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

** 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 -12
View File
@@ -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