- Fix: VS2010 debug build issue with reading in StructureConstruct.xml

- replaced a few hardcoded values with enums
- use TANK(...) macro instead of checking for bodytype by hand

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7959 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-08-05 19:01:11 +00:00
parent 90486b015b
commit 7dbff83e24
17 changed files with 163 additions and 162 deletions
+28 -28
View File
@@ -1833,32 +1833,32 @@ void HandleLaserLockResult( BOOLEAN fSuccess )
void SetupMaxActionPointsAnimation()
{
gubMaxActionPoints[0] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[1] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[2] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[3] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[4] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[5] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[6] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[7] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[8] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[9] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[10] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[11] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[12] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[13] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[14] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[15] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[16] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[17] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[18] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[19] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[20] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[21] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[22] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[23] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[24] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[25] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[26] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[27] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[REGMALE] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[BIGMALE] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[STOCKYMALE] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[REGFEMALE] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[ADULTFEMALEMONSTER] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[AM_MONSTER] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[YAF_MONSTER] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[YAM_MONSTER] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[LARVAE_MONSTER] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[INFANT_MONSTER] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[QUEENMONSTER] = APBPConstants[AP_MONSTER_MAXIMUM];
gubMaxActionPoints[FATCIV] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[MANCIV] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[MINICIV] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[DRESSCIV] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[HATKIDCIV] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[KIDCIV] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[CRIPPLECIV] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[COW] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[CROW] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[BLOODCAT] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[ROBOTNOWEAPON] = APBPConstants[AP_MAXIMUM];
gubMaxActionPoints[HUMVEE] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[TANK_NW] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[TANK_NE] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[ELDORADO] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[ICECREAMTRUCK] = APBPConstants[AP_VEHICLE_MAXIMUM];
gubMaxActionPoints[JEEP] = APBPConstants[AP_VEHICLE_MAXIMUM];
}
+1 -1
View File
@@ -294,7 +294,7 @@ INT32 FindStratPath(INT16 sStart, INT16 sDestination, INT16 sMvtGroupNumber, BOO
//contemplate a new path in each direction
for (iCnt=0; iCnt < 8; iCnt+=2)
for ( iCnt = 0; iCnt < NUM_WORLD_DIRECTIONS; iCnt += 2 )
{
newLoc = curLoc + diStratDelta[iCnt];
+2 -2
View File
@@ -1423,7 +1423,7 @@ BOOLEAN AllMercsLookForDoor( INT32 sGridNo, BOOLEAN fUpdateValue )
}
// Now try other adjacent gridnos...
for ( cnt2 = 0; cnt2 < 8; cnt2++ )
for ( cnt2 = 0; cnt2 < NUM_WORLD_DIRECTIONS; ++cnt2 )
{
usNewGridNo = NewGridNo( sGridNo, DirectionInc( bDirs[ cnt2 ] ) );
// and we can trace a line of sight to his x,y coordinates?
@@ -1482,7 +1482,7 @@ BOOLEAN MercLooksForDoors( SOLDIERTYPE *pSoldier, BOOLEAN fUpdateValue )
}
// Now try other adjacent gridnos...
for ( cnt2 = 0; cnt2 < 8; cnt2++ )
for ( cnt2 = 0; cnt2 < NUM_WORLD_DIRECTIONS; ++cnt2 )
{
usNewGridNo = NewGridNo( sGridNo, DirectionInc( bDirs[ cnt2 ] ) );
// and we can trace a line of sight to his x,y coordinates?
+1 -2
View File
@@ -2638,8 +2638,7 @@ INT16 MinPtsToMove(SOLDIERTYPE *pSoldier)
}
// WANNE - BMP: FIX: Valid directions are only from 0-7!!
