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OsamodasxD
Post : 12 mar 2008 19:55
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Kapral
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  • Dołączył: 12.03.2008
  • Skąd: x=56, y=81


Wlasnie pododawalem wiecej sektorow do Ja2 (q1,q2...q16..q17) i wszystko sie git zrobilo, kompilacja przebiegla bez zadnych bledow. Ale gdy tylko chce odpalic moj plik exe uruchamia sie splash, wyskakuje wersja pliku i tyle.... gra nie przechodzi do menu..
Co robic?


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Bartek0511
Post : 12 mar 2008 20:36
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Podaj zmiany jakie wprowadziłeś do kodu.
PS. Pilar czemu masz teraz taki nick ? :P


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OsamodasxD
Post : 12 mar 2008 21:05
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Kapral
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  • Dołączył: 12.03.2008
  • Skąd: x=56, y=81


ps. - to jest moj nick^^

zmiany:
startegic/mapscreen.h
#define MAP_WORLD_X 19
#define MAP_WORLD_Y 19




Startegic/Campaign Init.cpp

extern SECTORINFO SectorInfo[289];

BOOLEAN RandomSector[289] =
{
// 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
/* A */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* B */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* C */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* D */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* E */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* F */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* G */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* H */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* I */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* J */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* K */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* L */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* M */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* N */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* O */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/* P */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 0,
/* Q*/ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 0,
};


INT16 sSectorCounter;

for (sSectorCounter = 0; sSectorCounter < 289; sSectorCounter++)
{
if ( RandomSector[ sSectorCounter ] )
{
if ( Random(100) >= 50 )
SectorInfo[ sSectorCounter ].uiFlags |= SF_USE_ALTERNATE_MAP;
}
}


