* Fix indentation

* A minor rewrite of two if-statements' conditions (this should __not__ change any behaviour)

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3390 4a71c877-e1ca-e34f-864e-861f7616d084
master
Giel van Schijndel 2008-01-06 19:02:40 +00:00
parent 9073d27734
commit 322d1a056b
1 changed files with 121 additions and 123 deletions

View File

@ -2285,9 +2285,9 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
UDWORD fileExten, fileSize, pl;
char *pFileData = NULL;
UDWORD player, inc, i, j;
DROID *psCurr;
UWORD missionScrollMinX = 0, missionScrollMinY = 0,
missionScrollMaxX = 0, missionScrollMaxY = 0;
DROID *psCurr;
UWORD missionScrollMinX = 0, missionScrollMinY = 0,
missionScrollMaxX = 0, missionScrollMaxY = 0;
debug( LOG_NEVER, "loadGame\n" );
@ -2298,8 +2298,8 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
(gameType == GTYPE_SAVE_MIDMISSION))
{
gameTimeReset(savedGameTime);//added 14 may 98 JPS to solve kev's problem with no firing droids
//need to reset the event timer too - AB 14/01/99
eventTimeReset(savedGameTime/SCR_TICKRATE);
//need to reset the event timer too - AB 14/01/99
eventTimeReset(savedGameTime/SCR_TICKRATE);
}
/* Clear all the objects off the map and free up the map memory */
@ -2407,7 +2407,7 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
{
//mission data
mission.time = saveGameData.missionOffTime;
mission.ETA = saveGameData.missionETA;
mission.ETA = saveGameData.missionETA;
mission.homeLZ_X = saveGameData.missionHomeLZ_X;
mission.homeLZ_Y = saveGameData.missionHomeLZ_Y;
mission.playerX = saveGameData.missionPlayerX;
@ -2418,12 +2418,12 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
aDefaultSensor[player] = saveGameData.aDefaultSensor[player];
aDefaultECM[player] = saveGameData.aDefaultECM[player];
aDefaultRepair[player] = saveGameData.aDefaultRepair[player];
//check for self repair having been set
if (aDefaultRepair[player] != 0 &&
asRepairStats[aDefaultRepair[player]].location == LOC_DEFAULT)
{
enableSelfRepair((UBYTE)player);
}
//check for self repair having been set
if (aDefaultRepair[player] != 0
&& asRepairStats[aDefaultRepair[player]].location == LOC_DEFAULT)
{
enableSelfRepair((UBYTE)player);
}
mission.iTranspEntryTileX[player] = saveGameData.iTranspEntryTileX[player];
mission.iTranspEntryTileY[player] = saveGameData.iTranspEntryTileY[player];
mission.iTranspExitTileX[player] = saveGameData.iTranspExitTileX[player];
@ -2545,20 +2545,20 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
}
}
}
if (saveGameVersion >= VERSION_30)
{
scrGameLevel = saveGameData.scrGameLevel;
bExtraVictoryFlag = saveGameData.bExtraVictoryFlag;
bExtraFailFlag = saveGameData.bExtraFailFlag;
bTrackTransporter = saveGameData.bTrackTransporter;
}
if (saveGameVersion >= VERSION_30)
{
scrGameLevel = saveGameData.scrGameLevel;
bExtraVictoryFlag = saveGameData.bExtraVictoryFlag;
bExtraFailFlag = saveGameData.bExtraFailFlag;
bTrackTransporter = saveGameData.bTrackTransporter;
}
//extra code added for the first patch (v1.1) to save out if mission time is not being counted
//extra code added for the first patch (v1.1) to save out if mission time is not being counted
if (saveGameVersion >= VERSION_31)
{
//mission data
mission.cheatTime = saveGameData.missionCheatTime;
}
}
// skirmish saves.
if (saveGameVersion >= VERSION_33)
@ -2581,10 +2581,10 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
setMultiStats(NetPlay.dpidPlayer,playerStats,FALSE);
setMultiStats(NetPlay.dpidPlayer,playerStats,TRUE);
}
}
}
}
}
/* Get human and AI players names */
if (saveGameVersion >= VERSION_34)
@ -2630,8 +2630,8 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
//the terrain type WILL only change with Campaign changes (well at the moment!)
