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
+22 -22
View File
@@ -14,7 +14,7 @@
#endif
#ifdef JA2TESTVERSION
CHAR16 gEventName[NUMBER_OF_EVENT_TYPES_PLUS_ONE][40]={
//1234567890123456789012345678901234567890 (increase size of array if necessary)
L"Null",
@@ -231,11 +231,11 @@ void ProcessPendingGameEvents( UINT32 uiAdjustment, UINT8 ubWarpCode )
curr = gpEventList;
prev = NULL; //prev only used when warping time to target time.
while( !gfTimeInterrupt && curr && curr->uiTimeStamp <= guiGameClock + uiAdjustment )
{
{
fDeleteEvent = FALSE;
//Update the time by the difference, but ONLY if the event comes after the current time.
//In the beginning of the game, series of events are created that are placed in the list
//BEFORE the start time. Those events will be processed without influencing the actual time.
//BEFORE the start time. Those events will be processed without influencing the actual time.
if( curr->uiTimeStamp > guiGameClock && ubWarpCode != WARPTIME_PROCESS_TARGET_TIME_FIRST )
{
AdjustClockToEventStamp( curr, &uiAdjustment );
@@ -252,7 +252,7 @@ void ProcessPendingGameEvents( UINT32 uiAdjustment, UINT8 ubWarpCode )
AdjustClockToEventStamp( curr, &uiAdjustment );
fDeleteEvent = ExecuteStrategicEvent( curr );
if( curr && prev && fDeleteQueuedEvent )
{ //The only case where we are deleting a node in the middle of the list
prev->next = curr->next;
@@ -260,15 +260,15 @@ void ProcessPendingGameEvents( UINT32 uiAdjustment, UINT8 ubWarpCode )
}
else
{ //We are at the current target warp time however, there are still other events following in this time cycle.
//We will only target the final event in this time. NOTE: Events are posted using a FIFO method
//We will only target the final event in this time. NOTE: Events are posted using a FIFO method
prev = curr;
curr = curr->next;
continue;
}
}
else
{ //We are warping time to the target time. We haven't found the event yet,
//so continuing will keep processing the list until we find it. NOTE: Events are posted using a FIFO method
{ //We are warping time to the target time. We haven't found the event yet,
//so continuing will keep processing the list until we find it. NOTE: Events are posted using a FIFO method
prev = curr;
curr = curr->next;
continue;
@@ -298,7 +298,7 @@ void ProcessPendingGameEvents( UINT32 uiAdjustment, UINT8 ubWarpCode )
prev = NULL;
//ValidateGameEvents();
}
else
else
{
temp = curr;
prev->next = curr->next;
@@ -313,7 +313,7 @@ void ProcessPendingGameEvents( UINT32 uiAdjustment, UINT8 ubWarpCode )
curr = curr->next;
}
}
gfProcessingGameEvents = FALSE;
if( gfEventDeletionPending )
@@ -362,11 +362,11 @@ STRATEGICEVENT* AddAdvancedStrategicEvent( UINT8 ubEventType, UINT8 ubCallbackID
#ifdef JA2TESTVERSION
//if( ubCallbackID == EVENT_PROCESS_TACTICAL_SCHEDULE )
{
ScreenMsg( FONT_RED, MSG_DEBUG, L"%s Event Rejected: Can't post events <= time while inside an event callback. This is a special case situation that isn't a bug.", gEventName[ ubCallbackID ] );
ScreenMsg( FONT_RED, MSG_DEBUG, L"%s Event Rejected: Can't post events <= time while inside an event callback. This is a special case situation that isn't a bug.", gEventName[ ubCallbackID ] );
}
//else
//{
// AssertMsg( 0, String( "%S Event Rejected: Can't post events <= time while inside an event callback.", gEventName[ ubCallbackID ] ) );
// AssertMsg( 0, String( "%S Event Rejected: Can't post events <= time while inside an event callback.", gEventName[ ubCallbackID ] ) );
//}
#endif
return NULL;
@@ -407,7 +407,7 @@ STRATEGICEVENT* AddAdvancedStrategicEvent( UINT8 ubEventType, UINT8 ubCallbackID
if ( !pNode )
{
pPrevNode->next = pNewNode;
pNewNode->next = NULL;
pNewNode->next = NULL;
}
else
{
@@ -443,7 +443,7 @@ BOOLEAN AddStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiSecondStamp,
return FALSE;
}
BOOLEAN AddRangedStrategicEvent( UINT8 ubCallbackID, UINT32 uiStartMin, UINT32 uiLengthMin, UINT32 uiParam )
{
STRATEGICEVENT *pEvent;
@@ -502,7 +502,7 @@ BOOLEAN AddEveryDayStrategicEventUsingSeconds( UINT8 ubCallbackID, UINT32 uiStar
return FALSE;
}
//NEW: Period Events
//NEW: Period Events
//Event will get processed automatically once every X minutes.
BOOLEAN AddPeriodStrategicEvent( UINT8 ubCallbackID, UINT32 uiOnceEveryXMinutes, UINT32 uiParam )
{
@@ -574,7 +574,7 @@ void DeleteAllStrategicEventsOfType( UINT8 ubCallbackID )
prev->next = curr->next;
else
gpEventList = curr->next;
//isolate and remove curr
temp = curr;
curr = curr->next;
@@ -603,8 +603,8 @@ void DeleteAllStrategicEvents()
gpEventList = NULL;
}
//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 or if the event wasn't deleted due to delete lock,
BOOLEAN DeleteStrategicEvent( UINT8 ubCallbackID, UINT32 uiParam )
{
@@ -652,7 +652,7 @@ BOOLEAN SaveStrategicEventsToSavedGame( HWFILE hFile )
UINT32 uiNumGameEvents=0;
STRATEGICEVENT *pTempEvent = gpEventList;
//Go through the list and determine the number of events
while( pTempEvent )
{
@@ -686,7 +686,7 @@ BOOLEAN SaveStrategicEventsToSavedGame( HWFILE hFile )
pTempEvent = pTempEvent->next;
}
return( TRUE );
}
@@ -703,7 +703,7 @@ BOOLEAN LoadStrategicEventsFromSavedGame( HWFILE hFile )
//erase the old Game Event queue
DeleteAllStrategicEvents();
//Read the number of strategic events
FileRead( hFile, &uiNumGameEvents, sizeof( UINT32 ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( UINT32 ) )
@@ -736,7 +736,7 @@ BOOLEAN LoadStrategicEventsFromSavedGame( HWFILE hFile )
// Add the new node to the list
//if its the first node,
//if its the first node,
if( cnt == 0 )
{
// assign it as the head node
@@ -783,4 +783,4 @@ void ValidateGameEvents()
return;
}
}
}
}