- code cleanup mostly from Brent Johnson (Nonomori), a very few from me

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@508 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Lesh
2006-09-06 19:10:08 +00:00
parent f205c1f620
commit 6df124efd7
34 changed files with 174 additions and 175 deletions
+1 -1
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@@ -638,7 +638,7 @@ FDLG_LIST *AddToFDlgList(FDLG_LIST *pList, GETFILESTRUCT *pInfo)
}
// Add and sort alphabetically without regard to case -- function limited to 10 chars comparison
if ( stricmp(pList->FileInfo.zFileName, pInfo->zFileName ) > 0 )
if ( _stricmp(pList->FileInfo.zFileName, pInfo->zFileName ) > 0 )
{
// pInfo is smaller than pList (i.e. Insert before)
pNode = (FDLG_LIST *)MemAlloc( sizeof(FDLG_LIST) );
+1 -1
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@@ -90,7 +90,7 @@ INT32 giIMPButtonImage[1];
// visted subpages
BOOLEAN fVisitedIMPSubPages[ IMP_NUM_PAGES ];
extern INT32 iCurrentPortrait;
extern iCurrentVoices;
extern INT32 iCurrentVoices;
extern INT32 giMaxPersonalityQuizQuestion;
extern BOOLEAN fStartOverFlag;
+4 -4
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@@ -586,7 +586,7 @@ void HandleBeginScreenTextEvent( UINT32 uiKey )
uiFullNameCharacterPosition = 0;
}
// make sure we haven't moved too far
if( ( uiFullNameCursorPosition + StringPixLength( ( CHAR16 *)&(uiKey ), FONT14ARIAL ) ) > FULL_NAME_REGION_WIDTH + 196 + LAPTOP_SCREEN_UL_X)
if( ( uiFullNameCursorPosition + StringPixLength( ( CHAR16 *)&(uiKey ), FONT14ARIAL ) ) > (UINT32)FULL_NAME_REGION_WIDTH + 196 + LAPTOP_SCREEN_UL_X)
{
// do nothing for now, when pop up is in place, display
break;
@@ -622,7 +622,7 @@ void HandleBeginScreenTextEvent( UINT32 uiKey )
}
// make sure we haven't moved too far
if( ( uiNickNameCursorPosition + StringPixLength( (CHAR16 *)&(uiKey ), FONT14ARIAL ) ) > NICK_NAME_REGION_WIDTH + 196 + LAPTOP_SCREEN_UL_X )
if( ( uiNickNameCursorPosition + StringPixLength( (CHAR16 *)&(uiKey ), FONT14ARIAL ) ) > (UINT32)NICK_NAME_REGION_WIDTH + 196 + LAPTOP_SCREEN_UL_X )
{
// do nothing for now, when pop up is in place, display
break;
@@ -1244,8 +1244,6 @@ void Print8CharacterOnlyString( void )
BOOLEAN CheckCharacterInputForEgg( void )
{
MERC_HIRE_STRUCT HireMercStruct;
#ifndef JA2BETAVERSION
return( FALSE );
#else
@@ -1456,6 +1454,8 @@ BOOLEAN CheckCharacterInputForEgg( void )
iPortraitNumber = 2;
//DEF: temp
MERC_HIRE_STRUCT HireMercStruct;
HireMercStruct.sSectorX = gsMercArriveSectorX;
HireMercStruct.sSectorY = gsMercArriveSectorY;
HireMercStruct.bSectorZ = 0;
+1 -1
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@@ -521,7 +521,7 @@ void SetMainMenuExitScreen( UINT32 uiNewScreen )
void CreateDestroyBackGroundMouseMask( BOOLEAN fCreate )
{
static fRegionCreated = FALSE;
static BOOLEAN fRegionCreated = FALSE;
if( fCreate )
{
+1 -1
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@@ -121,7 +121,7 @@ extern void TrashAllSoldiers( );
extern void ResetJA2ClockGlobalTimers( void );
extern void BeginLoadScreen( void );
extern EndLoadScreen();
extern void EndLoadScreen();
//Global variable used
#ifdef JA2BETAVERSION
+1 -1
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@@ -4092,7 +4092,7 @@ void DrawDialogBox( INT32 iDlgBox )
//------------------------------------------------------------------------------------------------------
template INT32 CreateCheckBoxButton<char const *>(INT16, INT16, char *, INT16, GUI_CALLBACK);
// template INT32 CreateCheckBoxButton<char const *>(INT16, INT16, char *, INT16, GUI_CALLBACK);
template INT32 CreateCheckBoxButton<char const *>(INT16, INT16, char const *, INT16, GUI_CALLBACK);
template <typename string3>
INT32 CreateCheckBoxButton( INT16 x, INT16 y, string3 filename, INT16 Priority, GUI_CALLBACK ClickCallback )
+1 -1
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@@ -494,7 +494,7 @@ template void _FailMessage<char const *, char const *>(char const *, unsigned in
template void _FailMessage<int, char const *>(int, unsigned int, char const *);
template void _FailMessage<int, char *>(int, unsigned int, char *);
template void _FailMessage<char *, char *>(char *, unsigned int, char *);
template void _FailMessage<char *, char *>(unsigned char *, unsigned int, char *);
// template void _FailMessage<char *, char *>(unsigned char *, unsigned int, char *);
template void _FailMessage<unsigned char *, char const *>(unsigned char *, unsigned int, char const *);
template <typename type1, typename type2>
void _FailMessage( type1 pString, UINT32 uiLineNum, type2 pSourceFile )
+1 -1
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@@ -118,7 +118,7 @@ UINT8 gbPixelDepth = PIXEL_DEPTH;
INT32 FAR PASCAL WindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LPARAM lParam)
{
static fRestore = FALSE;
static BOOLEAN fRestore = FALSE;
if(gfIgnoreMessages)
return(DefWindowProc(hWindow, Message, wParam, lParam));
+1 -1
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@@ -1207,7 +1207,7 @@ BOOLEAN fRemoved;
FileClose(hFile);
strcpy(pSampleList[uiSample].pName, pFilename);
strupr(pSampleList[uiSample].pName);
_strupr(pSampleList[uiSample].pName);
pSampleList[uiSample].uiSize=uiSize;
pSampleList[uiSample].uiFlags|=SAMPLE_ALLOCATED;
return(uiSample);
+1 -1
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@@ -2963,7 +2963,7 @@ HRESULT ReturnCode;
return(TRUE);
}
template void FatalError<char const *>(char *, ...);
// template void FatalError<char const *>(char *, ...);
template void FatalError<char const *>(char const *, ...);
template <typename string1>
void FatalError( string1 pError, ...)
+1 -1
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@@ -10309,7 +10309,7 @@ void SetTimeOfAssignmentChangeForMerc( SOLDIERTYPE *pSoldier )
// have we spent enough time on assignment for it to count?
