Initialized many variables

Fix for enemy invasions and reinforcements


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1192 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Overhaul
2007-08-13 03:39:54 +00:00
parent ca8cb7b89a
commit 6ec2c5da7d
79 changed files with 2621 additions and 2584 deletions
+13 -4
View File
@@ -217,6 +217,9 @@ UINT16 GetCaveTileIndexFromPerimeterValue( UINT8 ubTotal )
case 0xff:
usIndex = 60 + (UINT16)Random( 6 );
break;
default:
AssertMsg(0, "Invalid total given");
return 0xffff;
}
GetTileIndexFromTypeSubIndex( usType, usIndex, &usTileIndex );
return usTileIndex;
@@ -447,6 +450,7 @@ void BuildWallPiece( UINT32 iMapIndex, UINT8 ubWallPiece, UINT16 usWallType )
switch( ubWallPiece )
{
case EXTERIOR_TOP:
ubWallClass = EXTERIOR_L;
iMapIndex -= WORLD_COLS;
//exterior bottom left corner generated
if ( !gfBasement && GetVerticalWall( iMapIndex - 1) && !GetVerticalWall( iMapIndex + WORLD_COLS - 1) )
@@ -464,7 +468,6 @@ void BuildWallPiece( UINT32 iMapIndex, UINT8 ubWallPiece, UINT16 usWallType )
GetTileIndexFromTypeSubIndex( usWallType, sIndex, &usTileIndex );
ReplaceStructIndex( iMapIndex, pStruct->usIndex, usTileIndex );
}
ubWallClass = EXTERIOR_L;
if( !gfBasement )
{
//All exterior_l walls have shadows.
@@ -483,8 +486,8 @@ void BuildWallPiece( UINT32 iMapIndex, UINT8 ubWallPiece, UINT16 usWallType )
}
break;
case EXTERIOR_LEFT:
iMapIndex--;
ubWallClass = EXTERIOR_R;
iMapIndex--;
if( GetHorizontalWall( iMapIndex ) )
{ //Special case where placing the new wall will generate a corner. This piece
//becomes an exterior bottomend, but nothing else is effected.
@@ -510,8 +513,8 @@ void BuildWallPiece( UINT32 iMapIndex, UINT8 ubWallPiece, UINT16 usWallType )
}
break;
case INTERIOR_TOP:
iMapIndex -= WORLD_COLS;
ubWallClass = INTERIOR_L;
iMapIndex -= WORLD_COLS;
//check for a lower left corner.
if( pStruct = GetVerticalWall( iMapIndex + WORLD_COLS - 1 ) )
{ //Replace the piece with an extended piece.
@@ -554,8 +557,8 @@ void BuildWallPiece( UINT32 iMapIndex, UINT8 ubWallPiece, UINT16 usWallType )
}
break;
case INTERIOR_LEFT:
iMapIndex--;
ubWallClass = INTERIOR_R;
iMapIndex--;
if( GetHorizontalWall( iMapIndex ) )
{
ubWallClass = INTERIOR_BOTTOMEND;
@@ -595,6 +598,10 @@ void BuildWallPiece( UINT32 iMapIndex, UINT8 ubWallPiece, UINT16 usWallType )
AddExclusiveShadow( iMapIndex, usTileIndex );
}
break;
default:
AssertMsg( 0, "Invalid wall piece");
return;
}
sIndex = PickAWallPiece( ubWallClass );
GetTileIndexFromTypeSubIndex( usWallType, sIndex, &usTileIndex );
@@ -980,6 +987,8 @@ void AddBuildingSectionToWorld( SGPRect *pSelectRegion )
//change the floor for say a kitchen which might have a different floor type.
usWallType = GetRandomIndexByRange( FIRSTWALL, LASTWALL );
usFloorType = GetRandomIndexByRange( FIRSTFLOOR, LASTFLOOR );
usRoofType = 0xffff;
if( usWallType == 0xffff && usFloorType != 0xffff )
{ //allow user to place floors
for( y = top; y <= bottom; y++ ) for( x = left; x <= right; x++ )