Use SoldierID

This commit is contained in:
Asdow
2024-11-21 23:56:44 +02:00
parent 1ac5d153fb
commit 0d97e36c34
22 changed files with 218 additions and 204 deletions
+18 -15
View File
@@ -224,27 +224,29 @@ void FillMapColoursForTransportGroups(INT32(&colorMap)[MAXIMUM_VALID_Y_COORDINAT
std::map<UINT8, MonitoredSectorState> monitoredTowns;
for( INT16 i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive &&
MercPtrs[ i ]->stats.bLife >= OKLIFE &&
(MercPtrs[ i ]->bAssignment < ON_DUTY || MercPtrs[ i ]->bAssignment == GATHERINTEL) &&
!MercPtrs[ i ]->flags.fMercAsleep)
SOLDIERTYPE *pSoldier = MercPtrs[i];
if( pSoldier->bActive &&
pSoldier->stats.bLife >= OKLIFE &&
(pSoldier->bAssignment < ON_DUTY || pSoldier->bAssignment == GATHERINTEL) &&
!pSoldier->flags.fMercAsleep)
{
if (gGameOptions.fNewTraitSystem)
{
if (HAS_SKILL_TRAIT(MercPtrs[i], SCOUTING_NT))
if (HAS_SKILL_TRAIT(pSoldier, SCOUTING_NT))
{
detectionMap[std::pair<INT16,INT16>(MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY)] = DETECTION_RANGE_SCOUT;
detectionMap[std::pair<INT16,INT16>(pSoldier->sSectorX, pSoldier->sSectorY)] = DETECTION_RANGE_SCOUT;
}
else if (HAS_SKILL_TRAIT(MercPtrs[i], RADIO_OPERATOR_NT) && MercPtrs[i]->CanUseRadio(FALSE))
else if (HAS_SKILL_TRAIT(pSoldier, RADIO_OPERATOR_NT) && pSoldier->CanUseRadio(FALSE))
{
detectionMap[std::pair<INT16,INT16>(MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY)] = DETECTION_RANGE_RADIO;
detectionMap[std::pair<INT16,INT16>(pSoldier->sSectorX, pSoldier->sSectorY)] = DETECTION_RANGE_RADIO;
}
else if (HAS_SKILL_TRAIT(MercPtrs[i], COVERT_NT))
else if (HAS_SKILL_TRAIT(pSoldier, COVERT_NT))
{
if (MercPtrs[i]->bAssignment == GATHERINTEL)
if (pSoldier->bAssignment == GATHERINTEL)
{
detectionMap[std::pair<INT16,INT16>(MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY)] = DETECTION_RANGE_COVERT;
monitoredTowns[GetTownIdForSector(MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY)] = MonitoredSectorState::Monitored;
detectionMap[std::pair<INT16,INT16>(pSoldier->sSectorX, pSoldier->sSectorY)] = DETECTION_RANGE_COVERT;
monitoredTowns[GetTownIdForSector(pSoldier->sSectorX, pSoldier->sSectorY)] = MonitoredSectorState::Monitored;
}
}
}
@@ -481,11 +483,12 @@ void UpdateTransportGroupInventory()
std::set<UINT8> playerCalibres;
for (INT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++)
{
if (MercPtrs[i]->bActive && !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_VEHICLE))
SOLDIERTYPE *pSoldier = MercPtrs[i];
if (pSoldier->bActive && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE))
{
for (int j = 0 ; j < MercPtrs[i]->inv.size(); ++j)
for (int j = 0 ; j < pSoldier->inv.size(); ++j)
{
OBJECTTYPE& obj = MercPtrs[i]->inv[j];
OBJECTTYPE& obj = pSoldier->inv[j];
if (obj.exists()
&& Item[obj.usItem].usItemClass == IC_GUN)
{