Cleaned up code.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8593 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-08-15 14:37:15 +00:00
parent ce80ab68e6
commit cb2002af2a
3 changed files with 40 additions and 77 deletions
+1 -5
View File
@@ -722,14 +722,10 @@ INT32 GetMapColour( INT16 sX, INT16 sY, UINT8 aType )
return MAP_SHADE_DK_GREEN;
else if ( diseaseratio < 0.1f )
return MAP_SHADE_MD_GREEN;
else if ( diseaseratio < 0.2f )
else if ( diseaseratio < 0.25f )
return MAP_SHADE_LT_GREEN;
else if ( diseaseratio < 0.3f )
return MAP_SHADE_DK_YELLOW;
else if ( diseaseratio < 0.4f )
return MAP_SHADE_MD_YELLOW;
else if ( diseaseratio < 0.5f )
return MAP_SHADE_LT_YELLOW;
else if ( diseaseratio < 0.65f )
return MAP_SHADE_ORANGE;
else if ( diseaseratio < 0.8f )
+33 -58
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@@ -2659,8 +2659,7 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
{
return;
}
// If this is an EPC , just kill them...
if ( AM_AN_EPC( pSoldier ) )
{
@@ -2677,8 +2676,7 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
// ATE: Patch fix If in a vehicle, remove from vehicle...
TakeSoldierOutOfVehicle( pSoldier );
// Are there enemies in ALMA? ( I13 )
iNumEnemiesInSector = NumNonPlayerTeamMembersInSector( gModSettings.ubInitialPOWSectorX, gModSettings.ubInitialPOWSectorY, ENEMY_TEAM ); //(13, 9)
@@ -2708,74 +2706,54 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
RemoveCharacterFromSquads( pSoldier );
WORLDITEM WorldItem;
std::vector<WORLDITEM> pWorldItem(1);//dnl ch75 271013
std::vector<WORLDITEM> pWorldItem;
// Is this the first one..?
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED )
if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_ALMA] == QUESTDONE )
{
//-teleport him to NE Alma sector (not Tixa as originally planned)
pSoldier->sSectorX = gModSettings.ubInitialPOWSectorX; //13
pSoldier->sSectorY = gModSettings.ubInitialPOWSectorY; //9
pSoldier->bSectorZ = 0;
// put him on the floor!!
pSoldier->pathing.bLevel = 0;
INT32 itemdropoffgridno = -1;
// Is this the first one..?
if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED )
{
//-teleport him to NE Alma sector (not Tixa as originally planned)
pSoldier->sSectorX = gModSettings.ubInitialPOWSectorX; //13
pSoldier->sSectorY = gModSettings.ubInitialPOWSectorY; //9
pSoldier->bSectorZ = 0;
pSoldier->usStrategicInsertionData = gModSettings.iInitialPOWGridNo[gStrategicStatus.ubNumCapturedForRescue];
itemdropoffgridno = gModSettings.iInitialPOWItemGridNo[gStrategicStatus.ubNumCapturedForRescue];
}
else //if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTDONE )
{
//-teleport him to N7
pSoldier->sSectorX = gModSettings.ubMeanwhileInterrogatePOWSectorX; //7
pSoldier->sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY; //14
pSoldier->bSectorZ = 0;
pSoldier->usStrategicInsertionData = gModSettings.iMeanwhileInterrogatePOWGridNo[gStrategicStatus.ubNumCapturedForRescue];
itemdropoffgridno = gModSettings.iMeanwhileInterrogatePOWItemGridNo[gStrategicStatus.ubNumCapturedForRescue];;
}
// OK, drop all items!
UINT32 invsize = pSoldier->inv.size();
for ( i = 0; i < invsize; ++i )
{
if( pSoldier->inv[ i ].exists() == true )
if ( pSoldier->inv[i].exists() )
{
WorldItem.fExists = TRUE;
WorldItem.sGridNo = gModSettings.iInitialPOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
WorldItem.sGridNo = itemdropoffgridno;
WorldItem.ubLevel = 0;
WorldItem.usFlags = 0;
WorldItem.bVisible = FALSE;
WorldItem.bRenderZHeightAboveLevel = 0;
pSoldier->inv[ i ].MoveThisObjectTo(WorldItem.object);
//dnl ch75 271013
pWorldItem[0] = WorldItem;
AddWorldItemsToUnLoadedSector( gModSettings.ubInitialPOWSectorX, gModSettings.ubInitialPOWSectorY, 0, gModSettings.iInitialPOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, pWorldItem, FALSE );
pSoldier->inv[i].MoveThisObjectTo( WorldItem.object );
pWorldItem.push_back( WorldItem );
}
}
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = gModSettings.iInitialPOWGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
gStrategicStatus.ubNumCapturedForRescue++;
}
else if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTDONE )
{
//-teleport him to N7
pSoldier->sSectorX = gModSettings.ubMeanwhileInterrogatePOWSectorX; //7
pSoldier->sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY; //14
pSoldier->bSectorZ = 0;
AddWorldItemsToUnLoadedSector( pSoldier->sSectorX, pSoldier->sSectorY, 0, itemdropoffgridno, pWorldItem.size(), pWorldItem, FALSE );
// put him on the floor!!
pSoldier->pathing.bLevel = 0;
// OK, drop all items!
UINT32 invsize = pSoldier->inv.size();
for ( i = 0; i < invsize; ++i )
{
if( pSoldier->inv[ i ].exists() == true )
{
WorldItem.fExists = TRUE;
WorldItem.sGridNo = gModSettings.iMeanwhileInterrogatePOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
WorldItem.ubLevel = 0;
WorldItem.usFlags = 0;
WorldItem.bVisible = FALSE;
WorldItem.bRenderZHeightAboveLevel = 0;
pSoldier->inv[ i ].MoveThisObjectTo(WorldItem.object);
//dnl ch75 271013
pWorldItem[0] = WorldItem;
AddWorldItemsToUnLoadedSector( gModSettings.ubMeanwhileInterrogatePOWSectorX, gModSettings.ubMeanwhileInterrogatePOWSectorY, 0, gModSettings.iMeanwhileInterrogatePOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, pWorldItem, FALSE );
}
}
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = gModSettings.iMeanwhileInterrogatePOWGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
gStrategicStatus.ubNumCapturedForRescue++;
}
@@ -2792,12 +2770,9 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
//Set his life to 50% + or - 10 HP.
INT8 oldlife = pSoldier->stats.bLife;
pSoldier->stats.bLife = pSoldier->stats.bLifeMax / 2;
if ( pSoldier->stats.bLife <= 35 )
{
pSoldier->stats.bLife = 35;
}
else if ( pSoldier->stats.bLife >= 45 )
pSoldier->stats.bLife = max(35, pSoldier->stats.bLifeMax / 2);
if ( pSoldier->stats.bLife >= 45 )
{
pSoldier->stats.bLife += (INT8)(10 - Random( 21 ) );
}
+6 -14
View File
@@ -1116,7 +1116,6 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
// stealing should fail anyway 'cause there shouldn't be a temp file for unvisited sectors, but let's check anyway
Assert( GetSectorFlagStatus( sSectorX, sSectorY, ( UINT8 ) sSectorZ, SF_ALREADY_VISITED ) == TRUE );
// get sector name string
GetSectorIDString( sSectorX, sSectorY, ( INT8 ) sSectorZ, wSectorName, TRUE );
@@ -1140,15 +1139,15 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
uiNewTotal = uiNumberOfItems;
// set up item list ptrs
for( iCounter = 0; iCounter < uiNumberOfItems ; iCounter++ )
for( iCounter = 0; iCounter < uiNumberOfItems ; ++iCounter )
{
//if the item exists, and is visible and reachable, see if it should be stolen
if ( pItemList[ iCounter ].fExists && pItemList[ iCounter ].bVisible == TRUE && pItemList[ iCounter ].usFlags & WORLD_ITEM_REACHABLE )
{
if( Random( 100 ) < ubChance )
if ( Chance( ubChance ) )
{
// remove
uiNewTotal--;
--uiNewTotal;
pItemList[ iCounter ].fExists = FALSE;
// debug message
@@ -1165,12 +1164,12 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
}
else // handle a loaded sector
{
for( iCounter = 0; iCounter < guiNumWorldItems; iCounter++ )
for( iCounter = 0; iCounter < guiNumWorldItems; ++iCounter )
{
// note, can't do reachable test here because we'd have to do a path call...
if ( gWorldItems[ iCounter ].fExists && gWorldItems[ iCounter ].bVisible == TRUE )
{
if( Random( 100 ) < ubChance )
if ( Chance( ubChance ) )
{
RemoveItemFromPool( gWorldItems[ iCounter ].sGridNo , iCounter, gWorldItems[ iCounter ].ubLevel );
// debug message
@@ -1179,11 +1178,8 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
}
}
}
return;
}
/* ARM: Civilian theft of items was removed
void HandleTheftByCiviliansInSector( INT16 sX, INT16 sY, INT32 iLoyalty )
{
@@ -1231,15 +1227,11 @@ void HandleTownTheft( void )
HandleTheftByCiviliansInSector( ( INT16 )( pTownLocationsList[ iCounter ] % MAP_WORLD_X ), ( INT16 )( pTownLocationsList[ iCounter ] / MAP_WORLD_X ), gTownLoyalty[ ubTown ].ubRating );
}
iCounter++;
++iCounter;
}
return;
}
*/
void BuildListOfTownSectors( void )
{
INT32 iCounterX = 0, iCounterY = 0, iCounter = 0;