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

** 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
+16 -16
View File
@@ -227,7 +227,7 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll)
for (int i=0; i<TOTAL_SOLDIERS; i++)
{
//CHRISL: What's this assert for?
//Assert( !MercPtrs[i]->bActive || !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; i<TOTAL_SOLDIERS; i++)
{
//CHRISL: What's this assert for?
//Assert( !MercPtrs[i]->bActive || !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;