/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/ |
H A D | Player_Command.cc | 70 if( bMapZ == 0 ) in SetThisSectorAsPlayerControlled() 82 if( NumHostilesInSector( sMapX, sMapY, bMapZ ) ) in SetThisSectorAsPlayerControlled() 124 if (bMapZ == 0 && sector != SEC_J9 && sector != SEC_K4) in SetThisSectorAsPlayerControlled() 144 INT8 const sam_id = GetSAMIdFromSector(sMapX, sMapY, bMapZ); in SetThisSectorAsPlayerControlled() 197 if (sector == SEC_P3 && bMapZ == 1) in SetThisSectorAsPlayerControlled() 203 if ( bMapZ == 0 ) in SetThisSectorAsPlayerControlled() 237 if( bMapZ == 0 ) in SetThisSectorAsEnemyControlled() 260 if (bMapZ == 0 && sector != SEC_J9 && sector != SEC_K4) in SetThisSectorAsEnemyControlled() 274 HandleMoraleEvent(NULL, MORALE_MINE_LOST, sMapX, sMapY, bMapZ); in SetThisSectorAsEnemyControlled() 279 if( IsThisSectorASAMSector( sMapX, sMapY, bMapZ ) ) in SetThisSectorAsEnemyControlled() [all …]
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H A D | Player_Command.h | 14 BOOLEAN SetThisSectorAsEnemyControlled(INT16 sMapX, INT16 sMapY, INT8 bMapZ); 17 BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, BOOLEAN fContested );
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H A D | Map_Screen_Interface_TownMine_Info.h | 9 void DisplayTownInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
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H A D | Queen_Command.h | 36 UNDERGROUND_SECTORINFO* FindUnderGroundSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ );
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H A D | Town_Militia.h | 43 BOOLEAN SectorOursAndPeaceful( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
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H A D | Town_Militia.cc | 355 BOOLEAN SectorOursAndPeaceful( INT16 sMapX, INT16 sMapY, INT8 bMapZ ) in SectorOursAndPeaceful() argument 358 if ( ( sMapX == gWorldSectorX ) && ( sMapY == gWorldSectorY ) && ( bMapZ == gbWorldSectorZ ) ) in SectorOursAndPeaceful() 368 if (!bMapZ && StrategicMap[sMapX + sMapY * MAP_WORLD_X].fEnemyControlled) in SectorOursAndPeaceful() 373 if( NumHostilesInSector( sMapX, sMapY, bMapZ ) ) in SectorOursAndPeaceful()
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H A D | Map_Screen_Interface_TownMine_Info.cc | 64 void DisplayTownInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ ) in DisplayTownInfo() argument 69 …ectorX != sMapX ) || ( bCurrentTownMineSectorY != sMapY ) || ( bCurrentTownMineSectorZ != bMapZ ) ) in DisplayTownInfo() 73 bCurrentTownMineSectorZ = bMapZ; in DisplayTownInfo()
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H A D | MapScreen.h | 56 void ChangeSelectedMapSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
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H A D | MapScreen.cc | 6950 void ChangeSelectedMapSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ ) in ChangeSelectedMapSector() argument 6964 if ( ( bMapZ != 0 ) && ( ( bSelectedDestChar != -1 ) || fPlotForHelicopter ) ) in ChangeSelectedMapSector() 6970 iCurrentMapSectorZ = bMapZ; in ChangeSelectedMapSector() 6973 if (bMapZ > 0 && fShowAircraftFlag) in ChangeSelectedMapSector()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/ |
H A D | Tactical_Save.h | 28 std::vector<WORLDITEM> LoadWorldItemsFromTempItemFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ); 35 void AddWorldItemsToUnLoadedSector(INT16 sMapX, INT16 sMapY, INT8 bMapZ, const std::vector<WORLDITE… 46 void AddRottingCorpseToUnloadedSectorsRottingCorpseFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ, ROTTI… 62 void AddDeadSoldierToUnLoadedSector(INT16 sMapX, INT16 sMapY, UINT8 bMapZ, SOLDIERTYPE* pSoldier, I… 65 BOOLEAN GetSectorFlagStatus(INT16 sMapX, INT16 sMapY, UINT8 bMapZ, SectorFlags); 66 void SetSectorFlag(INT16 sMapX, INT16 sMapY, UINT8 bMapZ, SectorFlags); 67 void ReSetSectorFlag(INT16 sMapX, INT16 sMapY, UINT8 bMapZ, SectorFlags); 88 ST::string GetMapTempFileName(SectorFlags uiType, INT16 sMapX, INT16 sMapY, INT8 bMapZ); 91 …2 GetNumberOfVisibleWorldItemsFromSectorStructureForSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ ); 92 void SetNumberOfVisibleWorldItemsInSectorStructureForSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ,… [all …]
