- 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
+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;