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Searched refs:bMapZ (Results 1 – 17 of 17) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/
H A DPlayer_Command.cc70 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()
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H A DPlayer_Command.h14 BOOLEAN SetThisSectorAsEnemyControlled(INT16 sMapX, INT16 sMapY, INT8 bMapZ);
17 BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, BOOLEAN fContested );
H A DMap_Screen_Interface_TownMine_Info.h9 void DisplayTownInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
H A DQueen_Command.h36 UNDERGROUND_SECTORINFO* FindUnderGroundSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ );
H A DTown_Militia.h43 BOOLEAN SectorOursAndPeaceful( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
H A DTown_Militia.cc355 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()
H A DMap_Screen_Interface_TownMine_Info.cc64 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()
H A DMapScreen.h56 void ChangeSelectedMapSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
H A DMapScreen.cc6950 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()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DTactical_Save.h28 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,…
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H A DTactical_Save.cc225 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()
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H A DMorale.cc414 …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()
H A DMorale.h61 …ndleMoraleEvent( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent, INT16 sMapX, INT16 sMapY, INT8 bMapZ );
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/
H A DLightEffects.cc198 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()
H A DSmokeEffects.cc488 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()
H A DLightEffects.h37 void SaveLightEffectsToMapTempFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ);
38 void LoadLightEffectsFromMapTempFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ);
H A DSmokeEffects.h55 void SaveSmokeEffectsToMapTempFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ);
56 void LoadSmokeEffectsFromMapTempFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ);