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
+11 -11
View File
@@ -25,8 +25,8 @@ enum CreatureCalls
NUM_CREATURE_CALLS
} ;
#define DONTFORCE 0
#define FORCE 1
#define DONTFORCE 0
#define FORCE 1
// ANY NEW ACTIONS ADDED - UPDATE OVERHEAD.C ARRAY WITH ACTION'S STRING VALUE
#define FIRST_MOVEMENT_ACTION AI_ACTION_RANDOM_PATROL
@@ -81,7 +81,7 @@ typedef enum
AI_ACTION_WAIT, // RT: don't do anything for a certain length of time
AI_ACTION_PENDING_ACTION, // RT: wait for pending action (pickup, door open, etc) to finish
AI_ACTION_DROP_ITEM, // duh
AI_ACTION_COWER, // for civilians: cower in fear and stay there!
AI_ACTION_COWER, // for civilians: cower in fear and stay there!
AI_ACTION_STOP_COWERING, // stop cowering
AI_ACTION_OPEN_OR_CLOSE_DOOR, // schedule-provoked; open or close door
@@ -131,12 +131,12 @@ enum QuoteActionType
#define IS_NEW_SITUATION 2
#define DIFF_ENEMY_EQUIP_MOD 0
#define DIFF_ENEMY_TO_HIT_MOD 1
#define DIFF_ENEMY_INTERRUPT_MOD 2
#define DIFF_RADIO_RED_ALERT 3
#define DIFF_MAX_COVER_RANGE 4
#define MAX_DIFF_PARMS 5 // how many different difficulty variables?
#define DIFF_ENEMY_EQUIP_MOD 0
#define DIFF_ENEMY_TO_HIT_MOD 1
#define DIFF_ENEMY_INTERRUPT_MOD 2
#define DIFF_RADIO_RED_ALERT 3
#define DIFF_MAX_COVER_RANGE 4
#define MAX_DIFF_PARMS 5 // how many different difficulty variables?
extern INT8 gbDiff[MAX_DIFF_PARMS][5];
@@ -171,7 +171,7 @@ INT16 DistanceToClosestFriend( SOLDIERTYPE * pSoldier );
void EndAIDeadlock(void);
void EndAIGuysTurn( SOLDIERTYPE *pSoldier );
INT8 ExecuteAction(SOLDIERTYPE *pSoldier);
INT8 ExecuteAction(SOLDIERTYPE *pSoldier);
INT16 FindAdjacentSpotBeside(SOLDIERTYPE *pSoldier, INT16 sGridno);
INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *pPercentBetter);
@@ -179,7 +179,7 @@ INT16 FindClosestDoor( SOLDIERTYPE * pSoldier );
INT16 FindNearbyPointOnEdgeOfMap( SOLDIERTYPE * pSoldier, INT8 * pbDirection );
INT16 FindNearestEdgePoint( INT16 sGridNo );
//Kris: Added these as I need specific searches on certain sides.
//Kris: Added these as I need specific searches on certain sides.
enum
{
NORTH_EDGEPOINT_SEARCH,