Mass reformatting (space after keywords)
This commit is contained in:
@@ -77,7 +77,7 @@ void finish_load_party(){
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ghost_mode = false;
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// now if not in scen, this is it.
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if (!in_scen) {
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if(!in_scen) {
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if(overall_mode != MODE_STARTUP) {
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reload_startup();
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draw_startup(0);
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@@ -94,7 +94,7 @@ void finish_load_party(){
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path = progDir/"Blades of Exile Scenarios";
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path /= univ.party.scen_name;
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std::cout<<"Searching for scenario at:\n"<<path<<'\n';
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if (!load_scenario(path))
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if(!load_scenario(path))
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return;
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// Saved creatures may not have had their monster attributes saved
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@@ -129,22 +129,22 @@ void finish_load_party(){
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erase_out_specials();
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if (!town_restore) {
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if(!town_restore) {
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center = univ.party.p_loc;
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}
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else {
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load_town(univ.town.num,univ.town.record);
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load_town_str(univ.town.num,univ.town.record);
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for (int i = 0; i < univ.town->max_monst(); i++){
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for(int i = 0; i < univ.town->max_monst(); i++){
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univ.town.monst[i].targ_loc.x = 0;
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univ.town.monst[i].targ_loc.y = 0;
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}
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// Set up field booleans
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for (int j = 0; j < univ.town->max_dim(); j++)
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for (int k = 0; k < univ.town->max_dim(); k++) {
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if (univ.town.is_quickfire(j,k))
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for(int j = 0; j < univ.town->max_dim(); j++)
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for(int k = 0; k < univ.town->max_dim(); k++) {
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if(univ.town.is_quickfire(j,k))
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univ.town.quickfire_present = true;
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if(scenario.ter_types[univ.town->terrain(j,k)].special == eTerSpec::CONVEYOR)
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univ.town.belt_present = true;
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@@ -163,12 +163,12 @@ void finish_load_party(){
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add_string_to_buf("Load: Game loaded. ");
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// Set sounds, map saving, and speed
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if (((play_sounds) && (PSD[SDF_NO_SOUNDS] == 1)) ||
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if(((play_sounds) && (PSD[SDF_NO_SOUNDS] == 1)) ||
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(!play_sounds && (PSD[SDF_NO_SOUNDS] == 0))) {
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flip_sound();
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}
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give_delays = PSD[SDF_NO_FRILLS];
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if (PSD[SDF_NO_MAPS] == 0)
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if(PSD[SDF_NO_MAPS] == 0)
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save_maps = true;
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else save_maps = false;
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@@ -177,18 +177,18 @@ void finish_load_party(){
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void init_town(){ // formerly part of load_town
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// Initialize barriers, etc. Note non-sfx gets forgotten if this is a town recently visited.
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// if (mode == 0) {
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// if(mode == 0) {
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unsigned int i,j;
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for (i = 0; i < 64; i++)
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for (j = 0; j < 64; j++) {
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for(i = 0; i < 64; i++)
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for(j = 0; j < 64; j++) {
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univ.town.fields[i][j] = 0;
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//univ.out.sfx[i][j] = 0;
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}
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for (i = 0; i < 50; i++)
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if (univ.town->special_locs[i].x < 100){
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for(i = 0; i < 50; i++)
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if(univ.town->special_locs[i].x < 100){
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univ.town.set_special(univ.town->special_locs[i].x,univ.town->special_locs[i].y,true);
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}
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for (i = 0; i < univ.town->preset_fields.size(); i++) {
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for(i = 0; i < univ.town->preset_fields.size(); i++) {
