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

** 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
+100 -100
View File
@@ -6,139 +6,139 @@ void CountLevelNodes( void );
// Object manipulation functions
BOOLEAN RemoveObject( UINT32 iMapIndex, UINT16 usIndex );
LEVELNODE *AddObjectToTail( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddObjectToHead( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN TypeExistsInObjectLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusObjectIndex );
BOOLEAN RemoveAllObjectsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
void SetAllObjectShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel );
void AdjustAllObjectShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff );
BOOLEAN TypeRangeExistsInObjectLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusObjectIndex );
BOOLEAN RemoveObject( INT32 iMapIndex, UINT16 usIndex );
LEVELNODE *AddObjectToTail( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddObjectToHead( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN TypeExistsInObjectLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusObjectIndex );
BOOLEAN RemoveAllObjectsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
void SetAllObjectShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel );
void AdjustAllObjectShadeLevels( INT32 iMapIndex, INT8 bShadeDiff );
BOOLEAN TypeRangeExistsInObjectLayer( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusObjectIndex );
// Roof manipulation functions
BOOLEAN RemoveRoof( UINT32 iMapIndex, UINT16 usIndex );
LEVELNODE *AddRoofToTail( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddRoofToHead( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN TypeExistsInRoofLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusRoofIndex );
BOOLEAN RemoveAllRoofsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
void SetAllRoofShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel );
void AdjustAllRoofShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff );
void RemoveRoofIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
void SetRoofIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
BOOLEAN TypeRangeExistsInRoofLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusRoofIndex );
void SetWallLevelnodeFlags( INT16 sGridNo, UINT32 uiFlags );
void RemoveWallLevelnodeFlags( INT16 sGridNo, UINT32 uiFlags );
BOOLEAN IndexExistsInRoofLayer( INT16 sGridNo, UINT16 usIndex );
BOOLEAN RemoveRoof( INT32 iMapIndex, UINT16 usIndex );
LEVELNODE *AddRoofToTail( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddRoofToHead( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN TypeExistsInRoofLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusRoofIndex );
BOOLEAN RemoveAllRoofsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
void SetAllRoofShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel );
void AdjustAllRoofShadeLevels( INT32 iMapIndex, INT8 bShadeDiff );
void RemoveRoofIndexFlagsFromTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
void SetRoofIndexFlagsFromTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
BOOLEAN TypeRangeExistsInRoofLayer( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusRoofIndex );
void SetWallLevelnodeFlags( INT32 sGridNo, UINT32 uiFlags );
void RemoveWallLevelnodeFlags( INT32 sGridNo, UINT32 uiFlags );
BOOLEAN IndexExistsInRoofLayer( INT32 sGridNo, UINT16 usIndex );
// OnRoof manipulation functions
BOOLEAN RemoveOnRoof( UINT32 iMapIndex, UINT16 usIndex );
LEVELNODE *AddOnRoofToTail( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddOnRoofToHead( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN TypeExistsInOnRoofLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusOnRoofIndex );
BOOLEAN RemoveAllOnRoofsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
void SetAllOnRoofShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel );
void AdjustAllOnRoofShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff );
BOOLEAN RemoveOnRoofFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode );
BOOLEAN RemoveOnRoof( INT32 iMapIndex, UINT16 usIndex );
LEVELNODE *AddOnRoofToTail( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddOnRoofToHead( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN TypeExistsInOnRoofLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusOnRoofIndex );
BOOLEAN RemoveAllOnRoofsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
void SetAllOnRoofShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel );
void AdjustAllOnRoofShadeLevels( INT32 iMapIndex, INT8 bShadeDiff );
BOOLEAN RemoveOnRoofFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode );
// Land manipulation functions
BOOLEAN RemoveLand( UINT32 iMapIndex, UINT16 usIndex );
LEVELNODE *AddLandToTail( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddLandToHead( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN TypeExistsInLandLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusLandIndex );
BOOLEAN RemoveAllLandsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
BOOLEAN TypeRangeExistsInLandLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusLandIndex );
BOOLEAN TypeRangeExistsInLandHead( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusLandIndex );
BOOLEAN ReplaceLandIndex( UINT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex );
BOOLEAN DeleteAllLandLayers( UINT32 iMapIndex );
BOOLEAN InsertLandIndexAtLevel( UINT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel );
BOOLEAN RemoveHigherLandLevels( UINT32 iMapIndex, UINT32 fSrcType, UINT32 **puiHigherTypes, UINT8 *pubNumHigherTypes );
BOOLEAN SetLowerLandLevels( UINT32 iMapIndex, UINT32 fSrcType, UINT16 usIndex );
BOOLEAN AdjustForFullTile( UINT32 iMapIndex );
void SetAllLandShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel );
void AdjustAllLandShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff );
void AdjustAllLandDirtyCount( UINT32 iMapIndex, INT8 bDirtyDiff );
UINT8 GetTerrainType( INT16 sGridNo );
BOOLEAN Water( INT16 sGridNo );
BOOLEAN DeepWater( INT16 sGridNo );
BOOLEAN WaterTooDeepForAttacks( INT16 sGridNo );
BOOLEAN RemoveLand( INT32 iMapIndex, UINT16 usIndex );
LEVELNODE *AddLandToTail( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddLandToHead( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN TypeExistsInLandLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusLandIndex );
BOOLEAN RemoveAllLandsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
BOOLEAN TypeRangeExistsInLandLayer( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusLandIndex );
BOOLEAN TypeRangeExistsInLandHead( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusLandIndex );
BOOLEAN ReplaceLandIndex( INT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex );
BOOLEAN DeleteAllLandLayers( INT32 iMapIndex );
BOOLEAN InsertLandIndexAtLevel( INT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel );
BOOLEAN RemoveHigherLandLevels( INT32 iMapIndex, UINT32 fSrcType, UINT32 **puiHigherTypes, UINT8 *pubNumHigherTypes );
BOOLEAN SetLowerLandLevels( INT32 iMapIndex, UINT32 fSrcType, UINT16 usIndex );
BOOLEAN AdjustForFullTile( INT32 iMapIndex );
void SetAllLandShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel );
void AdjustAllLandShadeLevels( INT32 iMapIndex, INT8 bShadeDiff );
void AdjustAllLandDirtyCount( INT32 iMapIndex, INT8 bDirtyDiff );
UINT8 GetTerrainType( INT32 sGridNo );
BOOLEAN Water( INT32 sGridNo );
BOOLEAN DeepWater( INT32 sGridNo );
BOOLEAN WaterTooDeepForAttacks( INT32 sGridNo );
// Structure manipulation routines
BOOLEAN RemoveStruct( UINT32 iMapIndex, UINT16 usIndex );
LEVELNODE *AddStructToTail( UINT32 iMapIndex, UINT16 usIndex );
LEVELNODE *AddStructToTailCommon( UINT32 iMapIndex, UINT16 usIndex, BOOLEAN fAddStructDBInfo );
LEVELNODE *ForceStructToTail( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN RemoveStruct( INT32 iMapIndex, UINT16 usIndex );
LEVELNODE *AddStructToTail( INT32 iMapIndex, UINT16 usIndex );
LEVELNODE *AddStructToTailCommon( INT32 iMapIndex, UINT16 usIndex, BOOLEAN fAddStructDBInfo );
LEVELNODE *ForceStructToTail( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddStructToHead( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN TypeExistsInStructLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusStructIndex );
BOOLEAN RemoveAllStructsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
BOOLEAN AddStructToHead( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN TypeExistsInStructLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusStructIndex );
BOOLEAN RemoveAllStructsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
BOOLEAN AddWallToStructLayer( INT32 iMapIndex, UINT16 usIndex, BOOLEAN fReplace );
BOOLEAN ReplaceStructIndex( UINT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex );
BOOLEAN HideStructOfGivenType( UINT32 iMapIndex, UINT32 fType, BOOLEAN fHide );
BOOLEAN InsertStructIndex( UINT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel );
void SetAllStructShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel );
void AdjustAllStructShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff );
void SetStructIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
void RemoveStructIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
void SetStructAframeFlags( UINT32 iMapIndex, UINT32 uiFlags );
void RemoveStructAframeFlags( UINT32 iMapIndex, UINT32 uiFlags );
BOOLEAN RemoveStructFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode );
BOOLEAN ReplaceStructIndex( INT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex );
BOOLEAN HideStructOfGivenType( INT32 iMapIndex, UINT32 fType, BOOLEAN fHide );
BOOLEAN InsertStructIndex( INT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel );
void SetAllStructShadeLevels( INT32 iMapIndex, UINT8 ubShadeLevel );
void AdjustAllStructShadeLevels( INT32 iMapIndex, INT8 bShadeDiff );
void SetStructIndexFlagsFromTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
void RemoveStructIndexFlagsFromTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
void SetStructAframeFlags( INT32 iMapIndex, UINT32 uiFlags );
void RemoveStructAframeFlags( INT32 iMapIndex, UINT32 uiFlags );
BOOLEAN RemoveStructFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode );
BOOLEAN RemoveStructFromTail( UINT32 iMapIndex );
BOOLEAN RemoveStructFromTailCommon( UINT32 iMapIndex, BOOLEAN fRemoveStructDBInfo );