StrategicCampaign Types.h
enum
{
SEC_A1, SEC_A2, SEC_A3, SEC_A4, SEC_A5, SEC_A6, SEC_A7, SEC_A8, SEC_A9, SEC_A10, SEC_A11, SEC_A12, SEC_A13, SEC_A14, SEC_A15, SEC_A16, SEC_A17,
SEC_B1, SEC_B2, SEC_B3, SEC_B4, SEC_B5, SEC_B6, SEC_B7, SEC_B8, SEC_B9, SEC_B10, SEC_B11, SEC_B12, SEC_B13, SEC_B14, SEC_B15, SEC_B16,
SEC_B17,
SEC_C1, SEC_C2, SEC_C3, SEC_C4, SEC_C5, SEC_C6, SEC_C7, SEC_C8, SEC_C9, SEC_C10, SEC_C11, SEC_C12, SEC_C13, SEC_C14, SEC_C15, SEC_C16,
SEC_C17,
SEC_D1, SEC_D2, SEC_D3, SEC_D4, SEC_D5, SEC_D6, SEC_D7, SEC_D8, SEC_D9, SEC_D10, SEC_D11, SEC_D12, SEC_D13, SEC_D14, SEC_D15, SEC_D16,
SEC_D17,
SEC_E1, SEC_E2, SEC_E3, SEC_E4, SEC_E5, SEC_E6, SEC_E7, SEC_E8, SEC_E9, SEC_E10, SEC_E11, SEC_E12, SEC_E13, SEC_E14, SEC_E15, SEC_E16,
SEC_E17,
SEC_F1, SEC_F2, SEC_F3, SEC_F4, SEC_F5, SEC_F6, SEC_F7, SEC_F8, SEC_F9, SEC_F10, SEC_F11, SEC_F12, SEC_F13, SEC_F14, SEC_F15, SEC_F16,
SEC_F17,
SEC_G1, SEC_G2, SEC_G3, SEC_G4, SEC_G5, SEC_G6, SEC_G7, SEC_G8, SEC_G9, SEC_G10, SEC_G11, SEC_G12, SEC_G13, SEC_G14, SEC_G15, SEC_G16,
SEC_G17,
SEC_H1, SEC_H2, SEC_H3, SEC_H4, SEC_H5, SEC_H6, SEC_H7, SEC_H8, SEC_H9, SEC_H10, SEC_H11, SEC_H12, SEC_H13, SEC_H14, SEC_H15, SEC_H16,
SEC_H17,
SEC_I1, SEC_I2, SEC_I3, SEC_I4, SEC_I5, SEC_I6, SEC_I7, SEC_I8, SEC_I9, SEC_I10, SEC_I11, SEC_I12, SEC_I13, SEC_I14, SEC_I15, SEC_I16,
SEC_I17,
SEC_J1, SEC_J2, SEC_J3, SEC_J4, SEC_J5, SEC_J6, SEC_J7, SEC_J8, SEC_J9, SEC_J10, SEC_J11, SEC_J12, SEC_J13, SEC_J14, SEC_J15, SEC_J16,
SEC_J17,
SEC_K1, SEC_K2, SEC_K3, SEC_K4, SEC_K5, SEC_K6, SEC_K7, SEC_K8, SEC_K9, SEC_K10, SEC_K11, SEC_K12, SEC_K13, SEC_K14, SEC_K15, SEC_K16,
SEC_K17,
SEC_L1, SEC_L2, SEC_L3, SEC_L4, SEC_L5, SEC_L6, SEC_L7, SEC_L8, SEC_L9, SEC_L10, SEC_L11, SEC_L12, SEC_L13, SEC_L14, SEC_L15, SEC_L16,
SEC_L17,
SEC_M1, SEC_M2, SEC_M3, SEC_M4, SEC_M5, SEC_M6, SEC_M7, SEC_M8, SEC_M9, SEC_M10, SEC_M11, SEC_M12, SEC_M13, SEC_M14, SEC_M15, SEC_M16,
SEC_M17,
SEC_N1, SEC_N2, SEC_N3, SEC_N4, SEC_N5, SEC_N6, SEC_N7, SEC_N8, SEC_N9, SEC_N10, SEC_N11, SEC_N12, SEC_N13, SEC_N14, SEC_N15, SEC_N16,
SEC_N17,
SEC_O1, SEC_O2, SEC_O3, SEC_O4, SEC_O5, SEC_O6, SEC_O7, SEC_O8, SEC_O9, SEC_O10, SEC_O11, SEC_O12, SEC_O13, SEC_O14, SEC_O15, SEC_O16,
SEC_O17,
SEC_P1, SEC_P2, SEC_P3, SEC_P4, SEC_P5, SEC_P6, SEC_P7, SEC_P8, SEC_P9, SEC_P10, SEC_P11, SEC_P12, SEC_P13, SEC_P14, SEC_P15, SEC_P16
SEC_P17,
SEC_Q1, SEC_Q2, SEC_Q3, SEC_Q4, SEC_Q5, SEC_Q6, SEC_Q7, SEC_Q8, SEC_Q9, SEC_Q10, SEC_Q11, SEC_Q12, SEC_Q13, SEC_Q14, SEC_Q15, SEC_Q16
SEC_Q17
};

#define SECTOR(x,y) ((y-1)*17+x-1)
#define SECTORX(SectorID) ((SectorID % 17) + 1)
#define SECTORY(SectorID) ((SectorID / 17) + 1)


Strategic/Quest.h

#define MAP_ROW_A 1
#define MAP_ROW_B 2
#define MAP_ROW_C 3
#define MAP_ROW_D 4
#define MAP_ROW_E 5
#define MAP_ROW_F 6
#define MAP_ROW_G 7
#define MAP_ROW_H 8
#define MAP_ROW_I 9
#define MAP_ROW_J 10
#define MAP_ROW_K 11
#define MAP_ROW_L 12
#define MAP_ROW_M 13
#define MAP_ROW_N 14
#define MAP_ROW_O 15
#define MAP_ROW_P 16
#define MAP_ROW_Q 17

void InitNewCampaign()
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitNewCampaign");
//First clear all the sector information of all enemy existance. Conveniently, the
//ubGroupType is also cleared, which is perceived to be an empty group.
memset( &SectorInfo, 0, sizeof( SECTORINFO ) * 289);
InitStrategicMovementCosts();
RemoveAllGroups();


Strategic/Map Screen Interface Map
// number of units wide
#define WORLD_MAP_X 19

Utils/_PolishText.cpp
// horizontal and vertical indices on the map screen

STR16 pMapVertIndex[] =
{
L"X",
L"A",
L"B",
L"C",
L"D",
L"E",
L"F",
L"G",
L"H",
L"I",
L"J",
L"K",
L"L",
L"M",
L"N",
L"O",
L"P",
L"Q",
};

STR16 pMapHortIndex[] =
{
L"X",
L"1",
L"2",
L"3",
L"4",
L"5",
L"6",
L"7",
L"8",
L"9",
L"10",
L"11",
L"12",
L"13",
L"14",
L"15",
L"16",
L"17",
};

Strategic/strategicmap.cpp

BOOLEAN SaveStrategicInfoToSavedFile( HWFILE hFile )
{
UINT32 uiNumBytesWritten=0;
UINT32 uiSize = sizeof( StrategicMapElement ) * ( MAP_WORLD_X * MAP_WORLD_Y );


// Save the strategic map information
FileWrite( hFile, StrategicMap, uiSize, &uiNumBytesWritten );
if( uiNumBytesWritten != uiSize)
{
return(FALSE);
}

// Save the Sector Info
uiSize = sizeof( SECTORINFO ) * 289;
FileWrite( hFile, SectorInfo, uiSize, &uiNumBytesWritten );
if( uiNumBytesWritten != uiSize)
{
return(FALSE);
}

// Save the SAM Controlled Sector Information
uiSize = MAP_WORLD_X * MAP_WORLD_Y;
/*
FileWrite( hFile, ubSAMControlledSectors, uiSize, &uiNumBytesWritten );
if( uiNumBytesWritten != uiSize)
{
return(FALSE);
}
*/
FileSeek( hFile, uiSize, FILE_SEEK_FROM_CURRENT );

// Save the fFoundOrta
FileWrite( hFile, &fFoundOrta, sizeof( BOOLEAN ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( BOOLEAN ) )
{
return(FALSE);
}



return( TRUE );
}



BOOLEAN LoadStrategicInfoFromSavedFile( HWFILE hFile )
{
UINT32 uiNumBytesRead=0;
UINT32 uiSize = sizeof( StrategicMapElement ) * ( MAP_WORLD_X * MAP_WORLD_Y );


// Load the strategic map information
FileRead( hFile, StrategicMap, uiSize, &uiNumBytesRead );
if( uiNumBytesRead != uiSize)
{
return(FALSE);
}

// Load the Sector Info
uiSize = sizeof( SECTORINFO ) * 289;
FileRead( hFile, SectorInfo, uiSize, &uiNumBytesRead );
if( uiNumBytesRead != uiSize)


//StrategicXML_Roaming

extern UINT32 gRestrictMilitia[289];


//StrategicStrategic Pathing.cpp
UINT16 gusPlottedPath[289];
UINT16 gusMapPathingData[289];


//StrategicMilitiaSquads
UINT32 gRestrictMilitia[289];

/StrategicMilitiaSquads
for( sLMX = 0; sLMX < 17 ; ++sLMX )
for( sLMY = 0; sLMY < 17 ; ++sLMY )

UINT8 pBlockMoveList[289];

iRandomRes = 289;


//Strategicmapscreen
BOOLEAN fGroupIDRebuilt[ 289 ];


//StrategicMap Screen Interface Map
void ClearAnySectorsFlashingNumberOfEnemies()
{
INT32 i;
for( i = 0; i < 289; i++ )
{
SectorInfo[ i ].uiFlags &= ~SF_PLAYER_KNOWS_ENEMIES_ARE_HERE;
}