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switch(univ.town->preset_fields[i].type){
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case 1: // currently unused
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univ.town.set_block(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
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@@ -260,18 +260,18 @@ void shift_universe_left()
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// outdoor_text[1][0] = outdoor_text[0][0];
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// outdoor_text[1][1] = outdoor_text[0][1];
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for (i = 48; i < 96; i++)
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for (j = 0; j < 96; j++)
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for(i = 48; i < 96; i++)
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for(j = 0; j < 96; j++)
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univ.out.out_e[i][j] = univ.out.out_e[i - 48][j];
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for (i = 0; i < 48; i++)
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for (j = 0; j < 96; j++)
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for(i = 0; i < 48; i++)
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for(j = 0; j < 96; j++)
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univ.out.out_e[i][j] = 0;
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for (i = 0; i < 10; i++) {
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if (univ.party.out_c[i].m_loc.x > 48)
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for(i = 0; i < 10; i++) {
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if(univ.party.out_c[i].m_loc.x > 48)
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univ.party.out_c[i].exists = false;
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if (univ.party.out_c[i].exists)
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if(univ.party.out_c[i].exists)
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univ.party.out_c[i].m_loc.x += 48;
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}
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@@ -295,18 +295,18 @@ void shift_universe_right()
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univ.out.outdoors[0][1] = univ.out.outdoors[1][1];
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// outdoor_text[0][0] = outdoor_text[1][0];
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// outdoor_text[0][1] = outdoor_text[1][1];
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for (i = 0; i < 48; i++)
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for (j = 0; j < 96; j++)
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for(i = 0; i < 48; i++)
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for(j = 0; j < 96; j++)
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univ.out.out_e[i][j] = univ.out.out_e[i + 48][j];
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for (i = 48; i < 96; i++)
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for (j = 0; j < 96; j++)
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for(i = 48; i < 96; i++)
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for(j = 0; j < 96; j++)
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univ.out.out_e[i][j] = 0;
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for (i = 0; i < 10; i++) {
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if (univ.party.out_c[i].m_loc.x < 48)
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for(i = 0; i < 10; i++) {
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if(univ.party.out_c[i].m_loc.x < 48)
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univ.party.out_c[i].exists = false;
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if (univ.party.out_c[i].exists)
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if(univ.party.out_c[i].exists)
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univ.party.out_c[i].m_loc.x -= 48;
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}
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load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y),univ.out.outdoors[1][0]);
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@@ -330,17 +330,17 @@ void shift_universe_up()
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// outdoor_text[0][1] = outdoor_text[0][0];
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// outdoor_text[1][1] = outdoor_text[1][0];
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for (i = 0; i < 96; i++)
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for (j = 48; j < 96; j++)
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for(i = 0; i < 96; i++)
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for(j = 48; j < 96; j++)
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univ.out.out_e[i][j] = univ.out.out_e[i][j - 48];
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for (i = 0; i < 96; i++)
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for (j = 0; j < 48; j++)
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for(i = 0; i < 96; i++)
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for(j = 0; j < 48; j++)
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univ.out.out_e[i][j] = 0;
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for (i = 0; i < 10; i++) {
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if (univ.party.out_c[i].m_loc.y > 48)
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for(i = 0; i < 10; i++) {
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if(univ.party.out_c[i].m_loc.y > 48)
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univ.party.out_c[i].exists = false;
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if (univ.party.out_c[i].exists)
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if(univ.party.out_c[i].exists)
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univ.party.out_c[i].m_loc.y += 48;
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}
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load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y),univ.out.outdoors[0][0]);
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@@ -366,17 +366,17 @@ void shift_universe_down()
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// outdoor_text[0][0] = outdoor_text[0][1];
