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

** 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
+12 -13
View File
@@ -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
}