**********************************************************

** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-02-28 18:38:52 +00:00
parent a98c44ac78
commit 14750c6903
461 changed files with 23615 additions and 120157 deletions
+20 -20
View File
@@ -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 ) )