- bug fix 'j' key was not working properly

- check for invalid sector in GetCurrentBattleSectorXYZAndReturnTRUEIfThereIsABattle


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@168 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-06-04 17:52:58 +00:00
parent 07afe5f389
commit 5259bdeee2
5 changed files with 46 additions and 46 deletions
+1 -1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.165" };
INT16 zVersionLabel[256] = { L"Release v1.13.168" };
#endif
+2 -2
View File
@@ -43,7 +43,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.165_2006_06_04.exe"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.168_2006_06_04.exe"
LinkIncremental="2"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
@@ -546,7 +546,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.165_2006_06_04.exe"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.168_2006_06_04.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+4 -4
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@@ -4888,10 +4888,10 @@ BOOLEAN GetCurrentBattleSectorXYZ( INT16 *psSectorX, INT16 *psSectorY, INT16 *ps
//Returns TRUE if a battle is happening ONLY
BOOLEAN GetCurrentBattleSectorXYZAndReturnTRUEIfThereIsABattle( INT16 *psSectorX, INT16 *psSectorY, INT16 *psSectorZ )
{
//if ( ( *psSectorX == NULL )||(*psSectorY == NULL )||(*psSectorZ == NULL ) )
//{
// return FALSE;
//}
if ( ( *psSectorX == NULL )||(*psSectorY == NULL )||(*psSectorZ == NULL ) )
{
return FALSE;
}
if( gpAR )
{
+7 -6
View File
@@ -2321,26 +2321,27 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
}
else
{
if ( gpSMCurrentMerc != NULL )
SOLDIERTYPE *pjSoldier;
if ( GetSoldier( &pjSoldier, gusSelectedSoldier ) )
{
BOOLEAN fNearHeigherLevel;
BOOLEAN fNearLowerLevel;
INT8 bDirection;
GetMercClimbDirection( gpSMCurrentMerc->ubID, &fNearLowerLevel, &fNearHeigherLevel );
GetMercClimbDirection( pjSoldier->ubID, &fNearLowerLevel, &fNearHeigherLevel );
if ( fNearLowerLevel )
{
BeginSoldierClimbDownRoof( gpSMCurrentMerc );
BeginSoldierClimbDownRoof( pjSoldier );
}
if ( fNearHeigherLevel )
{
BeginSoldierClimbUpRoof( gpSMCurrentMerc );
BeginSoldierClimbUpRoof( pjSoldier );
}
if ( FindFenceJumpDirection( gpSMCurrentMerc, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->bDirection, &bDirection ) )
if ( FindFenceJumpDirection( pjSoldier, pjSoldier->sGridNo, pjSoldier->bDirection, &bDirection ) )
{
BeginSoldierClimbFence( gpSMCurrentMerc );
BeginSoldierClimbFence( pjSoldier );
}
}
}
+32 -33
View File
@@ -1678,7 +1678,7 @@ INT32 EstimateShotDamage(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ub
INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *pOpponent, INT16 sGridno )
{
UINT16 ubExplosiveIndex;
INT32 iExplosDamage, iBreathDamage, iArmourAmount, iDamage = 0;
INT32 iExplosDamage, iBreathDamage, iArmourAmount, iDamage = 0;
INT8 bSlot;
@@ -1688,38 +1688,37 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *
if( pSoldier->inv[ubItemPos].usItem == NOTHING )
return 0;
//switch ( pSoldier->inv[ ubItemPos ].usItem )
//{
//case GL_SMOKE_GRENADE:
//case SMOKE_GRENADE:
// // Don't want to value throwing smoke very much. This value is based relative
// // to the value for knocking somebody down, which was giving values that were
// // too high
// return( 5 );
//case RPG7:
//case ROCKET_LAUNCHER:
// ubExplosiveIndex = Item[ C1 ].ubClassIndex;
// break;
//default:
if ( Item[pSoldier->inv[ ubItemPos ].usItem].singleshotrocketlauncher )
ubExplosiveIndex = Item[ C1 ].ubClassIndex;
else if ( Item[pSoldier->inv[ ubItemPos ].usItem].rocketlauncher || Item[pSoldier->inv[ ubItemPos ].usItem].grenadelauncher || Item[pSoldier->inv[ ubItemPos ].usItem].mortar )
{
bSlot = FindLaunchableAttachment(&pSoldier->inv[ ubItemPos ],pSoldier->inv[ ubItemPos ].usItem ) ;
if ( bSlot != ITEM_NOT_FOUND )
ubExplosiveIndex = Item[pSoldier->inv[ bSlot ].usItem].ubClassIndex;
else
return 0;
}
else if ( Explosive[Item[pSoldier->inv[ ubItemPos ].usItem].ubClassIndex].ubType == EXPLOSV_SMOKE )
return 5;
else
ubExplosiveIndex = Item[ pSoldier->inv[ubItemPos].usItem ].ubClassIndex;
// break;
//}
//case GL_SMOKE_GRENADE:
//case SMOKE_GRENADE:
// // Don't want to value throwing smoke very much. This value is based relative
// // to the value for knocking somebody down, which was giving values that were
// // too high
// return( 5 );
//case RPG7:
//case ROCKET_LAUNCHER:
// ubExplosiveIndex = Item[ C1 ].ubClassIndex;
// break;
//default:
if ( Item[pSoldier->inv[ ubItemPos ].usItem].singleshotrocketlauncher )
ubExplosiveIndex = Item[ C1 ].ubClassIndex;
else if ( Item[pSoldier->inv[ ubItemPos ].usItem].rocketlauncher || Item[pSoldier->inv[ ubItemPos ].usItem].grenadelauncher || Item[pSoldier->inv[ ubItemPos ].usItem].mortar )
{
bSlot = FindLaunchableAttachment(&pSoldier->inv[ ubItemPos ],pSoldier->inv[ ubItemPos ].usItem ) ;
if ( bSlot != ITEM_NOT_FOUND )
ubExplosiveIndex = Item[pSoldier->inv[ bSlot ].usItem].ubClassIndex;
else
return 0;
}
else if ( Explosive[Item[pSoldier->inv[ ubItemPos ].usItem].ubClassIndex].ubType == EXPLOSV_SMOKE )
return 5;
else
ubExplosiveIndex = Item[ pSoldier->inv[ubItemPos].usItem ].ubClassIndex;
// break;
//}
// JA2Gold: added
if ( Item[pSoldier->inv[ubItemPos].usItem].flare )
{
@@ -1744,7 +1743,7 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *
//NumMessage("damage after GAS MASK: ",iBreathDamage);
}
}
}
if ( Explosive[ ubExplosiveIndex ].ubType == EXPLOSV_BURNABLEGAS )
{
// if target gridno is outdoors (where tear gas lasts only 1-2 turns)
@@ -1759,7 +1758,7 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *
if (iExplosDamage < 1)
iExplosDamage = 1;
}
}
// if this opponent is standing
if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND)
@@ -1784,7 +1783,7 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *
// if the target gridno is in water, grenade may not blow (guess 50% of time)
/*
if (TTypeList[Grid[gridno].land] >= LAKETYPE)
iDamage /= 2;
iDamage /= 2;
*/
return( iDamage);