- 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
+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 ) );