bug fixes from Overhaul:

- Data type changes 
- Templates removed

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2007-05-09 13:16:37 +00:00
parent 61d6152ce5
commit 0530b53b9c
256 changed files with 2000 additions and 2228 deletions
+17 -17
View File
@@ -420,11 +420,11 @@ BOOLEAN LoadMapTempFilesFromSavedGameFile( HWFILE hFile )
if ( (gTacticalStatus.uiFlags & LOADING_SAVED_GAME) && guiSaveGameVersion < 78 )
{
INT8 pMapName[ 128 ];
CHAR8 pMapName[ 128 ];
// KILL IT!!! KILL KIT!!!! IT IS CORRUPTED!!!
GetMapTempFileName( SF_CIV_PRESERVED_TEMP_FILE_EXISTS, (STR)pMapName, sMapX, sMapY, 0 );
FileDelete( (STR)pMapName );
GetMapTempFileName( SF_CIV_PRESERVED_TEMP_FILE_EXISTS, pMapName, sMapX, sMapY, 0 );
FileDelete( pMapName );
// turn off the flag
SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags &= (~SF_CIV_PRESERVED_TEMP_FILE_EXISTS);
@@ -514,11 +514,11 @@ BOOLEAN LoadMapTempFilesFromSavedGameFile( HWFILE hFile )
return FALSE;
if ( (gTacticalStatus.uiFlags & LOADING_SAVED_GAME) && guiSaveGameVersion < 78 )
{
INT8 pMapName[ 128 ];
CHAR8 pMapName[ 128 ];
// KILL IT!!! KILL KIT!!!! IT IS CORRUPTED!!!
GetMapTempFileName( SF_CIV_PRESERVED_TEMP_FILE_EXISTS, (STR)pMapName, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
FileDelete( (STR)pMapName );
GetMapTempFileName( SF_CIV_PRESERVED_TEMP_FILE_EXISTS, pMapName, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
FileDelete( pMapName );
// turn off the flag
TempNode->uiFlags &= (~SF_CIV_PRESERVED_TEMP_FILE_EXISTS);
@@ -2981,51 +2981,51 @@ void GetMapTempFileName( UINT32 uiType, STR pMapName, INT16 sMapX, INT16 sMapY,
switch( uiType )
{
case SF_ITEM_TEMP_FILE_EXISTS:
sprintf( (char *)pMapName, "%s\\i_%s", MAPS_DIR, zTempName);
sprintf( pMapName, "%s\\i_%s", MAPS_DIR, zTempName);
break;
case SF_ROTTING_CORPSE_TEMP_FILE_EXISTS:
sprintf( (char *)pMapName, "%s\\r_%s", MAPS_DIR, zTempName);
sprintf( pMapName, "%s\\r_%s", MAPS_DIR, zTempName);
break;
case SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS:
sprintf( (char *)pMapName, "%s\\m_%s", MAPS_DIR, zTempName);
sprintf( pMapName, "%s\\m_%s", MAPS_DIR, zTempName);
break;
case SF_DOOR_TABLE_TEMP_FILES_EXISTS:
sprintf( (char *)pMapName, "%s\\d_%s", MAPS_DIR, zTempName);
sprintf( pMapName, "%s\\d_%s", MAPS_DIR, zTempName);
break;
case SF_REVEALED_STATUS_TEMP_FILE_EXISTS:
sprintf( (char *)pMapName, "%s\\v_%s", MAPS_DIR, zTempName);
sprintf( pMapName, "%s\\v_%s", MAPS_DIR, zTempName);
break;
case SF_DOOR_STATUS_TEMP_FILE_EXISTS:
sprintf( (char *)pMapName, "%s\\ds_%s", MAPS_DIR, zTempName);
sprintf( pMapName, "%s\\ds_%s", MAPS_DIR, zTempName);
break;
case SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS:
sprintf( (char *)pMapName, "%s\\e_%s", MAPS_DIR, zTempName);
sprintf( pMapName, "%s\\e_%s", MAPS_DIR, zTempName);
break;
case SF_CIV_PRESERVED_TEMP_FILE_EXISTS:
// NB save game version 0 is "saving game"
if ( (gTacticalStatus.uiFlags & LOADING_SAVED_GAME) && guiSaveGameVersion != 0 && guiSaveGameVersion < 78 )
{
sprintf( (char *)pMapName, "%s\\c_%s", MAPS_DIR, zTempName);
sprintf( pMapName, "%s\\c_%s", MAPS_DIR, zTempName);
}
else
{
sprintf( (char *)pMapName, "%s\\cc_%s", MAPS_DIR, zTempName);
sprintf( pMapName, "%s\\cc_%s", MAPS_DIR, zTempName);
}
break;
case SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS:
sprintf( (char *)pMapName, "%s\\sm_%s", MAPS_DIR, zTempName);
sprintf( pMapName, "%s\\sm_%s", MAPS_DIR, zTempName);
break;
case SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS:
sprintf( (char *)pMapName, "%s\\l_%s", MAPS_DIR, zTempName);
sprintf( pMapName, "%s\\l_%s", MAPS_DIR, zTempName);
break;
default: