Merged New Inventory Project into main branch

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+78 -74
View File
@@ -5,7 +5,7 @@
#include "Fileman.h"
#include "types.h"
#include "Scheduling.h"
#include "Soldier Control.h"
#include "message.h"
#include "overhead.h"
#include "Game Clock.h"
@@ -30,6 +30,11 @@
#include "Quests.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
#ifdef JA2EDITOR
extern CHAR16 gszScheduleActions[ NUM_SCHEDULE_ACTIONS ][20];
#endif
@@ -52,8 +57,8 @@ void ReverseSchedules();
void PrepareScheduleForAutoProcessing( SCHEDULENODE *pSchedule, UINT32 uiStartTime, UINT32 uiEndTime );
//IMPORTANT:
//This function adds a NEWLY allocated schedule to the list. The pointer passed is totally
//separate. So make sure that you delete the pointer if you don't need it anymore. The editor
//This function adds a NEWLY allocated schedule to the list. The pointer passed is totally
//separate. So make sure that you delete the pointer if you don't need it anymore. The editor
//uses a single static node to copy data from, hence this method.
void CopyScheduleToList( SCHEDULENODE *pSchedule, SOLDIERINITNODE *pNode )
{
@@ -170,7 +175,7 @@ void ProcessTacticalSchedule( UINT8 ubScheduleID )
if( !pSchedule )
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Schedule callback: Schedule ID of %d not found.", ubScheduleID );
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Schedule callback: Schedule ID of %d not found.", ubScheduleID );
#endif
return;
}
@@ -178,7 +183,7 @@ void ProcessTacticalSchedule( UINT8 ubScheduleID )
if( pSchedule->ubSoldierID >= TOTAL_SOLDIERS )
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Schedule callback: Illegal soldier ID of %d.", pSchedule->ubSoldierID );
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Schedule callback: Illegal soldier ID of %d.", pSchedule->ubSoldierID );
#endif
return;
}
@@ -190,7 +195,7 @@ void ProcessTacticalSchedule( UINT8 ubScheduleID )
//Validate the existance of the soldier.
pSoldier = MercPtrs[ pSchedule->ubSoldierID ];
if ( pSoldier->bLife < OKLIFE )
if ( pSoldier->stats.bLife < OKLIFE )
{
// dead or dying!
return;
@@ -199,7 +204,7 @@ void ProcessTacticalSchedule( UINT8 ubScheduleID )
if ( !pSoldier->bActive )
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Schedule callback: Soldier isn't active. Name is %s.", pSoldier->name );
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Schedule callback: Soldier isn't active. Name is %s.", pSoldier->name );
#endif
}
@@ -236,7 +241,7 @@ void ProcessTacticalSchedule( UINT8 ubScheduleID )
if ( fAutoProcess )
{
UINT32 uiStartTime, uiEndTime;
//Grab the last time the eventlist was queued. This will tell us how much time has passed since that moment,
//Grab the last time the eventlist was queued. This will tell us how much time has passed since that moment,
//and how long we need to auto process this schedule.
uiStartTime = (guiTimeOfLastEventQuery / 60) % NUM_MIN_IN_DAY;
uiEndTime = GetWorldMinutesInDay();
@@ -247,7 +252,7 @@ void ProcessTacticalSchedule( UINT8 ubScheduleID )
}
else
{
// turn off all active-schedule flags before setting
// turn off all active-schedule flags before setting
// the one that should be active!
pSchedule->usFlags &= ~SCHEDULE_FLAGS_ACTIVE_ALL;
@@ -258,13 +263,13 @@ void ProcessTacticalSchedule( UINT8 ubScheduleID )
case 2: pSchedule->usFlags |= SCHEDULE_FLAGS_ACTIVE3; break;
case 3: pSchedule->usFlags |= SCHEDULE_FLAGS_ACTIVE4; break;
}
pSoldier->fAIFlags |= AI_CHECK_SCHEDULE;
pSoldier->aiData.fAIFlags |= AI_CHECK_SCHEDULE;
pSoldier->bAIScheduleProgress = 0;
}
}
//Called before leaving the editor, or saving the map. This recalculates
//Called before leaving the editor, or saving the map. This recalculates
//all of the schedule IDs from scratch and adjusts the effected structures accordingly.
void OptimizeSchedules()
{
@@ -311,12 +316,12 @@ void OptimizeSchedules()
}
}
//Called when transferring from the game to the editor.
