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

** 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
+14 -14
View File
@@ -35,38 +35,38 @@ BOOLEAN FreeStructureFile( STRUCTURE_FILE_REF * pStructureFile );
//
// functions at the structure instance level
//
BOOLEAN OkayToAddStructureToWorld( INT16 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID );
BOOLEAN OkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID );
// for the PTR argument of AddStructureToWorld, pass in a LEVELNODE * please!
BOOLEAN AddStructureToWorld( INT16 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, PTR pLevelN );
BOOLEAN AddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, PTR pLevelN );
BOOLEAN DeleteStructureFromWorld( STRUCTURE * pStructure );
//
// functions to find a structure in a location
//
STRUCTURE * FindStructure( INT16 sGridNo, UINT32 fFlags );
STRUCTURE * FindStructure( INT32 sGridNo, UINT32 fFlags );
STRUCTURE * FindNextStructure( STRUCTURE * pStructure, UINT32 fFlags );
STRUCTURE * FindStructureByID( INT16 sGridNo, UINT16 usStructureID );
STRUCTURE * FindStructureByID( INT32 sGridNo, UINT16 usStructureID );
STRUCTURE * FindBaseStructure( STRUCTURE * pStructure );
STRUCTURE * FindNonBaseStructure( INT16 sGridNo, STRUCTURE * pStructure );
STRUCTURE * FindNonBaseStructure( INT32 sGridNo, STRUCTURE * pStructure );
//
// functions related to interactive tiles
//
STRUCTURE * SwapStructureForPartner( INT16 sGridNo, STRUCTURE * pStructure );
STRUCTURE * SwapStructureForPartnerWithoutTriggeringSwitches( INT16 sGridNo, STRUCTURE * pStructure );
STRUCTURE * SwapStructureForPartnerAndStoreChangeInMap( INT16 sGridNo, STRUCTURE * pStructure );
STRUCTURE * SwapStructureForPartner( INT32 sGridNo, STRUCTURE * pStructure );
STRUCTURE * SwapStructureForPartnerWithoutTriggeringSwitches( INT32 sGridNo, STRUCTURE * pStructure );
STRUCTURE * SwapStructureForPartnerAndStoreChangeInMap( INT32 sGridNo, STRUCTURE * pStructure );
//
// functions useful for AI that return info about heights
//
INT8 StructureHeight( STRUCTURE * pStructure );
INT8 StructureBottomLevel( STRUCTURE * pStructure );
INT8 GetTallestStructureHeight( INT16 sGridNo, BOOLEAN fOnRoof );
INT8 GetStructureTargetHeight( INT16 sGridNo, BOOLEAN fOnRoof );
INT8 GetTallestStructureHeight( INT32 sGridNo, BOOLEAN fOnRoof );
INT8 GetStructureTargetHeight( INT32 sGridNo, BOOLEAN fOnRoof );
BOOLEAN StructureDensity( STRUCTURE * pStructure, UINT8 * pubLevel0, UINT8 * pubLevel1, UINT8 * pubLevel2, UINT8 * pubLevel3 );
BOOLEAN FindAndSwapStructure( INT16 sGridNo );
BOOLEAN FindAndSwapStructure( INT32 sGridNo );
INT16 GetBaseTile( STRUCTURE * pStructure );
//
// functions to work with the editor undo code
@@ -77,9 +77,9 @@ void DebugStructurePage1( void );
BOOLEAN AddZStripInfoToVObject( HVOBJECT hVObject, STRUCTURE_FILE_REF * pStructureFileRef, BOOLEAN fFromAnimation, INT16 sSTIStartIndex );
// FUNCTIONS FOR DETERMINING STUFF THAT BLOCKS VIEW FOR TILE_bASED LOS
INT8 GetBlockingStructureInfo( INT16 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock );
INT8 GetBlockingStructureInfo( INT32 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock );
BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT16 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner );
BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner );
// Material armour type enumeration
enum
@@ -118,7 +118,7 @@ enum
extern INT32 guiMaterialHitSound[ NUM_MATERIAL_TYPES ];
STRUCTURE *FindStructureBySavedInfo( INT16 sGridNo, UINT8 ubType, UINT8 ubWallOrientation, INT8 bLevel );
STRUCTURE *FindStructureBySavedInfo( INT32 sGridNo, UINT8 ubType, UINT8 ubWallOrientation, INT8 bLevel );
UINT32 StructureTypeToFlag( UINT8 ubType );
UINT8 StructureFlagToType( UINT32 uiFlag );