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Searched refs:NO_COPYROUTE (Results 1 – 16 of 16) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DSoldier_Tile.cc172 …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()
H A DHandle_UI.cc3088 …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 …]
H A DPathAI.h102 #define NO_COPYROUTE 0 macro
H A DPoints.cc949 …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()
H A DSoldier_Add.cc347 …= 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()
H A DHandle_Items.cc530 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()
H A DOverhead.cc1038 …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()
H A DPathAI.cc1854 else if (bCopy == NO_COPYROUTE) in FindBestPath()
2507 …const INT16 sRet = PlotPath(pSoldier, pSoldier->sFinalDestination, NO_COPYROUTE, FALSE, usMovement… in RecalculatePathCost()
H A DTactical_Save.cc374 if (!FindBestPath(s, isolated, s->bLevel, WALKING, NO_COPYROUTE, 0)) continue; in HandleAllReachAbleItemsInTheSector()
H A DTurn_Based_Input.cc2924 …INT16 const ap_cost = PlotPath(&s, action_pos, NO_COPYROUTE, FALSE, s.usUIMovementMode, s.bActionP… in CheckForAndHandleHandleVehicleInteractiveClick()
H A DSoldier_Control.cc3509 … 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()
H A DInterface_Panels.cc1899 …PlotPath(pSoldier, sGridNo, NO_COPYROUTE, PLOT, pSoldier->usUIMovementMode, pSoldier->bActionPoint… in HandleMouseOverSoldierFaceForContMove()
H A DInterface_Items.cc3505 …th( gpItemPointerSoldier, usMapPos, gpItemPointerSoldier->bLevel, WALKING, NO_COPYROUTE, 0 ) == 1 ) in HandleItemPointerClick()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/
H A DStrategicMap.cc2063 …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()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/
H A DMedical.cc81 if (FindBestPath(s, pPatient->sGridNo, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE)) in FullPatientCheck()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/
H A DMap_Edgepoints.cc1398 …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()