWorldTime = GetJA2Clock() - uiStartTime; #endif - LightReset(); - //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 ) ); - if ( pMajorMapVersion ) { - *pMajorMapVersion = dMajorMapVersion; - } + LOADDATA(&dMajorMapVersion, pBuffer, sizeof(FLOAT)); + LOADDATA(&ubMinorMapVersion, pBuffer, sizeof(UINT8)); - // Lesh: disable this because now we accept any version map - //#ifdef RUSSIAN - // if( dMajorMapVersion != 6.00 ) - // { - // return FALSE; - // } - //#endif - - LOADDATA( &ubMinorMapVersion, pBuffer, sizeof( UINT8 ) ); - if (pMinorMapVersion) { - *pMinorMapVersion = ubMinorMapVersion; + INT32 iRowSize = OLD_WORLD_ROWS; + INT32 iColSize = OLD_WORLD_COLS; + if(dMajorMapVersion >= 7.00) + { + LOADDATA(&iRowSize, pBuffer, sizeof(INT32)); + LOADDATA(&iColSize, pBuffer, sizeof(INT32)); } - // CHECK FOR NON-COMPATIBLE VERSIONS! - // CHECK FOR MAJOR MAP VERSION INCOMPATIBLITIES - //if ( dMajorMapVersion < gdMajorMapVersion ) - //{ - //AssertMsg( 0, "Major version conflict. Should have force updated this map already!!!" ); - //SET_ERROR( "Incompatible JA2 map version: %f, map version is now at %f", gdLoadedMapVersion, gdMapVersion ); - //return( FALSE ); - //} + INT32 iWorldSize = iRowSize * iColSize; +#ifdef JA2EDITOR + if(gMapTrn.SetTrnPar(iRowSize, iColSize, iNewMapWorldRows, iNewMapWorldCols)) + SetWorldSize(iNewMapWorldRows, iNewMapWorldCols); + else + SetWorldSize(iRowSize, iColSize); +#else + SetWorldSize(iRowSize, iColSize); +#endif + + bCounts = (UINT8(*)[8])MemAlloc(WORLD_MAX*8); + memset(bCounts, 0, sizeof(UINT8)*WORLD_MAX*8); // Read FLAGS FOR WORLD - LOADDATA( &uiFlags, pBuffer, sizeof( INT32 ) ); + LOADDATA(&uiFlags, pBuffer, sizeof(INT32)); - LOADDATA( &iTilesetID, pBuffer, sizeof( INT32 ) ); + LOADDATA(&iTilesetID, pBuffer, sizeof(INT32)); #ifdef JA2TESTVERSION uiStartTime = GetJA2Clock(); #endif - CHECKF( LoadMapTileset( iTilesetID ) != FALSE ); + Assert(LoadMapTileset(iTilesetID)); #ifdef JA2TESTVERSION uiLoadMapTilesetTime = GetJA2Clock() - uiStartTime; #endif - //ADB thankfully this isn't used, because the size has changed // Load soldier size - LOADDATA( &uiSoldierSize, pBuffer, sizeof( INT32 ) ); - - //FP 0x000010 - - for ( cnt = 0; cnt < WORLD_MAX; cnt++ ) + LOADDATA(&uiSoldierSize, pBuffer, sizeof(INT32)); + // Set land index + for(cnt=0; cnt>4); - + LOADDATA(&ubCombine, pBuffer, sizeof(UINT8)); + // Split + bCounts[cnt][0] = (UINT8)(ubCombine & 0x0F); + gpWorldLevelData[cnt].uiFlags |= (UINT8)((ubCombine & 0xF0) >> 4); // Read #objects, structs - LOADDATA( &ubCombine, pBuffer, sizeof( UINT8 ) ); - - // split - bCounts[ cnt ][1] = (UINT8)(ubCombine&0xf); - bCounts[ cnt ][2] = (UINT8)((ubCombine&0xf0)>>4); - + LOADDATA( &ubCombine, pBuffer, sizeof(UINT8)); + // Split + bCounts[cnt][1] = (UINT8)(ubCombine & 0x0F); + bCounts[cnt][2] = (UINT8)((ubCombine & 0xF0) >> 4); // Read shadows, roof - LOADDATA( &ubCombine, pBuffer, sizeof( UINT8 ) ); - - // split - bCounts[ cnt ][3] = (UINT8)(ubCombine&0xf); - bCounts[ cnt ][4] = (UINT8)((ubCombine&0xf0)>>4); - + LOADDATA( &ubCombine, pBuffer, sizeof(UINT8)); + // Split + bCounts[cnt][3] = (UINT8)(ubCombine & 0x0F); + bCounts[cnt][4] = (UINT8)((ubCombine & 0xF0) >> 4); // Read OnRoof, nothing - LOADDATA( &ubCombine, pBuffer, sizeof( UINT8 ) ); - - // split - bCounts[ cnt ][5] = (UINT8)(ubCombine&0xf); + LOADDATA(&ubCombine, pBuffer, sizeof(UINT8)); + // Split + bCounts[cnt][5] = (UINT8)(ubCombine & 0x0F); } - //FP 0x025810 - fp = 0x025810; - offset = 0; - - SetRelativeStartAndEndPercentage( 0, 40, 43, L"Loading land layers..."); - RenderProgressBar( 0, 100 ); - - for ( cnt = 0; cnt < WORLD_MAX; cnt++ ) + SetRelativeStartAndEndPercentage(0, 40, 43, L"Loading land layers..."); + RenderProgressBar(0, 100); + for(i=0; i 10 ) + for(cnt2=0; cnt2= FIRSTPOINTERS ) - { - continue; - } - // Get tile index - GetTileIndexFromTypeSubIndex( ubType, ubSubIndex, &usTileIndex ); - // Add layer - AddObjectToTail( cnt, usTileIndex ); - } - } - } - else - { //New load require UINT16 for the type subindex due to the fact that ROADPIECES - //contain over 300 type subindices. - for ( cnt = 0; cnt < WORLD_MAX; cnt++ ) - { - // Set objects - /* - if( bCounts[ cnt ][ 1 ] > 10 ) - { - //ADB what's this here for? commented out - cnt = cnt; - } - */ - for( cnt2 = 0; cnt2 < bCounts[ cnt ][ 1 ]; cnt2++ ) - { - - LOADDATA( &ubType, pBuffer, sizeof( UINT8 ) ); - LOADDATA( &usTypeSubIndex, pBuffer, sizeof( UINT16 ) ); - if ( ubType >= FIRSTPOINTERS ) - { - continue; - } - // Get tile index - GetTileIndexFromTypeSubIndex( ubType, usTypeSubIndex, &usTileIndex ); - // Add layer - AddObjectToTail( cnt, usTileIndex ); - - offset += 3; - } - } - } - - fp += offset; - offset = 0; - - SetRelativeStartAndEndPercentage( 0, 46, 49, L"Loading struct layer..." ); - RenderProgressBar( 0, 100 ); - - for ( cnt = 0; cnt < WORLD_MAX; cnt++ ) + SetRelativeStartAndEndPercentage(0, 43, 46, L"Loading object layer..."); + RenderProgressBar(0, 100); + // New load require UINT16 for the type subindex due to the fact that ROADPIECES contain over 300 type subindices. + for(i=0; i= FIRSTPOINTERS) + continue; + // Get tile index + GetTileIndexFromTypeSubIndex(ubType, usTypeSubIndex, &usTileIndex); + // Add layer + AddObjectToTail(cnt, usTileIndex); + } + } + + SetRelativeStartAndEndPercentage(0, 46, 49, L"Loading struct layer..."); + RenderProgressBar(0, 100); + for(i=0; i 10 ) + for(cnt2=0; cnt2 10 ) + gMapTrn.GetTrnCnt(cnt=i); + for(cnt2=0; cnt2 10 ) + gMapTrn.GetTrnCnt(cnt=i); + for(cnt2=0; cnt2 10 ) + gMapTrn.GetTrnCnt(cnt=i); + for(cnt2=0; cnt2 gubMaxRoomNumber ) - gubMaxRoomNumber = gubWorldRoomInfo[ cnt ]; - } - if( gubMaxRoomNumber < 255 ) - gubMaxRoomNumber++; - #else - LOADDATA( gubWorldRoomInfo, pBuffer, sizeof( INT8 ) * WORLD_MAX ); - #endif - - // ATE; Memset this array! - if( 0 ) - { //for debugging purposes - memset( gubWorldRoomInfo, 0, sizeof( gubWorldRoomInfo ) ); + SetRelativeStartAndEndPercentage(0, 58, 59, L"Loading room information..."); + RenderProgressBar(0, 100); +#ifdef JA2EDITOR + gubMaxRoomNumber = 0; + for(i=0; i gubMaxRoomNumber) + gubMaxRoomNumber = gubWorldRoomInfo[cnt]; } + if(gubMaxRoomNumber < 255) + gubMaxRoomNumber++; +#else + LOADDATA(gubWorldRoomInfo, pBuffer, sizeof(INT8)*WORLD_MAX); +#endif + memset(gubWorldRoomHidden, TRUE, sizeof(gubWorldRoomHidden)); - memset( gubWorldRoomHidden, TRUE, sizeof( gubWorldRoomHidden ) ); - - SetRelativeStartAndEndPercentage( 0, 59, 61, L"Loading items..." ); - RenderProgressBar( 0, 100 ); - - if( uiFlags & MAP_WORLDITEMS_SAVED ) + SetRelativeStartAndEndPercentage(0, 59, 61, L"Loading items..."); + RenderProgressBar(0, 100); + if(uiFlags & MAP_WORLDITEMS_SAVED) { // Load out item information gfLoadPitsWithoutArming = TRUE; - LoadWorldItemsFromMap( &pBuffer, dMajorMapVersion, ubMinorMapVersion ); + LoadWorldItemsFromMap(&pBuffer, dMajorMapVersion, ubMinorMapVersion); gfLoadPitsWithoutArming = FALSE; } - SetRelativeStartAndEndPercentage( 0, 62, 85, L"Loading lights..." ); - RenderProgressBar( 0, 0 ); - - if( uiFlags & MAP_AMBIENTLIGHTLEVEL_SAVED ) - { //Ambient light levels are only saved in underground levels - LOADDATA( &gfBasement, pBuffer, 1 ); - LOADDATA( &gfCaves, pBuffer, 1 ); - LOADDATA( &ubAmbientLightLevel, pBuffer, 1 ); + SetRelativeStartAndEndPercentage(0, 62, 85, L"Loading lights..."); + RenderProgressBar(0, 0); + if(uiFlags & MAP_AMBIENTLIGHTLEVEL_SAVED) + { + //Ambient light levels are only saved in underground levels + LOADDATA(&gfBasement, pBuffer, sizeof(BOOLEAN)); + LOADDATA(&gfCaves, pBuffer, sizeof(BOOLEAN)); + LOADDATA(&ubAmbientLightLevel, pBuffer, sizeof(UINT8)); } else - { //We are above ground. + { + //We are above ground. gfBasement = FALSE; gfCaves = FALSE; - if( !gfEditMode && guiCurrentScreen != MAPUTILITY_SCREEN ) - { + if(!gfEditMode && guiCurrentScreen != MAPUTILITY_SCREEN) ubAmbientLightLevel = GetTimeOfDayAmbientLightLevel(); - } else - { ubAmbientLightLevel = 4; - } } #ifdef JA2TESTVERSION uiStartTime = GetJA2Clock(); #endif - if( uiFlags & MAP_WORLDLIGHTS_SAVED ) - { - LoadMapLights( &pBuffer ); - } + if(uiFlags & MAP_WORLDLIGHTS_SAVED) + LoadMapLights(&pBuffer); else { // Set some default value for lighting - SetDefaultWorldLightingColors( ); + SetDefaultWorldLightingColors(); } - LightSetBaseLevel( ubAmbientLightLevel ); + LightSetBaseLevel(ubAmbientLightLevel); #ifdef JA2TESTVERSION uiLoadMapLightsTime = GetJA2Clock() - uiStartTime; #endif + SetRelativeStartAndEndPercentage(0, 85, 86, L"Loading map information..."); + RenderProgressBar(0, 0); + LoadMapInformation(&pBuffer, dMajorMapVersion); + // Translation routine for map grid numbers + gMapTrn.GetTrnCnt(gMapInformation.sCenterGridNo); + gMapTrn.GetTrnCnt(gMapInformation.sIsolatedGridNo); + gMapTrn.GetTrnCnt(gMapInformation.sNorthGridNo); + gMapTrn.GetTrnCnt(gMapInformation.sEastGridNo); + gMapTrn.GetTrnCnt(gMapInformation.sWestGridNo); + gMapTrn.GetTrnCnt(gMapInformation.sSouthGridNo); - SetRelativeStartAndEndPercentage( 0, 85, 86, L"Loading map information..." ); - RenderProgressBar( 0, 0 ); - - LoadMapInformation( &pBuffer ); - - if( uiFlags & MAP_FULLSOLDIER_SAVED ) + if(uiFlags & MAP_FULLSOLDIER_SAVED) { - SetRelativeStartAndEndPercentage( 0, 86, 87, L"Loading placements..." ); - RenderProgressBar( 0, 0 ); - LoadSoldiersFromMap( &pBuffer, dMajorMapVersion, ubMinorMapVersion ); + SetRelativeStartAndEndPercentage(0, 86, 87, L"Loading placements..."); + RenderProgressBar(0, 0); + LoadSoldiersFromMap(&pBuffer, dMajorMapVersion, ubMinorMapVersion); } - if( uiFlags & MAP_EXITGRIDS_SAVED ) + if(uiFlags & MAP_EXITGRIDS_SAVED) { - SetRelativeStartAndEndPercentage( 0, 87, 88, L"Loading exit grids..." ); - RenderProgressBar( 0, 0 ); - LoadExitGrids( &pBuffer ); + SetRelativeStartAndEndPercentage(0, 87, 88, L"Loading exit grids..."); + RenderProgressBar(0, 0); + LoadExitGrids(&pBuffer, dMajorMapVersion); } - if( uiFlags & MAP_DOORTABLE_SAVED ) + if(uiFlags & MAP_DOORTABLE_SAVED) { - SetRelativeStartAndEndPercentage( 0, 89, 90, L"Loading door tables..." ); - RenderProgressBar( 0, 0 ); - LoadDoorTableFromMap( &pBuffer ); + SetRelativeStartAndEndPercentage(0, 89, 90, L"Loading door tables..."); + RenderProgressBar(0, 0); + LoadDoorTableFromMap(&pBuffer, dMajorMapVersion); } - if( uiFlags & MAP_EDGEPOINTS_SAVED ) + if(uiFlags & MAP_EDGEPOINTS_SAVED) { - SetRelativeStartAndEndPercentage( 0, 90, 91, L"Loading edgepoints..." ); - RenderProgressBar( 0, 0 ); - if( !LoadMapEdgepoints( &pBuffer ) ) - fGenerateEdgePoints = TRUE; //only if the map had the older edgepoint system + SetRelativeStartAndEndPercentage(0, 90, 91, L"Loading edgepoints..."); + RenderProgressBar(0, 0); + if(!LoadMapEdgepoints(&pBuffer, dMajorMapVersion)) + fGenerateEdgePoints = TRUE;// Only if the map had the older edgepoint system + //dnl ch44 290909 Map Edge points must be recreated they cannot be translated, so trash them. + if(gMapTrn.IsTrn()) + { + TrashMapEdgepoints(); + fGenerateEdgePoints = TRUE; + } } else - { fGenerateEdgePoints = TRUE; - } - if( uiFlags & MAP_NPCSCHEDULES_SAVED ) + if(uiFlags & MAP_NPCSCHEDULES_SAVED) { - SetRelativeStartAndEndPercentage( 0, 91, 92, L"Loading NPC schedules..." ); - RenderProgressBar( 0, 0 ); - LoadSchedules( &pBuffer ); + SetRelativeStartAndEndPercentage(0, 91, 92, L"Loading NPC schedules..."); + RenderProgressBar(0, 0); + LoadSchedules(&pBuffer, dMajorMapVersion); } ValidateAndUpdateMapVersionIfNecessary(); + SetRelativeStartAndEndPercentage(0, 93, 94, L"Init Loaded World..."); + RenderProgressBar(0, 0); + InitLoadedWorld(); - //if we arent loading a saved game -// if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) + if(fGenerateEdgePoints) { - SetRelativeStartAndEndPercentage( 0, 93, 94, L"Init Loaded World..." ); - RenderProgressBar( 0, 0 ); - if(!(gMapInformation.sNorthGridNo == -1 && gMapInformation.sEastGridNo == -1 && gMapInformation.sSouthGridNo == -1 && gMapInformation.sWestGridNo == -1))//dnl just rough solution for skiping InitLoadedWorld if loaded map doesn't contain any entry point which lead into assertion - InitLoadedWorld(); - } - - if( fGenerateEdgePoints ) - { - SetRelativeStartAndEndPercentage( 0, 94, 95, L"Generating map edgepoints..." ); - RenderProgressBar( 0, 0 ); + SetRelativeStartAndEndPercentage(0, 94, 95, L"Generating map edgepoints..."); + RenderProgressBar(0, 0); CompileWorldMovementCosts(); GenerateMapEdgepoints(); } - RenderProgressBar( 0, 20 ); - - SetRelativeStartAndEndPercentage( 0, 95, 100, L"General initialization..." ); + RenderProgressBar(0, 20); + SetRelativeStartAndEndPercentage(0, 95, 100, L"General initialization..."); // RESET AI! InitOpponentKnowledgeSystem(); - - RenderProgressBar( 0, 30 ); - - //AllTeamsLookForAll(NO_INTERRUPTS); - - RenderProgressBar( 0, 40 ); - - //Reset some override flags + RenderProgressBar(0, 40); + // Reset some override flags gfForceLoadPlayers = FALSE; - gfForceLoad = FALSE; - + gfForceLoad = FALSE; // CHECK IF OUR SELECTED GUY IS GONE! - if ( gusSelectedSoldier != NOBODY ) + if(gusSelectedSoldier != NOBODY) { - if ( MercPtrs[ gusSelectedSoldier ]->bActive == FALSE ) - { + if(MercPtrs[gusSelectedSoldier]->bActive == FALSE) gusSelectedSoldier = NOBODY; - } } - - AdjustSoldierCreationStartValues( ); - - RenderProgressBar( 0, 60 ); - - InvalidateWorldRedundency( ); - + AdjustSoldierCreationStartValues(); + RenderProgressBar(0, 60); + InvalidateWorldRedundency(); // SAVE FILENAME - strcpy( gzLastLoadedFile, puiFilename ); - LoadRadarScreenBitmap( puiFilename ); - - RenderProgressBar( 0, 80 ); - + strcpy(gzLastLoadedFile, puiFilename); + LoadRadarScreenBitmap(puiFilename); + RenderProgressBar(0, 80); + sprintf(gubFilename, puiFilename); gfWorldLoaded = TRUE; - - sprintf( gubFilename, puiFilename ); - - //Remove this rather large chunk of memory from the system now! - MemFree( pBufferHead ); - #ifdef JA2TESTVERSION uiLoadWorldTime = GetJA2Clock() - uiLoadWorldStartTime; #endif - -//#ifdef JA2TESTVERSION - // ATE: Not while updating maps! - if ( guiCurrentScreen != MAPUTILITY_SCREEN ) - { + if(guiCurrentScreen != MAPUTILITY_SCREEN) GenerateBuildings(); - } - -//#endif - - RenderProgressBar( 0, 100 ); - - + RenderProgressBar(0, 100); DequeueAllKeyBoardEvents(); - - - return( TRUE ); + // Remove this rather large chunk of memory from the system now! + MemFree(pBufferHead); + MemFree(bCounts); + return(TRUE); } - //**************************************************************************************** // // Deletes everything then re-creates the world with simple ground tiles // //**************************************************************************************** -BOOLEAN NewWorld( void ) +BOOLEAN NewWorld( INT32 nMapRows, INT32 nMapCols ) { UINT16 NewIndex; INT32 cnt; @@ -3273,6 +3110,9 @@ BOOLEAN NewWorld( void ) TrashWorld(); + //SB + SetWorldSize(nMapRows, nMapCols); + // Create world randomly from tiles for ( cnt = 0; cnt < WORLD_MAX; cnt++ ) { @@ -3310,7 +3150,7 @@ void TrashWorld( void ) // REMOVE ALL ITEMS FROM WORLD - TrashWorldItems( ); + TrashWorldItems( ); // Trash the overhead map TrashOverheadMap( ); @@ -3541,7 +3381,7 @@ void TrashMapTile(INT16 MapTile) MemFree( pOnRoofNode ); pOnRoofNode = pMapTile->pOnRoofHead; } - pMapTile->pOnRoofHead = NULL; + pMapTile->pOnRoofHead = NULL; pTopmostNode = pMapTile->pTopmostHead; while ( pTopmostNode != NULL ) @@ -3639,7 +3479,7 @@ BOOLEAN SaveMapTileset( INT32 iTilesetID ) void SetLoadOverrideParams( BOOLEAN fForceLoad, BOOLEAN fForceFile, CHAR8 *zLoadName ) { - gfForceLoadPlayers = fForceLoad; + gfForceLoadPlayers = fForceLoad; gfForceLoad = fForceFile; if ( zLoadName != NULL ) @@ -3649,7 +3489,7 @@ void SetLoadOverrideParams( BOOLEAN fForceLoad, BOOLEAN fForceFile, CHAR8 *zLoad } -void AddWireFrame( INT16 sGridNo, UINT16 usIndex, BOOLEAN fForced ) +void AddWireFrame( INT32 sGridNo, UINT16 usIndex, BOOLEAN fForced ) { LEVELNODE *pTopmost, *pTopmostTail; @@ -3676,10 +3516,10 @@ void AddWireFrame( INT16 sGridNo, UINT16 usIndex, BOOLEAN fForced ) } -UINT16 GetWireframeGraphicNumToUseForWall( INT16 sGridNo, STRUCTURE *pStructure ) +UINT16 GetWireframeGraphicNumToUseForWall( INT32 sGridNo, STRUCTURE *pStructure ) { - LEVELNODE *pNode = NULL; - UINT8 ubWallOrientation; + LEVELNODE *pNode = NULL; + UINT8 ubWallOrientation; UINT16 usValue = 0; UINT16 usSubIndex; STRUCTURE *pBaseStructure; @@ -3690,40 +3530,40 @@ UINT16 GetWireframeGraphicNumToUseForWall( INT16 sGridNo, STRUCTURE *pStructure if ( pBaseStructure ) { - // Find levelnode... - pNode = gpWorldLevelData[sGridNo].pStructHead; - while( pNode != NULL ) - { - if (pNode->pStructureData == pBaseStructure) + // Find levelnode... + pNode = gpWorldLevelData[sGridNo].pStructHead; + while( pNode != NULL ) { - break; + if (pNode->pStructureData == pBaseStructure) + { + break; + } + pNode = pNode->pNext; } - pNode = pNode->pNext; - } - if ( pNode != NULL ) - { - // Get Subindex for this wall... - GetSubIndexFromTileIndex( pNode->usIndex, &usSubIndex ); + if ( pNode != NULL ) + { + // Get Subindex for this wall... + GetSubIndexFromTileIndex( pNode->usIndex, &usSubIndex ); - // Check for broken peices... - if ( usSubIndex == 48 || usSubIndex == 52 ) - { - return( WIREFRAMES12 ); + // Check for broken peices... + if ( usSubIndex == 48 || usSubIndex == 52 ) + { + return( WIREFRAMES12 ); + } + else if ( usSubIndex == 49 || usSubIndex == 53 ) + { + return( WIREFRAMES13 ); + } + else if ( usSubIndex == 50 || usSubIndex == 54 ) + { + return( WIREFRAMES10 ); + } + else if ( usSubIndex == 51 || usSubIndex == 55 ) + { + return( WIREFRAMES11 ); + } } - else if ( usSubIndex == 49 || usSubIndex == 53 ) - { - return( WIREFRAMES13 ); - } - else if ( usSubIndex == 50 || usSubIndex == 54 ) - { - return( WIREFRAMES10 ); - } - else if ( usSubIndex == 51 || usSubIndex == 55 ) - { - return( WIREFRAMES11 ); - } - } } switch( ubWallOrientation ) @@ -3736,8 +3576,8 @@ UINT16 GetWireframeGraphicNumToUseForWall( INT16 sGridNo, STRUCTURE *pStructure case OUTSIDE_TOP_RIGHT: case INSIDE_TOP_RIGHT: - usValue = WIREFRAMES5; - break; + usValue = WIREFRAMES5; + break; } @@ -3746,34 +3586,34 @@ UINT16 GetWireframeGraphicNumToUseForWall( INT16 sGridNo, STRUCTURE *pStructure void CalculateWorldWireFrameTiles( BOOLEAN fForce ) { - INT32 cnt; + INT32 cnt; STRUCTURE *pStructure; - INT16 sGridNo; - UINT8 ubWallOrientation; - INT8 bHiddenVal; - INT8 bNumWallsSameGridNo; - UINT16 usWireFrameIndex; + INT32 sGridNo; + UINT8 ubWallOrientation; + INT8 bHiddenVal; + INT8 bNumWallsSameGridNo; + INT32 usWireFrameIndex; // Create world randomly from tiles for ( cnt = 0; cnt < WORLD_MAX; cnt++ ) { if ( gpWorldLevelData[ cnt ].uiFlags & MAPELEMENT_RECALCULATE_WIREFRAMES || fForce ) { - if ( cnt == 8377 ) - { - int i = 0; - } + if ( cnt == 8377 ) + { + int i = 0; + } // Turn off flag gpWorldLevelData[ cnt ].uiFlags &= (~MAPELEMENT_RECALCULATE_WIREFRAMES ); // Remove old ones - RemoveWireFrameTiles( (INT16)cnt ); + RemoveWireFrameTiles( cnt ); bNumWallsSameGridNo = 0; // Check our gridno, if we have a roof over us that has not beenr evealed, no need for a wiereframe - if ( IsRoofVisibleForWireframe( (INT16)cnt ) && !