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
+28 -28
View File
@@ -37,7 +37,7 @@
// GLOBAL FOR FACES LISTING
BULLET gBullets[ NUM_BULLET_SLOTS ];
UINT32 guiNumBullets = 0;
UINT32 guiNumBullets = 0;
BOOLEAN fTracer = FALSE;
@@ -103,7 +103,7 @@ INT32 CreateBullet( UINT8 ubFirerID, BOOLEAN fFake, UINT16 usFlags,UINT16 fromIt
pBullet->fReal = TRUE;
// gBullets[ iBullet ].pFirer->bBulletsLeft++;
gTacticalStatus.ubAttackBusyCount++;
DebugAttackBusy( String( "Creating a new bullet for %d. ABC now %d\n", ubFirerID, gTacticalStatus.ubAttackBusyCount) );
DebugAttackBusy( String( "Creating a new bullet for %d. ABC now %d\n", ubFirerID, gTacticalStatus.ubAttackBusyCount) );
}
return( iBulletIndex );
@@ -142,7 +142,7 @@ void HandleBulletSpecialFlags( INT32 iBulletIndex )
else if ( pBullet->usFlags & ( BULLET_FLAG_KNIFE ) )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\KNIFING.STI" );
pBullet->ubItemStatus = pBullet->pFirer->inv[ HANDPOS ].ItemData.Generic.bStatus[0];
pBullet->ubItemStatus = pBullet->pFirer->inv[ HANDPOS ][0]->data.objectStatus;
}
// Get direction to use for this guy....
@@ -159,7 +159,7 @@ void HandleBulletSpecialFlags( INT32 iBulletIndex )
if ( pBullet->usFlags & ( BULLET_FLAG_KNIFE ) )
{
AniParams.ubLevelID = ANI_SHADOW_LEVEL;
AniParams.sZ = 0;
AniParams.sZ = 0;
pBullet->pShadowAniTile = CreateAnimationTile( &AniParams );
}
@@ -173,7 +173,7 @@ void RemoveBullet( INT32 iBullet )
CHECKV( iBullet < NUM_BULLET_SLOTS );
// decrease soldier's bullet count
if (gBullets[ iBullet ].fReal)
{
// set to be deleted at next update
@@ -182,7 +182,7 @@ void RemoveBullet( INT32 iBullet )
// decrement reference to bullet in the firer
// gBullets[ iBullet ].pFirer->bBulletsLeft--;
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Ending bullet, bullets left %d", gBullets[ iBullet ].pFirer->bBulletsLeft ) );
// DebugAttackBusy( String( "Deleting a bullet for %d. Total count now %d\n", gBullets[ iBullet].ubFirerID, gBullets[ iBullet ].pFirer->bBulletsLeft) );
// DebugAttackBusy( String( "Deleting a bullet for %d. Total count now %d\n", gBullets[ iBullet].ubFirerID, gBullets[ iBullet ].pFirer->bBulletsLeft) );
// Nah, just decrement the attack busy count and be done with it
DebugAttackBusy( String( "Deleting a bullet for %d.\n", gBullets[ iBullet].ubFirerID ) );
ReduceAttackBusyCount( );
@@ -219,24 +219,24 @@ void LocateBullet( INT32 iBulletIndex )
{
if ( gGameSettings.fOptions[ TOPTION_SHOW_MISSES ] )
{
// Check if a bad guy fired!
if ( gBullets[ iBulletIndex ].ubFirerID != NOBODY )
{
if ( MercPtrs[ gBullets[ iBulletIndex ].ubFirerID ]->bSide == gbPlayerNum )
{
if ( !gBullets[ iBulletIndex ].fLocated )
{
gBullets[ iBulletIndex ].fLocated = TRUE;
// Check if a bad guy fired!
if ( gBullets[ iBulletIndex ].ubFirerID != NOBODY )
{
if ( MercPtrs[ gBullets[ iBulletIndex ].ubFirerID ]->bSide == gbPlayerNum )
{
if ( !gBullets[ iBulletIndex ].fLocated )
{
gBullets[ iBulletIndex ].fLocated = TRUE;
//Only if we are in turnbased and noncombat
if ( gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT) )
{
LocateGridNo( (INT16)gBullets[ iBulletIndex ].sGridNo );
}
}
}
}
}
//Only if we are in turnbased and noncombat
if ( gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT) )
{
LocateGridNo( (INT16)gBullets[ iBulletIndex ].sGridNo );
}
}
}
}
}
}
@@ -299,7 +299,7 @@ void UpdateBullets( )
{
gBullets[ uiCount ].pAniTile->sRelativeX = (INT16) FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrX );
gBullets[ uiCount ].pAniTile->sRelativeY = (INT16) FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrY );
gBullets[ uiCount ].pAniTile->pLevelNode->sRelativeZ = (INT16) CONVERT_HEIGHTUNITS_TO_PIXELS( FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrZ ) );
gBullets[ uiCount ].pAniTile->pLevelNode->sRelativeZ = (INT16) CONVERT_HEIGHTUNITS_TO_PIXELS( FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrZ ) );
if ( gBullets[ uiCount ].usFlags & ( BULLET_FLAG_KNIFE ) )
{
@@ -346,14 +346,14 @@ void UpdateBullets( )
}
}
}
else
else
{
if ( gBullets[ uiCount ].fToDelete )
{
gBullets[ uiCount ].fAllocated = FALSE;
fDeletedSome = TRUE;
}
}
}
}
}
@@ -454,7 +454,7 @@ void AddMissileTrail( BULLET *pBullet, FIXEDPT qCurrX, FIXEDPT qCurrY, FIXEDPT q
LightSpritePosition( pBullet->pAniTile->lightSprite, (INT16)(sXPos/CELL_X_SIZE), (INT16)(sYPos/CELL_Y_SIZE));
#if 0
if ( pBullet->pFirer->bLevel > 0 ) // if firer on roof then
if ( pBullet->pFirer->pathing.bLevel > 0 ) // if firer on roof then
{
if ( FindBuilding(AniParams.sGridNo) != NULL ) // if this spot is still within the building's grid area
{
@@ -539,7 +539,7 @@ BOOLEAN LoadBulletStructureFromSavedGameFile( HWFILE hFile )
return( FALSE );
}
//Set some parameters
//Set some parameters
gBullets[usCnt].uiLastUpdate = 0;
if( gBullets[usCnt].ubFirerID != NOBODY )
gBullets[usCnt].pFirer = &Menptr[ gBullets[usCnt].ubFirerID ];