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

** 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
+8 -8
View File
@@ -389,9 +389,9 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
}
// JA2Gold: added
BOOLEAN CloseEnoughForGrenadeToss( INT16 sGridNo, INT16 sGridNo2 )
BOOLEAN CloseEnoughForGrenadeToss( INT32 sGridNo, INT32 sGridNo2 )
{
INT16 sTempGridNo;
INT32 sTempGridNo;
UINT8 ubDirection;
INT16 sXPos, sYPos, sXPos2, sYPos2;
UINT8 ubMovementCost;
@@ -459,7 +459,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
UINT8 ubLoop, ubLoop2;
INT32 iAttackValue;
INT32 iHitRate, iThreatValue, iTotalThreatValue,iOppThreatValue[MAXMERCS];
INT16 sGridNo, sEndGridNo, sFriendTile[MAXMERCS], sOpponentTile[MAXMERCS];
INT32 sGridNo, sEndGridNo, sFriendTile[MAXMERCS], sOpponentTile[MAXMERCS];
INT8 bFriendLevel[MAXMERCS], bOpponentLevel[MAXMERCS];
INT32 iEstDamage;
UINT8 ubFriendCnt = 0,ubOpponentCnt = 0, ubOpponentID[MAXMERCS];
@@ -1544,7 +1544,7 @@ void CalcTentacleAttack(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab )
}
}
UINT8 NumMercsCloseTo( INT16 sGridNo, UINT8 ubMaxDist )
UINT8 NumMercsCloseTo( INT32 sGridNo, UINT8 ubMaxDist )
{
INT8 bNumber = 0;
UINT32 uiLoop;
@@ -1705,14 +1705,14 @@ INT32 EstimateShotDamage(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT16 ub
return( iDamage );
}
INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *pOpponent, INT16 sGridno )
INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *pOpponent, INT32 sGridNo )
{
UINT16 ubExplosiveIndex;
INT32 iExplosDamage, iBreathDamage, iArmourAmount, iDamage = 0;
INT8 bSlot;
if( pSoldier == NULL || pOpponent == NULL || ubItemPos > pSoldier->inv.size() || sGridno > NUMBEROFTILES )
if( pSoldier == NULL || pOpponent == NULL || ubItemPos > pSoldier->inv.size() || sGridNo > NUMBEROFTILES )
return 0;
if( pSoldier->inv[ubItemPos].exists() == false )
@@ -1762,7 +1762,7 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *
if ( Explosive[ ubExplosiveIndex ].ubType == EXPLOSV_TEARGAS || Explosive[ ubExplosiveIndex ].ubType == EXPLOSV_MUSTGAS )
{
// if target gridno is outdoors (where tear gas lasts only 1-2 turns)
if (gpWorldLevelData[sGridno].ubTerrainID != FLAT_FLOOR)
if (gpWorldLevelData[sGridNo].ubTerrainID != FLAT_FLOOR)
iBreathDamage /= 2; // reduce effective breath damage by 1/2
bSlot = FindObj( pOpponent, GASMASK );
@@ -1777,7 +1777,7 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *
if ( Explosive[ ubExplosiveIndex ].ubType == EXPLOSV_BURNABLEGAS )
{
// if target gridno is outdoors (where tear gas lasts only 1-2 turns)
if (gpWorldLevelData[sGridno].ubTerrainID != FLAT_FLOOR)
if (gpWorldLevelData[sGridNo].ubTerrainID != FLAT_FLOOR)
iBreathDamage /= 2; // reduce effective breath damage by 1/2
}
else if (iExplosDamage)