cleaned up code: some comiler-warnings fixed, obsolete code removed (oops..and some whitespace stuff) (by CleaningWoman)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6102 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-05-27 21:01:04 +00:00
parent f92f70c78d
commit 9bd26015e5
33 changed files with 167 additions and 291 deletions
+42 -37
View File
@@ -2,7 +2,7 @@
// HEADROCK HAM 3.5: Facilities
//
// This file contains functions that test facility data (read
// from XML) whenever necessary. See XML_Facilities.cpp and
// from XML) whenever necessary. See XML_Facilities.cpp and
// XML_FacilityTypes.cpp for the reading XML functions.
//////////////////////////////////////////////////////////////////
@@ -29,8 +29,13 @@
#include "strategicmap.h"
#include "Game Clock.h"
#include "Campaign.h"
#include "Drugs And Alcohol.cpp"
#include "Soldier Control.cpp"
#include "Drugs And Alcohol.h"
#include "Interface.h"
#include "message.h"
#include "Morale.h"
#include "Points.h"
#include "Soldier Control.h"
#include "Isometric Utils.h"
#include "MilitiaSquads.h"
#include "Tactical Save.h"
#endif
@@ -57,7 +62,7 @@ INT16 GetFacilityModifier( UINT8 ubModifierType, UINT8 ubFacilityType, UINT8 ubA
{
switch (ubModifierType)
{
case FACILITY_PERFORMANCE_MOD:
case FACILITY_PERFORMANCE_MOD:
sAssignmentModifier = gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].usPerformance;
sAmbientModifier = gFacilityTypes[ubFacilityType].AssignmentData[0].usPerformance;
sAssignmentModifier = 100 + ((sAssignmentModifier-100) + (sAmbientModifier-100));
@@ -163,7 +168,7 @@ INT16 GetFacilityModifier( UINT8 ubModifierType, UINT8 ubFacilityType, UINT8 ubA
{
switch (ubModifierType)
{
case FACILITY_PERFORMANCE_MOD:
case FACILITY_PERFORMANCE_MOD:
sAmbientModifier = gFacilityTypes[ubFacilityType].AssignmentData[0].usPerformance;
return (sAmbientModifier);
@@ -225,7 +230,7 @@ INT16 GetFacilityModifier( UINT8 ubModifierType, UINT8 ubFacilityType, UINT8 ubA
}
}
// This is a handler function that runs through every facility in the soldier's sector, retrieving one type of
// This is a handler function that runs through every facility in the soldier's sector, retrieving one type of
// modifier from each facility.
INT16 GetSectorModifier( SOLDIERTYPE *pSoldier, UINT8 ubModifierType )
{
@@ -365,7 +370,7 @@ void UpdateStrategicDetectionLevel( )
{
UINT8 ubSector = SECTOR(pSoldier->sSectorX, pSoldier->sSectorY);
UINT8 ubFacilityType = (UINT8)pSoldier->sFacilityTypeOperated;
if (GetSoldierFacilityAssignmentIndex( pSoldier ) == -1)
{
// Skip this soldier, he is not performing a facility assignment.
@@ -388,7 +393,7 @@ void UpdateStrategicDetectionLevel( )
ubCounter++;
continue;
}
/////////////////////////////////////////////////////////
// Begin testing for facility detection bonuses.
@@ -483,7 +488,7 @@ void UpdateStrategicDetectionLevel( )
{
SectorInfo[X].ubDetectionLevel |= 1;
}
// ENEMY COUNTING:
if (ubStrategicDetectionLevel & (1<<COUNT_ENEMIES_IN_WILD)||
ubStrategicDetectionLevel & (1<<COUNT_ENEMIES_IN_CITIES))
@@ -536,7 +541,7 @@ void UpdateSkyriderCostModifier()
if ( CanCharacterFacility( pSoldier, ubFacilityType, ubAssignmentType ) &&
GetWorldTotalMin() - pSoldier->uiLastAssignmentChangeMin >= (UINT32)gGameExternalOptions.ubMinutesForAssignmentToCount )
{
// Make sure facility type is valid.
Assert(ubFacilityType < MAX_NUM_FACILITY_TYPES);
@@ -546,7 +551,7 @@ void UpdateSkyriderCostModifier()
ubCounter++;
continue;
}
// Does facility change Skyrider Costs at all?
gsSkyriderCostModifier += GetFacilityModifier( FACILITY_SKYRIDER_COST_MOD, ubFacilityType, ubAssignmentType );
}
@@ -608,14 +613,14 @@ void UpdateFacilityUsageCosts( )
ubCounter++;
continue;
}
sCost = gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].sCostPerHour;
if (sCost > 0)
{
/////////////////////////////////////////////////////////
// Increase debt for operating this facility
giTotalOwedForFacilityOperationsToday += gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].sCostPerHour;
}
else if (sCost < 0)
@@ -632,10 +637,10 @@ void UpdateFacilityUsageCosts( )
}
}
// HEADROCK HAM 3.6: This function runs once at the end of each day.
// It handles debt accrued by operation facilities. If there is enough money to pay the debt off, this
// is done automatically. If only part of the money is available, or none of it, your account is emptied and all
// "expensive" facility work ends immediately. You also suffer a loyalty hit across Arulco based on how much money
// HEADROCK HAM 3.6: This function runs once at the end of each day.
// It handles debt accrued by operation facilities. If there is enough money to pay the debt off, this
// is done automatically. If only part of the money is available, or none of it, your account is emptied and all
// "expensive" facility work ends immediately. You also suffer a loyalty hit across Arulco based on how much money
// you owe. Facility work cannot continue before the debt is paid off!
void HandleDailyPaymentFacilityDebt( void )
{
@@ -750,7 +755,7 @@ INT32 MineIncomeModifierFromFacility( UINT8 ubMine )
// This function converts a soldier's current assignment into a single Facility Assignment Type Index.
// The Assignment Type Index is used for referencing various data and effects associated with performing a
// SPECIFIC assignment with the help of a SPECIFIC facility. It's basically a reference number for the gFacilityTypes
// SPECIFIC assignment with the help of a SPECIFIC facility. It's basically a reference number for the gFacilityTypes
// array.
INT8 GetSoldierFacilityAssignmentIndex( SOLDIERTYPE *pSoldier )
{
@@ -929,7 +934,7 @@ INT8 GetSoldierFacilityAssignmentIndex( SOLDIERTYPE *pSoldier )
INT16 FacilityRiskResult( SOLDIERTYPE *pSoldier, UINT8 ubRiskType, UINT8 ubFacilityType, UINT8 ubAssignmentType )
{
INT16 Result = 0;
INT32 iChance;
INT16 bBaseEffect;
UINT16 ubRange;
@@ -958,7 +963,7 @@ INT16 FacilityRiskResult( SOLDIERTYPE *pSoldier, UINT8 ubRiskType, UINT8 ubFacil
{
ubLocalLoyalty = 0;
}
///////////////
INT16 sAbsoluteMaxResult;
INT16 sAbsoluteMinResult;
@@ -1080,7 +1085,7 @@ INT16 FacilityRiskResult( SOLDIERTYPE *pSoldier, UINT8 ubRiskType, UINT8 ubFacil
{
// Let's find out how bad/good the result is.
// By now, the Combined Stats variable is anywhere between -100 and +100.
// By now, the Combined Stats variable is anywhere between -100 and +100.
// We use this to move the Base Effect point from its original location, effectively giving us a better
// or worse result based on our stats.
bBaseEffect += (bCombinedStats * (ubRange+1)) / 100;
@@ -1189,7 +1194,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
continue;
}
}
Result = FacilityRiskResult( pSoldier, iCounter, ubFacilityType, ubAssignmentType);
if (Result != 0)
{
@@ -1228,7 +1233,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
// merc records - stat damaged
if( Result < 0 )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
gMercProfiles[ pSoldier->ubProfile ].records.usFacilityAccidents++;
///////////////////////////////////////////////////////////////////////////////////////////
fBadResult = TRUE;
@@ -1280,7 +1285,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
// merc records - stat damaged
if( Result < 0 )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
gMercProfiles[ pSoldier->ubProfile ].records.usFacilityAccidents++;
///////////////////////////////////////////////////////////////////////////////////////////
fBadResult = TRUE;
@@ -1332,7 +1337,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
// merc records - stat damaged
if( Result < 0 )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
gMercProfiles[ pSoldier->ubProfile ].records.usFacilityAccidents++;
///////////////////////////////////////////////////////////////////////////////////////////
fBadResult = TRUE;
@@ -1384,7 +1389,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
// merc records - stat damaged
if( Result < 0 )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
gMercProfiles[ pSoldier->ubProfile ].records.usFacilityAccidents++;
///////////////////////////////////////////////////////////////////////////////////////////
fBadResult = TRUE;
@@ -1437,7 +1442,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
// merc records - stat damaged
if( Result < 0 )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
gMercProfiles[ pSoldier->ubProfile ].records.usFacilityAccidents++;
///////////////////////////////////////////////////////////////////////////////////////////
if (pSoldier->stats.bLife < OKLIFE)
@@ -1509,7 +1514,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
// merc records - stat damaged
if( Result < 0 )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
gMercProfiles[ pSoldier->ubProfile ].records.usFacilityAccidents++;
///////////////////////////////////////////////////////////////////////////////////////////
fBadResult = TRUE;
@@ -1561,7 +1566,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
// merc records - stat damaged
if( Result < 0 )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
gMercProfiles[ pSoldier->ubProfile ].records.usFacilityAccidents++;
///////////////////////////////////////////////////////////////////////////////////////////
fBadResult = TRUE;
@@ -1613,7 +1618,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
// merc records - stat damaged
if( Result < 0 )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
gMercProfiles[ pSoldier->ubProfile ].records.usFacilityAccidents++;
///////////////////////////////////////////////////////////////////////////////////////////
fBadResult = TRUE;
@@ -1665,7 +1670,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
// merc records - stat damaged
if( Result < 0 )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
gMercProfiles[ pSoldier->ubProfile ].records.usFacilityAccidents++;
///////////////////////////////////////////////////////////////////////////////////////////
fBadResult = TRUE;
@@ -1717,7 +1722,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
// merc records - stat damaged
if( Result < 0 )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
gMercProfiles[ pSoldier->ubProfile ].records.usFacilityAccidents++;
///////////////////////////////////////////////////////////////////////////////////////////
fBadResult = TRUE;
@@ -1903,9 +1908,9 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
gMercProfiles[ pSoldier->ubProfile ].bDexterity = pSoldier->stats.bDexterity;
gMercProfiles[ pSoldier->ubProfile ].bStrength = pSoldier->stats.bStrength;
gMercProfiles[ pSoldier->ubProfile ].bAgility = pSoldier->stats.bAgility;
fBadResult = TRUE; // stop the time, call a doctor, we had a heart attack!
// merc records - stat damaged
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
gMercProfiles[ pSoldier->ubProfile ].records.usFacilityAccidents++;
@@ -1927,7 +1932,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
else
swprintf( sString, gzFacilityErrorMessage[24], pTownNames[ubTownID], pSoldier->GetName(), gFacilityTypes[ubFacilityType].szFacilityName );
ScreenMsg( usColor, MSG_INTERFACE, sString );
// SANDRO - add to merc records - facility accidents counter
if ( Result < 0 )
gMercProfiles[ pSoldier->ubProfile ].records.usFacilityAccidents++;
@@ -1949,7 +1954,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
else
swprintf( sString, gzFacilityErrorMessage[26], pSoldier->GetName(), szSectorGrid, gFacilityTypes[ubFacilityType].szFacilityName );
ScreenMsg( usColor, MSG_INTERFACE, sString );
// SANDRO - add to merc records - facility accidents counter
if ( Result < 0 )
gMercProfiles[ pSoldier->ubProfile ].records.usFacilityAccidents++;
@@ -1995,7 +2000,7 @@ INT32 GetTotalFacilityHourlyCosts( BOOLEAN fPositive )
//UINT8 ubSector = SECTOR(pSoldier->sSectorX, pSoldier->sSectorY);
INT16 ubFacilityType = pSoldier->sFacilityTypeOperated;
if (!fPositive && ubFacilityType != -1 && // We want facilities that cost money to operate
gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].sCostPerHour > 0) // This facility costs money
{