<Nexus>
Traveler of the Multiverse
So if do the following changes, it should be fine?
EDIT: Better put it into spoiler
CvTeam.h
This...
...to this
And leave this part unchanged:
CvTeam.cpp
This...
...to this:
And this...
...to this:
CvInfos.cpp
This...
...to this:
This...
...to this:
This...
...to this:
This...
...to this:
(To be continued... )
Source code if needed:
github.com
Am I on the right track so far?
EDIT: Better put it into spoiler
Spoiler :
CvTeam.h
This...
C++:
// Movement Limits by 45deg - START
int getExtendMovementLimitsCount() const;
bool isExtendMovementLimits() const;
void changeExtendMovementLimitsCount(int iChange);
int getRemoveMovementLimitsCount() const;
bool isRemoveMovementLimits() const;
void changeRemoveMovementLimitsCount(int iChange);
// Movement Limits by 45deg - END
...to this
C++:
// Movement Limits by 45deg - START
int getExtendMovementLimits() const;
void setExtendMovementLimits(int iNewValue);
void changeExtendMovementLimits(int iChange);
int getRemoveMovementLimitsCount() const;
bool isRemoveMovementLimits() const;
void changeRemoveMovementLimitsCount(int iChange);
// Movement Limits by 45deg - END
And leave this part unchanged:
C++:
// Movement Limits by 45deg - START
int m_iExtendMovementLimitsCount;
int m_iRemoveMovementLimitsCount;
// Movement Limits by 45deg - END
CvTeam.cpp
This...
C++:
// Movement Limits by 45deg - START
if (kTech.isExtendMovementLimits())
{
changeExtendMovementLimitsCount(iChange);
}
if (kTech.isRemoveMovementLimits())
{
changeRemoveMovementLimitsCount(iChange);
}
// Movement Limits by 45deg - END
...to this:
C++:
// Movement Limits by 45deg - START
if (kTech.getExtendMovementLimits() != 0)
{
changeExtendMovementLimitsCount(kTech.getExtendMovementLimits() * iChange);
}
if (kTech.isRemoveMovementLimits())
{
changeRemoveMovementLimitsCount(iChange);
}
// Movement Limits by 45deg - END
And this...
C++:
// Movement Limits by 45deg - START
bool CvTeam::isExtendMovementLimits() const
{
return (getExtendMovementLimitsCount() > 0);
}
int CvTeam::getExtendMovementLimitsCount() const
{
return m_iExtendMovementLimitsCount;
}
void CvTeam::changeExtendMovementLimitsCount(int iChange)
{
m_iExtendMovementLimitsCount = (m_iExtendMovementLimitsCount + iChange);
FAssert(getExtendMovementLimitsCount() >= 0);
}
bool CvTeam::isRemoveMovementLimits() const
{
return (getRemoveMovementLimitsCount() > 0);
}
int CvTeam::getRemoveMovementLimitsCount() const
{
return m_iRemoveMovementLimitsCount;
}
void CvTeam::changeRemoveMovementLimitsCount(int iChange)
{
m_iRemoveMovementLimitsCount = (m_iRemoveMovementLimitsCount + iChange);
FAssert(getRemoveMovementLimitsCount() >= 0);
}
// Movement Limits by 45deg - END
...to this:
C++:
// Movement Limits by 45deg - START
// CHANGED: Return int instead of bool
int CvTeam::getExtendMovementLimits() const
{
return getExtendMovementLimitsCount();
}
int CvTeam::getExtendMovementLimitsCount() const
{
return m_iExtendMovementLimitsCount;
}
void CvTeam::changeExtendMovementLimitsCount(int iChange)
{
m_iExtendMovementLimitsCount = (m_iExtendMovementLimitsCount + iChange);
FAssert(getExtendMovementLimitsCount() >= 0);
}
// KEPT AS-IS: Still treated as boolean
bool CvTeam::isRemoveMovementLimits() const
{
return (getRemoveMovementLimitsCount() > 0);
}
int CvTeam::getRemoveMovementLimitsCount() const
{
return m_iRemoveMovementLimitsCount;
}
void CvTeam::changeRemoveMovementLimitsCount(int iChange)
{
m_iRemoveMovementLimitsCount = (m_iRemoveMovementLimitsCount + iChange);
FAssert(getRemoveMovementLimitsCount() >= 0);
}
// Movement Limits by 45deg - END
CvInfos.cpp
This...
C++:
// Movement Limits by 45deg - START
,m_bExtendMovementLimits(false)
,m_bRemoveMovementLimits(false)
// Movement Limits by 45deg - END
...to this:
C++:
// Movement Limits by 45deg - START
,m_iExtendMovementLimits(0) // Changed from m_bExtendMovementLimits(false)
,m_bRemoveMovementLimits(false)
// Movement Limits by 45deg - END
This...
