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

** 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
+15 -15
View File
@@ -84,11 +84,11 @@ typedef struct
UINT32 uiFlags;
TacticalTeamType Team[ MAXTEAMS ];
UINT8 ubCurrentTeam;
INT16 sSlideTarget;
INT32 sSlideTarget;
INT16 sSlideReason;
UINT32 uiTimeSinceMercAIStart;
INT8 fPanicFlags;
INT16 sPanicTriggerGridnoUnused;
INT32 sPanicTriggerGridNoUnused;
INT16 sHandGrid;
UINT8 ubSpottersCalledForBy;
UINT8 ubTheChosenOne;
@@ -128,7 +128,7 @@ typedef struct
INT8 bConsNumTurnsNotSeen;
UINT8 ubArmyGuysKilled;
INT16 sPanicTriggerGridNo[ NUM_PANIC_TRIGGERS ];
INT32 sPanicTriggerGridNo[ NUM_PANIC_TRIGGERS ];
INT8 bPanicTriggerIsAlarm[ NUM_PANIC_TRIGGERS ];
UINT8 ubPanicTolerance[ NUM_PANIC_TRIGGERS ];
BOOLEAN fAtLeastOneGuyOnMultiSelect;
@@ -142,13 +142,13 @@ typedef struct
BOOLEAN ubItemsSeenOnAttackSoldier;
BOOLEAN fBeenInCombatOnce;
BOOLEAN fSaidCreatureSmellQuote;
INT16 sItemsSeenOnAttackGridNo;
UINT32 usItemsSeenOnAttackGridNo;
BOOLEAN fLockItemLocators;
UINT8 ubLastQuoteSaid;
UINT8 ubLastQuoteProfileNUm;
BOOLEAN fCantGetThrough;
INT16 sCantGetThroughGridNo;
INT16 sCantGetThroughSoldierGridNo;
INT32 sCantGetThroughGridNo;
INT32 sCantGetThroughSoldierGridNo;
UINT8 ubCantGetThroughID;
BOOLEAN fDidGameJustStart;
BOOLEAN fStatChangeCheatOn;
@@ -225,7 +225,7 @@ BOOLEAN GetSoldier( SOLDIERTYPE **ppSoldier, UINT16 usSoldierIndex );
UINT32 CountNonVehiclesOnPlayerTeam( void );
INT16 NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT16 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel );
INT16 NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel );
//Simple check to see if a (one-tiled) soldier can occupy a given location on the ground or roof.
extern BOOLEAN IsLocationSittable( INT32 iMapIndex, BOOLEAN fOnRoof );
@@ -247,12 +247,12 @@ void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceRese
//Kaiden: Function declaration from UB to reveal all items after combat.
void RevealAllDroppedEnemyItems();
void LocateGridNo( INT16 sGridNo );
void LocateGridNo( INT32 sGridNo );
void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator);
void BeginTeamTurn( UINT8 ubTeam );
void SlideTo(INT16 sGridno, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) ;
void SlideToLocation( UINT16 usReasonID, INT16 sDestGridNo );
void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) ;
void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo );
void RebuildAllSoldierShadeTables( );
void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier );
@@ -269,14 +269,14 @@ void StopMercAnimation( BOOLEAN fStop );
UINT32 EnterTacticalDemoMode();
BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT16 sMapPos );
BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT32 usMapPos );
INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor );
INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor );
INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirection, INT32 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor );
INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirection, INT32 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor );
void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier );
BOOLEAN TeamMemberNear(INT8 bTeam, INT16 sGridNo, INT32 iRange);
BOOLEAN TeamMemberNear(INT8 bTeam, INT32 sGridNo, INT32 iRange);
BOOLEAN IsValidTargetMerc( UINT8 ubSoldierID );
@@ -342,7 +342,7 @@ void MakeCivHostile( SOLDIERTYPE *pSoldier, INT8 bNewSide );
BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** ppTarget, INT8 bReason );
INT16 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT16 * psAdjustedTargetGridNo, UINT8 * pubDirection );
INT32 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT32 * psAdjustedTargetGridNo, UINT8 * pubDirection );
SOLDIERTYPE * CivilianGroupMemberChangesSides( SOLDIERTYPE * pAttacked );
void CivilianGroupChangesSides( UINT8 ubCivilianGroup );