Merged revision(s) 6826-6828 from branches/ja2_source_official_2014:

- Minor code improvements and cleanup
- Fix from r6775 is no longer necessary.
- Code improvement: Instead of calling inv.size() repeatedly, just call it once and remember that value

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6829 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-01-26 12:18:43 +00:00
parent d4aa35a66e
commit d6186aca15
34 changed files with 677 additions and 643 deletions
+9 -5
View File
@@ -1585,12 +1585,13 @@ BOOLEAN DisplayMercsInventory(UINT8 ubMercID)
//tais: disable Weaponbox Mouseregions to stop crashing when changing kit selection and hovering over item
//tooltips for weaponbox
for(i=0;i<WEAPONBOX_TOTAL_ITEMS;i++)
for(i=0;i<WEAPONBOX_TOTAL_ITEMS; ++i)
{
MSYS_DisableRegion(&gWeaponboxFasthelpRegion[i]);
}
for(i=0; i<gMercProfiles[ubMercID].inv.size(); i++)
UINT8 invsize = gMercProfiles[ubMercID].inv.size();
for(i=0; i<invsize; ++i)
{
usItem = gMercProfiles[ubMercID].inv[ i ];
@@ -1665,7 +1666,8 @@ BOOLEAN DisplayMercsInventory(UINT8 ubMercID)
PosX = WEAPONBOX_X+3; // + 3 ( 1 to take care of the shadow, +2 to get past the weapon box border )
PosY = WEAPONBOX_Y;
for(i=0; i<gMercProfiles[ubMercID].inv.size(); i++)
UINT8 invsize = gMercProfiles[ubMercID].inv.size();
for(i=0; i<invsize; ++i)
{
usItem = gMercProfiles[ubMercID].inv[ i ];
@@ -5930,7 +5932,8 @@ void WeaponKitSelectionUpdate(UINT8 selectedInventory = 0)
gMercProfiles[gbCurrentSoldier].bMainGunAttractiveness = -1;
gMercProfiles[gbCurrentSoldier].bArmourAttractiveness = -1;
for ( uiLoop = 0; uiLoop < gMercProfiles[gbCurrentSoldier].inv.size(); uiLoop++ )
UINT32 invsize = gMercProfiles[ gbCurrentSoldier ].inv.size();
for ( uiLoop = 0; uiLoop < invsize; ++uiLoop )
{
usItem = gMercProfiles[gbCurrentSoldier].inv[ uiLoop ];
@@ -5959,7 +5962,8 @@ void WeaponKitSelectionUpdate(UINT8 selectedInventory = 0)
else
{
UINT16 tempGearCost = 0;
for ( uiLoop = 0; uiLoop< gMercProfiles[ gbCurrentSoldier ].inv.size(); uiLoop++ )
UINT32 invsize = gMercProfiles[ gbCurrentSoldier ].inv.size();
for ( uiLoop = 0; uiLoop< invsize; ++uiLoop )
{
if ( gMercProfiles[ gbCurrentSoldier ].inv[ uiLoop ] != NOTHING )
{
+4 -4
View File
@@ -3648,14 +3648,14 @@ UINT8 CheckPlayersInventoryForGunMatchingGivenAmmoID( INT16 sItemID )
UINT8 ubFirstID = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
UINT8 ubLastID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
//loop through all the mercs on the team
for( ubMercCount = ubFirstID; ubMercCount <= ubLastID; ubMercCount++ )
for( ubMercCount = ubFirstID; ubMercCount <= ubLastID; ++ubMercCount )
{
if( Menptr[ ubMercCount ].bActive )
{
//loop through all the pockets on the merc
for( ubPocketCount=0; ubPocketCount<Menptr[ ubMercCount ].inv.size(); ubPocketCount++)
UINT8 invsize = Menptr[ ubMercCount ].inv.size();
for( ubPocketCount=0; ubPocketCount<invsize; ++ubPocketCount)
{
//if there is a weapon here
if( Item[ Menptr[ ubMercCount ].inv[ ubPocketCount ].usItem ].usItemClass == IC_GUN )
@@ -3663,7 +3663,7 @@ UINT8 CheckPlayersInventoryForGunMatchingGivenAmmoID( INT16 sItemID )
//if the weapon uses the same kind of ammo as the one passed in, return true
if( Weapon[ Menptr[ ubMercCount ].inv[ ubPocketCount ].usItem ].ubCalibre == Magazine[ Item[ sItemID ].ubClassIndex ].ubCalibre )
{
ubItemCount++;
++ubItemCount;
}
}
}
+6 -3
View File
@@ -1622,7 +1622,8 @@ BOOLEAN DisplayMERCMercsInventory(UINT8 ubMercID)
MSYS_DisableRegion(&gMercWeaponboxFasthelpRegion[i]);
}
for(i=0; i<gMercProfiles[ubMercID].inv.size(); i++)
UINT8 invsize = gMercProfiles[ ubMercID ].inv.size();
for(i=0; i<invsize; ++i)
{
usItem = gMercProfiles[ubMercID].inv[ i ];
@@ -1807,7 +1808,8 @@ void MercWeaponKitSelectionUpdate(UINT8 selectedInventory)
gMercProfiles[ubMercID].bMainGunAttractiveness = -1;
gMercProfiles[ubMercID].bArmourAttractiveness = -1;
for ( uiLoop = 0; uiLoop < gMercProfiles[ubMercID].inv.size(); uiLoop++ )
UINT32 invsize = gMercProfiles[ ubMercID ].inv.size();
for ( uiLoop = 0; uiLoop < invsize; ++uiLoop )
{
usItem = gMercProfiles[ubMercID].inv[ uiLoop ];
@@ -1838,7 +1840,8 @@ void MercWeaponKitSelectionUpdate(UINT8 selectedInventory)
else
{
UINT16 tempGearCost = 0;
for ( uiLoop = 0; uiLoop< gMercProfiles[ ubMercID ].inv.size(); uiLoop++ )
UINT32 invsize = gMercProfiles[ ubMercID ].inv.size();
for ( uiLoop = 0; uiLoop< invsize; ++uiLoop )
{
if ( gMercProfiles[ ubMercID ].inv[ uiLoop ] != NOTHING )
{
+13 -11
View File
@@ -2528,7 +2528,8 @@ void RenderInventoryForCharacter( INT32 iId, INT32 iSlot )
return;
}
for( ubCounter = 0; ubCounter < pSoldier->inv.size(); ubCounter++ )
UINT8 invsize = pSoldier->inv.size();
for( ubCounter = 0; ubCounter < invsize; ++ubCounter )
{
PosX = iScreenWidthOffset + 397 + 3;
PosY = iScreenHeightOffset + 200 + 8 +( ubItemCount * ( 29 ) );
@@ -2543,7 +2544,7 @@ void RenderInventoryForCharacter( INT32 iId, INT32 iSlot )
{
if( uiCurrentInventoryIndex > ubUpToCount )
{
ubUpToCount++;
++ubUpToCount;
}
else
{
@@ -2778,21 +2779,20 @@ void EnableDisableInventoryScrollButtons( void )
INT32 GetNumberOfInventoryItemsOnCurrentMerc( void )
{
// in current team mode?..nope...move on
if (!fCurrentTeamMode) {
if (!fCurrentTeamMode)
return( 0 );
}
SOLDIERTYPE *pSoldier = &Menptr[currentTeamList[currentTeamIndex]];
unsigned ubCount = 0;
for (unsigned ubCounter = 0; ubCounter < pSoldier->inv.size(); ++ubCounter)
INT32 ubCount = 0;
UINT8 invsize = pSoldier->inv.size();
for (UINT8 ubCounter = 0; ubCounter < invsize; ++ubCounter)
{
if( ( pSoldier->inv[ ubCounter ].exists() == true) ) {
if( ( pSoldier->inv[ ubCounter ].exists() == true) )
++ubCount;
}
}
return (INT32)ubCount;
return ubCount;
}
void CreateDestroyPersonnelInventoryScrollButtons( void )
@@ -6225,7 +6225,8 @@ INT32 GetFundsOnMerc( SOLDIERTYPE *pSoldier )
}
// run through grunts pockets and count all the spare change
for( iCurrentPocket = 0; iCurrentPocket < pSoldier->inv.size(); iCurrentPocket++ )
UINT32 invsize = pSoldier->inv.size();
for( iCurrentPocket = 0; iCurrentPocket < invsize; ++iCurrentPocket )
{
if ( Item[ pSoldier->inv[ iCurrentPocket ] .usItem ].usItemClass == IC_MONEY )
{
@@ -6249,7 +6250,8 @@ BOOLEAN TransferFundsFromMercToBank( SOLDIERTYPE *pSoldier, INT32 iCurrentBalanc
UINT32 iCurrentPocket = 0;
INT32 iAmountLeftToTake = iCurrentBalance;
// run through grunts pockets and count all the spare change
for( iCurrentPocket = 0; iCurrentPocket < pSoldier->inv.size(); iCurrentPocket++ )
UINT32 invsize = pSoldier->inv.size();
for( iCurrentPocket = 0; iCurrentPocket < invsize; ++iCurrentPocket )
{
if ( Item[ pSoldier->inv[ iCurrentPocket ] .usItem ].usItemClass == IC_MONEY )
{
+4 -2
View File
@@ -3827,7 +3827,8 @@ OBJECTTYPE* FindRepairableItemInLBENODE(SOLDIERTYPE * pSoldier, OBJECTTYPE * pOb
if(pObj->IsActiveLBE(subObject) == true)
{
LBENODE* pLBE = pObj->GetLBEPointer(subObject);
for(UINT8 lbePocket = 0; lbePocket < pLBE->inv.size(); lbePocket++)
UINT8 invsize = pLBE->inv.size();
for(UINT8 lbePocket = 0; lbePocket < invsize; ++lbePocket)
{
for(UINT8 ubItemsInPocket = 0; ubItemsInPocket < pLBE->inv[lbePocket].ubNumberOfObjects; ubItemsInPocket++)
{
@@ -4035,7 +4036,8 @@ BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE *
if(UsingNewInventorySystem() == true && Item[pObj->usItem].usItemClass == IC_LBEGEAR && pObj->IsActiveLBE(ubLoop) == true)
{
LBENODE* pLBE = pObj->GetLBEPointer(ubLoop);
for(lbeLoop = 0; lbeLoop < pLBE->inv.size(); lbeLoop++)
UINT8 invsize = pLBE->inv.size();
for(lbeLoop = 0; lbeLoop < invsize; ++lbeLoop)
{
if(RepairObject(pSoldier, pOwner, &pLBE->inv[lbeLoop], pubRepairPtsLeft))
{
+7 -3
View File
@@ -4256,7 +4256,9 @@ BOOLEAN FireAShot( SOLDIERCELL *pAttacker )
pAttacker->bWeaponSlot = SECONDHANDPOS;
return TRUE;
}
for( UINT32 i = 0; i < pSoldier->inv.size(); i++ )
UINT8 invsize = pSoldier->inv.size();
for( UINT8 i = 0; i < invsize; ++i )
{
pItem = &pSoldier->inv[ i ];
@@ -4297,7 +4299,8 @@ BOOLEAN FireAShot( SOLDIERCELL *pAttacker )
BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker )
{
for( UINT32 i = 0; i < pAttacker->pSoldier->inv.size(); i++ )
UINT8 invsize = pAttacker->pSoldier->inv.size();
for( UINT8 i = 0; i < invsize; ++i )
{
if( Item[ pAttacker->pSoldier->inv[ i ].usItem ].usItemClass == IC_BLADE )
{
@@ -4312,7 +4315,8 @@ BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker )
BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier )
{
OBJECTTYPE *pItem;
for( UINT32 i = 0; i < pSoldier->inv.size(); i++ )
UINT8 invsize = pSoldier->inv.size();
for( UINT8 i = 0; i < invsize; ++i )
{
pItem = &pSoldier->inv[ i ];
if( Item[ pItem->usItem ].usItemClass == IC_GUN )
+1 -1
View File
@@ -341,7 +341,7 @@ void HourlyLarryUpdate()
BOOLEAN fBar = FALSE;
OBJECTTYPE* pObj = NULL;
for( INT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
for( UINT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
{
pSoldier = MercPtrs[ cnt ];
@@ -4067,14 +4067,15 @@ INT32 SellItem( OBJECTTYPE& object, BOOLEAN fAll, BOOLEAN useModifier )
{
//CHRISL: If we're selling an LBE Item, we need to verify if it's an LBENODE, first. If it is, we need to sell
// everything stored in the LBENODE before we sell teh LBE Item itself.
for(UINT8 ubLoop = 0; ubLoop < object.ubNumberOfObjects; ubLoop++)
for(UINT8 ubLoop = 0; ubLoop < object.ubNumberOfObjects; ++ubLoop)
{
if(object.IsActiveLBE(ubLoop) == true)
{
LBENODE* pLBE = object.GetLBEPointer(ubLoop);
if(pLBE)
{
for(unsigned int x = 0; x < pLBE->inv.size(); x++)
UINT8 invsize = pLBE->inv.size();
for(UINT8 x = 0; x < invsize; ++x)
{
if(pLBE->inv[x].exists() == true)
{
+4 -3
View File
@@ -1620,7 +1620,8 @@ void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId )
}
}
for( UINT32 iCounter = 0; iCounter < Menptr[ uiMercId ].inv.size(); iCounter++ )
UINT32 invsize = Menptr[ uiMercId ].inv.size();
for( UINT32 iCounter = 0; iCounter < invsize; ++iCounter )
{
// slot found,
// check if actual item
@@ -1639,7 +1640,6 @@ void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId )
}
DropKeysInKeyRing( MercPtrs[ uiMercId ], sGridNo, MercPtrs[ uiMercId ]->pathing.bLevel, 1, FALSE, 0, FALSE );
}
@@ -1886,7 +1886,8 @@ INT32 SetUpDropItemListForMerc( UINT32 uiMercId )
return( -1 );
}
for( UINT32 iCounter = 0; iCounter < Menptr[ uiMercId ].inv.size(); iCounter++ )
UINT32 invsize = Menptr[ uiMercId ].inv.size();
for( UINT32 iCounter = 0; iCounter < invsize; ++iCounter )
{
// slot found,
// check if actual item
+4 -2
View File
@@ -2183,7 +2183,8 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
pSoldier->pathing.bLevel = 0;
// OK, drop all items!
for ( i = 0; i < pSoldier->inv.size(); i++ )
UINT32 invsize = pSoldier->inv.size();
for ( i = 0; i < invsize; ++i )
{
if( pSoldier->inv[ i ].exists() == true )
{
@@ -2216,7 +2217,8 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
pSoldier->pathing.bLevel = 0;
// OK, drop all items!
for ( i = 0; i < pSoldier->inv.size(); i++ )
UINT32 invsize = pSoldier->inv.size();
for ( i = 0; i < invsize; ++i )
{
if( pSoldier->inv[ i ].exists() == true )
{
+8 -5
View File
@@ -3179,11 +3179,13 @@ void CreateDestroyDisplayNPCInventoryPopup( UINT8 ubAction )
DrawTextToScreen( gMercProfiles[ gNpcListBox.sCurSelectedItem ].zNickname, QUEST_DBS_NPC_INV_POPUP_X, QUEST_DBS_NPC_INV_POPUP_Y+20, QUEST_DBS_NPC_INV_POPUP_WIDTH, QUEST_DBS_FONT_TITLE, QUEST_DBS_COLOR_SUBTITLE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
usPosY = QUEST_DBS_NPC_INV_POPUP_Y + 40;
for( i=0; i<pSoldier->inv.size(); i++)
UINT16 invsize = pSoldier->inv.size();
for( i=0; i<invsize; ++i)
{
if (pSoldier->inv[i].exists() == false) {
if (pSoldier->inv[i].exists() == false)
continue;
}
// if ( !LoadItemInfo( pSoldier->inv[ i ].usItem, zItemName, zItemDesc ) )
// Assert(0);
wcscpy( zItemName, ShortItemNames[ pSoldier->inv[ i ].usItem ] );
@@ -3691,7 +3693,7 @@ void RefreshAllNPCInventory()
{
UINT16 usCnt;
UINT16 usItemCnt;
UINT16 usItem;
UINT16 usItem;
for ( usCnt=0; usCnt < TOTAL_SOLDIERS; usCnt++ )
{
@@ -3704,7 +3706,8 @@ void RefreshAllNPCInventory()
if ( gProfilesRPC[Menptr[ usCnt ].ubProfile].ProfilId == Menptr[ usCnt ].ubProfile || gProfilesNPC[Menptr[ usCnt ].ubProfile].ProfilId == Menptr[ usCnt ].ubProfile || gProfilesVehicle[Menptr[ usCnt ].ubProfile].ProfilId == Menptr[ usCnt ].ubProfile )
{
//refresh the mercs inventory
for ( usItemCnt = 0; usItemCnt< Menptr[ usCnt ].inv.size(); usItemCnt++ )
UINT16 invsize = Menptr[ usCnt ].inv.size();
for ( usItemCnt = 0; usItemCnt< invsize; ++usItemCnt )
{
if ( gMercProfiles[ Menptr[ usCnt ].ubProfile ].inv[ usItemCnt ] != NOTHING )
{
+2 -2
View File
@@ -797,8 +797,8 @@ BOOLEAN SoldierHasWorseEquipmentThanUsedTo( SOLDIERTYPE *pSoldier )
INT32 bBestGun = -1;
INT32 bBestGunIndex = -1;
for ( UINT32 cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
{
// Look for best gun/armour
if ( pSoldier->inv[cnt].exists() == true )
+2 -1
View File
@@ -6394,7 +6394,8 @@ UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet
//Create a temporary item pool, with index in Opponent's inventory as index
pItemPool=NULL;
for(i=0 ; i<pOpponent->inv.size(); i++)
UINT8 invsize = pOpponent->inv.size();
for(i=0 ; i<invsize; ++i)
{
fStealItem = FALSE;
+7 -10
View File
@@ -5698,7 +5698,7 @@ void ResetMultiSelection( )
// Make them move....
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, pSoldier++ )
{
if ( pSoldier->bActive && pSoldier->bInSector )
{
@@ -5749,7 +5749,7 @@ UINT32 UIHandleRubberBandOnTerrain( UI_EVENT *pUIEvent )
// ATE:Check at least for one guy that's in point!
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, pSoldier++ )
{
// Check if this guy is OK to control....
if ( OK_CONTROLLABLE_MERC( pSoldier ) && !( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_PASSENGER | SOLDIER_DRIVER ) ) )
@@ -5777,7 +5777,7 @@ UINT32 UIHandleRubberBandOnTerrain( UI_EVENT *pUIEvent )
// ATE: Now loop through our guys and see if any fit!
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, pSoldier++ )
{
// Check if this guy is OK to control....
@@ -5805,7 +5805,6 @@ UINT32 UIHandleRubberBandOnTerrain( UI_EVENT *pUIEvent )
}
}
return( GAME_SCREEN );
}
@@ -5978,7 +5977,6 @@ BOOLEAN IsValidTalkableNPC( UINT8 ubSoldierID, BOOLEAN fGive , BOOLEAN fAllowMer
SOLDIERTYPE *pSoldier = MercPtrs[ ubSoldierID ];
BOOLEAN fValidGuy = FALSE;
if ( gusSelectedSoldier != NOBODY )
{
if ( AM_A_ROBOT( MercPtrs[ gusSelectedSoldier ] ) )
@@ -6009,7 +6007,6 @@ BOOLEAN IsValidTalkableNPC( UINT8 ubSoldierID, BOOLEAN fGive , BOOLEAN fAllowMer
return( FALSE );
}
// IF BAD GUY - CHECK VISIVILITY
if ( pSoldier->bTeam != gbPlayerNum )
{
@@ -6742,13 +6739,13 @@ void SetInterfaceHeightLevel( )
// ATE: Use an entry point to determine what height to use....
if( gMapInformation.sNorthGridNo != -1 )
if( gMapInformation.sNorthGridNo != NOWHERE )
sGridNo = gMapInformation.sNorthGridNo;
else if( gMapInformation.sEastGridNo != -1 )
else if( gMapInformation.sEastGridNo != NOWHERE )
sGridNo = gMapInformation.sEastGridNo;
else if( gMapInformation.sSouthGridNo != -1 )
else if( gMapInformation.sSouthGridNo != NOWHERE )
sGridNo = gMapInformation.sSouthGridNo;
else if( gMapInformation.sWestGridNo != -1 )
else if( gMapInformation.sWestGridNo != NOWHERE )
sGridNo = gMapInformation.sWestGridNo;
else
{
+31 -20
View File
@@ -1633,7 +1633,8 @@ void HandleRenderInvSlots( SOLDIERTYPE *pSoldier, UINT8 fDirtyLevel )
}
else
{
for ( UINT32 cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
{
if ( fDirtyLevel == DIRTYLEVEL2 )
{
@@ -1717,7 +1718,8 @@ std::vector<OBJECTTYPE *> * getSoldierGuns( SOLDIERTYPE *pTeamSoldier )
std::vector<OBJECTTYPE *> * guns = new std::vector<OBJECTTYPE *>;
// Search for gun in soldier inventory
for (bLoop = 0; bLoop < pTeamSoldier->inv.size(); bLoop++)
UINT32 invsize = pTeamSoldier->inv.size();
for (bLoop = 0; bLoop < invsize; ++bLoop)
{
if ( (Item[pTeamSoldier->inv[bLoop].usItem].usItemClass & IC_GUN)
|| (Item[pTeamSoldier->inv[bLoop].usItem].usItemClass == IC_LAUNCHER) )
@@ -2800,7 +2802,8 @@ BOOLEAN SoldierContainsAnyCompatibleStuff( SOLDIERTYPE *pSoldier, OBJECTTYPE *pT
if( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -2813,7 +2816,8 @@ BOOLEAN SoldierContainsAnyCompatibleStuff( SOLDIERTYPE *pSoldier, OBJECTTYPE *pT
if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -2898,7 +2902,8 @@ BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos
// ATE: If pTest object is NULL, test only for existence of syringes, etc...
if ( pTestObject == NULL )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -2948,7 +2953,8 @@ BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos
if ( !(Item[ pTestObject->usItem ].hiddenaddon ) )
{
// First test attachments, which almost any type of item can have....
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -2990,7 +2996,8 @@ BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos
if ( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -3009,7 +3016,8 @@ BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos
}
else if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -3166,7 +3174,8 @@ BOOLEAN InternalHandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTest
// ATE: If pTest object is NULL, test only for existence of syringes, etc...
if ( pTestObject == NULL )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -3213,7 +3222,8 @@ BOOLEAN InternalHandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTest
}
// First test attachments, which almost any type of item can have....
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -3253,7 +3263,8 @@ BOOLEAN InternalHandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTest
//{
if( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -3273,7 +3284,8 @@ BOOLEAN InternalHandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTest
else if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) )
{
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObject = &(pSoldier->inv[ cnt ]);
@@ -3438,11 +3450,11 @@ void HandleNewlyAddedItems( SOLDIERTYPE *pSoldier, BOOLEAN *fDirtyLevel )
return;
}
UINT32 cnt;
INT16 sX, sY;
OBJECTTYPE *pObject;
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
{
if ( pSoldier->inv.bNewItemCount[ cnt ] == -2 )
{
@@ -3468,27 +3480,25 @@ void HandleNewlyAddedItems( SOLDIERTYPE *pSoldier, BOOLEAN *fDirtyLevel )
INVRenderItem( guiSAVEBUFFER, pSoldier, pObject, sX, sY, gSMInvData[ cnt ].sWidth, gSMInvData[ cnt ].sHeight, DIRTYLEVEL2, NULL, 0, TRUE, us16BPPItemCyclePlacedItemColors[ pSoldier->inv.bNewItemCycleCount[ cnt ] ] );
}
}
}
void CheckForAnyNewlyAddedItems( SOLDIERTYPE *pSoldier )
{
// OK, l0ok for any new...
for ( UINT32 cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
{
if ( pSoldier->inv.bNewItemCount[ cnt ] == -1 )
{
pSoldier->inv.bNewItemCount[ cnt ] = NEW_ITEM_CYCLES - 1;
}
}
}
void DegradeNewlyAddedItems( )
{
UINT32 uiTime;
UINT32 cnt, cnt2;
SOLDIERTYPE *pSoldier;
// If time done
@@ -3498,14 +3508,15 @@ void DegradeNewlyAddedItems( )
{
guiNewlyPlacedItemTimer = uiTime;
for ( cnt2 = 0; cnt2 < gGameOptions.ubSquadSize; cnt2++ )
for ( UINT32 cnt2 = 0; cnt2 < gGameOptions.ubSquadSize; ++cnt2 )
{
// GET SOLDIER
if ( gTeamPanel[ cnt2 ].fOccupied )
{
pSoldier = MercPtrs[ gTeamPanel[ cnt2 ].ubID ];
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
{
if ( pSoldier->inv.bNewItemCount[ cnt ] > 0 )
{
+3 -2
View File
@@ -1141,7 +1141,8 @@ void ReevaluateItemHatches( SOLDIERTYPE *pSoldier, BOOLEAN fAllValid )
if ( ( gpItemPointer != NULL ) && !fAllValid )
{
// check all inventory positions and mark the ones where cursor item won't fit as invalid
for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
gbInvalidPlacementSlot[ cnt ] = !CanItemFitInPosition( pSoldier, gpItemPointer, (INT8)cnt, FALSE );
@@ -1165,7 +1166,7 @@ void ReevaluateItemHatches( SOLDIERTYPE *pSoldier, BOOLEAN fAllValid )
else
{
// mark all inventory positions as valid
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
for ( cnt = 0; cnt < NUM_INV_SLOTS; ++cnt )
{
gbInvalidPlacementSlot[ cnt ] = FALSE;
}
+48 -33
View File
@@ -872,8 +872,10 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
#endif
}
for ( i = 0; i < pp->Inv.size(); i++ )
{ //clear items, but only if they have write status.
UINT32 invsize = pp->Inv.size();
for( i = 0; i < invsize; ++i )
{
//clear items, but only if they have write status.
if( !(pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE) )
{
DeleteObj(&pp->Inv[ i ]);
@@ -1008,9 +1010,11 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
// if gun was pre-selected (rcvd negative weapon class) and needs ammo
if( bWeaponClass < 0 && bAmmoClips )
{ //Linda has added a specific gun to the merc's inventory, but no ammo. So, we
{
//Linda has added a specific gun to the merc's inventory, but no ammo. So, we
//will choose ammunition that works with the gun.
for( i = 0; i < pp->Inv.size(); i++ )
UINT16 invsize = pp->Inv.size();
for( i = 0; i < invsize; ++i )
{
if( Item[ pp->Inv[ i ].usItem ].usItemClass == IC_GUN && pp->Inv[ i ].exists() == true)
{
@@ -2596,7 +2600,8 @@ else
if ( (SOLDIER_CLASS_ENEMY( bSoldierClass ) || ( gGameExternalOptions.ubMilitiaDropEquipment > 0 && SOLDIER_CLASS_MILITIA( bSoldierClass ) )) && !IsAutoResolveActive() )
{
// SPECIAL handling for weapons: we'll always drop a weapon type that has never been dropped before
for( i = 0; i < pp->Inv.size(); i++ )
UINT32 invsize = pp->Inv.size();
for( i = 0; i < invsize; ++i )
{
usItem = pp->Inv[ i ].usItem;
//TODO: someday maybe pp->Inv[i].fFlags &= ~ITEM_REPAIRABLE;
@@ -2684,7 +2689,8 @@ else
if( fAmmo )
{
// now drops ALL ammo found, not just the first slot
for( i = 0; i < pp->Inv.size(); i++ )
UINT32 invsize = pp->Inv.size();
for( i = 0; i < invsize; ++i )
{
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
if( uiItemClass == IC_AMMO )
@@ -2702,7 +2708,8 @@ else
if( fWeapon )
{
ubNumMatches = 0;
for( i = 0; i < pp->Inv.size(); i++ )
UINT32 invsize = pp->Inv.size();
for( i = 0; i < invsize; ++i )
{
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
if( uiItemClass == IC_GUN || uiItemClass == IC_LAUNCHER )
@@ -2710,12 +2717,12 @@ else
if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
break;
else
ubNumMatches++;
++ubNumMatches;
}
}
if ( ubNumMatches > 0 )
{
for( i = 0; i < pp->Inv.size(); i++ )
for( i = 0; i < invsize; ++i )
{
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
if( uiItemClass == IC_GUN || uiItemClass == IC_LAUNCHER )
@@ -2735,7 +2742,8 @@ else
if( fArmour )
{
ubNumMatches = 0;
for( i = 0; i < pp->Inv.size(); i++ )
UINT32 invsize = pp->Inv.size();
for( i = 0; i < invsize; ++i )
{
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
if( uiItemClass == IC_ARMOUR )
@@ -2743,12 +2751,12 @@ else
if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
break;
else
ubNumMatches++;
++ubNumMatches;
}
}
if ( ubNumMatches > 0 )
{
for( i = 0; i < pp->Inv.size(); i++ )
for( i = 0; i < invsize; ++i )
{
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
if( uiItemClass == IC_ARMOUR )
@@ -2767,7 +2775,8 @@ else
if( fKnife)
{
for( i = 0; i < pp->Inv.size(); i++ )
UINT32 invsize = pp->Inv.size();
for( i = 0; i < invsize; ++i )
{
// drops FIRST knife found
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
@@ -2788,7 +2797,8 @@ else
if( fGrenades )
{
ubNumMatches = 0;
for( i = 0; i < pp->Inv.size(); i++ )
UINT32 invsize = pp->Inv.size();
for( i = 0; i < invsize; ++i )
{
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
if( uiItemClass == IC_GRENADE )
@@ -2796,12 +2806,12 @@ else
if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
break;
else
ubNumMatches++;
++ubNumMatches;
}
}
if ( ubNumMatches > 0 )
{
for( i = 0; i < pp->Inv.size(); i++ )
for( i = 0; i < invsize; ++i )
{
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
if( uiItemClass == IC_GRENADE )
@@ -2821,7 +2831,8 @@ else
if( fKit )
{
ubNumMatches = 0;
for( i = 0; i < pp->Inv.size(); i++ )
UINT32 invsize = pp->Inv.size();
for( i = 0; i < invsize; ++i )
{
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
if( uiItemClass == IC_MEDKIT || uiItemClass == IC_KIT )
@@ -2834,7 +2845,7 @@ else
}
if ( ubNumMatches > 0 )
{
for( i = 0; i < pp->Inv.size(); i++ )
for( i = 0; i < invsize; ++i )
{
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
if( uiItemClass == IC_MEDKIT || uiItemClass == IC_KIT )
@@ -2854,7 +2865,8 @@ else
if( fFace )
{
ubNumMatches = 0;
for( i = 0; i < pp->Inv.size(); i++ )
UINT32 invsize = pp->Inv.size();
for( i = 0; i < invsize; ++i )
{
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
if( uiItemClass == IC_FACE )
@@ -2862,12 +2874,12 @@ else
if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
break;
else
ubNumMatches++;
++ubNumMatches;
}
}
if ( ubNumMatches > 0 )
{
for( i = 0; i < pp->Inv.size(); i++ )
for( i = 0; i < invsize; ++i )
{
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
if( uiItemClass == IC_FACE )
@@ -2887,7 +2899,8 @@ else
if( fMisc )
{
ubNumMatches = 0;
for( i = 0; i < pp->Inv.size(); i++ )
UINT32 invsize = pp->Inv.size();
for( i = 0; i < invsize; ++i )
{
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
if( uiItemClass == IC_MISC )
@@ -2895,12 +2908,12 @@ else
if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
break;
else
ubNumMatches++;
++ubNumMatches;
}
}
if ( ubNumMatches > 0 )
{
for( i = 0; i < pp->Inv.size(); i++ )
for( i = 0; i < invsize; ++i )
{
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
if( uiItemClass == IC_MISC )
@@ -2921,8 +2934,9 @@ else
else if (gGameExternalOptions.ubEnemiesItemDrop == 1)
{
// Loop through the enemy inter
for( i = 0; i < pp->Inv.size(); i++ )
{
UINT32 invsize = pp->Inv.size();
for( i = 0; i < invsize; ++i )
{
uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
// We are allowed to change the object and it is not the first (nothing) object
@@ -2933,7 +2947,7 @@ else
if( uiItemClass == IC_GUN)
{
// Find matching weaponType in the XML
for (j = 0; j < MAX_DROP_ITEMS; j++)
for (j = 0; j < MAX_DROP_ITEMS; ++j)
{
// We have no more weapon items->exit from loop
if (j > 0 && gEnemyWeaponDrops[j].uiIndex == 0)
@@ -2974,7 +2988,7 @@ else
else if (uiItemClass == IC_AMMO)
{
// Find matching ammo in the XML
for (j = 0; j < MAX_DROP_ITEMS; j++)
for (j = 0; j < MAX_DROP_ITEMS; ++j)
{
// We have no more ammo items->exit from loop
if (j > 0 && gEnemyAmmoDrops[j].uiIndex == 0)
@@ -2986,7 +3000,7 @@ else
uiRandomValue = Random(100);
if (uiRandomValue == 0)
uiRandomValue++;
++uiRandomValue;
// militia
if ( SOLDIER_CLASS_MILITIA( bSoldierClass ) )
@@ -3047,7 +3061,6 @@ else
}
}
break;
}
}
@@ -3068,7 +3081,7 @@ else
uiRandomValue = Random(100);
if (uiRandomValue == 0)
uiRandomValue++;
++uiRandomValue;
// militia
if ( SOLDIER_CLASS_MILITIA( bSoldierClass ) )
@@ -3251,7 +3264,8 @@ void ReplaceExtendedGuns( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass )
INT8 bWeaponClass;
UINT16 usItem, usNewGun, usAmmo, usNewAmmo;
for ( uiLoop = 0; uiLoop < pp->Inv.size(); uiLoop++ )
UINT32 invsize = pp->Inv.size();
for ( uiLoop = 0; uiLoop < invsize; ++uiLoop )
{
usItem = pp->Inv[ uiLoop ].usItem;
@@ -3289,7 +3303,8 @@ void ReplaceExtendedGuns( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass )
// must search through inventory and replace ammo accordingly
for ( uiLoop2 = 0; uiLoop2 < pp->Inv.size(); uiLoop2++ )
UINT32 invsize = pp->Inv.size();
for ( uiLoop2 = 0; uiLoop2 < invsize; ++uiLoop2 )
{
usAmmo = pp->Inv[ uiLoop2 ].usItem;
if ( (Item[ usAmmo ].usItemClass & IC_AMMO) )
+26 -13
View File
@@ -80,11 +80,13 @@ bool DestroyLBEIfEmpty(OBJECTTYPE* pObj)
{
if (pObj->IsActiveLBE(0) == true) {
LBENODE* pLBE = pObj->GetLBEPointer(0);
if (pLBE) {
for (unsigned int x = 0; x < pLBE->inv.size(); ++x) {
if (pLBE->inv[x].exists() == true) {
if (pLBE)
{
UINT16 plbesize = pLBE->inv.size();
for (UINT16 x = 0; x < plbesize; ++x)
{
if (pLBE->inv[x].exists() == true)
return false;
}
}
for (std::list<LBENODE>::iterator iter = LBEArray.begin(); iter != LBEArray.end(); ++iter) {
if (iter->uniqueID == pLBE->uniqueID) {
@@ -107,38 +109,44 @@ void DestroyLBE(OBJECTTYPE* pObj)
LBENODE* pLBE = pObj->GetLBEPointer(0);
if(pLBE)
{
for(unsigned int x = 0; x < pLBE->inv.size(); x++)
UINT16 plbesize = pLBE->inv.size();
for(UINT16 x = 0; x < plbesize; ++x)
{
if(pLBE->inv[x].exists() == true)
{
pLBE->inv[x].initialize();
}
}
for (std::list<LBENODE>::iterator iter = LBEArray.begin(); iter != LBEArray.end(); ++iter) {
if (iter->uniqueID == pLBE->uniqueID) {
for (std::list<LBENODE>::iterator iter = LBEArray.begin(); iter != LBEArray.end(); ++iter)
{
if (iter->uniqueID == pLBE->uniqueID)
{
LBEArray.erase(iter);
break;
}
}
(*pObj)[0]->data.lbe.uniqueID = 0;
(*pObj)[0]->data.lbe.bLBE = 0;
return;
}
}
return;
}
void MoveItemsInSlotsToLBE( SOLDIERTYPE *pSoldier, std::vector<INT8>& LBESlots, LBENODE* pLBE, OBJECTTYPE* pObj)
{
for(unsigned int i=0; i<LBESlots.size(); i++) // Go through default pockets one by one
UINT16 plbesize = pLBE->inv.size();
UINT16 lbesize = LBESlots.size();
for(UINT16 i=0; i<lbesize; ++i) // Go through default pockets one by one
{
if(pSoldier->inv[LBESlots[i]].exists() == false) // No item in this pocket
continue;
// Found an item in a default pocket so get it's ItemSize
UINT16 dSize = CalculateItemSize(&pSoldier->inv[LBESlots[i]]);
for(unsigned int j=0; j<pLBE->inv.size(); j++) // Search through LBE and see if item fits anywhere
for(unsigned int j=0; j<plbesize; ++j) // Search through LBE and see if item fits anywhere
{
if(pLBE->inv[j].exists() == true) // Item already stored in LBENODE pocket
continue;
@@ -368,15 +376,19 @@ BOOLEAN MoveItemFromLBEItem( SOLDIERTYPE *pSoldier, UINT32 uiHandPos, OBJECTTYPE
}
}
}
if (DestroyLBEIfEmpty(pObj) == false) {
if (DestroyLBEIfEmpty(pObj) == false)
{
//we should have copied all the items from the LBE to the soldier
//which means the LBE should be empty and destroyed. However, if it's not empty, we need to force place
//some items so that we can empty the LBE without losing anything.
for(unsigned int i = 0; i < LBESlots.size(); i++)
UINT16 invsize = pSoldier->inv.size();
UINT16 lbesize = LBESlots.size();
for(UINT16 i = 0; i < lbesize; ++i)
{
if(pLBE->inv[i].exists() == true)
{
for(unsigned int j = BIGPOCKSTART; j < pSoldier->inv.size(); j++)
for(UINT16 j = BIGPOCKSTART; j < invsize; ++j)
{
if(pSoldier->inv[j].exists() == false)
{
@@ -385,6 +397,7 @@ BOOLEAN MoveItemFromLBEItem( SOLDIERTYPE *pSoldier, UINT32 uiHandPos, OBJECTTYPE
}
}
}
//Now, check one last time and if we still have an object, drop it to the ground
if(pLBE->inv[i].exists() == true)
{
+105 -97
View File
@@ -1550,7 +1550,8 @@ INT8 FindBestWeaponIfCurrentIsOutOfRange(SOLDIERTYPE * pSoldier, INT8 bCurrentWe
INT8 secondBestWeapon = 0;
//search for weapons that meet the range, then sort by damage.
//if there are no weapons that meet the range, then use the longest range we can find
for (INT8 bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
//if this is a weapon
if (Item[pSoldier->inv[bLoop].usItem].usItemClass & (IC_WEAPON | IC_THROWN) && pSoldier->inv[bLoop].exists() == true)
@@ -1618,9 +1619,8 @@ INT8 FindMetalDetectorInHand( SOLDIERTYPE * pSoldier )
INT8 FindLockBomb( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (Item[pSoldier->inv[bLoop].usItem].lockbomb && pSoldier->inv[bLoop].exists() == true)
{
@@ -1632,9 +1632,8 @@ INT8 FindLockBomb( SOLDIERTYPE * pSoldier )
INT8 FindUsableObj( SOLDIERTYPE * pSoldier, UINT16 usItem )
{
INT8 bLoop;
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if ( pSoldier->inv[bLoop].usItem == usItem
&& pSoldier->inv[bLoop].exists() == true
@@ -1649,9 +1648,8 @@ INT8 FindUsableObj( SOLDIERTYPE * pSoldier, UINT16 usItem )
INT8 FindObjExcludingSlot( SOLDIERTYPE * pSoldier, UINT16 usItem, INT8 bExcludeSlot )
{
INT8 bLoop;
for (bLoop = 0; bLoop < (INT8)pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (bLoop == bExcludeSlot)
{
@@ -1686,7 +1684,6 @@ INT8 FindObj( SOLDIERTYPE * pSoldier, UINT16 usItem, INT8 bLower, INT8 bUpper )
INT8 FindObjInObjRange( SOLDIERTYPE * pSoldier, UINT16 usItem1, UINT16 usItem2 )
{
INT8 bLoop;
UINT16 usTemp;
if (usItem1 > usItem2 )
@@ -1697,7 +1694,8 @@ INT8 FindObjInObjRange( SOLDIERTYPE * pSoldier, UINT16 usItem1, UINT16 usItem2 )
usItem1 = usTemp;
}
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
usTemp = pSoldier->inv[bLoop].usItem;
if ( usTemp >= usItem1 && usTemp <= usItem2 && pSoldier->inv[bLoop].exists() == true)
@@ -1712,9 +1710,8 @@ INT8 FindObjInObjRange( SOLDIERTYPE * pSoldier, UINT16 usItem1, UINT16 usItem2 )
INT8 FindObjClass( SOLDIERTYPE * pSoldier, UINT32 usItemClass )
{
INT8 bLoop;
for (bLoop = 0; bLoop < (INT8)pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (Item[pSoldier->inv[bLoop].usItem].usItemClass & usItemClass && pSoldier->inv[bLoop].exists() == true)
{
@@ -1730,13 +1727,13 @@ INT8 FindAIUsableObjClass( SOLDIERTYPE * pSoldier, UINT32 usItemClass )
// the "unusable by AI" flag set.
// uses & rather than == so that this function can search for any weapon
INT8 bLoop;
// This is for the AI only so:
// Do not consider tank cannons or rocket launchers to be "guns"
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( (Item[pSoldier->inv[bLoop].usItem].usItemClass & usItemClass) && !(pSoldier->inv[bLoop].fFlags & OBJECT_AI_UNUSABLE) && (pSoldier->inv[bLoop][0]->data.objectStatus >= USABLE ) )
@@ -1823,9 +1820,8 @@ BOOLEAN GLGrenadeInSlot(SOLDIERTYPE *pSoldier, INT8 bSlot )
// for grenade launchers
INT8 FindGLGrenade( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < (INT8)pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (GLGrenadeInSlot( pSoldier, bLoop ))
{
@@ -1849,10 +1845,13 @@ INT8 FindThrowableGrenade( SOLDIERTYPE * pSoldier )
fCheckForFlares = TRUE;
}
}
INT8 invsize = (INT8)pSoldier->inv.size();
if (fCheckForFlares)
{
// Do a priority check for flares first
for (bLoop = 0; bLoop < (INT8)pSoldier->inv.size(); bLoop++)
for (bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( Item[pSoldier->inv[ bLoop ].usItem].flare )
@@ -1863,7 +1862,7 @@ INT8 FindThrowableGrenade( SOLDIERTYPE * pSoldier )
}
}
for (bLoop = 0; bLoop < (INT8)pSoldier->inv.size(); bLoop++)
for (bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( (Item[ pSoldier->inv[ bLoop ].usItem ].usItemClass & IC_GRENADE) && // Try this check instead, to avoid tossing RPG rounds !GLGrenadeInSlot( pSoldier, bLoop ) &&
@@ -1933,7 +1932,8 @@ INT8 FindLaunchable( SOLDIERTYPE * pSoldier, UINT16 usWeapon )
{
INT8 bLoop;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindLaunchable: weapon=%d",usWeapon));
for (bLoop = 0; bLoop < (INT8)pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for (bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( ValidLaunchable( pSoldier->inv[ bLoop ].usItem , usWeapon ) )
@@ -1952,7 +1952,8 @@ INT8 FindNonSmokeLaunchable( SOLDIERTYPE * pSoldier, UINT16 usWeapon )
{
INT8 bLoop;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindNonSmokeLaunchable: weapon=%d",usWeapon));
for (bLoop = 0; bLoop < (INT8)pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for (bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( ValidLaunchable( pSoldier->inv[ bLoop ].usItem , usWeapon ) && Explosive[Item[pSoldier->inv[ bLoop ].usItem].ubClassIndex].ubType != EXPLOSV_SMOKE )
@@ -2894,7 +2895,8 @@ UINT16 CalculateItemSize( OBJECTTYPE *pObject )
}
// LBENODE has it's ItemSize adjusted based on what it's storing
if(pObject->IsActiveLBE(numStacked) == true) {
if(pObject->IsActiveLBE(numStacked) == true)
{
LBENODE* pLBE = pObject->GetLBEPointer(numStacked);
if(pLBE)
{
@@ -2905,7 +2907,8 @@ UINT16 CalculateItemSize( OBJECTTYPE *pObject )
UINT16 pIndex, testSize, maxSize;
UINT8 pocketCapacity, numberOfSizeIncrements;
FLOAT currentPocketPercent, currentPocketPartOfTotal;
for(unsigned int x = 0; x < pLBE->inv.size(); x++)
UINT16 invsize = pLBE->inv.size();
for(UINT16 x = 0; x < invsize; ++x)
{
if(LoadBearingEquipment[Item[pObject->usItem].ubClassIndex].lbePocketIndex[x] != 0)
{
@@ -2914,7 +2917,7 @@ UINT16 CalculateItemSize( OBJECTTYPE *pObject )
}
}
//Now, look through each active pocket
for(unsigned int x = 0; x < pLBE->inv.size(); x++)
for(UINT16 x = 0; x < invsize; ++x)
{
if(pLBE->inv[x].exists() == true)
{
@@ -2942,7 +2945,7 @@ UINT16 CalculateItemSize( OBJECTTYPE *pObject )
newSize = 0;
maxSize = max(iSize, LoadBearingEquipment[Item[pObject->usItem].ubClassIndex].lbeFilledSize);
// Look for the ItemSize of the largest item in this LBENODE
for(unsigned int x = 0; x < pLBE->inv.size(); ++x)
for(UINT16 x = 0; x < invsize; ++x)
{
if(pLBE->inv[x].exists() == true)
{
@@ -3074,8 +3077,10 @@ UINT16 OBJECTTYPE::GetWeightOfObjectInStack(unsigned int index)
if(pItem->usItemClass == IC_LBEGEAR && IsActiveLBE(index) && (UsingNewInventorySystem() == true))
{
LBENODE* pLBE = GetLBEPointer(index);
if (pLBE) {
for ( unsigned int subObjects = 0; subObjects < pLBE->inv.size(); subObjects++)
if (pLBE)
{
UINT16 invsize = pLBE->inv.size();
for ( UINT16 subObjects = 0; subObjects < pLBE->inv.size(); ++subObjects)
{
if (pLBE->inv[subObjects].exists() == true)
{
@@ -3125,7 +3130,8 @@ UINT32 CalculateCarriedWeight( SOLDIERTYPE * pSoldier )
UINT32 ubStrengthForCarrying;
//Pulmu: Changes for dynamic ammo weight
for( ubLoop = 0; ubLoop < pSoldier->inv.size(); ubLoop++)
UINT8 invsize = pSoldier->inv.size();
for( ubLoop = 0; ubLoop < invsize; ++ubLoop)
{
//ADB the weight of the object is already counting stacked objects, attachments, et al
uiTotalWeight += CalculateObjectWeight(&pSoldier->inv[ubLoop]);
@@ -3156,7 +3162,6 @@ UINT32 CalculateCarriedWeight( SOLDIERTYPE * pSoldier )
uiPercent = (UINT32)(((FLOAT)20 * (FLOAT)gGameExternalOptions.iStrengthToLiftHalfKilo) * uiTotalWeight) / ( ubStrengthForCarrying );
return( uiPercent );
}
void DeleteObj(OBJECTTYPE * pObj )
@@ -3668,8 +3673,8 @@ INT8 FindAmmo( SOLDIERTYPE * pSoldier, UINT8 ubCalibre, UINT16 ubMagSize, UINT8
INVTYPE * pItem;
//CHRISL: Update this to search for the largest appropriate mag if ubMagSize = ANY_MAGSIZE
for (bLoop = HANDPOS; bLoop < (INT8)pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for (bLoop = HANDPOS; bLoop < invsize; ++bLoop)
{
//CHRISL: If in NIV, in combat and backpack is closed, don't look inside
if(UsingNewAttachmentSystem() == true && (gTacticalStatus.uiFlags & INCOMBAT) && IsBackpackSlot(bLoop) == true && pSoldier->flags.ZipperFlag == FALSE)
@@ -8445,7 +8450,8 @@ BOOLEAN RemoveObjectFromSoldierProfile( UINT8 ubProfile, UINT16 usItem )
return( TRUE );
}
MERCPROFILESTRUCT* pProfile = &gMercProfiles[ ubProfile ];
for (unsigned int bLoop = 0; bLoop < pProfile->inv.size(); bLoop++)
UINT8 invsize = pProfile->inv.size();
for (UINT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if ( pProfile->inv[ bLoop ] == usItem )
{
@@ -8495,9 +8501,9 @@ void SetMoneyInSoldierProfile( UINT8 ubProfile, UINT32 uiMoney )
INT8 FindObjectInSoldierProfile( UINT8 ubProfile, UINT16 usItem )
{
MERCPROFILESTRUCT* pProfile = &gMercProfiles[ ubProfile ];
for (unsigned int bLoop = 0; bLoop < pProfile->inv.size(); bLoop++)
INT8 invsize = (INT8)pProfile->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if ( pProfile->bInvNumber[ bLoop ] > 0 )
{
@@ -8700,7 +8706,6 @@ BOOLEAN DamageItem( OBJECTTYPE * pObject, INT32 iDamage, BOOLEAN fOnGround )
void CheckEquipmentForDamage( SOLDIERTYPE *pSoldier, INT32 iDamage )
{
INT8 bSlot;
BOOLEAN fBlowsUp;
UINT8 ubNumberOfObjects;
@@ -8709,7 +8714,8 @@ void CheckEquipmentForDamage( SOLDIERTYPE *pSoldier, INT32 iDamage )
return;
}
for (bSlot = 0; bSlot < (INT8) pSoldier->inv.size(); bSlot++)
UINT8 invsize = pSoldier->inv.size();
for (UINT8 bSlot = 0; bSlot < invsize; ++bSlot)
{
if (pSoldier->inv[bSlot].exists() == false) {
continue;
@@ -8744,11 +8750,11 @@ void CheckEquipmentForDamage( SOLDIERTYPE *pSoldier, INT32 iDamage )
void CheckEquipmentForFragileItemDamage( SOLDIERTYPE *pSoldier, INT32 iDamage )
{
// glass jars etc can be damaged by falling over
INT8 bSlot;
UINT8 ubNumberOfObjects;
BOOLEAN fPlayedGlassBreak = FALSE;
for (bSlot = 0; bSlot < (INT8) pSoldier->inv.size(); bSlot++)
UINT8 invsize = pSoldier->inv.size();
for (UINT8 bSlot = 0; bSlot < invsize; ++bSlot)
{
if (pSoldier->inv[bSlot].exists() == false) {
continue;
@@ -10912,7 +10918,7 @@ INT16 GetNightVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
//ADB and AXP 28.03.2007: CtH bug fix: We also want to check on a firing weapon, "raised" alone is not enough ;)
bool usingGunScope = WeaponReady(pSoldier);
// CHRISL:
for (int i = BODYPOSSTART; i < BODYPOSFINAL; i++)
for (int i = BODYPOSSTART; i < BODYPOSFINAL; ++i )
{
// More optimization
pObj = &( pSoldier->inv[i]);
@@ -11327,17 +11333,16 @@ INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
bonus += GetCaveVisionRangeBonus(pSoldier, bLightLevel);
}
}
else if ( bLightLevel < NORMAL_LIGHTLEVEL_DAY )
{
bonus += GetBrightLightVisionRangeBonus(pSoldier, bLightLevel);
}
if ( bLightLevel < NORMAL_LIGHTLEVEL_NIGHT )
{
bonus += GetDayVisionRangeBonus(pSoldier, bLightLevel);
}
if ( bLightLevel < NORMAL_LIGHTLEVEL_DAY )
{
bonus += GetBrightLightVisionRangeBonus(pSoldier, bLightLevel);
}
// Flugente: drugs can alter our sight
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_VISION ] )
{
@@ -11918,9 +11923,8 @@ BOOLEAN EXPLOSIVE_GUN ( UINT16 x)
INT8 FindRocketLauncherOrCannon( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].rocketlauncher || Item[pSoldier->inv[bLoop].usItem].cannon )
@@ -11934,9 +11938,8 @@ INT8 FindRocketLauncherOrCannon( SOLDIERTYPE * pSoldier )
INT8 FindRocketLauncher( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].rocketlauncher )
@@ -11950,9 +11953,8 @@ INT8 FindRocketLauncher( SOLDIERTYPE * pSoldier )
INT8 FindCannon( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( Item[pSoldier->inv[bLoop].usItem].cannon )
@@ -11967,11 +11969,12 @@ INT8 FindCannon( SOLDIERTYPE * pSoldier )
INT8 FindUsableCrowbar( SOLDIERTYPE * pSoldier )
{
//JMich_SkillModifiers: Adding a bonus check, to return the best crowbar, and modifying the return value.