BOOLEAN EnoughTimeOnAssignment( SOLDIERTYPE *pSoldier )
{
if( GetWorldTotalMin() - pSoldier->uiLastAssignmentChangeMin >= gGameExternalOptions.ubMinutesForAssignmentToCount )
if( GetWorldTotalMin() - pSoldier->uiLastAssignmentChangeMin >= (UINT32)gGameExternalOptions.ubMinutesForAssignmentToCount )
{
return( TRUE );
}
+1 -1
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@@ -67,7 +67,7 @@
// default = 7 (%)
#define EXP_BONUS 7
#define MAX_AR_TEAM_SIZE 256
#define MAX_AR_TEAM_SIZE 255 // Must fit in 8 bits
#define REINFORCMENT_ATTACK_DELAY_PER_SOLDIER_IN_SECTOR 1000
+95 -95
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@@ -4,9 +4,9 @@
#include "types.h"
//Macro to convert sector coordinates (1-16,1-16) to 0-255
#define SECTOR(x,y) ((y-1)*16+x-1)
#define SECTORX(SectorID) ((SectorID % 16) + 1)
#define SECTORY(SectorID) ((SectorID / 16) + 1)
#define SECTOR(x,y) ((y-1)*16+x-1)
#define SECTORX(SectorID) ((SectorID % 16) + 1)
#define SECTORY(SectorID) ((SectorID / 16) + 1)
//Sector enumerations
//
@@ -53,36 +53,34 @@ enum //strategic values for each sector
//Various flag definitions
#define SF_USE_MAP_SETTINGS 0x00000001
#define SF_ENEMY_AMBUSH_LOCATION 0x00000002
#define SF_USE_MAP_SETTINGS 0x00000001
#define SF_ENEMY_AMBUSH_LOCATION 0x00000002
//Special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
//a question mark is displayed to reflect that the player no longer knows.
#define SF_PLAYER_KNOWS_ENEMIES_ARE_HERE 0x00000004
#define SF_PLAYER_KNOWS_ENEMIES_ARE_HERE 0x00000004
#define SF_SAM_SITE 0x00000008
#define SF_MINING_SITE 0x00000010
#define SF_ALREADY_VISITED 0x00000020
#define SF_USE_ALTERNATE_MAP 0x00000040
#define SF_PENDING_ALTERNATE_MAP 0x00000080
#define SF_ALREADY_LOADED 0x00000100
#define SF_HAS_ENTERED_TACTICAL 0x00000200
#define SF_SKYRIDER_NOTICED_ENEMIES_HERE 0x00000400
#define SF_HAVE_USED_GUIDE_QUOTE 0x00000800
#define SF_SAM_SITE 0x00000008
#define SF_MINING_SITE 0x00000010
#define SF_ALREADY_VISITED 0x00000020
#define SF_USE_ALTERNATE_MAP 0x00000040
#define SF_PENDING_ALTERNATE_MAP 0x00000080
#define SF_ALREADY_LOADED 0x00000100
#define SF_HAS_ENTERED_TACTICAL 0x00000200
#define SF_SKYRIDER_NOTICED_ENEMIES_HERE 0x00000400
#define SF_HAVE_USED_GUIDE_QUOTE 0x00000800
#define SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS 0x00100000 //Temp File starts with sm_
#define SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS 0x00200000 //Temp File starts with l_
#define SF_REVEALED_STATUS_TEMP_FILE_EXISTS 0x01000000 //Temp File starts with v_
#define SF_DOOR_STATUS_TEMP_FILE_EXISTS 0x02000000 //Temp File starts with ds_
#define SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS 0x00100000 //Temp File starts with sm_
#define SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS 0x00200000 //Temp File starts with l_
#define SF_REVEALED_STATUS_TEMP_FILE_EXISTS 0x01000000 //Temp File starts with v_
#define SF_DOOR_STATUS_TEMP_FILE_EXISTS 0x02000000 //Temp File starts with ds_
#define SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS 0x04000000 //Temp File starts with e_
#define SF_CIV_PRESERVED_TEMP_FILE_EXISTS 0x08000000 //Temp File starts with c_
#define SF_ITEM_TEMP_FILE_EXISTS 0x10000000 //Temp File starts with i_
#define SF_ROTTING_CORPSE_TEMP_FILE_EXISTS 0x20000000 //Temp File starts with r_
#define SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS 0x40000000 //Temp File starts with m_
#define SF_DOOR_TABLE_TEMP_FILES_EXISTS 0x80000000 //Temp File starts with d_
#define SF_CIV_PRESERVED_TEMP_FILE_EXISTS 0x08000000 //Temp File starts with c_
#define SF_ITEM_TEMP_FILE_EXISTS 0x10000000 //Temp File starts with i_
#define SF_ROTTING_CORPSE_TEMP_FILE_EXISTS 0x20000000 //Temp File starts with r_
#define SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS 0x40000000 //Temp File starts with m_
#define SF_DOOR_TABLE_TEMP_FILES_EXISTS 0x80000000 //Temp File starts with d_
// town militia experience categories
@@ -95,11 +93,11 @@ enum
};
// facilities flags
#define SFCF_HOSPITAL 0x00000001
#define SFCF_INDUSTRY 0x00000002
#define SFCF_PRISON 0x00000004
#define SFCF_MILITARY 0x00000008
#define SFCF_AIRPORT 0x00000010
#define SFCF_HOSPITAL 0x00000001
#define SFCF_INDUSTRY 0x00000002
#define SFCF_PRISON 0x00000004
#define SFCF_MILITARY 0x00000008
#define SFCF_AIRPORT 0x00000010
#define SFCF_GUN_RANGE 0x00000020
// coordinates of shooting range sector
@@ -109,28 +107,29 @@ enum
//Vehicle types
#define FOOT 0x01 //anywhere
#define CAR 0x02 //roads
#define TRUCK 0x04 //roads, plains, sparse
#define FOOT 0x01 //anywhere
#define CAR 0x02 //roads
#define TRUCK 0x04 //roads, plains, sparse
#define TRACKED 0x08 //roads, plains, sand, sparse
#define AIR 0x10 //can traverse all terrains at 100%
#define AIR 0x10 //can traverse all terrains at 100%
//Traversability ratings
enum
{
TOWN, //instant
ROAD, //everything travels at 100%
TOWN, //instant
ROAD, //everything travels at 100%
PLAINS, //foot 90%, truck 75%, tracked 100%
SAND, //foot 70%, tracked 60%
SAND, //foot 70%, tracked 60%
SPARSE, //foot 70%, truck 50%, tracked 60%
DENSE, //foot 50%
SWAMP, //foot 20%
WATER, //foot 15%
HILLS, //foot 50%, truck 50%, tracked 50%
GROUNDBARRIER,//only air (super dense forest, ocean, etc.)
GROUNDBARRIER, //only air (super dense forest, ocean, etc.)
NS_RIVER, //river from north to south
EW_RIVER, //river from east to west
EDGEOFWORLD, //nobody can traverse.
//NEW (not used for border values -- traversal calculations)
TROPICS,
FARMLAND,
@@ -144,11 +143,12 @@ enum
COASTAL_ROAD,
SAND_ROAD,
SWAMP_ROAD,
//only used for text purposes and not assigned to areas (SAM sites are hard coded throughout the code)
SPARSE_SAM_SITE, //D15 near Drassen
SAND_SAM_SITE, //I8 near Tixa
TROPICS_SAM_SITE, //D2 near Chitzena
MEDUNA_SAM_SITE, //N4 in Meduna
SPARSE_SAM_SITE, //D15 near Drassen
SAND_SAM_SITE, //I8 near Tixa
TROPICS_SAM_SITE, //D2 near Chitzena
MEDUNA_SAM_SITE, //N4 in Meduna
CAMBRIA_HOSPITAL_SITE,
DRASSEN_AIRPORT_SITE,
MEDUNA_AIRPORT_SITE,
@@ -166,71 +166,71 @@ enum
};
extern UINT8 gszTerrain[NUM_TRAVTERRAIN_TYPES][15];
#define TRAVELRATING_NONE 0
#define TRAVELRATING_LOW 25
#define TRAVELRATING_NONE 0
#define TRAVELRATING_LOW 25
#define TRAVELRATING_NORMAL 50
#define TRAVELRATING_HIGH 75
#define TRAVELRATING_HIGH 75
#define TRAVELRATING_EXTREME 100
//Used by ubGarrisonID when a sector doesn't point to a garrison. Used by strategic AI only.
#define NO_GARRISON 255
#define NO_GARRISON 255
typedef struct SECTORINFO
{
//information pertaining to this sector
UINT32 uiFlags; //various special conditions
UINT8 ubInvestigativeState; //When the sector is attacked by the player, the state increases by 1 permanently.
//This value determines how quickly it is investigated by the enemy.
UINT8 ubGarrisonID; //IF the sector has an ID for this (non 255), then the queen values this sector and it
//indexes the garrison group.
INT8 ubPendingReinforcements; //when the enemy owns this sector, this value will keep track of HIGH priority reinforcements -- not regular.
UINT32 uiFlags; //various special conditions
UINT8 ubInvestigativeState; //When the sector is attacked by the player, the state increases by 1 permanently.
//This value determines how quickly it is investigated by the enemy.
UINT8 ubGarrisonID; //IF the sector has an ID for this (non 255), then the queen values this sector and it
//indexes the garrison group.
INT8 ubPendingReinforcements; //when the enemy owns this sector, this value will keep track of HIGH priority reinforcements -- not regular.
BOOLEAN fMilitiaTrainingPaid;
UINT8 ubMilitiaTrainingPercentDone;
UINT8 ubMilitiaTrainingHundredths;
UINT8 ubMilitiaTrainingPercentDone;
UINT8 ubMilitiaTrainingHundredths;
//enemy military presence
BOOLEAN fPlayer[ 4 ]; //whether the player THINKS the sector is unde his control or not. array is for sublevels
//enemy only info
UINT8 ubNumTroops; //the actual number of troops here.
UINT8 ubNumElites; //the actual number of elites here.
UINT8 ubNumAdmins; //the actual number of admins here.
UINT8 ubNumCreatures; //only set when immediately before ground attack made!
UINT8 ubNumTroops; //the actual number of troops here.
UINT8 ubNumElites; //the actual number of elites here.
UINT8 ubNumAdmins; //the actual number of admins here.
UINT8 ubNumCreatures; //only set when immediately before ground attack made!
UINT8 ubTroopsInBattle, ubElitesInBattle, ubAdminsInBattle, ubCreaturesInBattle;
INT8 bLastKnownEnemies; // -1 means never been there, no idea, otherwise it's what we'd observed most recently
// while this is being maintained (partially, surely buggy), nothing uses it anymore. ARM
INT8 bLastKnownEnemies; // -1 means never been there, no idea, otherwise it's what we'd observed most recently
// while this is being maintained (partially, surely buggy), nothing uses it anymore. ARM
UINT32 ubDayOfLastCreatureAttack;
UINT32 uiFacilitiesFlags; // the flags for various facilities
UINT32 uiFacilitiesFlags; // the flags for various facilities
UINT8 ubTraversability[5];//determines the traversability ratings to adjacent sectors.
//The last index represents the traversability if travelling
//throught the sector without entering it.
INT8 bNameId;
INT8 bUSUSED;
INT8 bBloodCats;
INT8 bBloodCatPlacements;
INT8 UNUSEDbSAMCondition;
UINT8 ubTraversability[5]; //determines the traversability ratings to adjacent sectors.
//The last index represents the traversability if travelling
//throught the sector without entering it.
INT8 bNameId;
INT8 bUSUSED;
INT8 bBloodCats;
INT8 bBloodCatPlacements;
INT8 UNUSEDbSAMCondition;
UINT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
//the more people go near it. A travel rating of 0 means there are never people
//around. This value is used for determining how often items would "vanish" from
//a sector (nice theory, except it isn't being used that way. Stealing is only in towns. ARM)
UINT8 ubNumberOfCivsAtLevel[ MAX_MILITIA_LEVELS ]; // town militia per experience class, 0/1/2 is GREEN/REGULAR/ELITE
UINT16 usUNUSEDMilitiaLevels; // unused (ARM)
UINT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
//the more people go near it. A travel rating of 0 means there are never people
//around. This value is used for determining how often items would "vanish" from
//a sector (nice theory, except it isn't being used that way. Stealing is only in towns. ARM)
UINT8 ubNumberOfCivsAtLevel[ MAX_MILITIA_LEVELS ]; // town militia per experience class, 0/1/2 is GREEN/REGULAR/ELITE
UINT16 usUNUSEDMilitiaLevels; // unused (ARM)
UINT8 ubUNUSEDNumberOfJoeBlowCivilians; // unused (ARM)
UINT32 uiTimeCurrentSectorWasLastLoaded; //Specifies the last time the player was in the sector
UINT8 ubUNUSEDNumberOfEnemiesThoughtToBeHere; // using bLastKnownEnemies instead
UINT32 uiTimeLastPlayerLiberated; //in game seconds (used to prevent the queen from attacking for awhile)
UINT8 ubUNUSEDNumberOfEnemiesThoughtToBeHere; // using bLastKnownEnemies instead
UINT32 uiTimeLastPlayerLiberated; //in game seconds (used to prevent the queen from attacking for awhile)
BOOLEAN fSurfaceWasEverPlayerControlled;
UINT8 bFiller1;
UINT8 bFiller2;
UINT8 bFiller3;
UINT8 bFiller1;
UINT8 bFiller2;
UINT8 bFiller3;
UINT32 uiNumberOfWorldItemsInTempFileThatCanBeSeenByPlayer;
INT8 bPadding[ 41 ];
INT8 bPadding[ 41 ];
}SECTORINFO;
@@ -243,22 +243,22 @@ typedef struct SECTORINFO
typedef struct UNDERGROUND_SECTORINFO
{
UINT32 uiFlags;
UINT8 ubSectorX, ubSectorY, ubSectorZ;
UINT8 ubNumElites, ubNumTroops, ubNumAdmins, ubNumCreatures;
UINT8 fVisited;
INT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
//the more people go near it. A travel rating of 0 means there are never people
//around. This value is used for determining how often items would "vanish" from
//a sector.
