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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
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+15
-14
@@ -346,6 +346,10 @@ void CreateJA2SelectionWindow( INT16 sWhat )
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pSelList = SelRoom;
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pNumSelList = &iNumRoomsSelected;
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break;
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default:
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// If none of these, don't create anything!
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AssertMsg( 0, "Unknown window creation type");
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return;
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}
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BuildDisplayWindow( pDSpec, usNSpecs, &pDispList, &SelWinStartPoint, &SelWinEndPoint,
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@@ -1086,21 +1090,19 @@ void DisplaySelectionWindowGraphicalInformation()
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//
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void AddToSelectionList( DisplayList *pNode )
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{
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INT32 iIndex, iUseIndex;
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BOOLEAN fDone;
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INT32 iIndex, iUseIndex = -1;
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fDone = FALSE;
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for (iIndex = 0; iIndex < (*pNumSelList) && !fDone; iIndex++ )
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for (iIndex = 0; iIndex < (*pNumSelList); iIndex++ )
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{
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if ( pNode->uiObjIndx == pSelList[ iIndex ].uiObject &&
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pNode->uiIndex == pSelList[ iIndex ].usIndex )
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{
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fDone = TRUE;
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iUseIndex = iIndex;
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break;
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}
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}
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if ( fDone )
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if ( iUseIndex >= 0 )
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{
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// Was already in the list, so bump up the count
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pSelList[ iUseIndex ].sCount++;
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@@ -1158,26 +1160,25 @@ BOOLEAN ClearSelectionList( void )
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//
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BOOLEAN RemoveFromSelectionList( DisplayList *pNode )
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{
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INT32 iIndex, iUseIndex;
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BOOLEAN fDone, fRemoved;
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INT32 iIndex, iUseIndex = -1;
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BOOLEAN fRemoved;
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// Abort if no entries in list (pretend we removed a node)
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if ( (*pNumSelList) <= 0 )
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return( TRUE );
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fRemoved = FALSE;
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fDone = FALSE;
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for (iIndex = 0; iIndex < (*pNumSelList) && !fDone; iIndex++ )
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for (iIndex = 0; iIndex < (*pNumSelList); iIndex++ )
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{
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if ( pNode->uiObjIndx == pSelList[ iIndex ].uiObject &&
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pNode->uiIndex == pSelList[ iIndex ].usIndex )
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{
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fDone = TRUE;
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iUseIndex = iIndex;
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break;
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}
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}
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if ( fDone )
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if ( iUseIndex >= 0 )
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{
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// Was already in the list, so bump up the count
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pSelList[ iUseIndex ].sCount--;
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@@ -1613,7 +1614,7 @@ BOOLEAN DisplayWindowFunc( DisplayList *pNode, INT16 iTopCutOff, INT16 iBottomCu
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fReturnVal = FALSE;
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if (DisplayWindowFunc(pNode->pNext, iTopCutOff, iBottomCutOff, pUpperLeft, fFlags))
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{
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iCurrY = pUpperLeft->iY + pNode->iY - iTopCutOff;
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iCurrY = (INT16) pUpperLeft->iY + pNode->iY - iTopCutOff;
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if ( iCurrY > iBottomCutOff )
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return(TRUE);
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