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
+54 -53
View File
@@ -42,14 +42,14 @@ extern UINT8 NumEnemyInSector();
void HandleRPCDescription( )
void HandleRPCDescription( )
{
UINT8 ubMercsInSector[ 20 ] = { 0 };
UINT8 ubNumMercs = 0;
UINT8 ubChosenMerc;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt2;
BOOLEAN fSAMSite = FALSE;
BOOLEAN fSAMSite = FALSE;
if ( !gTacticalStatus.fCountingDownForGuideDescription )
@@ -57,27 +57,27 @@ void HandleRPCDescription( )
return;
}
// ATE: postpone if we are not in tactical
if ( guiCurrentScreen != GAME_SCREEN )
{
return;
}
// ATE: postpone if we are not in tactical
if ( guiCurrentScreen != GAME_SCREEN )
{
return;
}
if ( ( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
{
return;
}
if ( ( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
{
return;
}
// Are we a SAM site?
if ( gTacticalStatus.ubGuideDescriptionToUse == 27 ||
gTacticalStatus.ubGuideDescriptionToUse == 30 ||
gTacticalStatus.ubGuideDescriptionToUse == 32 ||
gTacticalStatus.ubGuideDescriptionToUse == 25 ||
gTacticalStatus.ubGuideDescriptionToUse == 31 )
{
fSAMSite = TRUE;
gTacticalStatus.bGuideDescriptionCountDown = 1;
}
// Are we a SAM site?
if ( gTacticalStatus.ubGuideDescriptionToUse == 27 ||
gTacticalStatus.ubGuideDescriptionToUse == 30 ||
gTacticalStatus.ubGuideDescriptionToUse == 32 ||
gTacticalStatus.ubGuideDescriptionToUse == 25 ||
gTacticalStatus.ubGuideDescriptionToUse == 31 )
{
fSAMSite = TRUE;
gTacticalStatus.bGuideDescriptionCountDown = 1;
}
// ATE; Don't do in combat
if ( ( gTacticalStatus.uiFlags & INCOMBAT ) && !fSAMSite )
@@ -95,12 +95,12 @@ void HandleRPCDescription( )
gTacticalStatus.bGuideDescriptionCountDown--;
if ( gTacticalStatus.bGuideDescriptionCountDown == 0 )
{
{
gTacticalStatus.fCountingDownForGuideDescription = FALSE;
// OK, count how many rpc guys we have....
// set up soldier ptr as first element in mercptrs list
cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt2 ]; cnt2 <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt2++,pTeamSoldier++ )
@@ -108,15 +108,15 @@ void HandleRPCDescription( )
// Add guy if he's a candidate...
if ( RPC_RECRUITED( pTeamSoldier ) )
{
if ( pTeamSoldier->bLife >= OKLIFE && pTeamSoldier->bActive &&
pTeamSoldier->sSectorX == gTacticalStatus.bGuideDescriptionSectorX && pTeamSoldier->sSectorY == gTacticalStatus.bGuideDescriptionSectorY &&
pTeamSoldier->bSectorZ == gbWorldSectorZ &&
!pTeamSoldier->fBetweenSectors )
{
if ( pTeamSoldier->ubProfile == IRA ||
pTeamSoldier->ubProfile == MIGUEL ||
pTeamSoldier->ubProfile == CARLOS ||
pTeamSoldier->ubProfile == DIMITRI )
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive &&
pTeamSoldier->sSectorX == gTacticalStatus.bGuideDescriptionSectorX && pTeamSoldier->sSectorY == gTacticalStatus.bGuideDescriptionSectorY &&
pTeamSoldier->bSectorZ == gbWorldSectorZ &&
!pTeamSoldier->flags.fBetweenSectors )
{
if ( pTeamSoldier->ubProfile == IRA ||
pTeamSoldier->ubProfile == MIGUEL ||
pTeamSoldier->ubProfile == CARLOS ||
pTeamSoldier->ubProfile == DIMITRI )
{
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt2;
ubNumMercs++;
@@ -131,17 +131,17 @@ void HandleRPCDescription( )
ubChosenMerc = (UINT8)Random( ubNumMercs );
TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], gTacticalStatus.ubGuideDescriptionToUse, DIALOGUE_SPECIAL_EVENT_USE_ALTERNATE_FILES, 0, 0 );
}
}
}
}
void HandleTacticalEndTurn( )
{
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
UINT32 uiTime;
static UINT32 uiTimeSinceLastStrategicUpdate = 0;
static UINT32 uiTimeSinceLastStrategicUpdate = 0;
// OK, Do a number of things here....