INT8 bLoop, bonus, FoundCrowbar;
INT8 bonus, FoundCrowbar;
FoundCrowbar = NO_SLOT;
bonus = -101;
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( Item[pSoldier->inv[bLoop].usItem].crowbar && pSoldier->inv[bLoop][0]->data.objectStatus >= USABLE && Item[pSoldier->inv[bLoop].usItem].CrowbarModifier > bonus)
@@ -11996,11 +11999,11 @@ OBJECTTYPE* FindAttachedBatteries( OBJECTTYPE * pObj )
}
return( 0 );
}
INT8 FindToolkit( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].toolkit )
@@ -12011,11 +12014,11 @@ INT8 FindToolkit( SOLDIERTYPE * pSoldier )
}
return( NO_SLOT );
}
INT8 FindMedKit( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].medicalkit )
@@ -12026,11 +12029,11 @@ INT8 FindMedKit( SOLDIERTYPE * pSoldier )
}
return( NO_SLOT );
}
INT8 FindFirstAidKit( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].firstaidkit )
@@ -12041,11 +12044,11 @@ INT8 FindFirstAidKit( SOLDIERTYPE * pSoldier )
}
return( NO_SLOT );
}
INT8 FindCamoKit( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].camouflagekit )
@@ -12056,14 +12059,16 @@ INT8 FindCamoKit( SOLDIERTYPE * pSoldier )
}
return( NO_SLOT );
}
//JMich_SkillModifiers: Adding a function to see if we have an item with disarm bonus
INT8 FindDisarmKit( SOLDIERTYPE * pSoldier )
{
INT8 bLoop, bonus, FoundKit;
INT8 bonus, FoundKit;
FoundKit = NO_SLOT;
bonus = 0;
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( ( ( Item[pSoldier->inv[bLoop].usItem].DisarmModifier * pSoldier->inv[bLoop][0]->data.objectStatus ) / 100 ) > bonus )
@@ -12075,17 +12080,20 @@ INT8 FindDisarmKit( SOLDIERTYPE * pSoldier )
}
return( FoundKit );
}
INT8 FindLocksmithKit( SOLDIERTYPE * pSoldier )
{
//JMich_SkillModifiers: Adding a bonus check, to return the best LocksmithKit, and modifying the return value.
INT8 bLoop, bonus, FoundKit;
INT8 bonus, FoundKit;
FoundKit = NO_SLOT;
bonus = -101;
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].locksmithkit )
if (pSoldier->inv[bLoop].exists() == true)
{
if (Item[pSoldier->inv[bLoop].usItem].locksmithkit )
{
//JMich_SkillModifiers: If the locksmith kit has a bonus, reduce it based on the status, so we use the best bonus.
if (Item[pSoldier->inv[bLoop].usItem].LockPickModifier > 0 )
@@ -12094,9 +12102,9 @@ INT8 FindLocksmithKit( SOLDIERTYPE * pSoldier )
{
bonus = ( Item[pSoldier->inv[bLoop].usItem].LockPickModifier * pSoldier->inv[bLoop][0]->data.objectStatus / 100 );
FoundKit = bLoop;
}
}
}
}
//JMich_SkillModifiers: If on the other hand the locksmith is a shoddy one, keep that penalty regardless of status.
else
{
@@ -12104,18 +12112,17 @@ INT8 FindLocksmithKit( SOLDIERTYPE * pSoldier )
{
bonus = Item[pSoldier->inv[bLoop].usItem].LockPickModifier;
FoundKit = bLoop;
}
}
}
}
}
}
}
return( FoundKit );
}
INT8 FindWalkman( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = BODYPOSSTART; bLoop < BODYPOSFINAL; bLoop++)
for (INT8 bLoop = BODYPOSSTART; bLoop < BODYPOSFINAL; bLoop++)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].walkman )
@@ -12126,14 +12133,15 @@ INT8 FindWalkman( SOLDIERTYPE * pSoldier )
}
return( NO_SLOT );
}
INT8 FindTrigger( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].remotetrigger )
if (pSoldier->inv[bLoop].exists() == true)
{
if (Item[pSoldier->inv[bLoop].usItem].remotetrigger )
{
return( bLoop );
}
@@ -12141,11 +12149,10 @@ INT8 FindTrigger( SOLDIERTYPE * pSoldier )
}
return( NO_SLOT );
}
INT8 FindRemoteControl( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = BODYPOSSTART; bLoop < BODYPOSFINAL; bLoop++)
for (INT8 bLoop = BODYPOSSTART; bLoop < BODYPOSFINAL; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].robotremotecontrol )
@@ -12162,7 +12169,7 @@ UINT16 LowestLaunchableCoolness(UINT16 launcherIndex)
UINT16 i = 0;
UINT16 lowestCoolness = 999;
for( i = 0; i < MAXITEMS; i++ )
for( i = 0; i < MAXITEMS; ++i )
{
if ( Item[i].usItemClass == 0 )
break;
@@ -12186,7 +12193,7 @@ UINT16 PickARandomLaunchable(UINT16 itemIndex)
// WANNE: This should fix the hang on the merc positioning screen (fix by Razer)
//while( !usNumMatches )
{ //Count the number of valid launchables
for( i = 0; i < MAXITEMS; i++ )
for( i = 0; i < MAXITEMS; ++i )
{
if ( Item[i].usItemClass == 0 )
break;
@@ -12199,7 +12206,7 @@ UINT16 PickARandomLaunchable(UINT16 itemIndex)
if( usNumMatches )
{
usRandom = (UINT16)Random( usNumMatches );
for( i = 0; i < MAXITEMS; i++ )
for( i = 0; i < MAXITEMS; ++i )
{
if ( Item[i].usItemClass == 0 )
break;
@@ -13437,7 +13444,7 @@ INT16 GetWornStealth( SOLDIERTYPE * pSoldier )
INT8 bLoop;
INT16 ttl=0;
for (bLoop = HELMETPOS; bLoop <= LEGPOS; bLoop++)
for (bLoop = HELMETPOS; bLoop <= LEGPOS; ++bLoop)
{
if ( pSoldier->inv[bLoop].exists() == true )
ttl += GetStealthBonus(&pSoldier->inv[bLoop]);
@@ -14049,7 +14056,7 @@ BOOLEAN UseTotalMedicalKitPoints( SOLDIERTYPE * pSoldier, UINT16 usPointsToConsu
// add up kit points of all medkits
// CHRISL: Changed to dynamically determine max inventory locations.
for (ubPocket = HANDPOS; ubPocket < NUM_INV_SLOTS; ubPocket++)
for (ubPocket = HANDPOS; ubPocket < NUM_INV_SLOTS; ++ubPocket)
{
if ( IsMedicalKitItem( &( pSoldier->inv[ ubPocket ] ) ) )
{
@@ -15277,7 +15284,8 @@ UINT8 GetInventorySleepModifier( SOLDIERTYPE *pSoldier )
{
UINT8 modifier = 0;
for ( UINT8 i = 0; i < pSoldier->inv.size(); i++ )
UINT8 invsize = pSoldier->inv.size();
for ( UINT8 i = 0; i < invsize; ++i )
{
if( pSoldier->inv[ i ].exists() == true && Item[ pSoldier->inv[i].usItem ].ubSleepModifier > 0 )
{
+3 -4
View File
@@ -194,9 +194,8 @@ BOOLEAN KeyExistsInKeyRing( SOLDIERTYPE *pSoldier, UINT8 ubKeyID, UINT8 * pubPos
BOOLEAN KeyExistsInInventory( SOLDIERTYPE *pSoldier, UINT8 ubKeyID )
{
UINT8 ubLoop;
for (ubLoop = 0; ubLoop < pSoldier->inv.size(); ubLoop++)
UINT8 invsize = pSoldier->inv.size();
for (UINT8 ubLoop = 0; ubLoop < invsize; ++ubLoop)
{
if (Item[pSoldier->inv[ubLoop].usItem].usItemClass == IC_KEY)
{
@@ -742,7 +741,7 @@ BOOLEAN AttemptToBlowUpLock( SOLDIERTYPE * pSoldier, DOOR * pDoor )
}
// Flugente: flat bonus to using door breaching charges
iResult = SkillCheck( pSoldier, PLANTING_BOMB_CHECK, pSoldier->GetBackgroundValue(BG_BONUS_BREACHINGCHARGE) );
iResult = SkillCheck( pSoldier, PLANTING_BOMB_CHECK, (INT8)pSoldier->GetBackgroundValue(BG_BONUS_BREACHINGCHARGE) );
if (iResult >= -20)
{
// Do explosive graphic....
+11 -7
View File
@@ -271,7 +271,7 @@ void UpdateOldVersionMap()
{
gMapInformation.ubMapVersion++;
//6) Change all doors to FIRSTDOOR
for( i = 0; i < WORLD_MAX; i++ )
for( i = 0; i < WORLD_MAX; ++i )
{
//NOTE: Here are the index values for the various doors
//DOOR OPEN CLOSED
@@ -348,7 +348,8 @@ void UpdateOldVersionMap()
//Bug #04) Assign enemy mercs default army color code if applicable
if( curr->pDetailedPlacement )
{
for( i = 0; i < curr->pDetailedPlacement->Inv.size(); i++ )
INT32 invsize = (INT32)curr->pDetailedPlacement->Inv.size();
for( i = 0; i < invsize; ++i )
{ //make all items undroppable, even if it is empty. This will allow for
//random item generation, while empty, droppable slots are locked as empty
//during random item generation.
@@ -476,7 +477,7 @@ void UpdateOldVersionMap()
}
if( gMapInformation.ubMapVersion < 13 )
{ //replace all merc ammo inventory slots status value with the max ammo that the clip can hold.
INT32 i, cnt;
INT32 cnt;
OBJECTTYPE *pItem;
gMapInformation.ubMapVersion++;
//Bug 10) Padding on detailed placements is uninitialized. Clear all data starting at
@@ -486,12 +487,13 @@ void UpdateOldVersionMap()
{
if( curr->pDetailedPlacement )
{
for ( i = 0; i < curr->pDetailedPlacement->Inv.size(); i++ )
UINT32 invsize = curr->pDetailedPlacement->Inv.size();
for ( UINT32 i = 0; i < invsize; ++i )
{
pItem = &curr->pDetailedPlacement->Inv[ i ];
if( Item[ pItem->usItem ].usItemClass & IC_AMMO )
{
for( cnt = 0; cnt < pItem->ubNumberOfObjects; cnt++ )
for( cnt = 0; cnt < pItem->ubNumberOfObjects; ++cnt )
{
pItem->shots.ubShotsLeft[ cnt ] = Magazine[ Item[ pItem->usItem ].ubClassIndex ].ubMagSize;
}
@@ -571,7 +573,8 @@ void UpdateOldVersionMap()
{
if( curr->pDetailedPlacement )
{
for( UINT32 i = 0; i < curr->pDetailedPlacement->Inv.size(); i++ )
UINT32 invsize = curr->pDetailedPlacement->Inv.size();
for( UINT32 i = 0; i < invsize; ++i )
{
if( !curr->pDetailedPlacement->Inv[ i ].usItem )
{
@@ -645,7 +648,8 @@ void AutoCalculateItemNoOverwriteStatus()
{
if( curr->pDetailedPlacement )
{
for( UINT32 i = 0; i < curr->pDetailedPlacement->Inv.size(); i++ )
UINT32 invsize = curr->pDetailedPlacement->Inv.size();
for( UINT32 i = 0; i < invsize; ++i )
{
pItem = &curr->pDetailedPlacement->Inv[ i ];
if( pItem->exists() == true )
+73 -95
View File
@@ -4990,7 +4990,7 @@ BOOLEAN TeamMemberNear(INT8 bTeam, INT32 sGridNo, INT32 iRange)
UINT8 bLoop;
SOLDIERTYPE * pSoldier;
for (bLoop=gTacticalStatus.Team[bTeam].bFirstID, pSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[bTeam].bLastID; bLoop++, pSoldier++)
for (bLoop=gTacticalStatus.Team[bTeam].bFirstID, pSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[bTeam].bLastID; ++bLoop, pSoldier++)
{
if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE) && !( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) )
{
@@ -5042,52 +5042,47 @@ INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirect
*psAdjustedGridNo = sGridNo;
}
// CHECK IF IT'S THE SAME ONE AS WE'RE ON, IF SO, RETURN THAT!
if ( pSoldier->sGridNo == sGridNo && !FindStructure( sGridNo, ( STRUCTURE_SWITCH ) ) )
{
// OK, if we are looking for a door, it may be in the same tile as us, so find the direction we
// have to face to get to the door, not just our initial direction...
// If we are in the same tile as a switch, we can NEVER pull it....
if( fDoor )
{
// This can only happen if a door was to the south to east of us!
// Flugente: change condition order
// OK, if we are looking for a door, it may be in the same tile as us, so find the direction we
// have to face to get to the door, not just our initial direction...
// If we are in the same tile as a switch, we can NEVER pull it....
if (pubDirection && fDoor )
{
// CHECK IF IT'S THE SAME ONE AS WE'RE ON, IF SO, RETURN THAT!
if ( pSoldier->sGridNo == sGridNo && !FindStructure( sGridNo, ( STRUCTURE_SWITCH ) ) )
{
// This can only happen if a door was to the south to east of us!
// Do south!
//sSpot = NewGridNo( sGridNo, DirectionInc( SOUTH ) );
// Do south!
