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
+40 -40
View File
@@ -16,9 +16,9 @@
#endif
UINT8 gubNumUIPlannedMoves = 0;
SOLDIERTYPE *gpUIPlannedSoldier = NULL;
SOLDIERTYPE *gpUIPlannedSoldier = NULL;
SOLDIERTYPE *gpUIStartPlannedSoldier = NULL;
BOOLEAN gfInUIPlanMode = FALSE;
BOOLEAN gfInUIPlanMode = FALSE;
void SelectPausedFireAnimation( SOLDIERTYPE *pSoldier );
@@ -29,16 +29,16 @@ BOOLEAN BeginUIPlan( SOLDIERTYPE *pSoldier )
gubNumUIPlannedMoves = 0;
gpUIPlannedSoldier = pSoldier;
gpUIStartPlannedSoldier = pSoldier;
gfInUIPlanMode = TRUE;
gfInUIPlanMode = TRUE;
gfPlotNewMovement = TRUE;
gfPlotNewMovement = TRUE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Entering Planning Mode" );
return( TRUE );
}
BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
BOOLEAN AddUIPlan( INT16 sGridNo, UINT8 ubPlanID )
{
SOLDIERTYPE *pPlanSoldier;
INT16 sXPos, sYPos;
@@ -49,7 +49,7 @@ BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
UINT8 ubNewIndex;
// Depeding on stance and direction facing, add guy!
// If we have a planned action here, ignore!
@@ -63,16 +63,16 @@ BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
if ( ubPlanID == UIPLAN_ACTION_MOVETO )
{
// Calculate cost to move here
sAPCost = PlotPath( gpUIPlannedSoldier, sGridNo, COPYROUTE, NO_PLOT, TEMPORARY, (UINT16) gpUIPlannedSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, gpUIPlannedSoldier->bActionPoints );
sAPCost = PlotPath( gpUIPlannedSoldier, sGridNo, COPYROUTE, NO_PLOT, TEMPORARY, (UINT16) gpUIPlannedSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, gpUIPlannedSoldier->bActionPoints );
// Adjust for running if we are not already running
if ( gpUIPlannedSoldier->usUIMovementMode == RUNNING )
if ( gpUIPlannedSoldier->usUIMovementMode == RUNNING )
{
sAPCost += AP_START_RUN_COST;
}
if ( EnoughPoints( gpUIPlannedSoldier, sAPCost, 0, FALSE ) )
{
memset( &MercCreateStruct, 0, sizeof( MercCreateStruct ) );
MercCreateStruct.initialize();
MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
MercCreateStruct.ubProfile = NO_PROFILE;
MercCreateStruct.fPlayerPlan = TRUE;
@@ -81,7 +81,7 @@ BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
// Get Grid Corrdinates of mouse
if ( TacticalCreateSoldier( &MercCreateStruct, &ubNewIndex ) )
{
{
// Get pointer to soldier
GetSoldier( &pPlanSoldier, (UINT16)ubNewIndex );
@@ -92,17 +92,17 @@ BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
// Set ones we don't know about but do now back to old ( ie no new guys )
for (iLoop = 0; iLoop < MAX_NUM_SOLDIERS; iLoop++ )
{
if ( gpUIPlannedSoldier->bOppList[ iLoop ] < 0 )
if ( gpUIPlannedSoldier->aiData.bOppList[ iLoop ] < 0 )
{
pPlanSoldier->bOppList[ iLoop ] = gpUIPlannedSoldier->bOppList[ iLoop ];
pPlanSoldier->aiData.bOppList[ iLoop ] = gpUIPlannedSoldier->aiData.bOppList[ iLoop ];
}
}
// Get XY from Gridno
ConvertGridNoToCenterCellXY( sGridNo, &sXPos, &sYPos );
EVENT_SetSoldierPosition( pPlanSoldier, sXPos, sYPos );