//if (freeMem) - this now works for Cam Start and Cam Change
if ((gameType != GTYPE_SCENARIO_EXPAND) ||
UserSaveGame)
if (gameType != GTYPE_SCENARIO_EXPAND
|| UserSaveGame)
{
LOADBARCALLBACK(); // loadingScreenCallback();
//load in the terrain type map
@ -2657,8 +2657,8 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
}
}
//load up the Droid Templates BEFORE any structures are loaded
LOADBARCALLBACK(); // loadingScreenCallback();
//load up the Droid Templates BEFORE any structures are loaded
LOADBARCALLBACK(); // loadingScreenCallback();
if (IsScenario==FALSE)
{
//NOT ANY MORE - use multiPlayerID (unique template id) to prevent duplicate's being loaded
@ -2721,14 +2721,14 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
{
LOADBARCALLBACK(); // loadingScreenCallback();
//the scroll limits for the mission map have already been written
if (saveGameVersion >= VERSION_29)
{
missionScrollMinX = (UWORD)mission.scrollMinX;
missionScrollMinY = (UWORD)mission.scrollMinY;
missionScrollMaxX = (UWORD)mission.scrollMaxX;
missionScrollMaxY = (UWORD)mission.scrollMaxY;
}
//the scroll limits for the mission map have already been written
if (saveGameVersion >= VERSION_29)
{
missionScrollMinX = (UWORD)mission.scrollMinX;
missionScrollMinY = (UWORD)mission.scrollMinY;
missionScrollMaxX = (UWORD)mission.scrollMaxX;
missionScrollMaxY = (UWORD)mission.scrollMaxY;
}
//load the map and the droids then swap pointers
// psMapTiles = NULL;
@ -2807,7 +2807,7 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
{
for(pl=0;pl<MAX_PLAYERS;pl++)// ajl. must do for every player to stop multiplay/pc players going gaga.
{
//reverse the structure lists so the Research Facilities are in the same order as when saved
//reverse the structure lists so the Research Facilities are in the same order as when saved
reverseObjectList((BASE_OBJECT**)&apsStructLists[pl]);
}
}
@ -2837,25 +2837,24 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
}
}
/*after we've loaded in the units we need to redo the orientation because
the direction may have been saved - we need to do it outside of the loop
whilst the current map is valid for the units*/
for (player = 0; player < MAX_PLAYERS; player++)
{
for (psCurr = apsDroidLists[player]; psCurr != NULL; psCurr = psCurr->psNext)
{
if(!(psCurr->droidType == DROID_PERSON ||
//psCurr->droidType == DROID_CYBORG ||
cyborgDroid(psCurr) ||
psCurr->droidType == DROID_TRANSPORTER))
{
if(psCurr->pos.x != INVALID_XY)
{
updateDroidOrientation(psCurr);
}
}
}
}
/* after we've loaded in the units we need to redo the orientation because
* the direction may have been saved - we need to do it outside of the loop
* whilst the current map is valid for the units
*/
for (player = 0; player < MAX_PLAYERS; ++player)
{
for (psCurr = apsDroidLists[player]; psCurr != NULL; psCurr = psCurr->psNext)
{
if (psCurr->droidType != DROID_PERSON
// && psCurr->droidType != DROID_CYBORG
&& !cyborgDroid(psCurr)
&& psCurr->droidType != DROID_TRANSPORTER
&& psCurr->pos.x != INVALID_XY)
{
updateDroidOrientation(psCurr);
}
}
}
LOADBARCALLBACK(); // loadingScreenCallback();
//load in the flag list file
@ -2881,16 +2880,15 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
}
swapMissionPointers();
//once the mission map has been loaded reset the mission scroll limits
if (saveGameVersion >= VERSION_29)
{
mission.scrollMinX = missionScrollMinX;
mission.scrollMinY = missionScrollMinY;
mission.scrollMaxX = missionScrollMaxX;
mission.scrollMaxY = missionScrollMaxY;
}
}
//once the mission map has been loaded reset the mission scroll limits
if (saveGameVersion >= VERSION_29)
{
mission.scrollMinX = missionScrollMinX;
mission.scrollMinY = missionScrollMinY;
mission.scrollMaxX = missionScrollMaxX;
mission.scrollMaxY = missionScrollMaxY;
}
}
//if Campaign Expand then don't load in another map
@ -3033,27 +3031,26 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
goto error;
}
/*after we've loaded in the units we need to redo the orientation because
the direction may have been saved - we need to do it outside of the loop
whilst the current map is valid for the units*/
for (player = 0; player < MAX_PLAYERS; player++)
{
for (psCurr = apsDroidLists[player]; psCurr != NULL; psCurr = psCurr->psNext)
{
if(!(psCurr->droidType == DROID_PERSON ||
//psCurr->droidType == DROID_CYBORG ||
cyborgDroid(psCurr) ||
psCurr->droidType == DROID_TRANSPORTER))
{
if(psCurr->pos.x != INVALID_XY)
{
updateDroidOrientation(psCurr);
}
}
}
}
/* after we've loaded in the units we need to redo the orientation because
* the direction may have been saved - we need to do it outside of the loop
