TileEngine include cleanup (by Asdow).

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8953 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-03-11 20:41:44 +00:00
parent c8cb9a0d6c
commit 8822bfcb8f
45 changed files with 100 additions and 403 deletions
+8 -24
View File
@@ -6,50 +6,27 @@
#else
#include "worlddef.h"
#include "worlddat.h"
#include <stdio.h>
#include <string.h>
#include "wcheck.h"
#include "stdlib.h"
#include "time.h"
#include "video.h"
#include "debug.h"
#include "worldman.h"
#include "mousesystem.h"
#include "sys globals.h"
#include "screenids.h"
#include "Render Fun.h"
#include "font control.h"
#include "lighting.h"
#include "structure.h"
#include "vobject.h"
#include "Soldier Control.h"
#include "isometric utils.h"
#include "Interactive Tiles.h"
#include "utilities.h"
#include "overhead.h"
#include "Event Pump.h"
#include "Handle UI.h"
#include "opplist.h"
#include "shading.h"
#include "Animation Control.h"
#include "World Items.h"
#include "renderworld.h"
#include "Radar Screen.h"
#include "soldier create.h"
#include "Soldier Init List.h"
#include "Exit Grids.h"
#include "tile surface.h"
#include "rotting corpses.h"
#include "Keys.h"
#include "Map Information.h"
#include "Exit Grids.h"
#include "Summary Info.h"
#include "Animated ProgressBar.h"
#include "pathai.h"
#include "EditorBuildings.h"
#include "FileMan.h"
#include "Map Edgepoints.h"
#include "environment.h"
#include "Shade Table Util.h"
#include "Structure Wrap.h"
#include "Scheduling.h"
@@ -65,13 +42,20 @@
#include "LoadScreen.h"//dnl ch30 150909
#include "Interface Cursors.h"
#include "Simple Render Utils.h"//dnl ch54 111009
#include "Interface.h"
///ddd
#include "gamesettings.h"
#include "editscreen.h"
#include "Button Defines.h"
#include "Editor Taskbar Utils.h"
#endif
#ifdef JA2EDITOR
#include "Summary Info.h"
#include "Button Defines.h"
#include "Animation Data.h"
#endif
#define SET_MOVEMENTCOST( a, b, c, d ) ( ( gubWorldMovementCosts[ a ][ b ][ c ] < d ) ? ( gubWorldMovementCosts[ a ][ b ][ c ] = d ) : 0 );
#define FORCE_SET_MOVEMENTCOST( a, b, c, d ) ( gubWorldMovementCosts[ a ][ b ][ c ] = d )
#define SET_CURRMOVEMENTCOST( a, b ) SET_MOVEMENTCOST( usGridNo, a, 0, b )