Fixed error in copying soldier profiles

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@925 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
SpaceViking
2007-06-09 18:03:00 +00:00
parent 7a27e7105d
commit 1c1f843449
+31 -31
View File
@@ -17,7 +17,7 @@
#include "Isometric Utils.h"
#include "Event Pump.h"
#include "Timer Control.h"
#include "Render Fun.h"
#include "Render Fun.h"
#include "Render Dirty.h"
#include "mousesystem.h"
#include "interface.h"
@@ -63,8 +63,8 @@
BOOLEAN gfPotentialTeamChangeDuringDeath = FALSE;
#define MIN_BLINK_FREQ 3000
#define MIN_EXPRESSION_FREQ 2000
#define MIN_BLINK_FREQ 3000
#define MIN_EXPRESSION_FREQ 2000
#define SET_PROFILE_GAINS2 500, 500, 500, 500, 500, 500, 500, 500, 500
@@ -122,7 +122,7 @@ UINT8 gubNumTerrorists = 0;
#define NUM_TERRORIST_POSSIBLE_LOCATIONS 5
INT16 gsTerroristSector[NUM_TERRORISTS][NUM_TERRORIST_POSSIBLE_LOCATIONS][2] =
INT16 gsTerroristSector[NUM_TERRORISTS][NUM_TERRORIST_POSSIBLE_LOCATIONS][2] =
{
// Elgin... preplaced
{
@@ -133,7 +133,7 @@ INT16 gsTerroristSector[NUM_TERRORISTS][NUM_TERRORIST_POSSIBLE_LOCATIONS][2] =
{ 0, 0 }
},
// Slay
{
{
{ 9, MAP_ROW_F },
{ 14, MAP_ROW_I },
{ 1, MAP_ROW_G },
@@ -190,7 +190,7 @@ UINT8 gubAssassins[NUM_ASSASSINS] =
#define NUM_ASSASSIN_POSSIBLE_TOWNS 5
INT8 gbAssassinTown[NUM_ASSASSINS][NUM_ASSASSIN_POSSIBLE_TOWNS] =
INT8 gbAssassinTown[NUM_ASSASSINS][NUM_ASSASSIN_POSSIBLE_TOWNS] =
{
// Jim
{ CAMBRIA, DRASSEN, ALMA, BALIME, GRUMM },
@@ -282,7 +282,7 @@ BOOLEAN LoadMercProfiles(void)
return(FALSE);
}
//if the Dialogue exists for the merc, allow the merc to be hired
if( DialogueDataFileExistsForProfile( (UINT8)uiLoop, 0, FALSE, NULL ) )
{
@@ -368,7 +368,7 @@ BOOLEAN LoadMercProfiles(void)
// OK, if we are a created slot, this will get overriden at some time..
//add up the items the merc has for the usOptionalGearCost
//add up the items the merc has for the usOptionalGearCost
gMercProfiles[ uiLoop ].usOptionalGearCost = 0;
for ( uiLoop2 = 0; uiLoop2< NUM_INV_SLOTS; uiLoop2++ )
{
@@ -376,7 +376,7 @@ BOOLEAN LoadMercProfiles(void)
{
//get the item
usItem = gMercProfiles[ uiLoop ].inv[ uiLoop2 ];
//add the cost
gMercProfiles[ uiLoop ].usOptionalGearCost += Item[ usItem ].usPrice;
}
@@ -431,7 +431,7 @@ void DecideActiveTerrorists( void )
UINT32 uiChance, uiLocationChoice;
BOOLEAN fFoundSpot;
INT16 sTerroristPlacement[MAX_ADDITIONAL_TERRORISTS][2] = { {0, 0}, {0, 0}, {0, 0}, {0, 0} };
#ifdef CRIPPLED_VERSION
return;
#endif
@@ -559,7 +559,7 @@ void MakeRemainingTerroristsTougher( void )
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_MEDIUM:
case DIF_LEVEL_MEDIUM:
ubRemainingDifficulty = (ubRemainingDifficulty * 13) / 10;
break;
case DIF_LEVEL_HARD:
@@ -603,7 +603,7 @@ void MakeRemainingTerroristsTougher( void )
}
else
{
// LAW and hand grenade
// LAW and hand grenade
usOldItem = NOTHING;
usNewItem = HAND_GRENADE;
}
@@ -654,7 +654,7 @@ void DecideOnAssassin( void )
{
// check this merc to see if the town is a possibility
for ( ubLoop2 = 0; ubLoop2 < NUM_ASSASSIN_POSSIBLE_TOWNS; ubLoop2++ )
{
{
if ( gbAssassinTown[ ubLoop ][ ubLoop2 ] == ubTown )
{
ubAssassinPossibility[ ubAssassinsPossible ] = gubAssassins[ ubLoop ];
@@ -671,7 +671,7 @@ void DecideOnAssassin( void )
gMercProfiles[ ubLoop ].sSectorY = gWorldSectorY;
AddStrategicEvent( EVENT_REMOVE_ASSASSIN, GetWorldTotalMin() + 60 * ( 3 + Random( 3 ) ), ubLoop );
}
}
void MakeRemainingAssassinsTougher( void )
@@ -693,7 +693,7 @@ void MakeRemainingAssassinsTougher( void )
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_MEDIUM:
case DIF_LEVEL_MEDIUM:
ubRemainingDifficulty = (ubRemainingDifficulty * 13) / 10;
break;
case DIF_LEVEL_HARD:
@@ -737,7 +737,7 @@ void MakeRemainingAssassinsTougher( void )
}
else
{
// LAW and hand grenade
// LAW and hand grenade
usOldItem = NOTHING;
usNewItem = HAND_GRENADE;
}
@@ -973,7 +973,7 @@ SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam )
}
}
}
// Set insertion gridNo
pNewSoldier->sInsertionGridNo = sOldGridNo;
@@ -983,7 +983,7 @@ SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam )
HandleCheckForDeathCommonCode( pSoldier );
}
if ( gfWorldLoaded && pSoldier->bInSector
if ( gfWorldLoaded && pSoldier->bInSector
//pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ
)
{
@@ -994,7 +994,7 @@ SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam )
// fix up the event queue...