* whilst the current map is valid for the units
*/
for (player = 0; player < MAX_PLAYERS; ++player)
{
for (psCurr = apsDroidLists[player]; psCurr != NULL; psCurr = psCurr->psNext)
{
if (psCurr->droidType != DROID_PERSON
// && psCurr->droidType != DROID_CYBORG
&& !cyborgDroid(psCurr)
&& psCurr->droidType != DROID_TRANSPORTER
&& psCurr->pos.x != INVALID_XY)
{
updateDroidOrientation(psCurr);
}
}
}
LOADBARCALLBACK(); // loadingScreenCallback();
LOADBARCALLBACK(); // loadingScreenCallback();
if (saveGameVersion >= 12)
{
if (!saveGameOnMission)
@ -3127,9 +3124,9 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
goto error;
}
//load droid templates moved from here to BEFORE any structures loaded in
//load droid templates moved from here to BEFORE any structures loaded in
//load in the structures
//load in the structures
LOADBARCALLBACK(); // loadingScreenCallback();
aFileName[fileExten] = '\0';
strcat(aFileName, "struct.bjo");
@ -3241,7 +3238,7 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
aFileName[fileExten] = '\0';
strcat(aFileName, "prodstate.bjo");
// Load in the chosen file data
pFileData = fileLoadBuffer;
pFileData = fileLoadBuffer;
if (loadFileToBufferNoError(aFileName, pFileData, FILE_LOAD_BUFFER_SIZE, &fileSize))
{
//load the visibility data
@ -3489,8 +3486,8 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
{
ASSERT( gameTime == savedGameTime,"loadGame; game time modified during load" );
gameTimeReset(savedGameTime);//added 14 may 98 JPS to solve kev's problem with no firing droids
//need to reset the event timer too - AB 14/01/99
eventTimeReset(savedGameTime/SCR_TICKRATE);
//need to reset the event timer too - AB 14/01/99
eventTimeReset(savedGameTime/SCR_TICKRATE);
//reset the objId for new objects
if (saveGameVersion >= VERSION_17)
@ -3499,14 +3496,14 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
}
}
//check the research button isn't flashing unnecessarily
//cancel first
stopReticuleButtonFlash(IDRET_RESEARCH);
//then see if needs to be set
intCheckResearchButton();
//check the research button isn't flashing unnecessarily
//cancel first
stopReticuleButtonFlash(IDRET_RESEARCH);
//then see if needs to be set
intCheckResearchButton();
//set up the mission countdown flag
setMissionCountDown();
//set up the mission countdown flag
setMissionCountDown();
/* Start the game clock */
gameTimeStart();
@ -3519,34 +3516,35 @@ BOOL loadGame(const char *pGameToLoad, BOOL keepObjects, BOOL freeMem, BOOL User
// bMultiPlayer = TRUE; // reenable multi player messages.
// multiPlayerInUse = FALSE;
// }
// initViewPosition();
// initViewPosition();
setViewAngle(INITIAL_STARTING_PITCH);
setDesiredPitch(INITIAL_DESIRED_PITCH);
//check if limbo_expand mission has changed to an expand mission for user save game (mid-mission)
if (gameType == GTYPE_SAVE_MIDMISSION && missionLimboExpand())
{
/*when all the units have moved from the mission.apsDroidList then the
campaign has been reset to an EXPAND type - OK so there should have
been another flag to indicate this state has changed but its late in
the day excuses...excuses...excuses*/
if (mission.apsDroidLists[selectedPlayer] == NULL)
{
//set the mission type
startMissionSave(LDS_EXPAND);
}
}
//check if limbo_expand mission has changed to an expand mission for user save game (mid-mission)
if (gameType == GTYPE_SAVE_MIDMISSION && missionLimboExpand())
{
/* when all the units have moved from the mission.apsDroidList then the
* campaign has been reset to an EXPAND type - OK so there should have
* been another flag to indicate this state has changed but its late in
* the day excuses...excuses...excuses
*/
if (mission.apsDroidLists[selectedPlayer] == NULL)
{
//set the mission type
startMissionSave(LDS_EXPAND);
}
}
//set this if come into a save game mid mission
if (gameType == GTYPE_SAVE_MIDMISSION)
{
setScriptWinLoseVideo(PLAY_NONE);
}
//set this if come into a save game mid mission
if (gameType == GTYPE_SAVE_MIDMISSION)
{
setScriptWinLoseVideo(PLAY_NONE);
}
//need to clear before setting up
clearMissionWidgets();
//put any widgets back on for the missions
resetMissionWidgets();
//need to clear before setting up
clearMissionWidgets();
//put any widgets back on for the missions
resetMissionWidgets();
debug( LOG_NEVER, "loadGame: done\n" );
@ -3837,11 +3835,11 @@ BOOL saveGame(char *aFileName, SDWORD saveType)
//limbo list invalidate XY
psDroid->pos.x = INVALID_XY;
psDroid->pos.y = INVALID_XY;
//this is mainly for VTOLs
//this is mainly for VTOLs
setSaveDroidBase(psDroid, NULL);
psDroid->cluster = 0;
psDroid->cluster = 0;
orderDroid(psDroid, DORDER_STOP);
}
}
}
aFileName[fileExtension] = '\0';