From 1c1f843449d97d61218856ec9d5eb1bf131087b0 Mon Sep 17 00:00:00 2001 From: SpaceViking Date: Sat, 9 Jun 2007 18:03:00 +0000 Subject: [PATCH] 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 --- Tactical/Soldier Profile.cpp | 62 ++++++++++++++++++------------------ 1 file changed, 31 insertions(+), 31 deletions(-) diff --git a/Tactical/Soldier Profile.cpp b/Tactical/Soldier Profile.cpp index 8e80f470..05660ab3 100644 --- a/Tactical/Soldier Profile.cpp +++ b/Tactical/Soldier Profile.cpp @@ -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 );