BOOLEAN ForceRemoveStructFromTail( UINT32 iMapIndex );
BOOLEAN RemoveStructFromTail( INT32 iMapIndex );
BOOLEAN RemoveStructFromTailCommon( INT32 iMapIndex, BOOLEAN fRemoveStructDBInfo );
BOOLEAN ForceRemoveStructFromTail( INT32 iMapIndex );
BOOLEAN TypeRangeExistsInStructLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusStructIndex );
BOOLEAN TypeRangeExistsInStructLayer( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusStructIndex );
// Shadow manipulation routines
BOOLEAN RemoveShadow( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddShadowToTail( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddShadowToHead( UINT32 iMapIndex, UINT16 usIndex );
void AddExclusiveShadow( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN TypeExistsInShadowLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusShadowIndex );
BOOLEAN RemoveAllShadowsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
BOOLEAN RemoveAllShadows( UINT32 iMapIndex );
BOOLEAN RemoveShadowFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode );
BOOLEAN RemoveShadow( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddShadowToTail( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddShadowToHead( INT32 iMapIndex, UINT16 usIndex );
void AddExclusiveShadow( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN TypeExistsInShadowLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusShadowIndex );
BOOLEAN RemoveAllShadowsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
BOOLEAN RemoveAllShadows( INT32 iMapIndex );
BOOLEAN RemoveShadowFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode );
// Merc manipulation routines
// #################################################################
BOOLEAN AddMercToHead( UINT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fAddStructInfo );
BOOLEAN RemoveMerc( UINT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fPlaceHolder );
UINT8 WhoIsThere2( INT16 sGridNo, INT8 bLevel );
BOOLEAN AddMercStructureInfo( INT16 sGridNo, SOLDIERTYPE *pSoldier );
BOOLEAN AddMercStructureInfoFromAnimSurface( INT16 sGridNo, SOLDIERTYPE *pSoldier, UINT16 usAnimSurface, UINT16 usAnimState );
BOOLEAN AddMercToHead( INT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fAddStructInfo );
BOOLEAN RemoveMerc( INT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fPlaceHolder );
UINT8 WhoIsThere2( INT32 sGridNo, INT8 bLevel );
BOOLEAN AddMercStructureInfo( INT32 sGridNo, SOLDIERTYPE *pSoldier );
BOOLEAN AddMercStructureInfoFromAnimSurface( INT32 sGridNo, SOLDIERTYPE *pSoldier, UINT16 usAnimSurface, UINT16 usAnimState );
BOOLEAN UpdateMercStructureInfo( SOLDIERTYPE *pSoldier );
BOOLEAN OKToAddMercToWorld( SOLDIERTYPE *pSoldier, INT8 bDirection );
// TOPMOST manipulation functions
LEVELNODE *AddTopmostToTail( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddTopmostToHead( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN RemoveTopmost( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN TypeExistsInTopmostLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusTopmostIndex );
BOOLEAN RemoveAllTopmostsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
BOOLEAN SetMapElementShadeLevel( UINT32 uiMapIndex, UINT8 ubShadeLevel );
void SetTopmostFlags( UINT32 iMapIndex, UINT32 uiFlags, UINT16 usIndex );
void RemoveTopmostFlags( UINT32 iMapIndex, UINT32 uiFlags, UINT16 usIndex );
BOOLEAN AddUIElem( UINT32 iMapIndex, UINT16 usIndex, INT8 sRelativeX, INT8 sRelativeY, LEVELNODE **ppNewNode );
void RemoveUIElem( UINT32 iMapIndex, UINT16 usIndex );
BOOLEAN RemoveTopmostFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode );
LEVELNODE *AddTopmostToTail( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN AddTopmostToHead( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN RemoveTopmost( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN TypeExistsInTopmostLayer( INT32 iMapIndex, UINT32 fType, UINT16 *pusTopmostIndex );
BOOLEAN RemoveAllTopmostsOfTypeRange( INT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
BOOLEAN SetMapElementShadeLevel( INT32 uiMapIndex, UINT8 ubShadeLevel );
void SetTopmostFlags( INT32 iMapIndex, UINT32 uiFlags, UINT16 usIndex );
void RemoveTopmostFlags( INT32 iMapIndex, UINT32 uiFlags, UINT16 usIndex );
BOOLEAN AddUIElem( INT32 iMapIndex, UINT16 usIndex, INT8 sRelativeX, INT8 sRelativeY, LEVELNODE **ppNewNode );
void RemoveUIElem( INT32 iMapIndex, UINT16 usIndex );
BOOLEAN RemoveTopmostFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode );
BOOLEAN IsLowerLevel( INT16 sGridNo );
BOOLEAN IsHeigherLevel( INT16 sGridNo );
BOOLEAN IsRoofVisible( INT16 sMapPos );
BOOLEAN IsRoofVisible2( INT16 sMapPos );
BOOLEAN IsLowerLevel( INT32 sGridNo );
BOOLEAN IsHeigherLevel( INT32 sGridNo );
BOOLEAN IsRoofVisible( INT32 sMapPos );
BOOLEAN IsRoofVisible2( INT32 sMapPos );
LEVELNODE * FindLevelNodeBasedOnStructure( INT16 sGridNo, STRUCTURE * pStructure );
LEVELNODE * FindShadow( INT16 sGridNo, UINT16 usStructIndex );
LEVELNODE * FindLevelNodeBasedOnStructure( INT32 sGridNo, STRUCTURE * pStructure );
LEVELNODE * FindShadow( INT32 sGridNo, UINT16 usStructIndex );
void WorldHideTrees( );
void WorldShowTrees( );