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