//Called when transferring from the game to the editor.
void PrepareSchedulesForEditorEntry()
{
SCHEDULENODE *curr, *prev, *temp;
//Delete all schedule events. The editor will automatically warp all civilians to their starting locations.
//Delete all schedule events. The editor will automatically warp all civilians to their starting locations.
DeleteAllStrategicEventsOfType( EVENT_PROCESS_TACTICAL_SCHEDULE );
//Now, delete all of the temporary schedules.
@@ -336,14 +341,14 @@ void PrepareSchedulesForEditorEntry()
MemFree( temp );
gubScheduleID--;
}
else
else
{
if( curr->usFlags & SCHEDULE_FLAGS_SLEEP_CONVERTED )
{ //uncovert it!
INT32 i;
for( i = 0 ; i < MAX_SCHEDULE_ACTIONS; i++ )
{
//if( i
//if( i
}
}
prev = curr;
@@ -352,7 +357,7 @@ void PrepareSchedulesForEditorEntry()
}
}
//Called when leaving the editor to enter the game. This posts all of the events that apply.
//Called when leaving the editor to enter the game. This posts all of the events that apply.
void PrepareSchedulesForEditorExit()
{
PostSchedules();
@@ -463,7 +468,7 @@ BOOLEAN LoadSchedulesFromSave( HWFILE hFile )
}
//used to fix a bug in the editor where the schedules were reversed. Because only
//used to fix a bug in the editor where the schedules were reversed. Because only
//some maps were effected, this feature was required.
void ReverseSchedules()
{
@@ -566,7 +571,7 @@ BOOLEAN SaveSchedules( HWFILE hFile )
//Each schedule has upto four parts to it, so sort them chronologically.
//Happily, the fields with no times actually are the highest.
BOOLEAN SortSchedule( SCHEDULENODE *pSchedule )
{
{
INT32 index, i, iBestIndex;
UINT16 usTime;
UINT16 usData1;
@@ -574,7 +579,7 @@ BOOLEAN SortSchedule( SCHEDULENODE *pSchedule )
UINT8 ubAction;
BOOLEAN fSorted = FALSE;
//Use a bubblesort method (max: 3 switches).
//Use a bubblesort method (max: 3 switches).
index = 0;
while( index < 3 )
{
@@ -609,7 +614,7 @@ BOOLEAN SortSchedule( SCHEDULENODE *pSchedule )
return fSorted;
}
BOOLEAN BumpAnyExistingMerc( INT16 sGridNo )
BOOLEAN BumpAnyExistingMerc( INT16 sGridNo )
{
UINT8 ubID;
SOLDIERTYPE * pSoldier; // NB this is the person already in the location,
@@ -645,7 +650,7 @@ BOOLEAN BumpAnyExistingMerc( INT16 sGridNo )
}
ConvertGridNoToCellXY( sNewGridNo, &sCellX, &sCellY );
EVENT_SetSoldierPositionForceDelete( pSoldier, (FLOAT)sCellX, (FLOAT)sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
return( TRUE );
}
@@ -658,12 +663,12 @@ void AutoProcessSchedule( SCHEDULENODE *pSchedule, INT32 index )
if ( gTacticalStatus.uiFlags & LOADING_SAVED_GAME )
{
// CJC, November 28th: when reloading a saved game we want events posted but no events autoprocessed since
// that could change civilian positions. So rather than doing a bunch of checks outside of this function,
// CJC, November 28th: when reloading a saved game we want events posted but no events autoprocessed since
// that could change civilian positions. So rather than doing a bunch of checks outside of this function,
// I thought it easier to screen them out here.
