Merged New Inventory Project into main branch

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+19 -19
View File
@@ -47,7 +47,7 @@ enum
EVENT_SETUP_TOWN_OPINION,
EVENT_MAKE_CIV_GROUP_HOSTILE_ON_NEXT_SECTOR_ENTRANCE,
EVENT_BEGIN_AIR_RAID,
EVENT_TOWN_LOYALTY_UPDATE, /* Delayed loyalty effects elimininated. Sep.12/98. ARM */
EVENT_TOWN_LOYALTY_UPDATE, /* Delayed loyalty effects elimininated. Sep.12/98. ARM */
EVENT_MEANWHILE,
EVENT_BEGIN_CREATURE_QUEST,
EVENT_CREATURE_SPREAD,
@@ -80,7 +80,7 @@ enum
EVENT_RPC_WHINE_ABOUT_PAY,
EVENT_HAVENT_MADE_IMP_CHARACTER_EMAIL,
EVENT_RAINSTORM,
EVENT_QUARTER_HOUR_UPDATE,
EVENT_QUARTER_HOUR_UPDATE,
EVENT_MERC_MERC_WENT_UP_LEVEL_EMAIL_DELAY,
EVENT_MERC_SITE_NEW_MERC_AVAILABLE,
// EVENT_CHECK_FOR_AIR_RAID,
@@ -89,14 +89,14 @@ enum
EVENT_CRIPPLED_VERSION_END_GAME_CHECK,
#endif
/*
HEY, YOU GUYS AREN'T DOING THIS!!!!!! (see below)
HEY, YOU GUYS AREN'T DOING THIS!!!!!! (see below)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!! IMPORTANT NOTE !!
!! FOR ALL NEW EVENTS: For text debug support, make sure you add the text version of the !!
!! new event into the gEventName[] at the top of Game Events.c. !!
!! IMPORTANT NOTE !!
!! FOR ALL NEW EVENTS: For text debug support, make sure you add the text version of the !!
!! new event into the gEventName[] at the top of Game Events.c. !!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
*/
@@ -110,7 +110,7 @@ enum
//One Time Events
//These events are scheduled to happen, and when their time is up, they are processed
//once, and deleted. The first prototype requires the actual world time in minutes
//once, and deleted. The first prototype requires the actual world time in minutes
//included the current day, and the additional ones are wrappers which calculate the
//actual world time for you.
BOOLEAN AddStrategicEvent( UINT8 ubCallbackID, UINT32 uiMinStamp, UINT32 uiParam );
@@ -123,11 +123,11 @@ BOOLEAN AddFutureDayStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiSec
//Ranged Events
//In certain cases, you may wish to create an event that has a start time and an end
//time. If this is used, then the execution of the event will happen once at the
//beginning of the event and once at the expiration time of the event. A flag,
//pEvent->fEndEvent is set for the second call. It is up to you process it
//separately. An example use of ranged events would be for ambient sounds. The
//start time would be called to define the sounds for use within the game. The end
//time. If this is used, then the execution of the event will happen once at the
//beginning of the event and once at the expiration time of the event. A flag,
//pEvent->fEndEvent is set for the second call. It is up to you process it
//separately. An example use of ranged events would be for ambient sounds. The
//start time would be called to define the sounds for use within the game. The end
//time would be used to remove the sound from the system.
BOOLEAN AddRangedStrategicEvent( UINT8 ubCallbackID, UINT32 uiStartMin, UINT32 uiLengthMin, UINT32 uiParam );
BOOLEAN AddSameDayRangedStrategicEvent( UINT8 ubCallbackID, UINT32 uiStartMin, UINT32 uiLengthMin, UINT32 uiParam);
@@ -138,23 +138,23 @@ BOOLEAN AddFutureDayRangedStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32
//EveryDay Events
//A second special case event, this event will get processed automatically at the
//same time every day. Time of day lighting is a perfect example. Other events
//such as checking for quests, can also be automated using this system. NOTE:
//same time every day. Time of day lighting is a perfect example. Other events
//such as checking for quests, can also be automated using this system. NOTE:
//Only specify the time of day in minutes (don't add the actual day to this value)
BOOLEAN AddEveryDayStrategicEvent( UINT8 ubCallbackID, UINT32 uiStartMin, UINT32 uiParam );
BOOLEAN AddEveryDayStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiStartSeconds, UINT32 uiParam );
//Periodic Events
//Event will get processed automatically once every X minutes. The period is added to the current time for
//the time stamp.
//Event will get processed automatically once every X minutes. The period is added to the current time for
//the time stamp.
BOOLEAN AddPeriodStrategicEvent( UINT8 ubCallbackID, UINT32 uiOnceEveryXMinutes, UINT32 uiParam );
BOOLEAN AddPeriodStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiOnceEveryXSeconds, UINT32 uiParam );
//Hybrids that aren't based from the current time. They are offsetted from the current time first.
//Hybrids that aren't based from the current time. They are offsetted from the current time first.
BOOLEAN AddPeriodStrategicEventWithOffset( UINT8 ubCallbackID, UINT32 uiOnceEveryXMinutes, UINT32 uiOffsetFromCurrent, UINT32 uiParam );
BOOLEAN AddPeriodStrategicEventUsingSecondsWithOffset( UINT8 ubCallbackID, UINT32 uiOnceEveryXSeconds, UINT32 uiOffsetFromCurrent, UINT32 uiParam );
//Searches for and removes the first event matching the supplied information. There may very well be a need
//for more specific event removal, so let me know (Kris), of any support needs. Function returns FALSE if
//Searches for and removes the first event matching the supplied information. There may very well be a need
//for more specific event removal, so let me know (Kris), of any support needs. Function returns FALSE if
//no events were found.
BOOLEAN DeleteStrategicEvent( UINT8 ubCallbackID, UINT32 uiParam );
void DeleteAllStrategicEventsOfType( UINT8 ubCallbackID );