( gpWorldLevelData[ cnt ].uiFlags & MAPELEMENT_REVEALED ) ) + if ( IsRoofVisibleForWireframe( cnt ) && !( gpWorldLevelData[ cnt ].uiFlags & MAPELEMENT_REVEALED ) ) { continue; } @@ -3798,11 +3638,11 @@ void CalculateWorldWireFrameTiles( BOOLEAN fForce ) case INSIDE_TOP_LEFT: // Get gridno - sGridNo = NewGridNo( (INT16)cnt, DirectionInc( SOUTH ) ); + sGridNo = NewGridNo( cnt, DirectionInc( SOUTH ) ); if ( IsRoofVisibleForWireframe( sGridNo ) && !( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) ) { - AddWireFrame( (INT16)cnt, WIREFRAMES4, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); + AddWireFrame( cnt, WIREFRAMES4, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); } break; @@ -3810,11 +3650,11 @@ void CalculateWorldWireFrameTiles( BOOLEAN fForce ) case INSIDE_TOP_RIGHT: // Get gridno - sGridNo = NewGridNo( (INT16)cnt, DirectionInc( EAST ) ); + sGridNo = NewGridNo( cnt, DirectionInc( EAST ) ); if ( IsRoofVisibleForWireframe( sGridNo ) && !( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) ) { - AddWireFrame( (INT16)cnt, WIREFRAMES3 , (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); + AddWireFrame( cnt, WIREFRAMES3 , (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); } break; @@ -3823,113 +3663,113 @@ void CalculateWorldWireFrameTiles( BOOLEAN fForce ) } // Check for windows else - { - if ( pStructure->fFlags & STRUCTURE_WALLNWINDOW ) { - // Does the gridno we are over have a non-visible tile? - // Based on orientation - ubWallOrientation = pStructure->ubWallOrientation; - - switch( ubWallOrientation ) + if ( pStructure->fFlags & STRUCTURE_WALLNWINDOW ) { - case OUTSIDE_TOP_LEFT: - case INSIDE_TOP_LEFT: + // Does the gridno we are over have a non-visible tile? + // Based on orientation + ubWallOrientation = pStructure->ubWallOrientation; + + switch( ubWallOrientation ) + { + case OUTSIDE_TOP_LEFT: + case INSIDE_TOP_LEFT: // Get gridno - sGridNo = NewGridNo( (INT16)cnt, DirectionInc( SOUTH ) ); + sGridNo = NewGridNo( cnt, DirectionInc( SOUTH ) ); if ( IsRoofVisibleForWireframe( sGridNo ) && !( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) ) { - AddWireFrame( (INT16)cnt, WIREFRAMES2, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); + AddWireFrame( cnt, WIREFRAMES2, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); } break; - case OUTSIDE_TOP_RIGHT: - case INSIDE_TOP_RIGHT: + case OUTSIDE_TOP_RIGHT: + case INSIDE_TOP_RIGHT: // Get gridno - sGridNo = NewGridNo( (INT16)cnt, DirectionInc( EAST ) ); + sGridNo = NewGridNo( cnt, DirectionInc( EAST ) ); if ( IsRoofVisibleForWireframe( sGridNo ) && !( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) ) { - AddWireFrame( (INT16)cnt, WIREFRAMES1, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); + AddWireFrame( cnt, WIREFRAMES1, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); } break; + } + } - } - - // Check for walls - if ( pStructure->fFlags & STRUCTURE_WALLSTUFF ) - { - // Does the gridno we are over have a non-visible tile? - // Based on orientation - ubWallOrientation = pStructure->ubWallOrientation; - - usWireFrameIndex = GetWireframeGraphicNumToUseForWall( (UINT16)cnt, pStructure ); - - switch( ubWallOrientation ) + // Check for walls + if ( pStructure->fFlags & STRUCTURE_WALLSTUFF ) { - case OUTSIDE_TOP_LEFT: - case INSIDE_TOP_LEFT: + // Does the gridno we are over have a non-visible tile? + // Based on orientation + ubWallOrientation = pStructure->ubWallOrientation; - // Get gridno - sGridNo = NewGridNo( (INT16)cnt, DirectionInc( SOUTH ) ); + usWireFrameIndex = GetWireframeGraphicNumToUseForWall( cnt, pStructure ); - if ( IsRoofVisibleForWireframe( sGridNo ) ) - { - bNumWallsSameGridNo++; + switch( ubWallOrientation ) + { + case OUTSIDE_TOP_LEFT: + case INSIDE_TOP_LEFT: - AddWireFrame( (INT16)cnt, usWireFrameIndex, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); + // Get gridno + sGridNo = NewGridNo( cnt, DirectionInc( SOUTH ) ); - // Check along our direction to see if we are a corner - sGridNo = NewGridNo( (INT16)cnt, DirectionInc( WEST ) ); - sGridNo = NewGridNo( sGridNo, DirectionInc( SOUTH ) ); - bHiddenVal = IsHiddenTileMarkerThere( sGridNo ); - // If we do not exist ( -1 ) or are revealed ( 1 ) - if ( bHiddenVal == -1 || bHiddenVal == 1 ) + if ( IsRoofVisibleForWireframe( sGridNo ) ) { - // Place corner! - AddWireFrame( (INT16)cnt, WIREFRAMES9, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); + bNumWallsSameGridNo++; + + AddWireFrame( cnt, usWireFrameIndex, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); + + // Check along our direction to see if we are a corner + sGridNo = NewGridNo( cnt, DirectionInc( WEST ) ); + sGridNo = NewGridNo( sGridNo, DirectionInc( SOUTH ) ); + bHiddenVal = IsHiddenTileMarkerThere( sGridNo ); + // If we do not exist ( -1 ) or are revealed ( 1 ) + if ( bHiddenVal == -1 || bHiddenVal == 1 ) + { + // Place corner! + AddWireFrame( cnt, WIREFRAMES9, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); + } } - } - break; + break; - case OUTSIDE_TOP_RIGHT: - case INSIDE_TOP_RIGHT: + case OUTSIDE_TOP_RIGHT: + case INSIDE_TOP_RIGHT: - // Get gridno - sGridNo = NewGridNo( (INT16)cnt, DirectionInc( EAST ) ); + // Get gridno + sGridNo = NewGridNo( cnt, DirectionInc( EAST ) ); - if ( IsRoofVisibleForWireframe( sGridNo ) ) - { - bNumWallsSameGridNo++; - - AddWireFrame( (INT16)cnt, usWireFrameIndex, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); - - // Check along our direction to see if we are a corner - sGridNo = NewGridNo( (INT16)cnt, DirectionInc( NORTH ) ); - sGridNo = NewGridNo( sGridNo, DirectionInc( EAST ) ); - bHiddenVal = IsHiddenTileMarkerThere( sGridNo ); - // If we do not exist ( -1 ) or are revealed ( 1 ) - if ( bHiddenVal == -1 || bHiddenVal == 1 ) + if ( IsRoofVisibleForWireframe( sGridNo ) ) { - // Place corner! - AddWireFrame( (INT16)cnt, WIREFRAMES8, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); + bNumWallsSameGridNo++; + + AddWireFrame( cnt, usWireFrameIndex, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); + + // Check along our direction to see if we are a corner + sGridNo = NewGridNo( cnt, DirectionInc( NORTH ) ); + sGridNo = NewGridNo( sGridNo, DirectionInc( EAST ) ); + bHiddenVal = IsHiddenTileMarkerThere( sGridNo ); + // If we do not exist ( -1 ) or are revealed ( 1 ) + if ( bHiddenVal == -1 || bHiddenVal == 1 ) + { + // Place corner! + AddWireFrame( cnt, WIREFRAMES8, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); + } + } + break; - } - break; - - } + } // Check for both walls if ( bNumWallsSameGridNo == 2 ) { - sGridNo = NewGridNo( (INT16)cnt, DirectionInc( EAST ) ); + sGridNo = NewGridNo( cnt, DirectionInc( EAST ) ); sGridNo = NewGridNo( sGridNo, DirectionInc( SOUTH ) ); - AddWireFrame( (INT16)cnt, WIREFRAMES7, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); + AddWireFrame( cnt, WIREFRAMES7, (BOOLEAN)( ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) != 0 ) ); } } } @@ -3948,13 +3788,13 @@ void RemoveWorldWireFrameTiles( ) // Create world randomly from tiles for ( cnt = 0; cnt < WORLD_MAX; cnt++ ) { - RemoveWireFrameTiles( (INT16)cnt ); + RemoveWireFrameTiles( cnt ); } } -void RemoveWireFrameTiles( INT16 sGridNo ) +void RemoveWireFrameTiles( INT32 sGridNo ) { LEVELNODE *pTopmost, *pNewTopmost; TILE_ELEMENT * pTileElement; @@ -3982,7 +3822,7 @@ void RemoveWireFrameTiles( INT16 sGridNo ) -INT8 IsHiddenTileMarkerThere( INT16 sGridNo ) +INT8 IsHiddenTileMarkerThere( INT32 sGridNo ) { STRUCTURE * pStructure; @@ -4029,12 +3869,12 @@ void ReloadTileset( UINT8 ubID ) // Save Map SaveWorld( TEMP_FILE_FOR_TILESET_CHANGE ); - //IMPORTANT: If this is not set, the LoadTileset() will assume that + //IMPORTANT: If this is not set, the LoadTileset() will assume that //it is loading the same tileset and ignore it... giCurrentTilesetID = iCurrTilesetID; // Load Map with new tileset - LoadWorld( TEMP_FILE_FOR_TILESET_CHANGE); + LoadWorld( TEMP_FILE_FOR_TILESET_CHANGE ); // Delete file sprintf( aFilename, "MAPS\\%s", TEMP_FILE_FOR_TILESET_CHANGE ); @@ -4066,7 +3906,7 @@ void SaveMapLights( HWFILE hfile ) for( cnt = 0; cnt < MAX_LIGHT_SPRITES; cnt++ ) { if( LightSprites[ cnt ].uiFlags & LIGHT_SPR_ACTIVE ) - { //found an active light. Check to make sure it doesn't belong to a merc. + { //found an active light. Check to make sure it doesn't belong to a merc. fSoldierLight = FALSE; for ( cnt2 = 0; cnt2 < MAX_NUM_SOLDIERS && !fSoldierLight; cnt2++ ) { @@ -4088,7 +3928,7 @@ void SaveMapLights( HWFILE hfile ) for( cnt = 0; cnt < MAX_LIGHT_SPRITES; cnt++ ) { if( LightSprites[ cnt ].uiFlags & LIGHT_SPR_ACTIVE ) - { //found an active light. Check to make sure it doesn't belong to a merc. + { //found an active light. Check to make sure it doesn't belong to a merc. fSoldierLight = FALSE; for ( cnt2 = 0; cnt2 < MAX_NUM_SOLDIERS && !fSoldierLight; cnt2++ ) { @@ -4162,6 +4002,10 @@ void LoadMapLights( INT8 **hBuffer ) LOADDATA( &TmpLight, *hBuffer, sizeof( LIGHT_SPRITE ) ); LOADDATA( &ubStrLen, *hBuffer, 1 ); + //dnl ch44 280909 LIGHT_SPRITE translation + gMapTrn.GetTrnXY(TmpLight.iOldX, TmpLight.iOldY); + gMapTrn.GetTrnXY(TmpLight.iX, TmpLight.iY); + if( ubStrLen ) { LOADDATA( str, *hBuffer, ubStrLen ); @@ -4177,10 +4021,11 @@ void LoadMapLights( INT8 **hBuffer ) if( !gfCaves || gfEditMode ) { if( gfEditMode || - TmpLight.uiFlags & LIGHT_PRIMETIME && fPrimeTime || + TmpLight.uiFlags & LIGHT_PRIMETIME && fPrimeTime || TmpLight.uiFlags & LIGHT_NIGHTTIME && fNightTime || - !(TmpLight.uiFlags & (LIGHT_PRIMETIME | LIGHT_NIGHTTIME)) ) - { //power only valid lights. + !(TmpLight.uiFlags & (LIGHT_PRIMETIME | LIGHT_NIGHTTIME)) ) + { + //power only valid lights. LightSpritePower( iLSprite, TRUE ); } } @@ -4194,7 +4039,7 @@ void LoadMapLights( INT8 **hBuffer ) } -BOOLEAN IsRoofVisibleForWireframe( INT16 sMapPos ) +BOOLEAN IsRoofVisibleForWireframe( INT32 sMapPos ) { STRUCTURE * pStructure; @@ -4220,3 +4065,150 @@ BOOLEAN IsRoofVisibleForWireframe( INT16 sMapPos ) return( FALSE ); } + +//dnl ch43 260909 +void SetWorldSize(INT32 nWorldRows, INT32 nWorldCols) +{ + gMapTrn.ResizeTrnCfg(WORLD_ROWS, WORLD_COLS, nWorldRows, nWorldCols);//dnl ch45 011009 + + INT32 o_WORLD_MAX = WORLD_MAX; + WORLD_ROWS = nWorldRows; + WORLD_COLS = nWorldCols; + + ResetScrollOverheadMap();//dnl ch45 031009 + CenterScreenAtMapIndex(MAPROWCOLTOPOS(WORLD_ROWS/2, WORLD_COLS/2));//dnl ch54 111009 + + if(gubGridNoMarkers) + MemFree(gubGridNoMarkers); + gubGridNoMarkers = (UINT8*)MemAlloc(WORLD_MAX); + memset(gubGridNoMarkers, 0, sizeof(UINT8)*WORLD_MAX); + + if(gsCoverValue) + MemFree(gsCoverValue); + gsCoverValue = (INT16*)MemAlloc(sizeof(INT16)*WORLD_MAX); + memset(gsCoverValue, 0x7F, sizeof(INT16)*WORLD_MAX); + + // Init building structures and variables + if(gubBuildingInfo) + MemFree(gubBuildingInfo); + gubBuildingInfo = (UINT8*)MemAlloc(WORLD_MAX); + memset(gubBuildingInfo, 0, sizeof(UINT8)*WORLD_MAX); + + // Init room numbers + if(gubWorldRoomInfo) + MemFree(gubWorldRoomInfo); + gubWorldRoomInfo = (UINT8*)MemAlloc(WORLD_MAX); + memset(gubWorldRoomInfo, 0, sizeof(UINT8)*WORLD_MAX); + + if(gubWorldMovementCosts) + MemFree(gubWorldMovementCosts); + gubWorldMovementCosts = (UINT8(*)[MAXDIR][2])MemAlloc(WORLD_MAX*MAXDIR*2); + memset(gubWorldMovementCosts, 0, sizeof(UINT8)*WORLD_MAX*MAXDIR*2); + + if(gpWorldLevelData != NULL) + MemFree(gpWorldLevelData); + // Initialize world data + gpWorldLevelData = (MAP_ELEMENT*)MemAlloc(sizeof(MAP_ELEMENT)*WORLD_MAX); + // Zero world + memset(gpWorldLevelData, 0, sizeof(MAP_ELEMENT)*WORLD_MAX); + + ShutDownPathAI(); + InitPathAI(); + +#ifdef _DEBUG + if(gubFOVDebugInfoInfo) + MemFree(gubFOVDebugInfoInfo); + gubFOVDebugInfoInfo = (UINT8*)MemAlloc(WORLD_MAX); +#endif + + dirDelta[0]= -WORLD_COLS; + dirDelta[1]= 1-WORLD_COLS; + dirDelta[3]= 1+WORLD_COLS; + dirDelta[4]= WORLD_ROWS; + dirDelta[5]= WORLD_ROWS-1; + dirDelta[7]= -WORLD_ROWS-1; + + DirIncrementer[0] = -WORLD_ROWS; + DirIncrementer[1] = 1-WORLD_ROWS; + DirIncrementer[3] = 1+WORLD_ROWS; + DirIncrementer[4] = WORLD_ROWS; + DirIncrementer[5] = WORLD_ROWS-1; + DirIncrementer[6] = -1; + DirIncrementer[7] = -WORLD_ROWS-1; + + gsTempActionGridNo = NOWHERE; + gsOverItemsGridNo = NOWHERE; + gsOutOfRangeGridNo = NOWHERE; + gsUITargetShotGridNo = NOWHERE; + gsUIHandleShowMoveGridLocation = NOWHERE; + gusCurMousePos = 0; +} + +//dnl ch44 290909 Translation routine +MAPTRANSLATION gMapTrn; + +MAPTRANSLATION::MAPTRANSLATION() +{ + fTrn = FALSE; + iTrnFromRows = OLD_WORLD_ROWS; + iTrnFromCols = OLD_WORLD_COLS; + iTrnToRows = OLD_WORLD_ROWS; + iTrnToCols = OLD_WORLD_COLS; + iResizeTrnFromRows = OLD_WORLD_ROWS; + iResizeTrnFromCols = OLD_WORLD_COLS; + iResizeTrnToRows = OLD_WORLD_ROWS; + iResizeTrnToCols = OLD_WORLD_COLS; +} + +MAPTRANSLATION::~MAPTRANSLATION() +{ + ; +} + +void MAPTRANSLATION::GetTrnCnt(INT32& cnt) +{ + if(!fTrn || cnt < 0) + return; + INT32 y = cnt / iTrnFromCols; + INT32 x = cnt - y * iTrnFromCols; + cnt = (x + (iTrnToCols - iTrnFromCols) / 2) + (y + (iTrnToRows - iTrnFromRows) / 2) * iTrnToCols; +} + +void MAPTRANSLATION::GetTrnXY(INT16& x, INT16& y) +{ + if(!fTrn || x < 0 || y < 0) + return; + x += (iTrnToCols - iTrnFromCols) / 2; + y += (iTrnToRows - iTrnFromRows) / 2; +} + +void MAPTRANSLATION::ResizeTrnCfg(INT32 iFromRows, INT32 iFromCols, INT32 iToRows, INT32 iToCols) +{ + iResizeTrnFromRows = iFromRows; + iResizeTrnFromCols = iFromCols; + iResizeTrnToRows = iToRows; + iResizeTrnToCols = iToCols; +} + +void MAPTRANSLATION::ResizeTrnCnt(INT32& cnt) +{ + INT32 y = cnt / iResizeTrnFromCols; + INT32 x = cnt - y * iResizeTrnFromCols; + cnt = (x * iResizeTrnToCols / iResizeTrnFromCols) + (y * iResizeTrnToRows / iResizeTrnFromRows) * iResizeTrnToCols; +} + +BOOLEAN MAPTRANSLATION::SetTrnPar(INT32 iFromRows, INT32 iFromCols, INT32 iToRows, INT32 iToCols) +{ + if(iFromRows < iToRows && iFromCols < iToCols) + { + fTrn = TRUE; + iTrnFromRows = iFromRows; + iTrnFromCols = iFromCols; + iTrnToRows = iToRows; + iTrnToCols = iToCols; + } + else + fTrn = FALSE; + return(fTrn); +} + diff --git a/TileEngine/worlddef.h b/TileEngine/worlddef.h index 4a6aa590..167174bd 100644 --- a/TileEngine/worlddef.h +++ b/TileEngine/worlddef.h @@ -9,36 +9,59 @@ #define WORLD_TILE_X 40 #define WORLD_TILE_Y 20 -#define WORLD_COLS 160 -#define WORLD_ROWS 160 -#define WORLD_COORD_COLS 1600 -#define WORLD_COORD_ROWS 1600 -#define WORLD_MAX 25600 +//#define WORLD_COLS 160 +//#define WORLD_ROWS 160 +//#define WORLD_COORD_COLS 1600 +//#define WORLD_COORD_ROWS 1600 +//#define WORLD_MAX 25600 #define CELL_X_SIZE 10 #define CELL_Y_SIZE 10 +// variable map size +extern INT32 guiWorldCols; +extern INT32 guiWorldRows; + +#define OLD_WORLD_COLS 160 +#define OLD_WORLD_ROWS 160 +#define OLD_WORLD_COORD_COLS 1600 +#define OLD_WORLD_COORD_ROWS 1600 +#define OLD_WORLD_MAX 25600 + +#define WORLD_COLS guiWorldCols +#define WORLD_ROWS guiWorldRows +#define WORLD_COORD_COLS (WORLD_COLS*CELL_X_SIZE) +#define WORLD_COORD_ROWS (WORLD_ROWS*CELL_Y_SIZE) +#define WORLD_MAX (WORLD_COLS*WORLD_ROWS) + +// WANNE - BMP: The maximum value WORLD_MAX can have. DONE! +#define MAX_ALLOWED_WORLD_MAX 4000000 // (1000 cols x 1000 rows) + + +// + //forward declarations of common classes to eliminate includes class OBJECTTYPE; class SOLDIERTYPE; -//Don't mess with this value, unless you want to force update all maps in the game! -// Lesh: fix the sad situation with the different major map versions -//#ifdef RUSSIAN - //#define MAJOR_MAP_VERSION 6.00 -//#else - #define MAJOR_MAP_VERSION 6.00 -//#endif +// SB: new map version, with map dimensions added +#define MAJOR_MAP_VERSION 7.0 //Current minor map version updater. #define MINOR_MAP_VERSION 27 +//dnl ch33 230909 +#define VANILLA_MAJOR_MAP_VERSION 5.00 +#define VANILLA_MINOR_MAP_VERSION 25 + #define WORLD_BASE_HEIGHT 0 #define WORLD_CLIFF_HEIGHT 80 //A macro that actually memcpy's over data and increments the pointer automatically -//based on the size. Works like a FileRead except with a buffer instead of a file pointer. +//based on the size. Works like a FileRead except with a buffer instead of a file pointer. //Used by LoadWorld() and child functions. #include -#define LOADDATA( dst, src, size ) memcpy( dst, src, size ); src += size +//SB: fix macro syntax flaw +//#define LOADDATA( dst, src, size ) memcpy( dst, src, size ); src += size +#define LOADDATA( dst, src, size ) { memcpy( dst, src, size ); src += size; } #define LANDHEAD 0 @@ -119,6 +142,7 @@ class SOLDIERTYPE; #define ANY_SMOKE_EFFECT ( MAPELEMENT_EXT_CREATUREGAS | MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS | MAPELEMENT_EXT_BURNABLEGAS ) +// WDS - Clean up inventory handling struct LEVELNODE { struct LEVELNODE *pNext; @@ -133,7 +157,9 @@ struct LEVELNODE STRUCTURE *pStructureData; // STRUCTURE DATA INT32 iPhysicsObjectID; // ID FOR PHYSICS ITEM INT32 uiAPCost; // FOR AP DISPLAY - INT32 iExitGridInfo; +//SB: change packed exitgrid for EXITGRID * +// INT32 iExitGridInfo; + void * pExitGridInfo; }; // ( 4 byte union ) union @@ -237,12 +263,12 @@ typedef struct LEVELNODE *pLevelNodes[ 9 ]; //}; - STRUCTURE *pStructureHead; - STRUCTURE *pStructureTail; + STRUCTURE *pStructureHead; + STRUCTURE *pStructureTail; - UINT16 uiFlags; + UINT16 uiFlags; UINT16 ubExtFlags[2]; - UINT16 sSumRealLights[1]; + UINT16 sSumRealLights[1]; UINT8 sHeight; UINT8 ubAdjacentSoldierCnt; UINT8 ubTerrainID; @@ -257,14 +283,43 @@ typedef struct extern MAP_ELEMENT *gpWorldLevelData; // World Movement Costs -extern UINT8 gubWorldMovementCosts[ WORLD_MAX ][MAXDIR][2]; +//UINT8 gubWorldMovementCosts[ WORLD_MAX ][MAXDIR][2]; +extern UINT8 (*gubWorldMovementCosts)[MAXDIR][2];//dnl ch43 260909 +//dnl ch44 290909 Translation routine +class MAPTRANSLATION +{ +private: + BOOLEAN fTrn; + INT32 iTrnFromRows; + INT32 iTrnFromCols; + INT32 iTrnToRows; + INT32 iTrnToCols; + INT32 iResizeTrnFromRows; + INT32 iResizeTrnFromCols; + INT32 iResizeTrnToRows; + INT32 iResizeTrnToCols; + +public: + MAPTRANSLATION(); + ~MAPTRANSLATION(); + + void DisableTrn(void){ fTrn = FALSE; } + void GetTrnCnt(INT32& cnt); + void GetTrnXY(INT16& x, INT16& y); + BOOLEAN IsTrn(void){ return(fTrn); } + BOOLEAN SetTrnPar(INT32 iFromRows, INT32 iFromCols, INT32 iToRows, INT32 iToCols); + //dnl ch45 011009 + void ResizeTrnCfg(INT32 iFromRows, INT32 iFromCols, INT32 iToRows, INT32 iToCols); + void ResizeTrnCnt(INT32& cnt); +}; +extern MAPTRANSLATION gMapTrn; extern UINT8 gubCurrentLevel; extern INT32 giCurrentTilesetID; -extern HVOBJECT hRenderVObject; -extern UINT32 gSurfaceMemUsage; +extern HVOBJECT hRenderVObject; +extern UINT32 gSurfaceMemUsage; extern CHAR8 gzLastLoadedFile[ 260 ]; @@ -282,15 +337,15 @@ void DestroyTileShadeTables( ); void TrashWorld(void); -void TrashMapTile(INT16 MapTile); -BOOLEAN NewWorld( void ); +void TrashMapTile(INT32 MapTile); +BOOLEAN NewWorld( INT32 nMapRows, INT32 nMapCols ); -BOOLEAN SaveWorld( const STR8 puiFilename ); -BOOLEAN LoadWorld( const STR8 puiFilename, float* pMajorMapVersion = NULL, UINT8* pMinorMapVersion = NULL ); +BOOLEAN SaveWorld(const STR8 puiFilename, FLOAT dMajorMapVersion=MAJOR_MAP_VERSION, UINT8 ubMinorMapVersion=MINOR_MAP_VERSION);//dnl ch33 150909 +BOOLEAN LoadWorld(const STR8 puiFilename, FLOAT* pMajorMapVersion=NULL, UINT8* pMinorMapVersion=NULL);//dnl ch44 290909 -void CompileWorldMovementCosts( ); -void RecompileLocalMovementCosts( INT16 sCentreGridNo ); -void RecompileLocalMovementCostsFromRadius( INT16 sCentreGridNo, INT8 bRadius ); +void CompileWorldMovementCosts(void);//dnl ch56 151009 +void RecompileLocalMovementCosts( INT32 sCentreGridNo ); +void RecompileLocalMovementCostsFromRadius( INT32 sCentreGridNo, INT8 bRadius ); BOOLEAN LoadMapTileset( INT32 iTilesetID ); @@ -300,22 +355,23 @@ void SetLoadOverrideParams( BOOLEAN fForceLoad, BOOLEAN fForceFile, CHAR8 *zLoad void CalculateWorldWireFrameTiles( BOOLEAN fForce ); void RemoveWorldWireFrameTiles( ); -void RemoveWireFrameTiles( INT16 sGridNo ); +void RemoveWireFrameTiles( INT32 sGridNo ); -LEVELNODE *GetAnimProfileFlags( INT16 sGridNo, UINT16 *usFlags, SOLDIERTYPE **ppTargSoldier, LEVELNODE *pGivenNode ); +LEVELNODE *GetAnimProfileFlags( INT32 sGridNo, UINT16 *usFlags, SOLDIERTYPE **ppTargSoldier, LEVELNODE *pGivenNode ); void ReloadTileset( UINT8 ubID ); -BOOLEAN FloorAtGridNo( UINT32 iMapIndex ); -BOOLEAN DoorAtGridNo( UINT32 iMapIndex ); -BOOLEAN GridNoIndoors( UINT32 iMapIndex ); +BOOLEAN FloorAtGridNo( INT32 iMapIndex ); +BOOLEAN DoorAtGridNo( INT32 iMapIndex ); +BOOLEAN GridNoIndoors( INT32 iMapIndex ); -BOOLEAN OpenableAtGridNo( UINT32 iMapIndex ); +BOOLEAN OpenableAtGridNo( INT32 iMapIndex ); void RecompileLocalMovementCostsInAreaWithFlags( void ); -void AddTileToRecompileArea( INT16 sGridNo ); +void AddTileToRecompileArea( INT32 sGridNo ); +void SetWorldSize(INT32 nWorldRows, INT32 nWorldCols); #endif diff --git a/TileEngine/worldman.cpp b/TileEngine/worldman.cpp index d5557f54..8d577480 100644 --- a/TileEngine/worldman.cpp +++ b/TileEngine/worldman.cpp @@ -27,7 +27,6 @@ #include "render fun.h" #include "GameSettings.h" #endif -#include "connect.h" extern BOOLEAN gfBasement; @@ -35,24 +34,24 @@ UINT32 guiLNCount[9]; static CHAR16 gzLevelString[9][15] = { L"", - L"Land %d", + L"Land %d", L"Object %d", L"Struct %d", L"Shadow %d", - L"Merc %d", - L"Roof %d", + L"Merc %d", + L"Roof %d", L"Onroof %d", - L"Topmost %d", + L"Topmost %d", }; // World management routines ( specific Double Linked list functions void SetIndexLevelNodeFlags( LEVELNODE *pStartNode, UINT32 uiFlags, UINT16 usIndex ); void RemoveIndexLevelNodeFlags( LEVELNODE *pStartNode, UINT32 uiFlags, UINT16 usIndex ); -void SetWorldFlagsFromNewNode( INT16 sGridNo, UINT16 usIndex ); -void RemoveWorldFlagsFromNewNode( INT16 sGridNo, UINT16 usIndex ); +void SetWorldFlagsFromNewNode( INT32 sGridNo, UINT16 usIndex ); +void RemoveWorldFlagsFromNewNode( INT32 sGridNo, UINT16 usIndex ); -BOOLEAN RemoveLandEx( UINT32 iMapIndex, UINT16 usIndex ); +BOOLEAN RemoveLandEx( INT32 iMapIndex, UINT16 usIndex ); UINT32 guiLevelNodes = 0; @@ -80,7 +79,7 @@ BOOLEAN CreateLevelNode( LEVELNODE **ppNode ) void CountLevelNodes( void ) { - UINT32 uiLoop, uiLoop2; + INT32 uiLoop, uiLoop2; LEVELNODE * pLN; MAP_ELEMENT * pME; @@ -232,7 +231,7 @@ void RemoveIndexLevelNodeFlags( LEVELNODE *pStartNode, UINT32 uiFlags, UINT16 us // First for object layer // ################################################################# -LEVELNODE *AddObjectToTail( UINT32 iMapIndex, UINT16 usIndex ) +LEVELNODE *AddObjectToTail( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pObject = NULL; LEVELNODE *pNextObject = NULL; @@ -277,7 +276,7 @@ LEVELNODE *AddObjectToTail( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN AddObjectToHead( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN AddObjectToHead( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pObject = NULL; LEVELNODE *pNextObject = NULL; @@ -305,7 +304,7 @@ BOOLEAN AddObjectToHead( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN RemoveObject( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN RemoveObject( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pObject = NULL; LEVELNODE *pOldObject = NULL; @@ -354,7 +353,7 @@ BOOLEAN RemoveObject( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN TypeRangeExistsInObjectLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusObjectIndex ) +BOOLEAN TypeRangeExistsInObjectLayer( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusObjectIndex ) { LEVELNODE *pObject = NULL; LEVELNODE *pOldObject = NULL; @@ -391,7 +390,7 @@ BOOLEAN TypeRangeExistsInObjectLayer( UINT32 iMapIndex, UINT32 fStartType, UINT3 } -BOOLEAN TypeExistsInObjectLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusObjectIndex ) +BOOLEAN TypeExistsInObjectLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusObjectIndex ) { LEVELNODE *pObject = NULL; @@ -401,7 +400,7 @@ BOOLEAN TypeExistsInObjectLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusObje } -void SetAllObjectShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ) +void SetAllObjectShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel ) { LEVELNODE *pObject = NULL; @@ -412,7 +411,7 @@ void SetAllObjectShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ) } -void AdjustAllObjectShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ) +void AdjustAllObjectShadeLevels( INT32 iMapIndex, INT8 bShadeDiff ) { LEVELNODE *pObject = NULL; @@ -425,7 +424,7 @@ void AdjustAllObjectShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ) -BOOLEAN RemoveAllObjectsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ) +BOOLEAN RemoveAllObjectsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ) { LEVELNODE *pObject = NULL; @@ -465,7 +464,7 @@ BOOLEAN RemoveAllObjectsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 // Land Peice Layer // ####################################################### -LEVELNODE *AddLandToTail( UINT32 iMapIndex, UINT16 usIndex ) +LEVELNODE *AddLandToTail( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pLand = NULL; LEVELNODE *pNextLand = NULL; @@ -492,8 +491,8 @@ LEVELNODE *AddLandToTail( UINT32 iMapIndex, UINT16 usIndex ) pLand->pNext = pNextLand; pNextLand->pNext = NULL; - pNextLand->pPrevNode = pLand; - pNextLand->usIndex = usIndex; + pNextLand->pPrevNode = pLand; + pNextLand->usIndex = usIndex; break; } @@ -510,7 +509,7 @@ LEVELNODE *AddLandToTail( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN AddLandToHead( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN AddLandToHead( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pLand = NULL; LEVELNODE *pNextLand = NULL; @@ -522,14 +521,14 @@ BOOLEAN AddLandToHead( UINT32 iMapIndex, UINT16 usIndex ) CHECKF( CreateLevelNode( &pNextLand ) != FALSE ); pNextLand->pNext = pLand; - pNextLand->pPrevNode = NULL; - pNextLand->usIndex = usIndex; - pNextLand->ubShadeLevel = LightGetAmbient(); + pNextLand->pPrevNode = NULL; + pNextLand->usIndex = usIndex; + pNextLand->ubShadeLevel = LightGetAmbient(); if ( usIndex < NUMBEROFTILES ) { // Get tile element - TileElem = gTileDatabase[ usIndex ]; + TileElem = gTileDatabase[ usIndex ]; // Check for full tile if ( TileElem.ubFullTile ) @@ -553,7 +552,7 @@ BOOLEAN AddLandToHead( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN RemoveLand( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN RemoveLand( INT32 iMapIndex, UINT16 usIndex ) { RemoveLandEx( iMapIndex, usIndex ); @@ -565,7 +564,7 @@ BOOLEAN RemoveLand( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN RemoveLandEx( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN RemoveLandEx( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pLand = NULL; @@ -616,10 +615,10 @@ BOOLEAN RemoveLandEx( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN AdjustForFullTile( UINT32 iMapIndex ) +BOOLEAN AdjustForFullTile( INT32 iMapIndex ) { - LEVELNODE *pLand = NULL; - LEVELNODE *pOldLand = NULL; + LEVELNODE *pLand = NULL; + LEVELNODE *pOldLand = NULL; TILE_ELEMENT TileElem; // UINT32 iType; // UINT16 iNewIndex; @@ -670,7 +669,7 @@ BOOLEAN AdjustForFullTile( UINT32 iMapIndex ) } -BOOLEAN ReplaceLandIndex( UINT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex ) +BOOLEAN ReplaceLandIndex( INT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex ) { LEVELNODE *pLand = NULL; @@ -703,7 +702,7 @@ BOOLEAN ReplaceLandIndex( UINT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex } -BOOLEAN TypeExistsInLandLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusLandIndex ) +BOOLEAN TypeExistsInLandLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusLandIndex ) { LEVELNODE *pLand = NULL; @@ -714,7 +713,7 @@ BOOLEAN TypeExistsInLandLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusLandIn } -BOOLEAN TypeRangeExistsInLandLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusLandIndex ) +BOOLEAN TypeRangeExistsInLandLayer( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusLandIndex ) { LEVELNODE *pLand = NULL; LEVELNODE *pOldLand = NULL; @@ -752,7 +751,7 @@ BOOLEAN TypeRangeExistsInLandLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 } -BOOLEAN TypeRangeExistsInLandHead( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusLandIndex ) +BOOLEAN TypeRangeExistsInLandHead( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusLandIndex ) { LEVELNODE *pLand = NULL; LEVELNODE *pOldLand = NULL; @@ -784,7 +783,7 @@ BOOLEAN TypeRangeExistsInLandHead( UINT32 iMapIndex, UINT32 fStartType, UINT32 f } -BOOLEAN TypeRangeExistsInStructLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusStructIndex ) +BOOLEAN TypeRangeExistsInStructLayer( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusStructIndex ) { LEVELNODE *pStruct = NULL; LEVELNODE *pOldStruct = NULL; @@ -819,7 +818,7 @@ BOOLEAN TypeRangeExistsInStructLayer( UINT32 iMapIndex, UINT32 fStartType, UINT3 } -BOOLEAN RemoveAllLandsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ) +BOOLEAN RemoveAllLandsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ) { LEVELNODE *pLand = NULL; LEVELNODE *pOldLand = NULL; @@ -856,7 +855,7 @@ BOOLEAN RemoveAllLandsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 f -void SetAllLandShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ) +void SetAllLandShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel ) { LEVELNODE *pLand = NULL; @@ -867,7 +866,7 @@ void SetAllLandShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ) } -void AdjustAllLandShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ) +void AdjustAllLandShadeLevels( INT32 iMapIndex, INT8 bShadeDiff ) { LEVELNODE *pLand = NULL; @@ -879,7 +878,7 @@ void AdjustAllLandShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ) } -BOOLEAN DeleteAllLandLayers( UINT32 iMapIndex ) +BOOLEAN DeleteAllLandLayers( INT32 iMapIndex ) { LEVELNODE *pLand = NULL; LEVELNODE *pOldLand = NULL; @@ -907,7 +906,7 @@ BOOLEAN DeleteAllLandLayers( UINT32 iMapIndex ) return( TRUE ); } -BOOLEAN InsertLandIndexAtLevel( UINT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel ) +BOOLEAN InsertLandIndexAtLevel( INT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel ) { LEVELNODE *pLand = NULL; LEVELNODE *pNextLand = NULL; @@ -970,7 +969,7 @@ BOOLEAN InsertLandIndexAtLevel( UINT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel } -BOOLEAN RemoveHigherLandLevels( UINT32 iMapIndex, UINT32 fSrcType, UINT32 **puiHigherTypes, UINT8 *pubNumHigherTypes ) +BOOLEAN RemoveHigherLandLevels( INT32 iMapIndex, UINT32 fSrcType, UINT32 **puiHigherTypes, UINT8 *pubNumHigherTypes ) { LEVELNODE *pLand = NULL; LEVELNODE *pOldLand = NULL; @@ -1028,7 +1027,7 @@ BOOLEAN RemoveHigherLandLevels( UINT32 iMapIndex, UINT32 fSrcType, UINT32 **puiH } -BOOLEAN SetLowerLandLevels( UINT32 iMapIndex, UINT32 fSrcType, UINT16 usIndex ) +BOOLEAN SetLowerLandLevels( INT32 iMapIndex, UINT32 fSrcType, UINT16 usIndex ) { LEVELNODE *pLand = NULL; LEVELNODE *pOldLand = NULL; @@ -1076,17 +1075,17 @@ BOOLEAN SetLowerLandLevels( UINT32 iMapIndex, UINT32 fSrcType, UINT16 usIndex ) // Struct layer // ################################################################# -LEVELNODE *AddStructToTail( UINT32 iMapIndex, UINT16 usIndex ) +LEVELNODE *AddStructToTail( INT32 iMapIndex, UINT16 usIndex ) { return(AddStructToTailCommon( iMapIndex, usIndex, TRUE )); } -LEVELNODE *ForceStructToTail( UINT32 iMapIndex, UINT16 usIndex ) +LEVELNODE *ForceStructToTail( INT32 iMapIndex, UINT16 usIndex ) { return(AddStructToTailCommon( iMapIndex, usIndex, FALSE )); } -LEVELNODE *AddStructToTailCommon( UINT32 iMapIndex, UINT16 usIndex, BOOLEAN fAddStructDBInfo ) +LEVELNODE *AddStructToTailCommon( INT32 iMapIndex, UINT16 usIndex, BOOLEAN fAddStructDBInfo ) { LEVELNODE *pStruct = NULL; LEVELNODE *pTailStruct = NULL; @@ -1106,7 +1105,7 @@ LEVELNODE *AddStructToTailCommon( UINT32 iMapIndex, UINT16 usIndex, BOOLEAN fAdd { if (gTileDatabase[usIndex].pDBStructureRef != NULL) { - if (AddStructureToWorld( (INT16) iMapIndex, 0, gTileDatabase[usIndex].pDBStructureRef, pNextStruct ) == FALSE) + if (AddStructureToWorld( iMapIndex, 0, gTileDatabase[usIndex].pDBStructureRef, pNextStruct ) == FALSE) { MemFree( pNextStruct ); guiLevelNodes--; @@ -1144,7 +1143,7 @@ LEVELNODE *AddStructToTailCommon( UINT32 iMapIndex, UINT16 usIndex, BOOLEAN fAdd if (gTileDatabase[usIndex].pDBStructureRef != NULL) { - if (AddStructureToWorld( (INT16) iMapIndex, 0, gTileDatabase[usIndex].pDBStructureRef, pNextStruct ) == FALSE) + if (AddStructureToWorld( iMapIndex, 0, gTileDatabase[usIndex].pDBStructureRef, pNextStruct ) == FALSE) { MemFree( pNextStruct ); guiLevelNodes--; @@ -1181,7 +1180,7 @@ LEVELNODE *AddStructToTailCommon( UINT32 iMapIndex, UINT16 usIndex, BOOLEAN fAdd gpWorldLevelData[ iMapIndex ].ubExtFlags[0] &= (~MAPELEMENT_EXT_NOBURN_STRUCT); // If we are NOT a wall and NOT multi-tiles, set mapelement flag... - if ( !FindStructure( (INT16)iMapIndex, STRUCTURE_WALLSTUFF ) && pDBStructure->ubNumberOfTiles == 1 ) + if ( !FindStructure( iMapIndex, STRUCTURE_WALLSTUFF ) && pDBStructure->ubNumberOfTiles == 1 ) { // Set flag... gpWorldLevelData[ iMapIndex ].ubExtFlags[0] |= MAPELEMENT_EXT_NOBURN_STRUCT; @@ -1201,7 +1200,7 @@ LEVELNODE *AddStructToTailCommon( UINT32 iMapIndex, UINT16 usIndex, BOOLEAN fAdd -BOOLEAN AddStructToHead( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN AddStructToHead( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pStruct = NULL; LEVELNODE *pNextStruct = NULL; @@ -1215,7 +1214,7 @@ BOOLEAN AddStructToHead( UINT32 iMapIndex, UINT16 usIndex ) { if (gTileDatabase[usIndex].pDBStructureRef != NULL) { - if (AddStructureToWorld( (INT16) iMapIndex, 0, gTileDatabase[usIndex].pDBStructureRef, pNextStruct ) == FALSE) + if (AddStructureToWorld( iMapIndex, 0, gTileDatabase[usIndex].pDBStructureRef, pNextStruct ) == FALSE) { MemFree( pNextStruct ); guiLevelNodes--; @@ -1230,7 +1229,7 @@ BOOLEAN AddStructToHead( UINT32 iMapIndex, UINT16 usIndex ) // Set head gpWorldLevelData[ iMapIndex ].pStructHead = pNextStruct; - SetWorldFlagsFromNewNode( (INT16)iMapIndex, pNextStruct->usIndex ); + SetWorldFlagsFromNewNode( iMapIndex, pNextStruct->usIndex ); if ( usIndex < NUMBEROFTILES ) { @@ -1250,7 +1249,7 @@ BOOLEAN AddStructToHead( UINT32 iMapIndex, UINT16 usIndex ) gpWorldLevelData[ iMapIndex ].ubExtFlags[0] &= (~MAPELEMENT_EXT_NOBURN_STRUCT); // If we are NOT a wall and NOT multi-tiles, set mapelement flag... - if ( !!FindStructure( (INT16)iMapIndex, STRUCTURE_WALLSTUFF ) && pDBStructure->ubNumberOfTiles == 1 ) + if ( !!FindStructure( iMapIndex, STRUCTURE_WALLSTUFF ) && pDBStructure->ubNumberOfTiles == 1 ) { // Set flag... gpWorldLevelData[ iMapIndex ].ubExtFlags[0] |= MAPELEMENT_EXT_NOBURN_STRUCT; @@ -1269,7 +1268,7 @@ BOOLEAN AddStructToHead( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN InsertStructIndex( UINT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel ) +BOOLEAN InsertStructIndex( INT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel ) { LEVELNODE *pStruct = NULL; LEVELNODE *pNextStruct = NULL; @@ -1316,7 +1315,7 @@ BOOLEAN InsertStructIndex( UINT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel ) { if (gTileDatabase[usIndex].pDBStructureRef != NULL) { - if (AddStructureToWorld( (INT16) iMapIndex, 0, gTileDatabase[usIndex].pDBStructureRef, pNextStruct ) == FALSE) + if (AddStructureToWorld( iMapIndex, 0, gTileDatabase[usIndex].pDBStructureRef, pNextStruct ) == FALSE) { MemFree( pNextStruct ); guiLevelNodes--; @@ -1336,17 +1335,17 @@ BOOLEAN InsertStructIndex( UINT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel ) } -BOOLEAN RemoveStructFromTail( UINT32 iMapIndex ) +BOOLEAN RemoveStructFromTail( INT32 iMapIndex ) { return(RemoveStructFromTailCommon( iMapIndex, TRUE )); } -BOOLEAN ForceRemoveStructFromTail( UINT32 iMapIndex ) +BOOLEAN ForceRemoveStructFromTail( INT32 iMapIndex ) { return(RemoveStructFromTailCommon( iMapIndex, FALSE )); } -BOOLEAN RemoveStructFromTailCommon( UINT32 iMapIndex, BOOLEAN fRemoveStructDBInfo ) +BOOLEAN RemoveStructFromTailCommon( INT32 iMapIndex, BOOLEAN fRemoveStructDBInfo ) { LEVELNODE *pStruct = NULL; LEVELNODE *pPrevStruct = NULL; @@ -1413,7 +1412,7 @@ BOOLEAN RemoveStructFromTailCommon( UINT32 iMapIndex, BOOLEAN fRemoveStructDBInf -BOOLEAN RemoveStruct( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN RemoveStruct( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pStruct = NULL; LEVELNODE *pOldStruct = NULL; @@ -1475,14 +1474,14 @@ BOOLEAN RemoveStruct( UINT32 iMapIndex, UINT16 usIndex ) } // Could not find it, return FALSE - RemoveWorldFlagsFromNewNode( (INT16)iMapIndex, usIndex ); + RemoveWorldFlagsFromNewNode( iMapIndex, usIndex ); return( FALSE ); } -BOOLEAN RemoveStructFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode ) +BOOLEAN RemoveStructFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode ) { LEVELNODE *pStruct = NULL; LEVELNODE *pOldStruct = NULL; @@ -1536,14 +1535,14 @@ BOOLEAN RemoveStructFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode ) } // Could not find it, return FALSE - RemoveWorldFlagsFromNewNode( (INT16)iMapIndex, usIndex ); + RemoveWorldFlagsFromNewNode( iMapIndex, usIndex ); return( FALSE ); } -BOOLEAN RemoveAllStructsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ) +BOOLEAN RemoveAllStructsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ) { LEVELNODE *pStruct = NULL; LEVELNODE *pOldStruct = NULL; @@ -1591,7 +1590,7 @@ BOOLEAN RemoveAllStructsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 //Kris: This was a serious problem. When saving the map and then reloading it, the structure // information was invalid if you changed the types, etc. This is the bulletproof way. -BOOLEAN ReplaceStructIndex( UINT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex ) +BOOLEAN ReplaceStructIndex( INT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex ) { RemoveStruct( iMapIndex, usOldIndex ); AddWallToStructLayer( iMapIndex, usNewIndex, FALSE ); @@ -1719,7 +1718,7 @@ BOOLEAN AddWallToStructLayer( INT32 iMapIndex, UINT16 usIndex, BOOLEAN fReplace } -BOOLEAN TypeExistsInStructLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusStructIndex ) +BOOLEAN TypeExistsInStructLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusStructIndex ) { LEVELNODE *pStruct = NULL; @@ -1729,7 +1728,7 @@ BOOLEAN TypeExistsInStructLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusStru } -void SetAllStructShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ) +void SetAllStructShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel ) { LEVELNODE *pStruct = NULL; @@ -1740,7 +1739,7 @@ void SetAllStructShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ) } -void AdjustAllStructShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ) +void AdjustAllStructShadeLevels( INT32 iMapIndex, INT8 bShadeDiff ) { LEVELNODE *pStruct = NULL; @@ -1751,7 +1750,7 @@ void AdjustAllStructShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ) } -void SetStructIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ) +void SetStructIndexFlagsFromTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ) { LEVELNODE *pStruct = NULL; LEVELNODE *pOldStruct = NULL; @@ -1784,7 +1783,7 @@ void SetStructIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT } -BOOLEAN HideStructOfGivenType( UINT32 iMapIndex, UINT32 fType, BOOLEAN fHide ) +BOOLEAN HideStructOfGivenType( INT32 iMapIndex, UINT32 fType, BOOLEAN fHide ) { if ( fHide ) { @@ -1803,7 +1802,7 @@ BOOLEAN HideStructOfGivenType( UINT32 iMapIndex, UINT32 fType, BOOLEAN fHide ) -void RemoveStructIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ) +void RemoveStructIndexFlagsFromTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ) { LEVELNODE *pStruct = NULL; LEVELNODE *pOldStruct = NULL; @@ -1840,7 +1839,7 @@ void RemoveStructIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, U // Shadow layer // ################################################################# -BOOLEAN AddShadowToTail( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN AddShadowToTail( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pShadow = NULL; LEVELNODE *pNextShadow = NULL; @@ -1881,11 +1880,11 @@ BOOLEAN AddShadowToTail( UINT32 iMapIndex, UINT16 usIndex ) } -//Kris: identical shadows can exist in the same gridno, though it makes no sense -// because it actually renders the shadows darker than the others. This is an -// undesirable effect with walls and buildings so I added this function to make +//Kris: identical shadows can exist in the same gridno, though it makes no sense +// because it actually renders the shadows darker than the others. This is an +// undesirable effect with walls and buildings so I added this function to make // sure there isn't already a shadow before placing it. -void AddExclusiveShadow( UINT32 iMapIndex, UINT16 usIndex ) +void AddExclusiveShadow( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pShadow; @@ -1899,7 +1898,7 @@ void AddExclusiveShadow( UINT32 iMapIndex, UINT16 usIndex ) AddShadowToHead( iMapIndex, usIndex ); } -BOOLEAN AddShadowToHead( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN AddShadowToHead( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pShadow; LEVELNODE *pNextShadow = NULL; @@ -1919,7 +1918,7 @@ BOOLEAN AddShadowToHead( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN RemoveShadow( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN RemoveShadow( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pShadow = NULL; LEVELNODE *pOldShadow = NULL; @@ -1963,7 +1962,7 @@ BOOLEAN RemoveShadow( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN RemoveShadowFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode ) +BOOLEAN RemoveShadowFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode ) { LEVELNODE *pShadow = NULL; LEVELNODE *pOldShadow = NULL; @@ -2007,7 +2006,7 @@ BOOLEAN RemoveShadowFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode ) } -BOOLEAN RemoveStructShadowPartner( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN RemoveStructShadowPartner( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pShadow = NULL; LEVELNODE *pOldShadow = NULL; @@ -2051,7 +2050,7 @@ BOOLEAN RemoveStructShadowPartner( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN RemoveAllShadowsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ) +BOOLEAN RemoveAllShadowsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ) { LEVELNODE *pShadow = NULL; LEVELNODE *pOldShadow = NULL; @@ -2087,7 +2086,7 @@ BOOLEAN RemoveAllShadowsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 return fRetVal; } -BOOLEAN RemoveAllShadows( UINT32 iMapIndex ) +BOOLEAN RemoveAllShadows( INT32 iMapIndex ) { LEVELNODE *pShadow = NULL; LEVELNODE *pOldShadow = NULL; @@ -2116,7 +2115,7 @@ BOOLEAN RemoveAllShadows( UINT32 iMapIndex ) return fRetVal; } -BOOLEAN TypeExistsInShadowLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusShadowIndex ) +BOOLEAN TypeExistsInShadowLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusShadowIndex ) { LEVELNODE *pShadow = NULL; @@ -2130,7 +2129,7 @@ BOOLEAN TypeExistsInShadowLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusShad // ################################################################# -BOOLEAN AddMercToHead( UINT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fAddStructInfo ) +BOOLEAN AddMercToHead( INT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fAddStructInfo ) { LEVELNODE *pMerc = NULL; LEVELNODE *pNextMerc = NULL; @@ -2149,7 +2148,7 @@ BOOLEAN AddMercToHead( UINT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fAddStru // Set soldier's levelnode pSoldier->pLevelNode = pNextMerc; - AddMercStructureInfo( (INT16)iMapIndex, pSoldier ); + AddMercStructureInfo( iMapIndex, pSoldier ); } // Set head @@ -2162,7 +2161,7 @@ BOOLEAN AddMercToHead( UINT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fAddStru } -BOOLEAN AddMercStructureInfo( INT16 sGridNo, SOLDIERTYPE *pSoldier ) +BOOLEAN AddMercStructureInfo( INT32 sGridNo, SOLDIERTYPE *pSoldier ) { UINT16 usAnimSurface; @@ -2175,7 +2174,7 @@ BOOLEAN AddMercStructureInfo( INT16 sGridNo, SOLDIERTYPE *pSoldier ) } -BOOLEAN AddMercStructureInfoFromAnimSurface( INT16 sGridNo, SOLDIERTYPE *pSoldier, UINT16 usAnimSurface, UINT16 usAnimState ) +BOOLEAN AddMercStructureInfoFromAnimSurface( INT32 sGridNo, SOLDIERTYPE *pSoldier, UINT16 usAnimSurface, UINT16 usAnimState ) { STRUCTURE_FILE_REF *pStructureFileRef; BOOLEAN fReturn; @@ -2220,7 +2219,7 @@ BOOLEAN AddMercStructureInfoFromAnimSurface( INT16 sGridNo, SOLDIERTYPE *pSoldie pStructureFileRef = GetDefaultStructureRef( pSoldier->ubID ); if ( pStructureFileRef ) { - fReturn = AddStructureToWorld( sGridNo, pSoldier->pathing.bLevel, &( pStructureFileRef->pDBStructureRef[ gOneCDirection[ pSoldier->ubDirection ] ] ), pSoldier->pLevelNode ); + fReturn = AddStructureToWorld( sGridNo, pSoldier->bLevel, &( pStructureFileRef->pDBStructureRef[ gOneCDirection[ pSoldier->ubDirection ] ] ), pSoldier->pLevelNode ); } } */ @@ -2229,7 +2228,7 @@ BOOLEAN AddMercStructureInfoFromAnimSurface( INT16 sGridNo, SOLDIERTYPE *pSoldie { // Debug msg - if(!is_networked)ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"FAILED: add struct info for merc %d (%s), at %d direction %d", pSoldier->ubID, pSoldier->name, sGridNo, pSoldier->ubDirection ); + ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"FAILED: add struct info for merc %d (%s), at %d direction %d", pSoldier->ubID, pSoldier->name, sGridNo, pSoldier->ubDirection ); if ( pStructureFileRef->pDBStructureRef[ gOneCDirection[ pSoldier->ubDirection ] ].pDBStructure->ubNumberOfTiles > 1 ) { @@ -2250,7 +2249,7 @@ BOOLEAN AddMercStructureInfoFromAnimSurface( INT16 sGridNo, SOLDIERTYPE *pSoldie } else { - //pSoldier->flags.uiStatusFlags |= SOLDIER_MULTITILE_NZ; + //pSoldier->uiStatusFlags |= SOLDIER_MULTITILE_NZ; } } } @@ -2264,8 +2263,8 @@ BOOLEAN OKToAddMercToWorld( SOLDIERTYPE *pSoldier, INT8 bDirection ) STRUCTURE_FILE_REF *pStructFileRef; UINT16 usOKToAddStructID; - // 0verhaul: Reinserting this check. If a soldier is sitting or standing on a grid and another soldier is lying prone - // across that grid but has the structure, this call will not allow the current soldier to turn. Since we are talking + // 0verhaul: Reinserting this check. If a soldier is sitting or standing on a grid and another soldier is lying prone + // across that grid but has the structure, this call will not allow the current soldier to turn. Since we are talking // about the soldier whose turn it is, this is not a good thing because it will lead to deadlock. if ( pSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE || pSoldier->usAnimState == CRAWLING) @@ -2318,13 +2317,13 @@ BOOLEAN UpdateMercStructureInfo( SOLDIERTYPE *pSoldier ) } -BOOLEAN RemoveMerc( UINT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fPlaceHolder ) +BOOLEAN RemoveMerc( INT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fPlaceHolder ) { LEVELNODE *pMerc = NULL; LEVELNODE *pOldMerc = NULL; BOOLEAN fMercFound; - if ( iMapIndex == NOWHERE ) + if ( TileIsOutOfBounds( iMapIndex ) ) { return( FALSE ); } @@ -2400,7 +2399,7 @@ BOOLEAN RemoveMerc( UINT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fPlaceHolde // Roof layer // ################################################################# -LEVELNODE *AddRoofToTail( UINT32 iMapIndex, UINT16 usIndex ) +LEVELNODE *AddRoofToTail( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pRoof = NULL; LEVELNODE *pNextRoof = NULL; @@ -2416,7 +2415,7 @@ LEVELNODE *AddRoofToTail( UINT32 iMapIndex, UINT16 usIndex ) { if (gTileDatabase[usIndex].pDBStructureRef != NULL) { - if (AddStructureToWorld( (INT16) iMapIndex, 1, gTileDatabase[usIndex].pDBStructureRef, pRoof ) == FALSE) + if (AddStructureToWorld( iMapIndex, 1, gTileDatabase[usIndex].pDBStructureRef, pRoof ) == FALSE) { MemFree( pRoof ); guiLevelNodes--; @@ -2443,7 +2442,7 @@ LEVELNODE *AddRoofToTail( UINT32 iMapIndex, UINT16 usIndex ) { if (gTileDatabase[usIndex].pDBStructureRef != NULL) { - if (AddStructureToWorld( (INT16) iMapIndex, 1, gTileDatabase[usIndex].pDBStructureRef, pNextRoof ) == FALSE) + if (AddStructureToWorld( iMapIndex, 1, gTileDatabase[usIndex].pDBStructureRef, pNextRoof ) == FALSE) { MemFree( pNextRoof ); guiLevelNodes--; @@ -2473,7 +2472,7 @@ LEVELNODE *AddRoofToTail( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN AddRoofToHead( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN AddRoofToHead( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pRoof = NULL; LEVELNODE *pNextRoof = NULL; @@ -2486,7 +2485,7 @@ BOOLEAN AddRoofToHead( UINT32 iMapIndex, UINT16 usIndex ) { if (gTileDatabase[usIndex].pDBStructureRef != NULL) { - if (AddStructureToWorld( (INT16) iMapIndex, 1, gTileDatabase[usIndex].pDBStructureRef, pNextRoof ) == FALSE) + if (AddStructureToWorld( iMapIndex, 1, gTileDatabase[usIndex].pDBStructureRef, pNextRoof ) == FALSE) { MemFree( pNextRoof ); guiLevelNodes--; @@ -2508,7 +2507,7 @@ BOOLEAN AddRoofToHead( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN RemoveRoof( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN RemoveRoof( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pRoof = NULL; LEVELNODE *pOldRoof = NULL; @@ -2552,7 +2551,7 @@ BOOLEAN RemoveRoof( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN TypeExistsInRoofLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusRoofIndex ) +BOOLEAN TypeExistsInRoofLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusRoofIndex ) { LEVELNODE *pRoof = NULL; @@ -2562,7 +2561,7 @@ BOOLEAN TypeExistsInRoofLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusRoofIn } -BOOLEAN TypeRangeExistsInRoofLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusRoofIndex ) +BOOLEAN TypeRangeExistsInRoofLayer( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusRoofIndex ) { LEVELNODE *pRoof = NULL; LEVELNODE *pOldRoof = NULL; @@ -2597,9 +2596,10 @@ BOOLEAN TypeRangeExistsInRoofLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 } -BOOLEAN IndexExistsInRoofLayer( INT16 sGridNo, UINT16 usIndex ) +BOOLEAN IndexExistsInRoofLayer( INT32 sGridNo, UINT16 usIndex ) { LEVELNODE *pRoof = NULL; + LEVELNODE *pOldRoof = NULL; pRoof = gpWorldLevelData[ sGridNo ].pRoofHead; @@ -2623,7 +2623,7 @@ BOOLEAN IndexExistsInRoofLayer( INT16 sGridNo, UINT16 usIndex ) -void SetAllRoofShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ) +void SetAllRoofShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel ) { LEVELNODE *pRoof = NULL; @@ -2634,7 +2634,7 @@ void SetAllRoofShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ) } -void AdjustAllRoofShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ) +void AdjustAllRoofShadeLevels( INT32 iMapIndex, INT8 bShadeDiff ) { LEVELNODE *pRoof = NULL; @@ -2647,7 +2647,7 @@ void AdjustAllRoofShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ) -BOOLEAN RemoveAllRoofsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ) +BOOLEAN RemoveAllRoofsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ) { LEVELNODE *pRoof = NULL; LEVELNODE *pOldRoof = NULL; @@ -2687,7 +2687,7 @@ BOOLEAN RemoveAllRoofsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 f } -void RemoveRoofIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ) +void RemoveRoofIndexFlagsFromTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ) { LEVELNODE *pRoof = NULL; LEVELNODE *pOldRoof = NULL; @@ -2720,7 +2720,7 @@ void RemoveRoofIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UIN } -void SetRoofIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ) +void SetRoofIndexFlagsFromTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ) { LEVELNODE *pRoof = NULL; LEVELNODE *pOldRoof = NULL; @@ -2757,7 +2757,7 @@ void SetRoofIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 // OnRoof layer // ################################################################# -LEVELNODE *AddOnRoofToTail( UINT32 iMapIndex, UINT16 usIndex ) +LEVELNODE *AddOnRoofToTail( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pOnRoof = NULL; LEVELNODE *pNextOnRoof = NULL; @@ -2773,7 +2773,7 @@ LEVELNODE *AddOnRoofToTail( UINT32 iMapIndex, UINT16 usIndex ) { if (gTileDatabase[usIndex].pDBStructureRef != NULL) { - if (AddStructureToWorld( (INT16) iMapIndex, 1, gTileDatabase[usIndex].pDBStructureRef, pOnRoof ) == FALSE) + if (AddStructureToWorld( iMapIndex, 1, gTileDatabase[usIndex].pDBStructureRef, pOnRoof ) == FALSE) { MemFree( pOnRoof ); guiLevelNodes--; @@ -2802,7 +2802,7 @@ LEVELNODE *AddOnRoofToTail( UINT32 iMapIndex, UINT16 usIndex ) { if (gTileDatabase[usIndex].pDBStructureRef != NULL) { - if (AddStructureToWorld( (INT16) iMapIndex, 1, gTileDatabase[usIndex].pDBStructureRef, pNextOnRoof ) == FALSE) + if (AddStructureToWorld( iMapIndex, 1, gTileDatabase[usIndex].pDBStructureRef, pNextOnRoof ) == FALSE) { MemFree( pNextOnRoof ); guiLevelNodes--; @@ -2830,7 +2830,7 @@ LEVELNODE *AddOnRoofToTail( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN AddOnRoofToHead( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN AddOnRoofToHead( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pOnRoof = NULL; LEVELNODE *pNextOnRoof = NULL; @@ -2842,7 +2842,7 @@ BOOLEAN AddOnRoofToHead( UINT32 iMapIndex, UINT16 usIndex ) { if (gTileDatabase[usIndex].pDBStructureRef != NULL) { - if (AddStructureToWorld( (INT16) iMapIndex, 1, gTileDatabase[usIndex].pDBStructureRef, pNextOnRoof ) == FALSE) + if (AddStructureToWorld( iMapIndex, 1, gTileDatabase[usIndex].pDBStructureRef, pNextOnRoof ) == FALSE) { MemFree( pNextOnRoof ); guiLevelNodes--; @@ -2864,7 +2864,7 @@ BOOLEAN AddOnRoofToHead( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN RemoveOnRoof( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN RemoveOnRoof( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pOnRoof = NULL; LEVELNODE *pOldOnRoof = NULL; @@ -2908,7 +2908,7 @@ BOOLEAN RemoveOnRoof( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN RemoveOnRoofFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode ) +BOOLEAN RemoveOnRoofFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode ) { LEVELNODE *pOnRoof = NULL; LEVELNODE *pOldOnRoof = NULL; @@ -2952,7 +2952,7 @@ BOOLEAN RemoveOnRoofFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode ) } -BOOLEAN TypeExistsInOnRoofLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusOnRoofIndex ) +BOOLEAN TypeExistsInOnRoofLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusOnRoofIndex ) { LEVELNODE *pOnRoof = NULL; @@ -2962,7 +2962,7 @@ BOOLEAN TypeExistsInOnRoofLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusOnRo } -void SetAllOnRoofShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ) +void SetAllOnRoofShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel ) { LEVELNODE *pOnRoof = NULL; @@ -2973,7 +2973,7 @@ void SetAllOnRoofShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ) } -void AdjustAllOnRoofShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ) +void AdjustAllOnRoofShadeLevels( INT32 iMapIndex, INT8 bShadeDiff ) { LEVELNODE *pOnRoof = NULL; @@ -2986,7 +2986,7 @@ void AdjustAllOnRoofShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ) -BOOLEAN RemoveAllOnRoofsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ) +BOOLEAN RemoveAllOnRoofsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ) { LEVELNODE *pOnRoof = NULL; LEVELNODE *pOldOnRoof = NULL; @@ -3026,7 +3026,7 @@ BOOLEAN RemoveAllOnRoofsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 // Topmost layer // ################################################################# -LEVELNODE *AddTopmostToTail( UINT32 iMapIndex, UINT16 usIndex ) +LEVELNODE *AddTopmostToTail( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pTopmost = NULL; LEVELNODE *pNextTopmost = NULL; @@ -3068,7 +3068,7 @@ LEVELNODE *AddTopmostToTail( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN AddUIElem( UINT32 iMapIndex, UINT16 usIndex, INT8 sRelativeX, INT8 sRelativeY, LEVELNODE **ppNewNode ) +BOOLEAN AddUIElem( INT32 iMapIndex, UINT16 usIndex, INT8 sRelativeX, INT8 sRelativeY, LEVELNODE **ppNewNode ) { LEVELNODE *pTopmost = NULL; @@ -3091,13 +3091,13 @@ BOOLEAN