Fix: compiler warnings

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8814 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2020-05-30 14:26:16 +00:00
parent e932393eae
commit b25a4be4e7
15 changed files with 49 additions and 68 deletions
+21 -23
View File
@@ -876,9 +876,9 @@ UINT32 DrawMap( void )
if ( DoesSamCoverSector( i, SECTOR( cnt, cnt2 ), &samworking ) && samworking )
{
if ( i == 0 ) a = TRUE;
if ( i == 1 ) b = TRUE;
if ( i == 2 ) c = TRUE;
if ( i == 3 ) d = TRUE;
else if ( i == 1 ) b = TRUE;
else if ( i == 2 ) c = TRUE;
else if ( i == 3 ) d = TRUE;
}
}
@@ -1016,14 +1016,11 @@ UINT32 DrawMap( void )
DrawTownMilitiaForcesOnMap( );
}
if ( ( gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS ) && !gfInChangeArrivalSectorMode )
if ( is_networked //haydent (allow client to see map deployment bullseye)
|| (( gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS ) && !gfInChangeArrivalSectorMode ) )
{
DrawBullseye();
}
else if(is_networked)
{
DrawBullseye();//haydent (allow client to see map deployment bullseye)
}
}
else
{
@@ -5924,8 +5921,9 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen4");
INT32 iCounter = 0, iNumberUnderControl = 0, iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0, iTotalNumberOfTroops = 0;
INT32 iNumberLeftOverGreen = 0, iNumberLeftOverRegular = 0, iNumberLeftOverElite = 0;
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0;
INT16 sSectorX = 0, sSectorY = 0, sSector = 0;
INT16 sSectorX = 0, sSectorY = 0;
INT16 sTotalSoFar = 0;
UINT8 usSector = 0;
// how many sectors in the selected town do we control?
iNumberUnderControl = GetTownSectorsUnderControl( ( INT8 ) sSelectedMilitiaTown );
@@ -6007,17 +6005,17 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen4");
if( !StrategicMap[ pTownLocationsList[ iCounter ] ].fEnemyControlled && !NumHostilesInSector( sSectorX, sSectorY, 0 ) )
{
sSector = SECTOR( sSectorX, sSectorY );
usSector = SECTOR( sSectorX, sSectorY );
// distribute here
SectorInfo[ sSector ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] = ( UINT8 )( iNumberOfGreens / iNumberUnderControl );
SectorInfo[ sSector ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] = ( UINT8 )( iNumberOfRegulars / iNumberUnderControl );
SectorInfo[ sSector ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] = ( UINT8 )( iNumberOfElites / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] = ( UINT8 )( iNumberOfGreens / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] = ( UINT8 )( iNumberOfRegulars / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] = ( UINT8 )( iNumberOfElites / iNumberUnderControl );
// Flugente: indivdual militia
DropIndividualMilitia( sSector, GREEN_MILITIA, (UINT8)(iNumberOfGreens / iNumberUnderControl) );
DropIndividualMilitia( sSector, REGULAR_MILITIA, (UINT8)(iNumberOfRegulars / iNumberUnderControl) );
DropIndividualMilitia( sSector, ELITE_MILITIA, (UINT8)(iNumberOfElites / iNumberUnderControl) );
DropIndividualMilitia( usSector, GREEN_MILITIA, (UINT8)(iNumberOfGreens / iNumberUnderControl) );
DropIndividualMilitia( usSector, REGULAR_MILITIA, (UINT8)(iNumberOfRegulars / iNumberUnderControl) );
DropIndividualMilitia( usSector, ELITE_MILITIA, (UINT8)(iNumberOfElites / iNumberUnderControl) );
// Flugente: as we do not move the group militia, we have to make sure we don't accidentally overfill a sector
sTotalSoFar = NumNonPlayerTeamMembersInSector( sSectorX, sSectorY, MILITIA_TEAM );
@@ -6025,38 +6023,38 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen4");
// add leftovers that weren't included in the div operation
if( ( iNumberLeftOverGreen ) && ( sTotalSoFar < iMaxMilitiaPerSector ) )
{
SectorInfo[ sSector ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ]++;
SectorInfo[usSector].ubNumberOfCivsAtLevel[ GREEN_MILITIA ]++;
++sTotalSoFar;
--iNumberLeftOverGreen;
// Flugente: indivdual militia
DropIndividualMilitia( sSector, GREEN_MILITIA, 1 );
DropIndividualMilitia( usSector, GREEN_MILITIA, 1 );
}
if( ( iNumberLeftOverRegular )&&( sTotalSoFar < iMaxMilitiaPerSector ) )
{
SectorInfo[ sSector ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]++;
SectorInfo[usSector].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]++;
++sTotalSoFar;
--iNumberLeftOverRegular;
// Flugente: indivdual militia
DropIndividualMilitia( sSector, REGULAR_MILITIA, 1 );
DropIndividualMilitia( usSector, REGULAR_MILITIA, 1 );
}
if( ( iNumberLeftOverElite )&&( sTotalSoFar < iMaxMilitiaPerSector ) )
{
SectorInfo[ sSector ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ]++;
SectorInfo[usSector].ubNumberOfCivsAtLevel[ ELITE_MILITIA ]++;
++sTotalSoFar;
--iNumberLeftOverElite;
// Flugente: indivdual militia
DropIndividualMilitia( sSector, ELITE_MILITIA, 1 );
DropIndividualMilitia( usSector, ELITE_MILITIA, 1 );
}
// if this sector is currently loaded
if( (gWorldSectorX != 0) &&
(gWorldSectorY != 0) &&
(sSector == SECTOR( gWorldSectorX, gWorldSectorY )) )
( usSector == SECTOR( gWorldSectorX, gWorldSectorY )) )
{
gfStrategicMilitiaChangesMade = TRUE;
}