//for (cnt=0; cnt <= 8; cnt++)
for (cnt=0; cnt < 8; ++cnt)
for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; ++cnt )
{
sGridNo = NewGridNo(pSoldier->sGridNo,DirectionInc(cnt));
if (sGridNo != pSoldier->sGridNo)
+1 -1
View File
@@ -1759,7 +1759,7 @@ INT32 FindNearestAvailableGridNoForCorpse( ROTTING_CORPSE_DEFINITION *pDef, INT8
}
else
{
for( cnt3 = 0; cnt3 < 8; cnt3++ )
for ( cnt3 = 0; cnt3 < NUM_WORLD_DIRECTIONS; ++cnt3 )
{
if ( OkayToAddStructureToWorld( sGridNo, pDef->bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), INVALID_STRUCTURE_ID ) )
{
+22 -23
View File
@@ -379,7 +379,7 @@ INT32 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAni
}
// Check each struct in each direction
for( cnt3 = 0; cnt3 < 8; cnt3++ )
for ( cnt3 = 0; cnt3 < NUM_WORLD_DIRECTIONS; ++cnt3 )
{
if (OkayToAddStructureToWorld( sGridNo, pSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), usOKToAddStructID ) )
{
@@ -501,7 +501,7 @@ INT32 FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst( SOLDIERTYPE
{
leftmost = ( ( sSweetGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS;
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
for( cnt2 = sLeft; cnt2 <= sRight; ++cnt2 )
{
sGridNo = sSweetGridNo + ( WORLD_COLS * cnt1 ) + cnt2;
if( sGridNo >=0 && sGridNo < WORLD_MAX && sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS )
@@ -545,34 +545,34 @@ INT32 FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst( SOLDIERTYPE
if (OkayToAddStructureToWorld( sGridNo, pSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ bGivenDirection ]]), usOKToAddStructID ) )
{
fDirectionFound = TRUE;
cnt3 = bGivenDirection;
cnt3 = bGivenDirection;
}
else
{
// Check each struct in each direction
for( cnt3 = 0; cnt3 < 8; cnt3++ )
else
{
if ( cnt3 != bGivenDirection )
{
if (OkayToAddStructureToWorld( sGridNo, pSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), usOKToAddStructID ) )
{
fDirectionFound = TRUE;
break;
}
}
// Check each struct in each direction
for( cnt3 = 0; cnt3 <NUM_WORLD_DIRECTIONS; ++cnt3 )
{
if ( cnt3 != bGivenDirection )
{
if (OkayToAddStructureToWorld( sGridNo, pSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), usOKToAddStructID ) )
{
fDirectionFound = TRUE;
break;
}
}
}
}
}
if ( fDirectionFound )
{
if ( fClosestToMerc )
{
uiRange = FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, 0 );
uiRange = FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, 0 );
if (uiRange == 0 )
{
uiRange = 999;
}
if (uiRange == 0 )
{
uiRange = 999;
}
}
else
{
@@ -702,14 +702,13 @@ INT32 FindGridNoFromSweetSpotWithStructDataFromSoldier( SOLDIERTYPE *pSoldier, U
pStructureFileRef = GetAnimationStructureRef( pSoldier->ubID, usAnimSurface, usAnimState );
// Check each struct in each direction
for( cnt3 = 0; cnt3 < 8; cnt3++ )
for ( cnt3 = 0; cnt3 < NUM_WORLD_DIRECTIONS; ++cnt3 )
{
if (OkayToAddStructureToWorld( sGridNo, pSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), usOKToAddStructID ) )
{
fDirectionFound = TRUE;
break;
}
}
}
else
+13 -14
View File
@@ -5119,7 +5119,7 @@ UINT16 SelectFireAnimation( SOLDIERTYPE *pSoldier, UINT8 ubHeight )
return(TANK_SHOOT);
}
if ( pSoldier->ubBodyType == TANK_NW || pSoldier->ubBodyType == TANK_NE )
if ( TANK(pSoldier) )
{
return(TANK_BURST);
}
@@ -5471,7 +5471,7 @@ UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOL
return(INVALID_ANIMATION);
}
if ( pSoldier->ubBodyType == TANK_NW || pSoldier->ubBodyType == TANK_NE )
if ( TANK(pSoldier) )
{
return(INVALID_ANIMATION);
}
@@ -8023,8 +8023,7 @@ void SOLDIERTYPE::TurnSoldier( void )
if ( ((gAnimControl[this->usAnimState].uiFlags & ANIM_FIREREADY) &&
this->flags.bTurningFromPronePosition == TURNING_FROM_PRONE_OFF) ||
this->ubBodyType == ROBOTNOWEAPON ||
this->ubBodyType == TANK_NW ||
this->ubBodyType == TANK_NE )
TANK(this) )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "TurnSoldier: EVENT_InitNewSoldierAnim" ) );
this->EVENT_InitNewSoldierAnim( SelectFireAnimation( this, gAnimControl[this->usAnimState].ubEndHeight ), 0, FALSE );
@@ -8104,7 +8103,7 @@ void SOLDIERTYPE::TurnSoldier( void )
// Don't do anything if we are at dest direction!
