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
+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,