UINT32 uiFlags;
UINT8 ubSectorX, ubSectorY, ubSectorZ;
UINT8 ubNumElites, ubNumTroops, ubNumAdmins, ubNumCreatures;
UINT8 fVisited;
INT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
//the more people go near it. A travel rating of 0 means there are never people
//around. This value is used for determining how often items would "vanish" from
//a sector.
UINT32 uiTimeCurrentSectorWasLastLoaded; //Specifies the last time the player was in the sector
struct UNDERGROUND_SECTORINFO *next;
UINT8 ubAdjacentSectors; //mask containing which sectors are adjacent
UINT8 ubCreatureHabitat; //determines how creatures live in this sector (see creature spreading.c)
UINT8 ubElitesInBattle, ubTroopsInBattle, ubAdminsInBattle, ubCreaturesInBattle;
struct UNDERGROUND_SECTORINFO *next;
UINT8 ubAdjacentSectors; //mask containing which sectors are adjacent
UINT8 ubCreatureHabitat; //determines how creatures live in this sector (see creature spreading.c)
UINT8 ubElitesInBattle, ubTroopsInBattle, ubAdminsInBattle, ubCreaturesInBattle;
UINT32 uiNumberOfWorldItemsInTempFileThatCanBeSeenByPlayer;
INT8 bPadding[36];
INT8 bPadding[36];
//no padding left!
}UNDERGROUND_SECTORINFO;
@@ -54,7 +54,7 @@ extern WORLDITEM *pInventoryPoolList;
extern INT32 iCurrentInventoryPoolPage;
extern BOOLEAN fMapInventoryItemCompatable[ ];
// WANNE 2
extern MAP_INVENTORY_POOL_SLOT_COUNT;
extern INT32 MAP_INVENTORY_POOL_SLOT_COUNT;
BOOLEAN IsMapScreenWorldItemInvisibleInMapInventory( WORLDITEM *pWorldItem );
BOOLEAN IsMapScreenWorldItemVisibleInMapInventory( WORLDITEM *pWorldItem );
+4 -4
View File
@@ -4515,10 +4515,10 @@ void DisplayPositionOfHelicopter( void )
// WANNE 2
AssertMsg( ( x >= 0 ) && ( x < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid x = %d. At %d,%d. Next %d,%d. Min/Max X = %d/%d",
AssertMsg( ( x >= 0 ) && ( x < (UINT32)SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid x = %d. At %d,%d. Next %d,%d. Min/Max X = %d/%d",
x, pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubNextX, pGroup->ubNextY, minX, maxX ) );
AssertMsg( ( y >= 0 ) && ( y < SCREEN_HEIGHT ), String( "DisplayPositionOfHelicopter: Invalid y = %d. At %d,%d. Next %d,%d. Min/Max Y = %d/%d",
AssertMsg( ( y >= 0 ) && ( y < (UINT32)SCREEN_HEIGHT ), String( "DisplayPositionOfHelicopter: Invalid y = %d. At %d,%d. Next %d,%d. Min/Max Y = %d/%d",
y, pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubNextX, pGroup->ubNextY, minY, maxY ) );
@@ -4584,8 +4584,8 @@ void DisplayDestinationOfHelicopter( void )
y = MAP_VIEW_START_Y + ( MAP_GRID_Y * sMapY ) + 3;
// WANNE 2
AssertMsg( ( x >= 0 ) && ( x < SCREEN_WIDTH ), String( "DisplayDestinationOfHelicopter: Invalid x = %d. Dest %d,%d", x, sMapX, sMapY ) );
AssertMsg( ( y >= 0 ) && ( y < SCREEN_HEIGHT ), String( "DisplayDestinationOfHelicopter: Invalid y = %d. Dest %d,%d", y, sMapX, sMapY ) );
AssertMsg( ( x >= 0 ) && ( x < (UINT32)SCREEN_WIDTH ), String( "DisplayDestinationOfHelicopter: Invalid x = %d. Dest %d,%d", x, sMapX, sMapY ) );
AssertMsg( ( y >= 0 ) && ( y < (UINT32)SCREEN_HEIGHT ), String( "DisplayDestinationOfHelicopter: Invalid y = %d. Dest %d,%d", y, sMapX, sMapY ) );
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
+8 -8
View File
@@ -248,7 +248,7 @@ UINT16 CountDirectionEnemyRating( INT16 sMapX, INT16 sMapY, UINT8 uiDir )
// is it in a right direction?
if( ddAngle >= ddMinAngle && ddAngle <= ddMaxAngle )
{
DOUBLE ddDistance = sqrt( pow( sLMY - sMapY, 2 ) + pow( sLMX - sMapX, 2 ) );
DOUBLE ddDistance = sqrt( pow( (double)(sLMY - sMapY), 2 ) + pow( (double)(sLMX - sMapX), 2 ) );
ddRes += (DOUBLE)uiSumOfEnemyTroops / pow( ddDistance, 2 );
@@ -289,17 +289,17 @@ UINT16 CountDirectionRating( INT16 sMapX, INT16 sMapY, UINT8 uiDir )
}
if( CountAllMilitiaInSector( sDMapX, sDMapY ) &&
CountAllMilitiaInSector( sDMapX, sDMapY ) + CountAllMilitiaInSector( sMapX, sMapY ) <= gGameExternalOptions.guiMaxMilitiaSquadSize )
(UINT32)( CountAllMilitiaInSector( sDMapX, sDMapY ) + CountAllMilitiaInSector( sMapX, sMapY ) ) <= gGameExternalOptions.guiMaxMilitiaSquadSize )
iRes += DIR_WITH_UNFULL_SQUAD_RATING_BONUS;
if( NumEnemiesInSector( sDMapX, sDMapY ) )
{
// if( GetTownIdForSector( sMapX, sMapY ) == BLANK_SECTOR )
iDiff = iRes * ( (FLOAT)CountAllMilitiaInFiveSectors( sDMapX, sDMapY ) / (FLOAT)NumEnemiesInFiveSectors( sDMapX, sDMapY ) );
iDiff = (INT32)( (FLOAT)iRes * ( (FLOAT)CountAllMilitiaInFiveSectors( sDMapX, sDMapY ) / (FLOAT)NumEnemiesInFiveSectors( sDMapX, sDMapY ) ) );
// else
// iDiff = iRes * ( (FLOAT)CountAllMilitiaInFiveSectors( sMapX, sMapY ) / DIV_OF_ORIGINAL_MILITIA / (FLOAT)NumEnemiesInFiveSectors( sDMapX, sDMapY ) );
if( iDiff > (FLOAT)DIR_MIN_DIF * iRes )
if( iDiff > (INT32)( (FLOAT)DIR_MIN_DIF * (FLOAT)iRes ) )
iRes = iDiff;
else
iRes = 0;
@@ -307,7 +307,7 @@ UINT16 CountDirectionRating( INT16 sMapX, INT16 sMapY, UINT8 uiDir )
// There's player's mercs! Go there
if( PlayerMercsInSector_MSE( sDMapX, sDMapY, FALSE ) )
if( PlayerMercsInSector_MSE( (UINT8)sDMapX, (UINT8)sDMapY, FALSE ) )
iRes += 15000;// should be enough
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"M %ld, E%ld,%ld %ld, Diff %ld", CountAllMilitiaInSector( sMapX, sMapY ), sDMapX, sDMapY, NumEnemiesInSector( sDMapX, sDMapY ), ((INT32)CountAllMilitiaInSector( sMapX, sMapY )) - ((INT32)NumEnemiesInSector( sDMapX, sDMapY )) );
@@ -512,7 +512,7 @@ void UpdateMilitiaSquads(INT16 sMapX, INT16 sMapY )
}
// moving squad, if it is not a SAM site
else if(!IsThisSectorASAMSector( sMapX, sMapY, 0 ))
if( !PlayerMercsInSector_MSE( sMapX, sMapY, FALSE ) ) // and there's no player's mercs in the sector
if( !PlayerMercsInSector_MSE( (UINT8)sMapX, (UINT8)sMapY, FALSE ) ) // and there's no player's mercs in the sector
{
if( GetWorldHour() % 2 )return;
@@ -621,7 +621,7 @@ void DoMilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY )
gpAttackDirs[ x + 1 ][0] += pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA] - uiNumGreen;
gpAttackDirs[ x + 1 ][1] += pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA] - uiNumReg;
gpAttackDirs[ x + 1 ][2] += pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA] - uiNumElite;
gpAttackDirs[ x + 1 ][3] = pMoveDir[ x ][2];
gpAttackDirs[ x + 1 ][3] = (UINT8)pMoveDir[ x ][2];
uiNumGreen = pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA];
uiNumReg = pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA];
@@ -679,7 +679,7 @@ void MilitiaFollowPlayer( INT16 sMapX, INT16 sMapY, INT16 sDMapX, INT16 sDMapY )
{
if( GetTownIdForSector( sMapX, sMapY ) != BLANK_SECTOR ||
IsThisSectorASAMSector( sMapX, sMapY, 0 ) ||
PlayerMercsInSector_MSE( sMapX, sMapY, TRUE ) )return;
PlayerMercsInSector_MSE( (UINT8)sMapX, (UINT8)sMapY, TRUE ) )return;
if( GetTownIdForSector( sDMapX, sDMapY ) != BLANK_SECTOR ||
IsThisSectorASAMSector( sDMapX, sDMapY, 0 ) )return;
+6 -7
View File
@@ -275,7 +275,6 @@ void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pu
void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
{
GROUP *pGroup;
SECTORINFO *pSector;
Assert( sSectorX >= 1 && sSectorX <= 16 );
Assert( sSectorY >= 1 && sSectorY <= 16 );
@@ -958,7 +957,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
#ifdef JA2BETAVERSION
if( guiCurrentScreen == GAME_SCREEN )
{
if( ubTotalEnemies <= iMaxEnemyGroupSize && pSector->ubNumCreatures != pSector->ubCreaturesInBattle ||
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumCreatures != pSector->ubCreaturesInBattle ||
!pSector->ubNumCreatures || !pSector->ubCreaturesInBattle ||
pSector->ubNumCreatures > 50 || pSector->ubCreaturesInBattle > 50 )
{
@@ -999,7 +998,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
{
case SOLDIER_CLASS_ADMINISTRATOR:
#ifdef JA2BETAVERSION
if( ubTotalEnemies <= iMaxEnemyGroupSize && pSector->ubNumAdmins != pSector->ubAdminsInBattle ||
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumAdmins != pSector->ubAdminsInBattle ||
!pSector->ubNumAdmins || !pSector->ubAdminsInBattle ||
pSector->ubNumAdmins > 100 || pSector->ubAdminsInBattle > iMaxEnemyGroupSize )
{
@@ -1017,7 +1016,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
break;
case SOLDIER_CLASS_ARMY:
#ifdef JA2BETAVERSION
if( ubTotalEnemies <= iMaxEnemyGroupSize && pSector->ubNumTroops != pSector->ubTroopsInBattle ||
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumTroops != pSector->ubTroopsInBattle ||
!pSector->ubNumTroops || !pSector->ubTroopsInBattle ||
pSector->ubNumTroops > 100 || pSector->ubTroopsInBattle > iMaxEnemyGroupSize )
{
@@ -1035,7 +1034,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
break;
case SOLDIER_CLASS_ELITE:
#ifdef JA2BETAVERSION
if( ubTotalEnemies <= iMaxEnemyGroupSize && pSector->ubNumElites != pSector->ubElitesInBattle ||
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumElites != pSector->ubElitesInBattle ||
!pSector->ubNumElites || !pSector->ubElitesInBattle ||
pSector->ubNumElites > 100 || pSector->ubElitesInBattle > iMaxEnemyGroupSize )
{
@@ -1053,7 +1052,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
break;
case SOLDIER_CLASS_CREATURE:
#ifdef JA2BETAVERSION
if( ubTotalEnemies <= iMaxEnemyGroupSize && pSector->ubNumCreatures != pSector->ubCreaturesInBattle ||
if( ubTotalEnemies <= (UINT32)iMaxEnemyGroupSize && pSector->ubNumCreatures != pSector->ubCreaturesInBattle ||
!pSector->ubNumCreatures || !pSector->ubCreaturesInBattle ||
pSector->ubNumCreatures > 50 || pSector->ubCreaturesInBattle > 50 )
{
@@ -1123,7 +1122,7 @@ void AddPossiblePendingEnemiesToBattle()
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
static UINT8 ubPredefinedInsertionCode = 255;
if( ( !PlayerMercsInSector( gWorldSectorX, gWorldSectorY, 0 ) && !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY ) )
if( ( !PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, 0 ) && !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY ) )
|| !NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) ) return;
+7 -7
View File
@@ -122,7 +122,7 @@ UINT8 GetAdjacentSectors( UINT8 pSectors[4], INT16 sSectorX, INT16 sSectorY )
( GetTownIdForSector( sSectorX, sSectorY ) != BLANK_SECTOR ? TRUE : FALSE ), TRUE, IS_ONLY_IN_CITIES );
for( ubIndex = 0; ubIndex < ubDirNumber; ubIndex++ )
pSectors[ ubCounter++ ] = pusMoveDir[ ubIndex ][ 0 ];
pSectors[ ubCounter++ ] = (UINT8)pusMoveDir[ ubIndex ][ 0 ];
return ubCounter;
}
@@ -266,10 +266,10 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
pGroup->ubPrevX = pGroup->ubSectorX;
pGroup->ubPrevY = pGroup->ubSectorY;
pGroup->ubSectorX = pGroup->ubNextX = sMapX;
pGroup->ubSectorY = pGroup->ubNextY = sMapY;
pGroup->ubSectorX = pGroup->ubNextX = (UINT8)sMapX;
pGroup->ubSectorY = pGroup->ubNextY = (UINT8)sMapY;
return pusMoveDir[ ubIndex ][ 2 ];
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
}
if( NumEnemiesInFiveSectors( sMapX, sMapY ) - NumEnemiesInSector( sMapX, sMapY ) == 0 )
@@ -297,7 +297,7 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
(pSector->ubNumAdmins)--;
}
return pusMoveDir[ ubIndex ][ 2 ];
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
}
}
}
@@ -361,7 +361,7 @@ UINT8 DoReinforcementAsPendingMilitia( INT16 sMapX, INT16 sMapY, UINT8 *pubRank
*pubRank = GREEN_MILITIA;
}
return pusMoveDir[ ubIndex ][ 2 ];
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
}
}
@@ -377,7 +377,7 @@ void AddPossiblePendingMilitiaToBattle()
static UINT8 ubPredefinedInsertionCode = 255;
static UINT8 ubPredefinedRank = 255;
if( !PlayerMercsInSector( gWorldSectorX, gWorldSectorY, 0 ) || !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY )
if( !PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, 0 ) || !CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY )
|| !NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) ) return;
//gGameExternalOptions.guiMaxMilitiaSquadSize - CountAllMilitiaInSector( gWorldSectorX, gWorldSectorY );
ubSlots = NumFreeMilitiaSlots();
+1 -1
View File
@@ -9862,7 +9862,7 @@ void MapInvDoneButtonfastHelpCall( )
void UpdateStatusOfMapSortButtons( void )
{
INT32 iCounter = 0;
static fShownLastTime = FALSE;
static BOOLEAN fShownLastTime = FALSE;
if( ( gfPreBattleInterfaceActive ) || fShowInventoryFlag )
+2 -2
View File
@@ -2222,7 +2222,7 @@ UINT8 CalculateObjectWeight( OBJECTTYPE *pObject )
{
//Pulmu:
//Temporary calculation for minWeight
UINT32 uiMinWeight = (Item[ pObject->usGunAmmoItem].ubWeight / 5.0) + 0.5;
UINT32 uiMinWeight = (UINT32)((Item[ pObject->usGunAmmoItem].ubWeight / 5.0) + 0.5);
if( uiMinWeight < 1 || uiMinWeight > Item[ pObject->usGunAmmoItem].ubWeight)
{
uiMinWeight = 1;
@@ -2248,7 +2248,7 @@ UINT8 CalculateObjectWeight( OBJECTTYPE *pObject )
{
usWeight = 0;
//Temporary calculation for minWeight. 0.2*ubWeight rounded correctly
UINT32 uiMinWeight = (Item[pObject->usItem].ubWeight / 5.0) + 0.5;
UINT32 uiMinWeight = (UINT32)((Item[pObject->usItem].ubWeight / 5.0) + 0.5);
if( uiMinWeight < 1 || uiMinWeight > Item[pObject->usItem].ubWeight)
{
uiMinWeight = 1;
+1 -1
View File
@@ -144,7 +144,7 @@ static UINT8 gubTreeSightReduction[ANIM_STAND + 1] =
#define MAX_CHANCE_OF_HITTING_STRUCTURE 90
static guiStructureHitChance[ MAX_DIST_FOR_LESS_THAN_MAX_CHANCE_TO_HIT_STRUCTURE + 1] =
static UINT32 guiStructureHitChance[ MAX_DIST_FOR_LESS_THAN_MAX_CHANCE_TO_HIT_STRUCTURE + 1] =
{
0, // 0 tiles
0,
+2 -3
View File
@@ -25,9 +25,9 @@
//Don't mess with this value, unless you want to force update all maps in the game!
// Lesh: fix the sad situation with the different major map versions
//#ifdef RUSSIAN
#define MAJOR_MAP_VERSION 6.00
//#define MAJOR_MAP_VERSION 6.00
//#else
// #define MAJOR_MAP_VERSION 5.00
#define MAJOR_MAP_VERSION 5.00
//#endif
FLOAT gdMajorMapVersion = MAJOR_MAP_VERSION;
@@ -37,7 +37,6 @@ BOOLEAN gfWorldLoaded;
MAPCREATE_STRUCT gMapInformation;
//Current minor map version updater.
// Lesh: increased. was 25
#define MINOR_MAP_VERSION 25
UINT8 gubMinorMapVersion = MINOR_MAP_VERSION;
+1 -1
View File
@@ -11443,7 +11443,7 @@ void DebugValidateSoldierData( )
SOLDIERTYPE *pSoldier;
CHAR16 sString[ 1024 ];
BOOLEAN fProblemDetected = FALSE;
static uiFrameCount = 0;
static UINT32 uiFrameCount = 0;
// this function is too slow to run every frame, so do the check only every 50 frames
+1 -1
View File
@@ -474,7 +474,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier )
if (gfTurnBasedAI)
{
if ( ( GetJA2Clock() - gTacticalStatus.uiTimeSinceMercAIStart ) > ( gGameExternalOptions.gubDeadLockDelay * 1000 ) && !gfUIInDeadlock )
if ( ( GetJA2Clock() - gTacticalStatus.uiTimeSinceMercAIStart ) > ( (UINT32)gGameExternalOptions.gubDeadLockDelay * 1000 ) && !gfUIInDeadlock )
{
// ATE: Display message that deadlock occured...
LiveMessage( "Breaking Deadlock" );
+9 -9
View File
@@ -507,7 +507,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
{
return; // no shells, can't fire the MORTAR
}
ubSafetyMargin = Explosive[ Item[ pSoldier->inv[bPayloadPocket].usItem ].ubClassIndex ].ubRadius;
ubSafetyMargin = (UINT8)Explosive[ Item[ pSoldier->inv[bPayloadPocket].usItem ].ubClassIndex ].ubRadius;
}
// if he's got a GL in his hand, make sure he has some type of GRENADE avail.
else if (Item[usInHand].grenadelauncher )
@@ -519,7 +519,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
{
return; // no grenades, can't fire the GLAUNCHER
}
ubSafetyMargin = Explosive[ Item[ pSoldier->inv[ bPayloadPocket ].usItem ].ubClassIndex ].ubRadius;
ubSafetyMargin = (UINT8)Explosive[ Item[ pSoldier->inv[ bPayloadPocket ].usItem ].ubClassIndex ].ubRadius;
usGrenade = pSoldier->inv[ bPayloadPocket ].usItem;
}
else if ( Item[usInHand].rocketlauncher )
@@ -528,7 +528,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
// put in hand
if ( Item[usInHand].singleshotrocketlauncher )
// as C1
ubSafetyMargin = Explosive[ Item[ C1 ].ubClassIndex ].ubRadius;
ubSafetyMargin = (UINT8)Explosive[ Item[ C1 ].ubClassIndex ].ubRadius;
else
{
bPayloadPocket = FindLaunchable ( pSoldier, usInHand );
@@ -536,7 +536,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
{
return; // no ammo, can't fire
}
ubSafetyMargin = Explosive[ Item[ pSoldier->inv[bPayloadPocket].usItem ].ubClassIndex ].ubRadius;
ubSafetyMargin = (UINT8)Explosive[ Item[ pSoldier->inv[bPayloadPocket].usItem ].ubClassIndex ].ubRadius;
}
}
else if (Item[usInHand].cannon )
@@ -547,7 +547,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
{
return; // no ammo, can't fire
}
ubSafetyMargin = Explosive[ Item[ pSoldier->inv[bPayloadPocket].usItem ].ubClassIndex ].ubRadius;
ubSafetyMargin = (UINT8)Explosive[ Item[ pSoldier->inv[bPayloadPocket].usItem ].ubClassIndex ].ubRadius;
//bPayloadPocket = FindObj( pSoldier, TANK_SHELL );
@@ -563,7 +563,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
// else it's a plain old grenade, now in his hand
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"calcbestthrow: buddy's got a grenade");
bPayloadPocket = HANDPOS;
ubSafetyMargin = Explosive[ Item[ pSoldier->inv[ bPayloadPocket ].usItem ].ubClassIndex ].ubRadius;
ubSafetyMargin = (UINT8)Explosive[ Item[ pSoldier->inv[ bPayloadPocket ].usItem ].ubClassIndex ].ubRadius;
usGrenade = pSoldier->inv[ bPayloadPocket ].usItem;
if ( Item[usGrenade].flare )
@@ -1675,13 +1675,13 @@ INT32 EstimateShotDamage(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ub
{
// explosive damage is 100-200% that of the rated, so multiply by 3/2s here
case CREATURE_QUEEN_SPIT: //TODO: Madd - remove the hardcoding here
iDamage += ( 3 * Explosive[ Item[ LARGE_CREATURE_GAS ].ubClassIndex ].ubDamage * NumMercsCloseTo( pOpponent->sGridNo, Explosive[ Item[ LARGE_CREATURE_GAS ].ubClassIndex ].ubRadius ) ) / 2;
iDamage += ( 3 * Explosive[ Item[ LARGE_CREATURE_GAS ].ubClassIndex ].ubDamage * NumMercsCloseTo( pOpponent->sGridNo, (UINT8)Explosive[ Item[ LARGE_CREATURE_GAS ].ubClassIndex ].ubRadius ) ) / 2;
break;
case CREATURE_OLD_MALE_SPIT:
iDamage += ( 3 * Explosive[ Item[ SMALL_CREATURE_GAS ].ubClassIndex ].ubDamage * NumMercsCloseTo( pOpponent->sGridNo, Explosive[ Item[ SMALL_CREATURE_GAS ].ubClassIndex ].ubRadius ) ) / 2;
iDamage += ( 3 * Explosive[ Item[ SMALL_CREATURE_GAS ].ubClassIndex ].ubDamage * NumMercsCloseTo( pOpponent->sGridNo, (UINT8)Explosive[ Item[ SMALL_CREATURE_GAS ].ubClassIndex ].ubRadius ) ) / 2;
break;
default:
iDamage += ( 3 * Explosive[ Item[ VERY_SMALL_CREATURE_GAS ].ubClassIndex ].ubDamage * NumMercsCloseTo( pOpponent->sGridNo, Explosive[ Item[ VERY_SMALL_CREATURE_GAS ].ubClassIndex ].ubRadius ) ) / 2;
iDamage += ( 3 * Explosive[ Item[ VERY_SMALL_CREATURE_GAS ].ubClassIndex ].ubDamage * NumMercsCloseTo( pOpponent->sGridNo, (UINT8)Explosive[ Item[ VERY_SMALL_CREATURE_GAS ].ubClassIndex ].ubRadius ) ) / 2;
break;
}
}
+5 -5
View File
@@ -263,12 +263,12 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT16
// No explosive but an attacker with HE ammo.
if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) && ubOwner != NOBODY)
{
ExpParams.ubTypeID = Explosive[AmmoTypes[MercPtrs[ubOwner]->inv[MercPtrs[ubOwner]->ubAttackingHand ].ubGunAmmoType].highExplosive].ubAnimationID;
ExpParams.ubTypeID = (INT8)Explosive[AmmoTypes[MercPtrs[ubOwner]->inv[MercPtrs[ubOwner]->ubAttackingHand ].ubGunAmmoType].highExplosive].ubAnimationID;
// return;
}
else // just normal explosives should get here
{
ExpParams.ubTypeID = Explosive[ Item[ usItem ].ubClassIndex ].ubAnimationID;
ExpParams.ubTypeID = (INT8)Explosive[ Item[ usItem ].ubClassIndex ].ubAnimationID;
}
// Callahan end
@@ -1100,7 +1100,7 @@ BOOLEAN ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNe
// Get tile type
GetTileType( pNode->usIndex, &uiTileType );
// Check if we are a fountain!
if ( stricmp( gTilesets[ giCurrentTilesetID ].TileSurfaceFilenames[ uiTileType ], "fount1.sti" ) == 0 )
if ( _stricmp( gTilesets[ giCurrentTilesetID ].TileSurfaceFilenames[ uiTileType ], "fount1.sti" ) == 0 )
{
// Yes we are!
// Remove water....
@@ -2458,7 +2458,7 @@ void SpreadEffect( INT16 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
if ( fSubsequent != BLOOD_SPREAD_EFFECT )
{
MakeNoise( NOBODY, sGridNo, bLevel, gpWorldLevelData[sGridNo].ubTerrainID, Explosive[ Item [ usItem ].ubClassIndex ].ubVolume, NOISE_EXPLOSION );
MakeNoise( NOBODY, sGridNo, bLevel, gpWorldLevelData[sGridNo].ubTerrainID, (UINT8)Explosive[ Item [ usItem ].ubClassIndex ].ubVolume, NOISE_EXPLOSION );
}
}
@@ -3017,7 +3017,7 @@ void HandleExplosionQueue( void )
}
else if ( pObj->usBombItem == TRIP_FLARE )
{
NewLightEffect( sGridNo, Explosive[pObj->usItem].ubDuration, Explosive[pObj->usItem].ubStartRadius );
NewLightEffect( sGridNo, (UINT8)Explosive[pObj->usItem].ubDuration, (UINT8)Explosive[pObj->usItem].ubStartRadius );
RemoveItemFromPool( sGridNo, gWorldBombs[ uiWorldBombIndex ].iItemIndex, ubLevel );
}
else
+7 -7
View File
@@ -26,8 +26,8 @@
#include "SaveLoadGame.h"
INT8 FromWorldFlagsToSmokeType( UINT8 ubWorldFlags );
UINT8 FromSmokeTypeToWorldFlags( INT8 bType );
INT8 FromWorldFlagsToSmokeType( UINT16 ubWorldFlags );
UINT16 FromSmokeTypeToWorldFlags( INT8 bType );
@@ -80,7 +80,7 @@ void RecountSmokeEffects( void )
// Returns NO_SMOKE_EFFECT if none there...
