- bug fixing in the sam site externalization code

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@638 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Lesh
2006-11-27 18:19:50 +00:00
parent 49c33bfdfb
commit 4a2a790b76
6 changed files with 11 additions and 13 deletions
-5
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@@ -369,11 +369,6 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
return FALSE;
// Lesh: army externalization
strcpy(fileName, directoryName);
strcat(fileName, COMPOSITIONFILENAME);
if ( !ReadInPatrolInfo(fileName) )
return FALSE;
strcpy(fileName, directoryName);
strcat(fileName, GARRISONFILENAME);
if ( !ReadInGarrisonInfo(fileName) )
+3 -3
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@@ -54,7 +54,7 @@ extern UINT8 gubCurrentTalkingID;
// current temp path for dest char
extern PathStPtr pTempHelicopterPath;
extern UINT8 ubSAMControlledSectors[ MAP_WORLD_X ][ MAP_WORLD_Y ];
extern UINT8 ubSAMControlledSectors[ MAP_WORLD_Y ][ MAP_WORLD_X ];
// the seating capacities
extern INT32 iSeatingCapacities[];
@@ -1709,7 +1709,7 @@ BOOLEAN WillAirRaidBeStopped( INT16 sSectorX, INT16 sSectorY )
// which SAM controls this sector?
ubSamNumber = ubSAMControlledSectors[ sSectorX ][ sSectorY ];
ubSamNumber = ubSAMControlledSectors[ sSectorY ][ sSectorX ];
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("WillAirRaidBeStopped: SAM number = %d",ubSamNumber));
// if none of them
@@ -1772,7 +1772,7 @@ BOOLEAN HandleSAMSiteAttackOfHelicopterInSector( INT16 sSectorX, INT16 sSectorY
}
// which SAM controls this sector?
ubSamNumber = ubSAMControlledSectors[ sSectorX ][ sSectorY ];
ubSamNumber = ubSAMControlledSectors[ sSectorY ][ sSectorX ];
// if none of them
if (ubSamNumber == 0)
+2 -2
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@@ -6664,7 +6664,7 @@ void ShowSAMSitesOnStrategicMap( void )
BlitSAMGridMarkers( );
}
for( iCounter = 0; iCounter < NUMBER_OF_SAM_SITES; iCounter++ )
for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
{
// has the sam site here been found?
if( !fSamSiteFound[ iCounter ] )
@@ -6770,7 +6770,7 @@ void BlitSAMGridMarkers( void )
// clip to view region
ClipBlitsToMapViewRegionForRectangleAndABit( uiDestPitchBYTES );
for( iCounter = 0; iCounter < NUMBER_OF_SAM_SITES; iCounter++ )
for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
{
// has the sam site here been found?
if( !fSamSiteFound[ iCounter ] )
+4 -1
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@@ -1121,11 +1121,14 @@ void AddPossiblePendingEnemiesToBattle()
GROUP *pGroup;
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
static UINT8 ubPredefinedInsertionCode = 255;
// check if no world is loaded
if ( !gWorldSectorX && !gWorldSectorY && (gbWorldSectorZ == -1) )
return;
if( ( !PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, 0 ) && !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY ) )
|| !NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) ) return;
/* if( !gfPendingEnemies )
{ //Optimization. No point in checking if we know that there aren't any more enemies that can
//be added to this battle. This changes whenever a new enemy group arrives at the scene.
+1 -1
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@@ -5246,7 +5246,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
UINT8 ubSamIndex;
// ALT-F9: Reveal all SAM sites
for( ubSamIndex = 0; ubSamIndex < NUMBER_OF_SAM_SITES; ubSamIndex++ )
for( ubSamIndex = 0; ubSamIndex < NUMBER_OF_SAMS; ubSamIndex++ )
{
SetSAMSiteAsFound( ubSamIndex );
}
+1 -1
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@@ -4249,7 +4249,7 @@ INT8 GetSAMIdFromSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
sSectorValue = SECTOR( sSectorX, sSectorY );
// run through list of sam sites
for( bCounter = 0; bCounter < 4; bCounter++ )
for( bCounter = 0; bCounter < NUMBER_OF_SAMS; bCounter++ )
{
if( pSamList[ bCounter ] == sSectorValue )
{