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
+36 -36
View File
@@ -546,7 +546,7 @@ INT8 DecideActionBoxerEnteringRing(SOLDIERTYPE *pSoldier)
pSoldier->usActionData = ubDesiredMercDir;
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - TURNS TOWARDS CLOSEST PC to face direction %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - TURNS TOWARDS CLOSEST PC to face direction %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -606,7 +606,7 @@ INT8 DecideActionNamedNPC( SOLDIERTYPE * pSoldier )
pSoldier->usActionData = ubDesiredMercDir;
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - TURNS TOWARDS CLOSEST PC to face direction %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - TURNS TOWARDS CLOSEST PC to face direction %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -885,7 +885,7 @@ BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP
if (pSoldier->usActionData != NOWHERE)
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -1050,7 +1050,7 @@ BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP
if (pSoldier->usActionData != NOWHERE)
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - RANDOM PATROL to grid %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - RANDOM PATROL to grid %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -1114,7 +1114,7 @@ BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - SEEK FRIEND at grid %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - SEEK FRIEND at grid %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -1230,7 +1230,7 @@ DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Snipers like to raise
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - TURNS to face direction %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - TURNS to face direction %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -1353,7 +1353,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
{
pSoldier->usActionData = ubNoiseDir;
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - TURNS TOWARDS NOISE to face direction %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - TURNS TOWARDS NOISE to face direction %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
if ( pSoldier->bOrders == SNIPER )
@@ -1576,7 +1576,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
if (pSoldier->usActionData != NOWHERE)
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - INVESTIGATING NOISE at grid %d, moving to %d",
sprintf(tempstr,"%s - INVESTIGATING NOISE at grid %d, moving to %d",
pSoldier->name,sNoiseGridNo,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -1716,7 +1716,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
if (pSoldier->usActionData != NOWHERE)
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - SEEKING FRIEND at %d, MOVING to %d",
sprintf(tempstr,"%s - SEEKING FRIEND at %d, MOVING to %d",
pSoldier->name,sClosestFriend,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -1812,7 +1812,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
if (pSoldier->usActionData != NOWHERE)
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - TAKING COVER at grid %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - TAKING COVER at grid %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -1849,7 +1849,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
if (!fCivilian && !PTR_CROUCHED && IsValidStance( pSoldier, ANIM_CROUCH ) )
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s CROUCHES (STATUS YELLOW)",pSoldier->name);
sprintf(tempstr,"%s CROUCHES (STATUS YELLOW)",pSoldier->name);
AIPopMessage(tempstr);
#endif
@@ -1974,7 +1974,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
if (pSoldier->usActionData != NOWHERE)
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -2377,7 +2377,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: crouch and rest if running out
if (!fCivilian && !PTR_CROUCHED && IsValidStance( pSoldier, ANIM_CROUCH ) && gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE)
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s CROUCHES, NEEDING REST (STATUS RED), breath = %d",pSoldier->name,pSoldier->bBreath);
sprintf(tempstr,"%s CROUCHES, NEEDING REST (STATUS RED), breath = %d",pSoldier->name,pSoldier->bBreath);
AIPopMessage(tempstr);
#endif
@@ -2390,7 +2390,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: crouch and rest if running out
}
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s RESTS (STATUS RED), breath = %d",pSoldier->name,pSoldier->bBreath);
sprintf(tempstr,"%s RESTS (STATUS RED), breath = %d",pSoldier->name,pSoldier->bBreath);
AIPopMessage(tempstr);
#endif
@@ -2418,7 +2418,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: calculate morale");
if (pSoldier->usActionData != NOWHERE)
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s RUNNING AWAY to grid %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s RUNNING AWAY to grid %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -2724,7 +2724,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: radio red alert?");
{
#ifdef DEBUGDECISIONS
// do it!
