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https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +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
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@@ -263,12 +263,12 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT16
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// No explosive but an attacker with HE ammo.
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if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) && ubOwner != NOBODY)
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{
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ExpParams.ubTypeID = Explosive[AmmoTypes[MercPtrs[ubOwner]->inv[MercPtrs[ubOwner]->ubAttackingHand ].ubGunAmmoType].highExplosive].ubAnimationID;
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ExpParams.ubTypeID = (INT8)Explosive[AmmoTypes[MercPtrs[ubOwner]->inv[MercPtrs[ubOwner]->ubAttackingHand ].ubGunAmmoType].highExplosive].ubAnimationID;
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// return;
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}
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else // just normal explosives should get here
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{
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ExpParams.ubTypeID = Explosive[ Item[ usItem ].ubClassIndex ].ubAnimationID;
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ExpParams.ubTypeID = (INT8)Explosive[ Item[ usItem ].ubClassIndex ].ubAnimationID;
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}
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// Callahan end
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@@ -1100,7 +1100,7 @@ BOOLEAN ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNe
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// Get tile type
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GetTileType( pNode->usIndex, &uiTileType );
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// Check if we are a fountain!
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if ( stricmp( gTilesets[ giCurrentTilesetID ].TileSurfaceFilenames[ uiTileType ], "fount1.sti" ) == 0 )
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if ( _stricmp( gTilesets[ giCurrentTilesetID ].TileSurfaceFilenames[ uiTileType ], "fount1.sti" ) == 0 )
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{
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// Yes we are!
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// Remove water....
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@@ -2458,7 +2458,7 @@ void SpreadEffect( INT16 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
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if ( fSubsequent != BLOOD_SPREAD_EFFECT )
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{
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MakeNoise( NOBODY, sGridNo, bLevel, gpWorldLevelData[sGridNo].ubTerrainID, Explosive[ Item [ usItem ].ubClassIndex ].ubVolume, NOISE_EXPLOSION );
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MakeNoise( NOBODY, sGridNo, bLevel, gpWorldLevelData[sGridNo].ubTerrainID, (UINT8)Explosive[ Item [ usItem ].ubClassIndex ].ubVolume, NOISE_EXPLOSION );
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}
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}
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@@ -3017,7 +3017,7 @@ void HandleExplosionQueue( void )
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}
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else if ( pObj->usBombItem == TRIP_FLARE )
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{
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NewLightEffect( sGridNo, Explosive[pObj->usItem].ubDuration, Explosive[pObj->usItem].ubStartRadius );
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NewLightEffect( sGridNo, (UINT8)Explosive[pObj->usItem].ubDuration, (UINT8)Explosive[pObj->usItem].ubStartRadius );
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RemoveItemFromPool( sGridNo, gWorldBombs[ uiWorldBombIndex ].iItemIndex, ubLevel );
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}
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else
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@@ -26,8 +26,8 @@
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#include "SaveLoadGame.h"
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INT8 FromWorldFlagsToSmokeType( UINT8 ubWorldFlags );
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UINT8 FromSmokeTypeToWorldFlags( INT8 bType );
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INT8 FromWorldFlagsToSmokeType( UINT16 ubWorldFlags );
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UINT16 FromSmokeTypeToWorldFlags( INT8 bType );
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@@ -80,7 +80,7 @@ void RecountSmokeEffects( void )
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// Returns NO_SMOKE_EFFECT if none there...
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INT8 GetSmokeEffectOnTile( INT16 sGridNo, INT8 bLevel )
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{
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UINT8 ubExtFlags;
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UINT16 ubExtFlags;
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ubExtFlags = gpWorldLevelData[ sGridNo ].ubExtFlags[ bLevel ];
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@@ -95,7 +95,7 @@ INT8 GetSmokeEffectOnTile( INT16 sGridNo, INT8 bLevel )
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}
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INT8 FromWorldFlagsToSmokeType( UINT8 ubWorldFlags )
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INT8 FromWorldFlagsToSmokeType( UINT16 ubWorldFlags )
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{
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if ( ubWorldFlags & MAPELEMENT_EXT_SMOKE )
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{
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@@ -124,7 +124,7 @@ INT8 FromWorldFlagsToSmokeType( UINT8 ubWorldFlags )
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}
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UINT8 FromSmokeTypeToWorldFlags( INT8 bType )
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UINT16 FromSmokeTypeToWorldFlags( INT8 bType )
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{
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switch( bType )
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{
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@@ -227,8 +227,8 @@ INT32 NewSmokeEffect( INT16 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner )
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pSmoke->ubDuration = Explosive[ Item[ usItem ].ubClassIndex ].ubDuration;
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pSmoke->ubRadius = Explosive[ Item[ usItem ].ubClassIndex ].ubStartRadius;
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pSmoke->ubDuration = (UINT8)Explosive[ Item[ usItem ].ubClassIndex ].ubDuration;
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pSmoke->ubRadius = (UINT8)Explosive[ Item[ usItem ].ubClassIndex ].ubStartRadius;
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pSmoke->bAge = 0;
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pSmoke->fAllocated = TRUE;
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pSmoke->bType = bSmokeEffectType;
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@@ -557,7 +557,7 @@ void UpdateAniTiles( )
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// CHECK IF WE SHOULD BE DISPLAYING TRANSLUCENTLY!
