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

** 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
-159
View File
@@ -1,159 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="7.10"
Name="lua"
ProjectGUID="{095CC13E-F2F8-4070-AC7A-70926A0ADF37}"
Keyword="Win32Proj">
<Platforms>
<Platform
Name="Win32"/>
</Platforms>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="Debug"
IntermediateDirectory="Debug"
ConfigurationType="4"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\Multiplayer;&quot;..\Standard Gaming Platform&quot;;..\TileEngine;..\;..\Tactical;..\Utils;..\tacticalai;..\Editor;..\strategic;.\"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB"
MinimalRebuild="TRUE"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="TRUE"
DebugInformationFormat="4"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLibrarianTool"
OutputFile="$(OutDir)/lua.lib"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="4"
CharacterSet="0">
<Tool
Name="VCCLCompilerTool"
Optimization="2"
GlobalOptimizations="TRUE"
InlineFunctionExpansion="1"
EnableIntrinsicFunctions="TRUE"
FavorSizeOrSpeed="1"
OptimizeForProcessor="3"
OptimizeForWindowsApplication="TRUE"
AdditionalIncludeDirectories="..\Multiplayer;.\;..\;&quot;..\Standard Gaming Platform&quot;;..\TileEngine;..\Tactical;..\Utils;..\TacticalAI;..\Editor;..\Strategic;..\Res"
PreprocessorDefinitions="PRECOMPILEDHEADERS;NDEBUG;WIN32;_WINDOWS;JA2;XML_STATIC;CINTERFACE"
StringPooling="TRUE"
RuntimeLibrary="0"
EnableFunctionLevelLinking="TRUE"
UsePrecompiledHeader="2"
PrecompiledHeaderThrough="lua.hpp"
PrecompiledHeaderFile=".\Release/Lua.pch"
AssemblerListingLocation=".\Release/"
ObjectFile=".\Release/"
ProgramDataBaseFileName=".\Release/"
BrowseInformation="1"
WarningLevel="3"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="0"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLibrarianTool"
OutputFile="$(OutDir)/lua.lib"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Quelldateien"
Filter="cpp;c;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}">
<File
RelativePath=".\lua.cpp">
</File>
<File
RelativePath=".\lua_env.cpp">
</File>
<File
RelativePath=".\lua_strategic.cpp">
</File>
<File
RelativePath=".\lua_tactical.cpp">
</File>
<File
RelativePath=".\lwstring.cpp">
</File>
</Filter>
<Filter
Name="Headerdateien"
Filter="h;hpp;hxx;hm;inl;inc;xsd"
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}">
<File
RelativePath=".\lauxlib.h">
</File>
<File
RelativePath=".\Lua Interpreter.h">
</File>
<File
RelativePath=".\lua.h">
</File>
<File
RelativePath=".\luaconf.h">
</File>
<File
RelativePath=".\lualib.h">
</File>
<File
RelativePath=".\lwstring.h">
</File>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>
+63 -1
View File
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8.00"
Version="8,00"
Name="lua_2005Express"
ProjectGUID="{A83DA7DA-2C31-45D8-9A69-B4993A885E76}"
RootNamespace="lua_2005Express"
@@ -267,6 +267,68 @@
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release_WithDebugInfo|Win32"
OutputDirectory="$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2_2005Express.vsprops"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D &quot;_CRT_SECURE_NO_DEPRECATE&quot;"
Optimization="0"
AdditionalIncludeDirectories="..\Multiplayer"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;"
RuntimeLibrary="0"
RuntimeTypeInfo="false"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
+64
View File
@@ -268,6 +268,70 @@
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release_WithDebugInfo|Win32"
OutputDirectory="..\lib\VS2008\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2008\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2_VS2008.vsprops"
CharacterSet="0"
WholeProgramOptimization="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
EnableIntrinsicFunctions="true"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB"
StringPooling="true"
RuntimeLibrary="0"
EnableFunctionLevelLinking="false"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
+3 -3
View File
@@ -67,7 +67,7 @@ static int LuaSetSoldierGrid( lua_State *L )
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
SOLDIERTYPE *pSoldier = *ppSoldier;
int newgrid = luaL_checkinteger( L, 3);
luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on map" );
luaL_argcheck( L, newgrid > 0 && newgrid < MAX_MAP_POS, 2, "The grid number must be on map" );
TeleportSoldier( pSoldier, (INT16) newgrid, TRUE);
return 0;
}
@@ -129,7 +129,7 @@ static int LuaSoldierWalkTo( lua_State *L )
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
SOLDIERTYPE *pSoldier = *ppSoldier;
int newgrid = luaL_checkinteger( L, 2);
luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on screen!" );
luaL_argcheck( L, newgrid > 0 && newgrid < MAX_MAP_POS, 2, "The grid number must be on screen!" );
pSoldier->aiData.bAction = AI_ACTION_WALK;
pSoldier->aiData.usActionData = (INT16) newgrid;
pSoldier->pathing.bPathStored = FALSE;
@@ -142,7 +142,7 @@ static int LuaSoldierRunTo( lua_State *L )
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
SOLDIERTYPE *pSoldier = *ppSoldier;
int newgrid = luaL_checkinteger( L, 2);
luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on screen!" );
luaL_argcheck( L, newgrid > 0 && newgrid < MAX_MAP_POS, 2, "The grid number must be on screen!" );
pSoldier->aiData.bAction = AI_ACTION_RUN;
pSoldier->aiData.usActionData = (INT16) newgrid;
pSoldier->pathing.bPathStored = FALSE;