INT8 GetSmokeEffectOnTile( INT16 sGridNo, INT8 bLevel )
{
UINT8 ubExtFlags;
UINT16 ubExtFlags;
ubExtFlags = gpWorldLevelData[ sGridNo ].ubExtFlags[ bLevel ];
@@ -95,7 +95,7 @@ INT8 GetSmokeEffectOnTile( INT16 sGridNo, INT8 bLevel )
}
INT8 FromWorldFlagsToSmokeType( UINT8 ubWorldFlags )
INT8 FromWorldFlagsToSmokeType( UINT16 ubWorldFlags )
{
if ( ubWorldFlags & MAPELEMENT_EXT_SMOKE )
{
@@ -124,7 +124,7 @@ INT8 FromWorldFlagsToSmokeType( UINT8 ubWorldFlags )
}
UINT8 FromSmokeTypeToWorldFlags( INT8 bType )
UINT16 FromSmokeTypeToWorldFlags( INT8 bType )
{
switch( bType )
{
@@ -227,8 +227,8 @@ INT32 NewSmokeEffect( INT16 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner )
pSmoke->ubDuration = Explosive[ Item[ usItem ].ubClassIndex ].ubDuration;
pSmoke->ubRadius = Explosive[ Item[ usItem ].ubClassIndex ].ubStartRadius;
pSmoke->ubDuration = (UINT8)Explosive[ Item[ usItem ].ubClassIndex ].ubDuration;
pSmoke->ubRadius = (UINT8)Explosive[ Item[ usItem ].ubClassIndex ].ubStartRadius;
pSmoke->bAge = 0;
pSmoke->fAllocated = TRUE;
pSmoke->bType = bSmokeEffectType;
+2 -2
View File
@@ -557,7 +557,7 @@ void UpdateAniTiles( )
// CHECK IF WE SHOULD BE DISPLAYING TRANSLUCENTLY!
if ( pNode->sCurrentFrame == pNode->ubKeyFrame2 )
{
UINT8 ubExpType;
UINT16 ubExpType;
switch( pNode->uiKeyFrame2Code )
{
@@ -576,7 +576,7 @@ void UpdateAniTiles( )
}
else
{
SpreadEffect( pNode->sGridNo, Explosive[ Item[ (UINT16)pNode->uiUserData ].ubClassIndex ].ubRadius, (UINT16)pNode->uiUserData, (UINT8)pNode->ubUserData2, FALSE, gExplosionData[ pNode->uiUserData3 ].Params.bLevel, -1 );
SpreadEffect( pNode->sGridNo, (UINT8)Explosive[ Item[ (UINT16)pNode->uiUserData ].ubClassIndex ].ubRadius, (UINT16)pNode->uiUserData, (UINT8)pNode->ubUserData2, FALSE, gExplosionData[ pNode->uiUserData3 ].Params.bLevel, -1 );
}
// Forfait any other animations this frame....
return;
+2 -2
View File
@@ -85,7 +85,7 @@ BOOLEAN InitTileCache( )
SET_ERROR( "Cannot load tilecache JSD: %s", gpTileCacheStructInfo[ cnt ].Filename );
}
#endif
if ( stricmp( gpTileCacheStructInfo[ cnt ].zRootName, "l_dead1" ) == 0 )
if ( _stricmp( gpTileCacheStructInfo[ cnt ].zRootName, "l_dead1" ) == 0 )
{
giDefaultStructIndex = cnt;
}
@@ -370,7 +370,7 @@ void GetRootName( INT8 * pDestStr, INT8 * pSrcStr )
}
// Now remove extension...
cEndOfName = strchr( (const char *)pDestStr, '.' );
cEndOfName = strchr( (char *)pDestStr, '.' );
if (cEndOfName != NULL)
{
*cEndOfName = '\0';
+1 -1
View File
@@ -188,7 +188,7 @@ void SetRaisedObjectFlag( char *cFilename, TILE_IMAGERY *pTileSurf )
GetRootName( (INT8 *)cRootFile, (INT8 *)cFilename );
while( ubRaisedObjectFiles[ cnt ][ 0 ] != '1' )
{
if ( stricmp( ubRaisedObjectFiles[ cnt ], cRootFile ) == 0 )
if ( _stricmp( ubRaisedObjectFiles[ cnt ], cRootFile ) == 0 )
{
pTileSurf->bRaisedObjectType = TRUE;
}
+1 -1
View File
@@ -3098,7 +3098,7 @@ INT32 iCount;
for(iCount=0; iCount < MAX_LIGHT_TEMPLATES; iCount++)
{
if((pLightNames[iCount]!=NULL) && !(stricmp(pFilename, pLightNames[iCount])))
if((pLightNames[iCount]!=NULL) && !(_stricmp(pFilename, pLightNames[iCount])))
return(iCount);
}
+1 -1
View File
@@ -2521,7 +2521,7 @@ DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("physics.cpp line 2337"));
{
// Add a light effect...
NewLightEffect( pObject->sGridNo, Explosive[Item[pObject->Obj.usItem].ubClassIndex].ubDuration , Explosive[Item[pObject->Obj.usItem].ubClassIndex].ubStartRadius );
NewLightEffect( pObject->sGridNo, (UINT8)Explosive[Item[pObject->Obj.usItem].ubClassIndex].ubDuration , (UINT8)Explosive[Item[pObject->Obj.usItem].ubClassIndex].ubStartRadius );
}
}
else if ( Item[ pObject->Obj.usItem ].usItemClass & IC_GRENADE )
+1
View File
@@ -2987,6 +2987,7 @@ BOOLEAN LoadWorld( UINT8 * puiFilename )
{
UINT32 uiNums[37];
LOADDATA( uiNums, pBuffer, 37 * sizeof( INT32 ) );
dMajorMapVersion = 5.00;
}
SetRelativeStartAndEndPercentage( 0, 58, 59, L"Loading room information..." );
+1 -1
View File
@@ -333,7 +333,7 @@ UINT16 GetAnimStateFromName( INT8 *zName )
// FInd the next animation with start height the same...
for ( cnt = 0; cnt < NUMANIMATIONSTATES; cnt++ )
{
if ( stricmp( gAnimControl[ cnt ].zAnimStr, zName ) == 0 )
if ( _stricmp( gAnimControl[ cnt ].zAnimStr, zName ) == 0 )
{
return( (UINT16) cnt );
}