//sSpot = NewGridNo( sGridNo, DirectionInc( SOUTH ) );
// ATE: Added: Switch behave EXACTLY like doors
pDoor = FindStructure( sGridNo, ( STRUCTURE_ANYDOOR ) );
// ATE: Added: Switch behave EXACTLY like doors
pDoor = FindStructure( sGridNo, ( STRUCTURE_ANYDOOR ) );
if ( pDoor != NULL )
{
// Get orinetation
ubWallOrientation = pDoor->ubWallOrientation;
if ( pDoor != NULL )
{
// Get orinetation
ubWallOrientation = pDoor->ubWallOrientation;
if ( ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT )
{
// To the south!
sSpot = NewGridNo( sGridNo, DirectionInc( SOUTH ) );
if (pubDirection)
{
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sSpot, pSoldier );
}
}
if ( ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT )
{
// To the south!
sSpot = NewGridNo( sGridNo, DirectionInc( SOUTH ) );
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sSpot, pSoldier );
}
if ( ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT )
{
// TO the east!
sSpot = NewGridNo( sGridNo, DirectionInc( EAST ) );
if (pubDirection)
{
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sSpot, pSoldier );
}
}
}
}
if ( ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT )
{
// TO the east!
sSpot = NewGridNo( sGridNo, DirectionInc( EAST ) );
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sSpot, pSoldier );
}
}
// Use soldier's direction
return( sGridNo );
}
// Use soldier's direction
return( sGridNo );
}
}
// Look for a door!
if (fDoor)
@@ -5101,20 +5096,20 @@ INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirect
if ( fForceToPerson )
{
if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
{
sGridNo = MercPtrs[ usSoldierIndex ]->sGridNo;
if ( psAdjustedGridNo != NULL )
{
*psAdjustedGridNo = sGridNo;
if ( psAdjustedGridNo != NULL )
{
if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
{
sGridNo = MercPtrs[ usSoldierIndex ]->sGridNo;
*psAdjustedGridNo = sGridNo;
// Use direction to this guy!
if (pubDirection)
{
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
}
}
}
// Use direction to this guy!
if (pubDirection)
{
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
}
}
}
}
@@ -5137,25 +5132,22 @@ INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirect
fCheckGivenGridNo = FALSE;
}
if ( fCheckGivenGridNo )
{
sDistance = PlotPath( pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
if ( sDistance > 0 )
{
if ( sDistance < sClosest )
{
sClosest = sDistance;
sClosest = sDistance;
sCloseGridNo = sGridNo;
}
}
}
}
for (INT8 cnt = 0; cnt < 4; cnt++)
for (INT8 cnt = 0; cnt < 4; ++cnt)
{
// MOVE OUT TWO DIRECTIONS
sFourGrids[cnt] = sSpot = NewGridNo( sGridNo, DirectionInc( sDirs[ cnt ] ) );
@@ -5284,12 +5276,13 @@ INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirect
//}
if ( TileIsOutOfBounds( sCloseGridNo ) )
{
return( -1 );
return( NOWHERE );
}
return( sCloseGridNo );
}
else
return( -1 );
return( NOWHERE );
}
@@ -5340,15 +5333,12 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
pDoor = NULL;
}
if ( fForceToPerson )
if ( fForceToPerson && psAdjustedGridNo != NULL )
{
if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
{
sGridNo = MercPtrs[ usSoldierIndex ]->sGridNo;
if ( psAdjustedGridNo != NULL )
{
*psAdjustedGridNo = sGridNo;
}
*psAdjustedGridNo = sGridNo;
}
}
@@ -5371,7 +5361,6 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
if ( sDistance > 0 )
{
if ( sDistance < sClosest )
{
sClosest = sDistance;
@@ -5513,12 +5502,13 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
if (TileIsOutOfBounds(sCloseGridNo))
{
return( -1 );
return( NOWHERE );
}
return( sCloseGridNo );
}
else
return( -1 );
return( NOWHERE );
@@ -5564,7 +5554,7 @@ INT32 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSold
INT32 sSpot;
UINT8 ubGuyThere;
for ( INT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt++ )
for ( UINT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; ++cnt )
{
sSpot = NewGridNo( pSoldier->sGridNo, DirectionInc( cnt ) );
@@ -5582,7 +5572,7 @@ INT32 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSold
// We've got a guy here....
// Who is the one we want......
*psAdjustedTargetGridNo = pTargetSoldier->sGridNo;
*pubDirection = ( UINT8 )cnt;
*pubDirection = cnt;
return( sSpot );
}
}
@@ -5605,7 +5595,6 @@ BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT32 usMapPos )
}
}
if ( !NewOKDestination( pSoldier, usMapPos, FALSE, (INT8) gsInterfaceLevel ) )
{
return( FALSE );
@@ -5626,8 +5615,7 @@ BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT32 usMapPos )
//{
// return( FALSE );
//}
return( TRUE);
}
@@ -5637,7 +5625,7 @@ void HandleTeamServices( UINT8 ubTeamNum )
INT32 cnt;
SOLDIERTYPE *pTeamSoldier, *pTargetSoldier;
UINT32 uiPointsUsed;
UINT16 usSoldierIndex, usInHand;
UINT16 usSoldierIndex;
UINT16 usKitPts;
INT8 bSlot;
BOOLEAN fDone;
@@ -5646,7 +5634,7 @@ void HandleTeamServices( UINT8 ubTeamNum )
cnt = gTacticalStatus.Team[ ubTeamNum ].bFirstID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ubTeamNum ].bLastID; cnt++,pTeamSoldier++)
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ubTeamNum ].bLastID; ++cnt, pTeamSoldier++)
{
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
@@ -5654,10 +5642,7 @@ void HandleTeamServices( UINT8 ubTeamNum )
// Check for different events!
// FOR DOING AID
if ( pTeamSoldier->usAnimState == GIVING_AID || pTeamSoldier->usAnimState == GIVING_AID_PRN )
{
// Get medkit info
usInHand = pTeamSoldier->inv[ HANDPOS ].usItem;
{
// Get victim pointer
usSoldierIndex = WhoIsThere2( pTeamSoldier->sTargetGridNo, pTeamSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
@@ -5717,14 +5702,12 @@ void HandleTeamServices( UINT8 ubTeamNum )
{
pTeamSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_CURSE1 ) );
}
}
}
}
}
}
}
}
}
@@ -5732,7 +5715,7 @@ void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier )
{
SOLDIERTYPE *pTargetSoldier;
UINT32 uiPointsUsed;
UINT16 usSoldierIndex, usInHand;
UINT16 usSoldierIndex;
UINT16 usKitPts;
INT8 bSlot;
BOOLEAN fDone = FALSE;
@@ -5743,9 +5726,6 @@ void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier )
// FOR DOING AID
if ( pTeamSoldier->usAnimState == GIVING_AID || pTeamSoldier->usAnimState == GIVING_AID_PRN )
{
// Get medkit info
usInHand = pTeamSoldier->inv[ HANDPOS ].usItem;
// Get victim pointer
usSoldierIndex = WhoIsThere2( pTeamSoldier->sTargetGridNo, pTeamSoldier->pathing.bLevel );
@@ -5853,7 +5833,7 @@ void CommonEnterCombatModeCode( )
// OK, loop thorugh all guys and stop them!
// Loop through all mercs and make go
for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ )
for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, ++cnt )
{
if ( pSoldier->bActive )
{
@@ -5908,7 +5888,7 @@ void CommonEnterCombatModeCode( )
}
}
if ( !gTacticalStatus.fHasEnteredCombatModeSinceEntering )
/*if ( !gTacticalStatus.fHasEnteredCombatModeSinceEntering )
{
// ATE: reset player's movement mode at the very start of
// combat
@@ -5916,7 +5896,7 @@ void CommonEnterCombatModeCode( )
//{
//pSoldier->usUIMovementMode = RUNNING;
//}
}
}*/
}
}
}
@@ -5940,7 +5920,6 @@ void CommonEnterCombatModeCode( )
SetMusicMode( MUSIC_TACTICAL_BATTLE );
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CommonEnterCombatMode done");
}
@@ -5991,7 +5970,7 @@ void EnterCombatMode( UINT8 ubStartingTeam )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing... nobody selected");
// OK, look through and find one....
for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pTeamSoldier++ )
for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, pTeamSoldier++ )
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->aiData.bOppCnt > 0 )
{
@@ -6021,7 +6000,6 @@ void EnterCombatMode( UINT8 ubStartingTeam )
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode done");
}
@@ -10083,7 +10061,7 @@ INT8 CheckStatusNearbyFriendlies( SOLDIERTYPE *pSoldier )
}
}
// Incapacitated or heavily suppressed friends will not be good for our tolerance!
else if (pLeader != pSoldier && pLeader->bActive && (pLeader->aiData.bShock > pSoldier->aiData.bShock || pLeader->stats.bLife <= OKLIFE) )
else if ( (pLeader->aiData.bShock > pSoldier->aiData.bShock || pLeader->stats.bLife <= OKLIFE) )
{
usEffectiveRangeToLeader = PythSpacesAway( pSoldier->sGridNo, pLeader->sGridNo );
// If they are no more than 5 tiles away,
+7 -6
View File
@@ -2611,17 +2611,18 @@ INT16 MinPtsToMove(SOLDIERTYPE *pSoldier)
// WANNE - BMP: FIX: Valid directions are only from 0-7!!
//for (cnt=0; cnt <= 8; cnt++)
for (cnt=0; cnt < 8; cnt++)
for (cnt=0; cnt < 8; ++cnt)
{
sGridNo = NewGridNo(pSoldier->sGridNo,DirectionInc(cnt));
if (sGridNo != pSoldier->sGridNo)
sGridNo = NewGridNo(pSoldier->sGridNo,DirectionInc(cnt));
if (sGridNo != pSoldier->sGridNo)
{
if ( (sCost=ActionPointCost( pSoldier, sGridNo, cnt , pSoldier->usUIMovementMode ) ) < sLowest )
{
if ( (sCost=ActionPointCost( pSoldier, sGridNo, cnt , pSoldier->usUIMovementMode ) ) < sLowest )
{
sLowest = sCost;
sLowest = sCost;
}
}
}
return(sLowest);//dnl ch64 290813 100AP made INT8 return obsolete
}
+2 -2
View File
@@ -990,7 +990,8 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
else
{
// OK, Place what objects this guy was carrying on the ground!
for ( cnt = 0; cnt < pSoldier->inv.size(); ++cnt )
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObj = &( pSoldier->inv[ cnt ] );
@@ -2414,7 +2415,6 @@ void ReduceAmmoDroppedByNonPlayerSoldiers( SOLDIERTYPE *pSoldier, INT32 iInvSlot
Assert( pSoldier );
Assert( ( iInvSlot >= 0 ) && ( iInvSlot < (INT32)pSoldier->inv.size() ) );
// if not a player soldier
if ( pSoldier->bTeam != gbPlayerNum )
{
+5 -6
View File
@@ -6374,18 +6374,17 @@ BOOLEAN RemoveRepairItemFromDealersOfferArea( INT16 bSlot )
INT8 GetInvSlotOfUnfullMoneyInMercInventory( SOLDIERTYPE *pSoldier )
{
UINT8 ubCnt;
//loop through the soldier's inventory
for( ubCnt=0; ubCnt < pSoldier->inv.size(); ubCnt++)
INT8 invsize = (INT8)pSoldier->inv.size();
for( INT8 bCnt=0; bCnt < invsize; ++bCnt)
{
// Look for MONEY only, not Gold or Silver!!! And look for a slot not already full
if( ( pSoldier->inv[ ubCnt ].usItem == MONEY ) && ( pSoldier->inv[ ubCnt ][0]->data.money.uiMoneyAmount < MoneySlotLimit( ubCnt ) ) )
if( ( pSoldier->inv[ bCnt ].usItem == MONEY ) && ( pSoldier->inv[ bCnt ][0]->data.money.uiMoneyAmount < MoneySlotLimit( bCnt ) ) )
{
return( ubCnt );
return( bCnt );
}
}
return( - 1 );
return( NO_SLOT );
}
+19 -11
View File
@@ -1070,7 +1070,8 @@ UINT32 SOLDIERTYPE::GetChecksum( )
uiChecksum *= (this->stats.bExpLevel + 1);
uiChecksum += (this->ubProfile + 1);
for ( uiLoop = 0; uiLoop < this->inv.size(); uiLoop++ )
UINT32 invsize = this->inv.size();
for ( uiLoop = 0; uiLoop < invsize; ++uiLoop )
{
uiChecksum += this->inv[ uiLoop ].usItem;
uiChecksum += this->inv[ uiLoop ].ubNumberOfObjects;
@@ -1221,7 +1222,8 @@ UINT32 MERCPROFILESTRUCT::GetChecksum( )
// put in some multipliers too!
uiChecksum *= (this->bExpLevel + 1);
for ( uiLoop = 0; uiLoop < this->inv.size(); uiLoop++ )
UINT32 invsize = this->inv.size();
for ( uiLoop = 0; uiLoop < invsize; ++uiLoop )
{
uiChecksum += this->inv[ uiLoop ];
uiChecksum += this->bInvNumber[ uiLoop ];
@@ -20614,11 +20616,13 @@ UINT8 GetSquadleadersCountInVicinity( SOLDIERTYPE * pSoldier, BOOLEAN fWithHighe
// check if within distance
// if both have extended ear, the distance is bigger and they don't need to sea each other
// note that enemy always get the bonus if within distance, regardless of extended ears
if (((( HasExtendedEarOn( pSoldier ) && HasExtendedEarOn( MercPtrs[ cnt ] )) || ( pSoldier->bTeam == ENEMY_TEAM ) ) && (PythSpacesAway( pSoldier->sGridNo, MercPtrs[ cnt ]->sGridNo ) <= gSkillTraitValues.usSLRadiusExtendedEar) ) ||
// Flugente: moved around arguments for speed reason
if ( fDontCheckDistance ||
(PythSpacesAway( pSoldier->sGridNo, MercPtrs[ cnt ]->sGridNo ) <= gSkillTraitValues.usSLRadiusNormal) ||
//((SoldierToVirtualSoldierLineOfSightTest( MercPtrs[ cnt ], pSoldier->sGridNo, pSoldier->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS ) ||
//SoldierToVirtualSoldierLineOfSightTest( pSoldier, MercPtrs[ cnt ]->sGridNo, MercPtrs[ cnt ]->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS ) ) &&
(PythSpacesAway( pSoldier->sGridNo, MercPtrs[ cnt ]->sGridNo ) <= gSkillTraitValues.usSLRadiusNormal) ||
fDontCheckDistance )
( ( pSoldier->bTeam == ENEMY_TEAM || (HasExtendedEarOn( pSoldier ) && HasExtendedEarOn( MercPtrs[ cnt ] ) ) ) && PythSpacesAway( pSoldier->sGridNo, MercPtrs[ cnt ]->sGridNo ) <= gSkillTraitValues.usSLRadiusExtendedEar )
)
{
// If checking for higher level SL
// also count in already aquired level increses from other SLs
@@ -20631,6 +20635,7 @@ UINT8 GetSquadleadersCountInVicinity( SOLDIERTYPE * pSoldier, BOOLEAN fWithHighe
{
ubNumberSL += NUM_SKILL_TRAITS( MercPtrs[ cnt ], SQUADLEADER_NT );
}
if (ubNumberSL >= gSkillTraitValues.ubSLMaxBonuses)
break;
}
@@ -20640,18 +20645,20 @@ UINT8 GetSquadleadersCountInVicinity( SOLDIERTYPE * pSoldier, BOOLEAN fWithHighe
// special loop for militia - they can get a bonus from our mercs
if ( pSoldier->bTeam == MILITIA_TEAM && ubNumberSL < gSkillTraitValues.ubSLMaxBonuses )
{
for ( cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID ; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID ; cnt++ )
for ( cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID ; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID ; ++cnt )
{
// Get active conscious soldier
if (MercPtrs[ cnt ] != pSoldier && MercPtrs[ cnt ]->bActive && //MercPtrs[ cnt ]->aiData.bShock < 20 &&
MercPtrs[ cnt ]->stats.bLife >= OKLIFE && HAS_SKILL_TRAIT( MercPtrs[ cnt ], SQUADLEADER_NT ))
{
// check if within distance
if (((HasExtendedEarOn( MercPtrs[ cnt ] ) && (PythSpacesAway( pSoldier->sGridNo, MercPtrs[ cnt ]->sGridNo ) <= gSkillTraitValues.usSLRadiusExtendedEar) ) ||
//((SoldierToVirtualSoldierLineOfSightTest( MercPtrs[ cnt ], pSoldier->sGridNo, pSoldier->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS ) ||
//SoldierToVirtualSoldierLineOfSightTest( pSoldier, MercPtrs[ cnt ]->sGridNo, MercPtrs[ cnt ]->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS ) ) &&
(PythSpacesAway( pSoldier->sGridNo, MercPtrs[ cnt ]->sGridNo ) <= gSkillTraitValues.usSLRadiusNormal)) ||
fDontCheckDistance )
// Flugente: moved around arguments for speed reason
if ( fDontCheckDistance ||
(PythSpacesAway( pSoldier->sGridNo, MercPtrs[ cnt ]->sGridNo ) <= gSkillTraitValues.usSLRadiusNormal) ||
//((SoldierToVirtualSoldierLineOfSightTest( MercPtrs[ cnt ], pSoldier->sGridNo, pSoldier->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS ) ||
//SoldierToVirtualSoldierLineOfSightTest( pSoldier, MercPtrs[ cnt ]->sGridNo, MercPtrs[ cnt ]->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS ) ) &&
((HasExtendedEarOn( MercPtrs[ cnt ] ) && PythSpacesAway( pSoldier->sGridNo, MercPtrs[ cnt ]->sGridNo ) <= gSkillTraitValues.usSLRadiusExtendedEar) )
)
{
// If checking for higher level SL
// also count in already aquired level increses from other SLs
@@ -20664,6 +20671,7 @@ UINT8 GetSquadleadersCountInVicinity( SOLDIERTYPE * pSoldier, BOOLEAN fWithHighe
{
ubNumberSL += NUM_SKILL_TRAITS( MercPtrs[ cnt ], SQUADLEADER_NT );
}
if (ubNumberSL >= gSkillTraitValues.ubSLMaxBonuses)
break;
}
+12 -7
View File
@@ -2549,7 +2549,8 @@ void CreateStaticDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT
memcpy( spp->sPatrolGrid, bp->sPatrolGrid, sizeof( INT32 ) * MAXPATROLGRIDS );
//Starts with nothing
for( i = 0; i < spp->Inv.size(); i++ )
UINT32 invsize = spp->Inv.size();
for( i = 0; i < invsize; ++i )
{
DeleteObj(&spp->Inv[ i ]);
spp->Inv[ i ].fFlags |= OBJECT_UNDROPPABLE;
@@ -2628,7 +2629,8 @@ void CreateDetailedPlacementGivenStaticDetailedPlacementAndBasicPlacementInfo(
//This isn't perfect, however, it blindly brings over the items from the static
//detailed placement. Due to the order of things, other items would
for( i = 0; i < spp->Inv.size(); i++ )
UINT32 invsize = spp->Inv.size();
for( i = 0; i < invsize; ++i )
{
//copy over static items and empty slots that are droppable (signifies a forced empty slot)
if( spp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
@@ -2776,7 +2778,8 @@ void UpdateStaticDetailedPlacementWithProfileInformation( SOLDIERCREATE_STRUCT *
spp->bBodyType = pProfile->ubBodyType;
// Copy over inv if we want to
for ( cnt = 0; cnt < pProfile->inv.size(); cnt++ )
UINT32 invsize = pProfile->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
CreateItems( pProfile->inv[ cnt ], pProfile->bInvStatus[ cnt ], pProfile->bInvNumber[ cnt ], &(spp->Inv[ cnt ]) );
}
@@ -3531,7 +3534,6 @@ void CopyProfileItems( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruc
BOOLEAN success;
BOOLEAN fRet;
pProfile = &(gMercProfiles[pCreateStruct->ubProfile]);
// Copy over inv if we want to
@@ -3544,7 +3546,8 @@ void CopyProfileItems( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruc
// CHRISL: Resort profile items to use LBE pockets properly
DistributeInitialGear(pProfile);
//place all items that are NOT attachments
for ( cnt = 0; cnt < pProfile->inv.size(); cnt++ )
UINT32 invsize = pProfile->inv.size();
for ( cnt = 0; cnt < pProfile->inv.size(); ++cnt )
{
if ( pProfile->inv[ cnt ] == NOTHING || Item[pProfile->inv[cnt]].attachment) {
continue;
@@ -3564,8 +3567,9 @@ void CopyProfileItems( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruc
}
}
}
//done placing all non attachments, now place all attachments on objects!