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// outdoor_text[1][0] = outdoor_text[1][1];
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for (i = 0; i < 96; i++)
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for (j = 0; j < 48; j++)
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for(i = 0; i < 96; i++)
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for(j = 0; j < 48; j++)
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univ.out.out_e[i][j] = univ.out.out_e[i][j + 48];
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for (i = 0; i < 96; i++)
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for (j = 48; j < 96; j++)
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for(i = 0; i < 96; i++)
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for(j = 48; j < 96; j++)
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univ.out.out_e[i][j] = 0;
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for (i = 0; i < 10; i++) {
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if (univ.party.out_c[i].m_loc.y < 48)
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for(i = 0; i < 10; i++) {
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if(univ.party.out_c[i].m_loc.y < 48)
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univ.party.out_c[i].exists = false;
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if (univ.party.out_c[i].exists)
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if(univ.party.out_c[i].exists)
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univ.party.out_c[i].m_loc.y = univ.party.out_c[i].m_loc.y - 48;
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}
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load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1),univ.out.outdoors[0][1]);
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@@ -392,7 +392,7 @@ void position_party(short out_x,short out_y,short pc_pos_x,short pc_pos_y) ////
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{
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short i,j;
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if ((pc_pos_x != minmax(0,47,pc_pos_x)) || (pc_pos_y != minmax(0,47,pc_pos_y)) ||
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if((pc_pos_x != minmax(0,47,pc_pos_x)) || (pc_pos_y != minmax(0,47,pc_pos_y)) ||
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(out_x != minmax(0,scenario.out_width - 1,out_x)) || (out_y != minmax(0,scenario.out_height - 1,out_y))) {
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giveError("The scenario has tried to place you in an out of bounds outdoor location.");
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return;
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@@ -403,7 +403,7 @@ void position_party(short out_x,short out_y,short pc_pos_x,short pc_pos_y) ////
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univ.party.p_loc.y = pc_pos_y;
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univ.party.loc_in_sec = global_to_local(univ.party.p_loc);
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if ((univ.party.outdoor_corner.x != out_x) || (univ.party.outdoor_corner.y != out_y)) {
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if((univ.party.outdoor_corner.x != out_x) || (univ.party.outdoor_corner.y != out_y)) {
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univ.party.outdoor_corner.x = out_x;
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univ.party.outdoor_corner.y = out_y;
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load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1),univ.out.outdoors[1][1]);
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@@ -413,10 +413,10 @@ void position_party(short out_x,short out_y,short pc_pos_x,short pc_pos_y) ////
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}
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univ.party.i_w_c.x = (univ.party.p_loc.x > 47) ? 1 : 0;
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univ.party.i_w_c.y = (univ.party.p_loc.y > 47) ? 1 : 0;
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for (i = 0; i < 10; i++)
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for(i = 0; i < 10; i++)
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univ.party.out_c[i].exists = false;
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for (i = 0; i < 96; i++)
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for (j = 0; j < 96; j++)
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for(i = 0; i < 96; i++)
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for(j = 0; j < 96; j++)
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univ.out.out_e[i][j] = 0;
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build_outdoors();
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}
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@@ -425,8 +425,8 @@ void position_party(short out_x,short out_y,short pc_pos_x,short pc_pos_y) ////
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void build_outdoors()
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{
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short i,j;
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for (i = 0; i < 48; i++)
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for (j = 0; j < 48; j++) {
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for(i = 0; i < 48; i++)
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for(j = 0; j < 48; j++) {
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univ.out[i][j] = univ.out.outdoors[0][0].terrain[i][j];
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univ.out[48 + i][j] = univ.out.outdoors[1][0].terrain[i][j];
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univ.out[i][48 + j] = univ.out.outdoors[0][1].terrain[i][j];
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@@ -440,9 +440,9 @@ void build_outdoors()
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if(overall_mode != MODE_STARTUP)
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erase_out_specials();
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for (i = 0; i < 10; i++)
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if (univ.party.out_c[i].exists)
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if ((univ.party.out_c[i].m_loc.x < 0) || (univ.party.out_c[i].m_loc.y < 0) ||
