/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/ |
H A D | Soldier_Tile.cc | 172 …if (PlotPath(pSoldier, pSoldier->sFinalDestination, NO_COPYROUTE, NO_PLOT, pSoldier->usUIMovementM… in TileIsClear() 493 …Path( pSoldier, sCheckGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, fFlags ); in HandleNextTileWaiting() 513 …pSoldier, sCheckGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, PATH_IGNORE_PE… in HandleNextTileWaiting()
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H A D | Handle_UI.cc | 3088 …sAPCost += UIPlotPath(pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pS… in DrawUIMovementPath() 3101 …sAPCost += UIPlotPath(pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pS… in DrawUIMovementPath() 3115 …sAPCost += UIPlotPath(pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pS… in DrawUIMovementPath() 3134 …sAPCost += UIPlotPath(pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pS… in DrawUIMovementPath() 3165 …sAPCost += UIPlotPath(pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pS… in DrawUIMovementPath() 3190 …sAPCost += UIPlotPath(pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pS… in DrawUIMovementPath() 3219 …sAPCost += UIPlotPath(pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pS… in DrawUIMovementPath() 3285 …sAPCost += UIPlotPath(pSoldier, sGotLocation, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pSo… in DrawUIMovementPath() 3323 …sAPCost += UIPlotPath(pSoldier, usMapPos, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pSoldie… in DrawUIMovementPath() 3379 …sAPCost += UIPlotPath(pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, pSoldier->usUIMovementMode, pS… in DrawUIMovementPath() [all …]
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H A D | PathAI.h | 102 #define NO_COPYROUTE 0 macro
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H A D | Points.cc | 949 …s->sWalkToAttackWalkToCost = PlotPath(s, got_location, NO_COPYROUTE, NO_PLOT, s->usUIMovementMode,… in CalcTotalAPsToAttack() 1403 …INT16 const move_ap = PlotPath(s, pos, NO_COPYROUTE, NO_PLOT, s->usUIMovementMode, s->bActionPoint… in GetMovePlusActionAPCosts() 1595 if (!FindBestPath(s, sGridNo, s->bLevel, s->usUIMovementMode, NO_COPYROUTE, 0)) return FALSE; in CheckForMercContMove() 1758 …UINT16 sAPCost = PlotPath(pSoldier, usMapPos, NO_COPYROUTE, NO_PLOT, pSoldier->usUIMovementMode, p… in GetAPsToStealItem() 1775 …UINT16 sAPCost = PlotPath(pSoldier, usMapPos, NO_COPYROUTE, NO_PLOT, pSoldier->usUIMovementMode, p… in GetAPsToUseJar()
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H A D | Soldier_Add.cc | 347 …= FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, 0 ); in FindGridNoFromSweetSpotWithStructData() 518 …= FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, 0 ); in FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst() 834 …iNumTiles = FindBestPath( pSoldier, sActionGridNo, pSoldier->bLevel, WALKING, NO_COPYROUTE, PATH_I… in CanSoldierReachGridNoInGivenTileLimit()
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H A D | Handle_Items.cc | 530 sAPCost += PlotPath(s, sActionGridNo, NO_COPYROUTE, FALSE, s->usUIMovementMode, s->bActionPoints); in HandleItem() 566 sAPCost += PlotPath(s, sActionGridNo, NO_COPYROUTE, FALSE, s->usUIMovementMode, s->bActionPoints); in HandleItem() 614 sAPCost += PlotPath(s, sActionGridNo, NO_COPYROUTE, FALSE, s->usUIMovementMode, s->bActionPoints); in HandleItem() 660 sAPCost += PlotPath(s, sActionGridNo, NO_COPYROUTE, FALSE, s->usUIMovementMode, s->bActionPoints); in HandleItem() 693 sAPCost += PlotPath(s, sActionGridNo, NO_COPYROUTE, FALSE, s->usUIMovementMode, s->bActionPoints); in HandleItem() 731 sAPCost += PlotPath(s, sActionGridNo, NO_COPYROUTE, FALSE, s->usUIMovementMode, s->bActionPoints); in HandleItem()
