Import changes from the local SVN working copy

This commit is contained in:
Asdow
2022-10-10 10:08:44 +03:00
parent 9cc567644f
commit 1f0a8f46e8
170 changed files with 1798 additions and 1764 deletions
+25 -24
View File
@@ -294,7 +294,7 @@ BOOLEAN gfResetUIMovementOptimization = FALSE;
BOOLEAN gfResetUIItemCursorOptimization = FALSE;
BOOLEAN gfBeginVehicleCursor = FALSE;
INT32 gsOutOfRangeGridNo = NOWHERE;
UINT8 gubOutOfRangeMerc = NOBODY;
UINT16 gubOutOfRangeMerc = NOBODY;
BOOLEAN gfOKForExchangeCursor = FALSE;
UINT32 guiUIInterfaceSwapCursorsTime = 0;
INT32 gsJumpOverGridNo = 0;
@@ -441,7 +441,7 @@ BOOLEAN gfUIDoNotHighlightSelMerc = FALSE;
BOOLEAN gfUIHandleSelection = FALSE;
BOOLEAN gfUIHandleSelectionAboveGuy = FALSE;
BOOLEAN gfUIInDeadlock = FALSE;
UINT8 gUIDeadlockedSoldier = NOBODY;
UINT16 gUIDeadlockedSoldier = NOBODY;
BOOLEAN gfUIHandleShowMoveGrid = FALSE;
INT32 gsUIHandleShowMoveGridLocation = NOWHERE ;
BOOLEAN gfUIOverItemPool = FALSE;
@@ -449,7 +449,7 @@ INT32 gfUIOverItemPoolGridNo = 0;
INT16 gsCurrentActionPoints = 1;
BOOLEAN gfUIHandlePhysicsTrajectory = FALSE;
BOOLEAN gfUIMouseOnValidCatcher = FALSE;
UINT8 gubUIValidCatcherID = 0;
UINT16 gubUIValidCatcherID = 0;
@@ -577,7 +577,7 @@ UINT32 HandleTacticalUI( void )
gfUIInterfaceSetBusy = FALSE;
//UNLOCK UI
UnSetUIBusy( (UINT8)gusSelectedSoldier );
UnSetUIBusy( gusSelectedSoldier );
// Decrease global busy counter...
gTacticalStatus.ubAttackBusyCount = 0;
@@ -1500,7 +1500,7 @@ UINT32 UIHandleTestHit( UI_EVENT *pUIEvent )
// gTacticalStatus.ubAttackBusyCount++;
DebugAttackBusy( "Testing a hit.\n" );
pSoldier->EVENT_SoldierGotHit( 1, bDamage, 10, pSoldier->ubDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, pSoldier->bAimShotLocation, 0, NOWHERE );
pSoldier->EVENT_SoldierGotHit( 1, bDamage, 10, pSoldier->ubDirection, 320, NOBODY, FIRE_WEAPON_NO_SPECIAL, pSoldier->bAimShotLocation, 0, NOWHERE );
// callahan update end - put everything as it was
}
return( GAME_SCREEN );
@@ -1716,7 +1716,7 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
// THIS IS JUST A CRUDE TEST FOR NOW
if ( pSoldier->stats.bLife < OKLIFE )
{
UINT8 ubID;
UINT16 ubID;
// Show reg. cursor
// GO INTO IDLE MODE
// guiPendingOverrideEvent = I_CHANGE_TO_IDLE;
@@ -1725,7 +1725,7 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
if ( ubID != NOBODY )
{
SelectSoldier( (INT16)ubID, FALSE, FALSE );
SelectSoldier( ubID, FALSE, FALSE );
}
else
{
@@ -1963,13 +1963,13 @@ UINT32 UIHandleAOnTerrain( UI_EVENT *pUIEvent )
// Set
gsOutOfRangeGridNo = MercPtrs[ gusUIFullTargetID ]->sGridNo;
gubOutOfRangeMerc = (UINT8)gusSelectedSoldier;
gubOutOfRangeMerc = gusSelectedSoldier;
}
}
}
}
guiNewUICursor = GetProperItemCursor( (UINT8)gusSelectedSoldier, pSoldier->inv[ HANDPOS ].usItem, usMapPos, FALSE );
guiNewUICursor = GetProperItemCursor( gusSelectedSoldier, pSoldier->inv[ HANDPOS ].usItem, usMapPos, FALSE );
// Show UI ON GUY
UIHandleOnMerc( FALSE );
@@ -2123,7 +2123,7 @@ UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent )
STRUCTURE *pStructure;
UINT8 ubDirection = 0xff;
BOOLEAN fAllMove;
INT8 bLoop;
UINT16 bLoop;
LEVELNODE *pIntTile;
INT32 sIntTileGridNo;
BOOLEAN fOldFastMove;
@@ -2745,7 +2745,7 @@ UINT32 UIHandleCAOnTerrain( UI_EVENT *pUIEvent )
if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
{
guiNewUICursor = GetProperItemCursor( (UINT8)gusSelectedSoldier, pSoldier->inv[ HANDPOS ].usItem, usMapPos, TRUE );
guiNewUICursor = GetProperItemCursor( gusSelectedSoldier, pSoldier->inv[ HANDPOS ].usItem, usMapPos, TRUE );
UIHandleOnMerc( FALSE );
}
@@ -3465,7 +3465,7 @@ BOOLEAN SelectedMercCanAffordMove( )
return( FALSE );