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if ( pNode->sCurrentFrame == pNode->ubKeyFrame2 )
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{
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UINT8 ubExpType;
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UINT16 ubExpType;
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switch( pNode->uiKeyFrame2Code )
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{
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@@ -576,7 +576,7 @@ void UpdateAniTiles( )
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}
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else
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{
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SpreadEffect( pNode->sGridNo, Explosive[ Item[ (UINT16)pNode->uiUserData ].ubClassIndex ].ubRadius, (UINT16)pNode->uiUserData, (UINT8)pNode->ubUserData2, FALSE, gExplosionData[ pNode->uiUserData3 ].Params.bLevel, -1 );
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SpreadEffect( pNode->sGridNo, (UINT8)Explosive[ Item[ (UINT16)pNode->uiUserData ].ubClassIndex ].ubRadius, (UINT16)pNode->uiUserData, (UINT8)pNode->ubUserData2, FALSE, gExplosionData[ pNode->uiUserData3 ].Params.bLevel, -1 );
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}
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// Forfait any other animations this frame....
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return;
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@@ -85,7 +85,7 @@ BOOLEAN InitTileCache( )
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SET_ERROR( "Cannot load tilecache JSD: %s", gpTileCacheStructInfo[ cnt ].Filename );
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}
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#endif
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if ( stricmp( gpTileCacheStructInfo[ cnt ].zRootName, "l_dead1" ) == 0 )
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if ( _stricmp( gpTileCacheStructInfo[ cnt ].zRootName, "l_dead1" ) == 0 )
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{
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giDefaultStructIndex = cnt;
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}
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@@ -370,7 +370,7 @@ void GetRootName( INT8 * pDestStr, INT8 * pSrcStr )
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}
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// Now remove extension...
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cEndOfName = strchr( (const char *)pDestStr, '.' );
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cEndOfName = strchr( (char *)pDestStr, '.' );
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if (cEndOfName != NULL)
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{
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*cEndOfName = '\0';
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@@ -188,7 +188,7 @@ void SetRaisedObjectFlag( char *cFilename, TILE_IMAGERY *pTileSurf )
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GetRootName( (INT8 *)cRootFile, (INT8 *)cFilename );
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while( ubRaisedObjectFiles[ cnt ][ 0 ] != '1' )
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{
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if ( stricmp( ubRaisedObjectFiles[ cnt ], cRootFile ) == 0 )
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if ( _stricmp( ubRaisedObjectFiles[ cnt ], cRootFile ) == 0 )
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{
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pTileSurf->bRaisedObjectType = TRUE;
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}
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@@ -3098,7 +3098,7 @@ INT32 iCount;
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for(iCount=0; iCount < MAX_LIGHT_TEMPLATES; iCount++)
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{
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if((pLightNames[iCount]!=NULL) && !(stricmp(pFilename, pLightNames[iCount])))
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if((pLightNames[iCount]!=NULL) && !(_stricmp(pFilename, pLightNames[iCount])))
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return(iCount);
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}
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@@ -2521,7 +2521,7 @@ DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("physics.cpp line 2337"));
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{
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//we cannot create the light source above the ground, or on a roof. The system doesnt support it.
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AddItemToPool( pObject->sGridNo, &( pObject->Obj ), 1, 1, 0, -1 );
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}
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}
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else
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{
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// Add a light effect...
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@@ -2987,6 +2987,7 @@ BOOLEAN LoadWorld( UINT8 * puiFilename )
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{
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UINT32 uiNums[37];
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LOADDATA( uiNums, pBuffer, 37 * sizeof( INT32 ) );
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dMajorMapVersion = 5.00;
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}
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SetRelativeStartAndEndPercentage( 0, 58, 59, L"Loading room information..." );
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