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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- fixed some variables not being initialized
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1089 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -2424,6 +2424,8 @@ BOOLEAN NewWayOfLoadingBobbyRMailOrdersToSaveGameFile( HWFILE hFile )
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{
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//Allocate memory for the list
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gpNewBobbyrShipments = (NewBobbyRayOrderStruct *) MemAlloc( sizeof( NewBobbyRayOrderStruct ) * giNumberOfNewBobbyRShipment );
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memset(gpNewBobbyrShipments, 0, (sizeof( NewBobbyRayOrderStruct ) * giNumberOfNewBobbyRShipment) );
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if( gpNewBobbyrShipments == NULL )
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{
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Assert(0);
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@@ -777,6 +777,7 @@ void AddEmailMessage(INT32 iMessageOffset, INT32 iMessageLength,STR16 pSubject,
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// add new element onto list
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pTempEmail = (EmailPtr) MemAlloc(sizeof(Email));
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memset( pTempEmail, 0, sizeof(Email) );
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// add in strings
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//while(pMessage !=NULL)
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//{
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+3
-1
@@ -3495,7 +3495,7 @@ BOOLEAN LoadFilesFromSavedGame( STR pSrcFileName, HWFILE hFile )
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FileClose( hSrcFile );
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return( FALSE );
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}
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memset( pData, 0, uiFileSize);
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// Read into the buffer
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FileRead( hFile, pData, uiFileSize, &uiNumBytesRead );
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@@ -5409,6 +5409,8 @@ void HandleOldBobbyRMailOrders()
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Assert(0);
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return;
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}
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memset( gpNewBobbyrShipments, 0, (sizeof( NewBobbyRayOrderStruct )* LaptopSaveInfo.usNumberOfBobbyRayOrderUsed) );
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giNumberOfNewBobbyRShipment = LaptopSaveInfo.usNumberOfBobbyRayOrderUsed;
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@@ -1578,6 +1578,8 @@ INT32 CreateIconButton(INT16 Icon,INT16 IconIndex,INT16 GenImg,INT16 xloc,INT16
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return(-1);
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}
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memset(b, 0, sizeof(GUI_BUTTON));
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// Init the values in the struct
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b->uiFlags = BUTTON_DIRTY;
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b->uiOldFlags = 0;
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@@ -1706,6 +1708,8 @@ INT32 CreateTextButton(STR16 string, UINT32 uiFont, INT16 sForeColor, INT16 sSha
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return(-1);
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}
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memset(b, 0, sizeof(GUI_BUTTON));
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// Allocate memory for the button's text string...
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b->string = NULL;
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if ( string && wcslen( string ) )
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@@ -1836,6 +1840,8 @@ INT32 CreateHotSpot(INT16 xloc, INT16 yloc, INT16 Width, INT16 Height,INT16 Prio
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return(-1);
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}
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memset(b, 0, sizeof(GUI_BUTTON));
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// Init the structure values
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b->uiFlags = 0;
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b->uiOldFlags = 0;
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@@ -1955,6 +1961,8 @@ INT32 QuickCreateButton(UINT32 Image,INT16 xloc,INT16 yloc,INT32 Type,INT16 Prio
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return(-1);
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}
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memset(b, 0, sizeof(GUI_BUTTON));
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// Set the values for this buttn
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b->uiFlags = BUTTON_DIRTY;
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b->uiOldFlags = 0;
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@@ -2149,6 +2157,8 @@ INT32 CreateIconAndTextButton( INT32 Image, const STR16 string, UINT32 uiFont,
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return(-1);
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}
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memset(b, 0, sizeof(GUI_BUTTON));
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// Set the values for this button
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b->uiFlags = BUTTON_DIRTY;
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b->uiOldFlags = 0;
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@@ -1283,6 +1283,8 @@ FontTranslationTable *CreateEnglishTransTable( )
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UINT16 *temp;
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pTable = (FontTranslationTable *)MemAlloc(sizeof(FontTranslationTable));
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memset(pTable, 0, sizeof(FontTranslationTable) );
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#ifdef JA2
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// ha ha, we have more than Wizardry now (again)
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pTable->usNumberOfSymbols = 255;
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@@ -348,6 +348,7 @@ BOOLEAN Copy8BPPCompressedImageTo8BPPBuffer( HIMAGE hImage, BYTE *pDestBuf, UINT
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// Allocate memory for one scanline
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pScanLine = (UINT8*) MemAlloc( hImage->usWidth );
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CHECKF( pScanLine );
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memset( pScanLine, 0, hImage->usWidth );
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// go past all the scanlines we don't need to process
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for (uiCnt = 0; uiCnt < (UINT32) srcRect->iTop; uiCnt++)
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@@ -436,6 +437,7 @@ BOOLEAN Copy8BPPCompressedImageTo16BPPBuffer( HIMAGE hImage, BYTE *pDestBuf, UIN
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// Allocate memory for one scanline
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pScanLine = MemAlloc( hImage->usWidth );
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CHECKF( pScanLine );
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memset( pScanLine, 0, hImage->usWidth );
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// go past all the scanlines we don't need to process
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for (uiLine = 0; uiLine < (UINT32) srcRect->iTop; uiLine++)
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@@ -650,6 +652,7 @@ UINT16 *Create16BPPPalette( SGPPaletteEntry *pPalette )
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Assert( pPalette != NULL );
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p16BPPPalette = (UINT16 *) MemAlloc( sizeof( UINT16 ) * 256 );
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memset( p16BPPPalette, 0, sizeof( UINT16 ) * 256 );
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for ( cnt = 0; cnt < 256; cnt++ )
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{
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@@ -723,6 +726,7 @@ UINT16 *Create16BPPPaletteShaded( SGPPaletteEntry *pPalette, UINT32 rscale, UINT
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Assert( pPalette != NULL );
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p16BPPPalette = (UINT16 *) MemAlloc( sizeof( UINT16 ) * 256 );
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memset( p16BPPPalette, 0, sizeof( UINT16 ) * 256 );
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for ( cnt = 0; cnt < 256; cnt++ )
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{
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@@ -870,21 +874,24 @@ UINT32 GetRGBColor( UINT16 Value16BPP )
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SGPPaletteEntry *ConvertRGBToPaletteEntry(UINT8 sbStart, UINT8 sbEnd, UINT8 *pOldPalette)
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{
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UINT16 Index;
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SGPPaletteEntry *pPalEntry;
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SGPPaletteEntry *pPalEntry;
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SGPPaletteEntry *pInitEntry;
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pPalEntry = (SGPPaletteEntry *)MemAlloc(sizeof(SGPPaletteEntry) * 256);
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memset( pPalEntry, 0, sizeof(SGPPaletteEntry) * 256 );
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pInitEntry = pPalEntry;
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DbgMessage(TOPIC_HIMAGE, DBG_LEVEL_0, "Converting RGB palette to SGPPaletteEntry");
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for(Index=0; Index <= (sbEnd-sbStart);Index++)
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{
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pPalEntry->peRed = *(pOldPalette + (Index*3));
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pPalEntry->peGreen = *(pOldPalette + (Index*3) + 1);
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pPalEntry->peBlue = *(pOldPalette + (Index*3) + 2);
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pPalEntry->peFlags = 0;
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pPalEntry++;
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}
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return pInitEntry;
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DbgMessage(TOPIC_HIMAGE, DBG_LEVEL_0, "Converting RGB palette to SGPPaletteEntry");
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for(Index=0; Index <= (sbEnd-sbStart);Index++)
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{
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pPalEntry->peRed = *(pOldPalette + (Index*3));
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pPalEntry->peGreen = *(pOldPalette + (Index*3) + 1);
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pPalEntry->peBlue = *(pOldPalette + (Index*3) + 2);
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pPalEntry->peFlags = 0;
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pPalEntry++;
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}
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return pInitEntry;
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}
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BOOLEAN GetETRLEImageData( HIMAGE hImage, ETRLEData *pBuffer )
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@@ -899,6 +906,7 @@ BOOLEAN GetETRLEImageData( HIMAGE hImage, ETRLEData *pBuffer )
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// Create buffer for objects
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pBuffer->pETRLEObject = (ETRLEObject *) MemAlloc( sizeof( ETRLEObject ) * pBuffer->usNumberOfObjects );
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CHECKF( pBuffer->pETRLEObject != NULL );
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memset( pBuffer->pETRLEObject, 0, sizeof( ETRLEObject ) * pBuffer->usNumberOfObjects );
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// Copy into buffer
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memcpy( pBuffer->pETRLEObject, hImage->pETRLEObject, sizeof( ETRLEObject ) * pBuffer->usNumberOfObjects );
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@@ -906,6 +914,7 @@ BOOLEAN GetETRLEImageData( HIMAGE hImage, ETRLEData *pBuffer )
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// Allocate memory for pixel data
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pBuffer->pPixData = MemAlloc( hImage->uiSizePixData );
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CHECKF( pBuffer->pPixData != NULL );
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memset( pBuffer->pPixData, 0, hImage->uiSizePixData );
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pBuffer->uiSizePixData = hImage->uiSizePixData;
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@@ -2982,7 +2982,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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if ( (gWorldItems[ uiLoop ].bVisible == TRUE) && (gWorldItems[ uiLoop ].fExists) && (gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_REACHABLE) && !(gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_ARMED_BOMB) && (gWorldItems[ uiLoop ].sGridNo != pSoldier->sGridNo) )//item exists and is reachable and is not already on soldiers tile
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{
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MoveItemPools(gWorldItems[ uiLoop ].sGridNo, pSoldier->sGridNo, gWorldItems[ uiLoop ].ubLevel, pSoldier->bLevel);
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MoveItemPools(gWorldItems[ uiLoop ].sGridNo, pSoldier->sGridNo, gWorldItems[ uiLoop ].ubLevel, pSoldier->bLevel);
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}
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}
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