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for(i = 0; i < 10; i++)
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if(univ.party.out_c[i].exists)
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if((univ.party.out_c[i].m_loc.x < 0) || (univ.party.out_c[i].m_loc.y < 0) ||
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(univ.party.out_c[i].m_loc.x > 95) || (univ.party.out_c[i].m_loc.y > 95))
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univ.party.out_c[i].exists = false;
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@@ -463,27 +463,27 @@ void save_outdoor_maps()
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{
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short i,j;
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for (i = 0; i < 48; i++)
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for (j = 0; j < 48; j++) {
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if (univ.out.out_e[i][j] > 0)
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for(i = 0; i < 48; i++)
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for(j = 0; j < 48; j++) {
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if(univ.out.out_e[i][j] > 0)
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univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y)][i / 8][j] =
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univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y)][i / 8][j] |
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(char) (s_pow(2,i % 8));
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if (univ.party.outdoor_corner.x + 1 < scenario.out_width) {
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if (univ.out.out_e[i + 48][j] > 0)
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if(univ.party.outdoor_corner.x + 1 < scenario.out_width) {
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if(univ.out.out_e[i + 48][j] > 0)
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univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y)][i / 8][j] =
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univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y)][i / 8][j] |
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(char) (s_pow(2,i % 8));
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}
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if (univ.party.outdoor_corner.y + 1 < scenario.out_height) {
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if (univ.out.out_e[i][j + 48] > 0)
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if(univ.party.outdoor_corner.y + 1 < scenario.out_height) {
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if(univ.out.out_e[i][j + 48] > 0)
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univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1)][i / 8][j] =
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univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1)][i / 8][j] |
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(char) (s_pow(2,i % 8));
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}
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if ((univ.party.outdoor_corner.y + 1 < scenario.out_height) &&
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if((univ.party.outdoor_corner.y + 1 < scenario.out_height) &&
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(univ.party.outdoor_corner.x + 1 < scenario.out_width)) {
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if (univ.out.out_e[i + 48][j + 48] > 0)
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if(univ.out.out_e[i + 48][j + 48] > 0)
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univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1)][i / 8][j] =
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univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1)][i / 8][j] |
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(char) (s_pow(2,i % 8));
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@@ -496,27 +496,27 @@ void add_outdoor_maps() // This takes the existing outdoor map info and supplem
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{
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short i,j;
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for (i = 0; i < 48; i++)
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for (j = 0; j < 48; j++) {
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if ((univ.out.out_e[i][j] == 0) &&
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for(i = 0; i < 48; i++)
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for(j = 0; j < 48; j++) {
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if((univ.out.out_e[i][j] == 0) &&
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((univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y)][i / 8][j] &
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(char) (s_pow(2,i % 8))) != 0))
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univ.out.out_e[i][j] = 1;
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if (univ.party.outdoor_corner.x + 1 < scenario.out_width) {
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if ((univ.out.out_e[i + 48][j] == 0) &&
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if(univ.party.outdoor_corner.x + 1 < scenario.out_width) {
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if((univ.out.out_e[i + 48][j] == 0) &&
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((univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y)][i / 8][j] &
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(char) (s_pow(2,i % 8))) != 0))
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univ.out.out_e[i + 48][j] = 1;
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}
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if (univ.party.outdoor_corner.y + 1 < scenario.out_height) {
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if ((univ.out.out_e[i][j + 48] == 0) &&
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if(univ.party.outdoor_corner.y + 1 < scenario.out_height) {
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if((univ.out.out_e[i][j + 48] == 0) &&
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((univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1)][i / 8][j] &
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(char) (s_pow(2,i % 8))) != 0))
