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

** 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
+19 -19
View File
@@ -56,7 +56,7 @@
#endif
BOOLEAN IsGridNoInScreenRect( INT16 sGridNo, SGPRect *pRect );
BOOLEAN IsGridNoInScreenRect( INT32 sGridNo, SGPRect *pRect );
BOOLEAN IsPointInScreenRect( INT16 sXPos, INT16 sYPos, SGPRect *pRect );
void GetSoldierScreenRect( SOLDIERTYPE *pSoldier, SGPRect *pRect );
@@ -83,7 +83,7 @@ typedef struct
UINT8 ubIDs[ MAX_STACKED_MERCS ];
INT8 bCur;
BOOLEAN fUseGridNo;
INT16 sUseGridNoGridNo;
INT32 sUseGridNoGridNo;
} SOLDIER_STACK_TYPE;
@@ -96,13 +96,13 @@ extern UINT32 guiUITargetSoldierId;
BOOLEAN FindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags )
{
INT16 sMapPos;
INT32 usMapPos;
*pMercFlags = 0;
if ( GetMouseMapPos( &sMapPos ) )
if ( GetMouseMapPos( &usMapPos ) )
{
if ( FindSoldier( sMapPos, pusSoldierIndex, pMercFlags ,FINDSOLDIERSAMELEVEL( gsInterfaceLevel ) ) )
if ( FindSoldier( usMapPos, pusSoldierIndex, pMercFlags ,FINDSOLDIERSAMELEVEL( gsInterfaceLevel ) ) )
{
return( TRUE );
}
@@ -113,13 +113,13 @@ BOOLEAN FindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags )
BOOLEAN SelectiveFindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags )
{
INT16 sMapPos;
INT32 usMapPos;
*pMercFlags = 0;
if ( GetMouseMapPos( &sMapPos ) )
if ( GetMouseMapPos( &usMapPos ) )
{
if ( FindSoldier( sMapPos, pusSoldierIndex, pMercFlags , FINDSOLDIERSAMELEVEL( gsInterfaceLevel ) ) )
if ( FindSoldier( usMapPos, pusSoldierIndex, pMercFlags , FINDSOLDIERSAMELEVEL( gsInterfaceLevel ) ) )
{
return( TRUE );
}
@@ -202,7 +202,7 @@ extern BOOLEAN CheckVideoObjectScreenCoordinateInData( HVOBJECT hSrcVObject, UIN
// THIS FUNCTION IS CALLED FAIRLY REGULARLY
BOOLEAN FindSoldier( INT16 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags, UINT32 uiFlags )
BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags, UINT32 uiFlags )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
@@ -469,7 +469,7 @@ BOOLEAN FindSoldier( INT16 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags,
return( FALSE );
}
BOOLEAN CycleSoldierFindStack( INT16 sMapPos )
BOOLEAN CycleSoldierFindStack( INT32 usMapPos )
{
UINT16 usSoldierIndex;
UINT32 uiMercFlags;
@@ -477,7 +477,7 @@ BOOLEAN CycleSoldierFindStack( INT16 sMapPos )
// Have we initalized for this yet?
if ( !gfHandleStack )
{
if ( FindSoldier( sMapPos, &usSoldierIndex, &uiMercFlags , FINDSOLDIERSAMELEVEL( gsInterfaceLevel ) | FIND_SOLDIER_BEGINSTACK ) )
if ( FindSoldier( usMapPos, &usSoldierIndex, &uiMercFlags , FINDSOLDIERSAMELEVEL( gsInterfaceLevel ) | FIND_SOLDIER_BEGINSTACK ) )
{
gfHandleStack = TRUE;
}
@@ -500,7 +500,7 @@ BOOLEAN CycleSoldierFindStack( INT16 sMapPos )
{
gSoldierStack.fUseGridNo = TRUE;
gUIActionModeChangeDueToMouseOver = FALSE;
gSoldierStack.sUseGridNoGridNo = sMapPos;
gSoldierStack.sUseGridNoGridNo = usMapPos;
}
else
{
@@ -530,7 +530,7 @@ BOOLEAN CycleSoldierFindStack( INT16 sMapPos )
}
SOLDIERTYPE * SimpleFindSoldier( INT16 sGridNo, INT8 bLevel )
SOLDIERTYPE * SimpleFindSoldier( INT32 sGridNo, INT8 bLevel )
{
UINT8 ubID;
@@ -575,10 +575,10 @@ BOOLEAN IsValidTargetMerc( UINT8 ubSoldierID )
}
BOOLEAN IsGridNoInScreenRect( INT16 sGridNo, SGPRect *pRect )
BOOLEAN IsGridNoInScreenRect( INT32 sGridNo, SGPRect *pRect )
{
INT32 iXTrav, iYTrav;
INT16 sMapPos;
INT32 sMapPos;
// Start with top left corner
iXTrav = pRect->iLeft;
@@ -769,7 +769,7 @@ void GetSoldierTRUEScreenPos( SOLDIERTYPE *pSoldier, INT16 *psScreenX, INT16 *ps
}
BOOLEAN GridNoOnScreen( INT16 sGridNo )
BOOLEAN GridNoOnScreen( INT32 sGridNo )
{
INT16 sNewCenterWorldX, sNewCenterWorldY;
INT16 sWorldX;
@@ -814,7 +814,7 @@ BOOLEAN SoldierOnVisibleWorldTile( SOLDIERTYPE *pSoldier )
BOOLEAN SoldierLocationRelativeToScreen( INT16 sGridNo, UINT16 usReasonID, INT8 *pbDirection, UINT32 *puiScrollFlags )
BOOLEAN SoldierLocationRelativeToScreen( INT32 sGridNo, UINT16 usReasonID, INT8 *pbDirection, UINT32 *puiScrollFlags )
{
INT16 sWorldX;
INT16 sWorldY;
@@ -966,7 +966,7 @@ BOOLEAN FindRelativeSoldierPosition( SOLDIERTYPE *pSoldier, UINT16 *usFlags, INT
}
// VERY quickly finds a soldier at gridno , ( that is visible )
UINT8 QuickFindSoldier( INT16 sGridNo )
UINT8 QuickFindSoldier( INT32 sGridNo )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier = NULL;
@@ -990,7 +990,7 @@ UINT8 QuickFindSoldier( INT16 sGridNo )
}
void GetGridNoScreenPos( INT16 sGridNo, UINT8 ubLevel, INT16 *psScreenX, INT16 *psScreenY )
void GetGridNoScreenPos( INT32 sGridNo, UINT8 ubLevel, INT16 *psScreenX, INT16 *psScreenY )
{
INT16 sScreenX, sScreenY;
FLOAT dOffsetX, dOffsetY;