mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
- 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:
+34
-34
@@ -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;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user