HAM5.5b2 merged in!

Notes:
-There may still be bugs!! (In fact, I almost guarantee it -- there's
-Ammo box code added to HR's crate code
-Splitting a crate/box also automatically refills half empty magazines
-new pathing arrows for map screen not included
-code for scouts to know where enemies are going doesn't appear to work... but i'm not sure it was completed.
-lots of gobledy gook (chinese?) comments turned back to english
-also added Bob's popups
-other languages besides english still need to have there language.cpp files updated with array changes
-AI enhancements by Warmsteel (reloading, suppression, roaming, avoiding gas, and other fixes)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5181 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2012-04-10 23:45:46 +00:00
parent ab3412e5ed
commit c845f9f117
72 changed files with 10737 additions and 2362 deletions
+44
View File
@@ -169,6 +169,19 @@ public:
OBJECTTYPE ItemPointerInfo;
};
// HEADROCK HAM 5: Enums for big-item display attachment asterisks.
enum
{
ATTACHMENT_NONE,
ATTACHMENT_GENERAL,
ATTACHMENT_GL,
ATTACHMENT_RECOILREDUCTION,
ATTACHMENT_OPTICAL,
};
// HEADROCK HAM 5: Asterisks for use with big item images
extern UINT32 guiAttachmentAsterisks;
// Itempickup stuff
BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT32 sGridNo, ITEM_POOL *pItemPool, INT16 sScreenX, INT16 sScreenY, INT8 bZLevel );
void RenderItemPickupMenu( );
@@ -211,6 +224,8 @@ BOOLEAN HandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, INT8 bInvPos, BOOLEAN fOn
void RenderBulletIcon(OBJECTTYPE *pObject, UINT32 ubStatusIndex = 0);
void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObject, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, UINT8 fDirtyLevel, UINT8 *pubHighlightCounter, UINT8 ubStatusIndex, BOOLEAN fOutline, INT16 sOutlineColor, UINT8 iter = 0 );
// HEADROCK HAM 5: Drawing a large item pic with extra data.
void MAPINVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObject, UINT32 uiItemGraphicNum, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, BOOLEAN fOutline, INT16 sOutlineColor );
// CHRISL: Add a new function that will be used to render a pocket silhouette
void INVRenderSilhouette( UINT32 uiBugger, INT16 PocketIndex, INT16 SilIndex, INT16 sX, INT16 sY, INT16 sWideth, INT16 sHeight);
// CHRISL: New function to handle display of inventory quantities based on item current in cursor
@@ -313,7 +328,36 @@ extern INT32 giActiveAttachmentPopup; // the attachment popup to display in maps
extern POPUP* gEquipPopups[NUM_INV_SLOTS]; // popup list for attachment slots
extern INT32 giActiveEquipPopup; // the attachment popup to display in mapscreen
// HEADROCK HAM 5: Item Transformation Popup
extern POPUP* gItemDescTransformPopup;
extern BOOLEAN gfItemDescTransformPopupInitialized;
extern BOOLEAN gfItemDescTransformPopupVisible;
// BOB : duh...
void DoAttachment( UINT8 subObject, INT32 iItemPos );
// THE_BOB (AKA BOB): ammo box/mag popups
void PocketPopupFull( SOLDIERTYPE *pSoldier, INT16 sPocket ); // displays all suported options
void PocketPopupDefault( SOLDIERTYPE *pSoldier, INT16 sPocket ); // displays only pocket-specific (predefined) options
POPUP * createPopupForPocket( SOLDIERTYPE *pSoldier, INT16 sPocket ); // creates a popup positioned next to the pocket
// THE_BOB
extern UINT16 gsPocketUnderCursor;
void addArmorToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addLBEToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addWeaponsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addWeaponGroupsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addGrenadesToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addBombsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addFaceGearToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addRifleGrenadesToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addRocketAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addMiscToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addKitsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
#endif