C++:
CvGameSpeedInfo::CvGameSpeedInfo() :
m_iGrowthPercent(0),
m_iTrainPercent(0),
m_iConstructPercent(0),
m_iCreatePercent(0),
m_iResearchPercent(0),
m_iBuildPercent(0),
m_iImprovementPercent(0),
m_iGreatPeoplePercent(0),
m_iAnarchyPercent(0),
m_iBarbPercent(0),
m_iFeatureProductionPercent(0),
m_iUnitDiscoverPercent(0),
m_iUnitHurryPercent(0),
m_iUnitTradePercent(0),
m_iUnitGreatWorkPercent(0),
m_iGoldenAgePercent(0),
m_iHurryPercent(0),
m_iHurryConscriptAngerPercent(0),
m_iInflationOffset(0),
m_iInflationPercent(0),
//ls612: Begin
m_iGoldModifier(0),
m_iOccupationTimePopulationPercent(0),
//ls612: End
m_iVictoryDelayPercent(0),
m_iNumTurnIncrements(0),
m_iTraitGainPercent(0), // f1rpo: Better initialize this
m_pGameTurnInfo(NULL),
m_bEndDatesCalculated(false)
/************************************************************************************************/
/* Afforess Start 12/13/09 */
/* */
/* */
/************************************************************************************************/
,m_iUnitMovementPercent(0)
/************************************************************************************************/
/* Afforess END */
/************************************************************************************************/
,m_Percent()
{
}
...to this:
C++:
CvGameSpeedInfo::CvGameSpeedInfo() :
m_iGrowthPercent(0),
m_iTrainPercent(0),
m_iConstructPercent(0),
m_iCreatePercent(0),
m_iResearchPercent(0),
m_iBuildPercent(0),
m_iImprovementPercent(0),
m_iGreatPeoplePercent(0),
m_iAnarchyPercent(0),
m_iBarbPercent(0),
m_iFeatureProductionPercent(0),
m_iUnitDiscoverPercent(0),
m_iUnitHurryPercent(0),
m_iUnitTradePercent(0),
m_iUnitGreatWorkPercent(0),
m_iGoldenAgePercent(0),
m_iHurryPercent(0),
m_iHurryConscriptAngerPercent(0),
m_iInflationOffset(0),
m_iInflationPercent(0),
//ls612: Begin
m_iGoldModifier(0),
m_iOccupationTimePopulationPercent(0),
//ls612: End
m_iVictoryDelayPercent(0),
m_iNumTurnIncrements(0),
m_iTraitGainPercent(0), // f1rpo: Better initialize this
m_pGameTurnInfo(NULL),
m_bEndDatesCalculated(false)
/************************************************************************************************/
/* Afforess Start 12/13/09 */
/* */
/* */
/************************************************************************************************/
,m_iUnitMovementPercent(0)
/************************************************************************************************/
/* Afforess END */
/************************************************************************************************/
// Replace bool initialization with int initialization:
,m_iExtendMovementLimits(0) // <<<<< CHANGED HERE
,m_Percent()
{
}
This...
C++:
CvGameSpeedInfo::~CvGameSpeedInfo()
{
SAFE_DELETE_ARRAY(m_pGameTurnInfo);
}
int CvGameSpeedInfo::getGrowthPercent() const
{
return m_iGrowthPercent;
}
int CvGameSpeedInfo::getTrainPercent() const
{
return m_iTrainPercent;
}
int CvGameSpeedInfo::getConstructPercent() const
{
return m_iConstructPercent;
}
int CvGameSpeedInfo::getCreatePercent() const
{
return m_iCreatePercent;
}
int CvGameSpeedInfo::getResearchPercent() const
{
return m_iResearchPercent;
}
int CvGameSpeedInfo::getBuildPercent() const
{
return m_iBuildPercent;
}
int CvGameSpeedInfo::getImprovementPercent() const
{
return m_iImprovementPercent;
}
int CvGameSpeedInfo::getGreatPeoplePercent() const
{
return m_iGreatPeoplePercent;
}
int CvGameSpeedInfo::getAnarchyPercent() const
{
return m_iAnarchyPercent;
}
int CvGameSpeedInfo::getBarbPercent() const
{
return m_iBarbPercent;
}
int CvGameSpeedInfo::getFeatureProductionPercent() const
{
return m_iFeatureProductionPercent;
}
int CvGameSpeedInfo::getUnitDiscoverPercent() const
{
return m_iUnitDiscoverPercent;
}
int CvGameSpeedInfo::getUnitHurryPercent() const
{
return m_iUnitHurryPercent;
}
int CvGameSpeedInfo::getUnitTradePercent() const
{
return m_iUnitTradePercent;
}
int CvGameSpeedInfo::getUnitGreatWorkPercent() const
{
return m_iUnitGreatWorkPercent;
}
int CvGameSpeedInfo::getGoldenAgePercent() const
{
return m_iGoldenAgePercent;
}
int CvGameSpeedInfo::getHurryPercent() const
{
return m_iHurryPercent;
}
int CvGameSpeedInfo::getHurryConscriptAngerPercent() const
{
return m_iHurryConscriptAngerPercent;
}
int CvGameSpeedInfo::getInflationOffset() const
{
return m_iInflationOffset;
}
int CvGameSpeedInfo::getInflationPercent() const
{
return m_iInflationPercent;
}
//ls612: Begin
int CvGameSpeedInfo::getGoldModifier() const
{
return m_iGoldModifier;
}
int CvGameSpeedInfo::getOccupationTimePopulationPercent() const
{
return m_iOccupationTimePopulationPercent;
}
//ls612: End
int CvGameSpeedInfo::getVictoryDelayPercent() const
{
return m_iVictoryDelayPercent;
}
int CvGameSpeedInfo::getNumTurnIncrements() const
{
return m_iNumTurnIncrements;
}