// ChangeSoldierIDInQueuedEvents( ubOldID, uiOldUniqueId, pNewSoldier->ubID, pNewSoldier->uiUniqueSoldierIdValue );
if ( pNewSoldier->ubProfile != NO_PROFILE )
if ( pNewSoldier->ubProfile != NO_PROFILE )
{
if ( ubTeam == gbPlayerNum )
{
@@ -1077,7 +1077,7 @@ BOOLEAN RecruitRPC( UINT8 ubCharNum )
if ( bSlot != SECONDHANDPOS && pNewSoldier->inv[ SECONDHANDPOS ].usItem != NOTHING )
{
// need to move second hand item out first
AutoPlaceObject( pNewSoldier, &(pNewSoldier->inv[ SECONDHANDPOS ]), FALSE );
AutoPlaceObject( pNewSoldier, &(pNewSoldier->inv[ SECONDHANDPOS ]), FALSE );
}
}
// swap item to hand
@@ -1259,8 +1259,8 @@ INT8 WhichHated( UINT8 ubCharNum, UINT8 ubHated )
BOOLEAN IsProfileATerrorist( UINT8 ubProfile )
{
if ( ubProfile == 83 || ubProfile == 111 ||
ubProfile == 64 || ubProfile == 112 ||
if ( ubProfile == 83 || ubProfile == 111 ||
ubProfile == 64 || ubProfile == 112 ||
ubProfile == 82 || ubProfile == 110 )
{
return( TRUE );
@@ -1273,8 +1273,8 @@ BOOLEAN IsProfileATerrorist( UINT8 ubProfile )
BOOLEAN IsProfileAHeadMiner( UINT8 ubProfile )
{
if ( ubProfile == 106 || ubProfile == 148 ||
ubProfile == 156 || ubProfile == 157 ||
if ( ubProfile == 106 || ubProfile == 148 ||
ubProfile == 156 || ubProfile == 157 ||
ubProfile == 158 )
{
return( TRUE );
@@ -1405,7 +1405,7 @@ SOLDIERTYPE * SwapLarrysProfiles( SOLDIERTYPE * pSoldier )
// I don't think so!
return( pSoldier );
}
pNewProfile = &gMercProfiles[ ubDestProfile ];
pNewProfile->ubMiscFlags2 = gMercProfiles[ ubSrcProfile ].ubMiscFlags2;
pNewProfile->ubMiscFlags = gMercProfiles[ ubSrcProfile ].ubMiscFlags;
@@ -1464,7 +1464,7 @@ SOLDIERTYPE * SwapLarrysProfiles( SOLDIERTYPE * pSoldier )
*/
memcpy( pNewProfile->bInvStatus, gMercProfiles[ ubSrcProfile ].bInvStatus , sizeof( UINT8) * 19 );
memcpy( pNewProfile->bInvStatus, gMercProfiles[ ubSrcProfile ].bInvStatus , sizeof( UINT8) * 19 );
memcpy( pNewProfile->bInvNumber, gMercProfiles[ ubSrcProfile ].bInvNumber , sizeof( UINT8) * 19 );
memcpy( pNewProfile->inv , gMercProfiles[ ubSrcProfile ].inv , sizeof( UINT16 ) * 19 );
memcpy( pNewProfile->bMercTownReputation , gMercProfiles[ ubSrcProfile ].bMercTownReputation , sizeof( UINT8 ) * 20 );
@@ -1474,8 +1474,8 @@ SOLDIERTYPE * SwapLarrysProfiles( SOLDIERTYPE * pSoldier )
pSoldier->ubProfile = ubDestProfile;
// create new face
pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
// replace profile in group
ReplaceSoldierProfileInPlayerGroup( pSoldier->ubGroupID, ubSrcProfile, ubDestProfile );
@@ -1542,9 +1542,9 @@ BOOLEAN DoesNPCOwnBuilding( SOLDIERTYPE *pSoldier, INT16 sGridNo )
BOOLEAN IsProfileIdAnAimOrMERCMerc( UINT8 ubProfileID )
{
if( ubProfileID < BIFF ||
( ubProfileID >= BIFF && ubProfileID <= BUBBA ) ||
if( ubProfileID < BIFF ||
( ubProfileID >= BIFF && ubProfileID <= BUBBA ) ||
ubProfileID >= GASTON )
{
return( TRUE );