mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- 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:
@@ -638,7 +638,7 @@ FDLG_LIST *AddToFDlgList(FDLG_LIST *pList, GETFILESTRUCT *pInfo)
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}
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// Add and sort alphabetically without regard to case -- function limited to 10 chars comparison
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if ( stricmp(pList->FileInfo.zFileName, pInfo->zFileName ) > 0 )
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if ( _stricmp(pList->FileInfo.zFileName, pInfo->zFileName ) > 0 )
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{
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// pInfo is smaller than pList (i.e. Insert before)
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pNode = (FDLG_LIST *)MemAlloc( sizeof(FDLG_LIST) );
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@@ -90,7 +90,7 @@ INT32 giIMPButtonImage[1];
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// visted subpages
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BOOLEAN fVisitedIMPSubPages[ IMP_NUM_PAGES ];
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extern INT32 iCurrentPortrait;
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extern iCurrentVoices;
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extern INT32 iCurrentVoices;
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extern INT32 giMaxPersonalityQuizQuestion;
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extern BOOLEAN fStartOverFlag;
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@@ -586,7 +586,7 @@ void HandleBeginScreenTextEvent( UINT32 uiKey )
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uiFullNameCharacterPosition = 0;
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}
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// make sure we haven't moved too far
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if( ( uiFullNameCursorPosition + StringPixLength( ( CHAR16 *)&(uiKey ), FONT14ARIAL ) ) > FULL_NAME_REGION_WIDTH + 196 + LAPTOP_SCREEN_UL_X)
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if( ( uiFullNameCursorPosition + StringPixLength( ( CHAR16 *)&(uiKey ), FONT14ARIAL ) ) > (UINT32)FULL_NAME_REGION_WIDTH + 196 + LAPTOP_SCREEN_UL_X)
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{
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// do nothing for now, when pop up is in place, display
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break;
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@@ -622,7 +622,7 @@ void HandleBeginScreenTextEvent( UINT32 uiKey )
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}
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// make sure we haven't moved too far
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if( ( uiNickNameCursorPosition + StringPixLength( (CHAR16 *)&(uiKey ), FONT14ARIAL ) ) > NICK_NAME_REGION_WIDTH + 196 + LAPTOP_SCREEN_UL_X )
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if( ( uiNickNameCursorPosition + StringPixLength( (CHAR16 *)&(uiKey ), FONT14ARIAL ) ) > (UINT32)NICK_NAME_REGION_WIDTH + 196 + LAPTOP_SCREEN_UL_X )
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{
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// do nothing for now, when pop up is in place, display
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break;
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@@ -1244,8 +1244,6 @@ void Print8CharacterOnlyString( void )
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BOOLEAN CheckCharacterInputForEgg( void )
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{
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MERC_HIRE_STRUCT HireMercStruct;
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#ifndef JA2BETAVERSION
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return( FALSE );
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#else
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@@ -1456,6 +1454,8 @@ BOOLEAN CheckCharacterInputForEgg( void )
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iPortraitNumber = 2;
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//DEF: temp
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MERC_HIRE_STRUCT HireMercStruct;
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HireMercStruct.sSectorX = gsMercArriveSectorX;
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HireMercStruct.sSectorY = gsMercArriveSectorY;
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HireMercStruct.bSectorZ = 0;
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+1
-1
@@ -521,7 +521,7 @@ void SetMainMenuExitScreen( UINT32 uiNewScreen )
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void CreateDestroyBackGroundMouseMask( BOOLEAN fCreate )
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{
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static fRegionCreated = FALSE;
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static BOOLEAN fRegionCreated = FALSE;
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if( fCreate )
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{
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+1
-1
@@ -121,7 +121,7 @@ extern void TrashAllSoldiers( );
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extern void ResetJA2ClockGlobalTimers( void );
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extern void BeginLoadScreen( void );
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extern EndLoadScreen();
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extern void EndLoadScreen();
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//Global variable used
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#ifdef JA2BETAVERSION
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@@ -4092,7 +4092,7 @@ void DrawDialogBox( INT32 iDlgBox )
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//------------------------------------------------------------------------------------------------------
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template INT32 CreateCheckBoxButton<char const *>(INT16, INT16, char *, INT16, GUI_CALLBACK);
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// template INT32 CreateCheckBoxButton<char const *>(INT16, INT16, char *, INT16, GUI_CALLBACK);
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template INT32 CreateCheckBoxButton<char const *>(INT16, INT16, char const *, INT16, GUI_CALLBACK);
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template <typename string3>
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INT32 CreateCheckBoxButton( INT16 x, INT16 y, string3 filename, INT16 Priority, GUI_CALLBACK ClickCallback )
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@@ -494,7 +494,7 @@ template void _FailMessage<char const *, char const *>(char const *, unsigned in
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template void _FailMessage<int, char const *>(int, unsigned int, char const *);
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template void _FailMessage<int, char *>(int, unsigned int, char *);
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template void _FailMessage<char *, char *>(char *, unsigned int, char *);
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template void _FailMessage<char *, char *>(unsigned char *, unsigned int, char *);
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// template void _FailMessage<char *, char *>(unsigned char *, unsigned int, char *);
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template void _FailMessage<unsigned char *, char const *>(unsigned char *, unsigned int, char const *);
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template <typename type1, typename type2>
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void _FailMessage( type1 pString, UINT32 uiLineNum, type2 pSourceFile )
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@@ -118,7 +118,7 @@ UINT8 gbPixelDepth = PIXEL_DEPTH;
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INT32 FAR PASCAL WindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LPARAM lParam)
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{
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static fRestore = FALSE;
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static BOOLEAN fRestore = FALSE;
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if(gfIgnoreMessages)
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return(DefWindowProc(hWindow, Message, wParam, lParam));
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@@ -1207,7 +1207,7 @@ BOOLEAN fRemoved;
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FileClose(hFile);
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strcpy(pSampleList[uiSample].pName, pFilename);
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strupr(pSampleList[uiSample].pName);
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_strupr(pSampleList[uiSample].pName);
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pSampleList[uiSample].uiSize=uiSize;
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pSampleList[uiSample].uiFlags|=SAMPLE_ALLOCATED;
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return(uiSample);
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@@ -2963,7 +2963,7 @@ HRESULT ReturnCode;
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return(TRUE);
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}
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template void FatalError<char const *>(char *, ...);
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// template void FatalError<char const *>(char *, ...);
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template void FatalError<char const *>(char const *, ...);
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template <typename string1>
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void FatalError( string1 pError, ...)
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@@ -10309,7 +10309,7 @@ void SetTimeOfAssignmentChangeForMerc( SOLDIERTYPE *pSoldier )
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// have we spent enough time on assignment for it to count?
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BOOLEAN EnoughTimeOnAssignment( SOLDIERTYPE *pSoldier )
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{
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if( GetWorldTotalMin() - pSoldier->uiLastAssignmentChangeMin >= gGameExternalOptions.ubMinutesForAssignmentToCount )
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if( GetWorldTotalMin() - pSoldier->uiLastAssignmentChangeMin >= (UINT32)gGameExternalOptions.ubMinutesForAssignmentToCount )
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{
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return( TRUE );
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}
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@@ -67,7 +67,7 @@
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// default = 7 (%)
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#define EXP_BONUS 7
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#define MAX_AR_TEAM_SIZE 256
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#define MAX_AR_TEAM_SIZE 255 // Must fit in 8 bits
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#define REINFORCMENT_ATTACK_DELAY_PER_SOLDIER_IN_SECTOR 1000
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+95
-95
@@ -4,9 +4,9 @@
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#include "types.h"
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//Macro to convert sector coordinates (1-16,1-16) to 0-255
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#define SECTOR(x,y) ((y-1)*16+x-1)
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#define SECTORX(SectorID) ((SectorID % 16) + 1)
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#define SECTORY(SectorID) ((SectorID / 16) + 1)
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#define SECTOR(x,y) ((y-1)*16+x-1)
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#define SECTORX(SectorID) ((SectorID % 16) + 1)
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#define SECTORY(SectorID) ((SectorID / 16) + 1)
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//Sector enumerations
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//
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@@ -53,36 +53,34 @@ enum //strategic values for each sector
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//Various flag definitions
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#define SF_USE_MAP_SETTINGS 0x00000001
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#define SF_ENEMY_AMBUSH_LOCATION 0x00000002
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#define SF_USE_MAP_SETTINGS 0x00000001
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#define SF_ENEMY_AMBUSH_LOCATION 0x00000002
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//Special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
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//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
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//a question mark is displayed to reflect that the player no longer knows.
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#define SF_PLAYER_KNOWS_ENEMIES_ARE_HERE 0x00000004
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#define SF_PLAYER_KNOWS_ENEMIES_ARE_HERE 0x00000004
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#define SF_SAM_SITE 0x00000008
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#define SF_MINING_SITE 0x00000010
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#define SF_ALREADY_VISITED 0x00000020
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#define SF_USE_ALTERNATE_MAP 0x00000040
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#define SF_PENDING_ALTERNATE_MAP 0x00000080
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#define SF_ALREADY_LOADED 0x00000100
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#define SF_HAS_ENTERED_TACTICAL 0x00000200
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#define SF_SKYRIDER_NOTICED_ENEMIES_HERE 0x00000400
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#define SF_HAVE_USED_GUIDE_QUOTE 0x00000800
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#define SF_SAM_SITE 0x00000008
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#define SF_MINING_SITE 0x00000010
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#define SF_ALREADY_VISITED 0x00000020
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#define SF_USE_ALTERNATE_MAP 0x00000040
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#define SF_PENDING_ALTERNATE_MAP 0x00000080
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#define SF_ALREADY_LOADED 0x00000100
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#define SF_HAS_ENTERED_TACTICAL 0x00000200
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#define SF_SKYRIDER_NOTICED_ENEMIES_HERE 0x00000400
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#define SF_HAVE_USED_GUIDE_QUOTE 0x00000800
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#define SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS 0x00100000 //Temp File starts with sm_
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#define SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS 0x00200000 //Temp File starts with l_
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#define SF_REVEALED_STATUS_TEMP_FILE_EXISTS 0x01000000 //Temp File starts with v_
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#define SF_DOOR_STATUS_TEMP_FILE_EXISTS 0x02000000 //Temp File starts with ds_
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#define SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS 0x00100000 //Temp File starts with sm_
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#define SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS 0x00200000 //Temp File starts with l_
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#define SF_REVEALED_STATUS_TEMP_FILE_EXISTS 0x01000000 //Temp File starts with v_
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#define SF_DOOR_STATUS_TEMP_FILE_EXISTS 0x02000000 //Temp File starts with ds_
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#define SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS 0x04000000 //Temp File starts with e_
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#define SF_CIV_PRESERVED_TEMP_FILE_EXISTS 0x08000000 //Temp File starts with c_
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#define SF_ITEM_TEMP_FILE_EXISTS 0x10000000 //Temp File starts with i_
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#define SF_ROTTING_CORPSE_TEMP_FILE_EXISTS 0x20000000 //Temp File starts with r_
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#define SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS 0x40000000 //Temp File starts with m_
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#define SF_DOOR_TABLE_TEMP_FILES_EXISTS 0x80000000 //Temp File starts with d_
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#define SF_CIV_PRESERVED_TEMP_FILE_EXISTS 0x08000000 //Temp File starts with c_
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#define SF_ITEM_TEMP_FILE_EXISTS 0x10000000 //Temp File starts with i_
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#define SF_ROTTING_CORPSE_TEMP_FILE_EXISTS 0x20000000 //Temp File starts with r_
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#define SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS 0x40000000 //Temp File starts with m_
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#define SF_DOOR_TABLE_TEMP_FILES_EXISTS 0x80000000 //Temp File starts with d_
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// town militia experience categories
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@@ -95,11 +93,11 @@ enum
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};
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// facilities flags
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#define SFCF_HOSPITAL 0x00000001
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#define SFCF_INDUSTRY 0x00000002
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#define SFCF_PRISON 0x00000004
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#define SFCF_MILITARY 0x00000008
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#define SFCF_AIRPORT 0x00000010
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#define SFCF_HOSPITAL 0x00000001
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#define SFCF_INDUSTRY 0x00000002
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#define SFCF_PRISON 0x00000004
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#define SFCF_MILITARY 0x00000008
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#define SFCF_AIRPORT 0x00000010
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#define SFCF_GUN_RANGE 0x00000020
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// coordinates of shooting range sector