/************************************************************************************************/
/* Afforess Start 12/13/09 */
/* */
/* */
/************************************************************************************************/
int CvGameSpeedInfo::getUnitMovementPercent() const
{
return m_iUnitMovementPercent;
}
/************************************************************************************************/
/* Afforess END */
/************************************************************************************************/
...to this:
C++:
CvGameSpeedInfo::~CvGameSpeedInfo()
{
SAFE_DELETE_ARRAY(m_pGameTurnInfo);
}
int CvGameSpeedInfo::getGrowthPercent() const
{
return m_iGrowthPercent;
}
int CvGameSpeedInfo::getTrainPercent() const
{
return m_iTrainPercent;
}
int CvGameSpeedInfo::getConstructPercent() const
{
return m_iConstructPercent;
}
int CvGameSpeedInfo::getCreatePercent() const
{
return m_iCreatePercent;
}
int CvGameSpeedInfo::getResearchPercent() const
{
return m_iResearchPercent;
}
int CvGameSpeedInfo::getBuildPercent() const
{
return m_iBuildPercent;
}
int CvGameSpeedInfo::getImprovementPercent() const
{
return m_iImprovementPercent;
}
int CvGameSpeedInfo::getGreatPeoplePercent() const
{
return m_iGreatPeoplePercent;
}
int CvGameSpeedInfo::getAnarchyPercent() const
{
return m_iAnarchyPercent;
}
int CvGameSpeedInfo::getBarbPercent() const
{
return m_iBarbPercent;
}
int CvGameSpeedInfo::getFeatureProductionPercent() const
{
return m_iFeatureProductionPercent;
}
int CvGameSpeedInfo::getUnitDiscoverPercent() const
{
return m_iUnitDiscoverPercent;
}
int CvGameSpeedInfo::getUnitHurryPercent() const
{
return m_iUnitHurryPercent;
}
int CvGameSpeedInfo::getUnitTradePercent() const
{
return m_iUnitTradePercent;
}
int CvGameSpeedInfo::getUnitGreatWorkPercent() const
{
return m_iUnitGreatWorkPercent;
}
int CvGameSpeedInfo::getGoldenAgePercent() const
{
return m_iGoldenAgePercent;
}
int CvGameSpeedInfo::getHurryPercent() const
{
return m_iHurryPercent;
}
int CvGameSpeedInfo::getHurryConscriptAngerPercent() const
{
return m_iHurryConscriptAngerPercent;
}
int CvGameSpeedInfo::getInflationOffset() const
{
return m_iInflationOffset;
}
int CvGameSpeedInfo::getInflationPercent() const
{
return m_iInflationPercent;
}
//ls612: Begin
int CvGameSpeedInfo::getGoldModifier() const
{
return m_iGoldModifier;
}
int CvGameSpeedInfo::getOccupationTimePopulationPercent() const
{
return m_iOccupationTimePopulationPercent;
}
//ls612: End
int CvGameSpeedInfo::getVictoryDelayPercent() const
{
return m_iVictoryDelayPercent;
}
int CvGameSpeedInfo::getNumTurnIncrements() const
{
return m_iNumTurnIncrements;
}
/************************************************************************************************/
/* Afforess Start 12/13/09 */
/* */
/* */
/************************************************************************************************/
int CvGameSpeedInfo::getUnitMovementPercent() const
{
return m_iUnitMovementPercent;
}
// Movement Limit Fix Start
int CvGameSpeedInfo::getExtendMovementLimits() const
{
return m_iExtendMovementLimits;
}
// Movement Limit Fix Start End
/************************************************************************************************/
/* Afforess END */
/************************************************************************************************/
This...
C++:
/************************************************************************************************/
/* Afforess Start 12/13/09 */
/* */
/* */
/************************************************************************************************/
pXML->GetChildXmlValByName(&m_iUnitMovementPercent, "iUnitMovementPercent");
/************************************************************************************************/
/* Afforess END */
/************************************************************************************************/
...to this:
C++:
/************************************************************************************************/
/* Afforess Start 12/13/09 */
/* */
/* */
/************************************************************************************************/
pXML->GetChildXmlValByName(&m_iUnitMovementPercent, "iUnitMovementPercent");
pXML->GetChildXmlValByName(&m_iExtendMovementLimits, "iExtendMovementLimits"); // <-- Added line
/************************************************************************************************/
/* Afforess END */
/************************************************************************************************/
(To be continued... )
Source code if needed:
GitHub - Sogroon/CvGameCoreDLL-1.3: for CoM 1.3 (100 civs)
for CoM 1.3 (100 civs). Contribute to Sogroon/CvGameCoreDLL-1.3 development by creating an account on GitHub.
Am I on the right track so far?
Last edited: