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https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Space Viking's many mercs changes plus numerous generic bug fixes
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2498 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -472,7 +472,7 @@ INT16 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT16 sStartGridNo, INT16 sD
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#else
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UINT8 ubNumClimbSpots;
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INT16 * psClimbSpots;
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UINT8 ubLoop;
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UINT8 ubLoop;
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#endif
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INT16 sDistance, sClosestDistance = 1000, sClosestSpot= NOWHERE;
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@@ -1220,7 +1220,7 @@ void ExplosiveDamageGridNo( INT16 sGridNo, INT16 sWoundAmt, UINT32 uiDist, BOOLE
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STRUCTURE * pBaseStructure;
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INT16 sDesiredLevel;
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DB_STRUCTURE_TILE **ppTile;
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UINT8 ubLoop, ubLoop2;
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UINT8 ubLoop, ubLoop2;
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INT16 sNewGridNo, sNewGridNo2, sBaseGridNo;
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BOOLEAN fToBreak = FALSE;
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BOOLEAN fMultiStructure = FALSE;
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@@ -3010,6 +3010,8 @@ void HandleExplosionQueue( void )
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}
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uiCurrentTime = GetJA2Clock();
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// WDS 07/25/2008 - Avoid error where gWorldItems and/or gWorldBombs is nil
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if (gWorldBombs && gWorldItems) {
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for ( uiIndex = 0; uiIndex < gubElementsOnExplosionQueue; uiIndex++ )
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{
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if ( gExplosionQueue[ uiIndex ].fExists && uiCurrentTime >= gExplosionQueue[ uiIndex ].uiTimeStamp )
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@@ -3070,6 +3072,7 @@ void HandleExplosionQueue( void )
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gExplosionQueue[ uiIndex ].fExists = FALSE;
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}
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}
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}
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// See if we can reduce the # of elements on the queue that we have recorded
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// Easier to do it at this time rather than in the loop above
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@@ -1087,8 +1087,9 @@ void ChooseMapEdgepoints( MAPEDGEPOINTINFO *pMapEdgepointInfo, UINT8 ubStrategic
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UINT16 usSlots, usCurrSlot;
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INT16 *psTempArray = NULL;
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AssertMsg( ubNumDesiredPoints > 0 && ubNumDesiredPoints <= 32,
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String( "ChooseMapEdgepoints: Desired points = %d, valid range is 1-32", ubNumDesiredPoints ) );
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// WDS 07/20/2008 - beta 4 problem
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// AssertMsg( ubNumDesiredPoints > 0 && ubNumDesiredPoints <= 32,
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// String( "ChooseMapEdgepoints: Desired points = %d, valid range is 1-32", ubNumDesiredPoints ) );
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//First validate and get access to the correct array based on strategic direction.
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//We will use the selected array to choose insertion gridno's.
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switch( ubStrategicInsertionCode )
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@@ -3,13 +3,14 @@
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#include "types.h"
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#include "Fileman.h"
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#include "Overhead Types.h"
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#include "strategic.h"
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typedef struct MAPEDGEPOINTINFO
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{
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UINT8 ubNumPoints;
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UINT8 ubStrategicInsertionCode;
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INT16 sGridNo[ 32 ];
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INT16 sGridNo[ LARGEST_NUMBER_IN_ANY_GROUP ];
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}MAPEDGEPOINTINFO;
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UINT16 ChooseMapEdgepoint( UINT8 *ubStrategicInsertionCode, UINT8 lastValidICode );
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@@ -82,4 +83,4 @@ void HideMapEdgepoints();
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#endif
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#endif
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@@ -192,7 +192,7 @@ void ExamineGridNoForSlantRoofExtraGraphic( INT16 sCheckGridNo )
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{
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LEVELNODE *pNode = NULL;
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STRUCTURE *pStructure, *pBase;
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UINT8 ubLoop;
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UINT8 ubLoop;
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DB_STRUCTURE_TILE ** ppTile;
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INT16 sGridNo;
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UINT16 usIndex;
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@@ -605,7 +605,7 @@ UINT8 gTileTypeLogicalHeight[ NUMBEROFTILETYPES ] =
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void SetSpecificDatabaseValues( UINT16 usType, UINT16 uiDatabaseElem, TILE_ELEMENT *TileElement, BOOLEAN fUseRaisedObjectType )
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{
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UINT8 ubLoop;
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UINT8 ubLoop;
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INT16 sIndexDiff;
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UINT32 cnt;
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@@ -763,7 +763,7 @@ BOOLEAN OkayToAddStructureToTile( INT16 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
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BOOLEAN InternalOkayToAddStructureToWorld( INT16 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fIgnorePeople )
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{
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UINT8 ubLoop;
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UINT8 ubLoop;
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INT16 sCubeOffset;
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CHECKF( pDBStructureRef );
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@@ -844,8 +844,8 @@ STRUCTURE * InternalAddStructureToWorld( INT16 sBaseGridNo, INT8 bLevel, DB_STRU
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STRUCTURE * pBaseStructure;
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DB_STRUCTURE * pDBStructure;
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DB_STRUCTURE_TILE ** ppTile;
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UINT8 ubLoop;
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UINT8 ubLoop2;
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UINT8 ubLoop;
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UINT8 ubLoop2;
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INT16 sBaseTileHeight=-1;
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UINT16 usStructureID;
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@@ -1066,7 +1066,7 @@ BOOLEAN DeleteStructureFromWorld( STRUCTURE * pStructure )
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STRUCTURE * pBaseStructure;
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DB_STRUCTURE_TILE ** ppTile;
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STRUCTURE * pCurrent;
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UINT8 ubLoop, ubLoop2;
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UINT8 ubLoop, ubLoop2;
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UINT8 ubNumberOfTiles;
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INT16 sBaseGridNo, sGridNo;
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UINT16 usStructureID;
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@@ -1329,7 +1329,7 @@ INT16 GetBaseTile( STRUCTURE * pStructure )
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INT8 StructureHeight( STRUCTURE * pStructure )
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{
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// return the height of an object from 1-4
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UINT8 ubLoopX, ubLoopY;
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UINT8 ubLoopX, ubLoopY;
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PROFILE * pShape;
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UINT8 ubShapeValue;
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INT8 bLoopZ;
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@@ -1462,7 +1462,7 @@ INT8 GetStructureTargetHeight( INT16 sGridNo, BOOLEAN fOnRoof )
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INT8 StructureBottomLevel( STRUCTURE * pStructure )
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{
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// return the bottom level of an object, from 1-4
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UINT8 ubLoopX, ubLoopY;
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UINT8 ubLoopX, ubLoopY;
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PROFILE * pShape;
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UINT8 ubShapeValue;
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INT8 bLoopZ;
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@@ -1502,7 +1502,7 @@ INT8 StructureBottomLevel( STRUCTURE * pStructure )
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BOOLEAN StructureDensity( STRUCTURE * pStructure, UINT8 * pubLevel0, UINT8 * pubLevel1, UINT8 * pubLevel2, UINT8 * pubLevel3 )
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{
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UINT8 ubLoopX, ubLoopY;
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UINT8 ubLoopX, ubLoopY;
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UINT8 ubShapeValue;
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PROFILE * pShape;
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@@ -1854,7 +1854,7 @@ void DebugStructurePage1( void )
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BOOLEAN AddZStripInfoToVObject( HVOBJECT hVObject, STRUCTURE_FILE_REF * pStructureFileRef, BOOLEAN fFromAnimation, INT16 sSTIStartIndex )
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{
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UINT32 uiLoop;
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UINT8 ubLoop2;
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UINT8 ubLoop2;
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UINT8 ubNumIncreasing = 0;
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UINT8 ubNumStable = 0;
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UINT8 ubNumDecreasing = 0;
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@@ -2344,7 +2344,7 @@ INT8 GetBlockingStructureInfo( INT16 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLe
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UINT8 StructureFlagToType( UINT32 uiFlag )
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{
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UINT8 ubLoop;
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UINT8 ubLoop;
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UINT32 uiBit = STRUCTURE_GENERIC;
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for ( ubLoop = 8; ubLoop < 32; ubLoop++ )
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@@ -642,7 +642,7 @@ UINT8 gTileTypeMovementCost[ NUM_TERRAIN_TYPES ] =
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void CreateTileDatabase( )
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{
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UINT32 cnt1, cnt2;
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UINT8 ubLoop;
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UINT8 ubLoop;
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UINT32 NumRegions;
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PTILE_IMAGERY TileSurf;
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TILE_ELEMENT TileElement;
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@@ -665,7 +665,7 @@ void CompileWorldTerrainIDs( void )
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INT16 sTempGridNo;
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LEVELNODE * pNode;
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TILE_ELEMENT * pTileElement;
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UINT8 ubLoop;
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UINT8 ubLoop;
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for( sGridNo = 0; sGridNo < WORLD_MAX; sGridNo++ )
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{
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