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
+12 -12
View File
@@ -54,7 +54,7 @@ void CancelPathForCharacter( SOLDIERTYPE *pCharacter );
void CancelPathForVehicle( VEHICLETYPE *pVehicle, BOOLEAN fAlreadyReversed );
void CancelPathForGroup( GROUP *pGroup );
// check if we have waited long enought o update temp path
// check if we have waited long enought object update temp path
void DisplayThePotentialPathForHelicopter(INT16 sMapX, INT16 sMapY );
// clear out helicopter list after this sector
@@ -115,13 +115,13 @@ void CreateDestroyMilitiaPopUPRegions( void );
BOOLEAN DrawMilitiaPopUpBox( void );
//Returns true if the player knows how many enemies are in the sector if that number is greater than 0.
//Returns true if the player knows how many enemies are in the sector if that number is greater than 0.
//Returns false for all other cases.
UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
//There is a special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
//a question mark is displayed to reflect that the player no longer knows. This is the function that clears that
//There is a special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
//a question mark is displayed to reflect that the player no longer knows. This is the function that clears that
//flag.
void ClearAnySectorsFlashingNumberOfEnemies();
@@ -177,17 +177,17 @@ enum {
//#define MAP_VIEW_HEIGHT 298
// zoomed in grid sizes
#define MAP_GRID_ZOOM_X MAP_GRID_X*2
#define MAP_GRID_ZOOM_Y MAP_GRID_Y*2
#define MAP_GRID_ZOOM_X MAP_GRID_X*2
#define MAP_GRID_ZOOM_Y MAP_GRID_Y*2
// number of units wide
#define WORLD_MAP_X 18
#define WORLD_MAP_X 18
// dirty regions for the map
#define DMAP_GRID_X ( MAP_GRID_X + 1 )
#define DMAP_GRID_Y ( MAP_GRID_Y + 1 )
#define DMAP_GRID_ZOOM_X ( MAP_GRID_ZOOM_X+1)
#define DMAP_GRID_ZOOM_Y ( MAP_GRID_ZOOM_Y+1)
#define DMAP_GRID_ZOOM_X ( MAP_GRID_ZOOM_X+1)
#define DMAP_GRID_ZOOM_Y ( MAP_GRID_ZOOM_Y+1)
// Orta position on the map
@@ -200,7 +200,7 @@ enum {
// what are we showing?..teams/vehicles
// Show values
#define SHOW_TEAMMATES 1
#define SHOW_VEHICLES 2
#define SHOW_VEHICLES 2
// wait time until temp path is drawn, from placing cursor on a map grid
@@ -263,7 +263,7 @@ extern INT8 bSelectedContractChar;
extern UINT32 guiMAPCURSORS;
// has temp path for character path or helicopter been already drawn
extern BOOLEAN fTempPathAlreadyDrawn;
extern BOOLEAN fTempPathAlreadyDrawn;
// map view region clipping rect
extern SGPRect MapScreenRect;