if ( this->ubDirection == this->pathing.bDesiredDirection )
{
if ( this->ubBodyType == TANK_NW || this->ubBodyType == TANK_NE )
if ( TANK(this) )
{
if ( this->iTuringSoundID != NO_SAMPLE )
{
@@ -8241,7 +8240,7 @@ void SOLDIERTYPE::TurnSoldier( void )
this->ubHiResDirection = (UINT8)sDirection;
// Are we at a multiple of a 'cardnal' direction?
for ( cnt = 0; cnt < 8; cnt++ )
for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; ++cnt )
{
if ( sDirection == ubExtDirection[cnt] )
{
@@ -8253,7 +8252,7 @@ void SOLDIERTYPE::TurnSoldier( void )
}
}
if ( this->ubBodyType == TANK_NW || this->ubBodyType == TANK_NE )
if ( TANK(this) )
{
if ( this->iTuringSoundID == NO_SAMPLE )
{
@@ -9816,19 +9815,19 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBr
{
//sLifeDeduct = (sLifeDeduct * 2) / 3;
}
else
{
if ( ubReason == TAKE_DAMAGE_GUNFIRE )
else
{
if ( ubReason == TAKE_DAMAGE_GUNFIRE )
{
sLifeDeduct /= 3;
}
else if ( ubReason == TAKE_DAMAGE_EXPLOSION && sLifeDeduct > 50 )
{
// boom!
sLifeDeduct *= 2;
// boom!
sLifeDeduct *= 2;
}
}
}
VehicleTakeDamage( this->bVehicleID, ubReason, sLifeDeduct, this->sGridNo, ubAttacker );
HandleTakeDamageDeath( this, bOldLife, ubReason );
return(0);
+5
View File
@@ -117,6 +117,11 @@ structureconstructEndElementHandle(void *userData, const XML_Char *name)
staticsouthtilevector.clear();
staticeasttilevector.clear();
staticwesttilevector.clear();
staticnorthtilevector.resize(1);
staticsouthtilevector.resize(1);
staticeasttilevector.resize(1);
staticwesttilevector.resize(1);
}
++structureconstructcnt;
+4 -4
View File
@@ -707,12 +707,12 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier)
// should be close enough, try to find a legal->pathing.sDestination within 1 tile
// clear dirChecked flag for all 8 directions
for (ubDirection = 0; ubDirection < 8; ubDirection++)
for ( ubDirection = 0; ubDirection < NUM_WORLD_DIRECTIONS; ++ubDirection )
{
fDirChecked[ubDirection] = FALSE;
}
ubDirsLeft = 8;
ubDirsLeft = NUM_WORLD_DIRECTIONS;
// examine all 8 spots around 'ubFriendID'
// keep looking while directions remain and a satisfactory one not found
@@ -721,7 +721,7 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier)
// randomly select a direction which hasn't been 'checked' yet
do
{
ubDirection = (UINT8) Random(8);
ubDirection = (UINT8)Random( NUM_WORLD_DIRECTIONS );
}
while (fDirChecked[ubDirection]);
@@ -752,7 +752,7 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier)
if (!fFound)
{
ubFriendCount--;
--ubFriendCount;
// if we hadn't already picked the last friend currently in the list
if (ubFriendCount != ubFriendID)
+34 -34
View File
@@ -2651,7 +2651,7 @@ INT8 CountAdjacentSpreadTargets( SOLDIERTYPE * pSoldier, INT16 sFirstTarget, INT
bDir = (INT8) GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, sFirstTarget );
for (bDirLoop = 0; bDirLoop < 8; bDirLoop++)
for ( bDirLoop = 0; bDirLoop < NUM_WORLD_DIRECTIONS; ++bDirLoop )
{
if (bDir % 2)
{
@@ -2659,37 +2659,37 @@ INT8 CountAdjacentSpreadTargets( SOLDIERTYPE * pSoldier, INT16 sFirstTarget, INT
switch( bDirLoop )
{
case 0:
bCheckDir = (bDir + 6) % 8;
bCheckDir = (bDir + 6) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 0;
break;
case 1:
bCheckDir = (bDir + 5) % 8;
bCheckDir = (bDir + 5) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 1;
break;
case 2:
bCheckDir = (bDir + 7) % 8;
bCheckDir = (bDir + 7) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 1;