// Every few turns......
@@ -149,13 +149,13 @@ void HandleTacticalEndTurn( )
// Get time elasped
uiTime = GetWorldTotalSeconds( );
if ( ( uiTimeSinceLastStrategicUpdate - uiTime ) > 1200 )
{
if ( ( uiTimeSinceLastStrategicUpdate - uiTime ) > 1200 )
{
HandleRottingCorpses( );
//DecayTacticalMoraleModifiers();
//DecayTacticalMoraleModifiers();
uiTimeSinceLastStrategicUpdate = uiTime;
}
uiTimeSinceLastStrategicUpdate = uiTime;
}
DecayBombTimers( );
@@ -173,11 +173,11 @@ void HandleTacticalEndTurn( )
DecayRottingCorpseAIWarnings();
//Check for enemy pooling (add enemies if there happens to be more than the max in the
//current battle. If one or more slots have freed up, we can add them now.
//current battle. If one or more slots have freed up, we can add them now.
AddPossiblePendingEnemiesToBattle();
AddPossiblePendingMilitiaToBattle();
// Loop through each active team and decay public opplist...
// May want this done every few times too
NonCombatDecayPublicOpplist( uiTime );
@@ -187,8 +187,8 @@ void HandleTacticalEndTurn( )
if ( gTacticalStatus.Team[ cnt ].bMenInSector > 0 )
{
// decay team's public opplist
DecayPublicOpplist( (INT8)cnt );
}
DecayPublicOpplist( (INT8)cnt );
}
}
*/
@@ -196,13 +196,13 @@ void HandleTacticalEndTurn( )
// Loop through our own mercs:
// Check things like ( even if not in our sector )
// 1 ) All updates of breath, shock, bleeding, etc
// 2 ) Updating First AID, etc
// ( If in our sector: )
// 2 ) Updating First AID, etc
// ( If in our sector: )
// 3 ) Update things like decayed opplist, etc
// Second pass:
// Loop through all mercs in tactical engine
// If not a player merc ( ubTeam ) , do things like 1 , 2 , 3 above
// Loop through all mercs in tactical engine
// If not a player merc ( ubTeam ) , do things like 1 , 2 , 3 above
// First exit if we are not in realtime combat or realtime noncombat
@@ -213,11 +213,11 @@ void HandleTacticalEndTurn( )
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
if ( pSoldier->bActive && pSoldier->bLife > 0 && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) && !( AM_A_ROBOT( pSoldier ) ) )
{
if ( pSoldier->bActive && pSoldier->stats.bLife > 0 && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !( AM_A_ROBOT( pSoldier ) ) )
{
// Handle everything from getting breath back, to bleeding, etc
EVENT_BeginMercTurn( pSoldier, TRUE, 0 );
pSoldier->EVENT_BeginMercTurn( TRUE, 0 );
// Handle Player services
HandlePlayerServices( pSoldier );
@@ -250,8 +250,8 @@ void HandleTacticalEndTurn( )
if ( pSoldier->bTeam != gbPlayerNum )
{
// Handle everything from getting breath back, to bleeding, etc
EVENT_BeginMercTurn( pSoldier, TRUE, 0 );
pSoldier->EVENT_BeginMercTurn( TRUE, 0 );
// Handle Player services
HandlePlayerServices( pSoldier );
}
@@ -264,3 +264,4 @@ void HandleTacticalEndTurn( )
}