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
+22 -23
View File
@@ -23,12 +23,12 @@ enum
// TACTICAL ENGINE STATUS FLAGS
typedef struct
{
UINT8 bFirstID;
UINT8 bLastID;
UINT16 bFirstID;
UINT16 bLastID;
COLORVAL RadarColor;
INT8 bSide;
INT8 bMenInSector;
UINT8 ubLastMercToRadio;
INT16 bMenInSector;
UINT16 ubLastMercToRadio;
INT8 bTeamActive;
INT8 bAwareOfOpposition;
INT8 bHuman;
@@ -69,8 +69,8 @@ struct TacticalStatusType
INT8 fPanicFlags;
INT32 sPanicTriggerGridNoUnused;
INT16 sHandGrid;
UINT8 ubSpottersCalledForBy;
UINT8 ubTheChosenOne;
UINT16 ubSpottersCalledForBy;
UINT16 ubTheChosenOne;
UINT32 uiTimeOfLastInput;
UINT32 uiTimeSinceDemoOn;
UINT32 uiCountdownToRestart;
@@ -89,13 +89,13 @@ struct TacticalStatusType
INT8 bRealtimeSpeed;
UINT8 ubEnemyIntention;
UINT8 ubEnemyIntendedRetreatDirection;
UINT8 ubEnemySightingOnTheirTurnEnemyID;
UINT8 ubEnemySightingOnTheirTurnPlayerID;
UINT16 ubEnemySightingOnTheirTurnEnemyID;
UINT16 ubEnemySightingOnTheirTurnPlayerID;
BOOLEAN fEnemySightingOnTheirTurn;
BOOLEAN fAutoBandageMode;
UINT8 ubAttackBusyCount;
INT8 bNumEnemiesFoughtInBattleUnused;
UINT8 ubEngagedInConvFromActionMercID;
UINT16 ubEngagedInConvFromActionMercID;
UINT16 usTactialTurnLimitCounter;
BOOLEAN fInTopMessage;
UINT8 ubTopMessageType;
@@ -114,7 +114,7 @@ struct TacticalStatusType
BOOLEAN fSaidCreatureFlavourQuote;
BOOLEAN fHaveSeenCreature;
BOOLEAN fKilledEnemyOnAttack;
UINT8 ubEnemyKilledOnAttack;
UINT16 ubEnemyKilledOnAttack;
INT8 bEnemyKilledOnAttackLevel;
UINT16 ubEnemyKilledOnAttackLocation;
BOOLEAN fItemsSeenOnAttack;
@@ -128,7 +128,7 @@ struct TacticalStatusType
BOOLEAN fCantGetThrough;
INT32 sCantGetThroughGridNo;
INT32 sCantGetThroughSoldierGridNo;
UINT8 ubCantGetThroughID;
UINT16 ubCantGetThroughID;
BOOLEAN fDidGameJustStart;
BOOLEAN fStatChangeCheatOn;
UINT8 ubLastRequesterTargetID;
@@ -142,10 +142,9 @@ struct TacticalStatusType
BOOLEAN fHasAGameBeenStarted;
INT8 bConsNumTurnsWeHaventSeenButEnemyDoes;
BOOLEAN fSomeoneHit;
UINT8 ubPaddingSmall;
UINT32 uiTimeSinceLastOpplistDecay;
INT8 bMercArrivingQuoteBeingUsed;
UINT8 ubEnemyKilledOnAttackKiller;
UINT16 ubEnemyKilledOnAttackKiller;
BOOLEAN fCountingDownForGuideDescription;
INT8 bGuideDescriptionCountDown;
UINT8 ubGuideDescriptionToUse;
@@ -159,7 +158,7 @@ struct TacticalStatusType
UINT16 sCreatureTenseQuoteDelay;
UINT32 uiCreatureTenseQuoteLastUpdate;
// SANDRO - added these
UINT8 ubLastRequesterSurgeryTargetID;
UINT16 ubLastRequesterSurgeryTargetID;
UINT8 ubInterruptPending;
// sevenfm: Ctrl+D disable interrupts
BOOLEAN ubDisablePlayerInterrupts;
@@ -240,11 +239,11 @@ void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo );
void RebuildAllSoldierShadeTables( );
void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier );
UINT8 LastActiveTeamMember( UINT8 ubTeam );
UINT16 LastActiveTeamMember( UINT16 ubTeam );
BOOLEAN SoldierOnVisibleWorldTile( SOLDIERTYPE *pSoldier );
UINT8 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
UINT8 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
UINT16 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
UINT16 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
BOOLEAN CheckForPlayerTeamInMissionExit( );
void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldier );
@@ -261,7 +260,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier );
BOOLEAN TeamMemberNear(INT8 bTeam, INT32 sGridNo, INT32 iRange);
BOOLEAN IsValidTargetMerc( UINT8 ubSoldierID );
BOOLEAN IsValidTargetMerc( UINT16 ubSoldierID );
// FUNCTIONS FOR MANIPULATING MERC SLOTS - A LIST OF ALL ACTIVE MERCS
INT32 GetFreeMercSlot( );
@@ -323,7 +322,7 @@ BOOLEAN HostileBloodcatsPresent( );
BOOLEAN HostileZombiesPresent( );
BOOLEAN HostileCreaturesPresent();
UINT8 NumPCsInSector( );
UINT16 NumPCsInSector( );
void SetSoldierNonNeutral( SOLDIERTYPE * pSoldier );
void SetSoldierNeutral( SOLDIERTYPE * pSoldier );
@@ -351,10 +350,10 @@ extern BOOLEAN gogglewarning;
// will a sam site under the players control shoot down an airraid?
BOOLEAN WillAirRaidBeStopped( INT16 sSectorX, INT16 sSectorY );
// HEADROCK HAM 3.5: Externalized for First Arrival enemy check
extern UINT8 NumEnemyInSector();
extern UINT16 NumEnemyInSector();
// Flugente
extern UINT8 NumZombiesInSector();
extern UINT16 NumZombiesInSector();
// Flugente: offer the enemy the chance to surrender
void HandleSurrenderOffer( SOLDIERTYPE* pSoldier );
@@ -371,7 +370,7 @@ void TeamDropAll(UINT8 bTeam, BOOLEAN fForce = FALSE);
void TeamRestock(UINT8 bTeam);
// are we allowed to steal access this guy's inventory?
BOOLEAN AllowedToStealFromTeamMate( UINT8 aAccessorID, UINT8 aTargetID );
BOOLEAN AllowedToStealFromTeamMate( UINT16 ubID, UINT16 ubTargetID );
// Flugente: is an soldier profile already used?
BOOLEAN IsProfileInUse(UINT8 usTeam, INT8 aType, UINT16 aNr);
@@ -402,7 +401,7 @@ enum {
};
// Flugente: return number of enemy officers and highest rank found
UINT8 HighestEnemyOfficersInSector(UINT8& aType);
UINT16 HighestEnemyOfficersInSector(UINT8& aType);
// count all soldiers in the current sector that have a specific flag set
UINT16 NumSoldiersWithFlagInSector(UINT8 aTeam, UINT32 aFlag);