break;
case 3:
bCheckDir = (bDir + 3) % 8;
bCheckDir = (bDir + 3) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 3;
break;
case 4:
bCheckDir = (bDir + 1) % 8;
bCheckDir = (bDir + 1) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 3;
break;
case 5:
bCheckDir = (bDir + 2) % 8;
bCheckDir = (bDir + 2) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 4;
break;
case 6:
// check in front
bCheckDir = (bDir + 4) % 8;
bCheckDir = (bDir + 4) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 1;
break;
case 7:
// check behind
bCheckDir = (bDir) % 8;
bCheckDir = (bDir) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 3;
break;
}
@@ -2700,37 +2700,37 @@ INT8 CountAdjacentSpreadTargets( SOLDIERTYPE * pSoldier, INT16 sFirstTarget, INT
switch( bDirLoop )
{
case 0:
bCheckDir = (bDir + 5) % 8;
bCheckDir = (bDir + 5) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 1;
break;
case 1:
bCheckDir = (bDir + 6) % 8;
bCheckDir = (bDir + 6) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 1;
break;
case 2:
bCheckDir = (bDir + 7) % 8;
bCheckDir = (bDir + 7) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 1;
break;
case 3:
bCheckDir = (bDir + 3) % 8;
bCheckDir = (bDir + 3) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 3;
break;
case 4:
bCheckDir = (bDir + 2) % 8;
bCheckDir = (bDir + 2) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 3;
break;
case 5:
bCheckDir = (bDir + 1) % 8;
bCheckDir = (bDir + 1) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 3;
break;
case 6:
// check in front
bCheckDir = (bDir + 4) % 8;
bCheckDir = (bDir + 4) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 1;
break;
case 7:
// check behind
bCheckDir = (bDir) % 8;
bCheckDir = (bDir) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 3;
break;
@@ -2780,7 +2780,7 @@ INT16 CalcSpreadBurst( SOLDIERTYPE * pSoldier, INT16 sFirstTarget, INT8 bTargetL
bDir = (INT8) GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, sFirstTarget );
for (bDirLoop = 0; bDirLoop < 8; bDirLoop++)
for ( bDirLoop = 0; bDirLoop < NUM_WORLD_DIRECTIONS; ++bDirLoop )
{
if (bDir % 2)
{
@@ -2788,37 +2788,37 @@ INT16 CalcSpreadBurst( SOLDIERTYPE * pSoldier, INT16 sFirstTarget, INT8 bTargetL
switch( bDirLoop )
{
case 0:
bCheckDir = (bDir + 6) % 8;
bCheckDir = (bDir + 6) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 0;
break;
case 1:
bCheckDir = (bDir + 5) % 8;
bCheckDir = (bDir + 5) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 1;
break;
case 2:
bCheckDir = (bDir + 7) % 8;
bCheckDir = (bDir + 7) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 1;
break;
case 3:
bCheckDir = (bDir + 3) % 8;
bCheckDir = (bDir + 3) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 3;
break;
case 4:
bCheckDir = (bDir + 1) % 8;
bCheckDir = (bDir + 1) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 3;
break;
case 5:
bCheckDir = (bDir + 2) % 8;
bCheckDir = (bDir + 2) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 4;
break;
case 6:
// check in front
bCheckDir = (bDir + 4) % 8;
bCheckDir = (bDir + 4) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 1;
break;
case 7:
// check behind
bCheckDir = (bDir) % 8;
bCheckDir = (bDir) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 3;
break;
}
@@ -2829,37 +2829,37 @@ INT16 CalcSpreadBurst( SOLDIERTYPE * pSoldier, INT16 sFirstTarget, INT8 bTargetL
switch( bDirLoop )
{
case 0:
bCheckDir = (bDir + 5) % 8;
bCheckDir = (bDir + 5) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 1;
break;
case 1:
bCheckDir = (bDir + 6) % 8;
bCheckDir = (bDir + 6) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 1;
break;
case 2:
bCheckDir = (bDir + 7) % 8;
bCheckDir = (bDir + 7) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 1;
break;
case 3:
bCheckDir = (bDir + 3) % 8;
bCheckDir = (bDir + 3) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 3;
break;
case 4:
bCheckDir = (bDir + 2) % 8;
bCheckDir = (bDir + 2) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 3;
break;
case 5:
bCheckDir = (bDir + 1) % 8;
bCheckDir = (bDir + 1) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 3;
break;
case 6:
// check in front
bCheckDir = (bDir + 4) % 8;
bCheckDir = (bDir + 4) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 1;
break;
case 7:
// check behind
bCheckDir = (bDir) % 8;
bCheckDir = (bDir) % NUM_WORLD_DIRECTIONS;
bTargetIndex = 3;
break;
+8 -8
View File
@@ -1926,7 +1926,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
if ( pSoldier->flags.lastFlankLeft )
{
if ( origDir > currDir )
origDir -= 8;
origDir -= NUM_WORLD_DIRECTIONS;
if ( (currDir - origDir) >= 4 )
{
@@ -1944,7 +1944,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
else
{
if ( origDir < currDir )
origDir += 8;
origDir += NUM_WORLD_DIRECTIONS;
if ( (origDir - currDir) >= 4 )
{
@@ -3354,7 +3354,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
if ( pSoldier->flags.lastFlankLeft )
{
if ( origDir > currDir )
origDir -= 8;
origDir -= NUM_WORLD_DIRECTIONS;
if ( (currDir - origDir) >= 4 )
{
@@ -3373,7 +3373,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
else
{
if ( origDir < currDir )
origDir += 8;
origDir += NUM_WORLD_DIRECTIONS;
if ( (origDir - currDir) >= 4 )
{
@@ -7141,7 +7141,7 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier )
if ( pSoldier->flags.lastFlankLeft )
{
if ( origDir > currDir )
origDir -= 8;
origDir -= NUM_WORLD_DIRECTIONS;
if ( (currDir - origDir) >= 4 )
{
@@ -7159,7 +7159,7 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier )
else
{
if ( origDir < currDir )
origDir += 8;
origDir += NUM_WORLD_DIRECTIONS;
if ( (origDir - currDir) >= 4 )
{
@@ -7296,7 +7296,7 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier )
if ( pSoldier->flags.lastFlankLeft )
{
if ( origDir > currDir )
origDir -= 8;
origDir -= NUM_WORLD_DIRECTIONS;
if ( (currDir - origDir) >= 4 )
{
@@ -7315,7 +7315,7 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier )
else
{
if ( origDir < currDir )
origDir += 8;
origDir += NUM_WORLD_DIRECTIONS;
if ( (origDir - currDir) >= 4 )
{
+8 -8
View File
@@ -2543,16 +2543,16 @@ INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction )
}
if ( sDesiredDir < 0 )
sDesiredDir += 8;
sDesiredDir += NUM_WORLD_DIRECTIONS;
if ( sDesiredDir > 8 )
sDesiredDir -= 8;
if ( sDesiredDir > NUM_WORLD_DIRECTIONS )
sDesiredDir -= NUM_WORLD_DIRECTIONS;
DebugMsg ( TOPIC_JA2AI , DBG_LEVEL_3 , String("FindFlankingSpot: direction to loc = %d, dir to flank = %d", sDir , sDesiredDir ));
for (sYOffset = -sMaxUp + 1; sYOffset <= sMaxDown - 1; sYOffset++)
for (sYOffset = -sMaxUp + 1; sYOffset <= sMaxDown - 1; ++sYOffset)
{
for (sXOffset = -sMaxLeft + 1; sXOffset <= sMaxRight - 1; sXOffset++)
for (sXOffset = -sMaxLeft + 1; sXOffset <= sMaxRight - 1; ++sXOffset)
{
// calculate the next potential gridno