for ( cnt = 0; cnt < pProfile->inv.size(); cnt++ )
for ( cnt = 0; cnt < invsize; ++cnt )
{
if ( pProfile->inv[ cnt ] == NOTHING) {
continue;
@@ -4647,7 +4651,8 @@ BOOLEAN AssignTraitsToSoldier( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCre
BOOLEAN fRadioSetFound = FALSE;
// FIRST FIND OUT THE COMPOSITION OF OUR GEAR
for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
INT8 invsize = (INT8)pSoldier->inv.size();
for (bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pCreateStruct->Inv[bLoop].exists() == true)
{
+7 -4
View File
@@ -882,7 +882,8 @@ BOOLEAN LoadMercProfiles(void)
gMercProfiles[uiLoop].bMainGunAttractiveness = -1;
gMercProfiles[uiLoop].bArmourAttractiveness = -1;
for ( uiLoop2 = 0; uiLoop2 < gMercProfiles[uiLoop].inv.size(); uiLoop2++ )
UINT32 invsize = gMercProfiles[ uiLoop ].inv.size();
for ( uiLoop2 = 0; uiLoop2 < invsize; ++uiLoop2 )
{
usItem = gMercProfiles[uiLoop].inv[ uiLoop2 ];
@@ -933,7 +934,7 @@ BOOLEAN LoadMercProfiles(void)
//with old binary file optional gear prices which got ported into MercProfiles.xml
gMercProfiles[ uiLoop ].usOptionalGearCost = 0;
UINT16 tempGearCost = 0;
for ( uiLoop2 = 0; uiLoop2< gMercProfiles[ uiLoop ].inv.size(); uiLoop2++ )
for ( uiLoop2 = 0; uiLoop2< invsize; ++uiLoop2 )
{
if ( gMercProfiles[ uiLoop ].inv[ uiLoop2 ] != NOTHING )
{
@@ -1771,15 +1772,17 @@ SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam )
//if(UsingNewInventorySystem() == true)
{
// Start by direct copy of all BODYPOS items (armor, hands, head and LBE)
for(cnt = 0; cnt < (UINT32)BODYPOSFINAL; cnt++)
for(cnt = 0; cnt < (UINT32)BODYPOSFINAL; ++cnt)
{
pNewSoldier->inv[cnt] = pSoldier->inv[cnt];
}
// Next, direct copy of the gunsling and knife pockets
pNewSoldier->inv[GUNSLINGPOCKPOS] = pSoldier->inv[GUNSLINGPOCKPOS];
pNewSoldier->inv[KNIFEPOCKPOS] = pSoldier->inv[KNIFEPOCKPOS];
// Then, try to autoplace everything else
for(cnt = BIGPOCKSTART; cnt < pNewSoldier->inv.size(); cnt++ )
UINT32 invsize = pNewSoldier->inv.size();
for(cnt = BIGPOCKSTART; cnt < invsize; ++cnt )
{
if(pSoldier->inv[cnt].exists() == true)
{
+9 -8
View File
@@ -2803,7 +2803,7 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
{
UINT32 uiNumberOfItems;
std::vector<WORLDITEM> pWorldItems;//dnl ch75 271013
UINT i;
UINT8 i;
UINT8 bCount=0;
UINT16 uiFlagsForWorldItems=0;
UINT16 usFlagsForRottingCorpse=0;
@@ -2837,7 +2837,8 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
//go through and and find out how many items there are
uiNumberOfItems = 0;
for ( i = 0; i < pSoldier->inv.size(); i++ )
UINT8 invsize = pSoldier->inv.size();
for ( i = 0; i < invsize; ++i )
{
if( pSoldier->inv[ i ].exists() == true )
{
@@ -2855,8 +2856,7 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
//if the item can be dropped
if( !( pSoldier->inv[ i ].fFlags & OBJECT_UNDROPPABLE ) || pSoldier->bTeam == gbPlayerNum )
{
uiNumberOfItems++;
++uiNumberOfItems;
}
}
}
@@ -2875,7 +2875,7 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
//loop through all the soldiers items and add them to the world item array
bCount = 0;
for ( i = 0; i < pSoldier->inv.size(); i++ )
for ( i = 0; i < invsize; ++i )
{
if( pSoldier->inv[ i ].exists() == true )
{
@@ -2897,7 +2897,7 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
pSoldier->inv[i][0]->data.objectStatus = max(pSoldier->inv[i][0]->data.objectStatus,1); // never below 1%
}
pWorldItems[ bCount ].object = pSoldier->inv[i];
bCount++;
++bCount;
}
}
}
@@ -2907,7 +2907,7 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
//CHRISL: Now that we've copied the dead soldiers items to pWorldItems, we need to actually remove the items from the dead soldier. Otherwise we have
// actually duplicated the items and there's a chance that these duplicated items will again find their way to sector.
for ( i = 0; i < pSoldier->inv.size(); i++ )
for ( i = 0; i < invsize; ++i )
{
if( pSoldier->inv[ i ].exists() == true )
{
@@ -3002,7 +3002,8 @@ UINT32 LBENODEChecksum( LBENODE * pNode )
uiChecksum *= (pNode->lbeIndex +1);
uiChecksum += (pNode->ubID +1);
for ( uiLoop = 0; uiLoop < pNode->inv.size(); uiLoop++ )
UINT32 invsize = pNode->inv.size();
for ( uiLoop = 0; uiLoop < invsize; ++uiLoop )
{
uiChecksum += pNode->inv[ uiLoop ].usItem;
}
+20 -22
View File
@@ -2823,7 +2823,8 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
{
if(MercPtrs[loop]->bActive && MercPtrs[loop]->bInSector)
{
for(unsigned int pocket=0; pocket < MercPtrs[loop]->inv.size(); pocket++)
UINT32 invsize = MercPtrs[loop]->inv.size();
for(UINT32 pocket=0; pocket < invsize; ++pocket)
{
if(MercPtrs[loop]->inv[pocket].usItem == crateItem)
{
@@ -7348,7 +7349,7 @@ void HandleTBReloadAll( void )
if (! ( gTacticalStatus.fEnemyInSector ) )
{
SOLDIERTYPE *pTeamSoldier;
INT8 bLoop;
UINT8 bLoop;
UINT16 bullets;
OBJECTTYPE *pGun, *pAmmo, *pAmmoMags;
@@ -7357,9 +7358,9 @@ void HandleTBReloadAll( void )
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
{
// Search for gun in soldier inventory
for (UINT32 bLoop2 = 0; bLoop2 < pTeamSoldier->inv.size(); bLoop2++)
UINT32 invsize = pTeamSoldier->inv.size();
for (UINT32 bLoop2 = 0; bLoop2 < invsize; ++bLoop2)
{
if ( (Item[pTeamSoldier->inv[bLoop2].usItem].usItemClass & IC_GUN) || (Item[pTeamSoldier->inv[bLoop2].usItem].usItemClass == IC_LAUNCHER) )
{
@@ -7367,9 +7368,8 @@ void HandleTBReloadAll( void )
//if magazine is not full
if ( (*pGun)[0]->data.gun.ubGunShotsLeft < GetMagSize( pGun ) )
{
// Search for ammo in sector
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; uiLoop++ )
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; ++uiLoop )
{
if ( (gWorldItems[ uiLoop ].bVisible == TRUE) && (gWorldItems[ uiLoop ].fExists) && (gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_REACHABLE) && !(gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_ARMED_BOMB) )//item exists, is reachable, is visible and is not trapped
{
@@ -7410,7 +7410,8 @@ void HandleTBReloadAll( void )
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
{
// Search for ammo in soldier inventory
for (UINT32 bLoop2 = 0; bLoop2 < pTeamSoldier->inv.size(); bLoop2++)
UINT32 invsize = pTeamSoldier->inv.size();
for (UINT32 bLoop2 = 0; bLoop2 < invsize; ++bLoop2)
{
if ( Item[pTeamSoldier->inv[bLoop2].usItem].usItemClass & IC_AMMO )
{
@@ -7421,7 +7422,7 @@ void HandleTBReloadAll( void )
if ( (*pAmmoMags)[stackMag]->data.ubShotsLeft < Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubMagSize )
{
// Search for ammo in sector
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; uiLoop++ )
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; ++uiLoop )
{
if ( (gWorldItems[ uiLoop ].bVisible == TRUE) && (gWorldItems[ uiLoop ].fExists) && (gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_REACHABLE) && !(gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_ARMED_BOMB) )//item exists, is reachable, is visible and is not trapped
{
@@ -7442,9 +7443,9 @@ void HandleTBReloadAll( void )
(*pAmmoMags)[stackMag]->data.ubShotsLeft += bullets;
(*pAmmo)[0]->data.ubShotsLeft -= bullets;
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
if ((*pAmmo)[0]->data.ubShotsLeft == 0)
{
@@ -7458,7 +7459,8 @@ void HandleTBReloadAll( void )
//MM: if magazines still are partly empty, look through inventory for boxes and crates
if ( (*pAmmoMags)[stackMag]->data.ubShotsLeft < Magazine[Item[pAmmoMags->usItem].ubClassIndex].ubMagSize )
{
for (UINT32 uiLoop = 0; uiLoop < pTeamSoldier->inv.size(); uiLoop++)
UINT32 invsize = pTeamSoldier->inv.size();
for (UINT32 uiLoop = 0; uiLoop < invsize; ++uiLoop)
{
if ( (Item[pTeamSoldier->inv[uiLoop].usItem].usItemClass & IC_AMMO) && Magazine[Item[pTeamSoldier->inv[uiLoop].usItem].ubClassIndex].ubMagType >= AMMO_BOX )
{
@@ -7494,9 +7496,8 @@ void HandleTBReloadAll( void )
OBJECTTYPE *pGun2 = FindAttachedWeapon(pGun, IC_GUN);
if ( (*pGun2)[0]->data.gun.ubGunShotsLeft < GetMagSize( pGun2 ) )
{
// Search for ammo in sector
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; uiLoop++ )
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; ++uiLoop )
{
if ( (gWorldItems[ uiLoop ].bVisible == TRUE) && (gWorldItems[ uiLoop ].fExists) && (gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_REACHABLE) && !(gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_ARMED_BOMB) )//item exists, is reachable, is visible and is not trapped
{
@@ -7535,10 +7536,10 @@ void HandleTBReloadAll( void )
else
{
SOLDIERTYPE *pTeamSoldier;
INT8 bLoop;
UINT8 bLoop;
OBJECTTYPE *pGun, *pAmmo;
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bLoop, pTeamSoldier++)
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
{
@@ -7558,7 +7559,8 @@ void HandleTBReloadAll( void )
else
{
// Search for gun in soldier inventory
for (UINT32 bLoop2 = 0; bLoop2 < pTeamSoldier->inv.size(); bLoop2++)
UINT32 invsize = pTeamSoldier->inv.size();
for (UINT32 bLoop2 = 0; bLoop2 < invsize; ++bLoop2)
{
if ( (Item[pTeamSoldier->inv[bLoop2].usItem].usItemClass & IC_GUN) || (Item[pTeamSoldier->inv[bLoop2].usItem].usItemClass == IC_LAUNCHER) )
{
@@ -7566,9 +7568,8 @@ void HandleTBReloadAll( void )
//if magazine is not full
if ( (*pGun)[0]->data.gun.ubGunShotsLeft < GetMagSize( pGun ) )
{
// Search for ammo in soldier inventory
for ( UINT32 uiLoop = 0; uiLoop < pTeamSoldier->inv.size(); uiLoop++ )
for ( UINT32 uiLoop = 0; uiLoop < invsize; ++uiLoop )
{
if ( (Item[pTeamSoldier->inv[uiLoop].usItem].usItemClass & IC_AMMO ) ) // the item is ammo
{
@@ -7590,10 +7591,7 @@ void HandleTBReloadAll( void )
}
}
}
}
}
}
}
+4 -2
View File
@@ -211,14 +211,16 @@ MercStartingGearEndElementHandle(void *userData, const XML_Char *name)
pData->curMercStartingGear.PriceModifier = 0;
pData->curMercStartingGear.AbsolutePrice = -1;
pData->curMercStartingGear.mGearKitName[0] = '\0';
for(unsigned int i = 0; i < pData->curMercStartingGear.inv.size(); i++)
UINT32 invsize = pData->curMercStartingGear.inv.size();
for(UINT32 i = 0; i < invsize; ++i)
{
pData->curMercStartingGear.inv[i] = 0;
pData->curMercStartingGear.iStatus[i] = 0;
pData->curMercStartingGear.iDrop[i] = 0;
pData->curMercStartingGear.iNumber[i] = 0;
}
for(unsigned int i = 0; i < pData->curMercStartingGear.lbe.size(); i++)
UINT32 lbesize = pData->curMercStartingGear.lbe.size();
for(UINT32 i = 0; i < lbesize; ++i)
{
pData->curMercStartingGear.lbe[i] = 0;
pData->curMercStartingGear.lStatus[i] = 0;
+172 -192
View File
@@ -813,17 +813,17 @@ void CheckHostileOrSayQuoteList( void )
void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
{
UINT32 uiLoop;
SOLDIERTYPE *pThem;
INT8 bTempNewSituation;
UINT32 uiLoop;
SOLDIERTYPE *pThem;
INT8 bTempNewSituation;
if (!pSoldier->bActive || !pSoldier->bInSector || pSoldier->flags.uiStatusFlags & SOLDIER_DEAD )
{
// I DON'T THINK SO!
return;
}
if (!pSoldier->bActive || !pSoldier->bInSector || pSoldier->flags.uiStatusFlags & SOLDIER_DEAD )
{
// I DON'T THINK SO!
return;
}
gubSightFlags = ubSightFlags;
gubSightFlags = ubSightFlags;
if ( gubBestToMakeSightingSize != BEST_SIGHTING_ARRAY_SIZE_ALL_TEAMS_LOOK_FOR_ALL )
{
@@ -841,7 +841,7 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
InitSightArrays();
}
for ( uiLoop = 0; uiLoop < NUM_WATCHED_LOCS; uiLoop++ )
for ( uiLoop = 0; uiLoop < NUM_WATCHED_LOCS; ++uiLoop )
{
gfWatchedLocHasBeenIncremented[ pSoldier->ubID ][ uiLoop ] = FALSE;
}
@@ -855,7 +855,6 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
// if we've been told to make this soldier look (& others look back at him)
if (ubSightFlags & SIGHT_LOOK)
{
// if this soldier's under our control and well enough to look
if (pSoldier->stats.bLife >= OKLIFE )
{
@@ -915,13 +914,13 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
RadioSightings(pSoldier,EVERYBODY, MILITIA_TEAM);
#endif*/
//ddd{
if(gGameExternalOptions.bWeSeeWhatMilitiaSeesAndViceVersa)
RadioSightings(pSoldier,EVERYBODY, MILITIA_TEAM);
if(gGameExternalOptions.bWeSeeWhatMilitiaSeesAndViceVersa)
RadioSightings(pSoldier,EVERYBODY, MILITIA_TEAM);
#ifdef ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV
//haydent
if(is_networked && pSoldier->bSide == 0 && pSoldier->bTeam != OUR_TEAM)
RadioSightings(pSoldier,EVERYBODY, OUR_TEAM);
//haydent
if(is_networked && pSoldier->bSide == 0 && pSoldier->bTeam != OUR_TEAM)
RadioSightings(pSoldier,EVERYBODY, OUR_TEAM);
#endif
//ddd}
@@ -944,7 +943,6 @@ if(gGameExternalOptions.bWeSeeWhatMilitiaSeesAndViceVersa)
pSoldier->bNewOppCnt = 0;
pSoldier->pathing.bNeedToLook = FALSE;
// Temporary for opplist synching - disable random order radioing
#ifndef RECORDOPPLIST
// if this soldier's NOT on our team (MAY be under our control, though!)
