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** Big Maps Projects code (incl. Multiplayer v1.5 **
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- 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
+10 -10
View File
@@ -14,34 +14,34 @@
extern BOOLEAN gfOverIntTile;
void GetLevelNodeScreenRect( LEVELNODE *pNode, SGPRect *pRect, INT16 sXPos, INT16 sYPos, INT16 sGridNo );
void GetLevelNodeScreenRect( LEVELNODE *pNode, SGPRect *pRect, INT16 sXPos, INT16 sYPos, INT32 sGridNo );
BOOLEAN InitInteractiveTileManagement( );
void ShutdownInteractiveTileManagement( );
BOOLEAN AddInteractiveTile( INT16 sGridNo, LEVELNODE *pLevelNode, UINT32 uiFlags, UINT16 usType );
BOOLEAN StartInteractiveObject( INT16 sGridNo, UINT16 usStructureID, SOLDIERTYPE *pSoldier, UINT8 ubDirection );
BOOLEAN AddInteractiveTile( INT32 sGridNo, LEVELNODE *pLevelNode, UINT32 uiFlags, UINT16 usType );
BOOLEAN StartInteractiveObject( INT32 sGridNo, UINT16 usStructureID, SOLDIERTYPE *pSoldier, UINT8 ubDirection );
BOOLEAN StartInteractiveObjectFromMouse( SOLDIERTYPE *pSoldier, UINT8 ubDirection );
void CompileInteractiveTiles( );
UINT32 GetInteractiveTileCursor( UINT32 uiOldCursor, BOOLEAN fConfirm );
BOOLEAN InteractWithInteractiveObject( SOLDIERTYPE *pSoldier, STRUCTURE *pStructure, UINT8 ubDirection );
BOOLEAN SoldierHandleInteractiveObject( SOLDIERTYPE *pSoldier );
BOOLEAN CalcInteractiveObjectAPs( INT16 sGridNo, STRUCTURE * pStructure, INT16 *psAPCost, INT16 *psBPCost );
BOOLEAN CalcInteractiveObjectAPs( INT32 sGridNo, STRUCTURE * pStructure, INT16 *psAPCost, INT16 *psBPCost );
void HandleStructChangeFromGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo );
void HandleStructChangeFromGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo );
void BeginCurInteractiveTileCheck( UINT8 bCheckFlags );
void EndCurInteractiveTileCheck( );
void LogMouseOverInteractiveTile( INT16 sGridNo );
void LogMouseOverInteractiveTile( INT32 sGridNo );
BOOLEAN ShouldCheckForMouseDetections( );
void CycleIntTileFindStack( INT16 sMapPos );
void CycleIntTileFindStack( INT32 usMapPos );
void SetActionModeDoorCursorText( );
LEVELNODE *GetCurInteractiveTile( );
LEVELNODE *GetCurInteractiveTileGridNo( INT16 *psGridNo );
LEVELNODE *GetCurInteractiveTileGridNoAndStructure( INT16 *psGridNo, STRUCTURE **ppStructure );
LEVELNODE *ConditionalGetCurInteractiveTileGridNoAndStructure( INT16 *psGridNo, STRUCTURE **ppStructure, BOOLEAN fRejectOnTopItems );
LEVELNODE *GetCurInteractiveTileGridNo( INT32 *psGridNo );
LEVELNODE *GetCurInteractiveTileGridNoAndStructure( INT32 *psGridNo, STRUCTURE **ppStructure );
LEVELNODE *ConditionalGetCurInteractiveTileGridNoAndStructure( INT32 *psGridNo, STRUCTURE **ppStructure, BOOLEAN fRejectOnTopItems );