Yes, same errors just with the additional i.
edit:werid, I feel like dwarf fortress forum is deleting the i.
//Move returning agents to homeless shelter if current safehouse is besieged.
for (i = 0; i < listlength; i++)
{
if (location[pool[AgentList[i]]->base]->siege.siege)
{
pool[AgentList[i]]->base = find_homeless_shelter(*pool[AgentList[i]]);
pool[AgentList[i]]->location = pool[AgentList[i]]->base;
}
}
Item *newloot = new Loot(*loottype[getloottype("LOOT_TERRAVITAESECRETS")]);
location[pool[AgentList[i]]->location]->loot.push_back(newloot);
addstr(pool[AgentList[i]]->name, gamelog);
addstr(" has also brought back a record of Terra Vitae activities, ready for the Liberal Guardian!", gamelog);
if (supersuccessful && (necstrength <= (NEC_STRENGTH_MAXIMUM - 4)) && (necstate == NEC_DORMANT))
{
Item *newloot = new Loot(*loottype[getloottype("LOOT_NEC_REPORTS")]);
location[pool[AgentList[i]]->location]->loot.push_back(newloot);
addstr(pool[AgentList[i]]->name, gamelog);
addstr(" In addition, our heroes have brought back evidence of a globe-spanning conspiracy that will shatter the world's perceptions of... everything!", gamelog);
}
//Weaken the NEC's corrupting influence!
necstrength--;
change_public_opinion(VIEW_TERRAVITAE,10);
}
else
{
set_color(COLOR_RED, COLOR_BLACK, 1);
addstr(pool[AgentList[teamleader]]->name, gamelog);
addstr("'s team's mission was a dismal failure.", gamelog);
}
gamelog.nextMessage();
getch();
//Nuke the dead agents
for (i = 0; i < casualties; i++)
{
for (j = 0; j < pool.size(); j++)
{
if (DeadAgents[i] == pool[j]->id)
{
delete_and_remove(pool, j);
break;
}
}
}
//Final step: free all of this memory we've allocated
free(AgentList);
free(BonusList);
free(SkillRolls);
free(CombatRolls);
free(DodgeRolls);
if (DeadAgents != 0)
free(DeadAgents);
}
EDIT: Ah ok, forgot code brackets, but same line numbers.
Can someone upload a complied version for arch 64 bit? perhaps my system is compiling it wrong.