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
+17 -18
View File
@@ -3,13 +3,12 @@
#include <string.h>
#include <stdio.h>
//#include "container.h"
#include "Soldier Control.h"
#include "overhead types.h"
#include "soldier find.h"
#define ADD_SOLDIER_NO_PROFILE_ID 200
#define MAX_REALTIME_SPEED_VAL 10
#define MAX_REALTIME_SPEED_VAL 10
/*
enum
@@ -45,7 +44,7 @@ typedef struct
{
UINT8 bFirstID;
UINT8 bLastID;
COLORVAL RadarColor;
COLORVAL RadarColor;
INT8 bSide;
INT8 bMenInSector;
UINT8 ubLastMercToRadio;
@@ -143,7 +142,7 @@ typedef struct
BOOLEAN ubItemsSeenOnAttackSoldier;
BOOLEAN fBeenInCombatOnce;
BOOLEAN fSaidCreatureSmellQuote;
UINT16 usItemsSeenOnAttackGridNo;
INT16 sItemsSeenOnAttackGridNo;
BOOLEAN fLockItemLocators;
UINT8 ubLastQuoteSaid;
UINT8 ubLastQuoteProfileNUm;
@@ -174,14 +173,14 @@ typedef struct
INT8 bGuideDescriptionSectorX;
INT8 bGuideDescriptionSectorY;
INT8 fEnemyFlags;
BOOLEAN fAutoBandagePending;
BOOLEAN fHasEnteredCombatModeSinceEntering;
BOOLEAN fDontAddNewCrows;
UINT8 ubMorePadding;
UINT16 sCreatureTenseQuoteDelay;
UINT32 uiCreatureTenseQuoteLastUpdate;
BOOLEAN fAutoBandagePending;
BOOLEAN fHasEnteredCombatModeSinceEntering;
BOOLEAN fDontAddNewCrows;
UINT8 ubMorePadding;
UINT16 sCreatureTenseQuoteDelay;
UINT32 uiCreatureTenseQuoteLastUpdate;
// PADDING GONE!!!!!
// PADDING GONE!!!!!
} TacticalStatusType;
@@ -198,7 +197,7 @@ extern CHAR8 gzDirectionStr[][ 30 ];
// TEMP FOR E3
extern UINT8 gubCurrentScene;
extern CHAR8 *GetSceneFilename( );
extern CHAR8 *GetSceneFilename( );
extern INT8 ubLevelMoveLink[ 10 ];
// Soldier List used for all soldier overhead interaction
@@ -233,7 +232,7 @@ extern BOOLEAN FlatRoofAboveGridNo( INT32 iMapIndex );
BOOLEAN ExecuteOverhead( );
BOOLEAN ResetAllAnimationCache( );
BOOLEAN ResetAllAnimationCache( );
void EndTurn( );
void EndTurn( UINT8 ubNextTeam );
@@ -241,12 +240,12 @@ void EndTurn( UINT8 ubNextTeam );
void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode );
void EndTacticalDemo( );
void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect );
void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect );
//Kaiden: Function declaration from UB to reveal all items after combat.
void RevealAllDroppedEnemyItems();
void LocateGridNo( UINT16 sGridNo );
void LocateGridNo( INT16 sGridNo );
void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator);
void BeginTeamTurn( UINT8 ubTeam );
@@ -268,7 +267,7 @@ void StopMercAnimation( BOOLEAN fStop );
UINT32 EnterTacticalDemoMode();
BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, UINT16 usMapPos );
BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT16 sMapPos );
INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor );
INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor );
@@ -285,7 +284,7 @@ BOOLEAN IsValidTargetMerc( UINT8 ubSoldierID );
INT32 GetFreeMercSlot(void);
void RecountMercSlots(void);
INT32 AddMercSlot( SOLDIERTYPE *pSoldier );
BOOLEAN RemoveMercSlot( SOLDIERTYPE *pSoldier );
BOOLEAN RemoveMercSlot( SOLDIERTYPE *pSoldier );
INT32 AddAwaySlot( SOLDIERTYPE *pSoldier );
BOOLEAN RemoveAwaySlot( SOLDIERTYPE *pSoldier );
@@ -308,7 +307,7 @@ SOLDIERTYPE * FreeUpAttacker( );
BOOLEAN PlayerTeamFull( );
void SetActionToDoOnceMercsGetToLocation( UINT8 ubActionCode, INT8 bNumMercsWaiting, UINT32 uiData1, UINT32 uiData2, UINT32 uiData3 );
void SetActionToDoOnceMercsGetToLocation( UINT8 ubActionCode, INT8 bNumMercsWaiting, UINT32 uiData1, UINT32 uiData2, UINT32 uiData3 );
void ResetAllMercSpeeds( );