}
void GetMercClimbDirection( UINT8 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp )
void GetMercClimbDirection( UINT16 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp )
{
INT8 bNewDirection;
SOLDIERTYPE *pSoldier;
@@ -3839,7 +3839,7 @@ UINT32 UIHandleIETOnTerrain( UI_EVENT *pUIEvent )
}
void UIHandleSoldierStanceChange( UINT8 ubSoldierID, INT8 bNewStance )
void UIHandleSoldierStanceChange( UINT16 ubSoldierID, INT8 bNewStance )
{
SOLDIERTYPE *pSoldier = MercPtrs[ ubSoldierID ];
@@ -4259,7 +4259,7 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT32 usMapPos, UINT32 uiFlags )
LEVELNODE *pIntTile;
INT8 bReturnCode = 0;
BOOLEAN fPlot;
UINT8 ubMercID;
UINT16 ubMercID;
if ( (gTacticalStatus.uiFlags & INCOMBAT ) && ( gTacticalStatus.uiFlags & TURNBASED ) || _KeyDown( SHIFT ) )
{
@@ -5588,7 +5588,7 @@ UINT32 UIHandleLCLook( UI_EVENT *pUIEvent )
UINT32 UIHandleTOnTerrain( UI_EVENT *pUIEvent )
{
SOLDIERTYPE *pSoldier;
UINT8 ubTargID;
UINT16 ubTargID;
UINT32 uiRange;
INT32 usMapPos;
BOOLEAN fValidTalkableGuy = FALSE;
@@ -5619,7 +5619,7 @@ UINT32 UIHandleTOnTerrain( UI_EVENT *pUIEvent )
//CHECK FOR VALID TALKABLE GUY HERE
fValidTalkableGuy = IsValidTalkableNPCFromMouse( &ubTargID, FALSE, TRUE , FALSE );
fValidTalkableGuy = IsValidTalkableNPCFromMouse( &ubTargID, FALSE, TRUE, FALSE );
// USe cursor based on distance
// Get distance away
@@ -6374,20 +6374,20 @@ UINT32 UIHandleLAEndLockOurTurn( UI_EVENT *pUIEvent )
BOOLEAN IsValidTalkableNPCFromMouse( UINT8 *pubSoldierID , BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed )
BOOLEAN IsValidTalkableNPCFromMouse( UINT16 * pubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed )
{
// Check if there is a guy here to talk to!
if ( gfUIFullTargetFound )
{
*pubSoldierID = (UINT8)gusUIFullTargetID;
return( IsValidTalkableNPC( (UINT8)gusUIFullTargetID, fGive, fAllowMercs, fCheckCollapsed ) );
*pubSoldierID = gusUIFullTargetID;
return( IsValidTalkableNPC( gusUIFullTargetID, fGive, fAllowMercs, fCheckCollapsed ) );
}
return( FALSE );
}
BOOLEAN IsValidTalkableNPC( UINT8 ubSoldierID, BOOLEAN fGive , BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed )
BOOLEAN IsValidTalkableNPC( UINT16 ubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed )
{
SOLDIERTYPE *pSoldier = MercPtrs[ ubSoldierID ];
BOOLEAN fValidGuy = FALSE;
@@ -6509,7 +6509,7 @@ BOOLEAN HandleTalkInit( )
if ( gfUIFullTargetFound )
{
// Is he a valid NPC?
if ( IsValidTalkableNPC( (UINT8)gusUIFullTargetID, FALSE, TRUE , FALSE ) )
if ( IsValidTalkableNPC( gusUIFullTargetID, FALSE, TRUE, FALSE ) )
{
GetSoldier( &pTSoldier, gusUIFullTargetID );
@@ -6716,7 +6716,7 @@ BOOLEAN HandleTalkInit( )
void SetUIBusy( UINT8 ubID )
void SetUIBusy( UINT16 ubID )
{
if ( (gTacticalStatus.uiFlags & INCOMBAT ) && ( gTacticalStatus.uiFlags & TURNBASED ) && ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) )
{
@@ -6728,7 +6728,7 @@ void SetUIBusy( UINT8 ubID )
}
}
void UnSetUIBusy( UINT8 ubID )
void UnSetUIBusy( UINT16 ubID )
{
if ( gfUserTurnRegionActive && (gTacticalStatus.uiFlags & INCOMBAT ) && ( gTacticalStatus.uiFlags & TURNBASED ) && ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) )
{
@@ -7274,7 +7274,8 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
INT32 sFourGrids[4], sDistance=0, sSpot, sInBetween, sInBetween2, iDoorGridNo;
static const UINT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
//INT32 cnt;
UINT8 ubGuyThere, ubMovementCost, ubDirection;
UINT16 ubGuyThere;
UINT8 ubMovementCost, ubDirection;
INT8 bTileHeight = 0;
// SANDRO: commented out to allow jumping even in cases we could get to the destination normally