sGridNo = pSoldier->sGridNo + sXOffset + (MAXCOL * sYOffset);
@@ -2686,7 +2686,7 @@ INT32 FindClosestClimbPoint (SOLDIERTYPE *pSoldier, BOOLEAN fClimbUp )
if (gpWorldLevelData[ sGridNo].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT)
{
// Search for the destination climb point on the roof
for (ubTestDir=0; ubTestDir < 8; ubTestDir += 2)
for ( ubTestDir = 0; ubTestDir < NUM_WORLD_DIRECTIONS; ubTestDir += 2 )
{
INT32 sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir));
// And see if it or the ground location is occupied
@@ -2872,7 +2872,7 @@ INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel
{
if (gpWorldLevelData[ sGridNo].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT)
{
for (ubClimbDir=0; ubClimbDir<8; ubClimbDir+=2)
for ( ubClimbDir = 0; ubClimbDir < NUM_WORLD_DIRECTIONS; ubClimbDir += 2 )
{
sClimbSpot = NewGridNo( sGridNo, DirectionInc( ubClimbDir));
if (gpWorldLevelData[ sClimbSpot].ubExtFlags[1] & MAPELEMENT_EXT_CLIMBPOINT &&
@@ -2893,7 +2893,7 @@ INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel
return DIRECTION_IRRELEVANT;
if (gpWorldLevelData[ sGridNo].ubExtFlags[1] & MAPELEMENT_EXT_CLIMBPOINT)
{
for (ubClimbDir=0; ubClimbDir<8; ubClimbDir+=2)
for ( ubClimbDir = 0; ubClimbDir< NUM_WORLD_DIRECTIONS; ubClimbDir += 2 )
{
sClimbSpot = NewGridNo( sGridNo, DirectionInc( ubClimbDir));
if (gpWorldLevelData[ sClimbSpot].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT &&
+4 -4
View File
@@ -557,14 +557,14 @@ INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, IN
// else look at the 8 nearest gridnos to sDesGrid for a valid destination
// clear ubDirChecked flag for all 8 directions
for (ubDirection = 0; ubDirection < 8; ubDirection++)
for ( ubDirection = 0; ubDirection < NUM_WORLD_DIRECTIONS; ++ubDirection )
ubDirChecked[ubDirection] = FALSE;
ubDirsLeft = 8;
ubDirsLeft = NUM_WORLD_DIRECTIONS;
// examine all 8 spots around 'sDesGrid'
// keep looking while directions remain and a satisfactory one not found
for (ubDirsLeft = 8; ubDirsLeft != 0; ubDirsLeft--)
for ( ubDirsLeft = NUM_WORLD_DIRECTIONS; ubDirsLeft != 0; --ubDirsLeft )
{
if (fFound)
{
@@ -1137,7 +1137,7 @@ UINT16 RunAway( SOLDIERTYPE * pSoldier )
bOkayDir[ atan8( pSoldier->sX, pSoldier->sY, pOpponent->sX, pOpponent->sY ) ] = FALSE;
}
for (ubLoop = 0; ubLoop < 8; ubLoop += 2)
for (ubLoop = 0; ubLoop < NUM_WORLD_DIRECTIONS; ubLoop += 2)
{
if (bOkayDir[ubLoop])
{
+2 -2
View File
@@ -193,7 +193,7 @@ INT32 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT32 sStartGridNo, INT32 sD
// Found a climb point for this building
if (fClimbUp)
{
for (ubTestDir = 0; ubTestDir < 8; ubTestDir += 2)
for (ubTestDir = 0; ubTestDir < NUM_WORLD_DIRECTIONS; ubTestDir += 2)
{
sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir));
if (gpWorldLevelData[ sTestGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT)
@@ -216,7 +216,7 @@ INT32 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT32 sStartGridNo, INT32 sD
}
else
{
for (ubTestDir = 0; ubTestDir < 8; ubTestDir += 2)
for (ubTestDir = 0; ubTestDir < NUM_WORLD_DIRECTIONS; ubTestDir += 2)
{
sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir));
if (gpWorldLevelData[ sTestGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT)
+2 -2
View File
@@ -3012,7 +3012,7 @@ void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Explosion affects %d", uiNewSpot) );
// ok, do what we do here...
