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
+37 -33
View File
@@ -8,10 +8,10 @@
#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 "animation control.h"
#include "tile animation.h"
@@ -32,6 +32,11 @@
#include "SaveLoadGame.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
#define NUM_LIGHT_EFFECT_SLOTS 25
@@ -85,7 +90,7 @@ void UpdateLightingSprite( LIGHTEFFECT *pLight )
// Delete old one if one exists...
if( pLight->iLight!=(-1) )
{
LightSpriteDestroy( pLight->iLight );
LightSpriteDestroy( pLight->iLight );
pLight->iLight = -1;
}
@@ -103,7 +108,7 @@ void UpdateLightingSprite( LIGHTEFFECT *pLight )
INT32 NewLightEffect( INT16 sGridNo, UINT8 ubDuration, UINT8 ubStartRadius )
{
{
LIGHTEFFECT *pLight;
INT32 iLightIndex;
@@ -120,18 +125,18 @@ INT32 NewLightEffect( INT16 sGridNo, UINT8 ubDuration, UINT8 ubStartRadius )
pLight->uiTimeOfLastUpdate = GetWorldTotalSeconds( );
pLight->ubDuration = ubDuration;
pLight->bRadius = ubStartRadius;
pLight->bRadius = ubStartRadius;
pLight->bAge = 0;
pLight->fAllocated = TRUE;
pLight->fAllocated = TRUE;
UpdateLightingSprite( pLight );
// Handle sight here....
// Handle sight here....
AllTeamsLookForAll( FALSE );
//Play the breaklight sound
// PlayJA2Sample( BREAK_LIGHT_IGNITING, RATE_11025, SoundVolume( LOWVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
// MAdd: for some reason this crashes the game!
// MAdd: for some reason this crashes the game!
return( pLight->iLight );
}
@@ -143,10 +148,10 @@ void RemoveLightEffectFromTile( INT16 sGridNo )
UINT32 cnt;
// Set to unallocated....
for ( cnt = 0; cnt < guiNumLightEffects; cnt++ )
{
for ( cnt = 0; cnt < guiNumLightEffects; cnt++ )
{
pLight = &gLightEffectData[ cnt ];
if ( pLight->fAllocated )
{
if ( pLight->sGridNo == sGridNo )
@@ -156,7 +161,7 @@ void RemoveLightEffectFromTile( INT16 sGridNo )
// Remove light....
if( pLight->iLight != (-1) )
{
LightSpriteDestroy( pLight->iLight );
LightSpriteDestroy( pLight->iLight );
}
break;
}
@@ -171,10 +176,10 @@ BOOLEAN IsLightEffectAtTile( INT16 sGridNo )
UINT32 cnt;
// Set to unallocated....
for ( cnt = 0; cnt < guiNumLightEffects; cnt++ )
{
for ( cnt = 0; cnt < guiNumLightEffects; cnt++ )
{
pLight = &gLightEffectData[ cnt ];
if ( pLight->fAllocated )
{
if ( pLight->sGridNo == sGridNo )
@@ -184,27 +189,27 @@ BOOLEAN IsLightEffectAtTile( INT16 sGridNo )
}
}
return FALSE;
return FALSE;
}
void DecayLightEffects( UINT32 uiTime )
{
LIGHTEFFECT *pLight;
UINT32 cnt, cnt2;
BOOLEAN fDelete = FALSE;
UINT16 usNumUpdates = 1;
BOOLEAN fDelete = FALSE;
UINT16 usNumUpdates = 1;
// age all active tear gas clouds, deactivate those that are just dispersing
for ( cnt = 0; cnt < guiNumLightEffects; cnt++ )
{
// age all active tear gas clouds, deactivate those that are just dispersing
for ( cnt = 0; cnt < guiNumLightEffects; cnt++ )
{
pLight = &gLightEffectData[ cnt ];
fDelete = FALSE;
if ( pLight->fAllocated )
{
// ATE: Do this every so ofte, to acheive the effect we want...
if ( ( uiTime - pLight->uiTimeOfLastUpdate ) > 10 )
if ( ( uiTime - pLight->uiTimeOfLastUpdate ) > 10 )
{
usNumUpdates = ( UINT16 ) ( ( uiTime - pLight->uiTimeOfLastUpdate ) / 10 );
@@ -246,20 +251,20 @@ void DecayLightEffects( UINT32 uiTime )
if ( fDelete )
{
pLight->fAllocated = FALSE;
pLight->fAllocated = FALSE;
if( pLight->iLight != (-1) )
{
LightSpriteDestroy( pLight->iLight );
LightSpriteDestroy( pLight->iLight );
}
}
// Handle sight here....
AllTeamsLookForAll( FALSE );
}
}
}
}
}
@@ -315,10 +320,10 @@ BOOLEAN LoadLightEffectsFromLoadGameFile( HWFILE hFile )
UINT32 uiNumBytesRead;
UINT32 uiCount;
//no longer need to load Light effects. They are now in temp files
if( guiSaveGameVersion < 76 )
//no longer need to load Light effects. They are now in temp files
if( guiCurrentSaveGameVersion < 76 )
{
memset( gLightEffectData, 0, sizeof( LIGHTEFFECT ) * NUM_LIGHT_EFFECT_SLOTS );
memset( gLightEffectData, 0, sizeof( LIGHTEFFECT ) * NUM_LIGHT_EFFECT_SLOTS );
//Load the Number of Light Effects
FileRead( hFile, &guiNumLightEffects, sizeof( UINT32 ), &uiNumBytesRead );
@@ -347,7 +352,7 @@ BOOLEAN LoadLightEffectsFromLoadGameFile( HWFILE hFile )
for(uiCount=0; uiCount < guiNumLightEffects; uiCount++)
{
if( gLightEffectData[uiCount].fAllocated )
UpdateLightingSprite( &( gLightEffectData[uiCount] ) );
UpdateLightingSprite( &( gLightEffectData[uiCount] ) );
}
}
@@ -440,7 +445,6 @@ BOOLEAN LoadLightEffectsFromMapTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
UINT32 uiCount;
UINT32 uiCnt=0;
HWFILE hFile;
UINT32 uiNumBytesWritten=0;
CHAR8 zMapName[ 128 ];
GetMapTempFileName( SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS, zMapName, sMapX, sMapY, bMapZ );
@@ -482,7 +486,7 @@ BOOLEAN LoadLightEffectsFromMapTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
for(uiCount=0; uiCount < guiNumLightEffects; uiCount++)
{
if( gLightEffectData[uiCount].fAllocated )
UpdateLightingSprite( &( gLightEffectData[uiCount] ) );
UpdateLightingSprite( &( gLightEffectData[uiCount] ) );
}
FileClose( hFile );