AddUIElem( UINT32 iMapIndex, UINT16 usIndex, INT8 sRelativeX, INT8 sRela } -void RemoveUIElem( UINT32 iMapIndex, UINT16 usIndex ) +void RemoveUIElem( INT32 iMapIndex, UINT16 usIndex ) { RemoveTopmost( iMapIndex, usIndex ); } -BOOLEAN AddTopmostToHead( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN AddTopmostToHead( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pTopmost = NULL; LEVELNODE *pNextTopmost = NULL; @@ -3118,7 +3118,7 @@ BOOLEAN AddTopmostToHead( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN RemoveTopmost( UINT32 iMapIndex, UINT16 usIndex ) +BOOLEAN RemoveTopmost( INT32 iMapIndex, UINT16 usIndex ) { LEVELNODE *pTopmost = NULL; LEVELNODE *pOldTopmost = NULL; @@ -3162,7 +3162,7 @@ BOOLEAN RemoveTopmost( UINT32 iMapIndex, UINT16 usIndex ) } -BOOLEAN RemoveTopmostFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode ) +BOOLEAN RemoveTopmostFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode ) { LEVELNODE *pTopmost = NULL; LEVELNODE *pOldTopmost = NULL; @@ -3209,7 +3209,7 @@ BOOLEAN RemoveTopmostFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode ) } -BOOLEAN RemoveAllTopmostsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ) +BOOLEAN RemoveAllTopmostsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ) { LEVELNODE *pTopmost = NULL; LEVELNODE *pOldTopmost = NULL; @@ -3243,7 +3243,7 @@ BOOLEAN RemoveAllTopmostsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT3 return fRetVal; } -BOOLEAN TypeExistsInTopmostLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusTopmostIndex ) +BOOLEAN TypeExistsInTopmostLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusTopmostIndex ) { LEVELNODE *pTopmost = NULL; @@ -3253,7 +3253,7 @@ BOOLEAN TypeExistsInTopmostLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusTop } -void SetTopmostFlags( UINT32 iMapIndex, UINT32 uiFlags, UINT16 usIndex ) +void SetTopmostFlags( INT32 iMapIndex, UINT32 uiFlags, UINT16 usIndex ) { LEVELNODE *pTopmost = NULL; @@ -3262,7 +3262,7 @@ void SetTopmostFlags( UINT32 iMapIndex, UINT32 uiFlags, UINT16 usIndex ) SetIndexLevelNodeFlags( pTopmost, uiFlags, usIndex ); } -void RemoveTopmostFlags( UINT32 iMapIndex, UINT32 uiFlags, UINT16 usIndex ) +void RemoveTopmostFlags( INT32 iMapIndex, UINT32 uiFlags, UINT16 usIndex ) { LEVELNODE *pTopmost = NULL; @@ -3272,7 +3272,7 @@ void RemoveTopmostFlags( UINT32 iMapIndex, UINT32 uiFlags, UINT16 usIndex ) } -BOOLEAN SetMapElementShadeLevel( UINT32 uiMapIndex, UINT8 ubShadeLevel ) +BOOLEAN SetMapElementShadeLevel( INT32 uiMapIndex, UINT8 ubShadeLevel ) { SetAllLandShadeLevels( uiMapIndex, ubShadeLevel ); SetAllObjectShadeLevels( uiMapIndex, ubShadeLevel ); @@ -3282,7 +3282,7 @@ BOOLEAN SetMapElementShadeLevel( UINT32 uiMapIndex, UINT8 ubShadeLevel ) } -BOOLEAN IsHeigherLevel( INT16 sGridNo ) +BOOLEAN IsHeigherLevel( INT32 sGridNo ) { STRUCTURE * pStructure; @@ -3296,7 +3296,7 @@ BOOLEAN IsHeigherLevel( INT16 sGridNo ) return( FALSE ); } -BOOLEAN IsLowerLevel( INT16 sGridNo ) +BOOLEAN IsLowerLevel( INT32 sGridNo ) { STRUCTURE * pStructure; @@ -3310,7 +3310,7 @@ BOOLEAN IsLowerLevel( INT16 sGridNo ) return( FALSE ); } -BOOLEAN IsRoofVisible( INT16 sMapPos ) +BOOLEAN IsRoofVisible( INT32 sMapPos ) { STRUCTURE * pStructure; @@ -3340,7 +3340,7 @@ BOOLEAN IsRoofVisible( INT16 sMapPos ) return( FALSE ); } -BOOLEAN IsRoofVisible2( INT16 sMapPos ) +BOOLEAN IsRoofVisible2( INT32 sMapPos ) { STRUCTURE * pStructure; @@ -3371,13 +3371,13 @@ BOOLEAN IsRoofVisible2( INT16 sMapPos ) } -UINT8 WhoIsThere2( INT16 sGridNo, INT8 bLevel ) +UINT8 WhoIsThere2( INT32 sGridNo, INT8 bLevel ) { STRUCTURE * pStructure; if ( !GridNoOnVisibleWorldTile( sGridNo ) ) { - return( NOBODY ); + return( NOBODY ); } @@ -3406,7 +3406,7 @@ UINT8 WhoIsThere2( INT16 sGridNo, INT8 bLevel ) return( (UINT8)NOBODY ); } -UINT8 GetTerrainType( INT16 sGridNo ) +UINT8 GetTerrainType( INT32 sGridNo ) { return( gpWorldLevelData[sGridNo].ubTerrainID ); /* @@ -3431,19 +3431,19 @@ UINT8 GetTerrainType( INT16 sGridNo ) */ } -BOOLEAN Water( INT16 sGridNo ) +BOOLEAN Water( INT32 sGridNo ) { MAP_ELEMENT * pMapElement; - - if ( sGridNo == NOWHERE ) + + if( TileIsOutOfBounds( sGridNo ) ) { - return( FALSE ); + return( FALSE ); } pMapElement = &(gpWorldLevelData[sGridNo]); if ( TERRAIN_IS_WATER( pMapElement->ubTerrainID) ) { - // check for a bridge! otherwise... + // check for a bridge! otherwise... return( TRUE ); } else @@ -3452,14 +3452,20 @@ BOOLEAN Water( INT16 sGridNo ) } } -BOOLEAN DeepWater( INT16 sGridNo ) +BOOLEAN DeepWater( INT32 sGridNo ) { MAP_ELEMENT * pMapElement; + if( TileIsOutOfBounds( sGridNo ) ) + { + return( FALSE ); + } + pMapElement = &(gpWorldLevelData[sGridNo]); + if (TERRAIN_IS_DEEP_WATER( pMapElement->ubTerrainID) ) { - // check for a bridge! otherwise... + // check for a bridge! otherwise... return( TRUE ); } else @@ -3468,12 +3474,12 @@ BOOLEAN DeepWater( INT16 sGridNo ) } } -BOOLEAN WaterTooDeepForAttacks( INT16 sGridNo ) +BOOLEAN WaterTooDeepForAttacks( INT32 sGridNo ) { return( DeepWater( sGridNo ) ); } -void SetStructAframeFlags( UINT32 iMapIndex, UINT32 uiFlags ) +void SetStructAframeFlags( INT32 iMapIndex, UINT32 uiFlags ) { LEVELNODE *pStruct = NULL; LEVELNODE *pOldStruct = NULL; @@ -3505,7 +3511,7 @@ void SetStructAframeFlags( UINT32 iMapIndex, UINT32 uiFlags ) } -void RemoveStructAframeFlags( UINT32 iMapIndex, UINT32 uiFlags ) +void RemoveStructAframeFlags( INT32 iMapIndex, UINT32 uiFlags ) { LEVELNODE *pStruct = NULL; LEVELNODE *pOldStruct = NULL; @@ -3537,7 +3543,7 @@ void RemoveStructAframeFlags( UINT32 iMapIndex, UINT32 uiFlags ) } -LEVELNODE * FindLevelNodeBasedOnStructure( INT16 sGridNo, STRUCTURE * pStructure ) +LEVELNODE * FindLevelNodeBasedOnStructure( INT32 sGridNo, STRUCTURE * pStructure ) { LEVELNODE * pLevelNode; @@ -3592,7 +3598,7 @@ LEVELNODE * FindLevelNodeBasedOnStructure( INT16 sGridNo, STRUCTURE * pStructure return( NULL ); } -LEVELNODE * FindShadow( INT16 sGridNo, UINT16 usStructIndex ) +LEVELNODE * FindShadow( INT32 sGridNo, UINT16 usStructIndex ) { LEVELNODE * pLevelNode; UINT16 usShadowIndex; @@ -3623,7 +3629,7 @@ void WorldHideTrees( ) LEVELNODE *pNode; BOOLEAN fRerender=FALSE; UINT32 fTileFlags; -UINT32 cnt; +INT32 cnt; for ( cnt = 0; cnt < WORLD_MAX; cnt++ ) { @@ -3636,7 +3642,7 @@ UINT32 cnt; { if ( !( pNode->uiFlags & LEVELNODE_REVEALTREES ) ) { - pNode->uiFlags |= ( LEVELNODE_REVEALTREES ); + pNode->uiFlags |= ( LEVELNODE_REVEALTREES ); } fRerender=TRUE; @@ -3654,7 +3660,7 @@ void WorldShowTrees( ) LEVELNODE *pNode; BOOLEAN fRerender=FALSE; UINT32 fTileFlags; -UINT32 cnt; +INT32 cnt; for ( cnt = 0; cnt < WORLD_MAX; cnt++ ) { @@ -3684,18 +3690,18 @@ UINT32 cnt; -void SetWorldFlagsFromNewNode( INT16 sGridNo, UINT16 usIndex ) +void SetWorldFlagsFromNewNode( INT32 sGridNo, UINT16 usIndex ) { } -void RemoveWorldFlagsFromNewNode( INT16 sGridNo, UINT16 usIndex ) +void RemoveWorldFlagsFromNewNode( INT32 sGridNo, UINT16 usIndex ) { } -void SetWallLevelnodeFlags( INT16 sGridNo, UINT32 uiFlags ) +void SetWallLevelnodeFlags( INT32 sGridNo, UINT32 uiFlags ) { LEVELNODE *pStruct = NULL; @@ -3720,7 +3726,7 @@ void SetWallLevelnodeFlags( INT16 sGridNo, UINT32 uiFlags ) } } -void RemoveWallLevelnodeFlags( INT16 sGridNo, UINT32 uiFlags ) +void RemoveWallLevelnodeFlags( INT32 sGridNo, UINT32 uiFlags ) { LEVELNODE *pStruct = NULL; diff --git a/TileEngine/worldman.h b/TileEngine/worldman.h index e02aa745..7de7acff 100644 --- a/TileEngine/worldman.h +++ b/TileEngine/worldman.h @@ -6,139 +6,139 @@ void CountLevelNodes( void ); // Object manipulation functions -BOOLEAN RemoveObject( UINT32 iMapIndex, UINT16 usIndex ); -LEVELNODE *AddObjectToTail( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN AddObjectToHead( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN TypeExistsInObjectLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusObjectIndex ); -BOOLEAN RemoveAllObjectsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ); -void SetAllObjectShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ); -void AdjustAllObjectShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ); -BOOLEAN TypeRangeExistsInObjectLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusObjectIndex ); +BOOLEAN RemoveObject( INT32 iMapIndex, UINT16 usIndex ); +LEVELNODE *AddObjectToTail( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN AddObjectToHead( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN TypeExistsInObjectLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusObjectIndex ); +BOOLEAN RemoveAllObjectsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ); +void SetAllObjectShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel ); +void AdjustAllObjectShadeLevels( INT32 iMapIndex, INT8 bShadeDiff ); +BOOLEAN TypeRangeExistsInObjectLayer( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusObjectIndex ); // Roof manipulation functions -BOOLEAN RemoveRoof( UINT32 iMapIndex, UINT16 usIndex ); -LEVELNODE *AddRoofToTail( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN AddRoofToHead( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN TypeExistsInRoofLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusRoofIndex ); -BOOLEAN RemoveAllRoofsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ); -void SetAllRoofShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ); -void AdjustAllRoofShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ); -void RemoveRoofIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ); -void SetRoofIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ); -BOOLEAN TypeRangeExistsInRoofLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusRoofIndex ); -void SetWallLevelnodeFlags( INT16 sGridNo, UINT32 uiFlags ); -void RemoveWallLevelnodeFlags( INT16 sGridNo, UINT32 uiFlags ); -BOOLEAN IndexExistsInRoofLayer( INT16 sGridNo, UINT16 usIndex ); +BOOLEAN RemoveRoof( INT32 iMapIndex, UINT16 usIndex ); +LEVELNODE *AddRoofToTail( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN AddRoofToHead( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN TypeExistsInRoofLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusRoofIndex ); +BOOLEAN RemoveAllRoofsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ); +void SetAllRoofShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel ); +void AdjustAllRoofShadeLevels( INT32 iMapIndex, INT8 bShadeDiff ); +void RemoveRoofIndexFlagsFromTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ); +void SetRoofIndexFlagsFromTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ); +BOOLEAN TypeRangeExistsInRoofLayer( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusRoofIndex ); +void SetWallLevelnodeFlags( INT32 sGridNo, UINT32 uiFlags ); +void RemoveWallLevelnodeFlags( INT32 sGridNo, UINT32 uiFlags ); +BOOLEAN IndexExistsInRoofLayer( INT32 sGridNo, UINT16 usIndex ); // OnRoof manipulation functions -BOOLEAN RemoveOnRoof( UINT32 iMapIndex, UINT16 usIndex ); -LEVELNODE *AddOnRoofToTail( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN AddOnRoofToHead( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN TypeExistsInOnRoofLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusOnRoofIndex ); -BOOLEAN RemoveAllOnRoofsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ); -void SetAllOnRoofShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ); -void AdjustAllOnRoofShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ); -BOOLEAN RemoveOnRoofFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode ); +BOOLEAN RemoveOnRoof( INT32 iMapIndex, UINT16 usIndex ); +LEVELNODE *AddOnRoofToTail( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN AddOnRoofToHead( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN TypeExistsInOnRoofLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusOnRoofIndex ); +BOOLEAN RemoveAllOnRoofsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ); +void SetAllOnRoofShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel ); +void AdjustAllOnRoofShadeLevels( INT32 iMapIndex, INT8 bShadeDiff ); +BOOLEAN RemoveOnRoofFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode ); // Land manipulation functions -BOOLEAN RemoveLand( UINT32 iMapIndex, UINT16 usIndex ); -LEVELNODE *AddLandToTail( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN AddLandToHead( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN TypeExistsInLandLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusLandIndex ); -BOOLEAN RemoveAllLandsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ); -BOOLEAN TypeRangeExistsInLandLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusLandIndex ); -BOOLEAN TypeRangeExistsInLandHead( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusLandIndex ); -BOOLEAN ReplaceLandIndex( UINT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex ); -BOOLEAN DeleteAllLandLayers( UINT32 iMapIndex ); -BOOLEAN InsertLandIndexAtLevel( UINT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel ); -BOOLEAN RemoveHigherLandLevels( UINT32 iMapIndex, UINT32 fSrcType, UINT32 **puiHigherTypes, UINT8 *pubNumHigherTypes ); -BOOLEAN SetLowerLandLevels( UINT32 iMapIndex, UINT32 fSrcType, UINT16 usIndex ); -BOOLEAN AdjustForFullTile( UINT32 iMapIndex ); -void SetAllLandShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ); -void AdjustAllLandShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ); -void AdjustAllLandDirtyCount( UINT32 iMapIndex, INT8 bDirtyDiff ); -UINT8 GetTerrainType( INT16 sGridNo ); -BOOLEAN Water( INT16 sGridNo ); -BOOLEAN DeepWater( INT16 sGridNo ); -BOOLEAN WaterTooDeepForAttacks( INT16 sGridNo ); +BOOLEAN RemoveLand( INT32 iMapIndex, UINT16 usIndex ); +LEVELNODE *AddLandToTail( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN AddLandToHead( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN TypeExistsInLandLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusLandIndex ); +BOOLEAN RemoveAllLandsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ); +BOOLEAN TypeRangeExistsInLandLayer( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusLandIndex ); +BOOLEAN TypeRangeExistsInLandHead( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusLandIndex ); +BOOLEAN ReplaceLandIndex( INT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex ); +BOOLEAN DeleteAllLandLayers( INT32 iMapIndex ); +BOOLEAN InsertLandIndexAtLevel( INT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel ); +BOOLEAN RemoveHigherLandLevels( INT32 iMapIndex, UINT32 fSrcType, UINT32 **puiHigherTypes, UINT8 *pubNumHigherTypes ); +BOOLEAN SetLowerLandLevels( INT32 iMapIndex, UINT32 fSrcType, UINT16 usIndex ); +BOOLEAN AdjustForFullTile( INT32 iMapIndex ); +void SetAllLandShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel ); +void AdjustAllLandShadeLevels( INT32 iMapIndex, INT8 bShadeDiff ); +void AdjustAllLandDirtyCount( INT32 iMapIndex, INT8 bDirtyDiff ); +UINT8 GetTerrainType( INT32 sGridNo ); +BOOLEAN Water( INT32 sGridNo ); +BOOLEAN DeepWater( INT32 sGridNo ); +BOOLEAN WaterTooDeepForAttacks( INT32 sGridNo ); // Structure manipulation routines -BOOLEAN RemoveStruct( UINT32 iMapIndex, UINT16 usIndex ); -LEVELNODE *AddStructToTail( UINT32 iMapIndex, UINT16 usIndex ); -LEVELNODE *AddStructToTailCommon( UINT32 iMapIndex, UINT16 usIndex, BOOLEAN fAddStructDBInfo ); -LEVELNODE *ForceStructToTail( UINT32 iMapIndex, UINT16 usIndex ); +BOOLEAN RemoveStruct( INT32 iMapIndex, UINT16 usIndex ); +LEVELNODE *AddStructToTail( INT32 iMapIndex, UINT16 usIndex ); +LEVELNODE *AddStructToTailCommon( INT32 iMapIndex, UINT16 usIndex, BOOLEAN fAddStructDBInfo ); +LEVELNODE *ForceStructToTail( INT32 iMapIndex, UINT16 usIndex ); -BOOLEAN AddStructToHead( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN TypeExistsInStructLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusStructIndex ); -BOOLEAN RemoveAllStructsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ); +BOOLEAN AddStructToHead( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN TypeExistsInStructLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusStructIndex ); +BOOLEAN RemoveAllStructsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ); BOOLEAN AddWallToStructLayer( INT32 iMapIndex, UINT16 usIndex, BOOLEAN fReplace ); -BOOLEAN ReplaceStructIndex( UINT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex ); -BOOLEAN HideStructOfGivenType( UINT32 iMapIndex, UINT32 fType, BOOLEAN fHide ); -BOOLEAN InsertStructIndex( UINT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel ); -void SetAllStructShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel ); -void AdjustAllStructShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff ); -void SetStructIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ); -void RemoveStructIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ); -void SetStructAframeFlags( UINT32 iMapIndex, UINT32 uiFlags ); -void RemoveStructAframeFlags( UINT32 iMapIndex, UINT32 uiFlags ); -BOOLEAN RemoveStructFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode ); +BOOLEAN ReplaceStructIndex( INT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex ); +BOOLEAN HideStructOfGivenType( INT32 iMapIndex, UINT32 fType, BOOLEAN fHide ); +BOOLEAN InsertStructIndex( INT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel ); +void SetAllStructShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel ); +void AdjustAllStructShadeLevels( INT32 iMapIndex, INT8 bShadeDiff ); +void SetStructIndexFlagsFromTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ); +void RemoveStructIndexFlagsFromTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags ); +void SetStructAframeFlags( INT32 iMapIndex, UINT32 uiFlags ); +void RemoveStructAframeFlags( INT32 iMapIndex, UINT32 uiFlags ); +BOOLEAN RemoveStructFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode ); -BOOLEAN RemoveStructFromTail( UINT32 iMapIndex ); -BOOLEAN RemoveStructFromTailCommon( UINT32 iMapIndex, BOOLEAN fRemoveStructDBInfo ); -BOOLEAN ForceRemoveStructFromTail( UINT32 iMapIndex ); +BOOLEAN RemoveStructFromTail( INT32 iMapIndex ); +BOOLEAN RemoveStructFromTailCommon( INT32 iMapIndex, BOOLEAN fRemoveStructDBInfo ); +BOOLEAN ForceRemoveStructFromTail( INT32 iMapIndex ); -BOOLEAN TypeRangeExistsInStructLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusStructIndex ); +BOOLEAN TypeRangeExistsInStructLayer( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusStructIndex ); // Shadow manipulation routines -BOOLEAN RemoveShadow( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN AddShadowToTail( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN AddShadowToHead( UINT32 iMapIndex, UINT16 usIndex ); -void AddExclusiveShadow( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN TypeExistsInShadowLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusShadowIndex ); -BOOLEAN RemoveAllShadowsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ); -BOOLEAN RemoveAllShadows( UINT32 iMapIndex ); -BOOLEAN RemoveShadowFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode ); +BOOLEAN RemoveShadow( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN AddShadowToTail( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN AddShadowToHead( INT32 iMapIndex, UINT16 usIndex ); +void AddExclusiveShadow( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN TypeExistsInShadowLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusShadowIndex ); +BOOLEAN RemoveAllShadowsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ); +BOOLEAN RemoveAllShadows( INT32 iMapIndex ); +BOOLEAN RemoveShadowFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode ); // Merc manipulation routines // ################################################################# -BOOLEAN AddMercToHead( UINT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fAddStructInfo ); -BOOLEAN RemoveMerc( UINT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fPlaceHolder ); -UINT8 WhoIsThere2( INT16 sGridNo, INT8 bLevel ); -BOOLEAN AddMercStructureInfo( INT16 sGridNo, SOLDIERTYPE *pSoldier ); -BOOLEAN AddMercStructureInfoFromAnimSurface( INT16 sGridNo, SOLDIERTYPE *pSoldier, UINT16 usAnimSurface, UINT16 usAnimState ); +BOOLEAN AddMercToHead( INT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fAddStructInfo ); +BOOLEAN RemoveMerc( INT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fPlaceHolder ); +UINT8 WhoIsThere2( INT32 sGridNo, INT8 bLevel ); +BOOLEAN AddMercStructureInfo( INT32 sGridNo, SOLDIERTYPE *pSoldier ); +BOOLEAN AddMercStructureInfoFromAnimSurface( INT32 sGridNo, SOLDIERTYPE *pSoldier, UINT16 usAnimSurface, UINT16 usAnimState ); BOOLEAN UpdateMercStructureInfo( SOLDIERTYPE *pSoldier ); BOOLEAN OKToAddMercToWorld( SOLDIERTYPE *pSoldier, INT8 bDirection ); // TOPMOST manipulation functions -LEVELNODE *AddTopmostToTail( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN AddTopmostToHead( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN RemoveTopmost( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN TypeExistsInTopmostLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusTopmostIndex ); -BOOLEAN RemoveAllTopmostsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ); -BOOLEAN SetMapElementShadeLevel( UINT32 uiMapIndex, UINT8 ubShadeLevel ); -void SetTopmostFlags( UINT32 iMapIndex, UINT32 uiFlags, UINT16 usIndex ); -void RemoveTopmostFlags( UINT32 iMapIndex, UINT32 uiFlags, UINT16 usIndex ); -BOOLEAN AddUIElem( UINT32 iMapIndex, UINT16 usIndex, INT8 sRelativeX, INT8 sRelativeY, LEVELNODE **ppNewNode ); -void RemoveUIElem( UINT32 iMapIndex, UINT16 usIndex ); -BOOLEAN RemoveTopmostFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode ); +LEVELNODE *AddTopmostToTail( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN AddTopmostToHead( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN RemoveTopmost( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN TypeExistsInTopmostLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusTopmostIndex ); +BOOLEAN RemoveAllTopmostsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType ); +BOOLEAN SetMapElementShadeLevel( INT32 uiMapIndex, UINT8 ubShadeLevel ); +void SetTopmostFlags( INT32 iMapIndex, UINT32 uiFlags, UINT16 usIndex ); +void RemoveTopmostFlags( INT32 iMapIndex, UINT32 uiFlags, UINT16 usIndex ); +BOOLEAN AddUIElem( INT32 iMapIndex, UINT16 usIndex, INT8 sRelativeX, INT8 sRelativeY, LEVELNODE **ppNewNode ); +void RemoveUIElem( INT32 iMapIndex, UINT16 usIndex ); +BOOLEAN RemoveTopmostFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode ); -BOOLEAN IsLowerLevel( INT16 sGridNo ); -BOOLEAN IsHeigherLevel( INT16 sGridNo ); -BOOLEAN IsRoofVisible( INT16 sMapPos ); -BOOLEAN IsRoofVisible2( INT16 sMapPos ); +BOOLEAN IsLowerLevel( INT32 sGridNo ); +BOOLEAN IsHeigherLevel( INT32 sGridNo ); +BOOLEAN IsRoofVisible( INT32 sMapPos ); +BOOLEAN IsRoofVisible2( INT32 sMapPos ); -LEVELNODE * FindLevelNodeBasedOnStructure( INT16 sGridNo, STRUCTURE * pStructure ); -LEVELNODE * FindShadow( INT16 sGridNo, UINT16 usStructIndex ); +LEVELNODE * FindLevelNodeBasedOnStructure( INT32 sGridNo, STRUCTURE * pStructure ); +LEVELNODE * FindShadow( INT32 sGridNo, UINT16 usStructIndex ); void WorldHideTrees( ); void WorldShowTrees( ); diff --git a/Utils/Animated ProgressBar.cpp b/Utils/Animated ProgressBar.cpp index 863e1309..2de88ebd 100644 --- a/Utils/Animated ProgressBar.cpp +++ b/Utils/Animated ProgressBar.cpp @@ -221,7 +221,7 @@ void RemoveProgressBar( UINT8 ubID ) //As the process animates using UpdateProgressBar( 0 to 100 ), the total progress bar will only reach 30% //at the 100% mark within UpdateProgressBar. At that time, you would go onto the next step, resetting the //relative start and end percentage from 30 to whatever, until your done. -void SetRelativeStartAndEndPercentage( UINT8 ubID, UINT32 uiRelStartPerc, UINT32 uiRelEndPerc, STR16 str) +void SetRelativeStartAndEndPercentage( UINT8 ubID, UINT16 uiRelStartPerc, UINT16 uiRelEndPerc, STR16 str) { PROGRESSBAR *pCurr; UINT16 usStartX, usStartY; diff --git a/Utils/Animated ProgressBar.h b/Utils/Animated ProgressBar.h index 6c851dc5..1101076d 100644 --- a/Utils/Animated ProgressBar.h +++ b/Utils/Animated ProgressBar.h @@ -63,7 +63,7 @@ void RemoveProgressBar( UINT8 ubID ); //As the process animates using UpdateProgressBar( 0 to 100 ), the total progress bar will only reach 30% //at the 100% mark within UpdateProgressBar. At that time, you would go onto the next step, resetting the //relative start and end percentage from 30 to whatever, until your done. -void SetRelativeStartAndEndPercentage( UINT8 ubID, UINT32 uiRelStartPerc, UINT32 uiRelEndPerc, STR16 str); +void SetRelativeStartAndEndPercentage( UINT8 ubID, UINT16 uiRelStartPerc, UINT16 uiRelEndPerc, STR16 str); //This part renders the progress bar at the percentage level that you specify. If you have set relative //percentage values in the above function, then the uiPercentage will be reflected based off of the relative diff --git a/Utils/Cinematics.cpp b/Utils/Cinematics.cpp index eb015286..f8b20bd8 100644 --- a/Utils/Cinematics.cpp +++ b/Utils/Cinematics.cpp @@ -193,6 +193,7 @@ SMKFLIC *pSmack; SMKFLIC *SmkOpenFlic(CHAR8 *cFilename) { SMKFLIC *pSmack; + // Get an available flic slot from the list if(!(pSmack=SmkGetFreeFlic())) @@ -216,30 +217,29 @@ SMKFLIC *SmkOpenFlic(CHAR8 *cFilename) #else vfs::Path introname(cFilename); vfs::Path dir,filename; - introname.SplitLast(dir,filename); + introname.splitLast(dir,filename); vfs::Path tempfile = vfs::Path(L"Temp") + filename; - if(!GetVFS()->FileExists(tempfile)) + if(!getVFS()->fileExists(tempfile)) { try { - if(!GetVFS()->FileExists(introname)) + if(!getVFS()->fileExists(introname)) { return NULL; } vfs::COpenReadFile rfile(introname); - vfs::UInt32 size = rfile.file().GetFileSize(); + vfs::size_t size = rfile.file().getSize(); std::vector data(size); - vfs::UInt32 io; - rfile.file().Read(&data[0],size,io); + rfile.file().read(&data[0],size); vfs::COpenWriteFile wfile(tempfile,true); - wfile.file().Write(&data[0],size,io); + wfile.file().write(&data[0],size); } catch(CBasicException& ex) { - std::wstringstream wss; - wss << L"Intro file \"" << filename() << L"\" could not be extracted"; - RETHROWEXCEPTION(wss.str().c_str(),&ex); + BuildString bs; + bs.add(L"Intro file \"").add(filename()).add(L"\" could not be extracted"); + RETHROWEXCEPTION(bs.get(), &ex); } } #endif @@ -267,7 +267,7 @@ SMKFLIC *SmkOpenFlic(CHAR8 *cFilename) { RETHROWEXCEPTION(L"Temporary intro file could not be read", &ex); } - if(!(pSmack->SmackHandle=SmackOpen(tempfilename().utf8().c_str(), SMACKTRACKS, SMACKAUTOEXTRA))) + if(!(pSmack->SmackHandle=SmackOpen(tempfilename.to_string().c_str(), SMACKTRACKS, SMACKAUTOEXTRA))) #endif { ErrorMsg("SMK ERROR: Smacker won't open the SMK file"); diff --git a/Utils/Debug Control.cpp b/Utils/Debug Control.cpp index a444d3e8..36458839 100644 --- a/Utils/Debug Control.cpp +++ b/Utils/Debug Control.cpp @@ -69,8 +69,8 @@ void LiveMessage( CHAR8 *strMessage) fclose(OutFile); } #else - static CLog& liveMsg = *CLog::Create(L"LiveLog.txt",true); - liveMsg << strMessage << CLog::endl; + static CLog& liveMsg = *CLog::create(L"LiveLog.txt",true); + liveMsg << strMessage << CLog::ENDL; #endif } void MPDebugMsg( CHAR8 *strMessage) @@ -84,7 +84,7 @@ void MPDebugMsg( CHAR8 *strMessage) fclose(OutFile); } #else - static CLog& mpMsg = *CLog::Create(L"MPDebug.txt", true); - mpMsg << strMessage << CLog::endl; + static CLog& mpMsg = *CLog::create(L"MPDebug.txt", true); + mpMsg << strMessage << CLog::ENDL; #endif } diff --git a/Utils/Event Pump.h b/Utils/Event Pump.h index 24db3774..b5123bc0 100644 --- a/Utils/Event Pump.h +++ b/Utils/Event Pump.h @@ -68,7 +68,7 @@ typedef struct UINT16 usStartingAniCode; BOOLEAN fForce; UINT8 usNewDirection;//hayden - UINT16 usTargetGridNo; // WANNE - MP: Used for manipulating the target grid no + UINT32 usTargetGridNo; // WANNE - MP: Used for manipulating the target grid no } EV_S_CHANGESTATE; @@ -77,7 +77,7 @@ typedef struct { UINT16 usSoldierID; UINT32 uiUniqueId; - UINT16 usNewDestination; + INT32 usNewDestination; } EV_S_CHANGEDEST; @@ -94,7 +94,7 @@ typedef struct { UINT16 usSoldierID; UINT32 uiUniqueId; - INT16 sDestGridNo; + INT32 sDestGridNo; UINT16 usMovementAnim; } EV_S_GETNEWPATH; @@ -136,7 +136,7 @@ typedef struct { UINT16 usSoldierID; UINT32 uiUniqueId; - INT16 sTargetGridNo; + INT32 sTargetGridNo; INT8 bTargetLevel; INT8 bTargetCubeLevel; } EV_S_BEGINFIREWEAPON; @@ -146,7 +146,7 @@ typedef struct { UINT16 usSoldierID; UINT32 uiUniqueId; - INT16 sTargetGridNo; + INT32 sTargetGridNo; INT8 bTargetLevel; INT8 bTargetCubeLevel; } EV_S_FIREWEAPON; @@ -189,11 +189,11 @@ typedef struct typedef struct { - INT16 sGridNo; + INT32 sGridNo; UINT16 usStructureID; BOOLEAN fBlowWindowSouth; BOOLEAN fLargeForce; - INT8 ubAttackerID; + UINT8 ubAttackerID; INT32 iBullet; } EV_S_WINDOWHIT; @@ -206,7 +206,7 @@ typedef struct typedef struct { UINT8 ubNoiseMaker; - INT16 sGridNo; + INT32 sGridNo; UINT8 bLevel; UINT8 ubTerrType; UINT8 ubVolume; @@ -219,7 +219,7 @@ typedef struct UINT16 usSoldierID; UINT32 uiUniqueId; UINT8 ubDirection; - INT16 sGridNo; + INT32 sGridNo; INT16 sXPos; INT16 sYPos; BOOLEAN fset; @@ -233,11 +233,11 @@ typedef struct UINT8 usSoldierID; // UINT32 uiUniqueId; UINT16 usPathDataSize; // Size of Path - INT16 sAtGridNo; // Owner merc is at this tile when sending packet + INT32 sAtGridNo; // Owner merc is at this tile when sending packet UINT16 usCurrentPathIndex; // Index the owner of the merc is at when sending packet UINT16 usPathData[ MAX_PATH_LIST_SIZE ]; // make define // Next X tile to go to UINT16 ubNewState; // new movment Anim - INT16 sDestGridNo; + INT32 sDestGridNo; // INT8 bActionPoints; // INT8 bBreath; // current breath value // INT8 bDesiredDirection; @@ -250,7 +250,7 @@ typedef struct { UINT8 usSoldierID; //UINT32 uiUniqueId; - INT16 sAtGridNo; // Owner merc is at this tile when sending packet + INT32 sAtGridNo; // Owner merc is at this tile when sending packet INT8 bActionPoints; // current A.P. value INT8 bBreath; // current breath value //hayden diff --git a/Utils/INIReader.cpp b/Utils/INIReader.cpp index 849066fb..5ea92fb0 100644 --- a/Utils/INIReader.cpp +++ b/Utils/INIReader.cpp @@ -43,7 +43,7 @@ CIniReader::CIniReader(const STR8 szFileName) } #else strncpy(m_szFileName,szFileName, std::min(strlen(szFileName), sizeof(m_szFileName)-1)); - m_oProps.InitFromIniFile(vfs::Path(szFileName)); + m_oProps.initFromIniFile(vfs::Path(szFileName)); #endif } @@ -79,7 +79,7 @@ CIniReader::CIniReader(const STR8 szFileName, BOOLEAN Force_Custom_Data_Path) } #else strncpy(m_szFileName,szFileName, std::min(strlen(szFileName), sizeof(m_szFileName)-1)); - CIniReader_File_Found = m_oProps.InitFromIniFile(vfs::Path(szFileName)); + CIniReader_File_Found = m_oProps.initFromIniFile(vfs::Path(szFileName)); #endif } @@ -89,7 +89,7 @@ void CIniReader::Clear() memset(m_szFileName, 0, MAX_PATH); #else memset(m_szFileName, 0, MAX_PATH); - m_oProps.ClearContainer(); + m_oProps.clearContainer(); #endif } @@ -99,7 +99,7 @@ int CIniReader::ReadInteger(const STR8 szSection, const STR8 szKey, int iDefault #ifndef USE_VFS return GetPrivateProfileInt(szSection, szKey, iDefaultValue, m_szFileName); #else - return m_oProps.GetIntProperty(szSection, szKey, iDefaultValue); + return m_oProps.getIntProperty(szSection, szKey, iDefaultValue); #endif } @@ -109,7 +109,7 @@ int CIniReader::ReadInteger(const STR8 szSection, const STR8 szKey, int defaultV #ifndef USE_VFS int iniValueReadFromFile = GetPrivateProfileInt(szSection, szKey, defaultValue, m_szFileName); #else - int iniValueReadFromFile = m_oProps.GetIntProperty(szSection, szKey, defaultValue); + int iniValueReadFromFile = m_oProps.getIntProperty(szSection, szKey, defaultValue); #endif //AssertGE(iniValueReadFromFile, minValue); //AssertLE(iniValueReadFromFile, maxValue); @@ -149,7 +149,7 @@ double CIniReader::ReadDouble(const STR8 szSection, const STR8 szKey, double def GetPrivateProfileString(szSection, szKey, szDefault, szResult, 255, m_szFileName); iniValueReadFromFile = (float) atof(szResult); #else - iniValueReadFromFile = m_oProps.GetFloatProperty(szSection, szKey, defaultValue); + iniValueReadFromFile = m_oProps.getFloatProperty(szSection, szKey, defaultValue); #endif //AssertGE(iniValueReadFromFile, minValue); //AssertLE(iniValueReadFromFile, maxValue); @@ -176,7 +176,7 @@ FLOAT CIniReader::ReadFloat(const STR8 szSection, const STR8 szKey, FLOAT defaul GetPrivateProfileString(szSection, szKey, szDefault, szResult, 255, m_szFileName); iniValueReadFromFile = (FLOAT) atof(szResult); #else - iniValueReadFromFile = (FLOAT) m_oProps.GetFloatProperty(szSection, szKey, (float)defaultValue); + iniValueReadFromFile = (FLOAT) m_oProps.getFloatProperty(szSection, szKey, (float)defaultValue); #endif //AssertGE(iniValueReadFromFile, minValue); @@ -209,7 +209,7 @@ BOOLEAN CIniReader::ReadBoolean(const STR8 szSection, const STR8 szKey, bool def else if (strcmp(szResult, "FALSE") == 0) return FALSE; #else - utf8string str = m_oProps.GetStringProperty(szSection, szKey, L""); + utf8string str = m_oProps.getStringProperty(szSection, szKey, L""); if( StrCmp::Equal(str, L"true") ) { return TRUE; @@ -239,7 +239,7 @@ void CIniReader::ReadString(const STR8 szSection, const STR8 szKey, const STR8 s #ifndef USE_VFS GetPrivateProfileString(szSection, szKey, szDefaultValue, input_buffer, buffer_size, m_szFileName); #else - std::string s = m_oProps.GetStringProperty(szSection, szKey, szDefaultValue).utf8(); + std::string s = m_oProps.getStringProperty(szSection, szKey, szDefaultValue).utf8(); int len = std::min(s.length(),buffer_size-1); strncpy(input_buffer, s.c_str(), len); input_buffer[len] = 0; @@ -255,7 +255,7 @@ STR8 CIniReader::ReadString(const STR8 szSection, const STR8 szKey, const STR8 s #ifndef USE_VFS GetPrivateProfileString(szSection, szKey, szDefaultValue, szResult, 255, m_szFileName); #else - std::string s = m_oProps.GetStringProperty(szSection, szKey, szDefaultValue).utf8(); + std::string s = m_oProps.getStringProperty(szSection, szKey, szDefaultValue).utf8(); strncpy(szResult, s.c_str(), std::min(s.length(),254)); #endif return szResult; @@ -307,7 +307,7 @@ UINT32 CIniReader::ReadUINT(const STR8 szSection, const STR8 szKey, UINT32 defau this->ReadString (szSection , szKey , szDefault, szResult, (size_t) 255 ); iniValueReadFromFile = (UINT32) strtoul(szResult,NULL,0); #else - iniValueReadFromFile = (UINT32) m_oProps.GetUIntProperty(szSection, szKey, defaultValue); + iniValueReadFromFile = (UINT32) m_oProps.getUIntProperty(szSection, szKey, defaultValue); #endif //AssertGE(iniValueReadFromFile, minValue); //AssertLE(iniValueReadFromFile, maxValue); diff --git a/Utils/MapUtility.cpp b/Utils/MapUtility.cpp index 9e57d44b..76bbbe42 100644 --- a/Utils/MapUtility.cpp +++ b/Utils/MapUtility.cpp @@ -1,214 +1,178 @@ #ifdef PRECOMPILEDHEADERS - #include "Utils All.h" +#include "Utils All.h" #else - #include "sgp.h" - #ifdef JA2EDITOR - #include "Screens.h" - #include "Maputility.h" - #include "worlddef.h" - #include "overhead.h" - #include "fileman.h" - #include "loadscreen.h" - #include "overhead map.h" - #include "radar screen.h" - #include "vobject_blitters.h" - #include "sticonvert.h" - #include "font control.h" - #include "worlddat.h" - #include "english.h" - #include "map information.h" - #include "line.h" - #endif +#include "sgp.h" #endif #ifdef JA2EDITOR - +#include "Screens.h" +#include "Maputility.h" +#include "worlddef.h" +#include "overhead.h" +#include "fileman.h" +#include "loadscreen.h" +#include "overhead map.h" +#include "radar screen.h" +#include "vobject_blitters.h" +#include "sticonvert.h" +#include "font control.h" +#include "worlddat.h" +#include "english.h" +#include "map information.h" +#include "line.h" #include "quantize wrap.h" -#define MINIMAP_X_SIZE 88 -#define MINIMAP_Y_SIZE 44 - -#define WINDOW_SIZE 2 - -FLOAT gdXStep, gdYStep; -INT32 giMiniMap, gi8BitMiniMap; -HVSURFACE ghvSurface; +#define MINIMAP_X_SIZE 88//RADAR_WINDOW_WIDTH +#define MINIMAP_Y_SIZE 44//RADAR_WINDOW_HEIGHT +#define WINDOW_SIZE 2 +extern BOOLEAN fEditModeFirstTime; extern BOOLEAN gfOverheadMapDirty; - extern UINT16 iOffsetHorizontal; extern UINT16 iOffsetVertical; - -// Utililty file for sub-sampling/creating our radar screen maps -// Loops though our maps directory and reads all .map files, subsamples an area, color -// quantizes it into an 8-bit image ans writes it to an sti file in radarmaps. - +extern FDLG_LIST* FileList; typedef struct { - INT8 r; - INT8 g; - INT8 b; + INT8 r; + INT8 g; + INT8 b; +}RGBValues; -} RGBValues; +FLOAT gdXStep, gdYStep; +INT32 giMiniMap, gi8BitMiniMap; +HVSURFACE ghVSurface = NULL; +RGBValues* p24BitValues = NULL; +FDLG_LIST* FListNode = NULL; -UINT32 MapUtilScreenInit( ) + +void GenerateAllMapsInit(void) { - return( TRUE ); + GETFILESTRUCT FileInfo; + TrashFDlgList(FileList); + if(GetFileFirst("MAPS\\*.dat", &FileInfo)) + { + FileList = AddToFDlgList(FileList, &FileInfo); + while(GetFileNext(&FileInfo)) + FileList = AddToFDlgList(FileList, &FileInfo); + GetFileClose(&FileInfo); + } + FListNode = FileList; } -UINT32 MapUtilScreenHandle( ) +// Utililty file for sub-sampling/creating our radar screen maps. +// Loops through our maps directory and reads all *.map files, subsamples an area, color quantizes into an 8-bit image and writes to sti file in radarmaps. +// From editor will create radar map for you current map. +UINT32 MapUtilScreenInit(void) { - static INT16 fNewMap = TRUE; - static INT16 sFileNum = 0; - InputAtom InputEvent; - GETFILESTRUCT FileInfo; - static FDLG_LIST *FListNode; - static INT16 sFiles = 0, sCurFile = 0; - static FDLG_LIST *FileList = NULL; - CHAR8 zFilename[ 260 ], zFilename2[ 260 ]; - VSURFACE_DESC vs_desc; - UINT16 usWidth; - UINT16 usHeight; - UINT8 ubBitDepth; - UINT32 uiDestPitchBYTES, uiSrcPitchBYTES; - UINT16 *pDestBuf, *pSrcBuf; - UINT8 *pDataPtr; - - static UINT8 *p24BitDest = NULL; - static RGBValues *p24BitValues=NULL; - - UINT32 uiRGBColor; - - UINT32 bR, bG, bB, bAvR, bAvG, bAvB; - INT16 s16BPPSrc, sDest16BPPColor; - INT32 cnt; - - INT16 sX1, sX2, sY1, sY2, sTop, sBottom, sLeft, sRight; - - - FLOAT dX, dY, dStartX, dStartY; - INT32 iX, iY, iSubX1, iSubY1, iSubX2, iSubY2, iWindowX, iWindowY, iCount; - SGPPaletteEntry pPalette[ 256 ]; + UINT8 ubBitDepth; + UINT16 usWidth, usHeight; + VSURFACE_DESC vs_desc; + // Create render buffer + GetCurrentVideoSettings(&usWidth, &usHeight, &ubBitDepth); + vs_desc.fCreateFlags = VSURFACE_CREATE_DEFAULT | VSURFACE_SYSTEM_MEM_USAGE; + vs_desc.usWidth = MINIMAP_X_SIZE; + vs_desc.usHeight = MINIMAP_Y_SIZE; + vs_desc.ubBitDepth = ubBitDepth; + if(AddVideoSurface(&vs_desc, (UINT32*)&giMiniMap) == FALSE) + return(ERROR_SCREEN); + // Allocate 24 bit Surface + p24BitValues = (RGBValues*)MemAlloc(MINIMAP_X_SIZE * MINIMAP_Y_SIZE * sizeof(RGBValues)); + //Allocate 8-bit surface + vs_desc.fCreateFlags = VSURFACE_CREATE_DEFAULT | VSURFACE_SYSTEM_MEM_USAGE; + vs_desc.usWidth = MINIMAP_X_SIZE; + vs_desc.usHeight = MINIMAP_Y_SIZE; + vs_desc.ubBitDepth = 8; + if(AddVideoSurface(&vs_desc, (UINT32*)&gi8BitMiniMap) == FALSE) + return(ERROR_SCREEN); + GetVideoSurface(&ghVSurface, gi8BitMiniMap); + return(TRUE); +} +UINT32 MapUtilScreenHandle(void) +{ + InputAtom InputEvent; + SGPPaletteEntry pPalette[256]; + CHAR8 zFilename[260], zFilename2[260]; + UINT8 *pDataPtr; + UINT16 *pDestBuf, *pSrcBuf; + UINT32 uiDestPitchBYTES, uiSrcPitchBYTES, uiRGBColor, bR, bG, bB, bAvR, bAvG, bAvB; + INT16 s16BPPSrc, sDest16BPPColor, sX1, sX2, sY1, sY2, sTop, sBottom, sLeft, sRight; + INT32 cnt, iX, iY, iSubX1, iSubY1, iSubX2, iSubY2, iWindowX, iWindowY, iCount; + FLOAT dX, dY, dStartX, dStartY; + while(DequeueEvent(&InputEvent) == TRUE) + { + if(InputEvent.usParam == ESC) + { + // Exit the program + if(fEditModeFirstTime == FALSE) + { + TrashFDlgList(FileList); + FileList = FListNode = NULL; + return(EDIT_SCREEN); + } + else + { + gfProgramIsRunning = FALSE; + return(MAPUTILITY_SCREEN); + } + } + } sDest16BPPColor = -1; bAvR = bAvG = bAvB = 0; - // Zero out area! - ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, (INT16)(SCREEN_WIDTH), (INT16)(SCREEN_HEIGHT), Get16BPPColor( FROMRGB( 0, 0, 0 ) ) ); - - - if ( fNewMap ) + ColorFillVideoSurfaceArea(FRAME_BUFFER, 0, 0, (INT16)(SCREEN_WIDTH), (INT16)(SCREEN_HEIGHT), Get16BPPColor(FROMRGB(0, 0, 0))); + if(fEditModeFirstTime == FALSE && gfWorldLoaded && FListNode == NULL)// Just create radarmap for current loaded world + sprintf(zFilename, "%s", gubFilename); + else { - fNewMap = FALSE; - - // Create render buffer - GetCurrentVideoSettings( &usWidth, &usHeight, &ubBitDepth ); - vs_desc.fCreateFlags = VSURFACE_CREATE_DEFAULT | VSURFACE_SYSTEM_MEM_USAGE; - vs_desc.usWidth = 88; - vs_desc.usHeight = 44; - vs_desc.ubBitDepth = ubBitDepth; - - if ( AddVideoSurface( &vs_desc, (UINT32 *)&giMiniMap ) == FALSE ) + // OK, we are here, now loop through files + if(FListNode == NULL) { - return( ERROR_SCREEN ); + gfProgramIsRunning = FALSE; + return(MAPUTILITY_SCREEN); } - - // USING BRET's STUFF FOR LOOPING FILES/CREATING LIST, hence AddToFDlgList..... - if( GetFileFirst("MAPS\\*.dat", &FileInfo) ) - { - FileList = AddToFDlgList( FileList, &FileInfo ); - sFiles++; - while( GetFileNext(&FileInfo) ) - { - FileList = AddToFDlgList( FileList, &FileInfo ); - sFiles++; - } - GetFileClose(&FileInfo); - } - - FListNode = FileList; - - //Allocate 24 bit Surface - p24BitValues = (RGBValues *) MemAlloc( MINIMAP_X_SIZE * MINIMAP_Y_SIZE * sizeof( RGBValues ) ); - p24BitDest = (UINT8*)p24BitValues; - - - //Allocate 8-bit surface - vs_desc.fCreateFlags = VSURFACE_CREATE_DEFAULT | VSURFACE_SYSTEM_MEM_USAGE; - vs_desc.usWidth = 88; - vs_desc.usHeight = 44; - vs_desc.ubBitDepth = 8; - - if ( AddVideoSurface( &vs_desc, (UINT32 *)&gi8BitMiniMap ) == FALSE ) - { - return( ERROR_SCREEN ); - } - GetVideoSurface( &ghvSurface, gi8BitMiniMap ); - - + sprintf(zFilename, "%s", FListNode->FileInfo.zFileName); + // OK, load maps and do overhead shrinkage of them... + if(!LoadWorld(zFilename)) + return(ERROR_SCREEN); } - - //OK, we are here, now loop through files - if ( sCurFile == sFiles || FListNode== NULL ) - { - gfProgramIsRunning = FALSE; - return( MAPUTILITY_SCREEN ); - } - - sprintf( zFilename, "%s", FListNode->FileInfo.zFileName ); - - // OK, load maps and do overhead shrinkage of them... - if ( !LoadWorld( zFilename ) ) - { - return( ERROR_SCREEN ); - } - // Render small map - InitNewOverheadDB( (UINT8)giCurrentTilesetID ); - + iOffsetHorizontal = (SCREEN_WIDTH / 2) - (640 / 2);// Horizontal start postion of the overview map + iOffsetVertical = (SCREEN_HEIGHT - 160) / 2 - 160;// Vertical start position of the overview map + InitNewOverheadDB((UINT8)giCurrentTilesetID); gfOverheadMapDirty = TRUE; - - RenderOverheadMap( 0, (WORLD_COLS / 2), iOffsetHorizontal, - iOffsetVertical, 640 + iOffsetHorizontal, 320 + iOffsetVertical, FALSE ); - - TrashOverheadMap( ); - + RenderOverheadMap(0, (WORLD_COLS/2), iOffsetHorizontal, iOffsetVertical, iOffsetHorizontal+640, iOffsetVertical+320, TRUE); + TrashOverheadMap(); // OK, NOW PROCESS OVERHEAD MAP ( SHOUIDL BE ON THE FRAMEBUFFER ) - gdXStep = (float)640/(float)88; - gdYStep = (float)320/(float)44; - dStartX = dStartY = 0; - + gdXStep = (FLOAT)640 / (FLOAT)MINIMAP_X_SIZE; + gdYStep = (FLOAT)320 / (FLOAT)MINIMAP_Y_SIZE; + dStartX = iOffsetHorizontal; + dStartY = iOffsetVertical; // Adjust if we are using a restricted map... - if ( gMapInformation.ubRestrictedScrollID != 0 ) + if(gMapInformation.ubRestrictedScrollID != 0) { - CalculateRestrictedMapCoords( NORTH, &sX1, &sY1, &sX2, &sTop, iOffsetHorizontal + 640, iOffsetVertical + 320 ); - CalculateRestrictedMapCoords( SOUTH, &sX1, &sBottom, &sX2, &sY2, iOffsetHorizontal + 640, iOffsetVertical + 320 ); - CalculateRestrictedMapCoords( WEST, &sX1, &sY1, &sLeft, &sY2, iOffsetHorizontal + 640, iOffsetVertical + 320 ); - CalculateRestrictedMapCoords( EAST, &sRight, &sY1, &sX2, &sY2, iOffsetHorizontal + 640, iOffsetVertical + 320 ); - - gdXStep = (float)( sRight - sLeft )/(float)88; - gdYStep = (float)( sBottom - sTop )/(float)44; - + CalculateRestrictedMapCoords(NORTH, &sX1, &sY1, &sX2, &sTop, iOffsetHorizontal+640, iOffsetVertical+320); + CalculateRestrictedMapCoords(SOUTH, &sX1, &sBottom, &sX2, &sY2, iOffsetHorizontal+640, iOffsetVertical+320); + CalculateRestrictedMapCoords(WEST, &sX1, &sY1, &sLeft, &sY2, iOffsetHorizontal+640, iOffsetVertical+320); + CalculateRestrictedMapCoords(EAST, &sRight, &sY1, &sX2, &sY2, iOffsetHorizontal+640, iOffsetVertical+320); + gdXStep = (FLOAT)(sRight - sLeft) / (FLOAT)MINIMAP_X_SIZE; + gdYStep = (FLOAT)(sBottom - sTop) / (FLOAT)MINIMAP_Y_SIZE; dStartX = sLeft; dStartY = sTop; } - //LOCK BUFFERS - dX = dStartX; dY = dStartY; - - pDestBuf = (UINT16*)LockVideoSurface(giMiniMap, &uiDestPitchBYTES); pSrcBuf = (UINT16*)LockVideoSurface(FRAME_BUFFER, &uiSrcPitchBYTES); - for ( iX = 0; iX < 88; iX++ ) + for ( iX = 0; iX < MINIMAP_X_SIZE; iX++ ) { dY = dStartY; - for ( iY = 0; iY < 44; iY++ ) + for ( iY = 0; iY < MINIMAP_Y_SIZE; iY++ ) { //OK, AVERAGE PIXELS iSubX1 = (INT32)dX - WINDOW_SIZE; @@ -226,7 +190,7 @@ UINT32 MapUtilScreenHandle( ) { for ( iWindowY = iSubY1; iWindowY < iSubY2; iWindowY++ ) { - if ( iWindowX >=0 && iWindowX < 640 && iWindowY >=0 && iWindowY < 320 ) + if ( iWindowX >= iOffsetHorizontal && iWindowX < (iOffsetHorizontal+640) && iWindowY >= iOffsetVertical && iWindowY < (iOffsetVertical+320) ) { s16BPPSrc = pSrcBuf[ ( iWindowY * (uiSrcPitchBYTES/2) ) + iWindowX ]; @@ -240,7 +204,6 @@ UINT32 MapUtilScreenHandle( ) iCount++; } } - } if ( iCount > 0 ) @@ -261,91 +224,62 @@ UINT32 MapUtilScreenHandle( ) //Increment dY += gdYStep; - } //Increment dX += gdXStep; - } UnLockVideoSurface(giMiniMap); UnLockVideoSurface(FRAME_BUFFER); - // RENDER! - BltVideoSurface( FRAME_BUFFER, giMiniMap, 0, 20, 360, VS_BLT_FAST | VS_BLT_USECOLORKEY, NULL ); - - + BltVideoSurface(FRAME_BUFFER, giMiniMap, 0, iOffsetHorizontal+10, iOffsetVertical+360, VS_BLT_FAST|VS_BLT_USECOLORKEY, NULL); //QUantize! pDataPtr = (UINT8*)LockVideoSurface(gi8BitMiniMap, &uiSrcPitchBYTES); pDestBuf = (UINT16*)LockVideoSurface(FRAME_BUFFER, &uiDestPitchBYTES); - QuantizeImage( pDataPtr, p24BitDest, MINIMAP_X_SIZE, MINIMAP_Y_SIZE, pPalette ); - SetVideoSurfacePalette( ghvSurface, pPalette ); + QuantizeImage(pDataPtr, (UINT8*)p24BitValues, MINIMAP_X_SIZE, MINIMAP_Y_SIZE, pPalette); + SetVideoSurfacePalette(ghVSurface, pPalette); // Blit! - Blt8BPPDataTo16BPPBuffer( pDestBuf, uiDestPitchBYTES, ghvSurface, pDataPtr, 300, 360); - + Blt8BPPDataTo16BPPBuffer(pDestBuf, uiDestPitchBYTES, ghVSurface, pDataPtr, iOffsetHorizontal+10+MINIMAP_X_SIZE+20, iOffsetVertical+360); // Write palette! + iX = iOffsetHorizontal + 10; + iY = iOffsetVertical + 420; + SetClippingRegionAndImageWidth(uiDestPitchBYTES, 0, 0, iOffsetHorizontal+640, iOffsetVertical+480); + for(cnt=0; cnt<256; cnt++) { - INT32 cnt; - INT32 sX = 0, sY = 420; - UINT16 usLineColor; - - SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, 640, 480 ); - - for ( cnt = 0; cnt < 256; cnt++ ) - { - usLineColor = Get16BPPColor( FROMRGB( pPalette[ cnt ].peRed, pPalette[ cnt ].peGreen, pPalette[ cnt ].peBlue ) ); - RectangleDraw( TRUE, sX, sY, sX, (INT16)( sY+10 ), usLineColor, (UINT8*)pDestBuf ); - sX++; - RectangleDraw( TRUE, sX, sY, sX, (INT16)( sY+10 ), usLineColor, (UINT8*)pDestBuf ); - sX++; - } + UINT16 usLineColor = Get16BPPColor(FROMRGB(pPalette[cnt].peRed, pPalette[cnt].peGreen, pPalette[cnt].peBlue)); + RectangleDraw(TRUE, iX, iY, iX, (INT16)(iY+10), usLineColor, (UINT8*)pDestBuf); + iX++; + RectangleDraw(TRUE, iX, iY, iX, (INT16)(iY+10), usLineColor, (UINT8*)pDestBuf); + iX++; } - UnLockVideoSurface(FRAME_BUFFER); - // Remove extension - for ( cnt = strlen( zFilename )-1; cnt >=0; cnt-- ) - { - if ( zFilename[ cnt ] == '.' ) - { - zFilename[ cnt ] = '\0'; - } - } - - sprintf( zFilename2, "RADARMAPS\\%s.STI", zFilename ); - WriteSTIFile( (INT8 *)pDataPtr, pPalette, MINIMAP_X_SIZE, MINIMAP_Y_SIZE, (STR) zFilename2, CONVERT_ETRLE_COMPRESS, 0 ); - + for(cnt=strlen(zFilename)-1; cnt>=0; cnt--) + if(zFilename[cnt] == '.') + zFilename[cnt] = '\0'; + sprintf(zFilename2, "RADARMAPS\\%s.STI", zFilename); + WriteSTIFile((INT8*)pDataPtr, pPalette, MINIMAP_X_SIZE, MINIMAP_Y_SIZE, (STR)zFilename2, CONVERT_ETRLE_COMPRESS, 0); UnLockVideoSurface(gi8BitMiniMap); - - SetFont( TINYFONT1 ); - SetFontBackground( FONT_MCOLOR_BLACK ); - SetFontForeground( FONT_MCOLOR_DKGRAY ); - mprintf( 10, 340, L"Writing radar image %S", zFilename2 ); - - mprintf( 10, 350, L"Using tileset %s", gTilesets[ giCurrentTilesetID ].zName ); - - InvalidateScreen( ); - - while (DequeueEvent(&InputEvent) == TRUE) - { - if ((InputEvent.usEvent == KEY_DOWN)&&(InputEvent.usParam == ESC)) - { // Exit the program - gfProgramIsRunning = FALSE; - } - } - + SetFont(TINYFONT1); + SetFontBackground(FONT_MCOLOR_BLACK); + SetFontForeground(FONT_MCOLOR_DKGRAY); + mprintf(iOffsetHorizontal+10, iOffsetVertical+330, L"Writing radar image %S", zFilename2); + mprintf(iOffsetHorizontal+10, iOffsetVertical+340, L"Using tileset %s", gTilesets[giCurrentTilesetID].zName); + InvalidateScreen(); // Set next - FListNode = FListNode->pNext; - sCurFile++; - - return( MAPUTILITY_SCREEN ); + if(FListNode) + FListNode = FListNode->pNext; + if(fEditModeFirstTime == FALSE && FListNode == NULL) + return(EDIT_SCREEN); + return(MAPUTILITY_SCREEN); } - -UINT32 MapUtilScreenShutdown( ) +UINT32 MapUtilScreenShutdown(void) { - return( TRUE ); + TrashFDlgList(FileList); + MemFree(p24BitValues); + return(TRUE); } #else //non-editor version diff --git a/Utils/STIConvert.cpp b/Utils/STIConvert.cpp index b1455505..ee9a27b2 100644 --- a/Utils/STIConvert.cpp +++ b/Utils/STIConvert.cpp @@ -16,9 +16,6 @@ #include "wcheck.h" #endif -#include "VFS/vfs.h" -#include "VFS/vfs_file_raii.h" - //CONVERT_TO_16_BIT BOOLEAN ConvertToETRLE( UINT8 ** ppDest, UINT32 * puiDestLen, UINT8 ** ppSubImageBuffer, UINT16 * pusNumberOfSubImages, UINT8 * p8BPPBuffer, UINT16 usWidth, UINT16 usHeight, UINT32 fFlags ); @@ -104,7 +101,6 @@ void ConvertRGBDistribution555To565( UINT16 * p16BPPData, UINT32 uiNumberOfPixel void WriteSTIFile( INT8 *pData, SGPPaletteEntry *pPalette, INT16 sWidth, INT16 sHeight, STR cOutputName, UINT32 fFlags, UINT32 uiAppDataSize ) { - UINT32 uiOriginalSize; UINT8 * pOutputBuffer = NULL; UINT32 uiCompressedSize; @@ -153,6 +149,7 @@ void WriteSTIFile( INT8 *pData, SGPPaletteEntry *pPalette, INT16 sWidth, INT16 s { if( !ConvertToETRLE( &pOutputBuffer, &uiCompressedSize, (UINT8 **) &pSubImageBuffer, &usNumberOfSubImages, (UINT8 *)pData, sWidth, sHeight, fFlags ) ) { + pOutputBuffer = NULL;//dnl ch49 061009 pOutputBuffer already MemFree this buffer } uiSubImageBufferSize = (UINT32) usNumberOfSubImages * STCI_SUBIMAGE_SIZE; @@ -161,108 +158,47 @@ void WriteSTIFile( INT8 *pData, SGPPaletteEntry *pPalette, INT16 sWidth, INT16 s Header.fFlags |= STCI_ETRLE_COMPRESSED; } - // - // save file - // -#ifndef USE_VFS - FILE * pOutput; - - pOutput = fopen( cOutputName, "wb" ); - if (pOutput == NULL ) - { + //dnl ch49 061009 + FileDelete(cOutputName);// If file exist FileOpen will not truncate, so delete. + HWFILE hFile = FileOpen(cOutputName, FILE_ACCESS_WRITE|FILE_CREATE_ALWAYS, FALSE); + if(!hFile) return; - } - // write header - fwrite( &Header, STCI_HEADER_SIZE, 1, pOutput ); -#else - vfs::COpenWriteFile wfile(cOutputName,true,true); - // write header - vfs::UInt32 io; - wfile.file().Write( (vfs::Byte*)&Header, STCI_HEADER_SIZE, io ); -#endif - // write palette and subimage structs, if any - if (Header.fFlags & STCI_INDEXED) + FileWrite(hFile, &Header, STCI_HEADER_SIZE, NULL); + // Write palette and subimage structs, if any + if(Header.fFlags & STCI_INDEXED) { - if (pPalette != NULL) + if(pPalette != NULL) { - // have to convert palette to STCI format! + // Have to convert palette to STCI format! pSGPPaletteEntry = pPalette; - for (uiLoop = 0; uiLoop < 256; uiLoop++) + for(uiLoop = 0; uiLoop < 256; uiLoop++) { STCIPaletteEntry.ubRed = pSGPPaletteEntry[uiLoop].peRed; STCIPaletteEntry.ubGreen = pSGPPaletteEntry[uiLoop].peGreen; STCIPaletteEntry.ubBlue = pSGPPaletteEntry[uiLoop].peBlue; -#ifndef USE_VFS - fwrite( &STCIPaletteEntry, STCI_PALETTE_ELEMENT_SIZE, 1, pOutput ); -#else - wfile.file().Write( (vfs::Byte*)&STCIPaletteEntry, STCI_PALETTE_ELEMENT_SIZE, io ); -#endif + FileWrite(hFile, &STCIPaletteEntry, STCI_PALETTE_ELEMENT_SIZE, NULL); } } - if (Header.fFlags & STCI_ETRLE_COMPRESSED) - { -#ifndef USE_VFS - fwrite( pSubImageBuffer, uiSubImageBufferSize, 1, pOutput ); -#else - wfile.file().Write( (vfs::Byte*)pSubImageBuffer, uiSubImageBufferSize, io ); -#endif - } + if(Header.fFlags & STCI_ETRLE_COMPRESSED) + FileWrite(hFile, pSubImageBuffer, uiSubImageBufferSize, NULL); } - -#ifndef USE_VFS - // write file data - if (Header.fFlags & STCI_ZLIB_COMPRESSED || Header.fFlags & STCI_ETRLE_COMPRESSED) + // Write file data + if(Header.fFlags & STCI_ZLIB_COMPRESSED || Header.fFlags & STCI_ETRLE_COMPRESSED) + FileWrite(hFile, pOutputBuffer, Header.uiStoredSize, NULL); + else + FileWrite(hFile, Image.pImageData, Header.uiStoredSize, NULL); + // Write app-specific data (blanked to 0) + if(Image.pAppData == NULL) { - fwrite( pOutputBuffer, Header.uiStoredSize, 1, pOutput ); + if(Header.uiAppDataSize > 0) + for(uiLoop=0; uiLoop 0) - { - for (uiLoop = 0; uiLoop < Header.uiAppDataSize; uiLoop++) - { -#ifndef USE_VFS - fputc( 0, pOutput ); -#else - vfs::Byte c = 0; - wfile.file().Write( &c, sizeof(c), io ); -#endif - } - } - } - else - { -#ifndef USE_VFS - fwrite( Image.pAppData, Header.uiAppDataSize, 1, pOutput ); -#else - wfile.file().Write( (vfs::Byte*)Image.pAppData, Header.uiAppDataSize, io ); -#endif - } -#ifndef USE_VFS - fclose( pOutput ); - - if( pOutputBuffer != NULL ) - { - MemFree( pOutputBuffer ); - } -#endif + FileWrite(hFile, Image.pAppData, Header.uiAppDataSize, NULL); + FileClose(hFile); + if(pOutputBuffer != NULL) + MemFree(pOutputBuffer); } diff --git a/Utils/Sound Control.cpp b/Utils/Sound Control.cpp index 394bf48e..a95010d2 100644 --- a/Utils/Sound Control.cpp +++ b/Utils/Sound Control.cpp @@ -657,16 +657,16 @@ int x,dif,absDif; #endif // == Lesh slightly changed this function ============ -INT32 SoundDir( INT16 sGridNo ) +INT32 SoundDir( INT32 sGridNo ) { INT16 sWorldX, sWorldY; INT16 sScreenX, sScreenY; INT16 sMiddleX; INT16 sDif, sAbsDif; - - if ( sGridNo == NOWHERE ) + + if (TileIsOutOfBounds(sGridNo)) { - return( MIDDLEPAN ); + return( MIDDLEPAN ); } // OK, get screen position of gridno..... @@ -680,7 +680,7 @@ INT32 SoundDir( INT16 sGridNo ) sDif = sMiddleX - sScreenX; - if ( ( sAbsDif = (INT16) abs( sDif ) ) > 64 ) + if ( ( sAbsDif = abs( sDif ) ) > 64 ) { // OK, NOT the middle. // Is it outside the screen? @@ -709,15 +709,15 @@ INT32 SoundDir( INT16 sGridNo ) } -INT32 SoundVolume( INT8 bInitialVolume, INT16 sGridNo ) +INT32 SoundVolume( INT8 bInitialVolume, INT32 sGridNo ) { INT16 sWorldX, sWorldY; INT16 sScreenX, sScreenY; INT16 sMiddleX, sMiddleY; INT16 sDifX, sAbsDifX; INT16 sDifY, sAbsDifY; - - if ( sGridNo == NOWHERE ) + + if (TileIsOutOfBounds(sGridNo)) { return( bInitialVolume ); } @@ -735,8 +735,8 @@ INT32 SoundVolume( INT8 bInitialVolume, INT16 sGridNo ) sDifX = sMiddleX - sScreenX; sDifY = sMiddleY - sScreenY; - sAbsDifX = (INT16) abs( sDifX ); - sAbsDifY = (INT16) abs( sDifY ); + sAbsDifX = abs( sDifX ); + sAbsDifY = abs( sDifY ); if ( sAbsDifX > 64 || sAbsDifY > 64 ) { @@ -792,7 +792,7 @@ void DelayedSoundTimerCallback( void ) typedef struct { UINT32 uiFlags; - INT16 sGridNo; + INT32 sGridNo; INT32 iSoundSampleID; INT32 iSoundToPlay; UINT32 uiData; @@ -844,7 +844,7 @@ void RecountPositionSnds( void ) } -INT32 NewPositionSnd( INT16 sGridNo, UINT32 uiFlags, UINT32 uiData, UINT32 iSoundToPlay ) +INT32 NewPositionSnd( INT32 sGridNo, UINT32 uiFlags, UINT32 uiData, UINT32 iSoundToPlay ) { POSITIONSND *pPositionSnd; INT32 iPositionSndIndex; @@ -902,7 +902,7 @@ void DeletePositionSnd( INT32 iPositionSndIndex ) } } -void SetPositionSndGridNo( INT32 iPositionSndIndex, INT16 sGridNo ) +void SetPositionSndGridNo( INT32 iPositionSndIndex, INT32 sGridNo ) { POSITIONSND *pPositionSnd; @@ -968,16 +968,16 @@ void SetPositionSndsInActive( ) } // == Lesh slightly changed this function ============ -UINT8 PositionSoundDir( INT16 sGridNo ) +UINT8 PositionSoundDir( INT32 sGridNo ) { INT16 