// redraw map
fMapPanelDirty = TRUE;
}

//StrategicCampaign Init
void InitNewCampaign()
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitNewCampaign");
//First clear all the sector information of all enemy existance. Conveniently, the
//ubGroupType is also cleared, which is perceived to be an empty group.
memset( &SectorInfo, 0, sizeof( SECTORINFO ) * 289 );
InitStrategicMovementCosts();
RemoveAllGroups();

InitWorld(); // Lesh: generate different world each time using alternative maps
InitMiningLocations();
InitKnowFacilitiesFlags( );

BuildUndergroundSectorInfoList();

// allow overhead view of omerta A9 on game onset
SetSectorFlag( gGameExternalOptions.SektorX5, gGameExternalOptions.SektorY5, 0, SF_ALREADY_VISITED ); //Tu Zmiana

//Generates the initial forces in a new campaign. The idea is to randomize numbers and sectors
//so that no two games are the same.
InitStrategicAI();

InitStrategicStatus();

DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitNewCampaign done");
}


Kod:

//TacticalInterface Items.cpp

// Calculate chance to throw here.....
if ( !CalculateLaunchItemChanceToGetThrough( gpItemPointerSoldier,

gpItemPointer, usMapPos, (INT8)gsInterfaceLevel, (INT16)( ( gsInterfaceLevel * 289 ) + sEndZ ), &sFinalGridNo, FALSE,

&bLevel, TRUE ) )
{
gfBadThrowItemCTGH = TRUE;
}
else
{
gfBadThrowItemCTGH = FALSE;
}

//TacticalInterface Items.cpp
// Given our gridno, throw grenate!
CalculateLaunchItemParamsForThrow( gpItemPointerSoldier, sGridNo, gpItemPointerSoldier->bLevel,

(INT16)( ( gsInterfaceLevel * 289 ) + sEndZ ), gpItemPointer, 0, ubThrowActionCode, uiThrowActionData );


//TacticalPATHAI.cpp
memset(guiPlottedPath,0,289*sizeof(UINT32));


//TacticalUI Cursors.cpp
if ( !CalculateLaunchItemChanceToGetThrough( pSoldier, &TempObject, sGridNo,

(INT8)gsInterfaceLevel, (INT16)( gsInterfaceLevel * 289 ), &sFinalGridNo, fArmed, &bLevel, TRUE ) )
{
fBadCTGH = TRUE;
}
else
{
fBadCTGH = FALSE;


//TacticalUI Cursors.cpp
if ( !CalculateLaunchItemChanceToGetThrough( pSoldier, &TempObject, sGridNo,

(INT8)gsInterfaceLevel, (INT16)( gsInterfaceLevel * 289 ), &sFinalGridNo, fArmed, &bLevel, TRUE ) )
{
fBadCTGH = TRUE;
}
else
{
fBadCTGH = FALSE;
}

}

//TacticalUI Cursors.cpp
CalculateLaunchItemParamsForThrow( pSoldier, sTargetGridNo, pSoldier->bTargetLevel, (INT16)(pSoldier->bTargetLevel *

289 ), &(pSoldier->inv[ HANDPOS ] ), (INT8)(uiDiceRoll - uiHitChance), THROW_ARM_ITEM, 0 );


//StrategicAI Viewer.cpp

// count stationary enemies (garrisons)
for ( uiSector = 0; uiSector < 289; uiSector++ )
{
pSector = &SectorInfo[ uiSector ];

:okulary:

:-D MILEJ LEKTURY XD ZYCZY OSAMODASXD
HAVE A NICE DAY^^


*
 
Bartek0511
Post : 12 mar 2008 21:25
Cytowanie selektywne Odpowiedz z cytatem
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Porucznik
Porucznik
  • Posty: 1043
  • Dołączył: 11.07.2006


Zobaczę co da się z tym zrobić :]


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OsamodasxD
Post : 12 mar 2008 22:49
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Kapral
Kapral
  • Posty: 35
  • Dołączył: 12.03.2008
  • Skąd: x=56, y=81




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