if ( ExpAffect( sGridNo, uiNewSpot, cnt / 2, usItem, ubOwner, fSubsequent, &fAnyMercHit, bLevel, iSmokeEffectID ) )
if ( ExpAffect( sGridNo, uiNewSpot, cnt / 2, usItem, ubOwner, fSubsequent, &fAnyMercHit, bLevel, iSmokeEffectID ) )
{
fRecompileMovement = TRUE;
}
@@ -3026,7 +3026,7 @@ void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
uiBranchSpot = uiNewSpot;
// figure the branch direction - which is one dir clockwise
ubBranchDir = (ubDir + 1) % 8;
ubBranchDir = (ubDir + 1) % NUM_WORLD_DIRECTIONS;
if (ubBranchDir & 1)
{
+9 -9
View File
@@ -217,7 +217,7 @@ BOOLEAN FindWindowJumpDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bSta
}
// LOOP THROUGH ALL 8 DIRECTIONS
for ( cnt = 0; cnt < 8; cnt+= 2 )
for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
{
if (cnt != direction2)
continue;
@@ -284,7 +284,7 @@ BOOLEAN FindWallJumpDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStart
}
// LOOP THROUGH ALL 8 DIRECTIONS
for ( cnt = 0; cnt < 8; cnt+= 2 )
for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
{
// go out *2* tiles
sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
@@ -333,7 +333,7 @@ BOOLEAN FindHeigherLevelOkno( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStarti
INT8 bMinDirection = 0;
// LOOP THROUGH ALL 8 DIRECTIONS
for ( cnt = 0; cnt < 8; cnt+= 2 )
for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
{
sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
@@ -385,7 +385,7 @@ BOOLEAN FindHeigherLevelOkno( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStarti
return( FALSE );
}
for ( cnt = 0; cnt < 8; cnt+= 2 )
for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt+= 2 )
{
sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
@@ -440,7 +440,7 @@ BOOLEAN FindHeigherLevelFence( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStart
return( FALSE );
}
for ( cnt = 0; cnt < 8; cnt+= 2 )
for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
{
sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
@@ -485,7 +485,7 @@ BOOLEAN FindLowerLevelWall( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStarting
INT8 bMinDirection = 0;
// LOOP THROUGH ALL 8 DIRECTIONS
for ( cnt = 0; cnt < 8; cnt+= 2 )
for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
{
sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
@@ -1100,7 +1100,7 @@ BOOLEAN FindHeigherLevel( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDi
}
// LOOP THROUGH ALL 8 DIRECTIONS
for ( cnt = 0; cnt < 8; cnt+= 2 )
for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
{
sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
@@ -1142,7 +1142,7 @@ BOOLEAN FindLowerLevel( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir,
INT8 bMinDirection = 0;
// LOOP THROUGH ALL 8 DIRECTIONS
for ( cnt = 0; cnt < 8; cnt+= 2 )
for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
{
sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
@@ -1372,7 +1372,7 @@ BOOLEAN FindFenceJumpDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStar
}
// LOOP THROUGH ALL 8 DIRECTIONS
for ( cnt = 0; cnt < 8; cnt+= 2 )
for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
{
// go out *2* tiles
sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
+19 -20
View File
@@ -900,13 +900,10 @@ void CompileTileMovementCosts( INT32 usGridNo )
UINT8 ubDirLoop;
/*
*/
if ( GridNoOnVisibleWorldTile( usGridNo ) )
{
// check for land of a different height in adjacent locations
for ( ubDirLoop = 0; ubDirLoop < 8; ubDirLoop++ )
for ( ubDirLoop = 0; ubDirLoop < NUM_WORLD_DIRECTIONS; ++ubDirLoop )
{
if ( gpWorldLevelData[ usGridNo ].sHeight !=
gpWorldLevelData[ usGridNo + DirectionInc( ubDirLoop ) ].sHeight )
@@ -918,21 +915,21 @@ void CompileTileMovementCosts( INT32 usGridNo )
// check for exit grids
if ( ExitGridAtGridNo( usGridNo ) )
{
for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++)
for ( ubDirLoop = 0; ubDirLoop < NUM_WORLD_DIRECTIONS; ++ubDirLoop )
{
SET_CURRMOVEMENTCOST( ubDirLoop, TRAVELCOST_EXITGRID );
}
