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
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@@ -722,14 +722,10 @@ INT32 GetMapColour( INT16 sX, INT16 sY, UINT8 aType )
return MAP_SHADE_DK_GREEN; return MAP_SHADE_DK_GREEN;
else if ( diseaseratio < 0.1f ) else if ( diseaseratio < 0.1f )
return MAP_SHADE_MD_GREEN; return MAP_SHADE_MD_GREEN;
else if ( diseaseratio < 0.2f ) else if ( diseaseratio < 0.25f )
return MAP_SHADE_LT_GREEN; return MAP_SHADE_LT_GREEN;
else if ( diseaseratio < 0.3f )
return MAP_SHADE_DK_YELLOW;
else if ( diseaseratio < 0.4f ) else if ( diseaseratio < 0.4f )
return MAP_SHADE_MD_YELLOW; return MAP_SHADE_MD_YELLOW;
else if ( diseaseratio < 0.5f )
return MAP_SHADE_LT_YELLOW;
else if ( diseaseratio < 0.65f ) else if ( diseaseratio < 0.65f )
return MAP_SHADE_ORANGE; return MAP_SHADE_ORANGE;
else if ( diseaseratio < 0.8f ) else if ( diseaseratio < 0.8f )
+30 -55
View File
@@ -2660,7 +2660,6 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
return; return;
} }
// If this is an EPC , just kill them... // If this is an EPC , just kill them...
if ( AM_AN_EPC( pSoldier ) ) if ( AM_AN_EPC( pSoldier ) )
{ {
@@ -2678,7 +2677,6 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
// ATE: Patch fix If in a vehicle, remove from vehicle... // ATE: Patch fix If in a vehicle, remove from vehicle...
TakeSoldierOutOfVehicle( pSoldier ); TakeSoldierOutOfVehicle( pSoldier );
// Are there enemies in ALMA? ( I13 ) // Are there enemies in ALMA? ( I13 )
iNumEnemiesInSector = NumNonPlayerTeamMembersInSector( gModSettings.ubInitialPOWSectorX, gModSettings.ubInitialPOWSectorY, ENEMY_TEAM ); //(13, 9) iNumEnemiesInSector = NumNonPlayerTeamMembersInSector( gModSettings.ubInitialPOWSectorX, gModSettings.ubInitialPOWSectorY, ENEMY_TEAM ); //(13, 9)
@@ -2708,74 +2706,54 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
RemoveCharacterFromSquads( pSoldier ); RemoveCharacterFromSquads( pSoldier );
WORLDITEM WorldItem; 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 || gubQuest[QUEST_HELD_IN_ALMA] == QUESTDONE )
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED )
{ {
//-teleport him to NE Alma sector (not Tixa as originally planned) INT32 itemdropoffgridno = -1;
pSoldier->sSectorX = gModSettings.ubInitialPOWSectorX; //13
pSoldier->sSectorY = gModSettings.ubInitialPOWSectorY; //9
pSoldier->bSectorZ = 0;
// put him on the floor!! // Is this the first one..?
pSoldier->pathing.bLevel = 0; 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! // OK, drop all items!
UINT32 invsize = pSoldier->inv.size(); UINT32 invsize = pSoldier->inv.size();
for ( i = 0; i < invsize; ++i ) for ( i = 0; i < invsize; ++i )
{ {
if( pSoldier->inv[ i ].exists() == true ) if ( pSoldier->inv[i].exists() )
{ {
WorldItem.fExists = TRUE; WorldItem.fExists = TRUE;
WorldItem.sGridNo = gModSettings.iInitialPOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ]; WorldItem.sGridNo = itemdropoffgridno;
WorldItem.ubLevel = 0; WorldItem.ubLevel = 0;
WorldItem.usFlags = 0; WorldItem.usFlags = 0;
WorldItem.bVisible = FALSE; WorldItem.bVisible = FALSE;
WorldItem.bRenderZHeightAboveLevel = 0; WorldItem.bRenderZHeightAboveLevel = 0;
pSoldier->inv[ i ].MoveThisObjectTo(WorldItem.object); pSoldier->inv[i].MoveThisObjectTo( WorldItem.object );
//dnl ch75 271013 pWorldItem.push_back( WorldItem );
pWorldItem[0] = WorldItem;
AddWorldItemsToUnLoadedSector( gModSettings.ubInitialPOWSectorX, gModSettings.ubInitialPOWSectorY, 0, gModSettings.iInitialPOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, pWorldItem, FALSE );
} }
} }
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; AddWorldItemsToUnLoadedSector( pSoldier->sSectorX, pSoldier->sSectorY, 0, itemdropoffgridno, pWorldItem.size(), pWorldItem, FALSE );
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;
// put him on the floor!! // put him on the floor!!
pSoldier->pathing.bLevel = 0; 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->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = gModSettings.iMeanwhileInterrogatePOWGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
gStrategicStatus.ubNumCapturedForRescue++; gStrategicStatus.ubNumCapturedForRescue++;
} }
@@ -2792,12 +2770,9 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
//Set his life to 50% + or - 10 HP. //Set his life to 50% + or - 10 HP.
INT8 oldlife = pSoldier->stats.bLife; INT8 oldlife = pSoldier->stats.bLife;
pSoldier->stats.bLife = pSoldier->stats.bLifeMax / 2; pSoldier->stats.bLife = max(35, pSoldier->stats.bLifeMax / 2);
if ( pSoldier->stats.bLife <= 35 )
{ if ( pSoldier->stats.bLife >= 45 )
pSoldier->stats.bLife = 35;
}
else if ( pSoldier->stats.bLife >= 45 )
{ {
pSoldier->stats.bLife += (INT8)(10 - Random( 21 ) ); 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 // 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 ); Assert( GetSectorFlagStatus( sSectorX, sSectorY, ( UINT8 ) sSectorZ, SF_ALREADY_VISITED ) == TRUE );
// get sector name string // get sector name string
GetSectorIDString( sSectorX, sSectorY, ( INT8 ) sSectorZ, wSectorName, TRUE ); GetSectorIDString( sSectorX, sSectorY, ( INT8 ) sSectorZ, wSectorName, TRUE );
@@ -1140,15 +1139,15 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
uiNewTotal = uiNumberOfItems; uiNewTotal = uiNumberOfItems;
// set up item list ptrs // 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 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 ( pItemList[ iCounter ].fExists && pItemList[ iCounter ].bVisible == TRUE && pItemList[ iCounter ].usFlags & WORLD_ITEM_REACHABLE )
{ {
if( Random( 100 ) < ubChance ) if ( Chance( ubChance ) )
{ {
// remove // remove
uiNewTotal--; --uiNewTotal;
pItemList[ iCounter ].fExists = FALSE; pItemList[ iCounter ].fExists = FALSE;
// debug message // debug message
@@ -1165,12 +1164,12 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
} }
else // handle a loaded sector 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... // 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 ( gWorldItems[ iCounter ].fExists && gWorldItems[ iCounter ].bVisible == TRUE )
{ {
if( Random( 100 ) < ubChance ) if ( Chance( ubChance ) )
{ {
RemoveItemFromPool( gWorldItems[ iCounter ].sGridNo , iCounter, gWorldItems[ iCounter ].ubLevel ); RemoveItemFromPool( gWorldItems[ iCounter ].sGridNo , iCounter, gWorldItems[ iCounter ].ubLevel );
// debug message // debug message
@@ -1179,11 +1178,8 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
} }
} }
} }
return;
} }
/* ARM: Civilian theft of items was removed /* ARM: Civilian theft of items was removed
void HandleTheftByCiviliansInSector( INT16 sX, INT16 sY, INT32 iLoyalty ) 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 ); HandleTheftByCiviliansInSector( ( INT16 )( pTownLocationsList[ iCounter ] % MAP_WORLD_X ), ( INT16 )( pTownLocationsList[ iCounter ] / MAP_WORLD_X ), gTownLoyalty[ ubTown ].ubRating );
} }
iCounter++; ++iCounter;
} }
return;
} }
*/ */
void BuildListOfTownSectors( void ) void BuildListOfTownSectors( void )
{ {
INT32 iCounterX = 0, iCounterY = 0, iCounter = 0; INT32 iCounterX = 0, iCounterY = 0, iCounter = 0;