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
+27 -21
View File
@@ -7,10 +7,10 @@
#include "wcheck.h"
#include "stdlib.h"
#include "debug.h"
#include "soldier control.h"
//#include "soldier control.h"
#include "weapons.h"
#include "handle items.h"
#include "worlddef.h"
#include "worlddef.h"
#include "worldman.h"
#include "rotting corpses.h"
#include "tile cache.h"
@@ -22,7 +22,7 @@
#include "renderworld.h"
#include "tile animation.h"
#include "merc entering.h"
#include "sound control.h"
#include "Sound Control.h"
#include "strategic.h"
#include "strategicmap.h"
#include "Handle UI.h"
@@ -40,6 +40,11 @@
#include "Music Control.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
#define MAX_MERC_IN_HELI 20
#define MAX_HELI_SCRIPT 30
#define ME_SCRIPT_DELAY 100
@@ -156,7 +161,7 @@ UINT8 ubHeliScripts[ NUM_HELI_STATES ][ MAX_HELI_SCRIPT ] =
HELI_MOVEY,
HELI_MOVEY,
HELI_GOTO_BEGINDROP,
// HELI_BEGIN_DROP
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
@@ -230,7 +235,7 @@ UINT8 ubHeliScripts[ NUM_HELI_STATES ][ MAX_HELI_SCRIPT ] =
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_DOWN,
HELI_GOTO_DROP,
// HELI END DROP
HELI_MOVE_UP,
HELI_MOVE_UP,
@@ -464,10 +469,10 @@ void HandleHeliDrop( )
if ( _KeyDown( ESC ) )
{
// Loop through all mercs not yet placed
// Loop through all mercs not yet placed
for ( cnt = gbCurDrop; cnt < gbNumHeliSeatsOccupied; cnt++ )
{
// Add merc to sector
// Add merc to sector
MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
UpdateMercInSector( MercPtrs[ gusHeliSeats[ cnt ] ], 9, 1, 0 );
@@ -481,7 +486,7 @@ void HandleHeliDrop( )
// Remove heli
DeleteAniTile( gpHeli );
RebuildCurrentSquad( );
RebuildCurrentSquad( );
// Remove sound
if( uiSoundSample!=NO_SAMPLE )
@@ -500,7 +505,7 @@ void HandleHeliDrop( )
SelectSoldier( gusHeliSeats[ 0 ], FALSE, TRUE );
//guiCurrentEvent = LU_ENDUILOCK;
//gCurrentUIMode = LOCKUI_MODE;
//gCurrentUIMode = LOCKUI_MODE;
guiPendingOverrideEvent = LU_ENDUILOCK;
//UIHandleLUIEndLock( NULL );
@@ -512,8 +517,8 @@ void HandleHeliDrop( )
gfIgnoreScrolling = TRUE;
uiClock = GetJA2Clock( );
if ( ( uiClock - guiHeliLastUpdate ) > ME_SCRIPT_DELAY )
if ( ( uiClock - guiHeliLastUpdate ) > ME_SCRIPT_DELAY )
{
guiHeliLastUpdate = uiClock;
@@ -553,7 +558,7 @@ void HandleHeliDrop( )
UnLockPauseState();
UnPauseGame();
RebuildCurrentSquad( );
RebuildCurrentSquad( );
HandleFirstHeliDropOfGame( );
}
@@ -568,7 +573,7 @@ void HandleHeliDrop( )
UnLockPauseState();
UnPauseGame();
RebuildCurrentSquad( );
RebuildCurrentSquad( );
HandleFirstHeliDropOfGame( );
}
@@ -578,7 +583,7 @@ void HandleHeliDrop( )
{
return;
}
ubScriptCode = ubHeliScripts[ gubHeliState ][ gsHeliScript ];
// Switch on mode...
@@ -600,7 +605,7 @@ void HandleHeliDrop( )
{
//sWorldX = CenterX( gsGridNoSweetSpot );
//sWorldY = CenterY( gsGridNoSweetSpot );
EVENT_InitNewSoldierAnim( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], HELIDROP, 0 , FALSE );
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->EVENT_InitNewSoldierAnim( HELIDROP, 0 , FALSE );
// Change insertion code
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
@@ -612,7 +617,7 @@ void HandleHeliDrop( )
if ( gfFirstGuyDown )
{
gfFirstGuyDown = FALSE;
SetCurrentSquad( MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->bAssignment, TRUE );
SetCurrentSquad( MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->bAssignment, TRUE );
}
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->name );
@@ -632,7 +637,7 @@ void HandleHeliDrop( )
if ( gbExitCount == 1 )
{
// Goto leave
// Goto leave
gsHeliScript = -1;
gubHeliState = HELI_ENDDROP;
@@ -743,7 +748,7 @@ void HandleHeliDrop( )
gdHeliZPos = 0;
gsHeliScript = 0;
gbExitCount = 0;
gubHeliState = HELI_APPROACH;
gubHeliState = HELI_APPROACH;
gbHeliRound++;
// Ahh, but still delete the heli!
@@ -808,15 +813,16 @@ void HandleFirstHeliDropOfGame( )
SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE );
// Start music
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
gfFirstHeliRun = FALSE;
}
// Send message to turn on ai again....
CharacterDialogueWithSpecialEvent( 0, 0, 0 , DIALOGUE_TACTICAL_UI , FALSE , FALSE , DIALOGUE_SPECIAL_EVENT_ENABLE_AI ,0, 0 );
CharacterDialogueWithSpecialEvent( 0, 0, 0 , DIALOGUE_TACTICAL_UI , FALSE , FALSE , DIALOGUE_SPECIAL_EVENT_ENABLE_AI ,0, 0 );
}