minor code cleanup

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8393 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-03-11 13:19:20 +00:00
parent dc5db5c06a
commit 125fda3905
5 changed files with 54 additions and 108 deletions
+3 -11
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@@ -15358,14 +15358,14 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
TakeSoldierOutOfVehicle( pSoldier ); TakeSoldierOutOfVehicle( pSoldier );
} }
if( ( pSoldier->bAssignment != ASSIGNMENT_HOSPITAL ) ) if ( (pSoldier->bAssignment != bAssignment) )
{ {
SetTimeOfAssignmentChangeForMerc( pSoldier ); SetTimeOfAssignmentChangeForMerc( pSoldier );
} }
RebuildCurrentSquad( ); RebuildCurrentSquad( );
ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_HOSPITAL ); ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier ); AssignMercToAMovementGroup( pSoldier );
} }
@@ -16029,15 +16029,7 @@ BOOLEAN IsTheSAMSiteInSectorRepairable( INT16 sSectorX, INT16 sSectorY, INT16 sS
{ {
INT8 bSAMCondition = StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].bSAMCondition; INT8 bSAMCondition = StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].bSAMCondition;
if ( bSAMCondition < 100 ) return (bSAMCondition < 100);
{
return( TRUE );
}
else
{
// it's not broken at all, or it's beyond repair
return( FALSE );
}
} }
} }
+5 -9
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@@ -4864,31 +4864,27 @@ return 1;
static int l_NumWoundedMercsNearby(lua_State *L) static int l_NumWoundedMercsNearby(lua_State *L)
{ {
if ( lua_gettop(L) >= 1 ) if ( lua_gettop(L) >= 1 )
{ {
INT8 ID = lua_tointeger(L,1); UINT8 ID = lua_tointeger(L,1);
INT8 ID2 = NumWoundedMercsNearby(ID); UINT32 ID2 = NumWoundedMercsNearby( ID );
lua_pushinteger(L, ID2); lua_pushinteger(L, ID2);
} }
return 1; return 1;
} }
static int l_gubFact(lua_State *L) static int l_gubFact(lua_State *L)
{ {
if ( lua_gettop(L) >= 2 ) if ( lua_gettop(L) >= 2 )
{ {
UINT32 Fact = lua_tointeger(L,1); UINT32 Fact = lua_tointeger(L,1);
BOOLEAN Bool = lua_toboolean(L,2); BOOLEAN Bool = lua_toboolean(L,2);
gubFact[Fact] = Bool; gubFact[Fact] = Bool;
} }
return 0; return 0;
} }
static int l_CheckPlayerHasHead(lua_State *L) static int l_CheckPlayerHasHead(lua_State *L)
+10 -11
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@@ -270,30 +270,29 @@ BOOLEAN CheckIfMercIsNearNPC( SOLDIERTYPE *pMerc, UINT8 ubProfileId )
} }
INT8 NumWoundedMercsNearby( UINT8 ubProfileID ) UINT32 NumWoundedMercsNearby( UINT8 ubProfileID )
{ {
INT8 bNumber = 0; UINT32 bNumber = 0;
UINT32 uiLoop; SOLDIERTYPE* pSoldier;
SOLDIERTYPE * pNPC;
SOLDIERTYPE * pSoldier;
INT32 sGridNo;
pNPC = FindSoldierByProfileID( ubProfileID, FALSE ); SOLDIERTYPE* pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
if (!pNPC) if (!pNPC)
{ {
return( FALSE ); return( FALSE );
} }
sGridNo = pNPC->sGridNo;
for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++) INT32 sGridNo = pNPC->sGridNo;
for ( UINT32 uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop )
{ {
pSoldier = MercSlots[ uiLoop ]; pSoldier = MercSlots[ uiLoop ];
if ( pSoldier && pSoldier->bTeam == gbPlayerNum && pSoldier->stats.bLife > 0 && pSoldier->stats.bLife < pSoldier->stats.bLifeMax && pSoldier->bAssignment != ASSIGNMENT_HOSPITAL ) if ( pSoldier && pSoldier->bTeam == gbPlayerNum && pSoldier->stats.bLife > 0 && pSoldier->stats.bLife < pSoldier->stats.bLifeMax && pSoldier->bAssignment != ASSIGNMENT_HOSPITAL
&& pSoldier->sSectorX == pNPC->sSectorX && pSoldier->sSectorY == pNPC->sSectorY && pSoldier->bSectorZ == pNPC->bSectorZ )
{ {
if (PythSpacesAway( sGridNo, pSoldier->sGridNo ) <= HOSPITAL_PATIENT_DISTANCE) if (PythSpacesAway( sGridNo, pSoldier->sGridNo ) <= HOSPITAL_PATIENT_DISTANCE)
{ {
bNumber++; ++bNumber;
} }
} }
} }
+1 -1
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@@ -667,7 +667,7 @@ extern BOOLEAN CheckGuyVisible( UINT8 ubNPC, UINT8 ubGuy );
extern BOOLEAN CheckNPCAt( UINT8 ubNPC, INT32 sGridNo ); extern BOOLEAN CheckNPCAt( UINT8 ubNPC, INT32 sGridNo );
extern BOOLEAN CheckNPCIsEnemy( UINT8 ubProfileID ); extern BOOLEAN CheckNPCIsEnemy( UINT8 ubProfileID );
extern BOOLEAN CheckIfMercIsNearNPC( SOLDIERTYPE *pMerc, UINT8 ubProfileId ); extern BOOLEAN CheckIfMercIsNearNPC( SOLDIERTYPE *pMerc, UINT8 ubProfileId );
extern INT8 NumWoundedMercsNearby( UINT8 ubProfileID ); extern UINT32 NumWoundedMercsNearby( UINT8 ubProfileID );
extern INT8 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist ); extern INT8 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist );
extern BOOLEAN CheckNPCIsEPC( UINT8 ubProfileID ); extern BOOLEAN CheckNPCIsEPC( UINT8 ubProfileID );
//DBrot: More Rooms //DBrot: More Rooms
+35 -76
View File
@@ -4550,23 +4550,19 @@ UINT32 CalcPatientMedicalCost( SOLDIERTYPE * pSoldier )
UINT32 CalcMedicalCost( UINT8 ubId ) UINT32 CalcMedicalCost( UINT8 ubId )
{ {
INT32 cnt; UINT32 uiCostSoFar = 0;
UINT32 uiCostSoFar; SOLDIERTYPE* pSoldier;
INT32 sGridNo = 0;
SOLDIERTYPE * pSoldier, *pNPC;
uiCostSoFar = 0;
// find the doctor's soldiertype to get his position // find the doctor's soldiertype to get his position
pNPC = FindSoldierByProfileID( ubId, FALSE ); SOLDIERTYPE* pNPC = FindSoldierByProfileID( ubId, FALSE );
if (!pNPC) if (!pNPC)
{ {
return( 0 ); return( 0 );
} }
sGridNo = pNPC->sGridNo; INT32 sGridNo = pNPC->sGridNo;
for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++) for ( UINT32 cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt )
{ {
pSoldier = MercPtrs[ cnt ]; pSoldier = MercPtrs[ cnt ];
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->bAssignment != ASSIGNMENT_HOSPITAL ) if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->bAssignment != ASSIGNMENT_HOSPITAL )
@@ -4596,8 +4592,6 @@ BOOLEAN PlayerTeamHasTwoSpotsLeft( )
return ( CountNonVehiclesOnPlayerTeam() <= OUR_TEAM_SIZE_NO_VEHICLE - 2 ); return ( CountNonVehiclesOnPlayerTeam() <= OUR_TEAM_SIZE_NO_VEHICLE - 2 );
} }
void StartDialogueMessageBox( UINT8 ubProfileID, UINT16 usMessageBoxType ) void StartDialogueMessageBox( UINT8 ubProfileID, UINT16 usMessageBoxType )
{ {
INT32 iTemp; INT32 iTemp;
@@ -4869,85 +4863,50 @@ void DialogueMessageBoxCallBack( UINT8 ubExitValue )
} }
break; break;
case NPC_ACTION_MEDICAL_REQUESTOR: case NPC_ACTION_MEDICAL_REQUESTOR:
case NPC_ACTION_MEDICAL_REQUESTOR_2: case NPC_ACTION_MEDICAL_REQUESTOR_2:
if (ubProfile == VINCE) if ( gusDialogueMessageBoxType == NPC_ACTION_MEDICAL_REQUESTOR )
{ {
if ( gusDialogueMessageBoxType == NPC_ACTION_MEDICAL_REQUESTOR ) if ( ubExitValue == MSG_BOX_RETURN_YES )
{ {
if ( ubExitValue == MSG_BOX_RETURN_YES ) // give the guy the cash
{ TriggerNPCRecord( ubProfile, 23 );
// give the guy the cash
TriggerNPCRecord( VINCE, 23 );
}
else
{
// no cash, no help
TriggerNPCRecord( VINCE, 24 );
}
} }
else else
{ {
if ( ubExitValue == MSG_BOX_RETURN_YES ) // no cash, no help
TriggerNPCRecord( ubProfile, 24 );
}
}
else
{
if ( ubExitValue == MSG_BOX_RETURN_YES )
{
//HandleNPCDoAction( VINCE, NPC_ACTION_CHECK_DOCTORING_MONEY_GIVEN, 0 );
if ( CheckFact( FACT_WOUNDED_MERCS_NEARBY, ubProfile ) )
{ {
//HandleNPCDoAction( VINCE, NPC_ACTION_CHECK_DOCTORING_MONEY_GIVEN, 0 ); TriggerNPCRecord( ubProfile, 26 );
if ( CheckFact( FACT_WOUNDED_MERCS_NEARBY, VINCE) ) }
{ else if ( CheckFact( FACT_ONE_WOUNDED_MERC_NEARBY, ubProfile ) )
TriggerNPCRecord( VINCE, 26 ); {
} TriggerNPCRecord( ubProfile, 25 );
else if( CheckFact( FACT_ONE_WOUNDED_MERC_NEARBY, VINCE ) ) }
{
TriggerNPCRecord( VINCE, 25 ); if ( ubProfile == VINCE )
}
giHospitalTempBalance = 0; giHospitalTempBalance = 0;
}
else else
{ gMercProfiles[VINCE].iBalance = 0;
// just don't want the help
TriggerNPCRecord( VINCE, 34 );
}
}
DeleteTalkingMenu();
}
else // Steven Willis
{
if( gusDialogueMessageBoxType == NPC_ACTION_MEDICAL_REQUESTOR )
{
if ( ubExitValue == MSG_BOX_RETURN_YES )
{
// give the guy the cash
TriggerNPCRecord( STEVE, 23 );
}
else
{
// no cahs, no help
TriggerNPCRecord( STEVE, 24 );
}
} }
else else
{ {
if ( ubExitValue == MSG_BOX_RETURN_YES ) // just don't want the help
{ if ( ubProfile == VINCE )
//HandleNPCDoAction( STEVE, NPC_ACTION_CHECK_DOCTORING_MONEY_GIVEN, 0 ); TriggerNPCRecord( ubProfile, 34 );
if ( CheckFact( FACT_WOUNDED_MERCS_NEARBY, STEVE) )
{
TriggerNPCRecord( STEVE, 26 );
}
else if( CheckFact( FACT_ONE_WOUNDED_MERC_NEARBY, STEVE ) )
{
TriggerNPCRecord( STEVE, 25 );
}
gMercProfiles[ VINCE ].iBalance = 0;
}
else else
{
// just don't want the help
TriggerNPCRecord( STEVE, 30 ); TriggerNPCRecord( STEVE, 30 );
}
} }
DeleteTalkingMenu();
} }
DeleteTalkingMenu();
break; break;
case NPC_ACTION_BUY_VEHICLE_REQUESTOR: case NPC_ACTION_BUY_VEHICLE_REQUESTOR:
if ( ubExitValue == MSG_BOX_RETURN_YES ) if ( ubExitValue == MSG_BOX_RETURN_YES )