diff --git a/GameVersion.cpp b/GameVersion.cpp index 49b906e7..0e591704 100644 --- a/GameVersion.cpp +++ b/GameVersion.cpp @@ -55,8 +55,8 @@ #endif -CHAR8 czVersionNumber[16] = { "Build 18.29.09" }; //YY.MM.DD +CHAR8 czVersionNumber[16] = { "Build 18.16.10" }; //YY.MM.DD CHAR16 zTrackingNumber[16] = { L"Z" }; -CHAR16 zRevisionNumber[16] = { L"Revision 8625" }; +CHAR16 zRevisionNumber[16] = { L"Revision 8629" }; // SAVE_GAME_VERSION is defined in header, change it there diff --git a/Strategic/Assignments.cpp b/Strategic/Assignments.cpp index ad86483e..c6c6cff8 100644 --- a/Strategic/Assignments.cpp +++ b/Strategic/Assignments.cpp @@ -1148,7 +1148,7 @@ BOOLEAN IsAnythingAroundForSoldierToClean( SOLDIERTYPE * pSoldier ) } // now the other merc's stuff - for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex < gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex) + for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex) { // Ignore self, mercs in other sectors, etc. if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex])) @@ -1263,7 +1263,7 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP if ( bHighestPass != - 1 ) { // now look for items to repair on other mercs - for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop < gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop ) + for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop ) { SOLDIERTYPE* pOtherSoldier = MercPtrs[ bLoop ]; @@ -5307,7 +5307,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier ) // first our own stuff CollectCleanableItems(pSoldier, pSoldier, itemsToClean); // then other mercs' stuff - for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex < gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex) + for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex) { // Ignore self, mercs in other sectors, etc. if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex])) @@ -5352,7 +5352,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier ) // silversurfer: Looks strange? It's not. This function now needs the guy that does the repairs and the one that owns the stuff. CollectRepairableItems(pSoldier, pSoldier, itemsToFix); - for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex < gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex) + for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex) { // Ignore self, mercs in other sectors, etc. if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex])) @@ -18708,7 +18708,7 @@ void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft ) fSomethingWasRepairedThisPass = FALSE; // look for jammed guns on other soldiers in sector and unjam them - for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop < gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop ) + for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop ) { pOtherSoldier = MercPtrs[ bLoop ]; @@ -18728,7 +18728,7 @@ void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft ) pBestOtherSoldier = NULL; // now look for items to repair on other mercs - for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop < gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop ) + for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop ) { pOtherSoldier = MercPtrs[ bLoop ]; diff --git a/Strategic/MilitiaIndividual.cpp b/Strategic/MilitiaIndividual.cpp index 5e065e81..d23fb387 100644 --- a/Strategic/MilitiaIndividual.cpp +++ b/Strategic/MilitiaIndividual.cpp @@ -281,7 +281,7 @@ void UpdateMilitia( MILITIA aMilitia ) SOLDIERTYPE* GetUsedSoldierToIndividualMilitia( UINT32 aMilitiaId ) { - for ( UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; cnt < gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++cnt ) + for ( UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++cnt ) { if ( MercPtrs[cnt] && MercPtrs[cnt]->bActive && MercPtrs[cnt]->usIndividualMilitiaID == aMilitiaId ) { diff --git a/Tactical/Air Raid.cpp b/Tactical/Air Raid.cpp index 76e3cc8f..7fae23ba 100644 --- a/Tactical/Air Raid.cpp +++ b/Tactical/Air Raid.cpp @@ -221,7 +221,7 @@ BOOLEAN BeginAirRaid( ) DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("BeginAirRaid: check for mercs: first id = %d, last id = %d ",gTacticalStatus.Team[ gbPlayerNum ].bFirstID, gTacticalStatus.Team[ gbPlayerNum ].bLastID)); cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; - for ( cnt = 0, pSoldier = MercPtrs[ cnt ]; cnt < gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++) + for ( cnt = 0, pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++) { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("BeginAirRaid: soldier id = %d, active = %d",pSoldier->ubID,pSoldier->bActive)); if ( pSoldier->bActive ) @@ -1067,7 +1067,7 @@ void HandleAirRaid( ) SOLDIERTYPE * pSoldier; BOOLEAN fOK = FALSE; int cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; - for ( cnt = 0, pSoldier = MercPtrs[ cnt ]; cnt < gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++) + for ( cnt = 0, pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++) { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleAirRaid: soldier id = %d, active = %d",pSoldier->ubID,pSoldier->bActive)); if ( pSoldier->bActive ) diff --git a/Tactical/Boxing.cpp b/Tactical/Boxing.cpp index d0f0680a..fccce6ff 100644 --- a/Tactical/Boxing.cpp +++ b/Tactical/Boxing.cpp @@ -53,7 +53,7 @@ void ExitBoxing( void ) for( ubPass = 0; ubPass < 2; ++ubPass ) { // because boxer could die, loop through all soldier ptrs - for ( uiLoop = 0; uiLoop < gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++uiLoop ) + for ( uiLoop = 0; uiLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++uiLoop ) { pSoldier = MercPtrs[ uiLoop ]; diff --git a/Tactical/Dialogue Control.cpp b/Tactical/Dialogue Control.cpp index 7a10da12..f6821e3f 100644 --- a/Tactical/Dialogue Control.cpp +++ b/Tactical/Dialogue Control.cpp @@ -3117,7 +3117,7 @@ void HandleDialogueEnd( FACETYPE *pFace ) break; default: // select random enemy, who we see, who sees us and isn't deaf - for(UINT8 cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt < gTacticalStatus.Team[ ENEMY_TEAM ].bLastID ; cnt++ ) + for(UINT8 cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID ; cnt++ ) { if( MercPtrs[cnt] != NULL && MercPtrs[cnt]->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY && MercPtrs[pSoldier->ubID]->aiData.bOppList[cnt] == SEEN_CURRENTLY && !( MercPtrs[cnt]->bDeafenedCounter > 0 ) ) diff --git a/Tactical/Morale.cpp b/Tactical/Morale.cpp index 03c9c11b..0efd7fbd 100644 --- a/Tactical/Morale.cpp +++ b/Tactical/Morale.cpp @@ -1685,7 +1685,7 @@ BOOLEAN IsShowOffNearBy( SOLDIERTYPE * pSoldier ) return( FALSE ); } - for ( uiLoop = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; uiLoop < gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; uiLoop++) + for ( uiLoop = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; uiLoop++) { pTeammate = MercPtrs[ uiLoop ]; if ( pTeammate == NULL ) diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 0e5e3add..1bf5fae0 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -11025,7 +11025,7 @@ UINT8 HighestEnemyOfficersInSector( UINT8& aType ) UINT8 num = 0; UINT8 type = OFFICER_NONE; - for ( cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID, pSoldier = MercPtrs[cnt]; cnt < gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; pSoldier++, ++cnt ) + for ( cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID, pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; pSoldier++, ++cnt ) { if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 ) { @@ -11050,7 +11050,7 @@ UINT16 NumSoldiersWithFlagInSector( UINT8 aTeam, UINT32 aFlag ) INT32 cnt = 0; UINT8 num = 0; - for ( cnt = gTacticalStatus.Team[aTeam].bFirstID, pSoldier = MercPtrs[cnt]; cnt < gTacticalStatus.Team[aTeam].bLastID; pSoldier++, ++cnt ) + for ( cnt = gTacticalStatus.Team[aTeam].bFirstID, pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[aTeam].bLastID; pSoldier++, ++cnt ) { if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 ) { diff --git a/Tactical/Soldier Profile.cpp b/Tactical/Soldier Profile.cpp index 2be79c6f..8568854b 100644 --- a/Tactical/Soldier Profile.cpp +++ b/Tactical/Soldier Profile.cpp @@ -2681,7 +2681,7 @@ INT8 CheckMercsNearForCharTraits( UINT8 ubProfileID, INT8 bCharTraitID ) return( -1 ); } - for ( uiLoop = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; uiLoop < gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; uiLoop++) + for ( uiLoop = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; uiLoop++) { pTeammate = MercPtrs[ uiLoop ]; if ( pTeammate == NULL ) diff --git a/Tactical/Tactical Save.cpp b/Tactical/Tactical Save.cpp index e0228f76..3d364f19 100644 --- a/Tactical/Tactical Save.cpp +++ b/Tactical/Tactical Save.cpp @@ -1171,7 +1171,7 @@ void HandleAllReachAbleItemsInTheSector( INT16 sSectorX, INT16 sSectorY, INT8 bS { sGridNo2 = gMapInformation.sIsolatedGridNo; - for( uiCounter = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; uiCounter < gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++uiCounter ) + for( uiCounter = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; uiCounter <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++uiCounter ) { pSoldier = MercPtrs[ uiCounter ]; if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLife > 0 && pSoldier->sSectorX == sSectorX && pSoldier->sSectorY == sSectorY && pSoldier->bSectorZ == bSectorZ ) diff --git a/Tactical/opplist.cpp b/Tactical/opplist.cpp index fed634f2..de202e64 100644 --- a/Tactical/opplist.cpp +++ b/Tactical/opplist.cpp @@ -7630,7 +7630,7 @@ void CommunicateWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel, UINT8 ubPoin bTeam = MercPtrs[ ubID ]->bTeam; - for ( ubLoop = gTacticalStatus.Team[ bTeam ].bFirstID; ubLoop < gTacticalStatus.Team[ bTeam ].bLastID; ubLoop++ ) + for ( ubLoop = gTacticalStatus.Team[ bTeam ].bFirstID; ubLoop <= gTacticalStatus.Team[ bTeam ].bLastID; ubLoop++ ) { if ( ubLoop == ubID || MercPtrs[ ubLoop ]->bActive == FALSE || MercPtrs[ ubLoop ]->bInSector == FALSE || MercPtrs[ ubLoop ]->stats.bLife < OKLIFE ) { diff --git a/TacticalAI/AIUtils.cpp b/TacticalAI/AIUtils.cpp index 8c7da51f..5981c6ec 100644 --- a/TacticalAI/AIUtils.cpp +++ b/TacticalAI/AIUtils.cpp @@ -3148,7 +3148,7 @@ UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 au INT16 range = aRange; // go through each soldier, looking for "friends" (soldiers on same team) - for (uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop < gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop) + for (uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop) { pFriend = MercPtrs[ uiLoop ]; @@ -3201,7 +3201,7 @@ UINT8 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 au INT16 range = aRange; // go through each soldier, looking for "friends" (soldiers on same team) - for (uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop < gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop) + for (uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop) { pFriend = MercPtrs[ uiLoop ]; @@ -3250,7 +3250,7 @@ UINT8 GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTe INT16 range = aRange; // go through each soldier, looking for "friends" (soldiers on same team) - for (uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop < gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop) + for (uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop) { pFriend = MercPtrs[ uiLoop ];