sWorldX, sWorldY; INT16 sScreenX, sScreenY; INT16 sMiddleX; INT16 sDif, sAbsDif; - - if ( sGridNo == NOWHERE ) + + if (TileIsOutOfBounds(sGridNo)) { - return( MIDDLEPAN ); + return( MIDDLEPAN ); } // OK, get screen position of gridno..... @@ -991,7 +991,7 @@ UINT8 PositionSoundDir( INT16 sGridNo ) sDif = sMiddleX - sScreenX; - if ( ( sAbsDif = (INT16) abs( sDif ) ) > 64 ) + if ( ( sAbsDif = abs( sDif ) ) > 64 ) { // OK, NOT the middle. @@ -1022,7 +1022,7 @@ UINT8 PositionSoundDir( INT16 sGridNo ) } -INT8 PositionSoundVolume( INT8 bInitialVolume, INT16 sGridNo ) +INT8 PositionSoundVolume( INT8 bInitialVolume, INT32 sGridNo ) { INT16 sWorldX, sWorldY; INT16 sScreenX, sScreenY; @@ -1031,10 +1031,10 @@ INT8 PositionSoundVolume( INT8 bInitialVolume, INT16 sGridNo ) INT16 sDifY, sAbsDifY; INT16 sMaxDistX, sMaxDistY; double sMaxSoundDist, sSoundDist; - - if ( sGridNo == NOWHERE ) + + if (TileIsOutOfBounds(sGridNo)) { - return( bInitialVolume ); + return( bInitialVolume ); } // OK, get screen position of gridno..... @@ -1050,8 +1050,8 @@ INT8 PositionSoundVolume( INT8 bInitialVolume, INT16 sGridNo ) sDifX = sMiddleX - sScreenX; sDifY = sMiddleY - sScreenY; - sAbsDifX = (INT16) abs( sDifX ); - sAbsDifY = (INT16) abs( sDifY ); + sAbsDifX = abs( sDifX ); + sAbsDifY = abs( sDifY ); sMaxDistX = (INT16)( ( gsBottomRightWorldX - gsTopLeftWorldX ) * 1.5 ); sMaxDistY = (INT16)( ( gsBottomRightWorldY - gsTopLeftWorldY ) * 1.5 ); diff --git a/Utils/Sound Control.h b/Utils/Sound Control.h index 86b89c20..6d8d386f 100644 --- a/Utils/Sound Control.h +++ b/Utils/Sound Control.h @@ -439,8 +439,8 @@ UINT32 CalculateSpeechVolume( UINT32 uiVolume ); //Calculates a volume based on the current Sound Effects Volume level UINT32 CalculateSoundEffectsVolume( UINT32 uiVolume ); -INT32 SoundDir( INT16 sGridNo ); -INT32 SoundVolume( INT8 bInitialVolume, INT16 sGridNo ); +INT32 SoundDir( INT32 sGridNo ); +INT32 SoundVolume( INT8 bInitialVolume, INT32 sGridNo ); // ATE: Warning! Use this sparingly! NOT very robust - can // have only 1 delayed sound at a time, and uses the global custom @@ -451,12 +451,12 @@ void PlayDelayedJA2Sample( UINT32 uiDelay, UINT32 usNum, UINT32 usRate, UINT32 u #define POSITION_SOUND_FROM_SOLDIER 0x00000001 #define POSITION_SOUND_STATIONATY_OBJECT 0x00000002 -INT32 NewPositionSnd( INT16 sGridNo, UINT32 uiFlags, UINT32 uiData, UINT32 iSoundToPlay ); +INT32 NewPositionSnd( INT32 sGridNo, UINT32 uiFlags, UINT32 uiData, UINT32 iSoundToPlay ); void DeletePositionSnd( INT32 iPositionSndIndex ); void SetPositionSndsActive( ); void SetPositionSndsInActive( ); void SetPositionSndsVolumeAndPanning( ); -void SetPositionSndGridNo( INT32 iPositionSndIndex, INT16 sGridNo ); +void SetPositionSndGridNo( INT32 iPositionSndIndex, INT32 sGridNo ); diff --git a/Utils/Text Input.cpp b/Utils/Text Input.cpp index 23180e24..768e4a61 100644 --- a/Utils/Text Input.cpp +++ b/Utils/Text Input.cpp @@ -281,7 +281,7 @@ void AddTextInputField( INT16 sLeft, INT16 sTop, INT16 sWidth, INT16 sHeight, IN if( szInitText ) { pNode->ubStrLen = (UINT8)wcslen( szInitText ); - Assert( pNode->ubStrLen <= ubMaxChars );//dnl Warning if filename is longer this will throw assertion, need to be consider in future!!! + Assert( pNode->ubStrLen <= ubMaxChars ); swprintf( pNode->szString, szInitText ); } else @@ -1093,37 +1093,33 @@ void HandleExclusiveInput( UINT32 uiKey ) } } -void AddChar( UINT32 uiKey ) +//dnl ch39 180909 +void AddChar(UINT32 uiKey) { - PlayJA2Sample( ENTERING_TEXT, RATE_11025, BTNVOLUME, 1, MIDDLEPAN ); - if( gpActive->ubStrLen >= gpActive->ubMaxChars ) - { //max length reached. Just replace the last character with new one. -/*dnl this part has no sense and is wrong escpecially when you insert characters then last was always replace - gpActive->ubStrLen = gpActive->ubMaxChars; - gpActive->szString[ gpActive->ubStrLen-1 ] = (UINT16)uiKey; - gpActive->szString[ gpActive->ubStrLen ] = '\0'; -*/ + PlayJA2Sample(ENTERING_TEXT, RATE_11025, BTNVOLUME, 1, MIDDLEPAN); + if(gpActive->ubStrLen >= gpActive->ubMaxChars) return; - } - else if( gubCursorPos == gpActive->ubStrLen ) - { //add character to end - gpActive->szString[ gpActive->ubStrLen ] = (UINT16)uiKey; - gpActive->szString[ gpActive->ubStrLen + 1 ] = '\0'; + else if(gubCursorPos == gpActive->ubStrLen) + { + // Add character to end + gpActive->szString[gpActive->ubStrLen] = (UINT16)uiKey; + gpActive->szString[gpActive->ubStrLen+1] = L'\0'; gpActive->ubStrLen++; gubCursorPos = gpActive->ubStrLen; } else - { //insert character after cursor + { + // Insert character after cursor INT16 sChar; - sChar = (INT16)gpActive->ubStrLen;//dnl sChar = (INT16)(gpActive->ubStrLen + 1); disbanded because was lead into heap breach detected by debugger because gpActive->szString[ sChar + 1 ] was always overlap 2 bytes out of allocation region - while( sChar >= gubCursorPos ) + sChar = (INT16)gpActive->ubStrLen; + while(sChar >= gubCursorPos) { - gpActive->szString[ sChar + 1 ] = gpActive->szString[ sChar ]; + gpActive->szString[sChar+1] = gpActive->szString[sChar]; sChar--; } - gpActive->szString[ gubCursorPos ] = (UINT16)uiKey; + gpActive->szString[gubCursorPos] = (UINT16)uiKey; gpActive->ubStrLen++; - gpActive->szString[ gpActive->ubStrLen ] = '\0';//dnl + gpActive->szString[gpActive->ubStrLen] = L'\0'; gubCursorPos++; } } @@ -1328,10 +1324,14 @@ void RenderActiveTextField() if ( strPixLen > regionXLen ) { // if the cursor is left of the visible position - if (gubCursorPos < gubParkingPos) + if (gubCursorPos <= gubParkingPos) { // shift the visible string left gubParkingPos = gubCursorPos; + //dnl ch39 190909 + UINT16 visPixLengthToCursor = 0; + while(visPixLengthToCursor < (3*regionXLen/4) && gubParkingPos > 0) + visPixLengthToCursor = SubstringPixLength(gpActive->szString, --gubParkingPos, gubCursorPos, pColors->usFont); } // if the cursor is right of the visible position else if (gubCursorPos > gubParkingPos) @@ -1353,13 +1353,19 @@ void RenderActiveTextField() gubParkingPos += j + 1; } } - scrollCursorPos = gubCursorPos - gubParkingPos; // set the relative cursor position (for drawing only) - scrollStrLen = gpActive->ubStrLen - gubParkingPos; + //dnl ch39 190909 + scrollStrLen = gpActive->ubStrLen; + while(scrollStrLen > gubParkingPos && SubstringPixLength(gpActive->szString, gubParkingPos, scrollStrLen, pColors->usFont) > (gpActive->region.RegionBottomRightX-gpActive->region.RegionTopLeftX)) + --scrollStrLen; + scrollStrLen -= gubParkingPos; + while(gubCursorPos > (gubParkingPos + scrollStrLen)) + ++scrollStrLen; memcpy(scrollStr,&gpActive->szString[gubParkingPos], scrollStrLen*sizeof(CHAR16)); } else { + gubParkingPos = 0;//dnl ch39 190909 scrollCursorPos = gubCursorPos; scrollStrLen = gpActive->ubStrLen; memcpy(scrollStr,gpActive->szString, scrollStrLen*sizeof(CHAR16)); @@ -1374,6 +1380,8 @@ void RenderActiveTextField() if( gubStartHilite < gubEndHilite ) { // translate hilite positions into the shifted string + if(gubStartHilite < gubParkingPos)//dnl ch39 190909 + gubStartHilite = gubParkingPos; usStart = gubStartHilite - gubParkingPos; usEnd = gubEndHilite - gubParkingPos; } diff --git a/Utils/Text.h b/Utils/Text.h index c960ec1e..f7e05d6f 100644 --- a/Utils/Text.h +++ b/Utils/Text.h @@ -1554,6 +1554,7 @@ enum MP_EDGE_SOUTH, MP_EDGE_EAST, MP_EDGE_WEST, + MP_EDGE_CENTER, MAX_EDGES, }; extern STR16 gszMPEdgesText[]; diff --git a/Utils/Utils.dep b/Utils/Utils.dep deleted file mode 100644 index 7c60caaf..00000000 --- a/Utils/Utils.dep +++ /dev/null @@ -1,3573 +0,0 @@ -# Microsoft Developer Studio Generated Dependency File, included by Utils.mak - -.\_DutchText.cpp : \ - "..\builddefines.h"\ - "..\Editor\LoadScreen.h"\ - "..\fade screen.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\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"\ - ".\Animated ProgressBar.h"\ - ".\cursors.h"\ - ".\Debug Control.h"\ - ".\encrypted file.h"\ - ".\Event Manager.h"\ - ".\Event Pump.h"\ - ".\Font Control.h"\ - ".\maputility.h"\ - ".\merctextbox.h"\ - ".\message.h"\ - ".\Multi Language Graphic Utils.h"\ - ".\Music Control.h"\ - ".\popupbox.h"\ - ".\slider.h"\ - ".\Sound Control.h"\ - ".\sticonvert.h"\ - ".\Text Input.h"\ - ".\Text.h"\ - ".\Timer Control.h"\ - ".\utilities.h"\ - ".\Utils All.h"\ - ".\wordwrap.h"\ - "c:\program files\microsoft visual studio\vc98\include\basetsd.h"\ - - -.\_EnglishText.cpp : \ - "..\builddefines.h"\ - "..\Editor\LoadScreen.h"\ - "..\fade screen.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\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"\ - ".\Animated ProgressBar.h"\ - ".\cursors.h"\ - ".\Debug Control.h"\ - ".\encrypted file.h"\ - ".\Event Manager.h"\ - ".\Event Pump.h"\ - ".\Font Control.h"\ - ".\maputility.h"\ - ".\merctextbox.h"\ - ".\message.h"\ - ".\Multi Language Graphic Utils.h"\ - ".\Music Control.h"\ - ".\popupbox.h"\ - ".\slider.h"\ - ".\Sound Control.h"\ - ".\sticonvert.h"\ - ".\Text Input.h"\ - ".\Text.h"\ - ".\Timer Control.h"\ - ".\utilities.h"\ - ".\Utils All.h"\ - ".\wordwrap.h"\ - "c:\program files\microsoft visual studio\vc98\include\basetsd.h"\ - - -.\_FrenchText.cpp : \ - "..\builddefines.h"\ - "..\Editor\LoadScreen.h"\ - "..\fade screen.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\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"\ - ".\Animated ProgressBar.h"\ - ".\cursors.h"\ - ".\Debug Control.h"\ - ".\encrypted file.h"\ - ".\Event Manager.h"\ - ".\Event Pump.h"\ - ".\Font Control.h"\ - ".\maputility.h"\ - ".\merctextbox.h"\ - ".\message.h"\ - ".\Multi Language Graphic Utils.h"\ - ".\Music Control.h"\ - ".\popupbox.h"\ - ".\slider.h"\ - ".\Sound Control.h"\ - ".\sticonvert.h"\ - ".\Text Input.h"\ - ".\Text.h"\ - ".\Timer Control.h"\ - ".\utilities.h"\ - ".\Utils All.h"\ - ".\wordwrap.h"\ - "c:\program files\microsoft visual studio\vc98\include\basetsd.h"\ - - -.\_GermanText.cpp : \ - "..\builddefines.h"\ - "..\Editor\LoadScreen.h"\ - "..\fade screen.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"\ - 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xmlw.OpenNode(tagmap.Container()); + xmlw.openNode(tagmap.container()); tSections::iterator sit = m_mapProps.begin(); for(; sit != m_mapProps.end(); ++sit) { - xmlw.AddAttributeToNextValue(tagmap.SectionID(),sit->first.utf8()); - xmlw.OpenNode(tagmap.Section()); + xmlw.addAttributeToNextValue(tagmap.sectionID(),sit->first.utf8()); + xmlw.openNode(tagmap.section()); CPropertyContainer::CSection& section = sit->second; CPropertyContainer::CSection::tProps::iterator kit = section.mapProps.begin(); for(; kit != section.mapProps.end(); ++kit) { - xmlw.AddAttributeToNextValue(tagmap.KeyID(), kit->first.utf8()); - xmlw.AddValue(tagmap.Key(), kit->second.utf8()); + xmlw.addAttributeToNextValue(tagmap.keyID(), kit->first.utf8()); + xmlw.addValue(tagmap.key(), kit->second.utf8()); } - xmlw.CloseNode(); + xmlw.closeNode(); } - xmlw.CloseNode(); + xmlw.closeNode(); - return xmlw.WriteToFile(sFileName); + return xmlw.writeToFile(sFileName); } /*********************************************************************************/ @@ -108,9 +108,9 @@ public: _tagmap(tagmap), current_state(DO_ELEMENT_NONE) // doesn't matter where we come from, we start fresh {}; - 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); private: CPropertyContainer& _container; CPropertyContainer::TagMap& _tagmap; @@ -120,45 +120,45 @@ private: }; -void CPropertyXMLParser::OnStartElement(const XML_Char *name, const XML_Char **atts) +void CPropertyXMLParser::onStartElement(const XML_Char *name, const XML_Char **atts) { utf8string utf8_name(name); - if(current_state == DO_ELEMENT_NONE && StrCmp::Equal(utf8_name,_tagmap.Container())) + if(current_state == DO_ELEMENT_NONE && StrCmp::Equal(utf8_name,_tagmap.container())) { current_state = DO_ELEMENT_Container; } - else if(current_state == DO_ELEMENT_Container && StrCmp::Equal(utf8_name, _tagmap.Section())) + else if(current_state == DO_ELEMENT_Container && StrCmp::Equal(utf8_name, _tagmap.section())) { current_state = DO_ELEMENT_Section; - current_section = this->GetAttribute(_tagmap.SectionID().utf8().c_str(),atts); + current_section = this->getAttribute(_tagmap.sectionID().utf8().c_str(),atts); } - else if(current_state == DO_ELEMENT_Section && StrCmp::Equal(utf8_name, _tagmap.Key())) + else if(current_state == DO_ELEMENT_Section && StrCmp::Equal(utf8_name, _tagmap.key())) { current_state = DO_ELEMENT_Key; - current_key = this->GetAttribute(_tagmap.KeyID().utf8().c_str(),atts); + current_key = this->getAttribute(_tagmap.keyID().utf8().c_str(),atts); } sCharData = ""; } -void CPropertyXMLParser::OnEndElement(const XML_Char* name) +void CPropertyXMLParser::onEndElement(const XML_Char* name) { utf8string utf8_name(name); - if(current_state == DO_ELEMENT_Key && StrCmp::Equal(utf8_name, _tagmap.Key())) + if(current_state == DO_ELEMENT_Key && StrCmp::Equal(utf8_name, _tagmap.key())) { - _container.SetStringProperty(current_section, current_key, vfs::TrimString(sCharData,0,sCharData.length())); + _container.setStringProperty(current_section, current_key, vfs::trimString(sCharData,0,sCharData.length())); current_state = DO_ELEMENT_Section; } - else if(current_state == DO_ELEMENT_Section && StrCmp::Equal(utf8_name, _tagmap.Section())) + else if(current_state == DO_ELEMENT_Section && StrCmp::Equal(utf8_name, _tagmap.section())) { current_state = DO_ELEMENT_Container; } - else if(current_state == DO_ELEMENT_Container && StrCmp::Equal(utf8_name, _tagmap.Container())) + else if(current_state == DO_ELEMENT_Container && StrCmp::Equal(utf8_name, _tagmap.container())) { current_state = DO_ELEMENT_NONE; } } -void CPropertyXMLParser::OnTextElement(const XML_Char *str, int len) +void CPropertyXMLParser::onTextElement(const XML_Char *str, int len) { if(current_state == DO_ELEMENT_Key) { @@ -166,7 +166,7 @@ void CPropertyXMLParser::OnTextElement(const XML_Char *str, int len) } } -bool CPropertyContainer::InitFromXMLFile(vfs::Path const& sFileName, CPropertyContainer::TagMap& tagmap) +bool CPropertyContainer::initFromXMLFile(vfs::Path const& sFileName, CPropertyContainer::TagMap& tagmap) { vfs::tReadableFile *file = NULL; bool delete_file = false; @@ -178,12 +178,13 @@ bool CPropertyContainer::InitFromXMLFile(vfs::Path const& sFileName, CPropertyCo } catch(CBasicException& ex) { + logException(ex); vfs::CFile* rfile = new vfs::CFile(sFileName); delete_file = true; - file = vfs::tReadableFile::Cast(rfile); - if(!file->OpenRead()) + file = vfs::tReadableFile::cast(rfile); + if(!file->openRead()) { - file->Close(); + file->close(); delete file; return false; } @@ -193,21 +194,20 @@ bool CPropertyContainer::InitFromXMLFile(vfs::Path const& sFileName, CPropertyCo return false; } - vfs::UInt32 size = file->GetFileSize(); + vfs::size_t size = file->getSize(); std::vector buffer(size+1); - vfs::UInt32 has_read; - file->Read(&buffer[0],size,has_read); + TRYCATCH_RETHROW( file->read(&buffer[0],size), L"" ); buffer[size] = 0; - file->Close(); + file->close(); if(delete_file) delete file; XML_Parser parser = XML_ParserCreate(NULL); CPropertyXMLParser pp(*this,tagmap,parser,NULL); - pp.GrabParser(); + pp.grabParser(); if(!XML_Parse(parser, &buffer[0], size, TRUE)) { diff --git a/Utils/XMLWriter.cpp b/Utils/XMLWriter.cpp index 907a95e9..0a860f51 100644 --- a/Utils/XMLWriter.cpp +++ b/Utils/XMLWriter.cpp @@ -3,29 +3,29 @@ #include "VFS/vfs_file_raii.h" #include "VFS/File/vfs_file.h" -void XMLWriter::AddValue(utf8string const& key) +void XMLWriter::addValue(utf8string const& key) { - m_ssBuffer << Indent() << "<" << key.utf8(); - InsertAttributesIntoBuffer(); + m_ssBuffer << indent() << "<" << key.utf8(); + insertAttributesIntoBuffer(); m_ssBuffer << " />\n"; } -void XMLWriter::AddComment(utf8string const& comment) +void XMLWriter::addComment(utf8string const& comment) { - m_ssBuffer << Indent() << "\n"; + m_ssBuffer << indent() << "\n"; } -void XMLWriter::OpenNode(utf8string const& key) +void XMLWriter::openNode(utf8string const& key) { std::string utf8key = key.utf8(); - m_ssBuffer << Indent() << "<" << utf8key; - InsertAttributesIntoBuffer(); + m_ssBuffer << indent() << "<" << utf8key; + insertAttributesIntoBuffer(); m_ssBuffer << ">\n"; m_iIndentLevel += 1; m_stOpenNodes.push(utf8key); } -bool XMLWriter::CloseNode() +bool XMLWriter::closeNode() { if(m_iIndentLevel < 1) { @@ -37,42 +37,47 @@ bool XMLWriter::CloseNode() return false; } m_iIndentLevel -= 1; - m_ssBuffer << Indent() << "\n"; + m_ssBuffer << indent() << "\n"; m_stOpenNodes.pop(); return true; } -bool XMLWriter::WriteToFile(vfs::Path const& sFileName) +bool XMLWriter::writeToFile(vfs::Path const& sFileName) { try { vfs::COpenWriteFile file(sFileName,true,true); - return WriteToFile( &file.file() ); + return writeToFile( &file.file() ); } catch(CBasicException& ex) { + logException(ex); vfs::CFile file(sFileName); - if(file.OpenWrite(true,true)) + if(file.openWrite(true,true)) { - return WriteToFile(vfs::tWriteableFile::Cast(&file)); + return writeToFile(vfs::tWritableFile::cast(&file)); } } return false; } -bool XMLWriter::WriteToFile(vfs::tWriteableFile* pFile) +bool XMLWriter::writeToFile(vfs::tWritableFile* pFile) { - vfs::COpenWriteFile file(pFile); - vfs::UInt32 written; - std::string &str = m_ssBuffer.str(); - if(!pFile->Write(str.c_str(), str.length() * sizeof(std::string::value_type), written)) + try { + vfs::COpenWriteFile file(pFile); + std::string &str = m_ssBuffer.str(); + pFile->write(str.c_str(), str.length() * sizeof(std::string::value_type)); + return true; + } + catch(CBasicException& ex) + { + logException(ex); return false; } - return true; } -std::string XMLWriter::Indent() +std::string XMLWriter::indent() { std::string indent_string; for(int i=0; i < m_iIndentLevel; ++i) @@ -82,7 +87,7 @@ std::string XMLWriter::Indent() return indent_string; } -void XMLWriter::InsertAttributesIntoBuffer() +void XMLWriter::insertAttributesIntoBuffer() { if(!m_stNextValAttributes.empty()) { @@ -95,7 +100,7 @@ void XMLWriter::InsertAttributesIntoBuffer() m_stNextValAttributes.clear(); } -std::string XMLWriter::HandleSpecialCharacters(std::string const& str) +std::string XMLWriter::handleSpecialCharacters(std::string const& str) { std::stringstream ss; unsigned int current = 0, old = 0; @@ -141,20 +146,20 @@ void testMXLWriter() { //XMLWriter xmlw; XMLWriter xmlw; - //xmlw.OpenNode(L"root"); - xmlw.OpenNode("root"); - xmlw.AddAttributeToNextValue("attr1",10); - xmlw.AddAttributeToNextValue("attr2","string"); + //xmlw.openNode(L"root"); + xmlw.openNode("root"); + xmlw.addAttributeToNextValue("attr1",10); + xmlw.addAttributeToNextValue("attr2","string"); //xmlw.AddValue(L"val1",10); - xmlw.AddValue("val1",10); + xmlw.addValue("val1",10); - xmlw.AddAttributeToNextValue("node_attr",17); - xmlw.AddComment("bbb -->\n comment \n comment