Use macro where appropriate for easier maintenance

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8847 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2020-07-07 19:47:52 +00:00
parent 6de9deae63
commit 1e101b2065
20 changed files with 82 additions and 83 deletions
+1 -1
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@@ -842,7 +842,7 @@ void CheckForValidArrivalSector( )
CHAR16 zShortTownIDString1[ 50 ];
CHAR16 zShortTownIDString2[ 50 ];
sSectorGridNo = gsMercArriveSectorX + ( MAP_WORLD_X * gsMercArriveSectorY );
sSectorGridNo = CALCULATE_STRATEGIC_INDEX( gsMercArriveSectorX, gsMercArriveSectorY );
// Check if valid...
if ( !StrategicMap[ sSectorGridNo ].fEnemyControlled )
+1 -1
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@@ -6844,7 +6844,7 @@ BOOLEAN GetPlayerControlledPrisonList( std::vector<UINT8>& arSectorIDVector )
for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
{
// if sector is controlled by enemies, it's not ours (duh!)
if ( StrategicMap[sX + sY * MAP_WORLD_X].fEnemyControlled )
if ( StrategicMap[CALCULATE_STRATEGIC_INDEX(sX, sY)].fEnemyControlled )
continue;
// only sectors where there are no ongoing battles or even enemy garrisons are valid for our cause
+1 -1
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@@ -749,7 +749,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
{
// Tixa prison, once liberated, should not have any civs without profiles unless
// they are kids
if( !StrategicMap[ TIXA_SECTOR_X + TIXA_SECTOR_Y * MAP_WORLD_X ].fEnemyControlled && tempDetailedPlacement.ubProfile == NO_PROFILE && tempDetailedPlacement.ubBodyType != HATKIDCIV && tempDetailedPlacement.ubBodyType != KIDCIV )
if( !StrategicMap[CALCULATE_STRATEGIC_INDEX(TIXA_SECTOR_X, TIXA_SECTOR_Y)].fEnemyControlled && tempDetailedPlacement.ubProfile == NO_PROFILE && tempDetailedPlacement.ubBodyType != HATKIDCIV && tempDetailedPlacement.ubBodyType != KIDCIV )
{
// not there
return( TRUE );