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

** 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
+23 -23
View File
@@ -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 ) );
}