// leave the roof alone, and continue, so that we can get values for the roof if traversable
}
}
else
{
for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++)
for ( ubDirLoop = 0; ubDirLoop < NUM_WORLD_DIRECTIONS; ++ubDirLoop )
{
SET_MOVEMENTCOST( usGridNo, ubDirLoop, 0, TRAVELCOST_OFF_MAP );
SET_MOVEMENTCOST( usGridNo, ubDirLoop, 1, TRAVELCOST_OFF_MAP );
}
if (gpWorldLevelData[usGridNo].pStructureHead == NULL)
{
return;
@@ -940,7 +937,8 @@ void CompileTileMovementCosts( INT32 usGridNo )
}
if (gpWorldLevelData[usGridNo].pStructureHead != NULL)
{ // structures in tile
{
// structures in tile
// consider the land
pLand = gpWorldLevelData[ usGridNo ].pLandHead;
if ( pLand != NULL )
@@ -952,7 +950,7 @@ void CompileTileMovementCosts( INT32 usGridNo )
// Get terrain type
ubTerrainID = gpWorldLevelData[usGridNo].ubTerrainID; // = GetTerrainType( (INT16)usGridNo );
for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ubDirLoop++)
for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ++ubDirLoop)
{
SET_CURRMOVEMENTCOST( ubDirLoop, gTileTypeMovementCost[ ubTerrainID ] );
}
@@ -1059,7 +1057,7 @@ void CompileTileMovementCosts( INT32 usGridNo )
default:
// corners aren't jumpable
for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ubDirLoop++)
for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ++ubDirLoop)
{
SET_CURRMOVEMENTCOST( ubDirLoop, TRAVELCOST_OBSTACLE );
}
@@ -1068,7 +1066,7 @@ void CompileTileMovementCosts( INT32 usGridNo )
}
else if ( pStructure->pDBStructureRef->pDBStructure->ubArmour == MATERIAL_SANDBAG && StructureHeight( pStructure ) <= 2 )
{
for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ubDirLoop++)
for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ++ubDirLoop)
{
SET_CURRMOVEMENTCOST( ubDirLoop, TRAVELCOST_OBSTACLE );
}
@@ -1087,14 +1085,14 @@ void CompileTileMovementCosts( INT32 usGridNo )
}
else if ( (pStructure->fFlags & STRUCTURE_CAVEWALL ) )
{
for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ubDirLoop++)
for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ++ubDirLoop)
{
SET_CURRMOVEMENTCOST( ubDirLoop, TRAVELCOST_CAVEWALL );
}
}
else
{
for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ubDirLoop++)
for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ++ubDirLoop)
{
SET_CURRMOVEMENTCOST( ubDirLoop, TRAVELCOST_OBSTACLE );
}
@@ -1509,14 +1507,14 @@ void CompileTileMovementCosts( INT32 usGridNo )
{
if (!fStructuresOnRoof)
{
for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++)
for ( ubDirLoop = 0; ubDirLoop < NUM_WORLD_DIRECTIONS; ++ubDirLoop )
{
SET_MOVEMENTCOST( usGridNo, ubDirLoop, 1, TRAVELCOST_FLAT );
}
}
else
{
for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++)
for ( ubDirLoop = 0; ubDirLoop < NUM_WORLD_DIRECTIONS; ++ubDirLoop )
{
SET_MOVEMENTCOST( usGridNo, ubDirLoop, 1, TRAVELCOST_OBSTACLE );
}
@@ -1524,19 +1522,20 @@ void CompileTileMovementCosts( INT32 usGridNo )
}
else
{
for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++)
for ( ubDirLoop = 0; ubDirLoop < NUM_WORLD_DIRECTIONS; ++ubDirLoop )
{
SET_MOVEMENTCOST( usGridNo, ubDirLoop, 1, TRAVELCOST_OBSTACLE );
}
}
}
else
{ // NO STRUCTURES IN TILE
{
// NO STRUCTURES IN TILE
// consider just the land
// Get terrain type
ubTerrainID = gpWorldLevelData[usGridNo].ubTerrainID; // = GetTerrainType( (INT16)usGridNo );
for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++)
for ( ubDirLoop = 0; ubDirLoop < NUM_WORLD_DIRECTIONS; ++ubDirLoop )
{
SET_MOVEMENTCOST( usGridNo ,ubDirLoop, 0, gTileTypeMovementCost[ ubTerrainID ] );
}
@@ -1561,14 +1560,14 @@ void CompileTileMovementCosts( INT32 usGridNo )
// HIGHEST LEVEL
if (gpWorldLevelData[ usGridNo ].pRoofHead != NULL)
{
for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++)
for ( ubDirLoop = 0; ubDirLoop < NUM_WORLD_DIRECTIONS; ++ubDirLoop )
{
SET_MOVEMENTCOST( usGridNo, ubDirLoop, 1, TRAVELCOST_FLAT );
}
}
else
{
for (ubDirLoop=0; ubDirLoop < 8; ubDirLoop++)
for ( ubDirLoop = 0; ubDirLoop < NUM_WORLD_DIRECTIONS; ++ubDirLoop )
{
SET_MOVEMENTCOST( usGridNo, ubDirLoop, 1, TRAVELCOST_OBSTACLE );
}