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
+34 -31
View File
@@ -4,26 +4,25 @@
#include "builddefines.h"
#include <stdio.h>
#include <stdarg.h>
#include <time.h>
#include "sgp.h"
#include <time.h>
#include "sgp.h"
#include "gameloop.h"
#include "himage.h"
#include "vobject.h"
#include "vobject_private.h"
#include "vobject_blitters.h"
#include "wcheck.h"
#include "worlddef.h"
#include "worlddef.h"
#include "renderworld.h"
#include "input.h"
#include "font.h"
#include "font.h"
#include "screenids.h"
#include "container.h"
#include "container.h"
#include "overhead.h"
#include "Isometric Utils.h"
#include "sysutil.h"
#include "Font Control.h"
#include "Font Control.h"
#include "Radar Screen.h"
#include "Soldier Control.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "Event Pump.h"
@@ -39,6 +38,10 @@
#include "messageboxscreen.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
void BuildListFile( );
@@ -63,27 +66,27 @@ void CycleAnimations( )
if ( gAnimControl[ cnt ].ubHeight == ubStartHeight )
{
usStartAnim = ( UINT8) cnt;
EVENT_InitNewSoldierAnim( pSoldier, usStartAnim, 0 , TRUE );
pSoldier->EVENT_InitNewSoldierAnim( usStartAnim, 0 , TRUE );
return;
}
}
usStartAnim = 0;
EVENT_InitNewSoldierAnim( pSoldier, usStartAnim, 0 , TRUE );
pSoldier->EVENT_InitNewSoldierAnim( usStartAnim, 0 , TRUE );
}
UINT32 AniEditScreenInit(void)
{
{
return TRUE;
}
// The ShutdownGame function will free up/undo all things that were started in InitializeGame()
// It will also be responsible to making sure that all Gaming Engine tasks exit properly
UINT32 AniEditScreenShutdown(void)
{
{
return TRUE;
}
@@ -116,16 +119,16 @@ UINT32 AniEditScreenHandle(void)
pSoldier = MercPtrs[ gusSelectedSoldier ];
gTacticalStatus.uiFlags |= LOADING_SAVED_GAME;
EVENT_InitNewSoldierAnim( pSoldier, usStartAnim, 0 , TRUE );
pSoldier->EVENT_InitNewSoldierAnim( usStartAnim, 0 , TRUE );
BuildListFile( );
}
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
StartFrameBufferRender( );
RenderWorld( );
@@ -185,7 +188,7 @@ UINT32 AniEditScreenHandle(void)
if (DequeueEvent(&InputEvent) == TRUE)
{
if ((InputEvent.usEvent == KEY_DOWN)&&(InputEvent.usParam == ESC))
{
{
fFirstTime = TRUE;
gfAniEditMode = FALSE;
@@ -201,7 +204,7 @@ UINT32 AniEditScreenHandle(void)
fOKFiles = FALSE;
return( GAME_SCREEN );
return( GAME_SCREEN );
}
if ((InputEvent.usEvent == KEY_UP) && (InputEvent.usParam == SPACE ))
@@ -236,12 +239,12 @@ UINT32 AniEditScreenHandle(void)
usAnim = PRONE;
break;
}
EVENT_InitNewSoldierAnim( pSoldier, usAnim, 0 , TRUE );
pSoldier->EVENT_InitNewSoldierAnim( usAnim, 0 , TRUE );
}
else
{
EVENT_InitNewSoldierAnim( pSoldier, usOldState, 0 , TRUE );
pSoldier->EVENT_InitNewSoldierAnim( usOldState, 0 , TRUE );
}
fToggle = !fToggle;
@@ -253,11 +256,11 @@ UINT32 AniEditScreenHandle(void)
{
usOldState = usStartAnim;
EVENT_InitNewSoldierAnim( pSoldier, pusStates[ ubCurLoadedState ], 0 , TRUE );
pSoldier->EVENT_InitNewSoldierAnim( pusStates[ ubCurLoadedState ], 0 , TRUE );
}
else
{
EVENT_InitNewSoldierAnim( pSoldier, usOldState, 0 , TRUE );
pSoldier->EVENT_InitNewSoldierAnim( usOldState, 0 , TRUE );
}
fToggle2 = !fToggle2;
@@ -275,7 +278,7 @@ UINT32 AniEditScreenHandle(void)
ubCurLoadedState = 0;
}
EVENT_InitNewSoldierAnim( pSoldier, pusStates[ ubCurLoadedState ], 0 , TRUE );
pSoldier->EVENT_InitNewSoldierAnim( pusStates[ ubCurLoadedState ], 0 , TRUE );
}
}
@@ -292,7 +295,7 @@ UINT32 AniEditScreenHandle(void)
ubCurLoadedState = ubNumStates;
}
EVENT_InitNewSoldierAnim( pSoldier, pusStates[ ubCurLoadedState ], 0 , TRUE );
pSoldier->EVENT_InitNewSoldierAnim( pusStates[ ubCurLoadedState ], 0 , TRUE );
}
}
@@ -300,7 +303,7 @@ UINT32 AniEditScreenHandle(void)
{
// CLEAR!
usStartAnim = 0;
EVENT_InitNewSoldierAnim( pSoldier, usStartAnim, 0 , TRUE );
pSoldier->EVENT_InitNewSoldierAnim( usStartAnim, 0 , TRUE );
}
if ((InputEvent.usEvent == KEY_UP) && (InputEvent.usParam == ENTER ))
@@ -313,7 +316,7 @@ UINT32 AniEditScreenHandle(void)
{
ubStartHeight = ANIM_PRONE;
}
else
else
{
ubStartHeight = ANIM_STAND;
}
@@ -321,7 +324,7 @@ UINT32 AniEditScreenHandle(void)
}
return( ANIEDIT_SCREEN );
}
@@ -352,7 +355,7 @@ void BuildListFile( )
int cnt;
UINT16 usState;
CHAR16 zError[128];
//Verify the existance of the header text file.
infoFile = fopen( "ANITEST.DAT", "rb");
@@ -368,7 +371,7 @@ void BuildListFile( )
numEntries++;
}
fseek( infoFile, 0, SEEK_SET ); //reset header file
fseek( infoFile, 0, SEEK_SET ); //reset header file
// Allocate array
pusStates = (UINT16 *) MemAlloc( sizeof( UINT16 ) * numEntries );
@@ -401,4 +404,4 @@ void BuildListFile( )
}
}
}
}