return;
}
pSoldier = MercPtrs[ pSchedule->ubSoldierID ];
if (pSoldier->ubID == 0)
@@ -674,7 +679,7 @@ void AutoProcessSchedule( SCHEDULENODE *pSchedule, INT32 index )
#ifdef JA2EDITOR
if ( pSoldier->ubProfile != NO_PROFILE )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Autoprocessing schedule action %S for %S (%d) at time %02ld:%02ld (set for %02d:%02d), data1 = %d",
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Autoprocessing schedule action %S for %S (%d) at time %02ld:%02ld (set for %02d:%02d), data1 = %d",
gszScheduleActions[ pSchedule->ubAction[ index ] ],
pSoldier->name,
pSoldier->ubID,
@@ -686,8 +691,8 @@ void AutoProcessSchedule( SCHEDULENODE *pSchedule, INT32 index )
}
else
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Autoprocessing schedule action %S for civ (%d) at time %02ld:%02ld (set for %02d:%02d), data1 = %d",
gszScheduleActions[ pSchedule->ubAction[ index ] ],
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Autoprocessing schedule action %S for civ (%d) at time %02ld:%02ld (set for %02d:%02d), data1 = %d",
gszScheduleActions[ pSchedule->ubAction[ index ] ],
pSoldier->ubID,
GetWorldHour(),
guiMin,
@@ -698,7 +703,7 @@ void AutoProcessSchedule( SCHEDULENODE *pSchedule, INT32 index )
#endif
// always assume the merc is going to wake, unless the event is a sleep
pSoldier->fAIFlags &= ~(AI_ASLEEP);
pSoldier->aiData.fAIFlags &= ~(AI_ASLEEP);
switch( pSchedule->ubAction[ index ] )
{
@@ -706,11 +711,11 @@ void AutoProcessSchedule( SCHEDULENODE *pSchedule, INT32 index )
case SCHEDULE_ACTION_UNLOCKDOOR:
case SCHEDULE_ACTION_OPENDOOR:
case SCHEDULE_ACTION_CLOSEDOOR:
PerformActionOnDoorAdjacentToGridNo( pSchedule->ubAction[ index ], pSchedule->usData1[ index ] );
PerformActionOnDoorAdjacentToGridNo( pSchedule->ubAction[ index ], (INT16)pSchedule->usData1[ index ] );
BumpAnyExistingMerc( pSchedule->usData2[ index ] );
ConvertGridNoToCellXY( pSchedule->usData2[ index ], &sCellX, &sCellY );
EVENT_SetSoldierPositionForceDelete( pSoldier, (FLOAT)sCellX, (FLOAT)sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
if ( GridNoOnEdgeOfMap( pSchedule->usData2[ index ], &bDirection ) )
{
// civ should go off map; this tells us where the civ will return
@@ -721,15 +726,15 @@ void AutoProcessSchedule( SCHEDULENODE *pSchedule, INT32 index )
else
{
// let this person patrol from here from now on
pSoldier->usPatrolGrid[0] = pSchedule->usData2[ index ];
pSoldier->aiData.sPatrolGrid[0] = pSchedule->usData2[ index ];
}
break;
case SCHEDULE_ACTION_GRIDNO:
BumpAnyExistingMerc( pSchedule->usData1[ index ] );
ConvertGridNoToCellXY( pSchedule->usData1[ index ], &sCellX, &sCellY );
EVENT_SetSoldierPositionForceDelete( pSoldier, (FLOAT)sCellX, (FLOAT)sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
// let this person patrol from here from now on
pSoldier->usPatrolGrid[0] = pSchedule->usData1[ index ];
pSoldier->aiData.sPatrolGrid[0] = pSchedule->usData1[ index ];
break;
case SCHEDULE_ACTION_ENTERSECTOR:
if ( pSoldier->ubProfile != NO_PROFILE && gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags2 & PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR )
@@ -739,37 +744,37 @@ void AutoProcessSchedule( SCHEDULENODE *pSchedule, INT32 index )
}
BumpAnyExistingMerc( pSchedule->usData1[ index ] );
ConvertGridNoToCellXY( pSchedule->usData1[ index ], &sCellX, &sCellY );
EVENT_SetSoldierPositionForceDelete( pSoldier, (FLOAT)sCellX, (FLOAT)sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
MoveSoldierFromAwayToMercSlot( pSoldier );
pSoldier->bInSector = TRUE;
// let this person patrol from here from now on
pSoldier->usPatrolGrid[0] = pSchedule->usData1[ index ];
pSoldier->aiData.sPatrolGrid[0] = pSchedule->usData1[ index ];
break;
case SCHEDULE_ACTION_WAKE:
BumpAnyExistingMerc( pSoldier->sInitialGridNo );
ConvertGridNoToCellXY( pSoldier->sInitialGridNo, &sCellX, &sCellY );
EVENT_SetSoldierPositionForceDelete( pSoldier, (FLOAT)sCellX, (FLOAT)sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
// let this person patrol from here from now on
pSoldier->usPatrolGrid[0] = pSoldier->sInitialGridNo;
pSoldier->aiData.sPatrolGrid[0] = pSoldier->sInitialGridNo;
break;
case SCHEDULE_ACTION_SLEEP:
pSoldier->fAIFlags |= AI_ASLEEP;
pSoldier->aiData.fAIFlags |= AI_ASLEEP;
// check for someone else in the location
BumpAnyExistingMerc( pSchedule->usData1[ index ] );
ConvertGridNoToCellXY( pSchedule->usData1[ index ], &sCellX, &sCellY );
EVENT_SetSoldierPositionForceDelete( pSoldier, (FLOAT)sCellX, (FLOAT)sCellY );
pSoldier->usPatrolGrid[0] = pSchedule->usData1[ index ];
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
pSoldier->aiData.sPatrolGrid[0] = pSchedule->usData1[ index ];
break;
case SCHEDULE_ACTION_LEAVESECTOR:
sGridNo = FindNearestEdgePoint( pSoldier->sGridNo );
BumpAnyExistingMerc( sGridNo );
ConvertGridNoToCellXY( sGridNo, &sCellX, &sCellY );
EVENT_SetSoldierPositionForceDelete( pSoldier, (FLOAT)sCellX, (FLOAT)sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
sGridNo = FindNearbyPointOnEdgeOfMap( pSoldier, &bDirection );
BumpAnyExistingMerc( sGridNo );
ConvertGridNoToCellXY( sGridNo, &sCellX, &sCellY );
EVENT_SetSoldierPositionForceDelete( pSoldier, (FLOAT)sCellX, (FLOAT)sCellY );
pSoldier->EVENT_SetSoldierPositionForceDelete( (FLOAT)sCellX, (FLOAT)sCellY );
// ok, that tells us where the civ will return
pSoldier->sOffWorldGridNo = sGridNo;
@@ -787,13 +792,13 @@ void PostSchedule( SOLDIERTYPE *pSoldier )
SCHEDULENODE *pSchedule;
UINT8 ubTempAction;
UINT16 usTemp;
if ( (pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP) && ( gTacticalStatus.fCivGroupHostile[ KINGPIN_CIV_GROUP ] || ( (gubQuest[ QUEST_KINGPIN_MONEY ] == QUESTINPROGRESS) && (CheckFact( FACT_KINGPIN_CAN_SEND_ASSASSINS, KINGPIN )) ) ) && (gWorldSectorX == 5 && gWorldSectorY == MAP_ROW_C) && (pSoldier->ubProfile == NO_PROFILE) )
{
// no schedules for people guarding Tony's!
return;
}
pSchedule = GetSchedule( pSoldier->ubScheduleID );
if( !pSchedule )
return;
@@ -840,7 +845,7 @@ void PostSchedule( SOLDIERTYPE *pSoldier )
usTemp = pSchedule->usTime[ bEmpty ];
pSchedule->usTime[ bEmpty ] = pSchedule->usTime[ i ];
pSchedule->usTime[ i ] = usTemp;
usTemp = pSchedule->usData1[ bEmpty ];
pSchedule->usData1[ bEmpty ] = pSchedule->usData1[ i ];
pSchedule->usData1[ i ] = usTemp;
@@ -854,10 +859,10 @@ void PostSchedule( SOLDIERTYPE *pSoldier )
// no morning entries but no space for a wakeup either, will sleep till
// next non-sleep event
}
}
break; //The break is here because nobody should have more than one sleep schedule with no time specified.
}
}
}
}
@@ -866,10 +871,10 @@ void PostSchedule( SOLDIERTYPE *pSoldier )
// always process previous 24 hours
uiEndTime = GetWorldTotalMin();
uiStartTime = uiEndTime - (NUM_MIN_IN_DAY - 1);
/*
//First thing we need is to get the time that the map was last loaded. If more than 24 hours,
//then process only 24 hours. If less, then process all the schedules that would have happened within
//First thing we need is to get the time that the map was last loaded. If more than 24 hours,
//then process only 24 hours. If less, then process all the schedules that would have happened within
//that period of time.
uiEndTime = GetWorldTotalMin();
if( GetWorldTotalMin() - guiTimeCurrentSectorWasLastLoaded > NUM_MIN_IN_DAY )
@@ -881,7 +886,7 @@ void PostSchedule( SOLDIERTYPE *pSoldier )
uiStartTime = guiTimeCurrentSectorWasLastLoaded;
}
*/
//Need a way to determine if the player has actually modified doors since this civilian was last loaded
uiEndTime %= NUM_MIN_IN_DAY;
uiStartTime %= NUM_MIN_IN_DAY;
@@ -894,7 +899,7 @@ void PrepareScheduleForAutoProcessing( SCHEDULENODE *pSchedule, UINT32 uiStartTi
BOOLEAN fPostedNextEvent = FALSE;
if ( uiStartTime > uiEndTime )
{ //The start time is later in the day than the end time, which means we'll be wrapping
{ //The start time is later in the day than the end time, which means we'll be wrapping
//through midnight and continuing to the end time.
for( i = 0; i < MAX_SCHEDULE_ACTIONS; i++ )
{
@@ -923,7 +928,7 @@ void PrepareScheduleForAutoProcessing( SCHEDULENODE *pSchedule, UINT32 uiStartTi
}
}
else
{ //Much simpler: start at the start and continue to the end.
{ //Much simpler: start at the start and continue to the end.
for( i = 0; i < MAX_SCHEDULE_ACTIONS; i++ )
{
if( pSchedule->usTime[i] == 0xffff )
@@ -947,7 +952,7 @@ void PrepareScheduleForAutoProcessing( SCHEDULENODE *pSchedule, UINT32 uiStartTi
{
// reached end of schedule, post first event for soldier in the next day
// 0th event will be first.
// Feb 1: ONLY IF THERE IS A VALID EVENT TO POST WITH A VALID TIME!
// Feb 1: ONLY IF THERE IS A VALID EVENT TO POST WITH A VALID TIME!
if ( pSchedule->usTime[0] != 0xffff )
{
AddStrategicEvent( EVENT_PROCESS_TACTICAL_SCHEDULE, GetWorldDayInMinutes() + NUM_MIN_IN_DAY + pSchedule->usTime[0], pSchedule->ubScheduleID );
@@ -955,7 +960,7 @@ void PrepareScheduleForAutoProcessing( SCHEDULENODE *pSchedule, UINT32 uiStartTi
}
}
//Leave at night, come back in the morning. The time variances are a couple hours, so
//Leave at night, come back in the morning. The time variances are a couple hours, so
//the town doesn't turn into a ghost town in 5 minutes.
void PostDefaultSchedule( SOLDIERTYPE *pSoldier )
{
@@ -966,7 +971,7 @@ void PostDefaultSchedule( SOLDIERTYPE *pSoldier )
{ //People in underground sectors don't get schedules.
return;
}
//Create a new node at the head of the list. The head will become the new schedule
//Create a new node at the head of the list. The head will become the new schedule
//we are about to add.
curr = gpScheduleList;
gpScheduleList = (SCHEDULENODE*)MemAlloc( sizeof( SCHEDULENODE ) );
@@ -993,7 +998,7 @@ void PostDefaultSchedule( SOLDIERTYPE *pSoldier )
gpScheduleList->ubAction[1] = SCHEDULE_ACTION_LEAVESECTOR;
gpScheduleList->usTime[1] = (UINT16)(1080 + Random( 121 ));
gpScheduleList->usFlags |= SCHEDULE_FLAGS_TEMPORARY;
if( gubScheduleID == 255 )
{ //Too much fragmentation, clean it up...
OptimizeSchedules();
@@ -1019,7 +1024,7 @@ void PostSchedules()
#endif
//If no way to leave the map, then don't post default schedules.
if( gMapInformation.sNorthGridNo != -1 || gMapInformation.sEastGridNo != -1 ||
gMapInformation.sSouthGridNo != -1 || gMapInformation.sWestGridNo != -1 )
gMapInformation.sSouthGridNo != -1 || gMapInformation.sWestGridNo != -1 )
{
fDefaultSchedulesPossible = TRUE;
}
@@ -1035,12 +1040,12 @@ void PostSchedules()
else if( fDefaultSchedulesPossible )
{
// ATE: There should be a better way here...
if( curr->pSoldier->ubBodyType != COW &&
curr->pSoldier->ubBodyType != BLOODCAT &&
if( curr->pSoldier->ubBodyType != COW &&
curr->pSoldier->ubBodyType != BLOODCAT &&
curr->pSoldier->ubBodyType != HUMVEE &&
curr->pSoldier->ubBodyType != ELDORADO &&
curr->pSoldier->ubBodyType != ICECREAMTRUCK &&
curr->pSoldier->ubBodyType != JEEP )
curr->pSoldier->ubBodyType != ELDORADO &&
curr->pSoldier->ubBodyType != ICECREAMTRUCK &&
curr->pSoldier->ubBodyType != JEEP )
{
PostDefaultSchedule( curr->pSoldier );
}
@@ -1050,12 +1055,12 @@ void PostSchedules()
}
}
void PerformActionOnDoorAdjacentToGridNo( UINT8 ubScheduleAction, UINT16 usGridNo )
void PerformActionOnDoorAdjacentToGridNo( UINT8 ubScheduleAction, INT16 sGridNo )
{
INT16 sDoorGridNo;
DOOR * pDoor;
sDoorGridNo = FindDoorAtGridNoOrAdjacent( (INT16) usGridNo );
sDoorGridNo = FindDoorAtGridNoOrAdjacent( (INT16) sGridNo );
if (sDoorGridNo != NOWHERE)
{
switch( ubScheduleAction )
@@ -1086,7 +1091,7 @@ void PerformActionOnDoorAdjacentToGridNo( UINT8 ubScheduleAction, UINT16 usGridN
}
}
//Assumes that a schedule has just been processed. This takes the current time, and compares it to the
//Assumes that a schedule has just been processed. This takes the current time, and compares it to the
//schedule, and looks for the next schedule action that would get processed and posts it.
void PostNextSchedule( SOLDIERTYPE *pSoldier )
{
@@ -1140,7 +1145,7 @@ BOOLEAN ExtractScheduleEntryAndExitInfo( SOLDIERTYPE * pSoldier, UINT32 * puiEnt
pSchedule = GetSchedule( pSoldier->ubScheduleID );
if ( !pSchedule )
{
// If person had default schedule then would have been assigned and this would
// If person had default schedule then would have been assigned and this would
// have succeeded.
// Hence this is an error.
return( FALSE );
@@ -1153,7 +1158,7 @@ BOOLEAN ExtractScheduleEntryAndExitInfo( SOLDIERTYPE * pSoldier, UINT32 * puiEnt
fFoundEntryTime = TRUE;
*puiEntryTime = pSchedule->usTime[ iLoop ];
}
else if ( pSchedule->ubAction[ iLoop ] == SCHEDULE_ACTION_LEAVESECTOR )
else if ( pSchedule->ubAction[ iLoop ] == SCHEDULE_ACTION_LEAVESECTOR )
{
fFoundExitTime = TRUE;
*puiExitTime = pSchedule->usTime[ iLoop ];
@@ -1185,7 +1190,7 @@ BOOLEAN ExtractScheduleDoorLockAndUnlockInfo( SOLDIERTYPE * pSoldier, UINT32 * p
pSchedule = GetSchedule( pSoldier->ubScheduleID );
if ( !pSchedule )
{
// If person had default schedule then would have been assigned and this would
// If person had default schedule then would have been assigned and this would
// have succeeded.
// Hence this is an error.
return( FALSE );
@@ -1220,8 +1225,6 @@ BOOLEAN ExtractScheduleDoorLockAndUnlockInfo( SOLDIERTYPE * pSoldier, UINT32 * p
BOOLEAN GetEarliestMorningScheduleEvent( SCHEDULENODE *pSchedule, UINT32 * puiTime )
{
INT32 iLoop;
BOOLEAN fFoundTime = FALSE;
*puiTime = 100000;
for ( iLoop = 0; iLoop < MAX_SCHEDULE_ACTIONS; iLoop++ )
@@ -1296,7 +1299,7 @@ void ReconnectSchedules( void )
else
{
// need default schedule!
//PostDefaultSchedule( pSoldier );
//PostDefaultSchedule( pSoldier );
}
}
}
@@ -1400,6 +1403,7 @@ void SecureSleepSpots( void )