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GetIdOfMineForSector: use correct min/max values for bSectorZ.
Minor code improvements. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8739 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -529,7 +529,7 @@ INT32 GetAvailableWorkForceForMineForPlayer( INT8 bMineIndex )
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*/
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*/
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// Flugente: if strategic disease is active, disease can affect out workforce, so the calculation gets slightly more complicated
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// Flugente: if strategic disease is active, disease can affect out workforce, so the calculation gets slightly more complicated
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iWorkForceSize *= GetWorkforceEffectivenessWithDisease( bTownId, OUR_TEAM );
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iWorkForceSize = (INT32)(iWorkForceSize * GetWorkforceEffectivenessWithDisease(bTownId, OUR_TEAM));
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// now adjust for town size.. the number of sectors you control
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// now adjust for town size.. the number of sectors you control
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iWorkForceSize *= GetTownSectorsUnderControl( bTownId );
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iWorkForceSize *= GetTownSectorsUnderControl( bTownId );
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@@ -816,7 +816,7 @@ INT8 GetMineIndexForSector( INT16 sX, INT16 sY )
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void GetMineSector( UINT8 ubMineIndex, INT16 * psX, INT16 * psY )
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void GetMineSector( UINT8 ubMineIndex, INT16 * psX, INT16 * psY )
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{
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{
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Assert( ( ubMineIndex >= 0 ) && ( ubMineIndex < MAX_NUMBER_OF_MINES ) );
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Assert(ubMineIndex < MAX_NUMBER_OF_MINES);
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//*psX = gMineLocation[ ubMineIndex ].sSectorX;
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//*psX = gMineLocation[ ubMineIndex ].sSectorX;
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//*psY = gMineLocation[ ubMineIndex ].sSectorY;
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//*psY = gMineLocation[ ubMineIndex ].sSectorY;
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@@ -1303,22 +1303,21 @@ BOOLEAN HasHisMineBeenProducingForPlayerForSomeTime( UINT8 ubMinerProfileId )
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return( FALSE );
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return( FALSE );
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}
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}
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// gte the id of the mine for this sector x,y,z...-1 is invalid
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// get the id of the mine for this sector x,y,z...-1 is invalid
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INT8 GetIdOfMineForSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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INT8 GetIdOfMineForSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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{
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{
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INT8 bMineIndex = -1;
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INT8 bMineIndex = -1;
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INT16 sSectorValue;
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//INT16 sSectorValue;
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// are we even on the right level?
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// are we even on the right level?
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if( ( bSectorZ < 0 ) && ( bSectorZ > 2 ) )
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if (bSectorZ < MINIMUM_VALID_Z_COORDINATE || bSectorZ > MAXIMUM_VALID_Z_COORDINATE)
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{
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{
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// nope
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// nope
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return( -1 );
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return( -1 );
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}
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}
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// now get the sectorvalue
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// now get the sectorvalue
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sSectorValue = SECTOR( sSectorX, sSectorY );
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//sSectorValue = SECTOR( sSectorX, sSectorY );
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// support surface
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// support surface
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if( bSectorZ == 0 )
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if( bSectorZ == 0 )
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@@ -1423,8 +1422,7 @@ BOOLEAN AreThereMinersInsideThisMine( UINT8 ubMineIndex )
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{
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{
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MINE_STATUS_TYPE *pMineStatus;
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MINE_STATUS_TYPE *pMineStatus;
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Assert(ubMineIndex < MAX_NUMBER_OF_MINES);
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Assert( ( ubMineIndex >= 0 ) && ( ubMineIndex < MAX_NUMBER_OF_MINES ) );
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pMineStatus = &(gMineStatus[ ubMineIndex ]);
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pMineStatus = &(gMineStatus[ ubMineIndex ]);
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