EVENT_SetSoldierDestination( pPlanSoldier, (UINT8) sGridNo ); // Hopefully this code is never used anymore because the second param is now direction, not grid
pPlanSoldier->EVENT_SetSoldierPosition( sXPos, sYPos );
pPlanSoldier->EVENT_SetSoldierDestination( (UINT8) sGridNo ); // Hopefully this code is never used anymore because the second param is now direction, not grid
pPlanSoldier->bVisible = 1;
pPlanSoldier->usUIMovementMode = gpUIPlannedSoldier->usUIMovementMode;
@@ -112,15 +112,15 @@ BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
pPlanSoldier->ubPlannedUIAPCost = (UINT8)pPlanSoldier->bActionPoints;
// Get direction
bDirection = (INT8)gpUIPlannedSoldier->usPathingData[ gpUIPlannedSoldier->usPathDataSize - 1 ];
bDirection = (INT8)gpUIPlannedSoldier->pathing.usPathingData[ gpUIPlannedSoldier->pathing.usPathDataSize - 1 ];
// Set direction
pPlanSoldier->ubDirection = bDirection;
pPlanSoldier->bDesiredDirection = bDirection;
pPlanSoldier->pathing.bDesiredDirection = bDirection;
// Set walking animation
ChangeSoldierState( pPlanSoldier, pPlanSoldier->usUIMovementMode, 0, FALSE );
pPlanSoldier->ChangeSoldierState( pPlanSoldier->usUIMovementMode, 0, FALSE );
// Change selected soldier
gusSelectedSoldier = (UINT16)pPlanSoldier->ubID;
@@ -129,7 +129,7 @@ BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
gubNumUIPlannedMoves++;
gfPlotNewMovement = TRUE;
gfPlotNewMovement = TRUE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Adding Merc Move to Plan" );
@@ -142,7 +142,7 @@ BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
}
else if ( ubPlanID == UIPLAN_ACTION_FIRE )
{
sAPCost = CalcTotalAPsToAttack( gpUIPlannedSoldier, sGridNo, TRUE, (INT8)(gpUIPlannedSoldier->bShownAimTime ) );
sAPCost = CalcTotalAPsToAttack( gpUIPlannedSoldier, sGridNo, TRUE, (INT8)(gpUIPlannedSoldier->aiData.bShownAimTime ) );
// Get XY from Gridno
ConvertGridNoToCenterCellXY( sGridNo, &sXPos, &sYPos );
@@ -154,7 +154,7 @@ BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
// CHECK IF WE ARE A PLANNED SOLDIER OR NOT< IF SO< CREATE!
if ( gpUIPlannedSoldier->ubID < MAX_NUM_SOLDIERS )
{
memset( &MercCreateStruct, 0, sizeof( MercCreateStruct ) );
MercCreateStruct.initialize();
MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
MercCreateStruct.ubProfile = NO_PROFILE;
MercCreateStruct.fPlayerPlan = TRUE;
@@ -163,7 +163,7 @@ BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
// Get Grid Corrdinates of mouse
if ( TacticalCreateSoldier( &MercCreateStruct, &ubNewIndex ) )
{
{
// Get pointer to soldier
GetSoldier( &pPlanSoldier, (UINT16)ubNewIndex );
@@ -174,14 +174,14 @@ BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
// Set ones we don't know about but do now back to old ( ie no new guys )
for (iLoop = 0; iLoop < MAX_NUM_SOLDIERS; iLoop++ )
{
if ( gpUIPlannedSoldier->bOppList[ iLoop ] < 0 )
if ( gpUIPlannedSoldier->aiData.bOppList[ iLoop ] < 0 )
{
pPlanSoldier->bOppList[ iLoop ] = gpUIPlannedSoldier->bOppList[ iLoop ];
pPlanSoldier->aiData.bOppList[ iLoop ] = gpUIPlannedSoldier->aiData.bOppList[ iLoop ];