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univ.out.out_e[i][j + 48] = 1;
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}
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if ((univ.party.outdoor_corner.y + 1 < scenario.out_height) &&
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if((univ.party.outdoor_corner.y + 1 < scenario.out_height) &&
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(univ.party.outdoor_corner.x + 1 < scenario.out_width)) {
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if ((univ.out.out_e[i + 48][j + 48] == 0) &&
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if((univ.out.out_e[i + 48][j + 48] == 0) &&
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((univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1)][i / 8][j] &
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(char) (s_pow(2,i % 8))) != 0))
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univ.out.out_e[i + 48][j + 48] = 1;
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@@ -530,29 +530,29 @@ void fix_boats()
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{
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short i;
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for (i = 0; i < 30; i++)
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if ((univ.party.boats[i].exists) && (univ.party.boats[i].which_town == 200)) {
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if (univ.party.boats[i].sector.x == univ.party.outdoor_corner.x)
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for(i = 0; i < 30; i++)
|
||||
if((univ.party.boats[i].exists) && (univ.party.boats[i].which_town == 200)) {
|
||||
if(univ.party.boats[i].sector.x == univ.party.outdoor_corner.x)
|
||||
univ.party.boats[i].loc.x = univ.party.boats[i].loc_in_sec.x;
|
||||
else if (univ.party.boats[i].sector.x == univ.party.outdoor_corner.x + 1)
|
||||
else if(univ.party.boats[i].sector.x == univ.party.outdoor_corner.x + 1)
|
||||
univ.party.boats[i].loc.x = univ.party.boats[i].loc_in_sec.x + 48;
|
||||
else univ.party.boats[i].loc.x = 500;
|
||||
if (univ.party.boats[i].sector.y == univ.party.outdoor_corner.y)
|
||||
if(univ.party.boats[i].sector.y == univ.party.outdoor_corner.y)
|
||||
univ.party.boats[i].loc.y = univ.party.boats[i].loc_in_sec.y;
|
||||
else if (univ.party.boats[i].sector.y == univ.party.outdoor_corner.y + 1)
|
||||
else if(univ.party.boats[i].sector.y == univ.party.outdoor_corner.y + 1)
|
||||
univ.party.boats[i].loc.y = univ.party.boats[i].loc_in_sec.y + 48;
|
||||
else univ.party.boats[i].loc.y = 500;
|
||||
}
|
||||
for (i = 0; i < 30; i++)
|
||||
if ((univ.party.horses[i].exists) && (univ.party.horses[i].which_town == 200)) {
|
||||
if (univ.party.horses[i].sector.x == univ.party.outdoor_corner.x)
|
||||
for(i = 0; i < 30; i++)
|
||||
if((univ.party.horses[i].exists) && (univ.party.horses[i].which_town == 200)) {
|
||||
if(univ.party.horses[i].sector.x == univ.party.outdoor_corner.x)
|
||||
univ.party.horses[i].loc.x = univ.party.horses[i].loc_in_sec.x;
|
||||
else if (univ.party.horses[i].sector.x == univ.party.outdoor_corner.x + 1)
|
||||
else if(univ.party.horses[i].sector.x == univ.party.outdoor_corner.x + 1)
|
||||
univ.party.horses[i].loc.x = univ.party.horses[i].loc_in_sec.x + 48;
|
||||
else univ.party.horses[i].loc.x = 500;
|
||||
if (univ.party.horses[i].sector.y == univ.party.outdoor_corner.y)
|
||||
if(univ.party.horses[i].sector.y == univ.party.outdoor_corner.y)
|
||||
univ.party.horses[i].loc.y = univ.party.horses[i].loc_in_sec.y;
|
||||
else if (univ.party.horses[i].sector.y == univ.party.outdoor_corner.y + 1)
|
||||
else if(univ.party.horses[i].sector.y == univ.party.outdoor_corner.y + 1)
|
||||
univ.party.horses[i].loc.y = univ.party.horses[i].loc_in_sec.y + 48;
|
||||
else univ.party.horses[i].loc.y = 500;
|
||||
}
|
||||
@@ -566,13 +566,13 @@ void start_data_dump() {
|
||||
fout << " Overall mode " << overall_mode << "\n";
|
||||
fout << " Outdoor loc " << univ.party.outdoor_corner.x << " " << univ.party.outdoor_corner.y;
|
||||
fout << " Ploc " << univ.party.p_loc.x << " " << univ.party.p_loc.y << "\n";
|
||||
if ((is_town()) || (is_combat())) {
|
||||
if((is_town()) || (is_combat())) {
|
||||
fout << " Town num " << univ.town.num << " Town loc " << univ.town.p_loc.x << " " << univ.town.p_loc.y << " \n";
|
||||
if (is_combat()) {
|
||||
if(is_combat()) {
|
||||
fout << " Combat type " << which_combat_type << " \n";
|
||||
}
|
||||
|
||||
for (long i = 0; i < univ.town->max_monst(); i++) {
|
||||
for(long i = 0; i < univ.town->max_monst(); i++) {
|
||||
fout << " Monster " << i << " Status " << univ.town.monst[i].active;
|
||||
fout << " Loc " << univ.town.monst[i].cur_loc.x << " " << univ.town.monst[i].cur_loc.y;
|
||||
fout << " Number " << univ.town.monst[i].number << " Att " << univ.town.monst[i].attitude;
|
||||
@@ -604,7 +604,7 @@ void build_scen_headers()
|
||||
load_scenario_header(iter->path());
|
||||
iter++;
|
||||
}
|
||||
if (scen_headers.size() == 0) { // no scens present
|
||||
if(scen_headers.size() == 0) { // no scens present
|
||||
// TODO: Should something be done here?
|
||||
}
|
||||
}
|
||||
@@ -618,27 +618,27 @@ bool load_scenario_header(fs::path file/*,short header_entry*/){
|
||||
|
||||
// TODO: Rewrite using ifstream, or maybe ifstream_buf
|
||||
FILE* file_id = fopen(file.c_str(), "rb");
|
||||
if (file_id == NULL) {
|
||||
if(file_id == NULL) {
|
||||
return false;
|
||||
}
|
||||
scen_header_type curScen;
|
||||
len = (long) sizeof(scen_header_type);
|
||||
if (fread(&curScen, len, 1, file_id) < 1){
|
||||
if(fread(&curScen, len, 1, file_id) < 1){
|
||||
fclose(file_id); return false;
|
||||
}
|
||||
if ((curScen.flag1 == 10) && (curScen.flag2 == 20)
|
||||
if((curScen.flag1 == 10) && (curScen.flag2 == 20)
|
||||
&& (curScen.flag3 == 30)
|
||||
&& (curScen.flag4 == 40)) {
|
||||
file_ok = true;
|
||||
mac_header = true;
|
||||
} else
|
||||
if ((curScen.flag1 == 20) && (curScen.flag2 == 40)
|
||||
if((curScen.flag1 == 20) && (curScen.flag2 == 40)
|
||||
&& (curScen.flag3 == 60)
|
||||
&& (curScen.flag4 == 80)) {
|
||||
file_ok = true;
|
||||
mac_header = false;
|
||||
}
|
||||
if (!file_ok) {
|
||||
if(!file_ok) {
|
||||
//scen_headers[header_entry].flag1 = 0;
|
||||
//scen_headers.pop_back();
|
||||
fclose(file_id);
|
||||
|
Reference in New Issue
Block a user