Propagate for variables in d2x-rebirth/main/escort.cpp
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@ -209,13 +209,12 @@ void create_bfs_list(segnum_t start_seg, segnum_t bfs_list[], unsigned &length,
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visited[start_seg] = true;
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while ((head != tail) && (head < max_segs)) {
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int i;
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segment *cursegp;
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segnum_t curseg = bfs_list[tail++];
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cursegp = &Segments[curseg];
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for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
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for (int i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
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segnum_t connected_seg = cursegp->children[i];
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if (IS_CHILD(connected_seg) && (!visited[connected_seg])) {
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@ -238,7 +237,6 @@ void create_bfs_list(segnum_t start_seg, segnum_t bfs_list[], unsigned &length,
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// AND he has never yet, since being initialized for level, been allowed to talk.
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static int ok_for_buddy_to_talk(void)
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{
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int i;
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segment *segp;
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if (Buddy_objnum == object_none)
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@ -255,7 +253,7 @@ static int ok_for_buddy_to_talk(void)
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segp = &Segments[buddy->segnum];
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for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
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for (int i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
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auto wall_num = segp->sides[i].wall_num;
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if (wall_num != wall_none) {
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@ -575,14 +573,13 @@ static objnum_t exists_in_mine_2(segnum_t segnum, int objtype, int objid, int sp
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// -----------------------------------------------------------------------------
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static segnum_t exists_fuelcen_in_mine(segnum_t start_seg)
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{
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int segindex;
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segnum_t bfs_list[MAX_SEGMENTS];
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unsigned length;
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create_bfs_list(start_seg, bfs_list, length);
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segnum_t segnum;
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for (segindex=0; segindex<length; segindex++) {
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for (int segindex=0; segindex<length; segindex++) {
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segnum = bfs_list[segindex];
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if (Segment2s[segnum].special == SEGMENT_IS_FUELCEN)
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return segnum;
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@ -601,14 +598,13 @@ static segnum_t exists_fuelcen_in_mine(segnum_t start_seg)
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// -2 means object does exist in mine, but buddy-bot can't reach it (eg, behind triggered wall)
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static objnum_t exists_in_mine(segnum_t start_seg, int objtype, int objid, int special)
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{
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int segindex;
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segnum_t bfs_list[MAX_SEGMENTS];
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unsigned length;
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create_bfs_list(start_seg, bfs_list, length);
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segnum_t segnum;
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for (segindex=0; segindex<length; segindex++) {
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for (int segindex=0; segindex<length; segindex++) {
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segnum = bfs_list[segindex];
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objnum_t objnum = exists_in_mine_2(segnum, objtype, objid, special);
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@ -633,11 +629,9 @@ static objnum_t exists_in_mine(segnum_t start_seg, int objtype, int objid, int s
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// Return true if it happened, else return false.
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static segnum_t find_exit_segment(void)
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{
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int j;
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// ---------- Find exit doors ----------
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for (segnum_t i=segment_first; i<=Highest_segment_index; i++)
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for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
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for (int j=0; j<MAX_SIDES_PER_SEGMENT; j++)
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if (Segments[i].children[j] == segment_exit) {
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return i;
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}
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@ -1447,8 +1441,6 @@ static int maybe_steal_primary_weapon(int player_num, int weapon_num)
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// updating Stolen_items information, deselecting, etc.
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static int attempt_to_steal_item_3(object *objp, int player_num)
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{
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int i;
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ai_local *ailp = &objp->ctype.ai_info.ail;
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if (ailp->mode != AIM_THIEF_ATTACK)
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return 0;
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@ -1464,7 +1456,7 @@ static int attempt_to_steal_item_3(object *objp, int player_num)
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return 1;
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// Makes it more likely to steal primary than secondary.
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for (i=0; i<2; i++)
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for (int i=0; i<2; i++)
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if (maybe_steal_primary_weapon(player_num, Primary_weapon))
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return 1;
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@ -1490,7 +1482,7 @@ static int attempt_to_steal_item_3(object *objp, int player_num)
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if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_MAP_ALL))
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return 1;
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for (i=MAX_SECONDARY_WEAPONS-1; i>=0; i--) {
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for (int i=MAX_SECONDARY_WEAPONS-1; i>=0; i--) {
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if (maybe_steal_primary_weapon(player_num, i))
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return 1;
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if (maybe_steal_secondary_weapon(player_num, i))
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@ -1523,7 +1515,6 @@ static int attempt_to_steal_item_2(object *objp, int player_num)
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// updating Stolen_items information, deselecting, etc.
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int attempt_to_steal_item(vobjptridx_t objp, int player_num)
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{
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int i;
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int rval = 0;
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if (objp->ctype.ai_info.dying_start_time)
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@ -1531,7 +1522,7 @@ int attempt_to_steal_item(vobjptridx_t objp, int player_num)
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rval += attempt_to_steal_item_2(objp, player_num);
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for (i=0; i<3; i++) {
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for (int i=0; i<3; i++) {
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if (!rval || (d_rand() < 11000)) { // about 1/3 of time, steal another item
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rval += attempt_to_steal_item_2(objp, player_num);
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} else
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@ -1556,14 +1547,12 @@ int attempt_to_steal_item(vobjptridx_t objp, int player_num)
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// Indicate no items have been stolen.
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void init_thief_for_level(void)
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{
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int i;
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Stolen_items.fill(255);
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Assert (MAX_STOLEN_ITEMS >= 3*2); // Oops! Loop below will overwrite memory!
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if (!(Game_mode & GM_MULTI))
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for (i=0; i<3; i++) {
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for (int i=0; i<3; i++) {
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Stolen_items[2*i] = POW_SHIELD_BOOST;
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Stolen_items[2*i+1] = POW_ENERGY;
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}
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@ -1574,9 +1563,7 @@ void init_thief_for_level(void)
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// --------------------------------------------------------------------------------------------------------------
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void drop_stolen_items(object *objp)
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{
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int i;
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for (i=0; i<MAX_STOLEN_ITEMS; i++) {
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for (int i=0; i<MAX_STOLEN_ITEMS; i++) {
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if (Stolen_items[i] != 255)
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{
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drop_powerup(OBJ_POWERUP, Stolen_items[i], 1, &objp->mtype.phys_info.velocity, &objp->pos, objp->segnum);
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