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

** 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
+24 -24
View File
@@ -46,14 +46,14 @@
typedef struct
{
INT16 sGridNo;
INT32 sGridNo;
UINT8 ubFlags;
INT16 sTileIndex;
INT16 sMaxScreenY;
INT16 sHeighestScreenY;
BOOLEAN fFound;
LEVELNODE *pFoundNode;
INT16 sFoundGridNo;
INT32 sFoundGridNo;
UINT16 usStructureID;
BOOLEAN fStructure;
@@ -83,9 +83,9 @@ UINT16 gusINTOldMousePosX = 0;
UINT16 gusINTOldMousePosY = 0;
BOOLEAN RefinePointCollisionOnStruct( INT16 sGridNo, INT16 sTestX, INT16 sTestY, INT16 sSrcX, INT16 sSrcY, LEVELNODE *pNode );
BOOLEAN RefinePointCollisionOnStruct( INT32 sGridNo, INT16 sTestX, INT16 sTestY, INT16 sSrcX, INT16 sSrcY, LEVELNODE *pNode );
BOOLEAN CheckVideoObjectScreenCoordinateInData( HVOBJECT hSrcVObject, UINT16 usIndex, INT32 iTextX, INT32 iTestY );
BOOLEAN RefineLogicOnStruct( INT16 sGridNo, LEVELNODE *pNode );
BOOLEAN RefineLogicOnStruct( INT32 sGridNo, LEVELNODE *pNode );
BOOLEAN InitInteractiveTileManagement( )
@@ -97,12 +97,12 @@ void ShutdownInteractiveTileManagement( )
{
}
BOOLEAN AddInteractiveTile( INT16 sGridNo, LEVELNODE *pLevelNode, UINT32 uiFlags, UINT16 usType )
BOOLEAN AddInteractiveTile( INT32 sGridNo, LEVELNODE *pLevelNode, UINT32 uiFlags, UINT16 usType )
{
return( TRUE );
}
BOOLEAN StartInteractiveObject( INT16 sGridNo, UINT16 usStructureID, SOLDIERTYPE *pSoldier, UINT8 ubDirection )
BOOLEAN StartInteractiveObject( INT32 sGridNo, UINT16 usStructureID, SOLDIERTYPE *pSoldier, UINT8 ubDirection )
{
STRUCTURE * pStructure;
@@ -144,7 +144,7 @@ BOOLEAN StartInteractiveObject( INT16 sGridNo, UINT16 usStructureID, SOLDIERTYPE
}
BOOLEAN CalcInteractiveObjectAPs( INT16 sGridNo, STRUCTURE * pStructure, INT16 *psAPCost, INT16 *psBPCost )
BOOLEAN CalcInteractiveObjectAPs( INT32 sGridNo, STRUCTURE * pStructure, INT16 *psAPCost, INT16 *psBPCost )
{
if (pStructure == NULL)
{
@@ -199,7 +199,7 @@ BOOLEAN SoldierHandleInteractiveObject( SOLDIERTYPE *pSoldier )
{
STRUCTURE *pStructure;
UINT16 usStructureID;
INT16 sGridNo;
INT32 sGridNo;
sGridNo = pSoldier->aiData.sPendingActionData2;
@@ -216,7 +216,7 @@ BOOLEAN SoldierHandleInteractiveObject( SOLDIERTYPE *pSoldier )
return( HandleOpenableStruct( pSoldier, sGridNo, pStructure ) );
}
void HandleStructChangeFromGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo )
void HandleStructChangeFromGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
STRUCTURE *pStructure, *pNewStructure;
ITEM_POOL *pItemPool;
@@ -267,7 +267,7 @@ void HandleStructChangeFromGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo )
// LOOK for item pool here...
if ( GetItemPool( (INT16)sGridNo, &pItemPool, pSoldier->pathing.bLevel ) )
if ( GetItemPool( sGridNo, &pItemPool, pSoldier->pathing.bLevel ) )
{
// Update visiblity....
if ( !( pStructure->fFlags & STRUCTURE_OPEN ) )
@@ -354,7 +354,7 @@ UINT32 GetInteractiveTileCursor( UINT32 uiOldCursor, BOOLEAN fConfirm )
{
LEVELNODE *pIntNode;
STRUCTURE *pStructure;
INT16 sGridNo;
INT32 sGridNo;
// OK, first see if we have an in tile...
pIntNode = GetCurInteractiveTileGridNoAndStructure( &sGridNo, &pStructure );
@@ -403,7 +403,7 @@ void SetActionModeDoorCursorText( )
{
LEVELNODE *pIntNode;
STRUCTURE *pStructure;
INT16 sGridNo;
INT32 sGridNo;
// If we are over a merc, don't
if ( gfUIFullTargetFound )
@@ -424,7 +424,7 @@ void SetActionModeDoorCursorText( )
}
void GetLevelNodeScreenRect( LEVELNODE *pNode, SGPRect *pRect, INT16 sXPos, INT16 sYPos, INT16 sGridNo )
void GetLevelNodeScreenRect( LEVELNODE *pNode, SGPRect *pRect, INT16 sXPos, INT16 sYPos, INT32 sGridNo )
{
INT16 sScreenX, sScreenY;
INT16 sOffsetX, sOffsetY;
@@ -511,7 +511,7 @@ void CompileInteractiveTiles( )
}
void LogMouseOverInteractiveTile( INT16 sGridNo )
void LogMouseOverInteractiveTile( INT32 sGridNo )
{
SGPRect aRect;
INT16 sXMapPos, sYMapPos, sScreenX, sScreenY;
@@ -649,7 +649,7 @@ LEVELNODE *GetCurInteractiveTile( )
}
LEVELNODE *GetCurInteractiveTileGridNo( INT16 *psGridNo )
LEVELNODE *GetCurInteractiveTileGridNo( INT32 *psGridNo )
{
LEVELNODE *pNode;
@@ -669,7 +669,7 @@ LEVELNODE *GetCurInteractiveTileGridNo( INT16 *psGridNo )
LEVELNODE *ConditionalGetCurInteractiveTileGridNoAndStructure( INT16 *psGridNo, STRUCTURE **ppStructure, BOOLEAN fRejectOnTopItems )
LEVELNODE *ConditionalGetCurInteractiveTileGridNoAndStructure( INT32 *psGridNo, STRUCTURE **ppStructure, BOOLEAN fRejectOnTopItems )
{
LEVELNODE *pNode;
STRUCTURE *pStructure;
@@ -708,7 +708,7 @@ LEVELNODE *ConditionalGetCurInteractiveTileGridNoAndStructure( INT16 *psGridNo,
}
LEVELNODE *GetCurInteractiveTileGridNoAndStructure( INT16 *psGridNo, STRUCTURE **ppStructure )
LEVELNODE *GetCurInteractiveTileGridNoAndStructure( INT32 *psGridNo, STRUCTURE **ppStructure )
{
return( ConditionalGetCurInteractiveTileGridNoAndStructure( psGridNo, ppStructure, TRUE ) );
}
@@ -777,7 +777,7 @@ void EndCurInteractiveTileCheck( )
}
BOOLEAN RefineLogicOnStruct( INT16 sGridNo, LEVELNODE *pNode )
BOOLEAN RefineLogicOnStruct( INT32 sGridNo, LEVELNODE *pNode )
{
TILE_ELEMENT *TileElem;
STRUCTURE *pStructure;
@@ -845,8 +845,8 @@ BOOLEAN RefineLogicOnStruct( INT16 sGridNo, LEVELNODE *pNode )
// IF we are a switch, reject in another direction...
if ( pStructure->fFlags & STRUCTURE_SWITCH )
{
// Find a new gridno based on switch's orientation...
INT16 sNewGridNo = NOWHERE;
// Find a new gridno based on switch's orientation...
INT32 sNewGridNo = NOWHERE;
switch( pStructure->pDBStructureRef->pDBStructure->ubWallOrientation )
{
@@ -865,8 +865,8 @@ BOOLEAN RefineLogicOnStruct( INT16 sGridNo, LEVELNODE *pNode )
break;
}
if ( sNewGridNo != NOWHERE )
if (!TileIsOutOfBounds(sNewGridNo))
{
// If we are hidden by a roof, reject it!
if ( !gfBasement && IsRoofVisible2( sNewGridNo ) && !( gTacticalStatus.uiFlags&SHOW_ALL_ITEMS ) )
@@ -900,7 +900,7 @@ BOOLEAN RefineLogicOnStruct( INT16 sGridNo, LEVELNODE *pNode )
}
BOOLEAN RefinePointCollisionOnStruct( INT16 sGridNo, INT16 sTestX, INT16 sTestY, INT16 sSrcX, INT16 sSrcY, LEVELNODE *pNode )
BOOLEAN RefinePointCollisionOnStruct( INT32 sGridNo, INT16 sTestX, INT16 sTestY, INT16 sSrcX, INT16 sSrcY, LEVELNODE *pNode )
{
TILE_ELEMENT *TileElem;
@@ -1102,7 +1102,7 @@ BOOLEAN ShouldCheckForMouseDetections( )
}
void CycleIntTileFindStack( INT16 sMapPos )
void CycleIntTileFindStack( INT32 usMapPos )
{
gfCycleIntTile = TRUE;