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H A D | Tactical_Save.cc | 225 SetSectorFlag(sMapX, sMapY, bMapZ, SF_ITEM_TEMP_FILE_EXISTS); in SaveWorldItemsToTempItemFile() 226 SynchronizeItemTempFileVisbleItemsToSectorInfoVisbleItems(sMapX, sMapY, bMapZ, false); in SaveWorldItemsToTempItemFile() 254 std::vector<WORLDITEM> wis = LoadWorldItemsFromTempItemFile(sMapX, sMapY, bMapZ); in AddItemsToUnLoadedSector() 291 SaveWorldItemsToTempItemFile(sMapX, sMapY, bMapZ, wis); in AddItemsToUnLoadedSector() 300 static void SaveRottingCorpsesToTempCorpseFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ); 458 static void LoadAndAddWorldItemsFromTempFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ); 460 static void LoadRottingCorpsesFromTempCorpseFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ); 602 std::vector<WORLDITEM> items = LoadWorldItemsFromTempItemFile(sMapX, sMapY, bMapZ); in LoadAndAddWorldItemsFromTempFile() 605 if (GetSectorFlagStatus(sMapX, sMapY, bMapZ, SF_ALREADY_LOADED)) in LoadAndAddWorldItemsFromTempFile() 815 SetSectorFlag(sMapX, sMapY, bMapZ, SF_ROTTING_CORPSE_TEMP_FILE_EXISTS); in AddRottingCorpseToUnloadedSectorsRottingCorpseFile() [all …]
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H A D | Morale.cc | 414 …HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, INT16 sMapY, INT8 bMapZ ) in HandleMoraleEvent() argument 424 bMoraleEvent, sMapX, sMapY, bMapZ); in HandleMoraleEvent() 430 bMoraleEvent, pSoldier->name.c_str(), sMapX, sMapY, bMapZ); in HandleMoraleEvent() 466 if (SOLDIER_IN_SECTOR(s, sMapX, sMapY, bMapZ)) in HandleMoraleEvent() 485 if (SOLDIER_IN_SECTOR(&s, sMapX, sMapY, bMapZ) || in HandleMoraleEvent() 489 s.bSectorZ == bMapZ)) in HandleMoraleEvent() 538 if (SOLDIER_IN_SECTOR(s, sMapX, sMapY, bMapZ)) in HandleMoraleEvent() 574 if (SOLDIER_IN_SECTOR(&other, sMapX, sMapY, bMapZ)) in HandleMoraleEvent()
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H A D | Morale.h | 61 …ndleMoraleEvent( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent, INT16 sMapX, INT16 sMapY, INT8 bMapZ );
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/ |
H A D | LightEffects.cc | 198 void SaveLightEffectsToMapTempFile(INT16 const sMapX, INT16 const sMapY, INT8 const bMapZ) in SaveLightEffectsToMapTempFile() argument 203 …g const zMapName = GetMapTempFileName( SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS, sMapX, sMapY, bMapZ ); in SaveLightEffectsToMapTempFile() 218 ReSetSectorFlag( sMapX, sMapY, bMapZ, SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS ); in SaveLightEffectsToMapTempFile() 233 SetSectorFlag( sMapX, sMapY, bMapZ, SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS ); in SaveLightEffectsToMapTempFile() 237 void LoadLightEffectsFromMapTempFile(INT16 const sMapX, INT16 const sMapY, INT8 const bMapZ) in LoadLightEffectsFromMapTempFile() argument 241 …g const zMapName = GetMapTempFileName( SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS, sMapX, sMapY, bMapZ ); in LoadLightEffectsFromMapTempFile()
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H A D | SmokeEffects.cc | 488 void SaveSmokeEffectsToMapTempFile(INT16 const sMapX, INT16 const sMapY, INT8 const bMapZ) in SaveSmokeEffectsToMapTempFile() argument 493 …ring const zMapName = GetMapTempFileName( SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS, sMapX, sMapY, bMapZ ); in SaveSmokeEffectsToMapTempFile() 505 ReSetSectorFlag( sMapX, sMapY, bMapZ, SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS ); in SaveSmokeEffectsToMapTempFile() 519 SetSectorFlag( sMapX, sMapY, bMapZ, SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS ); in SaveSmokeEffectsToMapTempFile() 523 void LoadSmokeEffectsFromMapTempFile(INT16 const sMapX, INT16 const sMapY, INT8 const bMapZ) in LoadSmokeEffectsFromMapTempFile() argument 527 …ring const zMapName = GetMapTempFileName( SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS, sMapX, sMapY, bMapZ ); in LoadSmokeEffectsFromMapTempFile()
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H A D | LightEffects.h | 37 void SaveLightEffectsToMapTempFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ); 38 void LoadLightEffectsFromMapTempFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ);
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H A D | SmokeEffects.h | 55 void SaveSmokeEffectsToMapTempFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ); 56 void LoadSmokeEffectsFromMapTempFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ);
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