@@ -952,11 +950,10 @@ if(gGameExternalOptions.bWeSeeWhatMilitiaSeesAndViceVersa)
OurTeamRadiosRandomlyAbout(pSoldier->ubID); // radio about him only
#endif
// all non-humans under our control would now radio, if they were allowed
// to radio automatically (but they're not). So just nuke new opp cnt
// NEW: under LOCALOPPLIST, humans on other teams now also radio in here
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop)
{
pThem = MercSlots[ uiLoop ];
@@ -983,13 +980,12 @@ if(gGameExternalOptions.bWeSeeWhatMilitiaSeesAndViceVersa)
else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
{
// don't allow admins to radio
if ( pThem->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition && pThem->ubSoldierClass != SOLDIER_CLASS_ADMINISTRATOR )
if ( pThem->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition && pThem->ubSoldierClass != SOLDIER_CLASS_ADMINISTRATOR )
{
RadioSightings(pThem,EVERYBODY, pThem->bTeam );
}
}
pThem->bNewOppCnt = 0;
pThem->pathing.bNeedToLook = FALSE;
}
@@ -1079,11 +1075,11 @@ INT16 TeamNoLongerSeesMan( UINT8 ubTeam, SOLDIERTYPE *pOpponent, UINT8 ubExclude
bLoop = gTacticalStatus.Team[ubTeam].bFirstID;
// look for all mercs on the same team, check opplists for this soldier
for (pMate = MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[ubTeam].bLastID; bLoop++,pMate++)
// look for all mercs on the same team, check opplists for this soldier
for (pMate = MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[ubTeam].bLastID; ++bLoop,pMate++)
{
// if this "teammate" is me, myself, or I (whom we want to exclude)
if (bLoop == ubExcludeID)
// if this "teammate" is me, myself, or I (whom we want to exclude)
if (bLoop == ubExcludeID)
continue; // skip to next teammate, I KNOW I don't see him...
// if this merc is not on the same team
@@ -1180,29 +1176,30 @@ INT16 MaxNormalDistanceVisible( void )
INT16 SOLDIERTYPE::GetMaxDistanceVisible(INT32 sGridNo, INT8 bLevel, int calcAsType)
{
if (sGridNo == -1) {
if (sGridNo == NOWHERE)
{
return MaxNormalDistanceVisible();
}
if (bLevel == -1) {
if (bLevel == -1)
{
bLevel = this->pathing.bLevel;
}
if (calcAsType == CALC_FROM_ALL_DIRS) {
if (calcAsType == CALC_FROM_ALL_DIRS)
{
return DistanceVisible( this, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, bLevel );
}
else {
return DistanceVisible( this, (SoldierHasLimitedVision(this) ? this->pathing.bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sGridNo, bLevel );
}
return DistanceVisible( this, (SoldierHasLimitedVision(this) ? this->pathing.bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sGridNo, bLevel );
}
INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT32 sSubjectGridNo, INT8 bLevel )
{
INT16 sDistVisible;
INT8 bLightLevel;
SOLDIERTYPE * pSubject;
BOOLEAN sideViewLimit = FALSE;
pSubject = SimpleFindSoldier( sSubjectGridNo, bLevel );
SOLDIERTYPE* pSubject = SimpleFindSoldier( sSubjectGridNo, bLevel );
if (pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER)
{
@@ -1210,6 +1207,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
{
return( FALSE );
}
return( DistanceSmellable( pSoldier, pSubject ) );
}
@@ -1233,7 +1231,6 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
}
else
{
if (pSoldier->sGridNo == sSubjectGridNo)
{
// looking up or down or two people accidentally in same tile... don't want it to be 0!
@@ -1241,19 +1238,24 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
}
else
{
// Flugente: no need to calculate this multiple times
BOOLEAN fLimitedVision = SoldierHasLimitedVision(pSoldier);
// Lesh: added this
if( SoldierHasLimitedVision(pSoldier) )
if( fLimitedVision )
{
bSubjectDir = (INT8) GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, sSubjectGridNo );
}
if (bFacingDir == DIRECTION_IRRELEVANT) {
if (bFacingDir == DIRECTION_IRRELEVANT)
{
bFacingDir = pSoldier->ubDirection;
}
sDistVisible = gbLookDistance[bFacingDir][bSubjectDir];
// Lesh: and this
if ( (sDistVisible == 0) && (SoldierHasLimitedVision(pSoldier)) )
if ( (sDistVisible == 0) && fLimitedVision )
return(0);
if ( sDistVisible != STRAIGHT )
@@ -1301,7 +1303,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
// valid map references then use the ambient light level instead.
if ( TileIsOutOfBounds( sSubjectGridNo ) )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("113/UC Warning! Tried to detect the light level when character %ls[%d] looks at a location outside of the valid map (gridno %d). Assigning default %d",
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("113/UC Warning! Tried to detect the light level when character %ls[%d] looks at a location outside of the valid map (gridno %d). Assigning default %d",
pSoldier->name, pSoldier->ubID, pSoldier->sGridNo, ubAmbientLightLevel));
bLightLevel = ubAmbientLightLevel;
@@ -1329,21 +1331,21 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
// HEADROCK HAM 3.2: Further reduce sightrange for cowering characters.
// SANDRO - this calls many sub-functions over and over, we should at least skip this for civilians and such
if ((gGameExternalOptions.ubCoweringReducesSightRange == 1 || gGameExternalOptions.ubCoweringReducesSightRange == 2) &&
IS_MERC_BODY_TYPE(pSoldier) && (pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM || pSoldier->bTeam == gbPlayerNum) )
// Flugente: we can check for more conditions before calculating suppression tolerance
if ( (gGameExternalOptions.ubCoweringReducesSightRange == 1 || gGameExternalOptions.ubCoweringReducesSightRange == 2) &&
IS_MERC_BODY_TYPE(pSoldier) && (pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM || pSoldier->bTeam == gbPlayerNum) &&
gGameExternalOptions.ubMaxSuppressionShock > 0 && sDistVisible > 0 )
{
INT8 bTolerance = CalcSuppressionTolerance( pSoldier );
// Make sure character is cowering.
if ( pSoldier->aiData.bShock >= bTolerance && gGameExternalOptions.ubMaxSuppressionShock > 0 &&
sDistVisible > 0 )
if ( pSoldier->aiData.bShock >= bTolerance )
{
sDistVisible = __max(1,(sDistVisible * (gGameExternalOptions.ubMaxSuppressionShock - pSoldier->aiData.bShock)) / gGameExternalOptions.ubMaxSuppressionShock);
}
}
}
// give one step better vision for people with nightops
// old/new traits check - SANDRO
if (gGameOptions.fNewTraitSystem)
@@ -1361,7 +1363,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
{
sDistVisible += NightBonusScale( UVGOGGLES_BONUS, bLightLevel);
}
else if ( AM_A_ROBOT( pSoldier ) )
else if ( AM_A_ROBOT( pSoldier ) )
{
sDistVisible += NightBonusScale( NIGHTSIGHTGOGGLES_BONUS, bLightLevel);
}
@@ -1373,8 +1375,9 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
if ( TANK(pSoldier) && sDistVisible > 0 && pSubject)
{
sDistVisible = __max( sDistVisible + 5, pSubject->GetMaxDistanceVisible(pSoldier->sGridNo, pSoldier->pathing.bLevel) );
}
else {
}
else
{
sDistVisible = __max( sDistVisible + 5, pSoldier->GetMaxDistanceVisible() );
}
#endif
@@ -1852,24 +1855,25 @@ void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT
#ifdef ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV
//haydent
if(is_networked && pSoldier->bSide == 0)
{
//stay visible
}
else
//haydent
if(is_networked && pSoldier->bSide == 0)
{
//stay visible
}
else
#endif
{
if(gGameExternalOptions.bWeSeeWhatMilitiaSeesAndViceVersa)
{ if ( (pSoldier->bTeam == gbPlayerNum || pSoldier->bTeam == MILITIA_TEAM) && !(pOpponent->bTeam == gbPlayerNum || pOpponent->bTeam == MILITIA_TEAM ) )
pOpponent->bVisible = 0;
}
else
{
if ( pSoldier->bTeam == gbPlayerNum && pOpponent->bTeam != gbPlayerNum )
pOpponent->bVisible = 0;
}
}//haydent
{
if(gGameExternalOptions.bWeSeeWhatMilitiaSeesAndViceVersa)
{
if ( (pSoldier->bTeam == gbPlayerNum || pSoldier->bTeam == MILITIA_TEAM) && !(pOpponent->bTeam == gbPlayerNum || pOpponent->bTeam == MILITIA_TEAM ) )
pOpponent->bVisible = 0;
}
else
{
if ( pSoldier->bTeam == gbPlayerNum && pOpponent->bTeam != gbPlayerNum )
pOpponent->bVisible = 0;
}
}//haydent
}
}
#ifdef TESTOPPLIST
@@ -1910,12 +1914,11 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
#endif
return(success);
}
*/
// if we're somehow looking while inactive, at base, dead or dying
if (!pSoldier->bActive || !pSoldier->bInSector || (pSoldier->stats.bLife < OKLIFE))
{
// if we're somehow looking while inactive, at base, dead or dying
if (!pSoldier->bActive || !pSoldier->bInSector || (pSoldier->stats.bLife < OKLIFE))
{
/*
#ifdef BETAVERSION
sprintf(tempstr,"ManLooksForMan: ERROR - %s is looking while inactive/at base/dead/dying. Caller %s",
@@ -1934,14 +1937,12 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
String("ERROR: ManLooksForMan - WE are inactive/dead etc ID %d(%S)to ID %d",pSoldier->ubID,pSoldier->name,pOpponent->ubID) );
#endif
return(FALSE);
return(FALSE);
}
// if we're somehow looking for a guy who is inactive, at base, or already dead
if (!pOpponent->bActive || !pOpponent->bInSector || pOpponent->stats.bLife <= 0 || TileIsOutOfBounds(pOpponent->sGridNo))
{
// if we're somehow looking for a guy who is inactive, at base, or already dead
if (!pOpponent->bActive || !pOpponent->bInSector || pOpponent->stats.bLife <= 0 || TileIsOutOfBounds(pOpponent->sGridNo))
{
/*
#ifdef BETAVERSION
sprintf(tempstr,"ManLooksForMan: ERROR - %s looks for %s, who is inactive/at base/dead. Caller %s",
@@ -1956,16 +1957,16 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
*/
#ifdef TESTOPPLIST
DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
String("ERROR: ManLooksForMan - TARGET is inactive etc ID %d(%S)to ID %d",pSoldier->ubID,pSoldier->name,pOpponent->ubID) );
#endif
return(FALSE);
}
return(FALSE);
}
// if he's looking for a guy who is on the same team
if (pSoldier->bTeam == pOpponent->bTeam)
// if he's looking for a guy who is on the same team
if (pSoldier->bTeam == pOpponent->bTeam)
{
/*
#ifdef BETAVERSION
@@ -1984,10 +1985,11 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
String("ERROR: ManLooksForMan - SAME TEAM ID %d(%S)to ID %d",pSoldier->ubID,pSoldier->name,pOpponent->ubID) );
#endif
return(FALSE);
return(FALSE);
}
if (pSoldier->stats.bLife < OKLIFE || pSoldier->flags.fMercAsleep == TRUE )
// Flugente: we already checked for OKLIFE above..