}
}
EVENT_SetSoldierPosition( pPlanSoldier, gpUIPlannedSoldier->dXPos, gpUIPlannedSoldier->dYPos );
EVENT_SetSoldierDestination( pPlanSoldier, (UINT8) gpUIPlannedSoldier->sGridNo );
pPlanSoldier->EVENT_SetSoldierPosition( gpUIPlannedSoldier->dXPos, gpUIPlannedSoldier->dYPos );
pPlanSoldier->EVENT_SetSoldierDestination( (UINT8) gpUIPlannedSoldier->sGridNo );
pPlanSoldier->bVisible = 1;
pPlanSoldier->usUIMovementMode = gpUIPlannedSoldier->usUIMovementMode;
@@ -191,15 +191,15 @@ BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
pPlanSoldier->ubPlannedUIAPCost = (UINT8)pPlanSoldier->bActionPoints;
// Get direction
bDirection = (INT8)gpUIPlannedSoldier->usPathingData[ gpUIPlannedSoldier->usPathDataSize - 1 ];
bDirection = (INT8)gpUIPlannedSoldier->pathing.usPathingData[ gpUIPlannedSoldier->pathing.usPathDataSize - 1 ];
// Set direction
pPlanSoldier->ubDirection = bDirection;
pPlanSoldier->bDesiredDirection = bDirection;
pPlanSoldier->pathing.bDesiredDirection = bDirection;
// Set walking animation
ChangeSoldierState( pPlanSoldier, pPlanSoldier->usUIMovementMode, 0, FALSE );
pPlanSoldier->ChangeSoldierState( pPlanSoldier->usUIMovementMode, 0, FALSE );
// Change selected soldier
gusSelectedSoldier = (UINT16)pPlanSoldier->ubID;
@@ -217,11 +217,11 @@ BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
gpUIPlannedSoldier->ubPlannedUIAPCost = (UINT8)gpUIPlannedSoldier->bActionPoints;
// Get direction from gridno
bDirection = (INT8)GetDirectionFromGridNo( sGridNo, gpUIPlannedSoldier );
bDirection = GetDirectionFromGridNo( sGridNo, gpUIPlannedSoldier );
// Set direction
gpUIPlannedSoldier->ubDirection = bDirection;
gpUIPlannedSoldier->bDesiredDirection = bDirection;
gpUIPlannedSoldier->pathing.bDesiredDirection = bDirection;
// Set to shooting animation
SelectPausedFireAnimation( gpUIPlannedSoldier );
@@ -241,7 +241,7 @@ BOOLEAN AddUIPlan( UINT16 sGridNo, UINT8 ubPlanID )
}
void EndUIPlan( )
void EndUIPlan( )
{
int cnt;
SOLDIERTYPE *pSoldier;
@@ -262,10 +262,10 @@ void EndUIPlan( )
}
gfInUIPlanMode = FALSE;
gusSelectedSoldier = gpUIStartPlannedSoldier->ubID;
gfInUIPlanMode = FALSE;
gusSelectedSoldier = gpUIStartPlannedSoldier->ubID;
gfPlotNewMovement = TRUE;
gfPlotNewMovement = TRUE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Leaving Planning Mode" );
@@ -287,20 +287,20 @@ void SelectPausedFireAnimation( SOLDIERTYPE *pSoldier )
if ( pSoldier->bDoBurst > 0 )
{
ChangeSoldierState( pSoldier, STANDING_BURST, 2 , FALSE );
pSoldier->ChangeSoldierState( STANDING_BURST, 2 , FALSE );
}
else
{
ChangeSoldierState( pSoldier, SHOOT_RIFLE_STAND, 2 , FALSE );
pSoldier->ChangeSoldierState( SHOOT_RIFLE_STAND, 2 , FALSE );
}
break;
case ANIM_PRONE:
ChangeSoldierState( pSoldier, SHOOT_RIFLE_PRONE, 2 , FALSE );
pSoldier->ChangeSoldierState( SHOOT_RIFLE_PRONE, 2 , FALSE );
break;
case ANIM_CROUCH:
ChangeSoldierState( pSoldier, SHOOT_RIFLE_CROUCH, 2 , FALSE );
pSoldier->ChangeSoldierState( SHOOT_RIFLE_CROUCH, 2 , FALSE );
break;
}