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
+7 -7
View File
@@ -8,7 +8,7 @@ typedef struct MAPEDGEPOINTINFO
{
UINT8 ubNumPoints;
UINT8 ubStrategicInsertionCode;
UINT16 sGridNo[ 32 ];
INT16 sGridNo[ 32 ];
}MAPEDGEPOINTINFO;
UINT16 ChooseMapEdgepoint( UINT8 ubStrategicInsertionCode );
@@ -55,10 +55,10 @@ extern UINT16 gus2ndSouthEdgepointMiddleIndex;
extern UINT16 gus2ndWestEdgepointMiddleIndex;
//This is the search code that will determine the closest map edgepoint to a given gridno and
//a strategic insertion code. You must call the begin...() first, the call SearchForClosestMapEdgepoint()
//for each soldier that is looking. After you are completely finished, call the end..(). The return value
//a strategic insertion code. You must call the begin...() first, the call SearchForClosestMapEdgepoint()
//for each soldier that is looking. After you are completely finished, call the end..(). The return value
//will return NOWHERE if the information is invalid (no edgepoint info for that particular side, or all
//spots are reserved. There are only 20 spots that can be reserved (one for each player soldier). This
//spots are reserved. There are only 20 spots that can be reserved (one for each player soldier). This
//code shouldn't be used for enemies or anybody else.
void BeginMapEdgepointSearch();
void EndMapEdgepointSearch();
@@ -66,10 +66,10 @@ INT16 SearchForClosestPrimaryMapEdgepoint( INT16 sGridNo, UINT8 ubInsertionCode
INT16 SearchForClosestSecondaryMapEdgepoint( INT16 sGridNo, UINT8 ubInsertionCode );
//There are two classes of edgepoints.
//PRIMARY : The default list of edgepoints. This list includes edgepoints that are easily accessible from the
//PRIMARY : The default list of edgepoints. This list includes edgepoints that are easily accessible from the
// strategic level.
//SECONDARY : The isolated list of edgepoints. Certain areas of the game are blocked off, but tactically traversing
// to these areas is possible. Examples would be isolated sections of Grumm or Alma, which you can't
//SECONDARY : The isolated list of edgepoints. Certain areas of the game are blocked off, but tactically traversing
// to these areas is possible. Examples would be isolated sections of Grumm or Alma, which you can't
// immediately
//
UINT8 CalcMapEdgepointClassInsertionCode( INT16 sGridNo );