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@@ -109,28 +107,29 @@ enum
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//Vehicle types
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#define FOOT 0x01 //anywhere
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#define CAR 0x02 //roads
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#define TRUCK 0x04 //roads, plains, sparse
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#define FOOT 0x01 //anywhere
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#define CAR 0x02 //roads
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#define TRUCK 0x04 //roads, plains, sparse
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#define TRACKED 0x08 //roads, plains, sand, sparse
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#define AIR 0x10 //can traverse all terrains at 100%
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#define AIR 0x10 //can traverse all terrains at 100%
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//Traversability ratings
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enum
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{
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TOWN, //instant
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ROAD, //everything travels at 100%
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TOWN, //instant
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ROAD, //everything travels at 100%
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PLAINS, //foot 90%, truck 75%, tracked 100%
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SAND, //foot 70%, tracked 60%
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SAND, //foot 70%, tracked 60%
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SPARSE, //foot 70%, truck 50%, tracked 60%
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DENSE, //foot 50%
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SWAMP, //foot 20%
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WATER, //foot 15%
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HILLS, //foot 50%, truck 50%, tracked 50%
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GROUNDBARRIER,//only air (super dense forest, ocean, etc.)
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GROUNDBARRIER, //only air (super dense forest, ocean, etc.)
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NS_RIVER, //river from north to south
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EW_RIVER, //river from east to west
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EDGEOFWORLD, //nobody can traverse.
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//NEW (not used for border values -- traversal calculations)
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TROPICS,
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FARMLAND,
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@@ -144,11 +143,12 @@ enum
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COASTAL_ROAD,
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SAND_ROAD,
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SWAMP_ROAD,
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//only used for text purposes and not assigned to areas (SAM sites are hard coded throughout the code)
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SPARSE_SAM_SITE, //D15 near Drassen
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SAND_SAM_SITE, //I8 near Tixa
|
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TROPICS_SAM_SITE, //D2 near Chitzena
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MEDUNA_SAM_SITE, //N4 in Meduna
|
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SPARSE_SAM_SITE, //D15 near Drassen
|
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SAND_SAM_SITE, //I8 near Tixa
|
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TROPICS_SAM_SITE, //D2 near Chitzena
|
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MEDUNA_SAM_SITE, //N4 in Meduna
|
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CAMBRIA_HOSPITAL_SITE,
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DRASSEN_AIRPORT_SITE,
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MEDUNA_AIRPORT_SITE,
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@@ -166,71 +166,71 @@ enum
|
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};
|
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extern UINT8 gszTerrain[NUM_TRAVTERRAIN_TYPES][15];
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||||
|
||||
#define TRAVELRATING_NONE 0
|
||||
#define TRAVELRATING_LOW 25
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||||
#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 );
|
||||
|
||||
@@ -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( );
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -9862,7 +9862,7 @@ void MapInvDoneButtonfastHelpCall( )
|
||||
void UpdateStatusOfMapSortButtons( void )
|
||||
{
|
||||
INT32 iCounter = 0;
|
||||
static fShownLastTime = FALSE;
|
||||
static BOOLEAN fShownLastTime = FALSE;
|
||||
|
||||
|
||||
if( ( gfPreBattleInterfaceActive ) || fShowInventoryFlag )
|
||||
|
||||
+2
-2
@@ -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
@@ -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,
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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" );
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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';
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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 )
|
||||
|
||||
@@ -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
@@ -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 );
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user