sprintf((CHAR *)tempstr,"%s - SEEKING OPPONENT at grid %d, MOVING to %d",
sprintf(tempstr,"%s - SEEKING OPPONENT at grid %d, MOVING to %d",
pSoldier->name,sClosestDisturbance,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -2934,7 +2934,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: radio red alert?");
if (pSoldier->usActionData != NOWHERE)
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - SEEKING FRIEND at %d, MOVING to %d",
sprintf(tempstr,"%s - SEEKING FRIEND at %d, MOVING to %d",
pSoldier->name,sClosestFriend,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -3055,7 +3055,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: radio red alert?");
if (pSoldier->usActionData != NOWHERE)
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s RUNNING AWAY to grid %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s RUNNING AWAY to grid %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -3080,7 +3080,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: radio red alert?");
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s CROUCHES (STATUS RED)",pSoldier->name);
sprintf(tempstr,"%s CROUCHES (STATUS RED)",pSoldier->name);
AIPopMessage(tempstr);
#endif
@@ -3145,7 +3145,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: radio red alert?");
pSoldier->usActionData = ubOpponentDir;
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - TURNS TOWARDS CLOSEST ENEMY to face direction %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - TURNS TOWARDS CLOSEST ENEMY to face direction %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
if ( pSoldier->bOrders == SNIPER )
@@ -3195,7 +3195,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: radio red alert?");
pSoldier->usActionData = ubOpponentDir;
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - TURNS TOWARDS CLOSEST ENEMY to face direction %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - TURNS TOWARDS CLOSEST ENEMY to face direction %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -3306,7 +3306,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: radio red alert?");
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s CROUCHES (STATUS RED)",pSoldier->name );
sprintf(tempstr,"%s CROUCHES (STATUS RED)",pSoldier->name );
AIPopMessage(tempstr);
#endif
@@ -3525,7 +3525,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
if (pSoldier->usActionData != NOWHERE)
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - GASSED or LOW ON BREATH (%d), RUNNING AWAY to grid %d",pSoldier->name,pSoldier->bBreath,pSoldier->usActionData);
sprintf(tempstr,"%s - GASSED or LOW ON BREATH (%d), RUNNING AWAY to grid %d",pSoldier->name,pSoldier->bBreath,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -3559,7 +3559,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
if (pSoldier->usActionData != NOWHERE)
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - SEEKING NEAREST UNGASSED LAND at grid %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -3574,7 +3574,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
if (pSoldier->usActionData != NOWHERE)
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - NO LAND NEAR, RUNNING AWAY to grid %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - NO LAND NEAR, RUNNING AWAY to grid %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -4168,7 +4168,7 @@ bCanAttack = FALSE;
#ifdef DEBUGDECISIONS
STR tempstr="";
sprintf((CHAR *) tempstr, "%s - CHOICE: iOffense = %d, iDefense = %d\n",
sprintf( tempstr, "%s - CHOICE: iOffense = %d, iDefense = %d\n",
pSoldier->name,iOffense,iDefense);
DebugAI( tempstr );
#endif
@@ -4237,7 +4237,7 @@ bCanAttack = FALSE;
pSoldier->usActionData = bDirection;
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - TURNS to face CLOSEST OPPONENT in direction %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - TURNS to face CLOSEST OPPONENT in direction %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -4491,7 +4491,7 @@ bCanAttack = FALSE;
#ifdef DEBUGDECISIONS
STR tempstr="";
sprintf((CHAR *) tempstr,
sprintf( tempstr,
"%d(%s) %s %d(%s) at gridno %d (%d APs aim)\n",
pSoldier->ubID,pSoldier->name,
(ubBestAttackAction == AI_ACTION_FIRE_GUN)?"SHOOTS":((ubBestAttackAction == AI_ACTION_TOSS_PROJECTILE)?"TOSSES AT":"STABS"),
@@ -4597,7 +4597,7 @@ bCanAttack = FALSE;
{
#ifdef DEBUGDECISIONS
STR tempstr="";
sprintf ((CHAR *) tempstr,"%s - TAKING COVER at gridno %d (%d%% better)\n",
sprintf ( tempstr,"%s - TAKING COVER at gridno %d (%d%% better)\n",
pSoldier->name,sBestCover,iCoverPercentBetter);
DebugAI( tempstr ) ;
#endif
@@ -4624,7 +4624,7 @@ bCanAttack = FALSE;
if (pSoldier->usActionData != NOWHERE)
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - RUNNING AWAY to grid %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - RUNNING AWAY to grid %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -4704,7 +4704,7 @@ bCanAttack = FALSE;
pSoldier->usNextActionData = pSoldier->usActionData;
pSoldier->usActionData = bDirection;
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - TURNS to face CLOSEST OPPONENT in direction %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - TURNS to face CLOSEST OPPONENT in direction %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
return(AI_ACTION_CHANGE_FACING);
@@ -4758,7 +4758,7 @@ bCanAttack = FALSE;
pSoldier->usActionData = bDirection;
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - TURNS to face CLOSEST OPPONENT in direction %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - TURNS to face CLOSEST OPPONENT in direction %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -4996,8 +4996,8 @@ INT8 DecideAction(SOLDIERTYPE *pSoldier)
#ifdef DEBUGDECISIONS
sprintf((CHAR *) tempstr,"DecideAction: selected action %d, actionData %d\n\n",bAction,pSoldier->usActionData);
DebugAI((STR) tempstr );
sprintf( tempstr,"DecideAction: selected action %d, actionData %d\n\n",bAction,pSoldier->usActionData);
DebugAI( tempstr );
#endif
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideAction done");
@@ -5015,7 +5015,7 @@ INT8 DecideActionEscort(SOLDIERTYPE *pSoldier)
if (pSoldier->usActionData != NOWHERE && (pSoldier->sGridNo != pSoldier->usActionData))
{
#ifdef DEBUGDECISIONS
sprintf((CHAR *)tempstr,"%s - ESCORTED NPC GOING to grid %d",pSoldier->name,pSoldier->usActionData);
sprintf(tempstr,"%s - ESCORTED NPC GOING to grid %d",pSoldier->name,pSoldier->usActionData);
AIPopMessage(tempstr);
#endif
@@ -5180,7 +5180,7 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier )
#ifdef DEBUGDECISIONS
// don't report status changes for human-controlled mercs
sprintf((CHAR *)tempstr,"%s's Alert Status changed from %d to %d",
sprintf(tempstr,"%s's Alert Status changed from %d to %d",
pSoldier->name,bOldStatus,pSoldier->bAlertStatus);
AIPopMessage(tempstr);
#endif