if ( pSoldier->flags.fMercAsleep )
{
return( FALSE );
}
@@ -2039,54 +2041,53 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
}
*/
pPersOL = &(pSoldier->aiData.bOppList[pOpponent->ubID]);
pbPublOL = &(gbPublicOpplist[pSoldier->bTeam][pOpponent->ubID]);
pPersOL = &(pSoldier->aiData.bOppList[pOpponent->ubID]);
pbPublOL = &(gbPublicOpplist[pSoldier->bTeam][pOpponent->ubID]);
// if soldier is known about (SEEN or HEARD within last few turns)
if (*pPersOL || *pbPublOL)
// if soldier is known about (SEEN or HEARD within last few turns)
if (*pPersOL || *pbPublOL)
{
bAware = TRUE;
bAware = TRUE;
// then we look for him full viewing distance in EVERY direction
// then we look for him full viewing distance in EVERY direction
//ADB the comment above says EVERY direction but the code used to be:
//sDistVisible = DistanceVisible(pSoldier, (SoldierHasLimitedVision(pSoldier) ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), 0, pOpponent->sGridNo, pOpponent->bLevel, pOpponent );
//if the code below says CALC_FROM_ALL_DIRS, then the opponent will NOT be greyed out if a merc sees him and a second merc turns away from him
//calcing from the wanted dir will make the opponent be greyed out, which I think is the intended effect
sDistVisible = pSoldier->GetMaxDistanceVisible( pOpponent->sGridNo, pOpponent->pathing.bLevel, CALC_FROM_WANTED_DIR );
//if (pSoldier->ubID == 0)
//ADB the comment above says EVERY direction but the code used to be:
//sDistVisible = DistanceVisible(pSoldier, (SoldierHasLimitedVision(pSoldier) ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), 0, pOpponent->sGridNo, pOpponent->bLevel, pOpponent );
//if the code below says CALC_FROM_ALL_DIRS, then the opponent will NOT be greyed out if a merc sees him and a second merc turns away from him
//calcing from the wanted dir will make the opponent be greyed out, which I think is the intended effect
sDistVisible = pSoldier->GetMaxDistanceVisible( pOpponent->sGridNo, pOpponent->pathing.bLevel, CALC_FROM_WANTED_DIR );
//if (pSoldier->ubID == 0)
//sprintf(gDebugStr,"ALREADY KNOW: ME %d him %d val %d",pSoldier->ubID,pOpponent->ubID,pSoldier->bOppList[pOpponent->ubID]);
}
else // soldier is not currently known about
{
// distance we "see" then depends on the direction he is located from us
bDir = atan8(pSoldier->sX,pSoldier->sY,pOpponent->sX,pOpponent->sY);
// BIG NOTE: must use desdir instead of direction, since in a projected
// situation, the direction may still be changing if it's one of the first
// few animation steps when this guy's turn to do his stepped look comes up
sDistVisible = DistanceVisible(pSoldier,pSoldier->pathing.bDesiredDirection,bDir, pOpponent->sGridNo, pOpponent->pathing.bLevel );
//if (pSoldier->ubID == 0)
//sprintf(gDebugStr,"dist visible %d: my dir %d to him %d",sDistVisible,pSoldier->bDesiredDirection,bDir);
}
}
else // soldier is not currently known about
{
// distance we "see" then depends on the direction he is located from us
bDir = atan8(pSoldier->sX,pSoldier->sY,pOpponent->sX,pOpponent->sY);
// BIG NOTE: must use desdir instead of direction, since in a projected
// situation, the direction may still be changing if it's one of the first
// few animation steps when this guy's turn to do his stepped look comes up
sDistVisible = DistanceVisible(pSoldier,pSoldier->pathing.bDesiredDirection,bDir, pOpponent->sGridNo, pOpponent->pathing.bLevel );
//if (pSoldier->ubID == 0)
//sprintf(gDebugStr,"dist visible %d: my dir %d to him %d",sDistVisible,pSoldier->bDesiredDirection,bDir);
}
// calculate how many spaces away soldier is (using Pythagoras' theorem)
sDistAway = PythSpacesAway(pSoldier->sGridNo,pOpponent->sGridNo);
// calculate how many spaces away soldier is (using Pythagoras' theorem)
sDistAway = PythSpacesAway(pSoldier->sGridNo,pOpponent->sGridNo);
#ifdef TESTOPPLIST
DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3, String( "MANLOOKSFORMAN: ID %d(%S) to ID %d: sDistAway %d sDistVisible %d",pSoldier->ubID,pSoldier->name,pOpponent->ubID,sDistAway,sDistVisible) );
#endif
// if we see close enough to see the soldier
if (sDistAway <= sDistVisible)
{
// and we can trace a line of sight to his x,y coordinates
// must use the REAL opplist value here since we may or may not know of him
if (SoldierToSoldierLineOfSightTest(pSoldier,pOpponent,bAware,sDistVisible))
{
// if we see close enough to see the soldier
if (sDistAway <= sDistVisible)
{
// and we can trace a line of sight to his x,y coordinates
// must use the REAL opplist value here since we may or may not know of him
if (SoldierToSoldierLineOfSightTest(pSoldier,pOpponent,bAware,sDistVisible))
{
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,MANLOOKSFORMAN,ubCaller);
bSuccess = TRUE;
}
}
#ifdef TESTOPPLIST
else
DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3, String("FAILED LINEOFSIGHT: ID %d (%S)to ID %d Personally %d, public %d",pSoldier->ubID,pSoldier->name,pOpponent->ubID,*pPersOL,*pbPublOL) );
@@ -2100,8 +2101,7 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
// (do this even if we don't have LOS, to close doors that *BREAK* LOS)
RevealDoorsAlongLOS();
*/
}
}
@@ -2116,36 +2116,28 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
#endif
*/
// if soldier seen personally LAST time could not be seen THIS time
if (!bSuccess && (*pPersOL == SEEN_CURRENTLY))
{
HandleManNoLongerSeen( pSoldier, pOpponent, pPersOL, pbPublOL );
}
else
{
if (!bSuccess)
// if soldier seen personally LAST time could not be seen THIS time
if (!bSuccess && (*pPersOL == SEEN_CURRENTLY))
{
#ifdef TESTOPPLIST
DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3, String("NO LONGER VISIBLE ID %d (%S)to ID %d Personally %d, public %d success: %d",pSoldier->ubID,pSoldier->name,pOpponent->ubID,*pPersOL,*pbPublOL,bSuccess) );
#endif
// we didn't see the opponent, but since we didn't last time, we should be
//if (*pbPublOL)
//pOpponent->bVisible = TRUE;
HandleManNoLongerSeen( pSoldier, pOpponent, pPersOL, pbPublOL );
}
#ifdef TESTOPPLIST
else
DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3, String("COOL. STILL VISIBLE ID %d (%S)to ID %d Personally %d, public %d success: %d",pSoldier->ubID,pSoldier->name,pOpponent->ubID,*pPersOL,*pbPublOL,bSuccess) );
{
if (!bSuccess)
{
DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3, String("NO LONGER VISIBLE ID %d (%S)to ID %d Personally %d, public %d success: %d",pSoldier->ubID,pSoldier->name,pOpponent->ubID,*pPersOL,*pbPublOL,bSuccess) );
// we didn't see the opponent, but since we didn't last time, we should be
//if (*pbPublOL)
//pOpponent->bVisible = TRUE;
}
else
DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3, String("COOL. STILL VISIBLE ID %d (%S)to ID %d Personally %d, public %d success: %d",pSoldier->ubID,pSoldier->name,pOpponent->ubID,*pPersOL,*pbPublOL,bSuccess) );
}
#endif
}
return(bSuccess);
return(bSuccess);
}
@@ -3117,13 +3109,13 @@ void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT
// if team has been told about a guy the team was completely unaware of
if (ubTeamMustLookAgain)
{
// then everyone on team who's not aware of guynum must look for him
cnt = gTacticalStatus.Team[ubTeam].bFirstID;
// then everyone on team who's not aware of guynum must look for him
cnt = gTacticalStatus.Team[ubTeam].bFirstID;
for (pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ubTeam].bLastID; cnt++,pSoldier++)
{
// if this soldier is active, in this sector, and well enough to look
if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE) && !( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) )
for (pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ubTeam].bLastID; ++cnt, pSoldier++)
{
// if this soldier is active, in this sector, and well enough to look
if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE) && !( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) )
{
// if soldier isn't aware of guynum, give him another chance to see
if (pSoldier->aiData.bOppList[ubID] == NOT_HEARD_OR_SEEN)
@@ -3152,24 +3144,19 @@ void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT8 ubID, INT8 bNewOpplist, INT32 s
{
/*
#ifdef RECORDOPPLIST
fprintf(OpplistFile,"UpdatePersonal - for %d about %d to %d (was %d) at g%d\n",
ptr->guynum,guynum,newOpplist,ptr->opplist[guynum],gridno);
fprintf(OpplistFile,"UpdatePersonal - for %d about %d to %d (was %d) at g%d\n", ptr->guynum,guynum,newOpplist,ptr->opplist[guynum],gridno);
#endif
*/
// if new opplist is more up-to-date, or we are just wiping it for some reason
if ((gubKnowledgeValue[pSoldier->aiData.bOppList[ubID] - OLDEST_HEARD_VALUE][bNewOpplist - OLDEST_HEARD_VALUE] > 0) ||
(bNewOpplist == NOT_HEARD_OR_SEEN))
// if new opplist is more up-to-date, or we are just wiping it for some reason
if ((gubKnowledgeValue[pSoldier->aiData.bOppList[ubID] - OLDEST_HEARD_VALUE][bNewOpplist - OLDEST_HEARD_VALUE] > 0) || (bNewOpplist == NOT_HEARD_OR_SEEN))
{
pSoldier->aiData.bOppList[ubID] = bNewOpplist;
pSoldier->aiData.bOppList[ubID] = bNewOpplist;
}
// always update the gridno, no matter what
gsLastKnownOppLoc[pSoldier->ubID][ubID] = sGridNo;
gbLastKnownOppLevel[pSoldier->ubID][ubID] = bLevel;
// always update the gridno, no matter what
gsLastKnownOppLoc[pSoldier->ubID][ubID] = sGridNo;
gbLastKnownOppLevel[pSoldier->ubID][ubID] = bLevel;
}
@@ -3692,12 +3679,12 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
// hang a pointer to the start of this guy's opponents in the public opplist
pbPublOL = &(gbPublicOpplist[ubTeamToRadioTo][start]);
pOpponent = MercPtrs[start];
pOpponent = MercPtrs[start];
// loop through every one of this guy's opponents
for (iLoop = start; iLoop < end; iLoop++,pOpponent++,pPersOL++,pbPublOL++)
// loop through every one of this guy's opponents
for (iLoop = start; iLoop < end; ++iLoop,pOpponent++,pPersOL++,pbPublOL++)
{
fContactSeen = FALSE;
fContactSeen = FALSE;
#ifdef TESTOPPLIST
DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
@@ -3823,11 +3810,11 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
// if he has publicly not been seen now, or anytime during this turn
if ((*pbPublOL != SEEN_CURRENTLY) && (*pbPublOL != SEEN_THIS_TURN))
{
// chalk up another "revealed" enemy
revealedEnemies++;
fContactSeen = TRUE;
}
{
// chalk up another "revealed" enemy
++revealedEnemies;
fContactSeen = TRUE;
}
else
{
if ( MercPtrs[0]->stats.bLife < 10 )
@@ -5302,9 +5289,9 @@ void DebugSoldierPage4( )
UINT8 MovementNoise( SOLDIERTYPE *pSoldier )
{
INT32 iStealthSkill, iRoll;
UINT8 ubMaxVolume, ubVolume, ubBandaged, ubEffLife;
INT8 bInWater = FALSE;
INT32 iStealthSkill, iRoll;
UINT8 ubMaxVolume, ubVolume, ubBandaged, ubEffLife;
INT8 bInWater = FALSE;
if ( pSoldier->bTeam == ENEMY_TEAM )
{
@@ -5330,8 +5317,9 @@ UINT8 MovementNoise( SOLDIERTYPE *pSoldier )
iStealthSkill += 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_OT );
}
if ( GetWornStealth(pSoldier) > 0 )
iStealthSkill += GetWornStealth(pSoldier) / 2;
INT16 wornstealth = GetWornStealth(pSoldier);
if ( wornstealth > 0 )
iStealthSkill += wornstealth / 2;
//NumMessage("Base Stealth = ",stealthSkill);
@@ -5475,16 +5463,15 @@ UINT8 DoorOpeningNoise( SOLDIERTYPE *pSoldier )
{
ubDoorNoise = DOOR_NOISE_VOLUME;
}
if ( MovementNoise( pSoldier ) )
{
// failed any stealth checks
return( ubDoorNoise );
}
else
{
// succeeded in being stealthy!
return( 0 );
}
// succeeded in being stealthy!
return( 0 );
}
void MakeNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
@@ -5511,7 +5498,6 @@ void MakeNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType,
// now call directly
OurNoise( SNoise.ubNoiseMaker, SNoise.sGridNo, SNoise.bLevel, SNoise.ubTerrType, SNoise.ubVolume, SNoise.ubNoiseType, SNoise.zNoiseMessage );
}
/*
@@ -5587,14 +5573,10 @@ void MakeNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType,
void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
{
SOLDIERTYPE *pSoldier;
#ifdef BYPASSNOISE
return;
#endif
#ifdef BETAVERSION
tempstr = String("OurNoise: ubNoiseType = %s, ubNoiseMaker = %d, ubNoiseMode = %d, sGridNo = %d, ubVolume = %d",
NoiseTypeStr[ubNoiseType],ubNoiseMaker,ubNoiseMode,sGridNo,ubVolume);
@@ -5611,14 +5593,11 @@ void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType,
if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) && (ubNoiseMaker < TOTAL_SOLDIERS) && !gfDelayResolvingBestSightingDueToDoor )
{
pSoldier = MercPtrs[ubNoiseMaker];
// interrupts are possible, resolve them now (we're in control here)
// (you can't interrupt NOBODY, even if you hear the noise)
ResolveInterruptsVs(pSoldier,NOISEINTERRUPT);
ResolveInterruptsVs(MercPtrs[ubNoiseMaker],NOISEINTERRUPT);
}
}
@@ -6389,11 +6368,12 @@ void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bL
bSourceSeen = TRUE;
// if this sounds like a door opening/closing (could also be a crate)
if (ubNoiseType == NOISE_CREAKING)
// Flugente: unused check
/*if (ubNoiseType == NOISE_CREAKING)
{
// then look around and update ALL doors that have secretly changed
//LookForDoors(pSoldier,AWARE);
}
}*/
}
}
+2 -2
View File
@@ -4202,7 +4202,7 @@ void DecayBombTimers( void )
// Flugente: we have to check every inventory for armed bombs and do the countdown for them, too
// Flugente: new stuff: we can now also arm bombs in our inventory, and detonate/defuse those bombs remotely
// So we have to look at every item in every inventory in this sector
for (UINT32 cnt = 0; cnt < guiNumMercSlots; cnt++ )
for (UINT32 cnt = 0; cnt < guiNumMercSlots; ++cnt )
{
SOLDIERTYPE* pSoldier = MercSlots[ cnt ];
@@ -4362,7 +4362,7 @@ void SetOffBombsByFrequency( UINT8 ubID, INT8 bFrequency )
// Flugente: new stuff: we can now also arm bombs in our inventory, and detonate/defuse those bombs remotely
// So we have to look at every item in every inventory in this sector
for (UINT32 cnt = 0; cnt < guiNumMercSlots; cnt++ )
for (UINT32 cnt = 0; cnt < guiNumMercSlots; ++cnt )
{
SOLDIERTYPE* pSoldier = MercSlots[ cnt ];
+44 -56
View File
@@ -1063,28 +1063,24 @@ void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStart
{
pTile = &( gSmTileDB[ pNode->usIndex ] );
// Flugente: uninformed hack
//if ( pTile && pTile->vo )
sX = sTempPosX_S;
sY = sTempPosY_S;
if( gTileDatabase[ pNode->usIndex ].uiFlags & IGNORE_WORLD_HEIGHT )
{
sX = sTempPosX_S;
sY = sTempPosY_S;
if( gTileDatabase[ pNode->usIndex ].uiFlags & IGNORE_WORLD_HEIGHT )
{
sY -= sModifiedHeight;
}
else
{
sY -= sHeight;
}
sY += ( gsRenderHeight / 5 );
pTile->vo->pShadeCurrent= gSmTileSurf[ pTile->fType ].vo->pShades[pNode->ubShadeLevel];
// RENDER!
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, pTile->vo, sX, sY, pTile->usSubIndex );
sY -= sModifiedHeight;
}
else
{
sY -= sHeight;
}
sY += ( gsRenderHeight / 5 );
pTile->vo->pShadeCurrent= gSmTileSurf[ pTile->fType ].vo->pShades[pNode->ubShadeLevel];
// RENDER!
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, pTile->vo, sX, sY, pTile->usSubIndex );
}
}
pNode = pNode->pNext;
@@ -1097,25 +1093,21 @@ void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStart
{
pTile = &( gSmTileDB[ pNode->usIndex ] );
// Flugente: uninformed hack
//if ( pTile && pTile->vo )
{
sX = sTempPosX_S;
sY = sTempPosY_S - sHeight;
//dnl ch82 081213
sY = sTempPosY_S;
if(gTileDatabase[pNode->usIndex].uiFlags & IGNORE_WORLD_HEIGHT)
sY -= sModifiedHeight;
else
sY -= sHeight;
sX = sTempPosX_S;
sY = sTempPosY_S - sHeight;
//dnl ch82 081213
sY = sTempPosY_S;
if(gTileDatabase[pNode->usIndex].uiFlags & IGNORE_WORLD_HEIGHT)
sY -= sModifiedHeight;
else
sY -= sHeight;
sY += ( gsRenderHeight / 5 );
sY += ( gsRenderHeight / 5 );
pTile->vo->pShadeCurrent= gSmTileSurf[ pTile->fType ].vo->pShades[pNode->ubShadeLevel];
pTile->vo->pShadeCurrent= gSmTileSurf[ pTile->fType ].vo->pShades[pNode->ubShadeLevel];
// RENDER!
Blt8BPPDataTo16BPPBufferShadow((UINT16*)pDestBuf, uiDestPitchBYTES, pTile->vo, sX, sY, pTile->usSubIndex );
}
// RENDER!
Blt8BPPDataTo16BPPBufferShadow((UINT16*)pDestBuf, uiDestPitchBYTES, pTile->vo, sX, sY, pTile->usSubIndex );
}
pNode = pNode->pNext;
}
@@ -1130,28 +1122,24 @@ void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStart
{
pTile = &( gSmTileDB[ pNode->usIndex ] );
// Flugente: uninformed hack
//if ( pTile && pTile->vo )
sX = sTempPosX_S;
sY = sTempPosY_S - (gTileDatabase[ pNode->usIndex ].sOffsetHeight/5);
if( gTileDatabase[ pNode->usIndex ].uiFlags & IGNORE_WORLD_HEIGHT )
{
sX = sTempPosX_S;
sY = sTempPosY_S - (gTileDatabase[ pNode->usIndex ].sOffsetHeight/5);
if( gTileDatabase[ pNode->usIndex ].uiFlags & IGNORE_WORLD_HEIGHT )
{
sY -= sModifiedHeight;
}
else
{
sY -= sHeight;
}
sY += ( gsRenderHeight / 5 );
pTile->vo->pShadeCurrent= gSmTileSurf[ pTile->fType ].vo->pShades[pNode->ubShadeLevel];
// RENDER!
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, pTile->vo, sX, sY, pTile->usSubIndex );
sY -= sModifiedHeight;
}
else
{
sY -= sHeight;
}
sY += ( gsRenderHeight / 5 );
pTile->vo->pShadeCurrent= gSmTileSurf[ pTile->fType ].vo->pShades[pNode->ubShadeLevel];
// RENDER!
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, pTile->vo, sX, sY, pTile->usSubIndex );
}
}
pNode = pNode->pNext;