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

** 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
+12 -7
View File
@@ -13,6 +13,7 @@
#include "Map Information.h"
#include "Game Clock.h"
#include "Overhead.h"
#include "debug control.h"
#endif
/*
@@ -140,7 +141,7 @@ UINT8 ubBloodGraphicLUT [ ] = { 3, 3, 2, 2, 1, 1, 0, 0 };
(s) = BLOOD_ROOF_TYPE( ntr ) | (s & 0xFD); \
}
void RemoveBlood( INT16 sGridNo, INT8 bLevel )
void RemoveBlood( INT32 sGridNo, INT8 bLevel )
{
gpWorldLevelData[ sGridNo ].ubBloodInfo = 0;
@@ -152,7 +153,7 @@ void RemoveBlood( INT16 sGridNo, INT8 bLevel )
void DecaySmells( void )
{
UINT32 uiLoop;
INT32 uiLoop;
MAP_ELEMENT * pMapElement;
//return;
@@ -176,7 +177,7 @@ void DecaySmells( void )
void DecayBlood()
{
UINT32 uiLoop;
INT32 uiLoop;
MAP_ELEMENT * pMapElement;
for (uiLoop = 0, pMapElement = gpWorldLevelData; uiLoop < WORLD_MAX; uiLoop++, pMapElement++)
@@ -354,8 +355,12 @@ void DropSmell( SOLDIERTYPE * pSoldier )
}
void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStrength, INT8 bVisible )
void InternalDropBlood( INT32 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStrength, INT8 bVisible )
{
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"InternalDropBlood ( %i , %i , %i , %i , %i )\n",sGridNo, bLevel , ubType , ubStrength , bVisible );
MPDebugMsg(tmpMPDbgString);
MAP_ELEMENT * pMapElement;
UINT8 ubOldStrength=0;
UINT8 ubNewStrength=0;
@@ -373,8 +378,8 @@ void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStreng
return;
}
// ATE: Send warning if dropping blood nowhere....
if ( sGridNo == NOWHERE )
// ATE: Send warning if dropping blood nowhere....
if (TileIsOutOfBounds(sGridNo))
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Attempting to drop blood NOWHERE" );
@@ -499,7 +504,7 @@ void DropBlood( SOLDIERTYPE * pSoldier, UINT8 ubStrength, INT8 bVisible )
void UpdateBloodGraphics( INT16 sGridNo, INT8 bLevel )
void UpdateBloodGraphics( INT32 sGridNo, INT8 bLevel )
{
MAP_ELEMENT * pMapElement;
INT8 bValue;