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H A D | Overhead.cc | 1038 …ier->sFinalDestination, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, PATH_THROUGH_P… in ExecuteOverhead() 3417 …sDistance = PlotPath(pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, pSoldier->usUIMovementMode, pSoldie… in FindAdjacentGridEx() 3501 …(sDistance = PlotPath(pSoldier, sSpot, NO_COPYROUTE, NO_PLOT, pSoldier->usUIMovementMode, pSoldier… in FindAdjacentGridEx() 3618 …sDistance = PlotPath(pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, pSoldier->usUIMovementMode, pSoldie… in FindNextToAdjacentGridEx() 3707 …(sDistance = PlotPath(pSoldier, sSpot, NO_COPYROUTE, NO_PLOT, pSoldier->usUIMovementMode, pSoldier… in FindNextToAdjacentGridEx() 6076 if (!FindBestPath(s, 10492, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE) && in DoPOWPathChecks() 6077 !FindBestPath(s, 10482, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE) && in DoPOWPathChecks() 6078 !FindBestPath(s, 9381, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE)) in DoPOWPathChecks()
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H A D | PathAI.cc | 1854 else if (bCopy == NO_COPYROUTE) in FindBestPath() 2507 …const INT16 sRet = PlotPath(pSoldier, pSoldier->sFinalDestination, NO_COPYROUTE, FALSE, usMovement… in RecalculatePathCost()
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H A D | Tactical_Save.cc | 374 if (!FindBestPath(s, isolated, s->bLevel, WALKING, NO_COPYROUTE, 0)) continue; in HandleAllReachAbleItemsInTheSector()
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H A D | Turn_Based_Input.cc | 2924 …INT16 const ap_cost = PlotPath(&s, action_pos, NO_COPYROUTE, FALSE, s.usUIMovementMode, s.bActionP… in CheckForAndHandleHandleVehicleInteractiveClick()
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H A D | Soldier_Control.cc | 3509 … pSoldier, sDestGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, fFlags ) == 0 ) in EVENT_InternalGetNewSoldierPath() 7643 …if ( FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, … in ContinueMercMovement()
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H A D | Interface_Panels.cc | 1899 …PlotPath(pSoldier, sGridNo, NO_COPYROUTE, PLOT, pSoldier->usUIMovementMode, pSoldier->bActionPoint… in HandleMouseOverSoldierFaceForContMove()
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H A D | Interface_Items.cc | 3505 …th( gpItemPointerSoldier, usMapPos, gpItemPointerSoldier->bLevel, WALKING, NO_COPYROUTE, 0 ) == 1 ) in HandleItemPointerClick()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/ |
H A D | StrategicMap.cc | 2063 …const INT16 sAPs = PlotPath(pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, pSoldier->usUIMovementMode, … in SoldierOKForSectorExit() 2464 …evel ) && FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_P… in PickGridNoNearestEdge() 2525 …evel ) && FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_P… in PickGridNoNearestEdge() 2586 …evel ) && FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_P… in PickGridNoNearestEdge() 2647 …evel ) && FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_P… in PickGridNoNearestEdge() 2878 …evel ) && FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_P… in PickGridNoToWalkIn() 2941 …evel ) && FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_P… in PickGridNoToWalkIn() 3004 …evel ) && FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_P… in PickGridNoToWalkIn() 3067 …evel ) && FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_P… in PickGridNoToWalkIn()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/ |
H A D | Medical.cc | 81 if (FindBestPath(s, pPatient->sGridNo, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE)) in FullPatientCheck()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/ |
H A D | Map_Edgepoints.cc | 1398 …if( !sClosestDist1 || FindBestPath( &Soldier, sClosestSpot1, 0, WALKING, NO_COPYROUTE, PATH_THROUG… in CalcMapEdgepointClassInsertionCode() 1402 …if( !sClosestDist2 || FindBestPath( &Soldier, sClosestSpot2, 0, WALKING, NO_COPYROUTE, PATH_THROUG… in CalcMapEdgepointClassInsertionCode()
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