diff --git a/Strategic/Assignments.cpp b/Strategic/Assignments.cpp index f1711ed8..75de1b8e 100644 --- a/Strategic/Assignments.cpp +++ b/Strategic/Assignments.cpp @@ -292,7 +292,7 @@ extern BOOLEAN fInMapMode; INT8 gbTrainingMode = -1; // who is the highlighted guy -extern UINT16 gusUIFullTargetID; +extern SoldierID gusUIFullTargetID; // showing town info? extern BOOLEAN fShowTownInfo; diff --git a/Tactical/Handle UI.cpp b/Tactical/Handle UI.cpp index 92e9e6d4..f72f4848 100644 --- a/Tactical/Handle UI.cpp +++ b/Tactical/Handle UI.cpp @@ -272,12 +272,12 @@ extern BOOLEAN gfGetNewPathThroughPeople; extern BOOLEAN gfIgnoreOnSelectedGuy; extern BOOLEAN gfInOpenDoorMenu; -BOOLEAN gfUIFullTargetFound; -UINT32 guiUIFullTargetFlags; -UINT16 gusUIFullTargetID; -BOOLEAN gfUISelectiveTargetFound; -UINT32 guiUISelectiveTargetFlags; -UINT16 gusUISelectiveTargetID; +BOOLEAN gfUIFullTargetFound; +UINT32 guiUIFullTargetFlags; +SoldierID gusUIFullTargetID; +BOOLEAN gfUISelectiveTargetFound; +UINT32 guiUISelectiveTargetFlags; +SoldierID gusUISelectiveTargetID; SOLDIERTYPE *gpRequesterMerc = NULL; SOLDIERTYPE *gpRequesterTargetMerc = NULL; diff --git a/Tactical/Handle UI.h b/Tactical/Handle UI.h index 14b15f1e..5109cc85 100644 --- a/Tactical/Handle UI.h +++ b/Tactical/Handle UI.h @@ -268,16 +268,16 @@ extern BOOLEAN gfUIHandlePhysicsTrajectory; // GLOBALS FOR FAST LOOKUP FOR FINDING MERCS FROM THE MOUSE -extern BOOLEAN gfUISelectiveTargetFound; -extern UINT16 gusUISelectiveTargetID; -extern UINT32 guiUISelectiveTargetFlags; +extern BOOLEAN gfUISelectiveTargetFound; +extern SoldierID gusUISelectiveTargetID; +extern UINT32 guiUISelectiveTargetFlags; -extern BOOLEAN gfUIFullTargetFound; -extern UINT16 gusUIFullTargetID; -extern UINT32 guiUIFullTargetFlags; +extern BOOLEAN gfUIFullTargetFound; +extern SoldierID gusUIFullTargetID; +extern UINT32 guiUIFullTargetFlags; extern BOOLEAN gfUIConfirmExitArrows; -extern INT32 gsJumpOverGridNo; +extern INT32 gsJumpOverGridNo; extern UINT32 HandleTacticalUI(void); extern UINT32 UIHandleEndTurn( UI_EVENT *pUIEvent ); @@ -382,4 +382,4 @@ void GetGridNoScreenXY( INT32 sGridNo, INT16 *pScreenX, INT16 *pScreenY ); //Legion by Jazz void GetMercOknoDirection( UINT8 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index d8a47380..33f5dd89 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -5482,7 +5482,7 @@ INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirect INT32 sClosest = -1, sSpot; INT32 sCloseGridNo = NOWHERE; UINT32 uiMercFlags; - UINT16 usSoldierIndex; + SoldierID usSoldierIndex; UINT8 ubDir; STRUCTURE *pDoor; UINT8 ubWallOrientation; @@ -5845,7 +5845,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub INT32 sClosest = -1, sSpot, sSpot2; INT32 sCloseGridNo = NOWHERE; UINT32 uiMercFlags; - UINT16 usSoldierIndex; + SoldierID usSoldierIndex; UINT8 ubDir; STRUCTURE *pDoor; UINT8 ubWallOrientation; diff --git a/Tactical/Overhead.h b/Tactical/Overhead.h index 9f123297..f75aa410 100644 --- a/Tactical/Overhead.h +++ b/Tactical/Overhead.h @@ -260,7 +260,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier ); BOOLEAN TeamMemberNear(INT8 bTeam, INT32 sGridNo, INT32 iRange); -BOOLEAN IsValidTargetMerc( UINT16 ubSoldierID ); +BOOLEAN IsValidTargetMerc( SoldierID ubSoldierID ); // FUNCTIONS FOR MANIPULATING MERC SLOTS - A LIST OF ALL ACTIVE MERCS INT32 GetFreeMercSlot( ); diff --git a/Tactical/Points.cpp b/Tactical/Points.cpp index ee07e3f0..2ca80a77 100644 --- a/Tactical/Points.cpp +++ b/Tactical/Points.cpp @@ -2006,7 +2006,7 @@ void GetAPChargeForShootOrStabWRTGunRaises( SOLDIERTYPE *pSoldier, INT32 sGridNo { UINT8 ubDirection; UINT32 uiMercFlags; - UINT16 usTargID; + SoldierID usTargID; BOOLEAN fAddingTurningCost = FALSE; BOOLEAN fAddingRaiseGunCost = FALSE; @@ -2189,7 +2189,7 @@ UINT16 CalculateRaiseGunCost(SOLDIERTYPE *pSoldier, BOOLEAN fAddingRaiseGunCost, INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost ) { UINT32 uiMercFlags; - UINT16 usTargID; + SoldierID usTargID; INT16 bFullAPs; INT16 bAimSkill; INT16 bAPCost = APBPConstants[AP_MIN_AIM_ATTACK]; diff --git a/Tactical/Real Time Input.cpp b/Tactical/Real Time Input.cpp index b8c21c52..81b606ba 100644 --- a/Tactical/Real Time Input.cpp +++ b/Tactical/Real Time Input.cpp @@ -180,7 +180,7 @@ void GetRTMouseButtonInput( UINT32 *puiNewEvent ) void QueryRTLeftButton( UINT32 *puiNewEvent ) { - UINT16 usSoldierIndex; + SoldierID usSoldierIndex; SOLDIERTYPE *pSoldier; SOLDIERTYPE *pVehicle; UINT32 uiMercFlags; diff --git a/Tactical/Soldier Ani.cpp b/Tactical/Soldier Ani.cpp index 9d8c420a..49bcea84 100644 --- a/Tactical/Soldier Ani.cpp +++ b/Tactical/Soldier Ani.cpp @@ -2046,7 +2046,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) { SOLDIERTYPE *pTSoldier; UINT32 uiMercFlags; - UINT16 usSoldierIndex; + SoldierID usSoldierIndex; if ( FindSoldier( pSoldier->sTargetGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) ) { diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 7963e9e6..2b256bb3 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -13269,7 +13269,7 @@ void SOLDIERTYPE::EVENT_SoldierEnterVehicle( INT32 sGridNo, UINT8 ubDirection, U { SOLDIERTYPE *pTSoldier; UINT32 uiMercFlags; - UINT16 usSoldierIndex; + SoldierID usSoldierIndex; if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) ) { diff --git a/Tactical/Soldier Find.cpp b/Tactical/Soldier Find.cpp index 72941d04..718cf8ee 100644 --- a/Tactical/Soldier Find.cpp +++ b/Tactical/Soldier Find.cpp @@ -46,11 +46,8 @@ BOOLEAN IsGridNoInScreenRect( INT32 sGridNo, SGPRect *pRect ); BOOLEAN IsPointInScreenRect( INT16 sXPos, INT16 sYPos, SGPRect *pRect ); void GetSoldierScreenRect( SOLDIERTYPE *pSoldier, SGPRect *pRect ); -// This value is used to keep a small static array of uBID's which are stacked -#define MAX_STACKED_MERCS 10 - -UINT32 gScrollSlideInertiaDirection[ NUM_WORLD_DIRECTIONS ] = +UINT32 gScrollSlideInertiaDirection[ NUM_WORLD_DIRECTIONS ] = { 3, 0, @@ -62,25 +59,29 @@ UINT32 gScrollSlideInertiaDirection[ NUM_WORLD_DIRECTIONS ] = 3, }; + +// This value is used to keep a small static array of uBID's which are stacked +#define MAX_STACKED_MERCS 10 + // Struct used for cycling through multiple mercs per mouse position typedef struct { INT8 bNum; - UINT16 ubIDs[ MAX_STACKED_MERCS ]; + SoldierID ubIDs[ MAX_STACKED_MERCS ]; INT8 bCur; BOOLEAN fUseGridNo; INT32 sUseGridNoGridNo; } SOLDIER_STACK_TYPE; -SOLDIER_STACK_TYPE gSoldierStack; -BOOLEAN gfHandleStack = FALSE; +SOLDIER_STACK_TYPE gSoldierStack; +BOOLEAN gfHandleStack = FALSE; -extern BOOLEAN gUIActionModeChangeDueToMouseOver; -extern UINT32 guiUITargetSoldierId; +extern BOOLEAN gUIActionModeChangeDueToMouseOver; +extern UINT32 guiUITargetSoldierId; -BOOLEAN FindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags ) +BOOLEAN FindSoldierFromMouse( SoldierID *pusSoldierIndex, UINT32 *pMercFlags ) { INT32 usMapPos; @@ -97,7 +98,7 @@ BOOLEAN FindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags ) return( FALSE ); } -BOOLEAN SelectiveFindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags ) +BOOLEAN SelectiveFindSoldierFromMouse( SoldierID *pusSoldierIndex, UINT32 *pMercFlags ) { INT32 usMapPos; @@ -115,7 +116,7 @@ BOOLEAN SelectiveFindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFla } -UINT32 GetSoldierFindFlags( UINT16 ubID ) +UINT32 GetSoldierFindFlags( const SoldierID ubID ) { UINT32 MercFlags = 0; SOLDIERTYPE *pSoldier; @@ -123,7 +124,7 @@ UINT32 GetSoldierFindFlags( UINT16 ubID ) // Get pSoldier! pSoldier = MercPtrs[ ubID ]; - // FInd out and set flags + // Find out and set flags if ( ubID == gusSelectedSoldier ) { MercFlags |= SELECTED_MERC; @@ -136,12 +137,12 @@ UINT32 GetSoldierFindFlags( UINT16 ubID ) } else { - // It's our own merc - MercFlags |= OWNED_MERC; + // It's our own merc + MercFlags |= OWNED_MERC; if ( pSoldier->bAssignment < ON_DUTY ) { - MercFlags |= ONDUTY_MERC; + MercFlags |= ONDUTY_MERC; } } } @@ -191,20 +192,20 @@ extern BOOLEAN CheckVideoObjectScreenCoordinateInData( HVOBJECT hSrcVObject, UIN // THIS FUNCTION IS CALLED FAIRLY REGULARLY -BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags, UINT32 uiFlags ) +BOOLEAN FindSoldier( INT32 sGridNo, SoldierID *pusSoldierIndex, UINT32 *pMercFlags, UINT32 uiFlags ) { - UINT32 cnt; + UINT32 cnt; SOLDIERTYPE *pSoldier; - SGPRect aRect; - BOOLEAN fSoldierFound = FALSE; - INT16 sXMapPos, sYMapPos, sScreenX, sScreenY; - INT16 sMaxScreenMercY, sHeighestMercScreenY = -32000; - BOOLEAN fDoFull; - UINT16 ubBestMerc = NOBODY; - UINT16 usAnimSurface; - INT32 iMercScreenX, iMercScreenY; - BOOLEAN fInScreenRect = FALSE; - BOOLEAN fInGridNo = FALSE; + SGPRect aRect; + BOOLEAN fSoldierFound = FALSE; + INT16 sXMapPos, sYMapPos, sScreenX, sScreenY; + INT16 sMaxScreenMercY, sHeighestMercScreenY = -32000; + BOOLEAN fDoFull; + SoldierID ubBestMerc = NOBODY; + UINT16 usAnimSurface; + INT32 iMercScreenX, iMercScreenY; + BOOLEAN fInScreenRect = FALSE; + BOOLEAN fInGridNo = FALSE; *pusSoldierIndex = NOBODY; @@ -227,8 +228,8 @@ BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags, for ( cnt = 0; cnt < guiNumMercSlots; cnt++ ) { pSoldier = MercSlots[ cnt ]; - fInScreenRect = FALSE; - fInGridNo = FALSE; + fInScreenRect = FALSE; + fInGridNo = FALSE; if ( pSoldier != NULL ) { @@ -339,7 +340,7 @@ BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags, if ( usAnimSurface != INVALID_ANIMATION_SURFACE ) { iMercScreenX = (INT32)( sScreenX - aRect.iLeft ); - iMercScreenY = (INT32)( -1 * ( sScreenY - aRect.iBottom ) ); + iMercScreenY = (INT32)( -1 * ( sScreenY - aRect.iBottom ) ); if ( !CheckVideoObjectScreenCoordinateInData( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject, pSoldier->usAniFrame, iMercScreenX, iMercScreenY ) ) { @@ -359,7 +360,7 @@ BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags, { gfHandleStack = TRUE; - // Add this one! + // Add this one! gSoldierStack.ubIDs[ gSoldierStack.bNum ] = pSoldier->ubID; gSoldierStack.bNum++; @@ -430,7 +431,7 @@ BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags, if ( fSoldierFound && ubBestMerc != NOBODY ) { - *pusSoldierIndex = (UINT16)ubBestMerc; + *pusSoldierIndex = ubBestMerc; (*pMercFlags) = GetSoldierFindFlags( ubBestMerc ); @@ -460,8 +461,8 @@ BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags, BOOLEAN CycleSoldierFindStack( INT32 usMapPos ) { - UINT16 usSoldierIndex; - UINT32 uiMercFlags; + SoldierID usSoldierIndex; + UINT32 uiMercFlags; // Have we initalized for this yet? if ( !gfHandleStack ) @@ -521,10 +522,9 @@ BOOLEAN CycleSoldierFindStack( INT32 usMapPos ) SOLDIERTYPE * SimpleFindSoldier( INT32 sGridNo, INT8 bLevel ) { - UINT16 ubID; + SoldierID ubID = WhoIsThere2( sGridNo, bLevel ); - ubID = WhoIsThere2( sGridNo, bLevel ); - if ( ubID == NOBODY ) + if ( ubID >= NOBODY ) { return( NULL ); } @@ -534,7 +534,7 @@ SOLDIERTYPE * SimpleFindSoldier( INT32 sGridNo, INT8 bLevel ) } } -BOOLEAN IsValidTargetMerc( UINT16 ubSoldierID ) +BOOLEAN IsValidTargetMerc( SoldierID ubSoldierID ) { SOLDIERTYPE *pSoldier = MercPtrs[ ubSoldierID ]; @@ -785,14 +785,9 @@ BOOLEAN GridNoOnScreen( INT32 sGridNo ) } -BOOLEAN SoldierOnScreen( UINT16 usID ) +BOOLEAN SoldierOnScreen( SoldierID usID ) { - SOLDIERTYPE *pSoldier; - - // Get pointer of soldier - pSoldier = MercPtrs[ usID ]; - - return( GridNoOnScreen( pSoldier->sGridNo ) ); + return( GridNoOnScreen( usID->sGridNo ) ); } @@ -1006,7 +1001,7 @@ BOOLEAN FindRelativeSoldierPosition( SOLDIERTYPE *pSoldier, UINT16 *usFlags, INT } // VERY quickly finds a soldier at gridno , ( that is visible ) -UINT16 QuickFindSoldier( INT32 sGridNo ) +SoldierID QuickFindSoldier( INT32 sGridNo ) { UINT32 cnt; SOLDIERTYPE *pSoldier = NULL; @@ -1020,7 +1015,7 @@ UINT16 QuickFindSoldier( INT32 sGridNo ) { if ( pSoldier->sGridNo == sGridNo && pSoldier->bVisible != -1 ) { - return( (UINT16)cnt ); + return( cnt ); } } diff --git a/Tactical/Soldier Find.h b/Tactical/Soldier Find.h index 6616dfb4..e35fc20a 100644 --- a/Tactical/Soldier Find.h +++ b/Tactical/Soldier Find.h @@ -30,16 +30,16 @@ class SOLDIERTYPE; #define FINDSOLDIERSELECTIVESAMELEVEL( l ) ( ( ( FIND_SOLDIER_SELECTIVE | FIND_SOLDIER_SAMELEVEL ) | ( l << 16 ) ) ) -BOOLEAN FindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags ); -BOOLEAN SelectiveFindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags ); -BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags , UINT32 uiFlags ); +BOOLEAN FindSoldierFromMouse( SoldierID *pusSoldierIndex, UINT32 *pMercFlags ); +BOOLEAN SelectiveFindSoldierFromMouse( SoldierID *pusSoldierIndex, UINT32 *pMercFlags ); +BOOLEAN FindSoldier( INT32 sGridNo, SoldierID *pusSoldierIndex, UINT32 *pMercFlags , UINT32 uiFlags ); SOLDIERTYPE * SimpleFindSoldier( INT32 sGridNo, INT8 bLevel ); BOOLEAN CycleSoldierFindStack( INT32 usMapPos ); BOOLEAN GridNoOnScreen( INT32 sGridNo ); -BOOLEAN SoldierOnScreen( UINT16 usID ); +BOOLEAN SoldierOnScreen( SoldierID usID ); BOOLEAN SoldierLocationRelativeToScreen( INT32 sGridNo, UINT16 usReasonID, INT8 *pbDirection, UINT32 *puiScrollFlags ); void GetSoldierScreenPos( SOLDIERTYPE *pSoldier, INT16 *psScreenX, INT16 *psScreenY ); void GetSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *psWidth ); @@ -48,9 +48,9 @@ void GetSoldierTRUEScreenPos( SOLDIERTYPE *pSoldier, INT16 *psScreenX, INT16 *ps BOOLEAN IsPointInSoldierBoundingBox( SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY ); BOOLEAN FindRelativeSoldierPosition( SOLDIERTYPE *pSoldier, UINT16 *usFlags, INT16 sX, INT16 sY ); -UINT16 QuickFindSoldier( INT32 sGridNo ); +SoldierID QuickFindSoldier( INT32 sGridNo ); void GetGridNoScreenPos( INT32 sGridNo, UINT8 ubLevel, INT16 *psScreenX, INT16 *psScreenY ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/opplist.cpp b/Tactical/opplist.cpp index 663d2a40..3c68ee3a 100644 --- a/Tactical/opplist.cpp +++ b/Tactical/opplist.cpp @@ -3985,11 +3985,11 @@ extern UINT32 guiNumBackSaves; void DebugSoldierPage1( ) { - SOLDIERTYPE *pSoldier; - UINT16 usSoldierIndex; - UINT32 uiMercFlags; - INT32 usMapPos; - UINT8 ubLine=0; + SOLDIERTYPE *pSoldier; + SoldierID usSoldierIndex; + UINT32 uiMercFlags; + INT32 usMapPos; + UINT8 ubLine=0; if ( FindSoldierFromMouse( &usSoldierIndex, &uiMercFlags ) ) { @@ -4168,13 +4168,13 @@ void DebugSoldierPage1( ) void DebugSoldierPage2( ) { - SOLDIERTYPE *pSoldier; - UINT16 usSoldierIndex; - UINT32 uiMercFlags; - INT32 usMapPos; - TILE_ELEMENT TileElem; - LEVELNODE *pNode; - UINT8 ubLine; + SOLDIERTYPE *pSoldier; + SoldierID usSoldierIndex; + UINT32 uiMercFlags; + INT32 usMapPos; + TILE_ELEMENT TileElem; + LEVELNODE *pNode; + UINT8 ubLine; if ( FindSoldierFromMouse( &usSoldierIndex, &uiMercFlags ) ) { @@ -4442,11 +4442,11 @@ void DebugSoldierPage2( ) void DebugSoldierPage3( ) { - SOLDIERTYPE *pSoldier; - UINT16 usSoldierIndex; - UINT32 uiMercFlags; - INT32 usMapPos; - UINT8 ubLine; + SOLDIERTYPE *pSoldier; + SoldierID usSoldierIndex; + UINT32 uiMercFlags; + INT32 usMapPos; + UINT8 ubLine; if ( FindSoldierFromMouse( &usSoldierIndex, &uiMercFlags ) ) { @@ -4835,12 +4835,12 @@ void WriteQuantityAndAttachments( OBJECTTYPE *pObject, INT32 yp ) void DebugSoldierPage4( ) { - SOLDIERTYPE *pSoldier; - UINT32 uiMercFlags; - CHAR16 szOrders[20]; - CHAR16 szAttitude[20]; - UINT16 usSoldierIndex; - UINT8 ubLine; + SOLDIERTYPE *pSoldier; + UINT32 uiMercFlags; + CHAR16 szOrders[20]; + CHAR16 szAttitude[20]; + SoldierID usSoldierIndex; + UINT8 ubLine; if ( FindSoldierFromMouse( &usSoldierIndex, &uiMercFlags ) ) {